Baldur's Gate III | BEST Cantrip Spells RANKED

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baldus Gate 3 has over 200 Spells at launch and will eventually feature more than 600 spells in total in this video series I will be ranking the top 10 spells for each and every spell level so make sure you subscribe so you don't miss an episode now with that out of the way let's get nerdy starting the cantrip ranking off at number 10 is Firebolt the Firebolt can trip allows spellcasters such as Wizards Sorcerers Arcane tricksters and the Eldridge Knight fighter to conjure and shoot a ball to fire at a Target within range Firebolt is an attack roll can trip requiring a standard action to cost and has an effective range of 60 feet on a successful hit it deals one detained fire damage being one of the largest cantrip damage die in bg3 fire damage however is a somewhat commonly resisted Elemental damage type especially at higher levels of play in order to determine if a Firebolt hits the target the Caster makes a range spell attack roll adding this spell attack bonus to the result and if this is higher than the target's Armor class or AC the bolt Finds Its Mark setting anything flammable Ablaze adding some tactical and utility options for Creative players the damage dealt by Firebolt also increases as the cost against levels adding a further detain at level 5 and 11 making it more potent as characters progress Firebolt is a versatile and widely chosen can triple spellcasters providing a powerful at will range damage option throughout their Adventures its Simplicity and Effectiveness makes it an iconic choice for those who seek to wield the Primal force of fire in their magical Arsenal in ninth place is magehand magehand is mostly a utility cantrip and is available to bards Sorcerers warlocks and wizards as well as Eldridge Knight Fighters and Arcane trickster Rogues and conjures a spectral incorporal hand at wool this magical hand serves as an unseen and immaterial extension of the Castle's own hand granting them the ability to manipulate and interact with objects from a distance magehand requires an action to cast has a range of 60 feet allowing courses to interact and manipulate objects within that range and last for 10 turns before dissipating it appears as an intangible shimmering and ghostly hand and hovers in the air under the Castle's control the maijan can perform simple tasks that human hands could such as picking up objects opening doors pushing buttons or turning keys Arcane tricks the Rogues get a special version of magehand capable of lock picking chests from a safe distance stealing items off of unsuspecting marks all whilst being completely invisible while the maijan can perform various actions it has limited strengths and can not exert forces Beyond a few pounds the Mage hand can trip provides spell courses with a versatile tool for various Solutions it is often used to interact with objects from a safe distance trigger traps cautiously or carry out subtle actions in stealthy scenarios whether it's assisting in Exploration or solving puzzles the magehand cantrip offers Creative Solutions and adds depth to spellcasters repertoire of magical abilities finding its place at eighth on the ranking is sheleighly in bg3 sheleighly is only available to Druids and magically empowers a wooden club or quarterstaff transforming it into a potent magical weapon for the duration of the spell Chile requires the casa to touch a wooden club or quarter stuff as they invoke the spell the weapon glows with a fine green light signifying magical enchantment once cast the effective club or Quarter Staff becomes a magical weapon for the duration of the spell and this means the weapons attacks use the spellcast the spell casting ability modifier such as the wisdom for the Druid instead of the usual strength or dexterity modifier the weapons damage type changes to magical bludgeoning for the duration of the spell granting the cast of the ability to bypass resistances and immunities to non-magical attacks shillely's effects last 14 rounds unless the Caster fails to maintain concentration allowing Druids who might not rely on traditional Weaponry to have a viable melee option in combat exemplifies the druidic connection to Nature's magic and provides an alternative combat option for spellcasters who wish to engage in close quarter combat with a magically empowered wooden weapon it also adds a touch of thematic flavor to characters who embrace the Wilderness and natural world in their Adventures in at seventh place is vicious mockery vicious mockery is a bad exclusive cantrip it is a powerful unique spell that allows bards to unleash cutting insults and taunts upon its Target to deal psychic damage and impose disadvantage on their next attack the spell deals psychic damage which represents the emotional harm inflicted by The Bard's biting words the damage also scales with the bar's level making it more potent as they advance a successful hit with vicious mockery imposes disadvantage on the target's next attack role the verbal assault weakened the target's resolve and concentration affecting their combat effectiveness vicious mockery has a casting range of 60 feet requiring the target to be within hearing distance of The Bard in order to resist the effects of vicious mockery the target must make a wisdom saving throw a successful save reduces the damage and avoids the disadvantage effect vicious mockery is not only a powerful combat cantrip but also provides great role-playing opportunities for bars to engage in witty banter and taunting during encounters the Spell's unique blend of damage and crowd control effects make it a popular choice for bards looking to contribute both offensively and be creative in combat the ability to inflict damage with words alone is a testament to The Bard's skill in using the power of music and performance to weave Magic on the battlefield sixth place in the ranking goes to Reya Frost rare Frost can be selected by Sorcerers and wizards as well as Eldritch Knight Fighters and Arcane trickster Rogues casting the spell shoots a frigid beam of ice and a Target within range it is a damaging Kendrick that harnesses the power of cold to deal damage and provide additional effects Raya Frost deals 1d8 coal damage which is a common Elemental damage type however call damage is not as commonly resisted as fire although it does become less reliable at high levels of play to determine if the ray of frost hits the target the Costa makes a range spell attack roll adding this spell attack bonus to the result the total is then compared to the target's Armor class and if it meets or beats it it hits one of the unique effects of Raya Frost is the ability to reduce the speed of the creature it hits on a successful hit the target speed is reduced until the start of the character's next turn by 10 feet as most cane trips damage dealt scales with level and as such rare Frost increases as the cost against experience adding a further 1d8 at levels 5 and level 11. in bg3 rare Frost can also be cast on liquid surfaces freezing them instantly making it difficult to rain halving movement speed on the ice surface and adds a chance for enemies to slip and full prone ending their turn the ray of frost cantrip provides spell casters with a versatile offensive option that deals call damage and can potentially slow down enemies making it valuable in both combat and exploration scenarios with its freezing powers Raya Frost allows casters to wield the chilling essence of ice and snow as a potent weapon in their magical repertoire fifth place overall goes to minor illusion minor illusion allows Bard Sorcerers warlocks Wizards Eldridge Knight Fighters and Arcane trickster Rogues to create a minor illusionary sensory effect within range that distracts enemies as they gather to inspect the conjured effect the spell creates a minor and relatively simple illusion that can either be a sound or an image the illusion is static and cannot move or change dynamically the minor illusion can drip lasts 14 rounds providing a limited but useful time frame for the illusion to be maintained while the illusion is not physically real creatures that fail an intelligence investigation check will proceed to investigate the main use of minor illusion in bg3 is to either get a number of enemies together before starting combat in order to drop an AOE spell on them or to distract enemies in order to sneak past them unseen the mine illusion cantrip provides creative players with a versatile tool to manipulate the perceptions of others creating additional Avenues of approach if you like playing chase this is the cantrip for you one spot shy of the podium at number four is Thorn whip Thorn whip is only available to bards and allows them to summon a vine-like whip covered in thorns and lash out at a creature within range the spell harnesses the power of nature to deal damage and potentially move the target closer to the caster thornrip requires an action to cast with the Druid making an attack roll to determine if the whip Finds Its Target successfully the spell deals 1d6 piercing damage which is a physical non-magical damage type Thorn repairs an effective range of 30 feet and if the spell attack hits the vinelike whip wraps around the Target and the Caster can choose to pull the creature up to 10 feet closer providing the target is large or smaller in size extremely useful for repositioning enemies or allies during combat the 1d6 piercing damage dealt by Thorn whip increases as the cost against levels improving to 2d6 at level 5 and 3d6 at 11 11. making it more potent as the character progresses The Thorn whip can trip showcases the druid's connection to Nature and its ability to wield these elements in combat lashing out at foes from a distance dealing damage and manipulating the battlefield to their advantage with its versatility Thorn whip is a favorite choice for Druids seeking to embrace their Primal roots and utilize the forces of nature in their magical Arsenal breaking into the top three is Chill Touch The Chill Touch cantrip is typically available to sorcerer's warlocks Wizards Eldridge Knight Fighters and Arcane tricks to Rogues despite its name the spell does not deal coal damage like one would expect but instead it harnesses negative energy to deal necrotic damage and has additional effects against Undead creatures despite what the name would apply Chill Touch is also not a touch spell it has an effective range of 60 feet and requires an action to cost with the cost of making an attack roll to determine its success the spell deals 1d6 necrotic damage which represents the draining of the life force or negative energy which is one of the more reliable damage types with fewer enemies having resistances or immunities to its effects against Undead creatures Chill Touch has a unique secondary effect imposing disadvantage to their attack rolls until the start of the Caster's next turn representing the necrotic Energy's unsettling effect on the undead creature damage dealt by Chill Touch increases by an additional D6 at level 5 and level 11. The Chill Touch can trip showcases the darker and necromantic side of magic as spell cast this channel negative energy to harm their enemies and manipulate Undead creatures with its unique interaction against Undead foes Chill Touch is a favor choice for those who embrace the darker arts and seek to wield the power of necromancy in their magical repertoire just shy of the number one spot in second place is guidance in bg3 the guidance cantrip is primarily associated with clerics and Druids it's a buffing cantrip that allows the concert to touch a willing creature and Grant them a supernatural guidance enhancing their ability in certain situations guidance requires an action to cast with the cost attaching a willing creature adding a D4 to one ability check of their choice this means they roll an additional four-sided die and add the result to their next ability check result potentially improving the chances of success the recipient can choose when to use the D4 bonus during the spell duration of one minute or 10 turns making it a versatile cantrip that can be applied to various situations such as skill checks saving throws or even attack rolls the spammable nature of guidance means that outside of combat characters are proficient in every skill in the game improving their chances of success while interacting with the game world and NPCs Gaiden showcases the spellcaster's ability to provide Divine Assistance or Mother Nature's Grace to their companions by bestowing this magical Boon spellcasters can Aid their allies in crucial moments offering a small but significant advantage in overcoming challenges and obstacles whether it's aiding in a lock picking attempt bolstering a friend's resolve against fear or helping them navigate through treacherous terrain the guidance can trip exemplifies the support of characteristics of divine and nature magic and the number one gaming analytics Baldur's Gate 3 cane trip is Eldritch blast Eldridge blast is the signature and most iconic spell for warlock characters offering a potent and versatile offensive option the casting of Eldridge blast requires an attack roll to be made against an enemy Target within 60 feet and uses a standard action to do so the spell deals 1d10 Force damage which is a powerful and generally very rarely resistor damage type it bypasses most resistances and immunities making it effective against a wide range of creatures at levels 5 and 11 the cost against the ability to cast two and then three beams with a single casting of Eldridge blast each beam is treated as a separate attack allowing the Warlock to hit multiple targets or Focus their fire on a single foe what really separates Eldridge Blast from other cantrips on this list is the invocations that warlocks can choose to modify and enhance Aldridge blast such as adding one's Charisma modifier when inflicting damage for each Beam with agonizing blast or the ability to push an enemy 15 feet with each hit with repelling blast the Eldritch blast cantrip embodies the warlocks packed with otherworldly entities granting them the ability to channel Aldridge Powers as a deadly force it is a versatile and iconic spell often shaping the playstyle and character concept of warlocks who become formidable wielders of this destructive and Darkly alluring spell [Music] and there you have it the top 10 best can trips in bald's Gate 3. obviously these are ranked based on my personal experience playing bg3 DND 5e and the research undertaken what are your favorites let me know in the comments down below please like subscribe and I truly hope to see you again soon [Music]
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Channel: Gaming Analytics
Views: 77,529
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Keywords: Baldur's Gate III, Baldur's Gate 3, Video Games, CRPG, Game Guides
Id: qk3UUPjogVo
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Length: 17min 41sec (1061 seconds)
Published: Sun Jul 23 2023
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