Baldur's Gate III | BEST Level 4 Spells RANKED

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Baldur's Gate 3 has well over 600 spells and spell effects in this video series I will be ranking the top 10 spells for each and every spell label so make sure you leave a like and you're subscribed so you don't miss an episode in today's video we will be taking a look at some of the best level 4 spells available this is the fifth video in the series so please do make sure you check out the rest of the spell ranking videos on the channel now with that out of the way let's get nerdy in a tenth place from the school of Enchantment is confusion available to The Bard grew at sorcerer wizard knowledge domain cleric and the circles of the sports Druid it creates a 20 feet radio zone of chaotic energy within an effective range of 60 feet muddling the minds of creatures for three turns creatures within this area must make a wisdom saving throw all become completely disconfaculated causing them to lash out attacking random creatures unable to distinguish friend from foe run around aimlessly or skip their turn altogether the spelled unpredictability can disrupt enemy tactics and sell Chaos on the battlefield but it also introduces an element of uncertainty as even the Caster cannot predict the exact actions of the affected creatures foreign Place overall in the ranking goes to polymorph polymorph is a potent transmutation Magic available to The Bard Druid sorcerer Wizard and trickery domain cleric that transforms an enemy within a range of 60 feet into a meat little sheep the target of the spell has the opportunity to negate the spell effect by making a wisdom saving throw but on a failed save goes all woolly unable to contribute to the enemy's offensive in any meaningful way for five turns if or rather when the polymorph sheep is reduced to zero hit points or the car still loses concentration the spell effect ends restoring the target's original form and its original hit points polymorph is a decent spell in bg3 but pails in comparison to its DND counterpart I was really looking forward to turning my party members into Goblin chomping T-Rexes but at last that is a fantasy that will stay at the table for now in eighth place from the evocation School of magic is ice storm available to the Druid sorcerer Wizard and Tempest domain cleric it harnesses the power of nature to unleash a devastating wintry onslaught when cast the spell conjures a violent meteorological phenomenon that combines freezing ice and whirling winds at a point within 60 feet the spell lasts for a total of two turns and does not require concentration during its duration hail of large Jagged ice chunks rained down upon a 20-foot radius centered on the chosen Point dealing 2d8 bludgeoning and 4d6 coal damage with creatures caught in the frigidorrent needing to make a dexterity saving throw taking the full brunt of the force on a failsafe and half as much on a successful one in at seventh place is evard's black tentacles black tentacles is a Conjuration Spell that summons a Sinister and Eldritch Force to create an area of nightmares constricted tentacles and available to the wizard and great old ones warlock upon casting these dark tendrils erupt from the ground in a 20-foot radius within the Caster's line of sight within 60 feet these sentient tentacles act with malicious intent grasping and ensnaring any creatures unfortunate enough to be caught within their reach dealing 3d6 bludgeoning damage and creating an area of difficult Terrain This spells ominous effect lasts 14 turns making it an effective tool for Battlefield control as the tentacles obstruct movement making it challenging for enemies to approach or retreat creatures entering the area or starting their turn need to make a string saving throw or be subject to the tentacles grasp slowing their advance [Music] next up in sixth place from the enchantment School of magic is dominate Beast dominate Beast establishes a psychic link with a beast within their line of sight compelling it to switch sides attacking your nearby enemies and available to the Druid sorcerer the archify and great old one Warlock the targeted Beast Within 60 feet must succeed on a wisdom saving throw to resist the Spell's effect and upon failure will be forced to act out violently against its previous compatriots for a duration of 10 turns however this saving throw is repeated every single time the Beast takes damage so enjoy it while it lasts dominate Beast is a thematic option for Druids which demonstrates their Attunement with nature to command animals of the natural world however careful planning is crucial to make the most out of the dominated creatures assistance at number five only available to the Druid and Ranger is conjure Woodland being conjure Woodland being calls forth a dryad from the Fey realm within a range of 60 feet from the Caster the Caster has complete control over the drive for the whole adventuring day the dryad is capable of casting a number of very useful spells such as in tangle Spike growth and a souped-up version of sheleighly as well as other very useful features like Fallen lover nature step and others conjure Woodland being is a great choice adding another body to the party with a varied selection of options that are both useful in and outside of combat encounters [Music] in at number four is wall of fire wall of fire is a powerful evocation spell available to the Druid sorcerer wizard light and Forge domain clerics as well as the fiend Warlock this allows a Caster to conjure a blazing barrier of intense flames win cost the spell creates a wall of fire between two points within 60-foot range this flaming infernal wall inflicts fire damage to any creature that passes through or starts their turn within 10 feet of the fiery barrier those caught by the walls lashing flame tongues must make a dexterity saving throw to mitigate the 5d8 of fire damage as the intensity of the fire increases when creatures approach the war the Caster also has the flexibility to position the wall strategically using it to create barriers control the battlefield or deal with multiple enemies simultaneously the wall can be used both offensively and defensively obstructing enemy movements funneling foes into choke points or acting as a fiery determined wall of fire and an exciting element to encounters as the fiery barrier can dramatically change the Dynamics of a battle for the third place I am going to be cheating a little bit as at the moment the spell doesn't function quite as described but I am ranking it on the intended implementation as I expect this will be patched before long and that is rating visibility available to The Bard sorcerer Wizard and Arch Faye warlock greater invisibility is a potent illusion spell that cloaks the Target in a aura of superior concealment when cast the spell renders a creature or object entirely invisible going beyond the standard invisibility by maintaining its effect even when the target takes in action the spell grants the recipient a remarkable level of stealth and elusiveness making it difficult for enemies to locate or Target them unlike standard invisibility great invisibility allows the invisible creature to attack car spells and perform other actions without breaking the Spell's effect this makes it an awesome choice of spellcasters and melee combatants alike as it provides a significant advantage in both offense and defense the spell lasts for 10 turns granting ample time for the invisible creature to exploit their unseen State however the illusion is not absolute Keen sensors magical detection or special abilities might still reveal the creature's presence in at second place overall is dimension door dimension door is from the conjuration School of magic and allows the casa to instantaneously transport themselves and a nearby willing creature to a different location that the Caster can see it's also available to The Bard sorcerer warlock wizard trickery domain cleric and oath of Vengeance Paladin Wayne cost the spell creates a shimmering portal that connects the Caster's current position to their desired location upon stepping through the portal the cars to and accompanying creature are instantaneously transported to the chosen location this magical travel occurs without traversing the physical space between these two points making it an effective means of bypassing obstacles reaching inaccessible areas or escaping dangerous situations dimension door offers great versatility in both exploration and combat scenarios adventurers can use it to quickly Traverse long distances out maneuver enemies or create tactical advantages by positioning themselves advantageously on the battlefield and my absolute favorite level 4 spell in Boulders Gate 3 is banishment banishment comes to us from the school of ab duration and available to the sorcerer Warlock and wizard it allows a castle to forcibly send a creature to another plane of existence with the cost of targeting a creature within 60 feet they can see forcing them to make a Charisma saving throw if the target fails the saving throw it is banished to a harmless demi-plane for a duration of two turns during this punishment the target is effectively removed from the game making banishment an extremely useful tool for incapacitating Dangerous foes removing them from the battlefield or buying time for the casters party to deal with other threats however the Spells effects aren't permanent and after the two turns are up all concentration of the cast is broken the Spells effect ends prematurely the charisma-saving throw required makes banishment very reliable with very few characters having proficiency or high Charisma modifiers to assist in successfully saving from being heated out of there and there you have it my top 10 level 4 spells in Baldur's Gate 3. 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: 12,788
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Keywords: Baldur's Gate III, Baldur's Gate 3, Video Games, CRPG, Game Guides
Id: -uDwBz6T_Iw
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Length: 11min 54sec (714 seconds)
Published: Sun Aug 13 2023
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