Baldur's Gate III | BEST Level 5 Spells RANKED

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Baldur's guide 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 level so make sure you leave a like and you're subscribed so you don't miss an episode this is this sixth video in the series so make sure you check out the gaming analytics Channel page to ensure you pick the absolute best spells for your bg3 build now with that out of the way let's get nerdy in at 10th place is the evocation spell cone of cold which is available to the sorcerer Wizard and fiend warlock as well as The Bard via magical Secrets at level 10. cone of cold summons forth a freezing Vortex engulfing an area of 30 feet in a blast of icy wind inflicting a d8 coal damage to all caught within the Spells effect which fell a constitution saving throw and of course half as much on a successful one of course the added benefit here is that it freezes all liquid surfaces that the spell touches resulting in a slippery icy surface that can half movement speed as well as Force enemies to make it dexterity saving throw or slip and fall prone on the icy surface in at Ninth Place overall from the school of Enchantment is dominate person dominate person is a widely available spell and can be picked up by The Bard sorcerer wizard Archway and great old one warlock as well as the trickery and knowledge domain cleric those who invoke the Dominate person's spell caused a bewitching aura that envelops the target eroding their willpower and their ability to distinguish ring from foe upon a failed save the target turns on its previous allies compelled to fight by your side for a duration of 10 turns whilst under the Spells beguiling influence the downside of dominate person is that the humanoid Target can repeat its saving throw each time it takes damage so take extra care when casting in selecting your target in at 8th Place from the school of Illusion is seeming available to The Bard sorcerer wizard Archway Warlock and trickery domain cleric seeming allows you to disguise up to four members of your party as other humanoids opening up additional gameplay options to crawl through smaller spaces disguising your party as members of another race opening up additional dialogue options and also as an interesting interaction with the speak with dead spell with enemies that you have recently murdered foreign next up at number seven from the abduration school of magic is planar binding planar binding is available to The Bard cleric Druid and Wizard and is essentially a souped-up version of Dominic person allowing you to control Celestial Elemental Fey or fiend and persuade them to fight by your side on a failed wisdom save for 10 turns and is especially useful for Baldur's Gate 3 as you are going to be fighting a number of fiends during your adventure unfortunately however similar to the Dominate person spell the wisdom saving throw can be made each time the target takes damage so make sure you choose a Target that is not necessarily fighting in the front line if possible next up at number six is artistry of War which can only be obtained and prepared on a permanent basis by Wizards after describing the scroll of artistry of War found within the red Knight's final stratagem upon casting the Artistry of War spell you summon fourth six Master strategists Each of which attack UFOs dealing 2d6 plus 6-4s damage for a possible total damage output potential of between 48 and 108 points of damage next up in fifth place from the school of conjuration is Kanye Elemental and is available to the wizard and Druid as well as The Bard via magical Secrets the circles of the land root who choose the coast or mountain biome also has this spell prepared at level nine whereas warlocks can also gain access to kanji Elemental if they choose the Eldridge invocation minions of chaos at level 9. Elemental summons forth a being of air Earth fire or water to fight by your side Each of which has a number of unique spells and abilities at their disposal in fourth place from the school of abduration and available to The Bard cleric Druid and life domain cleric as well as the circle of the land's Druid who choose the coast or grassland biome is greater restoration in essence the greater restoration spell allows the Caster to remove the charm petrification stun or curse status Effect afflicting one of your party members and the use of Greater restoration applies mainly in combat situations allowing you to remove one of these ailing effects and have your party function at maximum efficiency foreign Place overall from the school of Enchantment is the ever powerful hold monster available to The Bard sorcerer warlock Wizard and water main Carrick hold monster paralyzes and incapacitates any creature which fails a wisdom saving throw for a duration of 10 turns this incapacitated creature is unable to move act or react and all melee attacks within a range of 3 meters or 10 feet is always a critical hit hold monster is extremely useful when focusing fire on a powerful enemy allowing you to deal maximum damage in a very short period of time furthermore paralyzed creatures also automatically fail strength and dexterity saving throws allowing the strategically minded to set up other spells and abilities for maximum effect in at number two is the ever-powerful battlefield control spell from the evocation School of magic wall of stone wall of stone is available to the Druid sorcerer Wizard and nature domain cleric as well as The Bard via magical secrets and the circle of the lands Druid who choose the desert or mountain biome at level 9. and in essence creates a barrier that can be conjured between two points within the effective range providing their exist an unobstructed path connecting them this barrier consists of sturdy Stone pillars each possessing 30 hit points and are impervious to psychic damage but susceptible to force and thunder damage these pillars serve as an obstruction blocking movement and line of sight making wall of stone extremely useful to cordon off the battlefield allowing a patient party to segregate certain enemies off from others as well as negate possible damage received from range attacks and spells and at number one from the transmutation School of magic is telekinesis telekinesis is available to the sorcerer wizard great old one Warlock and knowledge domain cleric which allows the Caster to grab an enemy or object and hurl at 18 meters or 16 feet through the air telekinesis obviously has a number of utility and combat related uses in throwing enemy from Heights inflicting fall damage and making them fall prone as well as retrieving items that are Out Of Reach or within a dangerous area as always thank you so much for watching please let me know in the comments down below what you think are the best level 5 spells in bg3 before you go please remember to leave a like And subscribe to the channel for more bg3 related content and most importantly of all stay nerdy
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Channel: Gaming Analytics
Views: 2,080
Rating: undefined out of 5
Keywords: Baldur's Gate III, Baldur's Gate 3, Video Games, CRPG, Game Guides
Id: 3UuxuNFx0Fg
Channel Id: undefined
Length: 8min 25sec (505 seconds)
Published: Sat Sep 23 2023
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