8 Secret Spell Interactions in Baldur's Gate 3

Toyhouze
Toyhouze
494.7 هزار بار بازدید - 10 ماه پیش - First up is a hidden
First up is a hidden interaction with Feign Death. Feign Death is a level 3 necromancy spell learned at level 5. This spell allows spellcasters to put their allies into a magical, protective coma, feigning death...
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Timestamps
00:00 Feign Death
01:16 Dancing Lights
01:42 Fire Surface
02:38 Chromatic Orb
03:13 Cloudkill, Darkness and Fog Cloud
04:58 Eldritch Blast
05:44 Goodberry
06:29 Guidance

By using the barter feature, you can give a ton of gold to a merchant to max out their attitude with you quickly. Once you do that, you can now cast feign death on them because for some reason they are now considered an ally. Once you do that, you can pickpocket them and get all your stuff back, plus all of their stuff. A few things to be careful with this is that you’ll need the character casting feign death to be the one initiating conversation and donating your goods to increase attitude. Also, because you need to be stealthed to pickpocket, you may need to also cast fog on the area in case other NPCs are around. And third, be mindful of feign death’s duration. It only lasts 10 turns, so don’t go too crazy with the pickpocketing because if your target comes out of feign death and you’re pickpocketing them, you’ll have a fight on your hands. I love this trick because it’s almost an infinite money glitch, allowing you to steal everything from every merchant you come across.

Dancing Lights is an Evocation Cantrip. It creates magical orbs of light that brighten an area. But it can also be used on vents to block them and completely disable the trap. I’m not sure how Literal lights can block a vent - but it works. Dancing Lights requires concentration, so be sure to move to a safe location before you cast your next concentration spell.

Fire Surface
There are a number of ways to create a fire surface, which does 1d4 damage per turn - which is not a lot. But a hidden use of a fire surface is that it deals damage to potions when they are dropped and it creates the healing mist to heal. This is incredibly powerful because dropping or moving items in battle doesn’t cost an action… which means you can heal an infinite number of times in battle as long as you are standing in any fire or item-damaging surface. This is a great way to turn a burning surface an enemy put on you, into an advantage instead of disadvantage, and it’s pretty overpowered if you have a lot of healing potions - just make sure to split your stacks and drop them one by one.


Chromatic Orb
Chromatic Orb  hurls a sphere that deals damage and creates a surface on impact. You can choose to create several different types of surfaces. From Acid to Ice to fire. and so on, but when you choose Chromatic Orb Lightning, you get both a lightning surface, but also water along with it - you get an Electrified Water Surface. So it’s almost like an upgraded Create or Destroy Water that deals damage, and creates an Electrified Water surface. Once the electricity fades, you also have a water surface left behind.

Cloudkill, Darkness & Fog Cloud
These three spells interact interestingly with each other. Cloudkill is a level 5 Conjuration Spell learned at level 9 by Sorcerers, Wizards, and Druids. Casting it crafts a large cloud that inflicts 5d8 Poison damage per turn, and you can reposition the cloud each turn. The spell requires concentration and heavily obscures everything within it.
Of course, this spell can be removed by spells like Gust of Wind, but surprisingly Fog Cloud and Darkness also clear the effect. Not only that, but these two spells prevent Cloudkill from affecting the area they are placed, even if cloudkill is cast second, it won’t replace Fog or Darkness. However, Fog and Darkness can replace each other, and both remove Cloudkill.
So in a way Fog Cloud and Darkness can serve as an Anti-Cloudkill zone, protecting everyone inside from the spell.
However, what’s the point of safety if you’re blind? Well, this works especially well with Devil’s Sight, a level 2 Warlock class feature known as an Eldritch Invocation. Devil’s Sight allows you to see normally in darkness, both magical and non magical, to a distance of 24 meters. So with this, a Warlock can protect themselves from Cloudkill, but also enjoy the effect of Darkness preventing ranged attacks into or out of that zone. And since you only need to be a level 2 Warlock, this opens up a lot of possibilities for Multi-Classing.

Also, attacking out of the Darkness grants “Attacking from Shadows” which gives Advantage.  Pair this with the other Eldritch Invocation Repelling Blast to knock the target back and you have an incredibly powerful combo. AI seem to avoid going into the darkness, and if they do go into it, you can just knock them back out. Set up a Mind Sanctuary inside and you’ve got 2 Eldritch Blasts per turn to knock away your enemies.

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10 ماه پیش در تاریخ 1402/06/27 منتشر شده است.
494,747 بـار بازدید شده
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