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9 Hidden Spell Interactions in Baldur's Gate 3

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We jump right into it with a secret use for Web!
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Timestamps
00:00 Web
01:07 Darkness & Fog Cloud
01:50 Ranger's Companion
02:48 Conjure Minor Elemental
03:23 Create or Destroy Water
03:55 Sanctuary
05:52 Enlarge/Reduce
06:48 Grease
08:15 Ray of Frost

The first hidden spell interaction is with Web:
Web covers an area in thick, flammable webbing that slows creatures within and possibly enwebs them. By creating a web it can actually act as a soft surface to jump from a high place from, negating all falling damage. Use it on a patch of ground, then jumping onto that patch will negate all fall damage. This is a good way to jump from high places when you don’t have featherfall available. These spells can be used by the Ranger Spider Companion or as a Shapeshifted Druid as a Spider, and both Sorcerers and Wizards have access to Web. The ranger, Sorcerer, and Wizard have the best ability to pull this off, either as a Ranger being able to summon their Spider at the bottom of a high cliff, then casting the web successfully or a wizard sorcerer casting web from above. But the Druid would have to shapeshift and won’t always be able to either jump down as a spider or cast it from above because of being lower to the ground as a spider and not being able to have vision. So next time you don’t have featherfall, use Web instead!

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Darkness & Fog Cloud
Both Fog Cloud and Darkness Blind and Heavily Obscure creatures within it.
But besides the obvious use to prevent ranged attacks from entering an area, you can also use darkness and fog to obscure an area you want to steal from and do other crimes within, without consequence. This is handy when you really want an item you can’t afford, or need to make some quick gold, but still want to be friendly with the town and able to trade and do quests later without causing a run in with the guards or a fight.


Ranger’s Companion
Allows you to gain a beast companion that will help you on your quest and fight alongside you. I’ve noticed that this beast can cause different interactions with goblins depending on the animal: Boar seems to slightly attract goblins, and they may attack it too, wolf is similar in that it might get attacked, but it doesn’t attract. And Spider surprisingly doesn’t cause as much fear as the familiar small spider, but it doesn’t seem to provoke attacks. The Bear seems nearly on the same level as the small spider in causing the goblins to run around in fear, but also will be attacked if it wanders too close. I thought it was interesting how each animal causes a different response, and you could use this when trying to avoid combat, or set up an ambush by scaring some goblins far away from the others to get really good positioning.


Conjure Minor Elemental
This spell conjures a minor elemental to fight alongside you. Other summoning spells like Find Familiar, Animate Dead, and so on can all be used and then swapped out for another one as long as you're outside of combat. Do this and the summons will persist, and you have a freed up spell slot for something else. A neat little trick allowing you to get more spells usable than you might have thought at first glance.


Create or Destroy Water
Calls forth rain extinguishing exposed flames and forms a water surface. While this water surface has a ton of uses we talked about it our previous video, the actual spell cast has an additional use:
It can be used to reveal characters that are invisible! (Of course you’ll still need to know the general area they are in to cast successfully on them, but if you do, use create water on them and their invisibility is removed!)



Sanctuary makes you or an ally unable to be targeted until you attack or harm a creature. This spell can actually be incredibly powerful in a number of different situations. You can use it on your healer because it doesn’t break sanctuary when healing, and after reviving or healing a downed teammate in battle since it’s a bonus action, so the newly revived teammate doesn't immediately get downed again, which is really a perfect synergy since a character than comes back from being downed will probably just drink a potion and end turn, so that protection is perfect.
Also, if you have a character that uses a Concentration spell purely for support (i.e. Bless, Hold Person, etc), using Sanctuary on that character will essentially make them unable to have their concentration broken, which can be super useful in the right scenarios. You can even use sanctuary and place glyph of warding to inflict AOE damage and that won’t cause you to lose sanctuary. Because it wasn’t you, it was the glyph! This also works great for if you’re going to be a summoner. Creating a Mage Hand doesn’t break Sanctuary.

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posted by manuellozanc