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{{Guide}}
*Work in progress*
*Work in progress*


This is a collection of items I've found in Baldur's Gate 3 that either allow you to summon creatues or improve the performance of creatures you summon.  I wanted to put all of these items in one place for my own benefit, but also for the benefit of anyone else trying to create a "Summoner" character.
=Introduction=
This is a collection of items I've found in Baldur's Gate 3 that either allow you to summon creatues or improve the performance of creatures you summon.  I wanted to put all of these items in one place for my own benefit, but also for the benefit of anyone else trying to create a "Summoner" character. You do not need all of these items or spells to be an effective summoner, nor are all of these items or spells necessarily good on a summoner character. 


You do not need all of these items or spells to be an effective summoner, nor are all of these items or spells necessarily good on a summoner character, but each of the items and spells listed in this guide will allow you to summon and enhance creatures.  In a full party, you may be able to use most of this equipment spread across four characters, but in a solo playthrough a combination of items listed in this guide combined with other equipment will most likely be optimal.
In a full party, you may be able to use most of this equipment spread across four characters, but in a solo playthrough a combination of items listed in this guide combined with other equipment will most likely be optimal; the list is meant to be ''mostly'' exhaustive, rather than "best practice".


I will eventually have the entries sorted in terms of availability.  Visit the page for each of these entries for more information.
The following entries should be organized by the acts in which they first appear.  Visit the page for each of these entries for more information.


==Equipment==
=General Party Utility=
===General Party Utility===
While these items and spells are not specific to summoned creatures, they can be used to benefit some--if not all--summoned creatures in the same way they they benefit companions, and are worth considering for any characters or builds that plan to use summons.  
{{SmIconLink|Longsword_%2B1_Icon.png|Phalar Aluve}} can debuff nearby enemies with a {{SmIconLink|Bane_Icon.png|Bane}}-like effect and an extra {{DamageText | 1d4 | Thunder}} on hit or, alternatively, buff nearby allies with a {{SmIconLink|Bless_Icon.png|Bless}}-like effect.  On current patch, the Sing or Shriek effects persist even when Phalar Aluve is un-equipped.


{{SmIconLink|Hellrider's Pride Icon.png|Hellrider's Pride}} provides {{SmIconLink|Blade Ward Icon.png|Blade Ward}} when healing a character or creature. Will not effect undead summons.
===Act 1 Equipment===
*{{RarityItem|Phalar Aluve}} can debuff nearby enemies with a {{SAI|Bane (spell)|Bane}}-like effect and an extra {{DamageText | 1d4 | Thunder}} on hit or, alternatively, buff nearby allies with a {{SAI|Bless}}-like effect.  As of Patch 3, the Sing or Shriek effects persist even when Phalar Aluve is un-equipped.
**'''Location:''' The Underdark, near the three Minotaur.


{{SmIconLink|Voss' Silver Sword.png|Duke Ravengard's Longsword}} grants nearby allies temporary hit points equal to your Charisma modifier when you land a killing blow.
*{{RarityItem|Hellrider's Pride}} provides {{SAI|Blade Ward}} when healing a character or creature.  Will not affect undead summons.
**'''Location:''' Obtained from Zevlor, can be pick-pocketed.


{{SmIconLink|Mace_PlusTwo_Icon.png|Devotee's Mace}} provides turn-based healing in an AoE around the wielder.  Will not effect undead summons.
===Act 2 Equipment===
*{{RarityItem|Shield of Devotion}} allows you to cast a version of [[Aid]] on nearby allies once per Long Rest.
**'''Location:''' Purchased from a vendor in [[Last Light Inn]].


===Equipment that Enhance Summoned Creatures===
===Act 3 Equipment===
{{SmIconLink|Circle of Bones Icon.png|Circle of Bones}} provides permanent physical resistance to all nearby allied undead as long as the circlet is equipped.
*{{RarityItem|Duke Ravengard's Longsword}} grants nearby allies temporary hit points equal to your Charisma modifier when you land a killing blow.
**'''Location:''' Obtained from Duke Ulder Ravengard, either after he has been killed, or if he drops his weapon during the prison break.


{{SmIconLink|Abyss Beckoners Icon.png|Abyss Beckoners}} provides resistance to *all* damage types to *all* summoned creatures while the effect is active, but will cause the creatures to go mad if they fail a Wisdom Saving Throw. I would recommend that you start using this probably after you enter Act 3, once you have enough summoned creatures that the madness debuff isn't super debilitating, and possibly only if your summoned creatures really need the durability boost.  You can turn the passive effect on and off without consuming an action, so use the {{SmIconLink|Abyss Beckoners Icon.png|Abyss Beckoners}} to prevent big AoE damage, and then turn the effect off once enemies have exhausted their spell slots.
*{{RarityItem|Devotee's Mace}} provides turn-based healing in an AoE around the wielder.  Will not effect undead summons.
**'''Location:''' Obtained from {{SAI|Divine Intervention: Arm Thy Servant}}.


===Equipment that Summon Creatures===
*{{RarityItem|Bhaalist Armour}} makes ''most'' nearby enemies vulnerable to piercing damage, particularly good with Skeleton Archers.
{{SmIconLink|Infernal Rapier Icon.png|Infernal Rapier}} is obtained through Wyll's questline, towards the very end of Act 2. Allows you to cast  {{SmIconLink|Spell Conjuration PlanarAlly.png|Planar Ally: Cambion}} once per Long Rest.
**'''Location:''' Obtained from a merchant in the [[Murder Tribunal]].


{{SmIconLink|Moonlantern Icon.png|Shadow Lantern}} can only be obtained by interacting with the broken Moonlantern located in Balthazar's study in Moonrise Towers while Gale is in your party.  Allows you to cast {{SmIconLink|Conjure_Shadow_Lantern_Wraith_Icon.png|Conjure Shadow Lantern Wraith}}.  The wraith only persists while the lantern is equipped, unfortunately.
===Spells===
*{{SAI|Globe of Invulnerability}} can be used to protect summoned creatures.


{{SmIconLink|Bitter_Divorce_Icon.png|Second Marriage}} can be obtained if you choose to keep the {{SmIconLink|Bitter_Divorce_Icon.png|Bitter Divorce}} wand at the culmination of the [[Save Mayrina]] questline, and allows you to summon [[Connor Vinderblad]] as a zombie.  Mayrina must surive the fight with the Hag.
*{{SAI|Slow}} can greatly diminish the effectiveness of enemy units, and can make it easier for summoned creatures to hit them, which is important because summoned creatures tend to have pretty underwhelming attack rates.


{{SmIconLink|Greataxe_PlusTwo_Icon.png|Sethan}} allows you to summon a {{SmIconLink|Spiritual_Weapon_Icon.png|Spiritual Weapon}}.
=Equipment=
These are items that, when worn, provide passive benefits to summoned creatures, allow the wearer to actively buff summoned creatures, or allows the wearer to summon creatures. Many pieces of equipment can be replaced with better gear once the active effect has been used, typically once every Long Rest.


===Conditional===
==Equipment that Summons Creatures==
{{SmIconLink|Staff_of_Cherished_Necromancy_Icon.png|Staff of Cherished Necromancy}} (Only works with Necromancy spells, but allows you to potentially cast Raise Dead without consuming a spell slot)
===Act 1===
*{{RarityItem|Second Marriage}} can be obtained if you choose to keep the {{RarityItem|Bitter Divorce}} wand at the culmination of the [[Save Mayrina]] questline, and allows you to summon [[Connor Vinderblad]] as a zombie.  Mayrina must survive the fight with the Hag in order to complete the quest.
**'''Location:''' In the Hag's workshop, past the Hag boss fight arena.


{{SmIconLink|Flesh_Model.png|Flesh}} (Only works in the Gauntlet of Shar)
===Act 2===
*{{RarityItem|Shadow Lantern}} can only be obtained by interacting with the broken Moonlantern located in Balthazar's study in Moonrise Towers while Gale is in your party. Allows you to cast {{SAI|Conjure Shadow Lantern Wraith}}.  The wraith only persists while the lantern is equipped, unfortunately.
**'''Location:''' Balthazar's study in Moonrise Towers.


{{SmIconLink|Scroll_of_Summon_Quasit_Icon.png|Scroll of Summon Quasit}} or {{SmIconLink|Scroll_of_Summon_Quasit_Icon.png|Find Familiar: Cheeky Quasit}} summons a unique NPC, Shovel.  Spellcasters can gain access to this spell permanently once per Short Rest by choosing the right dialogue options.
*{{RarityItem|Infernal Rapier}} can be obtained through Wyll's questline after the point of no return in Act 2, assuming the player chooses the right dialogue choices.  Allows you to cast {{SAI|Planar Ally: Cambion}} once per Long Rest.
**'''Location:''' The Mind Flayer Colony at the end of Act 2.


{{SmIconLink|Find_Familiar_Cat_Icon.png|Find Familiar:Scratch}} if you have Scratch in your camp.  I think you may need to speak with him using {{SmIconLink|Speak_With_Animals_Icon.png|Speak With Animals}} at least once.
===Act 3===
*{{RarityItem|Sethan}} allows you to summon a {{SAI|Sethan: Spiritual Greataxe}}.
**'''Location:''' Purchased in Rivington.


{{SmIconLink|Spell_Conjuration_FindFamiliar_Boo.png|Find Familiar: Boo}} for [[Minsc]] only.
*{{RarityItem|Crypt Lord Ring}} grants a cast of {{SAI|Create Undead}} once per Long Rest.
**'''Location:''' Received from Thrumbo if he survives the [[Find Mystic Carrion's Servant]] quest.


==Summoning Spells or Cantrips (including comparable scrolls)==
==Equipment that Enhances Summoned Creatures==
{{SmIconLink|Mage Hand Icon.png|Mage Hand}} can be learned natively by ever spellcaster save for Clerics.
===Act 1===
*{{RarityItem|Abyss Beckoners}} provides resistance to *all* damage types to *all* summoned creatures while the effect is active, but will cause the creatures to go mad if they fail a Wisdom Saving Throw.  While you can get this item in Act 1, I would recommend that you start using this probably after you enter Act 3, once you have enough summoned creatures that the madness debuff isn't super debilitating, and possibly only if your summoned creatures really need the durability boost.  You can turn the passive effect on and off without consuming an action, so use the '''Abyss Beckoners''' to prevent big AoE damage, and then turn the effect off once enemies have exhausted their spell slots. Ghouls and Flying Ghouls are immune to Madness status. Making this the go-to for Necromancer builds.
**'''Location:''' Zhentarim Hideout, behind a locked door in the back of the cave.


{{SmIconLink|Find Familiar Icon.png|Find Familiar}} does not consume a spell slot when cast outside of combat.
===Act 2===
*{{RarityItem|Circle of Bones}} provides permanent physical resistance to all nearby allied undead as long as the circlet is equipped.  The cast of Raise Undead it provides doesn't benefit from the Necromancer Wizard passive, so I would only use it in a pinch.
**'''Location:''' Looted from [[Balthazar]] in either the Gauntlet of Shar or the Mind Flayer Colony.


{{SmIconLink|Flaming Sphere Icon.png|Flaming Sphere}}
===Act 3===


{{SmIconLink|Animate Dead Icon.png|Animate Dead}}
==Conditional or Miscellaneous==
The "Conditional or Miscellaneous" part of this guide is reserved for both items and spells that are either temporarily available, or only available to players who make minor but specific choices during their playthrough.  As such, these tools will not be available to all players in the same way that previous entries will be.


{{SmIconLink|Conjure Minor Elemental Icon.png|Conjure Minor Elemental}}  
===Act 1===
*{{RarityItem|Scroll of Summon Quasit}} and {{SAI|Find Familiar: Cheeky Quasit}} summons a unique NPC, [[Shovel (familiar)|Shovel]].  Spellcasters can gain access to a permanent once per Short Rest spell by choosing the right dialogue options.


{{SmIconLink|Conjure Elemental Icon.png|Conjure Elemental}}
*{{RarityItem|Scratch's Ball}} and {{SAI|Find Familiar: Scratch}} if you have Scratch in your camp.  I think you may need to speak with him using {{SAI|Speak with Animals}} at least once.
 
===Act 2===
*{{RarityItem|Summon Golem Bell}} only works in the Gauntlet of Shar, and seemingly only if [[Balthazar]] is alive.
**'''Location:''' Balthazar will loan Flesh to you in the Guantlet of Shar if you pass a persuasion check.
*{{RarityItem|Summon Us}} can only be obtained after the point of no return in Act 2 if Us was freed during the prologue and once again in the Mind Flayer Colony. Summons Us as an intellect devourer NPC.
**'''Location:''' The Mind Flayer Colony at the end of Act 2.
 
===Act 3===
*{{RarityItem|Staff of Cherished Necromancy}}
**Only works with Necromancy spells, but allows you to potentially cast Raise Dead without consuming a spell slot.  Almost certainly better with other Necromancy spells, but this is a list for summoning so I get to mention the summoning synergy.
 
*{{SAI|Find Familiar: Boo}} can be used by [[Minsc]] only.
 
*{{SAI|Danse Macabre}} can be learned in Act 3 only if you followed the {{RarityItem|Necromancy of Thay}} questline starting in Act 1.  This spell requires a minimum of a level 5 spell slot.
*{{SAI|Sights of the Seelie: Summon Deva}} can only be learned in Act 3 by a single wizard character that has scribed the {{RarityItem|Scroll of Bestial Communion}} found in the Sorcerous Vault. This spell requires a level 6 spell slot.
 
=Summoning Spells or Cantrips=
Organized by minimum spell slot required to cast spell under normal conditions.  [[Scrolls]] exist for some summoning spells.
 
===Spell Slot Level 1===
*{{SAI|Mage Hand}} is a [[Cantrip]] that can be learned natively by every spellcaster save for Clerics.
 
*{{SAI|Find Familiar}} is a {{Ritual Spell}}.
 
===Spell Slot Level 2===
*{{SAI|Flaming Sphere}} can be learned by a {{Class|Druid}}, {{Class|Wizard}}, or {{Class|Light Domain}} at class level 3, and can by learned by an {{Class|Arcane Trickster}} or {{Class|Eldritch Knight}} at class level 8.  Requires [[Concentration]].
*{{SAI|Spiritual Weapon}}
 
===Spell Slot Level 3===
*{{SAI|Animate Dead}} can be learned by a {{Class|Wizard}}, {{Class|Cleric}}, {{Class|Circle of the Spores}}, or '''Pact of the Tome''' {{Class|Warlock}}.
**A {{Class|Necromancy School}} will automatically gain {{SAI|Animate Dead}} at class level 6, even if they learned it previously at class level 5.
 
===Spell Slot Level 4===
*{{SAI|Conjure Minor Elemental}} can be learned by a {{Class|Wizard}} or a {{Class|Druid}}.
 
*{{SAI|Conjure Woodland Being}} can be learned by a {{Class|Druid}}.
 
*{{SAI|Guardian of Faith}} can be learned by a Cleric. 
**{{SAI|Globe of Invulnerability}} can be used to prevent the automatic loss of hit points that occurs when the {{SAI|Guardian of Faith}} lands an attack.
 
===Spell Slot Level 5===
*{{SAI|Conjure Elemental}} can be learned by  a {{Class|Wizard}} or {{Class|Druid}} starting at class level 9, as well as by a {{Class|Bard}} or {{Class|Warlock}} through [[Magical Secrets]] and '''Minions of Chaos''' respectively.
 
===Spell Slot Level 6===
*{{SAI|Create Undead}} can be learned by a {{Class|Cleric}}, {{Class|Warlock}}, or {{Class|Wizard}}.
 
*{{SAI|Planar Ally}} can be learned by a {{Class|Cleric}}.
 
===Miscellaneous===
*{{SAI|Fungal Infestation}} is learned automatically by {{Class|Circle of the Spores}} at class level 6, and can be used as a reaction up to four times per Long Rest.  Does not require or consume spell slots.
*{{SAI|Control Undead}} is learned automatically by {{Class|Oathbreaker}} at class level 3, and costs an action as well as a Channel Oath Charge. Does not require or consume spell slots.

Latest revision as of 10:05, 22 November 2024

  • Work in progress*

Introduction[edit | edit source]

This is a collection of items I've found in Baldur's Gate 3 that either allow you to summon creatues or improve the performance of creatures you summon. I wanted to put all of these items in one place for my own benefit, but also for the benefit of anyone else trying to create a "Summoner" character. You do not need all of these items or spells to be an effective summoner, nor are all of these items or spells necessarily good on a summoner character.

In a full party, you may be able to use most of this equipment spread across four characters, but in a solo playthrough a combination of items listed in this guide combined with other equipment will most likely be optimal; the list is meant to be mostly exhaustive, rather than "best practice".

The following entries should be organized by the acts in which they first appear. Visit the page for each of these entries for more information.

General Party Utility[edit | edit source]

While these items and spells are not specific to summoned creatures, they can be used to benefit some--if not all--summoned creatures in the same way they they benefit companions, and are worth considering for any characters or builds that plan to use summons.

Act 1 Equipment[edit | edit source]

  • Phalar Aluve can debuff nearby enemies with a Bane Bane-like effect and an extra 1d4 Damage TypesThunder on hit or, alternatively, buff nearby allies with a Bless Bless-like effect. As of Patch 3, the Sing or Shriek effects persist even when Phalar Aluve is un-equipped.
    • Location: The Underdark, near the three Minotaur.
  • Hellrider's Pride provides Blade Ward Blade Ward when healing a character or creature. Will not affect undead summons.
    • Location: Obtained from Zevlor, can be pick-pocketed.

Act 2 Equipment[edit | edit source]

Act 3 Equipment[edit | edit source]

  • Duke Ravengard's Longsword grants nearby allies temporary hit points equal to your Charisma modifier when you land a killing blow.
    • Location: Obtained from Duke Ulder Ravengard, either after he has been killed, or if he drops his weapon during the prison break.
  • Bhaalist Armour makes most nearby enemies vulnerable to piercing damage, particularly good with Skeleton Archers.

Spells[edit | edit source]

  • Slow Slow can greatly diminish the effectiveness of enemy units, and can make it easier for summoned creatures to hit them, which is important because summoned creatures tend to have pretty underwhelming attack rates.

Equipment[edit | edit source]

These are items that, when worn, provide passive benefits to summoned creatures, allow the wearer to actively buff summoned creatures, or allows the wearer to summon creatures. Many pieces of equipment can be replaced with better gear once the active effect has been used, typically once every Long Rest.

Equipment that Summons Creatures[edit | edit source]

Act 1[edit | edit source]

  • Second Marriage can be obtained if you choose to keep the Bitter Divorce wand at the culmination of the Save Mayrina questline, and allows you to summon Connor Vinderblad as a zombie. Mayrina must survive the fight with the Hag in order to complete the quest.
    • Location: In the Hag's workshop, past the Hag boss fight arena.

Act 2[edit | edit source]

  • Shadow Lantern can only be obtained by interacting with the broken Moonlantern located in Balthazar's study in Moonrise Towers while Gale is in your party. Allows you to cast Conjure Shadow Lantern Wraith Conjure Shadow Lantern Wraith. The wraith only persists while the lantern is equipped, unfortunately.
    • Location: Balthazar's study in Moonrise Towers.
  • Infernal Rapier can be obtained through Wyll's questline after the point of no return in Act 2, assuming the player chooses the right dialogue choices. Allows you to cast Planar Ally: Cambion Planar Ally: Cambion once per Long Rest.
    • Location: The Mind Flayer Colony at the end of Act 2.

Act 3[edit | edit source]

Equipment that Enhances Summoned Creatures[edit | edit source]

Act 1[edit | edit source]

  • Abyss Beckoners provides resistance to *all* damage types to *all* summoned creatures while the effect is active, but will cause the creatures to go mad if they fail a Wisdom Saving Throw. While you can get this item in Act 1, I would recommend that you start using this probably after you enter Act 3, once you have enough summoned creatures that the madness debuff isn't super debilitating, and possibly only if your summoned creatures really need the durability boost. You can turn the passive effect on and off without consuming an action, so use the Abyss Beckoners to prevent big AoE damage, and then turn the effect off once enemies have exhausted their spell slots. Ghouls and Flying Ghouls are immune to Madness status. Making this the go-to for Necromancer builds.
    • Location: Zhentarim Hideout, behind a locked door in the back of the cave.

Act 2[edit | edit source]

  • Circle of Bones provides permanent physical resistance to all nearby allied undead as long as the circlet is equipped. The cast of Raise Undead it provides doesn't benefit from the Necromancer Wizard passive, so I would only use it in a pinch.
    • Location: Looted from Balthazar in either the Gauntlet of Shar or the Mind Flayer Colony.

Act 3[edit | edit source]

Conditional or Miscellaneous[edit | edit source]

The "Conditional or Miscellaneous" part of this guide is reserved for both items and spells that are either temporarily available, or only available to players who make minor but specific choices during their playthrough. As such, these tools will not be available to all players in the same way that previous entries will be.

Act 1[edit | edit source]

Act 2[edit | edit source]

  • Summon Golem Bell only works in the Gauntlet of Shar, and seemingly only if Balthazar is alive.
    • Location: Balthazar will loan Flesh to you in the Guantlet of Shar if you pass a persuasion check.
  • Summon Us can only be obtained after the point of no return in Act 2 if Us was freed during the prologue and once again in the Mind Flayer Colony. Summons Us as an intellect devourer NPC.
    • Location: The Mind Flayer Colony at the end of Act 2.

Act 3[edit | edit source]

  • Staff of Cherished Necromancy
    • Only works with Necromancy spells, but allows you to potentially cast Raise Dead without consuming a spell slot. Almost certainly better with other Necromancy spells, but this is a list for summoning so I get to mention the summoning synergy.

Summoning Spells or Cantrips[edit | edit source]

Organized by minimum spell slot required to cast spell under normal conditions. Scrolls exist for some summoning spells.

Spell Slot Level 1[edit | edit source]

  • Mage Hand Mage Hand is a Cantrip that can be learned natively by every spellcaster save for Clerics.

Spell Slot Level 2[edit | edit source]

Spell Slot Level 3[edit | edit source]

Spell Slot Level 4[edit | edit source]

Spell Slot Level 5[edit | edit source]

Spell Slot Level 6[edit | edit source]

Miscellaneous[edit | edit source]

  • Fungal Infestation Fungal Infestation is learned automatically by Circle of the Spores Circle of the Spores at class level 6, and can be used as a reaction up to four times per Long Rest. Does not require or consume spell slots.
  • Control Undead Control Undead is learned automatically by Oathbreaker Oathbreaker at class level 3, and costs an action as well as a Channel Oath Charge. Does not require or consume spell slots.