Guide:Summoning: Difference between revisions
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{{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. | {{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. | ||
{{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 | {{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. | ||
===Equipment that Summon Creatures=== | ===Equipment that Summon Creatures=== |
Revision as of 17:54, 22 September 2023
- 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.
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.
Visit the page for each of these entries for more information about them.
Equipment
General Party Utility
1d4 Thunder on hit or, alternatively, buff nearby allies with a -like effect. On current patch, the Sing or Shriek effects persist even when Phalar Aluve is un-equipped.
can debuff nearby enemies with a -like effect and an extraprovides when healing a character or creature. Will not effect undead summons.
grants nearby allies temporary hit points equal to your Charisma modifier when you land a killing blow.
provides turn-based healing in an AoE around the wielder. Will not effect undead summons.
Equipment that Enhance Summoned Creatures
provides permanent physical resistance to all nearby allied undead as long as the circlet is equipped.
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 to prevent big AoE damage, and then turn the effect off once enemies have exhausted their spell slots.
Equipment that Summon Creatures
Conditional
(Only works with Necromancy spells, but allows you to potentially cast Raise Dead without consuming a spell slot)
(Only works in the Gauntlet of Shar)
or
Summoning Spells or Cantrips (including comparable scrolls)