Guide:Summoning: Difference between revisions

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===Act 1===
===Act 1===
*{{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.
*{{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.
**Location
**Location: Zhentarim Hideout, behind a locked door in the back of the cave.
 
===Act 2===
===Act 2===
*{{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.

Revision as of 20:29, 23 September 2023

  • Work in progress*

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, 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.

I will eventually have the entries sorted in terms of availability. Visit the page for each of these entries for more information.


General Party Utility

  • Phalar Aluve 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. On current patch, the Sing or Shriek effects persist even when Phalar Aluve is un-equipped.
  • Duke Ravengard's Longsword Duke Ravengard's Longsword grants nearby allies temporary hit points equal to your Charisma modifier when you land a killing blow.
  • Devotee's Mace Devotee's Mace provides turn-based healing in an AoE around the wielder. Will not effect undead summons.
  • 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

Equipment that Enhance Summoned Creatures

Act 1

  • Abyss Beckoners 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 Abyss Beckoners Abyss Beckoners to prevent big AoE damage, and then turn the effect off once enemies have exhausted their spell slots.
    • Location: Zhentarim Hideout, behind a locked door in the back of the cave.

Act 2

  • Circle of Bones Circle of Bones provides permanent physical resistance to all nearby allied undead as long as the circlet is equipped.

Act 3

Equipment that Summons Creatures

Act 1

Act 2

  • Shadow Lantern 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.

Act 3


Summoning Spells or Cantrips (including comparable scrolls)

Class Level 1

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

Class Level 2

Class Level 5

Class Level 6

Class Level 7

  • Guardian of Faith Guardian of Faith can be learned by a Cleric and requires a level 4 spell slot. Globe of Invulnerability can be used to prevent the automatic loss of hit points that occurs when the Guardian lands an attack.

Class Level 9

Class Level 11

  • Create Undead Create Undead can be learned by a Cleric, Warlock, or Wizard, and requires a level 6 spell slot.
  • Planar Ally Planar Ally can be learned by a Cleric and requires a level 6 spell slot.

Conditional or Miscellaneous

Act 1

Act 2

  • Flesh Flesh (Only works in the Gauntlet of Shar)

Act 3

  • Staff of Cherished Necromancy Staff of Cherished Necromancy (Only works with Necromancy spells, but allows you to potentially cast Raise Dead without consuming a spell slot)
  • Danse Macabre Danse Macabre can be learned in Act 3 only if you followed the Necromancy of Thay Necromancy of Thay questline starting in Act 1. This spell requires a minimum of a level 5 spell slot.