Guide:Summoning
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- 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.
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
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
- 1d4 Thunder on hit or, alternatively, buff nearby allies with a -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.
can debuff nearby enemies with a -like effect and an extra
- Location: Obtained from Zevlor, can be pick-pocketed.
provides when healing a character or creature. Will not effect undead summons.
Act 2 Equipment
- Aid on nearby allies once per Long Rest.
- Location: Purchased from a vendor in Last Light Inn.
allows you to cast a version of
Act 3 Equipment
- Location: Obtained from Duke Ulder Ravengard, either after he has been killed, or if he drops his weapon during the prison break.
grants nearby allies temporary hit points equal to your Charisma modifier when you land a killing blow.
- Location: Obtained from Divine Intervention.
provides turn-based healing in an AoE around the wielder. Will not effect undead summons.
- Location: Obtained from a merchant in the Murder Tribunal.
makes most nearby enemies vulnerable to piercing damage, particularly good with Skeleton Archers.
Spells
- can be used to protect summoned creatures.
- 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
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
Act 1
- 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.
can be obtained if you choose to keep the wand at the culmination of the
Act 2
- Location: Balthazar's study in Moonrise Towers.
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 . The wraith only persists while the lantern is equipped, unfortunately.
- Location: The Mind Flayer Colony at the end of Act 2.
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 once per Long Rest.
Act 3
- Location: Purchased in Rivington.
allows you to summon a .
- Create Undead once per Long Rest.
- Location: Received from Thrumbo if he survives the Find Mystic Carrion's Servant quest.
grants a cast of
Equipment that Enhances Summoned Creatures
Act 1
- Location: Zhentarim Hideout, behind a locked door in the back of the cave.
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 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.
Act 2
- Location: Looted from Balthazar in either the Gauntlet of Shar or the Mind Flayer Colony.
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.
Act 3
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.
Act 1
- or summons a unique NPC, Shovel. Spellcasters can gain access to this spell permanently once per Short Rest by choosing the right dialogue options.
- if you have Scratch in your camp. I think you may need to speak with him using at least once.
Act 2
- Balthazar is alive.
- Location: Balthazar will loan Flesh to you in the Guantlet of Shar if you pass a persuasion check.
only works in the Gauntlet of Shar, and seemingly only if - Location: The Mind Flayer Colony at the end of Act 2.
can only be obtained after the point of no return in Act 2 if Us was freed during the prologue and in the Mind Flayer Colony. Summons Us as a intellect devourer NPC.
Act 3
- 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.
- Minsc only. can be used by
- can be learned in Act 3 only if you followed the questline starting in Act 1. This spell requires a minimum of a level 5 spell slot.
- can be learned in Act 3 only if a wizard character has scribed the 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
- Cantrip that can be learned natively by every spellcaster save for Clerics. is a
- Ritual spell. is a
Spell Slot Level 2
- Concentration. can be learned by a , , or Light Domain at class level 3, and can by learned by an Arcane Trickster or Eldritch Knight at class level 8. Requires
Spell Slot Level 3
- Druid, or Pact of the Tome .
- A Wizard will automatically gain at class level 6, even if they learned it previously at class level 5.
can be learned by a , ,
Spell Slot Level 4
- can be learned by a or a .
- can be learned by a .
- can be used to prevent the automatic loss of hit points that occurs when the lands an attack.
can be learned by a Cleric.
Spell Slot Level 5
- Magical Secrets and Minions of Chaos respectively. can be learned by a or starting at class level 9, as well as by a or through
Spell Slot Level 6
- can be learned by a , , or .
- can be learned by a .
Miscellaneous
- Druid 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. is learned automatically by