Guide:Summoning
- 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
- 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 extra
- provides 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.
- 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
Equipment that Enhance 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. 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.
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.
Act 3
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. can be obtained if you choose to keep the wand at the culmination of the
Act 2
- 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.
- is obtained through Wyll's questline, towards the very end of Act 2. Allows you to cast once per Long Rest.
Act 3
- allows you to summon a .
Summoning Spells or Cantrips (including comparable scrolls)
Class Level 1
- Cantrip that can be learned natively by every spellcaster save for Clerics. is a
- Ritual spell. is a
Class Level 2
- Concentration and a minimum of a level 2 spell slot. 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
Class Level 5
- Druid, or Pact of the Tome at class level 5 or higher, and requires at minimum a level 3 spell slot to cast. Note: A Wizard will automatically gain at class level 6, even if they learned it previously at class level 5. can be learned by a Wizard, Cleric,
Class Level 6
- 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
Class Level 7
- requires a level 4 spell slot and can be learned by a or a starting at class level 7.
- can be learned by a Druid and requires a level 4 spell slot.
- 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
- Magical Secrets and Minions of Chaos respectively. requires a level 5 spell slot and can be learned by a or starting at class level 9, as well as by a or through
Class Level 11
- can be learned by a Cleric, Warlock, or Wizard, and requires a level 6 spell slot.
- can be learned by a Cleric and requires a level 6 spell slot.
Conditional or Miscellaneous
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
- (Only works in the Gauntlet of Shar)
Act 3
- (Only works with Necromancy spells, but allows you to potentially cast Raise Dead without consuming a spell slot)
- 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.