7 Hidden Spell Interactions in Baldur's Gate 3

Описание к видео 7 Hidden Spell Interactions in Baldur's Gate 3

First up is Selûne's Dream! Selune’s Dream is a spell granted from the item Amulet of Selune’s Chosen. This spell heals an ally for 1d8 and has a chance to put your ally to sleep!
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Timestamps
00:00 Selûne's Dream
01:02 Scarlet Remittance
01:53 Lesser Restoration
02:50 Healing Vapours
03:31 Aid
04:02 Radiating Orb
05:01 Produce Flame

While this can be useful on allies with Fey Ancestry since they can’t be put to sleep, a hidden use for this is getting a Trader friendly with you by donating to them until their attitude reaches 100. which then actually turns them into an ally. Once they’re an ally, you can then cast Selune’s Dream on them, putting them to sleep. Once asleep, you can steal back the items you donated to make them friendly with you, and then take everything else they have. Feign Death also works for this, but can only be learned by certain classes, with Selune’s Dream any class can steal everything from Traders while they’re sleeping. This probably isn’t how Selune intended her amulet to be used, but when it comes to thievery, you take what you can get. The Amulet of Selune’s Chosen can be found all the way at the back of the Goblin Camp behind the throne room and the dead Mind Flayer.

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Scarlet Remittance
Number 2 is Scarlet Remittance. Scarlet Remittance is a condition that grants a stacking +1 Bonus to Attack Rolls, Damage, and Spell Save DC from the Dagger called Rhapsody - granting up to +3 for every foe you slay. But what the item doesn’t say is that you can also get stacks of Scarlet Remittance from destroying items such as barrels, jars or other types of items with health bars. So you can get your 3 stacks of Scarlet Remittance before you ever even go into combat from a long rest. Not only that, but the buff stays on after you take the dagger off. So you can pass the dagger on to another character, break a few pots to get your 3 stacks and rinse and repeat. Almost like an unholy ritual passing the dagger around for the buff, which is quite good when applied to your whole party.

Lesser Restoration
Number 3 is Lesser Restoration. Lesser Restoration Cures disease, poison, paralysis or blindness. But what the spell doesn’t say is that it also cures Bloodless. Bloodless is caused by Astarian’s Vampire Bite. And while you might not think to use Vampire Bite on your own party, getting the Happy Condition on Astarian grants +1 to all attack rolls, Saving Throws and most Ability Checks and lasts until Long Rest - so there is an advantage to getting this before combat. And since Bloodless is easily cured by lesser restoration the only thing you lose is a spell slot - unless you get the Silvanus Necklace. This item is found in the Druid Grove under a rock and allows you to cast Lesser Restoration once per short rest. This lets you always keep Astarian with the Happy Condition, and your party without the Bloodless Condition. This is especially useful in areas filled with undead or Constructs where Vampire Bite can’t be used.

Healing Vapours
Number 4 is Healing Vapours. Healing Vapours is a spell cast by the Water Myrmidon, which can be summoned by a Druid through the Level 5 Spell Conjure Elemental, or through Wild Shape: Myrmidon as a level 10 Circle of the Moon Druid. Healing Vapours heals for 2d8 in an area, but it can also be used to reveal invisible characters, put out fire surfaces which will then create mist and perhaps most importantly it gets targets wet. So while this spell might be an AOE heal, it can also be a great way to set up a chain lightning that will decimate your enemies.

Aid
Number 5 is Aid. Aid is a level 2 spell from the Abjuration School acquired by Paladins and Clerics. This spell heals allies and increases their maximum hit points. But what this spell doesn’t tell you is that it is the only spell that can be used to heal Undead and Construct summons - all other healing spells state that they cannot be used on Constructs or Undead. This makes this spell great for spore druid builds and necromancer builds which utilize summons that can’t get healed by Healing Word, Healing Touch, Prayer of Healing and so on.

Radiating Orb
Number 6 is Radiating Orb. Radiating Orb causes affected entities to have -1 to attack rolls and sheds bright light in an area surrounding it. What the condition doesn’t mention is that it stacks with itself across multiple items that all grant the same condition. That means you can get your enemies to have massive losses to their attack rolls and miss all the time. Items likeLuminous Gloves grant radiant damage 1 stack of Radiating Orb, Coruscation Ring grants Radiating Orb upon spell damage - a nice combo with something like magic missile, and Luminous Armor grants Radiating Shockwave - when the wearer deals radiant

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