Guide:Summoning: Difference between revisions

From Baldur's Gate 3 Wiki
Jump to navigation Jump to search
No edit summary
Line 11: Line 11:
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.  
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.  


==Equipment==
===Act 1===
===Act 1===
*{{SmIconLink|Longsword_%2B1_Icon.png|Phalar Aluve}} can debuff nearby enemies with a {{SmIconLink|Bane_Icon.png|Bane}}-like effect and an extra {{DamageText | 1d4 | Thunder}} on hit or, alternatively, buff nearby allies with a {{SmIconLink|Bless_Icon.png|Bless}}-like effect.  On current patch, the Sing or Shriek effects persist even when Phalar Aluve is un-equipped.
*{{SmIconLink|Longsword_%2B1_Icon.png|Phalar Aluve}} can debuff nearby enemies with a {{SmIconLink|Bane_Icon.png|Bane}}-like effect and an extra {{DamageText | 1d4 | Thunder}} on hit or, alternatively, buff nearby allies with a {{SmIconLink|Bless_Icon.png|Bless}}-like effect.  On current patch, the Sing or Shriek effects persist even when Phalar Aluve is un-equipped.
Line 28: Line 27:
**'''Location:''' Obtained from [[Divine Intervention: Arm Thy Servant|Divine Intervention]].
**'''Location:''' Obtained from [[Divine Intervention: Arm Thy Servant|Divine Intervention]].


==Spells==
===Spells===
*{{SmIconLink|Spell_Abjuration_GlobeOfInvulnerability_Icon.png|Globe of Invulnerability}} can be used to protect summoned creatures.
*{{SmIconLink|Spell_Abjuration_GlobeOfInvulnerability_Icon.png|Globe of Invulnerability}} can be used to protect summoned creatures.


Line 34: Line 33:


=Equipment=
=Equipment=
These are items that, when worn, provide passive effects or allow the wearer to summon creatures or buff summoned creatures.  These are helpfully organized by the act in which they appear, which should help identify which tools are available to you based on where you are in the game.
These are items that, when worn, provide passive effects or allow the wearer to summon creatures or buff summoned 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==
==Equipment that Summons Creatures==
Line 67: Line 66:


==Conditional or Miscellaneous==
==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 specific choices during otherwise minor points in the game.  As such, these tools will not be available to all players in the same way that previous entries will be.
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===
===Act 1===
Line 87: Line 86:


=Summoning Spells or Cantrips (including comparable scrolls)=
=Summoning Spells or Cantrips (including comparable scrolls)=
===Class Level 1===
===Spell Slot Level 1===
*{{SmIconLink|Mage Hand Icon.png|Mage Hand}} is a [[Cantrip]] that can be learned natively by every spellcaster save for Clerics.
*{{SmIconLink|Mage Hand Icon.png|Mage Hand}} is a [[Cantrip]] that can be learned natively by every spellcaster save for Clerics.


*{{SmIconLink|Find Familiar Icon.png|Find Familiar}} is a {{SmIconLink|Ritual_Spell_Icon.png}}[[Spells#Ritual_Spells|Ritual]] spell.
*{{SmIconLink|Find Familiar Icon.png|Find Familiar}} is a {{SmIconLink|Ritual_Spell_Icon.png}}[[Spells#Ritual_Spells|Ritual]] spell.


===Class Level 2===
===Spell Slot Level 2===
*{{SmIconLink|Flaming Sphere Icon.png|Flaming Sphere}} can be learned by a {{SmIconLink|Class_Druid_Badge_Icon.png|Druid}}, {{SmIconLink|Class_Wizard_Badge_Icon.png|Wizard}}, or '''Light Domain''' {{SmIconLink|Class_Cleric_Badge_Icon.png|Cleric}} at class level 3, and can by learned by an '''Arcane Trickster''' {{SmIconLink|Class_Rogue_Badge_Icon.png|Rogue}} or '''Eldritch Knight''' {{SmIconLink|Class_Fighter_Badge_Icon.png|Fighter}} at class level 8.  Requires [[Concentration]] and a minimum of a level 2 spell slot.
*{{SmIconLink|Flaming Sphere Icon.png|Flaming Sphere}} can be learned by a {{SmIconLink|Class_Druid_Badge_Icon.png|Druid}}, {{SmIconLink|Class_Wizard_Badge_Icon.png|Wizard}}, or '''Light Domain''' {{SmIconLink|Class_Cleric_Badge_Icon.png|Cleric}} at class level 3, and can by learned by an '''Arcane Trickster''' {{SmIconLink|Class_Rogue_Badge_Icon.png|Rogue}} or '''Eldritch Knight''' {{SmIconLink|Class_Fighter_Badge_Icon.png|Fighter}} at class level 8.  Requires [[Concentration]] and a minimum of a level 2 spell slot.


===Class Level 5===
===Spell Slot Level 3===
*{{SmIconLink|Animate Dead Icon.png|Animate Dead}} can be learned by a Wizard, Cleric, {{SmIconLink|Class_Druid_Spores_Badge_Icon.png|Circle of the Spores}} [[Druid]], or '''Pact of the Tome''' {{SmIconLink|Class_Warlock_Badge_Icon.png|Warlock}} at class level 5 or higher, and requires at minimum a level 3 spell slot to cast.  Note: A {{SmIconLink|Class_Wizard_Necromancy_Badge_Icon.png|Necromancy School}} [[Wizard]] will automatically gain {{SmIconLink|Animate Dead Icon.png|Animate Dead}} at class level 6, even if they learned it previously at class level 5.
*{{SmIconLink|Animate Dead Icon.png|Animate Dead}} can be learned by a Wizard, Cleric, {{SmIconLink|Class_Druid_Spores_Badge_Icon.png|Circle of the Spores}} [[Druid]], or '''Pact of the Tome''' {{SmIconLink|Class_Warlock_Badge_Icon.png|Warlock}} at class level 5 or higher, and requires at minimum a level 3 spell slot to cast.  Note: A {{SmIconLink|Class_Wizard_Necromancy_Badge_Icon.png|Necromancy School}} [[Wizard]] will automatically gain {{SmIconLink|Animate Dead Icon.png|Animate Dead}} at class level 6, even if they learned it previously at class level 5.


Line 101: Line 100:
*{{SmIconLink|Action_FungalInfestation.png|Fungal Investation}} is learned automatically by {{SmIconLink|Class_Druid_Spores_Badge_Icon.png|Circle of the Spores}} [[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.
*{{SmIconLink|Action_FungalInfestation.png|Fungal Investation}} is learned automatically by {{SmIconLink|Class_Druid_Spores_Badge_Icon.png|Circle of the Spores}} [[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.


===Class Level 7===
===Spell Slot Level 4===
*{{SmIconLink|Conjure Minor Elemental Icon.png|Conjure Minor Elemental}} requires a level 4 spell slot and can be learned by a {{SmIconLink|Class_Wizard_Badge_Icon.png|Wizard}} or a {{SmIconLink|Class_Druid_Badge_Icon.png|Druid}} starting at class level 7.
*{{SmIconLink|Conjure Minor Elemental Icon.png|Conjure Minor Elemental}} requires a level 4 spell slot and can be learned by a {{SmIconLink|Class_Wizard_Badge_Icon.png|Wizard}} or a {{SmIconLink|Class_Druid_Badge_Icon.png|Druid}} starting at class level 7.


Line 108: Line 107:
*{{SmIconLink|Guardian_of_Faith_Icon.png|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.
*{{SmIconLink|Guardian_of_Faith_Icon.png|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===
===Spell Slot Level 5===
*{{SmIconLink|Conjure Elemental Icon.png|Conjure Elemental}} requires a level 5 spell slot and can be learned by  a {{SmIconLink|Class_Wizard_Badge_Icon.png|Wizard}} or {{SmIconLink|Class_Druid_Badge_Icon.png|Druid}} starting at class level 9, as well as by a {{SmIconLink|Class_Bard_Badge_Icon.png|Bard}} or {{SmIconLink|Class_Warlock_Badge_Icon.png|Warlock}} through [[Magical Secrets]] and '''Minions of Chaos''' respectively.
*{{SmIconLink|Conjure Elemental Icon.png|Conjure Elemental}} requires a level 5 spell slot and can be learned by  a {{SmIconLink|Class_Wizard_Badge_Icon.png|Wizard}} or {{SmIconLink|Class_Druid_Badge_Icon.png|Druid}} starting at class level 9, as well as by a {{SmIconLink|Class_Bard_Badge_Icon.png|Bard}} or {{SmIconLink|Class_Warlock_Badge_Icon.png|Warlock}} through [[Magical Secrets]] and '''Minions of Chaos''' respectively.


===Class Level 11===
===Spell Slot Level 1=6===
*{{SmIconLink|Create_Undead_Icon.png|Create Undead}} can be learned by a Cleric, Warlock, or Wizard, and requires a level 6 spell slot.
*{{SmIconLink|Create_Undead_Icon.png|Create Undead}} can be learned by a Cleric, Warlock, or Wizard, and requires a level 6 spell slot.


*{{SmIconLink|Planar_Ally_Icon.png|Planar Ally}} can be learned by a Cleric and requires a level 6 spell slot.
*{{SmIconLink|Planar_Ally_Icon.png|Planar Ally}} can be learned by a Cleric and requires a level 6 spell slot.

Revision as of 23:38, 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. 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

  • 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.
    • Location: The Underdark, near the three Minotaur.
  • Hellrider's Pride Hellrider's Pride provides Blade Ward Blade Ward when healing a character or creature. Will not effect undead summons.
    • Location: Obtained from Zevlor, can be pick-pocketed.

Act 2

Act 3

  • 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.
    • Location: Obtained from Duke Ulder Ravengard, either after he has been killed, or if he drops his weapon during the prison break.

Spells

  • 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

These are items that, when worn, provide passive effects or allow the wearer to summon creatures or buff summoned 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

  • Second Marriage Second Marriage can be obtained if you choose to keep the Bitter Divorce Bitter Divorce wand at the culmination of the Save Mayrina questline, and allows you to summon Connor Vinderblad as a zombie. Mayrina must survive the fight with the Hag.
    • Location: In the Hag's workshop, past the Hag boss fight arena.

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.
    • Location: Balthazar's study in Moonrise Towers.
  • Infernal Rapier Infernal Rapier is obtained through Wyll's questline after the point of no return in Act 2. Allows you to cast Planar Ally: Cambion Planar Ally: Cambion once per Long Rest.
    • Location: The Mind Flayer Colony at the end of Act 2.

Act 3

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.
    • Location: Looted from Balthazar in either the Gauntlet of Shar or the Mind Flayer Colony.

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

Act 2

  • Flesh Flesh (Only works in the Gauntlet of Shar)
    • Location: Balthazar will loan Flesh to you in the Guantlet of Shar if you pass a persuasion check, otherwise Flesh can be looted from Balthazar's corpse.

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.


Summoning Spells or Cantrips (including comparable scrolls)

Spell Slot Level 1

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

Spell Slot Level 2

Spell Slot Level 3

Class Level 6

Spell Slot Level 4

  • 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.

Spell Slot Level 5

Spell Slot Level 1=6

  • 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.