Baldur’s Gate 3 Guide: All Wizard Spells (Part 4)

4th-Level Spells

Advanced Invisibility

One line can describe it: A must-have for murder and robbery at home and when traveling.

It’s not that he is so strong that he can defeat the heavens, but whether it’s adventure or battle, whether it’s bloody fights or cheating, he can always be useful.

It can be cast before the battle, and even in this state the mage can choose not to enter the battle if his teammates enter the battle.

Of course, it says 10 rounds, but unless you have a high-sensitivity character, it’s hard to last too long.

Ice Storm

The aoe damage is visible, agility is immune, and it does not consume concentration.

Cooperate with the Frost Staff to use ice to freeze + water creation to create damp ice. The double attack of water element to freeze is twice the damage (normal attack can also make up for the freezing).

It’s basically a powerful combination of control and output.

(Note that Ice Storm is not very strong without this play style.)

Fire Wall

It can create ground, and its aoe damage is also good. The fire mage is even more powerful.

It is often a powerful weapon in special terrain. You can even use Otiluk’s bouncy ball to block the door and cooperate with the fire wall.

The actual range is larger than the visual display, and NPCs can easily get burned if they go over there, so you need to pay attention to the situation.

Summon primary elemental creatures

It can be summoned before the battle. It is even more powerful if there is a scroll in the early stage. With more advanced summons, it is naturally less useful (in fact, it can also coexist with high-level summoned creatures).

The fire dwarf has good offense and defense, but needs to run fast to increase his speed.

Ice bats have good freeze damage, mud bats can be an advantage, and it would be great if all summons had support spell bonuses.

It’s a very useful spell at this level.

Phantom Killer

A control + damage combination spell for tough enemies, and a difficult perception save in most cases.

As a 4th level spell it’s pretty good, especially when you’re willing to SL (laughs).

Confusion

There are not too many restrictions on crowd control and teammates will not be hurt accidentally (there are errors in the spell descriptions in the current version of the game).

It can effectively interfere with the enemy’s “back row” groups that are difficult to attack quickly, and with luck it can even cause considerable casualties (mutual kills).

A useful control spell.

Banish

The advantage is charm immunity. Most monsters and bosses in the game are not easy to defeat. As long as you don’t fail the immunity, the control will be very stable.

The disadvantage is naturally that there are fewer rounds and it requires concentration.

The warlock’s delayed super magic can last for 4 rounds, which is pretty good.

Wither

The damage is good but the Constitution immunity is not very good, and there are also limitations on undead and constructs.

Of course, the special effects when hitting plants are very good, but they are not very wide-ranging.

Basically, it’s an okay but not great spell.

Aifa Black Tentacles

Range control + damage, sounds a bit like an enhanced version of Phantom Killer, but the control is a strength immunity (many enemies can easily pass it), and the damage is average.

The effect of suffocation is that the player cannot move and the opponent has an advantage when attacked.

It depends a bit on luck, and you may also have a happy scene where you control a bunch of enemies and then make up for it.

Stoneskin

It is basically not used in battle, but it can be icing on the cake before the battle.

Transfiguration

What’s better than Banishment is that it lasts longer, and after transformation you can perform some pushing, throwing and other operations, and can kill enemies on the terrain.

It’s a good idea to control the boss and clear the monsters first, but don’t kill the boss. If you leave some blood on it, it won’t trigger the restoration.

The disadvantage is naturally that it is not as stable as the Charisma immunity of Banishment.

Otiluk’s bouncy sphere

It cannot be used as a regular method, but it is very effective in some situations.

For example, the common trick in board games of blocking the door with a magic ball + fire wall/fire shield is still effective.

It can also save your life at critical moments when combined with trigger magic.

It is also a magical skill when it comes to saving people. When you encounter an enemy in a specific round, you can also use a magic ball to cover him and make him feel “frustrated”.

Anywhere Door

Most of the time it is not as good as the low-level Phantom Step, but it is very useful for saving people.

In addition, it can be combined with the Phantom Step to perform “super maneuvers”. After all, one is an action and the other is a bonus.

It will be more useful when playing online, 2+2 team teleportation.

Fire Shield

It’s not very useful, it can provide some resistance in certain situations or serve as a means of absolute protection + counterattack.

5th-level spells

Summon Elementals

It is much stronger than the 4th-level primary elemental creature (but the primary is still very good), and it can also be summoned before the battle and has long-lasting endurance.

The water element is the most widely used and can be combined in various ways, but the other elements are also practical.

With this spell, 4-spell teams are possible (and strong).

Hold Monster

Complete control and melee attacks are more violent than violent ones, and it is also an integrated offense and defense.

A high-quality skill against powerful targets, which is already very strong.

However, you can use the Arcane Totem Scroll at level 9, and you can already feel the powerful Arcane Totem waving at you (laughs).

Of course, no matter what, the Monster Immobilization Spell is undoubtedly a powerful magic.

Strategy Course: The Art of War

It would be too incredible if it could not be learned only through three chapters of scrolls.

(Four books under the wizard tower, three special spells.)

It can be considered as a more powerful version of Magic Missile. It is even more powerful when used by a Shaper Mage, so a short rest limit is added (laughs).

Strategy Course: The Art of War

It would be too incredible if it could not be learned only through three chapters of scrolls.

(Four books under the wizard tower, three special spells.)

It can be considered as a more powerful version of Magic Missile. It is even more powerful when used by a Shaper Mage, so a short rest limit is added (laughs).

Telekinesis

The normal use is to kill people based on the terrain or throw them at NPCs in an emergency (to save people). There are heavy objects around that can be thrown to hit people, so it is not very useful.

However, now there is a “smashing and smashing” gameplay of mage strength potion + heavy boxes stuffed with corpses, and the damage is indeed considerable.

Death Cloud

As a 5-ring damage, it is not enough, and there are not many opportunities to use it to bully weak enemies on a large scale.

The ability to provide shielding can provide a certain degree of functionality, and is also good for situations with a lot of long-range attacks.

I can’t be the main force and can only play a supporting role from time to time.

Cone of Ice

The ice cones, whose range was greatly reduced by Larian, were of less use.

It can still deal good aoe damage when in the right position.

There are many restrictions, and ice magic can be used when there is no particularly good means of output.

Stonewall

That is to say, blocking and forcibly creating terrain advantages can gather monsters to a certain extent.

However, it is not very useful in most cases, and can only be used in unexpected encounters (for players who don’t want to SL at all).

Plane Bound

The scope of application is relatively narrow, and it is basically for entertainment, such as controlling Mizoram or something.

Camouflage

The plot is entertaining.

Plague of the Swarm

In other words, relying on fighting miscellaneous soldiers on a large scale is really meaningless.

6th-level spells

Otto’s Dance

According to the rules, Otto’s Dance should be a sure hit, and then a perception saving throw should be made every round to escape control.

Now this kind of inevitable and continuous strong control is probablyBugs, theoretically it should be fixed.

However, even after the repair, Otto’s Dance is still a very strong control, and the scroll can be obtained at level 9, making it a boss nemesis.

(This state is the strongest control.)

Spell Negligence Ward

If it weren’t for the fact that it couldn’t distinguish between friend and foe, this barrier would be a superb skill.

However, by using knockback and various walls, the enemy can basically not benefit from it, which is still very useful.

(As an aside, this magic is supposed to be ineffective only for spells. I don’t know why.BugsOr maybe it was intentional, anyway, I am now invincible in the game, haha.)

Chain Lightning

Powerful output, the top spell for the “water and electricity” business, can be used in conjunction with the Wet Storm Priest to carry out violent attacks.

Super magic double flash and the like look cool and are very powerful.

Ice Wall

Ice spells are good for both control and output. Ice magic must be used (there is no other choice), but other magic spells can also exert their effects well.

If you don’t need to concentrate, it’s a magical skill. If you need to concentrate, you need to use it according to the situation.

Captivating Gaze

The powerful thing about this spell is that you can choose one target to control in one round. The controlled state is sleeping, and the controlled target will remain in sleeping state as long as the immunity is not passed.

That is to say, if you are lucky, you can control a large wave of enemies one after another, and if you are unlucky, you can try to control key targets multiple times.

It is a spell with unstable control effect but very flexible usage. If Otto’s Dance of Ecstasy is repaired, the value of using Mind-Captivating Gaze will be higher.

Sun Ray

It requires concentration, so it is not a priority in many cases.

However, its control is still good, and it can continue to paddling and deal damage, so the benefits of a protracted battle are still very good.

Dissociation

Since it is force field damage, it is used to tackle bones that are not easy to tackle with fire, electricity or ice output.

It can’t compare to the 5th level special spell War Arts, but it can still be used to deal with special situations.

Note that this is an agility saving throw (it will be gone if you just dodge), so it is usually not very useful.

Otiluk Frozen Sphere

Good range, with a bit of control.

You can store one shot (10 rounds), and you can also super-magically fire two shots.

But most of the time, if you have a focused position, you will definitely use Ice Wall.

Raise the Dead

It can be used before the battle, but it has many limitations and the summoned creatures are not strong.

Death Circle

It has a large range but low damage, does not distinguish between friend and foe, and is easy to pass immunity.

Basically there is no place that can be developed. Using the Necromancer’s Staff can be done without consumption, but what else is missing even if you have the staff?

Secret Door

It is especially useful during adventures (saving people in underwater prisons) and special battles (such as the final boss).

The function is yet to be developed (or cannot be developed at all, haha).

Petrification

It seems that the enemy does not have this thing, otherwise it would be a headache for us if we were hit by it.

Petrification is almost unsolvable, but you have to wait three turns to take effect after killing a monster. Wouldn’t it be faster and better to use something else?

Although you’re basically dead after it takes effect, we don’t care how you die (laughs).

So, it’s useless.

By Charlie

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