offers its players a lot of spell options, which vary greatly in utility and power. Some are hard-hitting AOEs that can obliterate armies of foes, while others are geared towards buffing members of the party, and still others are useful for controlling elements of the environment. With so many options for spellcasters to choose from, there are near unlimited ways for players to creatively use these spells to their advantage.
Some of the most interesting uses for these spells deal with how they can work together. Casters can combine their spells to devastating effect, completely changing the tide of battle with just a couple of actions. Whether it be throwing down two control spells in the same area to subdue hordes of enemies, or layering up on defensive buffs to keep the party alive no matter what, spell combos yield some of the best offensive and defensive abilities in the game.
Baldur's Gate 3 is imposing in stature and its best moments are truly memorable, but some early issues with scale suggest an uneven experience.
is a great early-game damage spell available to bards, sorcerers, warlocks, and wizards. It stands out for two reasons: one, it does not require any saving throw to deal damage; and two, it can damage the same enemy multiple times in one round. While it deals piercing damage and the output is rather low, is great on its own for creating an area that hurts enemies whenever they pass through and when they start their turn inside it.
is a great spell for area denial, especially when placed at choke points, and has a duration of 10 turns, which is longer than most encounters.
Combining this with another early-game spell,, allows players to force the damage twice on an enemy without them ever having to move into it themselves. is available to bards, druids, sorcerers, wizards, and some subclasses, and if an enemy fails its saving throw, it pushes them ten feet away from the caster.
Careful positioning can allow casters to push enemies into the,
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