Magic users in are spoiled for choice when it comes to spells, with all manner of utility and damage-dealing sorcery at their fingertips. Some of the most useful and formidable spells found in require concentration, which means committing to using them for multiple turns in combat. But with spells covering everything from debuffing the enemy to powerful crowd control, there are a few that are always worth keeping prepared.
Concentration spells work a little differently than other magic such as ritual spells in , but tend to pack more of a punch. These spells have effects that continue over time and require the caster to maintain focus. Other spells can still be cast, but only one concentration spell per caster can be active at a time and the spell can end prematurely if the caster takes damage. Whether looking to take down the enemy or support allies, these spells are some of the best to choose when preparing the party’s spellbooks.
Using can be a little situational, but when cleverly used, can easily turn the tide of a fight in the party's favor. It is a brilliant spell to cast on unsuspecting enemies to let party rogues gain sneak attack and has the bonus of stopping enemies from calling in backup. This is particularly useful in areas where the party doesn't want to get caught, such as the Shattered Sanctum in Act 1 or Act 3's Wyrm's Rock break-in.
Higher level spells tend to deal more damage and that is definitely true forsunbeam, a level six evocation spell that the party can gain access to as soon as Act 1 by finding The Blood of Lathander mace. With, the caster fires out a blast of radiant energy in an 18-meter/60-foot line. All creatures in its path must make a Constitution saving throw and willtake 6d8 damage as well as be blinded on a fail, whereas successful saves will still take half damage.
The Blood of Lathander is a legendary weapon in Baldur's Gate 3 that you can find by exploring a Monastery for ceremonial artifacts during a quest.
Blinded is a
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