In Dungeons & Dragons 5th edition, it's generally considered polite to check in with the DM before you build a character around summoning creatures—this is because the rules system doesn't exactly handle large swarms of enemies well, needing you to laboriously roll through each of your minion's turns one by one. Baldur's Gate 3 doesn't have a DM, however, so you can do whatever the hell you want—as Real-Business6593 on the game's subreddit has.
Under any other circumstance, I would've simply assumed this was some modding shenaniganry and moved on, but the master summoner in question laid out how they pieced together this army of the damned (and some elementals, and also a dog) step-by-step and… yeah, everything checks out.
Combing through their comment and putting it into list form, Real-Business6593 has summoned, in total:
Reading through this list feels like the world's strangest rendition of «Twelve Days of Christmas».
What really strikes me as impressive, here, is how several of these summons are pulled from either hyper-specific quest rewards or certain items. The Infernal Rapier, the Necromancy of Thay, the Crypt Lord Ring, the book Sights of the Seelie, the Shadow Lantern—this isn't just some whacky build, it's a set of circumstances that demands a huge amount of setup.
In total, Real-Business6593 has summoned (by my count) 60 summons baseline. Which, if their counting of spore zombies is to be believed, brings their army to a total of 88. They also bring up the Spirit Guardians spell, but because that's just a spell effect that deals damage, I've decided not to count it here.
I should point out that this (mercifully) wouldn't be possible in D&D 5th edition, and is a quirk of Baldur's Gate 3, since many spells like Conjure Woodland Beings are «concentration» in the tabletop ruleset, meaning you can only have one active at a time—bringing them into direct conflict with spells like Conjure Elemental. In the game, however, few of these spells are concentration,
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