One of the best spells in is also one of the most easily missed. There are a lot of overpowered spells in , from those that characters unlock naturally as they level up to those they have to go out of their way to find. Some of them are simple, sixth-level, high-damage AoE barrages, while others are clever little buffs that take advantage of game-breaking exploits in .
However, some of the best spells aren't cast by warlocks, wizards, or even clerics. One of the most powerful spells in first comes from an unexpected ally, and similar tactics can later be incorporated into the party's permanent arsenal to allow them to take control of the battlefield. However, most players pass these right by, constrained by that little vexation known as moral obligation.
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might just be the most powerful spell in , if the party knows how to use it. It can resurrect a dead body with full HP and all its capacities, completely under the player's control. The effect lasts until the reanimated corpse dies or the party takes a long rest. And the best part: can be cast at any time, in and out of battle, once per turn without using a spell slot.
There are a few limitations. only works on humanoids and monstrosities, and it's only usable during a certain, very much missable quest in Act Two. Thankfully, there are plenty of monstrosities around in the Underdark, and if harnessed correctly, these can carry the party all the way through.
In order to gain access to the truest version of, the party will have to side with Glut over Spaw in . Players first meet Glut as they explore the Myconid Colony in the Underdark during Act Two. He'll start a chat with them,
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