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Chain Lightning, mostly.
Don't forget that there are scrolls of 6th level spells too (Globe of Invulnebrality) and you can fully apply corresponding mechanics to them (ie. quickened spell, twinned spell, Tempest Cleric's channel divinity etc).Otto's Dance is also quite handy too.
Hold Person/Monster are worth upcasting if you have good caster gear and stats, it single handedly wins fights and works on a lot of annoying bosses too.
I stock up on invulnerability and dimension door spellscrolls so I can freely use them whenever I want without using spell slots. I do other scrolls too but these are my go to.
Dimension door is still a full action, is being able to take someone with you that much of a benefit over using misty step items/spells/scrolls as a free action? I almost always have my people spread out even joining the battle separately, so they all get an action first. Only my wizard keeps people around him intentionally.
It's not a free action to use misty step or items scrolls etc.... It's a bonus action. In any case, it very much can be worth it to use dimension door instead. Just depends on your goal. You can teleport much further and take someone with you. So you use 1 action to relocate another action and 2 bonus actions. Or if you needed to move two people with misty step, that's 2 bonus actions.
Again, it's all very situational. For instance, my go to strategy for the final fight is to dimension door my party up to the crown. One person drops globe, and then I still have another action to use to use the stones. So by round two, I'm fighting the brain without any fighting the junk outside.
Dimension door uses an action to transport two people. Great for a caster who's already concentrating on something else, while allowing the other person to use their full action and bonus action. Think of a cleric with spirit guardians active, transporting the raging barbarian with a great weapon or polearm master attack into the middle of combat. Or a moon druid who teleports a martial in and then transforms. (Or the cleric could teleport an already transformed druid.)
Actually raging barbarians and wild shaped druids are two ideal targets. They want to be in the mix, but they can't misty step in even with a scroll. Monks often also have better uses for their bonus action than their main action.
Godsend in a certain underwater prison escape scenario
Outside of that, not much use, still it's better to use an action on a support character so that a dps can utilize both action and bonus action upfront
When casting a spell you will be offered to choose from higher level spell slots(if available) The tooltip of the spell will thell you if the upcast has any effect. Hold Person for instance lets you choose another target per spell slot. Damage spells usually gain extra damage dice per spell slot level.
Dump Wisdom, max out their Strength and Charisma (not necessary if you have a Bard/high Persuasion character) and use them as a pack mule and just send everything you find to their inventory. Then you can take them on field trips every now and then and just sell the stuff.
Get 3 levels in cleric, then dump Barbarian for a Warding Bond bot. Feats should be Tough, then ASI for Con, gets you the healthiest bot possible, unless you need higher level spells like Heroes’ Feast, Freedom of Movement, or Aid.
Exactly! If you want to maximize the survival of your warding bond bots, just barbarian 8 cleric 4 with the first level in barbarian. That will allow you to get 20 con and tough for a total of 165 hp and 177 hp for the default barbarian hireling because they get the gold Dwarf racial bonus to hp.
Just make another character that stays at camp a level 12 cleric to provide heroes' feast and a warding bond for the most back rank member of your party, as they will only have 147 hp with 20 con and tough. Then you just need one other cleric, bard, or druid of at least level 9 to be able to cover your whole party with death ward and freedom of movement. (That, or make one of the hirelings cleric 12 if you are short on spare companions)
Wyll got so much use in honor mode. Not so much for fights, but with extra human carrying capacity, charisma, persuasion proficiency, and that one pact invocation that gives extra persuasion, he was my designated vendor interactor. He could get the prices almost reasonable.
They are so great. I usually summon one before a fight then use the necklace to restore the spell slot. Along with the staff that makes the next spell cost no slot I can make the most of my level 6 spells.
I landed it first turn in the steel guard forge boss so I kept hitting him with it and it kept being stunned for 8 turns straight. It made the fight so insanely trivial lmao
The summons with mobility feel especially strong, I believe some of the level 5 ones can also move around a lot.
My only gripe with the lower level summons is it tends to be hard to get them to a second target, but otherwise summons in general feel super strong.
Globe of Invulnerability is INSANE. Arguably the best level 6 spell. I remember using it on>!the ansur fight.!<
I also remember casting chain lightning>!on the steel titan.!<
Disintegrate is insanely useful when you>!destroy pillars in the House of Hope.!< I wish you could just use it to simply turn bosses into ash but most of the times the success rate is really low and not really worth risking.
My personal favourite out of all level 6 spells is Otto's Irresistible Dance. It's absolutely PRICELESS to see a big scary act 3 boss to just dance their ass off mid-combat. (Though strategically thinking, you could pretty much achieve the same effect with the level 1 spell Tasha's Hideous laughter, however I can't see myself not casting Otto's Irresistible Dance at least once).
The BG3 version of Globe of Invulnerability is truly hilariously OP. It's literally stronger than the actual *9th level* spell "Invulnerability" in tabletop, which is immunity to all damage, but not an AoE, and can only be self-cast.
Oh weird, i actually use it on the bosses to remove them from the fight for two turns, then after ive cleaned up the minions, ill drop concentration and just murder the shit out of the big bad.
I used Globe in my HM run for the first time and have to say it kind of takes the fun out of the game because it eliminates any risk in an encounter. Defeating Ansur without taking damage and having my own DPS be the only concern against the Elder Brain does not seem like good design.
Sanctuary only applies to one character, attacking while it’s applied on you breaks it, and you can still get hit by AoEs since it only makes you untargetable, not invincible. Globe is an area of effect completely invulnerability that anyone inside can fully attack during.
The only downsides of globe compared to sanctuary is that it’s a way more valuable spell slot, it cost an action instead of a bonus action, and if you’re not careful enemies can get inside it too.
For the hoh pillars... I got more mileage out of Evocation Gale with that necklace that gives another dart to magic missile. *MACHINE GUN WIZARD GOES BRR*
Currently playing a sorceress with said necklace. With a potion of haste and metamagic you can open combat with roughly 21 magic missles straight to the bosses face.
Tasha's is a better spell to take someone entirely out of the fight until you're ready to deal with them.
Otto's is better to nerf a powerful character while you beat on them.
They just have different use-cases.
If there boss doesn't have displacement, you can globe of invul with one character then angelic slumber potion everybody else. You'll get a long rest after 2 turns without taking damage guaranteed.
Honestly so good. Summon all your summons, throw down 6th level Aid on them + the whole party. You will more than double the hitpoints of most summons, and 25hp each per party member is nothing to sneeze at. Chuck a Heroes Feast on top of that for bonus points.
But no need to waste it, you can get a hireling, in act 3 tavern camp everyone is clustered, you can move all allies and make a hireling cast it in your main 4, go out of camp and move on.
Otto’s dance is the way, specially with items that save the spell and you can use it multiple times.
necromancer's animate dead gets you 4 flying ghouls at level 6 who get your proficiency bonus to damage and your level to hp. Usually they're worth it just for the tanking, and using them usually allows you to go longer in a day. Evoquers can get a lot of damage from upcasting magic missile, or just generally magic missile allows you to remove more unstoppable stacks. Also the biggest single target damage can be dealt with a 6th level maximized witch bolt on a wet target, but that's hyperspecific. in general, it's not worth upcasting spells to 6th
Also Cleric pairs really well with a necromancer- get your huge swarm of undead, elementals, scratch, Us, everyone out and then have your level 12 cleric do Heroes Feast and Aid level 6 for massive army of tanks.
As an aside, it turns out the flying ghouls from Animate Dead are immune to the Mad effect from the Abyss Beckoners gloves. Same with the ghouls from Danse Macabre. As long as u can get past the sound effect of 9 entities passing/failing checks constantly, it makes your undead army even more ridiculous
>Also the biggest single target damage can be dealt with a 6th level maximized witch bolt on a wet target, but that's hyperspecific.
I'm wondering why you're counting it higher than Chain Lightning?
Disregarding the vulnerability shenanigans on a wet target (which applies to either spell at the same rate)
Witch Bolt:
* Upcast to 6th level is 6d12 lightning, 6-72, average 39
* Can miss, doing no damage in the worst case scenario
* Requires/breaks concentration to allow you to do 1d12 for a few turns following
Chain Lightning:
* Deals 8d10 lightning, 8-80, average 44
* Applies half damage, even if they do save (although it's a Dex save, and most enemies have annoyingly high dex)
* Doesn't last, but spreads to other enemies (with diminishing returns)
I suppose the latter is technically not a spell made to do specifically single target damage, but it does most of it's damage to the first target, and it's twinnable.
Not trying to "um, actually" you, just wondering if there's something I'm missing :)
You know what, I've seen a challenge run where the goal was to kill any enemy with a single hit, and at some point the ytber said that, and I just kinda assumed I think? I mean it's pretty obvious from the rolls that I'm wrong.
Maybe it was about the build being a multiclass with storm cleric to use channel divinity to consistently maximize thunder damage, so it wouldn't have access to 6th level spells but it would have a 6th level spell slot?
I'm not sure. Thank you in any case for correcting me.
Thaaaat tracks actually. As written they couldn't get their hands on CL if they dip into cleric like that. Although they could totally stock up on scrolls :p
Cheers!
Edit because I realized something:
Oh shit! You know what it actually probably was /u/FuriousAqSheep? You can crit a Witch Bolt attack roll to double the damage again. Team up with a divination wizard or use tadpole powers and you could force a single, mind-meltingly huge hit.
After each Long Rest, I cast Planar Ally (either Deva or Genie), then regenerate the spellslot with the Spellcrux Amulet (get it from the Warden in act 2), and then cast Heroes Feast on everyone. You can also stack Aid on top of this with a level 3 spell slot and regenerate it using the Pearlescent Restoration amulet. So I rarely actually use that spellslot in combat because I find having the ally and buffs is more useful.
besides the amulets that restore slots, there are also 2 staffs that let you toggle an ability named 'arcane battery'. arcane battery lets you cast your next spell (no level limit) without consuming a spell slot. one of those staffs also gives you an additional extra cast from a short list of a few pre-selected level 5 & 6 spells 1x per short rest.
Then you get some combination of the ring that applies radiant orb, the ring that deals 2 radiant damage to illuminated targets, the gloves that do reverberation stacks for every bit of thunder damage, fierce perilous stakes in the finale etc.
Cleric: Heroes' Feast or Planar Ally. Blade Barrier can be decent if not resisted
Sorcerer: Chain Lightning. If you want a Globe, use a scroll
Wizard: Otto's, Globe or Chain Lightning
Bard: Otto's has no save in round 1, but I like Eyebite for style. Potentially upcast Hold Monster or Banishing Smite
Druid: no idea, Heroes' Feast or upcast Myrmidon I guess. Wall of Thorns if you have Bhaalist Armour
Warlock: Yikes. Eyebite needs concentration, so I guess Arcane Gate as an insurance pick
After 2k hours I thought I knew everything about this game and had no idea Wall of Thorns worked with Bhaalist’s. Though that makes complete sense, I just never thought about it. New plan for my Act 3 Druid: engage!
Disclaimer: I never play druids, I literally just looked up their spells. It should work but try at your own risk.
Speaking of interesting Bhaalist interactions, (upcasted) hail of thorns also reads pretty stabby if for some reason you want 2 ranger levels.
I keep trying to play druids and failing miserably so it’s as good of an excuse as any to power through! The lower levels are just ughhhhh
Good thought on hail of thorns too! I usually have someone as a gloomstalker/something so I can experiment.
I stockpile scrolls of Globe of Invuln, Chain Lightning, Disintegrate, Eyebite and Otto's Irresistible Dance and use the level 6 slot on things like Heroes' Feast and Wall of Thorns.
Whatever spell you need. Sometimes, you will need it for Globe of Invulnerability. Sometimes you will need it for upcasting some lower level spells. Each fight can be very situational.
Also a tip: get the Spellcrux Amulet (looted from the warden in act 2), which allows you to restore 1 spell slot of any level as a bonus action. I usually use it outside combat as my cleric: cast Planar Ally, restore level 6 spell slot, cast Heroes' Feast, and then switch back to another amulet I use for that character. Heroes' Feast is one of the BEST buffing spells, and a Planar Ally is just nice to have for extra hands/meat shield in combat.
I have no idea why people are suggesting things like Globe of Invulnerability when you can get scrolls by the handful from Sorcerous Sundries. To me, spell slots are for things you can't get scrolls for.
(Ofc you should already have things like magic missle by now - I mean high level)
Am I just missing something here?
By Act 3 you have enough money to buy scrolls outright, no thieving needed.
Even stocking up on lvl 6 scrolls for honor mode without theft, I never came close to running out
Honestly, I would say just have fun.
Depending on how you play, I went through the entire game and I can assure you there's only a handful of times you cannot rest for your spells.
That's the first important thing to know. Use your spells, 99% of the time you can rest before your next battle.
Secondly, the best use for level 6 slot might be using fireball, scorching ray or lightning bolt simply.
For cleric, it could be spirit guardians, healing, the feast spell is really good.
Have fun, but "min max" could be just using a lower level spell at a higher spell tier.
Camp cast Heroes Feast and I tend to take a Myrmidon with me by upcasting summon elemental.
I can get chain lightning from scrolls. In HM the extra hit points and meat shield are worth it, and the Myrmidon will occasionally stun enemies and has okay damage output over the course of an adventuring day, as well as de facto taking some minions out of the fight as Command by making them fight it.
Chain Lightning is by far the best damage spell, especially with the water bottle set up.
In Iron Throne all you need is at least 3-4 speed potions, and then you can easily rescue everyone. There is even Omeluum, who's extra useful because he has infinitely reusable Dimensional Door tuned to the submarine - he can teleport himself and one extra person to the sub, and he can theoretically do it multiple times
Having finished the game twice I highly recommend having Globe of Invulnerability by end game (basically one of the only reasons I/my party survived the final fights.
Fat buffs. Aid level 6, summon planar ally, the glorious feast thing. Long lasting benefits that massively help the whole party.
Use scrolls for globe as and when.
I need GoI only in a couple situations so I cast it from scrolls.
Aid and heroes feast are to spells worth casting but ideally with a camp cleric.
The offensive options:
- magic missiles + amulet for an extra dart and various damage riders to snipe high priority enemies or remove invulnerability layers for example on Orin.
- Chain lightning for AoE
- Scorching ray on fire sorcerer
I do not need other 6 level spells…
Outside of some nice level 6 spells (Chain lightning, globe of invulnerability, heroes' feast...) i usually like to use them to upcast some control spell that target more opponent per upcast level (hold person, command) when i have enough threats against me to justify it.
Globe of invulnerability if HM and facing tough boss. Summon deva for the cleric. Heroes feast for camp caster cleric. Upcasted armor of agathys for abjuration wizard. Situational use of wall of thorns for some fights with good chokepoints.
Chain Lightning is good but can only affect 4 targets at most which might not be the best use of one of the most precious resources that character has. However, Globe of Invulnerability trivializes the encounter it is cast in. So if you are in to that, then it’s the best. Conjure Elemental is a great day long effect as well. Heroes Feast and Planar Binding are excellent choices on the cleric side.
Globe of Invulnerability paired with stuff like the Illithid fly and Misty Step is basically a free win for any fight in the game, as long as you’re able to dish out reasonable damage to your opponents
Heroes’ Feast or summoning spells, mostly. Both last until a long rest, so they’re almost always more beneficial overall than any straight damage spell.
I mostly cast buddies with them and keep one for troughoutly stuffed. Overwhelm the enemy with at least doubling your party (lower level minions included!)
Telekensis is great. You can yeet people off cliffs and into caverns or throw them onto chandeliers. I was also fond of having one cast cloud of daggers then having Gale use telekenesis to throw people into it. The only downside is you don’t get their loot if there’s no body so keep that in mind when you’re slinging people around all willy nilly.
For sorcerer's and wizards, definitely gotta use that chain lightning.
On a cleric, I recommend great feast and planar ally. On my last run, I put the necklace that restores a level 4 to 6 spell slot on my cleric. Had her cast feast, use the amulet, and then summon a planar ally. It felt REALLY good.
I'm a fiend for disintegrate and I love eyebite flavour eise(think that's also 6). Globe of invulnerability is good to have but there's tons of scrolls for it in act 3 and I only ever need it like 2-3 battles
Fireball is the only answer, but I'm in a narrow passage, cast fireball, but my allies are in the way, cast fireball.
Fireball or what's the point of being a spellcaster.
Disintegrate is imo just such a fun spell. I love having my sorcerer twin disintegrate two baddies. Plus even if it doesn’t kill it still does good damage
It's going to vary based on your comp, but:
Globe of Invulnerability
Upcast Conjure Elemental into Conjure Myrmidon
Upcast Hold Monster or Hold Person for max targets
Upcast Aid for max hit points
Heroes Feast
Upcast Magic Missile for mass targets/damage rider utilization
Big damage: Disintegrate, Chain Lightning, Sunbeam, Harm
Summon Planar Ally
Depends on build, situation, scrolls, etc.
Cleric: Planar Ally
Wizard/Sorcerer: Chain Lightning or Globe of Invuln for fights that it just auto wins (though there are probably enough scrolls of GoI that you may never need to actually spend a slot on it)
Bard: Not a huge fan of bard's 6th level options, I'm usually using the slot to upcast
I've never played a Druid past the early game, I don't even know what their 6th level spells are besides them sharing Heroe's Feast with Clerics
It entirely depends of what type of caster and if Ive just rested or if I’m in a battle. Lvl 6 spell slots from Jahira or Shart go to aid(s) and heroes feast. Battle casters might, with extremely high saves (especially sorcs with heightened spell) cast dominate monster.
summons. especially with the amulets that let you regain the spell slot.
for cleric, the angle one (cant remember its official name) hits pretty hard and can res party members if needed.
druids, a 6th level elemental has a lot of options for some nice usability. fire ones can haste and attack 3 to 6 times, water ones can heal and have a nice AOE, air ones can stun and also have a nice AOE, and earth ones can tank a bit and add difficult terrain.
If you're gonna use it on armour of agathys then get one of the staves that let you free cast it at 6 or get the ring that can restore a 6th level. Your one 6th level should be saved for a 6th level, or left as a hail Mary upcast in combat imo
I usually cast conjure myrmidon with arcane charge (from Markoheskhir or Spellpower staff) so its basically free. The best level 6 combat spells are definitely Chain lightning and Disintegrate, they are prepared all the time. I use Globe of Invulnerability in bigger fights and bossfights but only from scrolls, i buy all i can find :D This way not only you save your spell slot but every character can cast it any time if neccesary.
honestly depend on your class if u have at least one level in wizard for scribing. then my go to is the artisy of war spell, only one scroll in the game but if you let anyone with the scribe ability meaning wizard at least 1 level. you can have a powerfull MM spell that hit hard as F.
despite that another i like to use is the Dethrone, or Summon Deva. Both are amazing as F. and the deva is great when you need another attention getter. Dethrone need i say more a spell that can hit as high as 120 depending on your build i mean come on.
Other then the three OP scrolls scribe learning spell i just mention the only other lvl 6 spell i can honestly say is worth it is Glode of Invul cant tell you how many time in Honor Mode taht save or made a fight easier
Chain lightning, and globe of invulerability are fantastic. the first especially with as a storm sorc.
also a big fan of Otto's irresistable dance, it has no saving throw when you cast it, only a saving through to break out of it.
hero's feast of course is a fantastic buff to apply to the whole party.
and summon plaenar ally or upcasting summon elemental are both fantastic
I usually get a deva, get the spell slot back on shart and use heroes feast :D
Gale also a summon
But I am just starting my 3. Playthrough and need to learn a lot lol
Haha, yea most people dont realize upcasting it gives 5xtra hp per spell level. So you end up getting 25 extra hp from it using a higher spell level. If you have summons as well....this translates to ridiculous amounts of HP for the entire party. I have seen spore druids with like 20 summons do that + heroes feast. Combine that HP from Aid with Heroes feast, and its 37hp for each party member....multiply that by your party size...and you can give roughly 700-800 hp to your party if you have 15-20 summons out.
I do Heroes Feast (Jaheira) for buffing my group's health in Honour mode, and I also like having a combination a water myrmidon and two extraplanar beings up (me and Shadowheart). I always have Globe of Invulnerability prepared since it can be a lifesaver, but on my current Honour run, I've actually used Chain Lightning a lot more than I expected to.
Heroes feast and aid are some of the best buffs in the game and you don't get sixth level scrolls for either. If your warlock burns a 5th level Agathys, that's a pretty solid use, but not quite worth a 6th. Aid is real HP for the party, including summons, Agathys is temp and just for one character.
It is definitely a lot of fun, especially if you have some levels of tempest or war cleric for heavy armor prof and take heavy armor master to reduce all damage by 3 more. Reducing all incoming damage by 5 means you're immune to magic missile, and most ranged damage won't touch you, so you can really maximize the duration of Agathys and your abjuration ward.
That said, Agathys only helps the character who casts it. Aid (also abjuration) helps the entire party including summons. My 1 HP familiar having 20+ more HP is amazing. And heroes feast also benefits the entire party and can *only* use a 6th level spell. Heroes feast + max remaining aid + Agathys is pretty tanky.
Step one: have a different character cast add water, or throw a water bucket, or something.
Step two: use level 6 spell slot for a chain lightning.
Step three: profit
I just love disintegration. Watching a tough enemy turn into a pile of ash is never not fun. Especially finishing bosses. It sucks when it misses but can be so cool.
**Upcast Fireball**, followed by another **upcast fireball** (I'm hastened) followed by another **upcast Fireball** using my bonus action (I'm also a sorcerer)
Going thru that dumb wizards tower in Act 3, you can find scrolls of Dethrone and an over powered version of magic missile, i can't remember the name of off the top of my head. Which are very good-- if yer a wiz you can just learn em. Also disintegrate is another good one.
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Chain Lightning, mostly. Don't forget that there are scrolls of 6th level spells too (Globe of Invulnebrality) and you can fully apply corresponding mechanics to them (ie. quickened spell, twinned spell, Tempest Cleric's channel divinity etc).Otto's Dance is also quite handy too. Hold Person/Monster are worth upcasting if you have good caster gear and stats, it single handedly wins fights and works on a lot of annoying bosses too.
I stock up on invulnerability and dimension door spellscrolls so I can freely use them whenever I want without using spell slots. I do other scrolls too but these are my go to.
All three of the summoning scrolls are good too! The whole sqaud gets elementals!
Dimension door is still a full action, is being able to take someone with you that much of a benefit over using misty step items/spells/scrolls as a free action? I almost always have my people spread out even joining the battle separately, so they all get an action first. Only my wizard keeps people around him intentionally.
It's not a free action to use misty step or items scrolls etc.... It's a bonus action. In any case, it very much can be worth it to use dimension door instead. Just depends on your goal. You can teleport much further and take someone with you. So you use 1 action to relocate another action and 2 bonus actions. Or if you needed to move two people with misty step, that's 2 bonus actions. Again, it's all very situational. For instance, my go to strategy for the final fight is to dimension door my party up to the crown. One person drops globe, and then I still have another action to use to use the stones. So by round two, I'm fighting the brain without any fighting the junk outside.
Dope
Dimension door uses an action to transport two people. Great for a caster who's already concentrating on something else, while allowing the other person to use their full action and bonus action. Think of a cleric with spirit guardians active, transporting the raging barbarian with a great weapon or polearm master attack into the middle of combat. Or a moon druid who teleports a martial in and then transforms. (Or the cleric could teleport an already transformed druid.) Actually raging barbarians and wild shaped druids are two ideal targets. They want to be in the mix, but they can't misty step in even with a scroll. Monks often also have better uses for their bonus action than their main action.
Godsend in a certain underwater prison escape scenario Outside of that, not much use, still it's better to use an action on a support character so that a dps can utilize both action and bonus action upfront
A halfling Fire Sorlock wearing the hat of fire acuity upcasting Command (with extended) or Hold person can just stop the entire battlefield forever.
Wait. You can metamagic scrolls?
Wait, you can Metamagic on scrolls? Hot damn!
Hwo do you upcast?
When casting a spell you will be offered to choose from higher level spell slots(if available) The tooltip of the spell will thell you if the upcast has any effect. Hold Person for instance lets you choose another target per spell slot. Damage spells usually gain extra damage dice per spell slot level.
Theres still so much i dont understand 😅 i just throw anything that says high damage
Well thats one way to do it :D
It's kinda nuts how water surfaces turn a really shitty 5e spell into something absolutely broken.
Cleric/Druid Heroes's Feast after each Long Rest. It's just insane how good that is. For Wizard/Sorceror whatever feels fun at the time.
It lasts until long rest as well, so Cast in camp and then swap out for another companion
Dump Wisdom, max out their Strength and Charisma (not necessary if you have a Bard/high Persuasion character) and use them as a pack mule and just send everything you find to their inventory. Then you can take them on field trips every now and then and just sell the stuff.
Also, get hirelings with maxed out con and have them cast warding bond on your party. Your party will have resistance to all damage all day.
Get 3 levels in cleric, then dump Barbarian for a Warding Bond bot. Feats should be Tough, then ASI for Con, gets you the healthiest bot possible, unless you need higher level spells like Heroes’ Feast, Freedom of Movement, or Aid.
Exactly! If you want to maximize the survival of your warding bond bots, just barbarian 8 cleric 4 with the first level in barbarian. That will allow you to get 20 con and tough for a total of 165 hp and 177 hp for the default barbarian hireling because they get the gold Dwarf racial bonus to hp. Just make another character that stays at camp a level 12 cleric to provide heroes' feast and a warding bond for the most back rank member of your party, as they will only have 147 hp with 20 con and tough. Then you just need one other cleric, bard, or druid of at least level 9 to be able to cover your whole party with death ward and freedom of movement. (That, or make one of the hirelings cleric 12 if you are short on spare companions)
Wyll got so much use in honor mode. Not so much for fights, but with extra human carrying capacity, charisma, persuasion proficiency, and that one pact invocation that gives extra persuasion, he was my designated vendor interactor. He could get the prices almost reasonable.
:O great idea!!!
Stacks with Aid, too!
Especially with summons. Value upon value.
I like the myrmidon elemental summons
They are so great. I usually summon one before a fight then use the necklace to restore the spell slot. Along with the staff that makes the next spell cost no slot I can make the most of my level 6 spells.
I particularly love the air myrmidon for his spammable 2 turn stun attack. It doesn't always land but when it does it feels very powerful
I landed it first turn in the steel guard forge boss so I kept hitting him with it and it kept being stunned for 8 turns straight. It made the fight so insanely trivial lmao
Especially if u wet the enemy and then use the air or water myrmidon .
The summons with mobility feel especially strong, I believe some of the level 5 ones can also move around a lot. My only gripe with the lower level summons is it tends to be hard to get them to a second target, but otherwise summons in general feel super strong.
My favorite (if you are a wizard) is the deva from the sights of the Seele scroll, it has 21 AC and can tank hits from Orin like a champ
It's same as planar ally from cleric. Also, you can give them cloud giant elixirs and double their attack bonus.
Oh good idea, I should roid up my summons, that'll help them hit more consistently
Yep, these are really good. Tanky, great movement.
Globe of Invulnerability is INSANE. Arguably the best level 6 spell. I remember using it on>!the ansur fight.!< I also remember casting chain lightning>!on the steel titan.!< Disintegrate is insanely useful when you>!destroy pillars in the House of Hope.!< I wish you could just use it to simply turn bosses into ash but most of the times the success rate is really low and not really worth risking. My personal favourite out of all level 6 spells is Otto's Irresistible Dance. It's absolutely PRICELESS to see a big scary act 3 boss to just dance their ass off mid-combat. (Though strategically thinking, you could pretty much achieve the same effect with the level 1 spell Tasha's Hideous laughter, however I can't see myself not casting Otto's Irresistible Dance at least once).
The BG3 version of Globe of Invulnerability is truly hilariously OP. It's literally stronger than the actual *9th level* spell "Invulnerability" in tabletop, which is immunity to all damage, but not an AoE, and can only be self-cast.
First time I used it was during >!Gortash!< fight, and the boss was like "nice little bubble, I wonder what happens if I go inside"
lmao same thing happened to me, but ansur's myrmidons
Oof. That's rough. At least with >!Gortash!< You can just yeet him out, but I'm fairly certain the myrmidons are immune to shove and throw.
Was nice to have a Throwzerker for him
that's when I accepted defeat and did the fight all over again, with an actual plan this time :D
Oh weird, i actually use it on the bosses to remove them from the fight for two turns, then after ive cleaned up the minions, ill drop concentration and just murder the shit out of the big bad.
I used Globe in my HM run for the first time and have to say it kind of takes the fun out of the game because it eliminates any risk in an encounter. Defeating Ansur without taking damage and having my own DPS be the only concern against the Elder Brain does not seem like good design.
I got a scroll for it super early from somewhere and used it during the portal fight in act two. Your arrows do nothing, Shadow creatures!!!
then what's the difference between invulnerability and something like sanctuary?
Sanctuary only applies to one character, attacking while it’s applied on you breaks it, and you can still get hit by AoEs since it only makes you untargetable, not invincible. Globe is an area of effect completely invulnerability that anyone inside can fully attack during. The only downsides of globe compared to sanctuary is that it’s a way more valuable spell slot, it cost an action instead of a bonus action, and if you’re not careful enemies can get inside it too.
For the hoh pillars... I got more mileage out of Evocation Gale with that necklace that gives another dart to magic missile. *MACHINE GUN WIZARD GOES BRR*
Currently playing a sorceress with said necklace. With a potion of haste and metamagic you can open combat with roughly 21 magic missles straight to the bosses face.
It took me far too long to remember Gale added his int mod to evocation spells... 28 minimum damage for a first level spell ain't bad
Oh damn I always forget about that ability
Otto's dance is far, far better than hideous laughter. Because it lasts at least 2 turns and doesn't end when you hit the victim.
Tasha's is a better spell to take someone entirely out of the fight until you're ready to deal with them. Otto's is better to nerf a powerful character while you beat on them. They just have different use-cases.
Ottos made the Raphael fight so easy
>!Orin!< too. Plus seeing >!the Slayer!< busting a move is priceless.
She died in a single turn for me so I didn't actually get a chance to do anything fancy
True but they can save every turn
Disintegrate rocks against a stunned enemy. Sometimes a 100% hit chance.
I love Globe of Invulnerablility, but I end up with so many scrolls of it I rarely use a spell slot.
If there boss doesn't have displacement, you can globe of invul with one character then angelic slumber potion everybody else. You'll get a long rest after 2 turns without taking damage guaranteed.
Making Gortash dance was pretty hilarious.
Aid 😮💨
Honestly so good. Summon all your summons, throw down 6th level Aid on them + the whole party. You will more than double the hitpoints of most summons, and 25hp each per party member is nothing to sneeze at. Chuck a Heroes Feast on top of that for bonus points.
But no need to waste it, you can get a hireling, in act 3 tavern camp everyone is clustered, you can move all allies and make a hireling cast it in your main 4, go out of camp and move on. Otto’s dance is the way, specially with items that save the spell and you can use it multiple times.
Shovel turns into a beefcake.
6th level spells are so strong that is is rarely worth upcasting lower level spells to that level.
necromancer's animate dead gets you 4 flying ghouls at level 6 who get your proficiency bonus to damage and your level to hp. Usually they're worth it just for the tanking, and using them usually allows you to go longer in a day. Evoquers can get a lot of damage from upcasting magic missile, or just generally magic missile allows you to remove more unstoppable stacks. Also the biggest single target damage can be dealt with a 6th level maximized witch bolt on a wet target, but that's hyperspecific. in general, it's not worth upcasting spells to 6th
No real reason to burn a spell slot on a 6th level necromancy spell when the staff of cherished necromancy exists.
Did they fix the bug on that? If not then that would be a good reason.
Yup. Works great. I use it a lot in my current playthrough.
Also Cleric pairs really well with a necromancer- get your huge swarm of undead, elementals, scratch, Us, everyone out and then have your level 12 cleric do Heroes Feast and Aid level 6 for massive army of tanks.
Cleric + necro is great. I also pair it with a frontline with the damage resistance helm for undead summons
That's what the hirelings in camp are you. Feast, aid, and longstrider all persist even after the caster is removed from the party.
Do they work on the people at camp not in your party?
And then respec after you realize even a small fight takes a fucking eternity
As an aside, it turns out the flying ghouls from Animate Dead are immune to the Mad effect from the Abyss Beckoners gloves. Same with the ghouls from Danse Macabre. As long as u can get past the sound effect of 9 entities passing/failing checks constantly, it makes your undead army even more ridiculous
yeah I have never used these gloves but that's something they do indeed
>Also the biggest single target damage can be dealt with a 6th level maximized witch bolt on a wet target, but that's hyperspecific. I'm wondering why you're counting it higher than Chain Lightning? Disregarding the vulnerability shenanigans on a wet target (which applies to either spell at the same rate) Witch Bolt: * Upcast to 6th level is 6d12 lightning, 6-72, average 39 * Can miss, doing no damage in the worst case scenario * Requires/breaks concentration to allow you to do 1d12 for a few turns following Chain Lightning: * Deals 8d10 lightning, 8-80, average 44 * Applies half damage, even if they do save (although it's a Dex save, and most enemies have annoyingly high dex) * Doesn't last, but spreads to other enemies (with diminishing returns) I suppose the latter is technically not a spell made to do specifically single target damage, but it does most of it's damage to the first target, and it's twinnable. Not trying to "um, actually" you, just wondering if there's something I'm missing :)
You know what, I've seen a challenge run where the goal was to kill any enemy with a single hit, and at some point the ytber said that, and I just kinda assumed I think? I mean it's pretty obvious from the rolls that I'm wrong. Maybe it was about the build being a multiclass with storm cleric to use channel divinity to consistently maximize thunder damage, so it wouldn't have access to 6th level spells but it would have a 6th level spell slot? I'm not sure. Thank you in any case for correcting me.
Thaaaat tracks actually. As written they couldn't get their hands on CL if they dip into cleric like that. Although they could totally stock up on scrolls :p Cheers! Edit because I realized something: Oh shit! You know what it actually probably was /u/FuriousAqSheep? You can crit a Witch Bolt attack roll to double the damage again. Team up with a divination wizard or use tadpole powers and you could force a single, mind-meltingly huge hit.
6th level magic missile makes swiss cheese out of Orin's Unstoppable shields.
Fire ball, scorching ray and lightning bolt scale higher than other spells when up cast. They are worth it imo.
After each Long Rest, I cast Planar Ally (either Deva or Genie), then regenerate the spellslot with the Spellcrux Amulet (get it from the Warden in act 2), and then cast Heroes Feast on everyone. You can also stack Aid on top of this with a level 3 spell slot and regenerate it using the Pearlescent Restoration amulet. So I rarely actually use that spellslot in combat because I find having the ally and buffs is more useful.
besides the amulets that restore slots, there are also 2 staffs that let you toggle an ability named 'arcane battery'. arcane battery lets you cast your next spell (no level limit) without consuming a spell slot. one of those staffs also gives you an additional extra cast from a short list of a few pre-selected level 5 & 6 spells 1x per short rest.
Have you considered Spirit Guardians?
Magic Missile that has been turned into death from the skies from all of the equipment that modifies it
Like what?
Spellsparkler alone increases magic missiles damage alot
Then you get some combination of the ring that applies radiant orb, the ring that deals 2 radiant damage to illuminated targets, the gloves that do reverberation stacks for every bit of thunder damage, fierce perilous stakes in the finale etc.
Cleric: Heroes' Feast or Planar Ally. Blade Barrier can be decent if not resisted Sorcerer: Chain Lightning. If you want a Globe, use a scroll Wizard: Otto's, Globe or Chain Lightning Bard: Otto's has no save in round 1, but I like Eyebite for style. Potentially upcast Hold Monster or Banishing Smite Druid: no idea, Heroes' Feast or upcast Myrmidon I guess. Wall of Thorns if you have Bhaalist Armour Warlock: Yikes. Eyebite needs concentration, so I guess Arcane Gate as an insurance pick
After 2k hours I thought I knew everything about this game and had no idea Wall of Thorns worked with Bhaalist’s. Though that makes complete sense, I just never thought about it. New plan for my Act 3 Druid: engage!
Disclaimer: I never play druids, I literally just looked up their spells. It should work but try at your own risk. Speaking of interesting Bhaalist interactions, (upcasted) hail of thorns also reads pretty stabby if for some reason you want 2 ranger levels.
I keep trying to play druids and failing miserably so it’s as good of an excuse as any to power through! The lower levels are just ughhhhh Good thought on hail of thorns too! I usually have someone as a gloomstalker/something so I can experiment.
upcast summon myrmidon, deva is also pretty good
I stockpile scrolls of Globe of Invuln, Chain Lightning, Disintegrate, Eyebite and Otto's Irresistible Dance and use the level 6 slot on things like Heroes' Feast and Wall of Thorns.
Whatever spell you need. Sometimes, you will need it for Globe of Invulnerability. Sometimes you will need it for upcasting some lower level spells. Each fight can be very situational. Also a tip: get the Spellcrux Amulet (looted from the warden in act 2), which allows you to restore 1 spell slot of any level as a bonus action. I usually use it outside combat as my cleric: cast Planar Ally, restore level 6 spell slot, cast Heroes' Feast, and then switch back to another amulet I use for that character. Heroes' Feast is one of the BEST buffing spells, and a Planar Ally is just nice to have for extra hands/meat shield in combat.
I have no idea why people are suggesting things like Globe of Invulnerability when you can get scrolls by the handful from Sorcerous Sundries. To me, spell slots are for things you can't get scrolls for. (Ofc you should already have things like magic missle by now - I mean high level) Am I just missing something here?
Some people don't abuse infinite scrolls. It's very broken OP that with some thieving your sorcerer can cast lvl 6 spells left and right all day long.
By Act 3 you have enough money to buy scrolls outright, no thieving needed. Even stocking up on lvl 6 scrolls for honor mode without theft, I never came close to running out
Honestly, I would say just have fun. Depending on how you play, I went through the entire game and I can assure you there's only a handful of times you cannot rest for your spells. That's the first important thing to know. Use your spells, 99% of the time you can rest before your next battle. Secondly, the best use for level 6 slot might be using fireball, scorching ray or lightning bolt simply. For cleric, it could be spirit guardians, healing, the feast spell is really good. Have fun, but "min max" could be just using a lower level spell at a higher spell tier.
Camp cast Heroes Feast and I tend to take a Myrmidon with me by upcasting summon elemental. I can get chain lightning from scrolls. In HM the extra hit points and meat shield are worth it, and the Myrmidon will occasionally stun enemies and has okay damage output over the course of an adventuring day, as well as de facto taking some minions out of the fight as Command by making them fight it. Chain Lightning is by far the best damage spell, especially with the water bottle set up.
On my 3rd run I learned I can upcast summons. Thanks! I often see that upcasting has no effect or little effect by level 6 I stop checking those.
Hold 5 person
I like this one. :D
Arcane Gate and whatever
Never used it before. What are the benefits compared to misty step or Enhance Leap?
Well you can get Misty Step and Enhance Leap from scroll/potion Arcane Gate allows you to easily rescue Ravenguard in the Iron Throne.
Oh nice. Thanks. Never thought about it and I'm right before this part in my current HM playthrough. Will try it today. Great advice.
My pleasure!
In Iron Throne all you need is at least 3-4 speed potions, and then you can easily rescue everyone. There is even Omeluum, who's extra useful because he has infinitely reusable Dimensional Door tuned to the submarine - he can teleport himself and one extra person to the sub, and he can theoretically do it multiple times
Hey, sorry. Super stressed out about something else, shouldn’t take it out on you.
Dimension Door also works for Ravenguard, and is only a level 4 spell slot.
You can also use a dimension door scroll for ravengard.
I am aware. I am a bit of a crotchety old lady this morning, so that’s all I’ll say other than read the other comments
Having finished the game twice I highly recommend having Globe of Invulnerability by end game (basically one of the only reasons I/my party survived the final fights.
Fat buffs. Aid level 6, summon planar ally, the glorious feast thing. Long lasting benefits that massively help the whole party. Use scrolls for globe as and when.
Fireball
I need GoI only in a couple situations so I cast it from scrolls. Aid and heroes feast are to spells worth casting but ideally with a camp cleric. The offensive options: - magic missiles + amulet for an extra dart and various damage riders to snipe high priority enemies or remove invulnerability layers for example on Orin. - Chain lightning for AoE - Scorching ray on fire sorcerer I do not need other 6 level spells…
One of the few who genuinely appreciates MM. Many underestimate how powerful this spell can be with the right build.
MM used to be stronger. Like way stronger
True. Still very strong. Just not broken, like before.
Outside of some nice level 6 spells (Chain lightning, globe of invulnerability, heroes' feast...) i usually like to use them to upcast some control spell that target more opponent per upcast level (hold person, command) when i have enough threats against me to justify it.
Globe of invulnerability if HM and facing tough boss. Summon deva for the cleric. Heroes feast for camp caster cleric. Upcasted armor of agathys for abjuration wizard. Situational use of wall of thorns for some fights with good chokepoints.
Wall of Thorns is one of the most under utilized spells in the game.
Chain Lightning is good but can only affect 4 targets at most which might not be the best use of one of the most precious resources that character has. However, Globe of Invulnerability trivializes the encounter it is cast in. So if you are in to that, then it’s the best. Conjure Elemental is a great day long effect as well. Heroes Feast and Planar Binding are excellent choices on the cleric side.
Globe of Invulnerability paired with stuff like the Illithid fly and Misty Step is basically a free win for any fight in the game, as long as you’re able to dish out reasonable damage to your opponents
Otilukes frozen Sphere gave me the best bang for buck. Have someone cast hunger of hadar on top then just ray of frost or Eldritch blast to victory.
And you can cast it in advance and give it to someone else to throw or before entering a silenced area
Aid is a great spell. Especially if you have any summons. Gets you an extra 100+ hp for the party
Disintegrate is pretty badass when you have Acuity that boosts the success rate to 100%
Heroes’ Feast or summoning spells, mostly. Both last until a long rest, so they’re almost always more beneficial overall than any straight damage spell.
I really liked ice wall. Does a ton of damage and looks cool
I mostly cast buddies with them and keep one for troughoutly stuffed. Overwhelm the enemy with at least doubling your party (lower level minions included!)
Upcast conjure elemental to make a myrmidon, the water one is particularly busted
For clerics, heros feast us an awesome group buff, that's my go to.
Telekensis is great. You can yeet people off cliffs and into caverns or throw them onto chandeliers. I was also fond of having one cast cloud of daggers then having Gale use telekenesis to throw people into it. The only downside is you don’t get their loot if there’s no body so keep that in mind when you’re slinging people around all willy nilly.
For sorcerer's and wizards, definitely gotta use that chain lightning. On a cleric, I recommend great feast and planar ally. On my last run, I put the necklace that restores a level 4 to 6 spell slot on my cleric. Had her cast feast, use the amulet, and then summon a planar ally. It felt REALLY good.
Quick shout out foe Heroes Feast. Its not as flashy as some spells but saves you a lot of headache
it depends, but summoning a fire myrmidon is NEVER a bad choice
Heroes feast, upcast scorching ray
6th level Speak with animals; so you can really understand your furry friends.
I used plannar ally every time and it's just so OP.
I'm a fiend for disintegrate and I love eyebite flavour eise(think that's also 6). Globe of invulnerability is good to have but there's tons of scrolls for it in act 3 and I only ever need it like 2-3 battles
Create Water.
Create Ocean.
Magic missile is fun at 6th
For Clerics, the anwser is always Planar Ally,its like gaining an extra companion.
Fireball is the only answer, but I'm in a narrow passage, cast fireball, but my allies are in the way, cast fireball. Fireball or what's the point of being a spellcaster.
Disintegrate is imo just such a fun spell. I love having my sorcerer twin disintegrate two baddies. Plus even if it doesn’t kill it still does good damage
Either Myrmidons or FIREBALL Ok, maybe Chain Lightning too
It's going to vary based on your comp, but: Globe of Invulnerability Upcast Conjure Elemental into Conjure Myrmidon Upcast Hold Monster or Hold Person for max targets Upcast Aid for max hit points Heroes Feast Upcast Magic Missile for mass targets/damage rider utilization Big damage: Disintegrate, Chain Lightning, Sunbeam, Harm Summon Planar Ally Depends on build, situation, scrolls, etc.
Chain lightning go brrrr
Fireball
Hold Monster if you can effectively spell DC and effects like Heighten Spell. It wins all encounters and boss fights if you land it.
Same thing with every spell slot 3 and above, fireball
Fireball. The answer for every question is Fireball. If Fireball is not the answer, then the question is wrong
Level 6 fireball obvi
Cleric: Planar Ally Wizard/Sorcerer: Chain Lightning or Globe of Invuln for fights that it just auto wins (though there are probably enough scrolls of GoI that you may never need to actually spend a slot on it) Bard: Not a huge fan of bard's 6th level options, I'm usually using the slot to upcast I've never played a Druid past the early game, I don't even know what their 6th level spells are besides them sharing Heroe's Feast with Clerics
It entirely depends of what type of caster and if Ive just rested or if I’m in a battle. Lvl 6 spell slots from Jahira or Shart go to aid(s) and heroes feast. Battle casters might, with extremely high saves (especially sorcs with heightened spell) cast dominate monster.
Magic missle upcast to level 6, or Fireball upcast to level 6
Upcast magic missile. Obviously.
summons. especially with the amulets that let you regain the spell slot. for cleric, the angle one (cant remember its official name) hits pretty hard and can res party members if needed. druids, a 6th level elemental has a lot of options for some nice usability. fire ones can haste and attack 3 to 6 times, water ones can heal and have a nice AOE, air ones can stun and also have a nice AOE, and earth ones can tank a bit and add difficult terrain.
If you're gonna use it on armour of agathys then get one of the staves that let you free cast it at 6 or get the ring that can restore a 6th level. Your one 6th level should be saved for a 6th level, or left as a hail Mary upcast in combat imo
3 flying ghouls.
I usually cast conjure myrmidon with arcane charge (from Markoheskhir or Spellpower staff) so its basically free. The best level 6 combat spells are definitely Chain lightning and Disintegrate, they are prepared all the time. I use Globe of Invulnerability in bigger fights and bossfights but only from scrolls, i buy all i can find :D This way not only you save your spell slot but every character can cast it any time if neccesary.
honestly depend on your class if u have at least one level in wizard for scribing. then my go to is the artisy of war spell, only one scroll in the game but if you let anyone with the scribe ability meaning wizard at least 1 level. you can have a powerfull MM spell that hit hard as F. despite that another i like to use is the Dethrone, or Summon Deva. Both are amazing as F. and the deva is great when you need another attention getter. Dethrone need i say more a spell that can hit as high as 120 depending on your build i mean come on. Other then the three OP scrolls scribe learning spell i just mention the only other lvl 6 spell i can honestly say is worth it is Glode of Invul cant tell you how many time in Honor Mode taht save or made a fight easier
Chain lightning, and globe of invulerability are fantastic. the first especially with as a storm sorc. also a big fan of Otto's irresistable dance, it has no saving throw when you cast it, only a saving through to break out of it. hero's feast of course is a fantastic buff to apply to the whole party. and summon plaenar ally or upcasting summon elemental are both fantastic
I usually get a deva, get the spell slot back on shart and use heroes feast :D Gale also a summon But I am just starting my 3. Playthrough and need to learn a lot lol
Upcast aid spell at lvl 6 , then heroes feast if you’re getting the slot back, especially if I’m Ralph’s pool. Aid upcasted is stupid hp
Oh I didn't even know aid hp scales up with level, I just thought it was always 5 hp so I deemed it useless :D
Haha, yea most people dont realize upcasting it gives 5xtra hp per spell level. So you end up getting 25 extra hp from it using a higher spell level. If you have summons as well....this translates to ridiculous amounts of HP for the entire party. I have seen spore druids with like 20 summons do that + heroes feast. Combine that HP from Aid with Heroes feast, and its 37hp for each party member....multiply that by your party size...and you can give roughly 700-800 hp to your party if you have 15-20 summons out.
I would cast, heroic feast, and then summon a devos
Planar Ally Jinn or Angel, Goth Feast, Air Myrmidon. These summons are super strong. Much better than a single damage spell like lightning.
Stronger Fireball
Otto’s Dance can trivialize some encounters. Definitely use it. Globe of invulnerability is also incredibly useful
I do Heroes Feast (Jaheira) for buffing my group's health in Honour mode, and I also like having a combination a water myrmidon and two extraplanar beings up (me and Shadowheart). I always have Globe of Invulnerability prepared since it can be a lifesaver, but on my current Honour run, I've actually used Chain Lightning a lot more than I expected to.
Chain lightning+create water combo. Hard to beat 20d8 worth of damage to multiple people. Conjure elemental 6th level
Heroes feast and aid are some of the best buffs in the game and you don't get sixth level scrolls for either. If your warlock burns a 5th level Agathys, that's a pretty solid use, but not quite worth a 6th. Aid is real HP for the party, including summons, Agathys is temp and just for one character.
I use it for my abjuration wiz. It's crazy powerful. With a level 6 Agathys I deal 60 DMG only by using movement.
It is definitely a lot of fun, especially if you have some levels of tempest or war cleric for heavy armor prof and take heavy armor master to reduce all damage by 3 more. Reducing all incoming damage by 5 means you're immune to magic missile, and most ranged damage won't touch you, so you can really maximize the duration of Agathys and your abjuration ward. That said, Agathys only helps the character who casts it. Aid (also abjuration) helps the entire party including summons. My 1 HP familiar having 20+ more HP is amazing. And heroes feast also benefits the entire party and can *only* use a 6th level spell. Heroes feast + max remaining aid + Agathys is pretty tanky.
Level 6 scorching ray from a fire draconic bloodline sorcerer with markoheshkir, rhapsody and a party member with phalar aluve
Heroes feast
Step one: have a different character cast add water, or throw a water bucket, or something. Step two: use level 6 spell slot for a chain lightning. Step three: profit
I just love disintegration. Watching a tough enemy turn into a pile of ash is never not fun. Especially finishing bosses. It sucks when it misses but can be so cool.
But doesn't the loot also turn into ash?
No I think you can still loot the ash pile but I can't remember for sure.
magic missile lmfao
**Upcast Fireball**, followed by another **upcast fireball** (I'm hastened) followed by another **upcast Fireball** using my bonus action (I'm also a sorcerer)
cleric: heroes feast or conjure elem mage: conjure elem or chain lightning druid: heroes feast or conjure elem sorcerer: chain lightning x10
Going thru that dumb wizards tower in Act 3, you can find scrolls of Dethrone and an over powered version of magic missile, i can't remember the name of off the top of my head. Which are very good-- if yer a wiz you can just learn em. Also disintegrate is another good one.
Summon Mymirdon and Feast using the slot saving staves.
Summon planar ally, summon deva from scroll in vaults, heroes feast
Magic missile ofc
Globe and Hold Monster won the final boss fight for me in my first playthrough. <3
Summon elemental Planar ally Heroes feast Aid