Baldur's Gate 3 has become very popular, and many players are playing it. So how to solve the recommended guide for practical 3-level spells in "Baldur's Gate 3"? Users who encounter this problem are very troubled. Below The editor can tell users how to solve this problem.
The third ring is a level of qualitative change for a mage. This level of mage is different from the weak magic tool man in the early stage and is the starting point for truly standing up and becoming the big brother. Although the spells of the third ring are basically practical spells, they must also have You can't choose all of them, mainly because the spell slot does not support so many third rings, and the maximum is only level 12, which is too bad.
A must-learn magical skill is a mere three-level spell but its upper limit is extremely high. In the game, by raising the level to cast spells, you can stably counter the enemy's powerful six-level spells without side effects during the enemy's turn. Also, the mage's reactions must be all set to Manually prevent other reactions from covering up the method.
Pull a melee zombie or skeleton archer. The zombies can be said to be very fleshy when they first reach the third level, but they will be a bit stretched as the progress progresses. The skeleton archers are very practical and can be brought to the fifth ring. The summoning spell of the sixth ring can be replaced.
To be honest, the practicality is better than that of Fireball. From a purely utilitarian point of view, learning Lightning Beam is actually much better than Fireball. It is difficult to increase the damage of Fireball, basically relying on basic damage, while Lightning Beam has various equipment and terrain linkages. It's easy to deal double or more damage. The simplest way is for teammates to wet the opponent and then turn on the electricity to deal double damage.
Except for various specialized immobilization spells, it is the most powerful concentration spell. In front of the acceleration spell, all other concentration spells have to be put on the sidelines. An extra action can allow the melee brother to slash three more times, allowing him to release two large AOEs in one round. , the increased movement distance is extremely useful whether it is for the big brother to kill people or for moving around. Whether it is a mage or a priest, it is absolutely right to learn one, but be careful about the drowsiness caused by being interrupted for a round of concentration.
It is a very strong control spell and can control six targets. It has a strong slowing effect and limits the enemy to only one action per round, but it requires concentration so it is still slightly inferior to the acceleration spell.
The name is quite deceptive, but it actually doesn't do any damage. It's useless for extinguishing flames, and it's a conjuration spell. You can't hide from teammates with special skills, so it interrupts your own concentration. It's useless for creating ice. It can be said to be a pure clown skill. To interrupt concentration, it would be better to give the opponent a hard blow to be honest.
Except for the classic powerful spell aura, it is actually not a very good AOE spell in Baldur 3. One is that the damage increase is very limited (as mentioned above) and the other is that the large flaming surface can easily trap teammates and possibly kill them. An NPC knocked unconscious by a non-fatal attack
The skill is a good skill, but it is not suitable for mages because it is a melee spell. After it is released once, it can be continued for ten rounds by focusing on it, which is very practical. Necromancers, priests and warlocks with relatively strong bodies may be able to use it, but it is not recommended to learn it.
I haven't used it yet, but from the description it seems like the creatures inside can't move? Maybe you can control the enemy inside and throw AOE wildly to limit it.
Obviously it is not used by mages but for auxiliary purposes. Priests and the like can learn one to protect mages. As for mages, it is not necessary to learn it by themselves. The focus of mages is very precious.
Again, the limitation of concentration makes most of the spells that are very useful become clown skills. Hypnosis Picture and Text is a typical example.
It's meaningless. I wonder if it's a so-called inexplicable spell. I cast it in melee and then give it full resistance and then do anything for ten rounds. Does this make any sense? Is this simply waiting to die? Don’t learn this.
The effect is very good, but in most cases the enhanced jump with ritual casting is enough to accomplish most of the things he can do, and it is stupid when the illithid talent can also unlock its own flying.
Create an explosive rune with optional attribute damage or create a hypnotic rune. The damage is quite high, but the problem is that this thing will explode regardless of the enemy or friend. It is common to kill an NPC. Some need to ambush the enemy and have no NPC teammates. It may be useful under certain circumstances and can be learned but it is not necessary.
There’s nothing much to say about pure toy magic.
It’s so rubbish. It’s not even considered a toy. Don’t learn from it.
There is a half chance of being invincible every round and it can also be moved. The most important thing is that it does not affect other castings because it does not require concentration. It is absolutely right to set one up at the beginning of the battle.
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