The BEST SPELL and the WORST SPELL - BG3 Spells Tier List - Level 3 Part 1
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- Опубліковано 5 лип 2024
- Let's talk about the general principles you can use to build strong characters. Want to never need a build guide again? This is the video for you!
Hang on. I may not have thought this plan through.
Today we're talking about level 3 spells, which are the most build-defining power spikes in the game, from Animate Dead to Grant Flight, including the best and worst single spells in the game!
BG3 Wiki complete stats for all level 3 spells: bg3.wiki/wiki/List_of_3rd_lev...
0:00 Intro
3:10 Animate Dead
6:30 Beacon of Hope
9:02 Bestow Curse
12:25 Blinding Smite
15:55 Blink
17:53 Call Lightning
20:16 Conjure Barrage
22:26 Counterspell
26:14 Crusader's Mantle
28:09 Daylight
30:06 Elemental Weapon
32:05 Fear
35:28 Feign Death
36:49 Fireball
39:51 Gaseous Form
41:08 Glyph of Warding
44:06 Grant Flight - Ігри
The sheer optionality of glyph of warding should put it in A at least. You will literally always want it on every single person that can get it. And scrolls of it are pure gold. The number of times I found myself thinking “damn, the enemies grouped up nicely right now. If this character just had a decent ice AOE I could kill 3 enemies.” It has to be A tier.
You wont use it every turn, but you will often see opportunities for it to do good work. it’s the wizards Swiss Army knife spell.
Yep! I ended up changing this before even seeing this feedback - was definitely a misplacement of the spell!
glyph is easily A if not S. some combats can be ended with well positioned damage variants and others can turn large group fights into a joke through non hp restricted mass sleep
No concentration. Versatile stackable landmine. Huge AOE. One prepare for damage+control. Easily A.
The first time I fought the Sharran cloister the only way I was able to win was by basically spamming warding glyph. Completely saved my ass. Definitely at least A tier.
it’s a slightly less powerful fireball that allows you to choose the damage type on the fly. S Tier.
Glyph is very powerful when there’s 3+ targets
And it stacks the arcane ward for abjuration wizards which are already probably the best overall wizards due to their sheer tankiness.
Feign dead is not to be used on playable characters, but on npc s. If there is a suicidal maniac that you dont want them to die, you can put them to coma. If you use sanctuary they will still attack without any consideration, will lose sanctuary and get sanctuary blocked for 1 turn. With feign death, they will be able to do nothing, and enemies will ignore it regardless of the resistances.
That spell saved me from restarting the whole fame when i was trying to get the achievement for saving all tieflings possible. I for some reason made my life very difficult by leading minthara to grove and then defending it instead of just taking care of the goblins myself. A spider jumped up and attacked an archer, which was definitely going to die next turn as i was not going to be able to kill the spider, bcs of my characters locations. I casted feign death on that tiefling via a scroll. At the end i did get the achievement ın that run, saving me between 10 to 50 hours.
You can also give npc's gold or items to improve their affinity, then cast feign death to take back your stuff and rob them blind. This spell sees a lot of use on vendors I don't want to die (yet), but have gear I want.
@@westenev Super cheesy. I like it. lol
Bacon of Hope is the best spell in D&D! 5 out of 5, would cast again!
Summons a Celestial Boar to fight for your party. When slain, the Celestial Boar casts Bless & Healing Word on all allied creatures in a 6m radius.
Shouldn’t it grant the “Thoroughly Stuffed” buff
I LOVE larians change to call lightning. In dnd 5e you need a 100ft clearance above you AND 60 foot radius around that. That's the space the cloud needs, and the cloud is where the lightning comes from. Basically its an outdoors only spell with rules as written. Very limiting .
They made it such a great spell now, it take it every time i can!!
Daylight can be used to give the grymforge fights and other duergar fights disadvantage on attack rolls as they all have sunlight sensistivity which is really strong.
Ty for this comment
…I feel so stupid…
I also used it to fry Cazador.
It also dispels ALL darkness, including MAGICAL darkness! It wrecks the House of Grief fight if you're playing a good girl Shadowheart!
@@singincowboy except they can dispell daylight with darkness which suck
I love this series, man...hope you take it all the way to six. Great stuff.
Thanks very much! That's the plan :D
You don't need to memorize spell levels. When the reaction window pops up, the tooltip of the enemy spell is displayed if you mouse over it/press T.
for some reason I don't think it works on console/steamdeck (i play on steam deck rn)
It does. Press the right analog stick to bring the tool tips. The enemy spell tooltip says what level it is. I counterspelled the heck out of Raphael last night.
Your gushing about level 3 spells at the beginning basically describes why I was so delighted when I slurped up some Shadow Weave with Origin-Gale and got one nice, dark extra level 3 spell slot for defying my goddess. ^^ Such a good power grab.
Id bump Daylight up a rank, act 2 is a think, its filled with darkness and so many of the shadow type enemies get weaker in daylight specifically, against these relatively common enemies in act 2, daylight become a really powerful debuf.
Kinda eh otherwise, light in itself isnt that important in BG3, darkvision is so common and the light cantrip will cover you most of the time, but since Clerics are prepared casters and the light clerics get it for free, its not much of an opportunity cost.
Many shadow cursed enemies go invisible but when you cast daylight they become visible I noticed also, agreed ^-^
With regard to counterspell, you can examine an enemy's spell name in the tooltip of the counterspell reaction prompt, and I find that this usually (if not always) will tell you the level of the enemy spell. Very helpful if you're not great at memorizing spell names and levels.
I do this too but I wonder if enemies ever upcast? I’ve never had it happen though
@@TrucidOL8R Not sure. I can't recall seeing an instance of that happening.
@@TrucidOL8R enemies do upcast spells.
Great series. Looking forward to part 2 and the level 2 spells review video!
Feign Death has use for exploiting vendors. You can make them friendly/allies by giving items/gold. Feign Death the vendor, cast darkness, take everything. I learned this method from AoE UA-cam channel
Edit: it's still a low ranking spell, could get patched out as well. So maybe just bump it up 1 rank
Love that ur making this series as i have a new playthrough going as a wiz. Much love
Disagree with the reasoning on Crusader’s Mantle. Most of the classes that have access to it /can’t/ learn Fireball so it should be compared to spells they can learn
The catch is that any casting class can get access to Fireball but taking a 1-level dip for Wizard
@@RagnellAvalon sure or use a scroll but that doesn’t change what spells you can select when you level up you know?
Fireball is just an example - the point is that it's just not even close to enough damage to justify the cost of the spell
@@Cephalopocalypse There is actually a marginal use case for Crusader's Mantle that just occurred to me, which is that in certain fights with many raised undead that have Undead Fortitude (getting back up unless their killing blow did radiant damage), it can actually speed up clearing them out significantly, but that's still a marginal use case
@@Cephalopocalypse What spell should a Paladin cast instead at that level to do more damage, that isn’t a smite
I think Haste will be S. Even with the "nerf" in honour mode, Haste gets you so much extra damage, and casters don't really care about the nerf to the extra attacks. Whenever I'm considering a spell that requires concentration, the question in my mind is always "is this better or worse than just concentrating on Haste?".
I love these lists! There just too much for a player like me to sift through the duds, as well as trying to figure out how they work mechanically. Much appreciated!
There is no hope for beacon to recover from that verbal evisceration.
Love the videos. I actually made an audible "oooh" when i saw this opening up youtube. Keep it up good sir
Another boon of counterspell is that it's an abjuration spell. The significance of this is that it will also BUFF the arcane ward of an abjuration wizard based on the level of the spell slot used for it. And arcane ward is broken for any who don't know.
Edit: Same above applies for Glyph of Warding so I agree with many comments here of it being an A-tier spell at WORST
Yeeee!! Can’t wait for part 2!!
Daylight = callous glow ring. Very helpful. Very powerful.
Haste is S-tier for sure in my opinion.
Specially when you twin cast it with a Sorc.
The amount of damage you get from animate dead, while not even having to waste an action in a fight to summon them, plus all the extra tankiness it provides to the team makes it an easy S tier in my mind. The skeletons specifically are just insane if you keep them alive over the length of a long rest with how much damage they provide for just one lvl 3 spell slot. And upcasting the spell is really good too.
Great video as always.
I would just move daylight and glyph of warding up a tier.
Daylight because of act 2. It helped me breeze through act 2, making undeads blind, a great use. It also helps in underdark a lot.
For the glyph of warding lightning, cold, sleep etc are really powerful. The ability to choose the damage type, and apply a trap is also very appealing.
Call Lightning is in my favorite archetype of spells in TT DnD, that is the extremely efficient spells, the spells that you cast once and then get to activate multiple times are so nice because you spend a single spell slot to set you up for the rest of the fight, then you can save your spells for utility and necessary castings, like healing word an ally or counter spell.
Tho i favor these spells so much because of my playstyle and my experiences brougt upon me by running out of spells.
It’s amazing on a Tomelock.
For so long I have been wondering why when I had previously cast counterspell, it just didn't work and it said, "Counterspell Failed," or something like that, so truly thank you for explaining that.
Legit, thank you for making mention of counterspell's mechanics. As someone who had surface level knowledge of dnd's mechanics going into this game, it took me so long to figure out why my counterspells "randomly" failed once I switched to balanced mode. It really is one of the few instances where the upcasting prompt is a detriment.
Act 2, Isobel fight, last light, Honor mode, Sanctuary+Feign Death (haven't found other uses though). Thorough reasoning, although haste is somewhat less impressive in BG3 due to the availability of Spores and potions - as long as fights can be ended within a couple of turns.
Feign Death makes it easier to steal from vendors though. They're having all their stuff in steal window just like knocked out, but without the need to get hostile with them.
The 10 turns haste has is a huge thing over haste potions I will say, the potions are good in situations where the extra action will end combat sooner, but some initiatives are forced to last longer than 3 turns, and can screw you over if you aren't careful when you get lethargic
Call lightning has quickly become my favourite spell in my current playthough. Being a Storm Sorc with reliable con saves and a high spell save dc means you can reliably use it for the entire fight without needing to recast it.
Creating water + quickened spell in the opening round of combat is great against tough bosses.
Glyph's sleep is actually really powerful. There are some bosses that the Wiki claims are immune to sleep, but are actually vulnerable to glyph. I sadly forget which boss I discovered this on.
Im curious which bosses can be slept
Sleep Glyph is being slept on
very useful info thanks for this
Feign Death
- can be cast on merchants to pickpocket them easily if you've maxed out relationships with them
- can be used to save NPCs with suicidal tendencies like Isobel in A2
Counterspell with my Abjuration build feels so good.
Would love to see glyph a little higher. Had a few runs on bg3 and glyph is always in my party. One of my absolute favourite abilities in the game with so much flexibility. S tier in my books without a doubt but I always love your takes 👌 thank you for all of your effort in your videos.
Beacon of hope is nice in big fights with lots of AI allies along with mass healing word- can make for a good momentum shift. Not optimal but can be good and fun
I understand on a numbers level why Counterspell is good, but I just dont use it because i find it so boring.
Same reason I don't cast Sanctuary on my Sorcerer after doing twinned Haste. I realize it would be smart to do so, but I'd just rather keep casting offensive spells and try to mitigate the risk of losing concentration through other means (positioning, blocking, crowd control etc)
I get what you’re saying (it’s more fun to make offensive casts vs enemies than defensive casts) but Counterspell is a bit different because it’s only a reaction. You’re not using a turn on a defensive action. The opportunity cost is pretty small, since wizards and sorcs don’t tend to do much else with their reactions
@@ProbeAwayAgreed, plus it actually buffs the Arcane Ward of an Abjuration Wizard. I didn’t realize how great Abjuration Wizards were ‘til I specced Gale that way on my Tactician run!
Isn’t crusaders mantle a party buff? I haven’t tried, but I imagine you could reach some pretty hefty numbers buffing an action surging fighter or flourishes on a swords bard
Flight was the only reason i was able to save everyone in the act 3 timed rescue quest with several turns to spare. It effectively acts as a disengage bc you can fly past enemies without provoking opportunity attacks and it massively increases your movement speed.
"Bacon of Hope" as an upgraded Goodberry that grants some short buff (heroes feast, kinda, but bacon?) would very much have my attention.
Correct assessment of Counter Spell. curious about how the illithid power version works.
Hmmm... I wonder if the Gith proficiency feature can be turned towards their casting modifier to get proficiency on the Counterspell check. I know at least in tabletop, Bard's Jack of All trades works on it.
When I have counter spell set to ask me before triggering, it gives me several options, of different level counters, but how do I know which level to use to counter that spell? If I can counter an incoming spell with a level 3, 4 or 5 counter, for example, which do I use? It only tells me the name of the incoming spell, not the level.
You can feign death an allied merchant and rob them without them knowing 😂
Counterspell was what won the final encounter of a long 5e campaign I was in.
there is a staff that comes with counter spell its called the staff of interruption, im not sure if it can be upcast though, i wish i could count the times beacon of hope helped my party i say it deserves a bump to B- i will say it needs a few things make it better that much better but if you are running a cleric and dont need to concentrate on anything else. I say it pairs well with items that give bless and blade ward from act 1 a nice cherry on top since your already healing your party anyway.
Does crusader’s mantle work with magic missile? If so that would be insane
Huh? I thought that I have been able to activate the follow-up call lighting attacks while in Druid wildshape as long as I cast the first attack before changing. Are you sure that you can't do that?
Edit: Ok, I just went back to an old save and tested it, and Indeed I cannot cast the follow up lightning while in Wildshape. I wonder if there was an item that I was wearing that allowed it at the time, or if I'm just miss-remembering.
Bestow curse with arcane acuity is literally an insta win against any boss who you can get within melee range for. It’s B at least
flight is reasonably useful as a source of mobility for characters who are not meant to be very mobile. I guess it can give you the same functionality as misty step without requiring a bonus action. I don't think it is worth casting as a third level spell but I often drank potions of flight in my playthrough before some encounters (you can group up your party and throw it and get the effect on multiple characters). I'd say it is more useful towards the endgame (or maybe it is just when I discovered its functionality) and solved me the underwater prison encounter.
Forgot to mention, but it is also really fun to use with spirit guardians.
Funny enough, ive only used counterspell on 1/5 playthroughs. Definitely seems like a nice to have that would make some fights easier, but I just havent felt like I needed it. When I have it, its cool, but when I dont, I just use other solutions to the problem. More often than not, the times i actually want counterspell I want it to counterspell enemy counterspells.
Call Lightning + Haste for free extra lightning invocation each turn. Very nice for big fights
Not sure if you read your comments and react to them but here goes nothing. I've seen many tier lists for spells. None as comprehensive as this. But what I am always looking for and can never find is WHICH spells are the best to take in general troughout a playthrough. A sort of tierlist for that.
I like playing classes like Sorcerer and Warlock, who only get to switch out spells on level up. So you're usually stuck with what you take. How do I choose between the pletora of damage and CC spells that are offered to my class? For example as a Warlock, I get Hunger of Hadar, but what do I take to round off my kit?
Do I take Command or Hold Person/Monster. Do I also take Eyebite or do I take a 6th level damage or utility spell. Do I take Fear, Hypnotic Command, Slow or Confusion? Especially if you dip, you have even less learned spells. Most guide makers never go over this.
Maybe you could make a guide specifically aimed at classes that aren't able to switch out spells out of combat so that they have the most versatile and well-equipped kit of spells they can have for the majority of the game?
I do read all my comments and try to reply to as many as I can! For level by level spell breakdowns, you might want to check out my class guides and builds for those classes - I go over spell selections in detail for every level for those builds!
@@Cephalopocalypse I will check those out!
At the start of part 2 of 2nd level spells you told that you will give corrections and feedback about 1st level spells at the beginning of the next video. Where is it my dude?
Didn't need to! There weren't any changes I wanted to make to part 2 of the level 1 spells.
How about a video that ranks unique item/weapon abilities, spells, etc?
Also, I agree with others that Glyph is either A or S tier
Fear appeared at Tier A between Counterspell and Crusaders Mantle. I spent ten minutes relistening thinking i missed a spell that was not on the index. For dummies like me you may want to edit in an explanation where that appears so they don’t do what I did.
I think they should implement some kind of system for going up/down a story if a building or incorporate a 3D grid for flying.
Also worth note: the sorcerer flight counts as a dash, it gives you extra movement for that flight.
beacon of light is a key spell for builds focused on healing, about doubling healing from dice. call healing a bad strat all you want, but not this spell.
Yep! Let’s go 😂
Unsure if it’s just me or not but call lightning has been bugged for a while. It frequently just doesn’t allow me to recast it on subsequent terms.
Did you check if your concentration didn't get broken? I forget how many time a 4-damage ground effect did that to me. Not to mention casting it then stupidly casting Cloud of Daggers right after. 😑
Just a sidenote, you don't need to know ranks of spells to use cs correctly, when you put cs as ask on reactions you can mouseover the spell that you're trying to counter in the prompt window where you get a tooltip popup with detailed info of your enemies spell.
I will say that on a life cleric pure healer build, beacon of hope with sanctuary and warding bond WITH all heal buffing gear you can pretty much have your whole party immortal. But that's like a 0 DPS build. I've run it, its fun and feels surprisingly strong in practice despite looking bad on paper
Forgot to mention, guardian of faith is a way to deal damage despite being in sanctuary. I'd try it out if I were you in a party with high DPS its quite insane
I wonder if glyph of warding works too... I've never tried it while sanctuary is on
Check my build guide "The best healer in Bg3" :D
Animate dead is S tier imo late game, after getting the staff of cherished necromancy. It makes it hard for me to walk past corpses because having 3 free ghouls is just nothing but upside. Without abusing that staff, A is fine for sure.
Elemental weapon sort of sucks, but with the illithid freecast power I think it's an ok damage augment for prebuffing
i feared raphael and two other cambions (i think) during my fight against him and my god it made it so much easier lmao, good ass spell for sure
Always make sure I have like 5 gaseous form scrolls saved up so astarion can get into the vaults at counting house… only time I’ve ever used that.
Haste come on def S tier it’s haste literally the one spell I use the most in the game, it’s also the only one I’ll sanc my caster and just hide them just to be sure they don’t lose concentration, fuck sometimes I’ll have a transmutation wizard at camp making proficiency in con saves stones too just to be fukn sure you know… but like not often coz it’s annoying fuking around with camp exploits tbh…
I normally only have some minor quibbles with your rankings, but can I humbly suggest that you have hugely undervalued bestow curse: dread?
If you can cast this with boosted spell save DC (eg arcane acuity), and/or with enemy disadvantage (eg staff of cherished necromancy), you can make powerful enemies repeatedly just skip turns. It’s not at all like hold person because it’s not cancelled when they make a single save, and it can be cast on any enemy and immediately prior to combat.
You won’t want this in every fight, but the fights it’s useful for are the ones that matter. B tier absolute worst, and on the right build it can be S tier. I’d comfortably have it at A tier.
I also agree with others that glyph of warding is minimum A tier. Its flexibility to do different damage types as well as cc without concentration makes it a must prepare spell. The only reason I’m not completely sold on it being S tier is the relatively small AoE, which can make it a little situational
Feign Death is fantastic for pickpocketing vendors, so I definitely wouldn’t call it an F-tier spell since some of the casters who get it are prepared casters.
Crusader’s Mantle is also fantastic if you’re building a party around multiple characters applying Radiant Orbs.
Bestow curse can only be useful if you combo it with Otiluke's Resilient Sphere, to basically prevent them from doing damage and also causing the curse on them. But aside from that specific combo, Bestow Curse is useless.
I think the downsides on haste are pretty significant, having a character get stunned when you lose concentration. It's also available in pot and grenade form and the only time I've found the spell truly excellent is when you twin spell it with meta magic. I'd put haste in A but I often differ in opinion.
The only thing in the video I disagree with so far is beacon of hope in that beacon also maximizes healing potions for your party allowing very solid bonus action healing on hard fights.
Side note: As a designer, I would have to say that these thumbnail titles are quite inefficient - I'm referring to the actual titles in the thumbnail graphics. Potential viewers tend to skim through videos looking for what they want and titles need to give adequate info while still being attractive.
Eg, a title like "These LEVEL 3 spells are OP!" or something less clickbaity like "BEST LEVEL 3 SPELLS RANKED pt1" would do much better versus a design with almost no info such as "What you need"
Omg, why isn't there a "Bacon of Hope" spell?! That would be an amazing single turn buff, or maybe it'd work as a distraction against monsters, haha! 'Throw Bacon' and 'Consume' would be natural bacon-related actions.
HASTE will be in S tier. maybe S plus. It is mandatory at high levels in Honor mode. Haste scrolls are among the rarest of any scrolls sold in the game, and its alchemy substitutes - speed potion and haste spore grenades - have very rare ingredients and are rarely sold. The Half-Illithid Mind Sanctuary in Honor Mode is also inferior although much cheaper to use if you are willing go half-mind-flayer. Playing without haste or equivalent seems crippling when you have to kill a boss in one round in honor mode. The spell is stronger than in tabletop because you get two spells without sorcery points. The only Haste drawback is Concentration and lethargy which most often comes from loss of concentration (by accident in my case or from damage to the caster). That can kill a character and maybe even lose a fight if most of your party gets lethargic at the same time. I think 5 turns is more than enough for any fight - except massive battles with hordes of angry guards (which are at worst tedious and I find its best to just invis and run away from those if they are not required). Three turns from the potion though is sometimes too short. I don’t think the haste spoors and Mind Sanctuary cause lethargy - but they are immobile - unless maybe if you are hasted when you go in. I have not tested that.
I’m eager to hear what you think!!
I just like to cast Spirit Guardians and double dash through crowds.
Curse: dread is A/B tier easily, I’ve made Raphael and other end game bosses skip multiple turns purely to this spell, very underrated
It's weird to me that elemental weapon isn't available on ranger like it is in tabletop
No, I don't long rest after every fight..... But taking on but taking on moonrise pop but taking on moonrise Tower after destroying the last light inn was exhausting to say the least. Definitely one fight you need to Long rest after
Not sure if beacon of hope works with healing potions, if it does it won't be that bad
New let’s play idea: only rule is that you must use characters that can only use d tier spells.
Daylight Spell has a lot more relevance in Act 1 & 2, than in Act 3. #1 Improves Ranged Attack distance, even for characters with Darkvision. #2 A lot of enemies have debuffs in daylight... Underdark & Shadow Curse. I'd pop it up at least 1 Tier to C, it makes battles a lot easier.
It does come in handy for the Cazador fight, though!
It's good against Cazador, but it's great against the Sharrans! They can't spam darkness if you cast daylight as it dispels magical darkness!
I wonder how often you're supposed to Counterspell if you are self-imposing limits on long rests. There's a lot of asymmetry, as it's always more of a beat-em-up than a Street Fighter in terms of the number of enemies. I assume it's still really strong but you might be really selective about it.
Since you get to see the spell, you can pick and choose whether to counterspell it
no disagreements so far... possibly a "surprise" coming with haste not going S tier? pots are just better, bonus action use and no concentration, and while only 3 turns, you'll be killing most encounters within that if being efficient. the haste effect is gamebreaking, but the spell isn't the best application.
Suspect Haste is going straight to S Class.
I had been so annoyed at how Counterspell was nerfed in the game, but it turns out it wasn't and the game just lies to you that it doesn't work like tabletop.
Feign Death is a pretty shitty spell, BUT, it's not completely worthless. With how stupid the ai allies can be sometimes, having the ability to use feign death + sanctuary on them makes them neigh unkillable. I rarely use it, but it keeps Isobel safe fron being kidnapped bc she decided to play like a goof, or I got shafted by rng
Heya again, you may remember me from my other account where I commented my opinions on these ratings on every other video, and I'm here to do it again.
As always I advocate for an F tier for certain spells, and if I don't mention a spell it's simply because I agree with what was said, more or less.
First of all, B(e)acon of hope should be F tier. No saving that spell, honestly. If it lasted all day as an aura, it would be B or A tier.
Blinding Smite should probably be D tier, maybe C tier if you're giving it the credit of blindness and/or giving it the benefit of combination with a regular smite. You have to remember that paladins get this spell at level NINE. and a third level slot for a smite is 4d8 damage, not 2d8. It's not worth using in 95% of fights, and missing with it is painful for a paladin.
Blink has some use cases which keep it out of my theoretical F tier; mostly for blaster-casters. Just a note that I'd keep it in D.
I'd put Call lightning in B tier to split the difference; sure there's good ways to use it, but that doesn't make the *spell* great. It's like saying that, for example, thunderwave is S tier because it can 1-shot bosses. Yes, that's technically true, but that's not what you should judge the spell on, on it's own. Situational/setup usage is not worth only judging it by it's "best" situations.
Conjure Barrage should be F tier, but not for the reasons listed. Doing half damage on a save is good, actually, because you can't "miss" like you can with a basic attack. The problem is that it's a level 3 ranger spell. Which, like paladins, only shows up at level 9. The cone isn't terrible at least, but it's just not worth that much investment. Bards can technically grab it at 6 with lore bard, but that's not really worthwhile.
Daylight should be B tier because it's useful through all of Act 2, part of Act 3, and all the time if you have the callous Glow ring. Shadows can't sneak up on you through it, which is a huge benefit, and it trivializes one of the most difficult bosses in the game in hilarious manner. I know I said you can't judge it in the "best" situation only, but there are enough "good" situations to put Daylight up to B, since it has flexibility, and use for races without darkvision.
Elemental Weapon is sadly F tier. If it worked like light and lasted all day with no concentration, but only on one object, it would be possibly S tier, but as is, a weapon does that but better and you WILL lose concentration on it.
The most important enemies to hit with fearful in my opinion, are immune to it. I'd put it in C tier, personally. I recently had a mod that basically let me do this for free every turn (half-dragon, dragon form frightful presence) as a solo run, and it was rarely worth spamming. And that's without spellslot restrictions.
Fireball is A tier. Funny enough, if it's dimensions matched TT DnD it would be S tier. As it stands, while there are plenty of things resistant to fire, there's also arsonist's oil and things vulnerable to it. It's AoE is not small either, just not huge. Good spell, well worth your time at an average of 28 damage per cast.
Glyph should be A tier because smart usage can make it hilariously effective. If you spend the time on it, it will outperform every other damage spell in the game.
Aaaaand that's all for this part, see ya next time.
"Bacon of hope." lmfao
Haste is S tier on a sorceror cause you can twin cast it. Otherwise an A.
This is Glyph slander😤
TIL glyph of warding does not do what I thought itndid
It's not at all clear from the description!
Summon zombies are c tier in ny opinion. They die easily and dont do enough damage.
Skeletons are generally much stronger and much easier to use imo
Haste is S tier for you. Lol
is "career" really the nomenclature for ttrpgs?
Level 3 bard spells suck. Gotta go college of lore to get good stuff. Or/and multi class to paladin.
BG3 is kinda too easy so strong builds are just gonna make this game more boring