Baldur's Gate 3: "Necromancy of Thay", Level 2 Wizard Spell Tests
Quickly we see what happens if we fall into the Green Mist Chasm in the Whispering Depths. Turns out it leads to the Underdark! I want to test Feather Falling down there...but haven't so far.
We test reading "The Necromancy of Thay" now that we have the "Dark Amethyst" to open it. I figure, based on testing, Wyll as a Warlock would get similar options/reactions as Gale's Warlock side. Lae'zel would probably STRONG oppose using the book. There was mention of another key of some sort, so I've chosen to wait.
Worth Noting: the ONLY test I did was respecing Gale from Wizard 2 Warlock 2, to Wizard Only (4). He kept all the spells he had paid to learn as a Wizard. Namely Magic Missiles and the Quasit Summon thing. I do NOT know what would happen if you respecced him into a Non-Caster, but I'd hazard a guess that GALE has learned those spells PERMANENTLY, despite the Class he currently is, with or without spell-casting. (I could easily be wrong lol)
Level 2 Wizard Spell Tests:
"Enlarge/Reduce" seems to work as the 5e spell does, even though the Spell text doesn't mention extra 1d4 Weapon dmg (the effect DOES mention this on the target). The Quasit's Claw attack doesn't count as a Weapon. The target also does not "double" in size like 5e. Does get noticeably bigger (or smaller if you choose that).
"Flaming Sphere" is...odd. Doesn't "leave a trail of fire" like it says. Has (as a level 2 spell) 20 HP, 16 AC, 30 Move Speed, Resists most damage, Immune to Fire/Poison/Psychic, Vulnerable to Cold. Forgot to test if it can fly. Has "Ram" like in 5e. Emanates a "fiery aura" that doesn't always appear to cause damage.
"True Strike" can NOT be cast on self. Will last for 2 of Ally's Turns though. Didn't test but should ONLY affect their next Attack Roll (so being next to a Rogue for their Ranged Attack to have Advantage and do Sneak Attack, or use on any other Ally with a Ranged Weapon/Spell Attack you REALLY need/want to hit).
"Hold Person" GUARANTEES attacks made within 10 feet WILL HIT and BE A CRIT. Rolled under target's AC per the Log but it turned it into a Hit and Crit. Cannot target an Ally (meaning someone you've recruited).
"Invisibility" is poorly worded in BG3. But it works EXACTLY as it does in 5e. I put Blessing of the Trickster on Astarion, then gave him Invisibility and had him attack. There was NOT a Stealth Check in the log after the attack. Invisibility ended as it should.
Found out the only Feat that gives the option of +1 INT or WIS is the one that ALSO gives Advantage on Saving Throws for that stat. Resilience? Don't recall. If you don't want that Feat for your Wizard, make sure the stats you care about are EVEN numbers when you roll a character. Or you have a plan at level 4/8/12 in a class to boost your Casting Stat and maybe DEX or CON +1 each to make them even and boost your Modifier.
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