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- How it works:
- - You need to be lit (easy w/ Light cantrip)
- - Ring 1 applies Radiating Orb, making your target lit (counts as Daylight vs enemies /w Sunlight Sensitivity)
- - Ring 2 deals Radiant damage
- - This causes Gloves to apply Reverberation
- - Lightning Charges also cause the Glove effect
- - Radiating Orb is a condition so Boots apply more Reverberation
- - This happens for every hit. With Magic Missile you get an extra hit from Necklace, whereas with Eldritch Blast the Necklace gives extra Reverberation on every hit.
- This means your Eldritch Blast / Magic Missile will decrease target attack rolls, STR/DEX/CON saves, and can knock enemies Prone. As well as adding Lightning/Radiant damage to every hit.
- The Boots apply Reverberation on ANY condition. Ability Drain Illithid Power means any attack can proc the Boots. For a non-caster you can use Boots with Phalar Aluve, and run in/out of Shriek range many times to proc Boots many times.
- Note: Thunder immune enemies are immune to Reverberation. Similarly Radiant or Lightning immune enemies will reduce your ability to apply these conditions.
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- GLOVES:
- Gloves of Belligerent Skies - Chest near Vlaakith in Crèche
- When the wearer deals Thunder, Lightning, or Radiant damage, inflict 2 turns of Reverberation.
- https://bg3.wiki/wiki/Gloves_of_Belligerent_Skies
- -------------------------
- BOOTS:
- Boots of Stormy Clamour - Sold by Omeluum
- When the wearer inflicts a condition upon a hostile creature, they also inflict 2 turns of Reverberation.
- https://bg3.wiki/wiki/Boots_of_Stormy_Clamour
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- RINGS:
- 1) Coruscation Ring - Last Light Inn Cellar
- When the wearer deals spell damage while illuminated by a light source, they also inflict Radiating Orb upon the target for 2 turns.
- https://baldursgate3.wiki.fextralife.com/Coruscation+Ring
- 2) Callous Glow Ring - Treasure Room in Gauntlet of Shar
- The wearer deals an additional 2 points of Radiant damage against creatures that are illuminated.
- https://bg3.wiki/wiki/Callous_Glow_Ring
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- NECKLACE:
- Eldritch Blast: Spineshudder Amulet - Upstairs in Moonrise
- When the wearer deals damage with a ranged Spell Attack, inflict 2 turns of
- Reverberation.
- https://bg3.wiki/wiki/Spineshudder_Amulet
- Magic Missile: Psychic Spark - Sold by Blurg
- Shoot an additional dart whenever you cast Magic Missile.
- https://baldursgate3.wiki.fextralife.com/Psychic+Spark
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- WEAPONS:
- Act 1) The Spellsparkler - Waukeen's Rest
- When the wielder deals damage with a spell or cantrip, they gain 2 Lightning Charges.
- https://baldursgate3.wiki.fextralife.com/The+Spellsparkler
- Act 3) Markoheshkir (Bolts of Doom) - Ramazith's Tower
- When you deal spell damage, gain 1 Lightning Charge.
- https://bg3.wiki/wiki/Markoheshkir
- The craziest setup is Dual Wielder feat using both of these staffs.
- ------------------------
- Honorable Mentions:
- Thunderskin Cloak - Sold in Moonrise
- Could be a good choice for a frontline tank.
- When a creature with Reverberation deals damage to the wearer, the creature needs to make a Constitution saving throw or become Dazed.
- https://bg3.wiki/wiki/Thunderskin_Cloak
- Diadem of Arcane Synergy - Looted in Crèche Y'llek
- Situational but good if you plan to do weapon attacks, e.g. in a Gish build.
- When you inflict a condition, gain Arcane Synergy (adds Spell Casting Ability Modifier to weapon attacks).
- https://bg3.wiki/wiki/Diadem_of_Arcane_Synergy
- Phalar Aluve (Shriek) - The Underdark
- Could wear on a different character, or dual wield with Spellsparkler and run into melee. Adds a lot more conditions and damage to every hit.
- Affected entity has 1d4 penalty to all Saving throws. When it is attacked, it takes an additional 1d4 Thunder damage.
- https://bg3.wiki/wiki/Phalar_Aluve
- Artistry of War
- In Act 3 your Wizard can scribe Curriculum of Strategy: Artistry of War, from Ramazith's Tower. This is a 5th level upgrade to Magic Missiles, which deals huge damage: 2d6+6 Force damage per missile. This is 12d6+36 Force damage split across 6 hits, compared to a 5th level Magic Missile which deals 7d4+7 Force damage split across 7 hits (or 8d4+8 across 8 hits w/ the neck). Even scribed this spell is limited to one use per Short Rest.
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