Zardnaar
Legend
Not at Tactician/Honor Mode difficulties. It's useful in Act 2 where you get swarmed by mooks a lot and radiant damage is essential to turn off wraith and shadow invisibility. But otherwise it's too slow-acting for a concentration spell that requires the caster to be in harm's way.
I generally want my combat spells to a) deny actions to the enemy, b) inflict a lot of damage in one blast, c) create a kill zone at long range, d) buff the party's offense, or e) remove obstacles stopping us from killing the enemy.
Tge spell is nerfed over 5E. You don't pick it because of the damage though.
You take it to combo with tge luminous equipment set and Reverberation items.
You wander around kinda blasting everything 10 stacks of Reverberation that triggers more damage off the helmet.
You can solo the cazador fight for example. On honor mode.
You can solo most fights tbh. A few exceptions are ones that knock you prone or spellcaster/range heavy.
Reverberation (Condition) - bg3.wiki
Affected entity has a -1 penalty to Strength, Dexterity, and Constitution Saving throws per remaining turn. When the entity has 5 or more turns of Reverberation, it takes 1d4Thunder damage and must succeed a DC 10 Constitution saving throw or fall Prone. The condition is removed afterward...
bg3.wiki
Last edited: