Baldur's Gate 3

Baldur's Gate 3

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How do you increase the accuracy of spells?
Outside of Magic Missile (100% hit rate) it seems like most of my spells are in the 60% hit range...what feats or stat would help increase this, or is 60-65% pretty much the standard hit rate for spells (assuming there's no disadvantages/advantages going on).

It's frustrating having offensive damaging spells miss so much.
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Showing 1-9 of 9 comments
Allmtd Aug 7, 2023 @ 9:53am 
Melf's First Staff

Arcane Enchantment: You gain a +1 bonus to Spell Save DC and spell attack rolls.
sevensided Aug 7, 2023 @ 9:57am 
Stats and positioning. Increase your spellcasting stat (Intelligence for Wizards, Arcane Tricksters, Eldritch Knights, Wisdom for Clerics, Druids, and Rangers, Charisma for Warlocks, Paladins, and Sorcerers). For spells that have an attack roll, Larian's high ground applies to it. Also be aware if its a melee spell attack or ranged spell attack. If its a ranged spell attack, being in melee will reduce hit chance, as will darkness if you dont have darkvision or are beyond your darkvision's range.

There are few items that boost spell to hit, but they exist.
Zouls Aug 7, 2023 @ 9:58am 
generally you dont. you can try to make the enemy have disadvantage on saves though.
Hunter Este Aug 7, 2023 @ 1:43pm 
Thank you, I'll try that out today.
60-65% hit rates are pretty good and pretty standard, but you can get them up above 70% sometimes if you have the right circumstances.

You want to get every advantage on yourself and disadvantage on your enemy possible. That means using the high ground, attacking enemies that are prone/disabled/debuffed, and so on. Sevensided gave more details on this than I did.
Last edited by [OTS]EchoZenLogos; Aug 7, 2023 @ 1:46pm
some guy Aug 7, 2023 @ 1:46pm 
yes, main stat for active spells, give them worse safe rolls for control spells. look at the little tags below the spell description box, it tells you "attack" or what ability they roll for save. inspect enemies with t to see if a control spell might be successful. for attack spells just wait until you level up and raise your attack stat. same for melee guys.
Overeagerdragon Aug 7, 2023 @ 1:57pm 
this is gonna sound tryhard but "know how your spells work"

Fighters (usually) have high physical stats and armour but low mental stats so use mental or reaction (DEX) spells on them
Mages are the opposite so use reaction and physical spells on them (stuff that move them, prone them etc)
Archers have high dex so avoid using spells that have saves for half damage on them....

It's pretty much rock-paper-scissors to deal decent damage
If you then considder projectile spells to be a ranged attack and close spells a melee attack you can easily find out how to turn the tables in your favour like using high ground on projectile spells or shooting them in the back... likewise; touch spells have a greatly enhanced chance to hit if your target is dazed, prone, drunk etc or when you get effects like advantage

Also keep in mind that everything that's of equal level to you usually comes down to a DC 10 to hit (when you stripe away all your boni and all the enemies boni against eachother) so at base of 50% then your 60-70% is actually decent.
pipey Aug 30, 2023 @ 4:42am 
There are two mechanics one is Spell Attack Roll and Spell Save DC, one is chance to hit the other is DC save for enemy need to roll before failing, depends on type of spell that you use they will use either one of these two. Advantages also being added if enemy is prone, blinded, stunned or you are on elevated grounds.

https://www.youtube.com/shorts/KD4zfkJG1Hw
This s a stupid and ignorant video which tell spell like sacred flame is bad because they do not understand how the mechanic works.

Notable items:

Helmet of Arcane Acuity: +1 Spell Attack Roll +1 Spell Save DC (Arcane Acuity give both) but you need to hit with weapon to trigger it like using range weapon
The Proctecty Sparkswall (Mage Robe in act 1): +1 to Spell Save DC
Daredevil Gloves: +1 Spell Attack Roll
Incandescent Staff: +1 Spell Attack Roll

Skills:
Bardic Inspiration give 1d6 as bonus action which very good for your next action
Bless: give 1d4


...and many more. You can read item description to keep buffing both stats higher and having your main stat i.e. Wisdom at 20 for Cleric ensure you'll get +5 is also very much needed
PocketYoda Aug 30, 2023 @ 4:47am 
If you int is low that wont help. You try to up it with the Ogre circlet from Blighted village.
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Date Posted: Aug 7, 2023 @ 9:50am
Posts: 9