planar ally spells bg3 wiki guide min

Planar Ally

Level 6 Conjuration Spell

Beseech one of these otherworldly entities for aid.

icon range bg3 wiki guide18m

 action icon baldursgate3 wiki guide 25pxAction spell slot icon baldursgate3 wiki guide 25pxLevel 6 Spell Slot  

Planar Ally is a Spell in Baldur's Gate 3. Planar Ally is a Lvl 6 Spell from the Conjuration school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the environment.

Planar Ally Information

  • Description: Beseech one of these otherworldly entities for aid.
  • Level: Lvl 6 spell
  • School: Conjuration School
  • Casting Time: action icon baldursgate3 wiki guide 25pxAction
  • Range: 60ft
  • Requires Concentration: No
  • Saving Throw: None

  • Planar Ally: Cambion
    • Conjure a fiendish cambion to fight alongside you. 
    • Powers: Fiendish Charm, Draining Kiss, and Rays of Fire.
  • Planar Ally: Deva
    • Conjure a celestial deva to fight alongside you. 
    • Powers: Wrathful Smite, Revivify, and Concussive Smash.
    • deva mace
  • Planar Ally: Djinni
    • Conjure a powerful Djinni to fight alongside you.
    • It can cast: Thunderwave, Drunken Inhale
    • Class Actions: Sweetplum Gales, Shifting Winds
    • djinni scimitar 

 

 

 How to Acquire Planar Ally

  • Planar Ally can be acquired by the following classes:
  • Planar Ally can be cast by using the following Items:

 

Planar Ally Tips & Notes

  • The above weapons can be taken from the summoned allies and be equipped and used.
  • Notes & Tips go here

 

Lvl 6 Spells
Arcane Gate  ♦  Blade Barrier  ♦  Chain Lightning  ♦  Circle of Death  ♦  Create Undead  ♦  Disintegrate  ♦  Eyebite  ♦  Flesh To Gold  ♦  Flesh to Stone  ♦  Globe of Invulnerability  ♦  Harm  ♦  Heal  ♦  Heroes' Feast  ♦  Otiluke's Freezing Sphere  ♦  Otto's Irresistible Dance  ♦  Sunbeam  ♦  Wall of Ice  ♦  Wall of Thorns  ♦  Wind Walk

 




Tired of anon posting? Register!
    • Anonymous

      The scroll of summon deva, that wizards can learn, now it's a lv 6 spell.

      No more deva with a lv 5 spell slot for you guys.

      • Anonymous

        Djini's are entirely immune to damage from a certain dragon in act 3. They also do small amount of damage to it, but can be used to trigger retaliation attack from the dragon, so others can hit him unopposed.

        • Anonymous

          Summons do not trigger cutscenes so you can have some fun with Djinny throwing enemies(Orin lol) off the cliff before the actual battle

          • Anonymous

            He was very undecided about which was better, the Deva or the Djinn. The Deva is more tanky despite having less health, due to its AC and damage resistances and does more damage but only to 1 target. The Djinn has more versatility, crowd control and area damage, and although it doesn't fly, it has teleport.

            But after many tests there is one piece of information that is not usually taken into account and is very decisive; The initiative. The Djinn has 2 initiative, quite poor. On the other hand, the Deva has 9! Act first almost always, and that is very important in tactics.

            • Anonymous

              Deva is almost unambiguously the best option for 90% of situations. Djinn is cool and has some nice utility. The Cambion isn't weak, but certainly feels that way when stacked up against the Deva, and it's utility seems less flexible than the Djinn's. I was underwhelmed with it after having experienced He-Man flying around Smiting everything. Comes with Revivify, too.

              • Anonymous

                During Wyll's storyline, if you can free Mizora, you have to pass a persuasion check to get a rapier that has an inbuilt summon for Planar Ally: Cambion.

                • Anonymous

                  Wait.. Can I steal the Deva mace? It's like having a Divine Smith (lv3 Spell slot who is the max on a pure paladin) on all your basic attack.. "Blood of lathander" and the divine intervention mace looks so bad when you see this weapon

                  • Anonymous

                    At Table top I know this spell costs just other than spell slots, the summoned one actually requires you to pay, in whatever form. Which you should bargain with them using words and communication. Sometimes they charge you per minute. But in this game i think it is a bit broken since you can just use them like a puppet.

                    • Anonymous

                      It does not have costs, it always summons an ally (no sacrifice or gph or whatnot), and that ally lasts until a long rest. Also, the Cambion is identical to the Infernal Rapier's unique summon (the item doesn't downscale because you get it in Act 2).

                      Stats:

                      Djinn
                      HP 161 (CAN BE HEALED)
                      Base AC 17 (19 w/DEX)
                      STR 21 DEX 15 CON 22 INT 15 WIS 16 CHA 20
                      Attacks
                      Melee 1d6+6 slashing + 2d10 poison
                      Teleport 18m (bonus action)
                      Suck all targets in a cone 5m, 4d8 poison damage, inflicts drunk, CON save
                      Thunderwave 5d8 Lightning
                      AOE restrain, 10 turns, STR save, forces summoner to Concentrate

                      Cambion
                      HP 82 (CANNOT BE HEALED)
                      Base AC 10 (14 w/DEX)
                      STR 18 DEX 18 CON 16 INT 14 WIS 12 CHA 16
                      Can fly for movement
                      Melee 1d10+4 slashing
                      Charm
                      Scorching Ray (3d6 per each of three beams)
                      Rush Attack 1d4+4 piercing
                      Draining Kiss 5d10+5 psychic, only works against targets that Cambion has charmed, dispels the charm

                      Deva
                      HP 136 (CAN BE HEALED)
                      Base AC 17 (21 w/DEX)
                      STR 18 DEX 18 CON 18 INT 17 WIS 20 CHA 20
                      Can fly for movement
                      Melee 1d6+4 bludgeoning + 4d8 radiant
                      Revivify, can also use Help
                      Wrathful Smite 1d6+4 bludgeoning + 4d8 radiant + 1d6 psychic, rolls frighten against a WIS save, forces summoner to Concentrate
                      Daze smash 1d6+4 bludgeoning + 4d8 radiant, rolls daze against CON, once per short rest

                      • Anonymous

                        Deva + the Abyss Beckons is a broken combo, high HP (136). Has base 20 wisdom and a +9 wisdom saving throw bonus so its almost if not outright impossible for it to fail the check from Demonspirit.

                      Load more
                      ⇈ ⇈