Spellmight GlovesVery Rare |
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Spellmight: When casting a spell that requires an Attack Roll, you can take a -5 penalty to the roll to deal an additional 1d8 damage. |
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Designed for the jobbing spellcaster, these gloves are well-insulated to prevent digit immolation for the somatically inept. |
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0.5 300 |
Spellmight Gloves are Gloves in Baldur's Gate 3. Spellmight Gloves can be given by Lucretious after completing Find Dribbles the Clown. Gloves can be equipped to a character's hands in their designated inventory slot and provide different effects ranging from increased Saving Throws, to gaining Advantage on certain attacks. Even a modest pair of Gloves in BG3 can help a character tremendously, so be on the lookout for them, and equip them when you can.
Designed for the jobbing spellcaster, these gloves are well-insulated to prevent digit immolation for the somatically inept.
BG3 Spellmight Gloves Information
- Spellmight: When casting a spell that requires an Attack Roll, you can take a -5 penalty to the roll to deal an additional 1d8 damage.
- Weight: 0.5 Kg.
- Value: 300 Gp.
Spellmight Gloves Location & How to Get in BG3
- Location: Circus of the Last Day (X: -83, Y: -36)
- Quest: Find Dribbles the Clown
BG3 Spellmight Gloves Notes and tips
- As of Patch 4, only applies to Spells that make an Attack Roll.
- UUID: c187103e-7f51-49f7-b3b7-72ec78e4a44f
- Anonymous
Im using the dex gloves on gale, and given him the 'alert' feat - a wizard going early (sometimes 1st) in the round is much better than a bit of extra damage or a little more int. hit hard and hit first is often decisive.
- Anonymous
Meanwhile, I can have archery style for a +2, use sharpshooter that has -5 for a total of -3 to attacks, that does 10 extra damage. 1d8 is 4.5 extra on average. This is garbage.
- Anonymous
- Anonymous
Magic missile no longer triggers this, rest in peace it was beautiful when it worked
- Anonymous
No longer works on magic middle. Was a big that was fixed in patch 4.
- Anonymous
- Anonymous
Turns magic missile to god tier. Applies to every single hit. MM cant miss by default, so the penalty does not matter at all. Combined with the lvl 10 evocation subclass buff MM becomes devastating.. bonus points if you also use the amulet for 1 extra missile.
- Anonymous
This should have been a feat. But since there isn't one. This is best gloves for a caster in the game and a must have. Also very easy to obtain start of Act 3. Especially if you have Hat of Fire acuity the penalty is negligible.
- Anonymous
- Anonymous
"Gloves of Magic Missie Can One-Shot Bosses Please Don't Patch"
- Anonymous
This is definitely not working as intended but I will enjoy the destruction until it's patched.
- Anonymous
Who knew that with these gloves, Magic Missile would turn into Magic Nuke.
- Anonymous
Will this add 1d8 to every hit of Flameblade, and will it cause the -5 penalty?
- Anonymous
i thought this is garbage in comparison to what sharpshooter and great weapon master does (+10 dmg) but this actually works on magic missiles, and probably any spell w/o any attack roll that does dmg
yeah ice storm gets 1d8 to both parts of dmg too, these gloves r quite strong
- Anonymous
What happens with the quest reward if you pickpocket these first?
- Anonymous
You can also just pickpocket these from Lucretious without finding any of the clown parts.
- Anonymous
Ok, this gloves would affect damage roll for each instance of damage.
My magic missile lv 1 (3 hit) went from 10 7 9 to 15 15 16
Basically really good against multi hit spells, ie Magic Missiles, Chain Lightning, etc
- Anonymous
Kinda a must have on any caster, unstated but these gloves effect even damage rolls that don't have a hit chance with no draw backs. IE call lightning including each additional cast just gets a +1d8 and from the logs i'm reading the DC save isn't effected only the damage. Not sure if intended but it's an act 3 item anyway so by that point you're fling'n all sorts of spells, 1 d8 barely makes a difference, but it's nice for cantrips IE eldritch bast.
So post-patch, max crit eldritch blast build seems like the best way to abuse these. You can stack all the +1 to crit items and spam blasts. Pretty sure crit chance doesn't care about the -5 to hit as it checks the roll before any modifiers, and then the gloves add a big chunk of damage. Something like 2 Warlock (Great Old One)/4 Fighter (Champion)/6 Sorcerer (w/e, prolly draconic) gives you 6 sorc points for quickened eldritch blasts, action surge, +1 crit range from champion, 2x feats for spell sniper and ASI/Alert. You also get access to Haste this way, though if you want Big Number Make Me Happy damage you're better of using your concentration on Hex and letting another party member haste you. You're firing 3-4 blasts per turn, each with 3 individual beams that can crit. Crits deal EB+Spellmight+Hex damage and Great Old One fear. Throw on Spineshudder Amulet and you're also stacking reverb for the chance of the Prone + Fear lock combo.
What I like most about this build is it doesn't completely gimp you outside of a single massive turn. 6 sorc gives you level 3 spells, which can be consumed for more quickened blasts or used on whatever, and pretty much everything else you're doing recharges on short rest. Another interesting way to take this would be to go into Rogue (Assassin) for a massive opening turn, but that looks less consistent.
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