All Enchantment Spells In Baldur's Gate 3
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Here's a list of all the Enchantment Spells in Baldur's Gate 3 combat tips Gate 3. Click on the Spell in the table below to learn more about each individual item. Each post shows a tooltip with more information including Spell properties and other helpful information.
Icon
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Name
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Description
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Damage
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Friends
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Enchant a non-hostile creature to gain Advantage on Charisma Checks against it. Once the spell ends, the creature knows it was Charmed and might accuse the spellcaster.
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Vicious Mockery
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Unleash a string of enchanted insults at a creature. It takes damage and receives Disadvantage on its next Attack Roll.
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1d4 Psychic
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Animal Friendship
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Charm a beast and convince it not to attack you.
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Bane
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Target up to 3 creatures. They receive a 1d4 penalty to Attack Rolls and Saving Throws.
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Bless
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Bless up to 3 creatures. They gain a +1d4 bonus to Attack Rolls and Saving Throws.
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Charm Person
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Magically Charm a humanoid to gain Advantage on Ability Checks in dialogue and prevent it from attacking. Enemies have Advantage on Saving Throws against being Charmed. When the spell ends, the target might accuse you of Charming them.
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Command
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Command a creature to flee, move closer, freeze, drop to the ground, or drop their weapon. The effect of the command is based on the variant selected.
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Compelled Duel
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Use a divine command to compel an enemy to attack only you.
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Dissonant Whispers
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Whisper a discordant melody to a creature. It takes 3d6 Psychic damage and becomes Frightened.
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3d6 Psychic
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Heroism
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Bolster yourself or an ally with valour and health. The target can no longer be Frightened and gains 5 temporary hit points each turn.
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Hex
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Curse a creature so it takes additional damage whenever you attack it and to inflict Disadvantage on Ability Checks with an Ability of your choosing. If the target dies before the spell ends, you can use a bonus action to hex a new creature.
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1d6 Necrotic
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Sleep
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Put creatures up to a combined 24 hit points into a magical slumber. Sleeping creatures awaken if they take damege.
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Tasha's Hideous Laughter
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Inflict a creature with fits of laughter, leaving it Prone without the ability to get up. At the end of its turn or when it takes damage, the creature can try to shake off the effect.
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Calm Emotions
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Suppress strong emotions in an area, making all humanoids immune to being Charmed or Frightened.
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Crown of Madness
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Instill madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
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Hold Person
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Paralyse a humanoid creature, making it unable to move or act. At the end of each turns, the creature can try to free itself.
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Confusion
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Befiiddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip tums in the stupor.
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Dominate Beast
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Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom Saving Throw against your domination.
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Dominate Person
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Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom Saving Throw against your domination. Allies cannot be dominated.
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Hold Monster
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Paralyse a creature. It can‘t move, act or react. Attacks from within 3m are always Critical I-Iits.
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Otto's Irresistible Dance
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Cause a creature to start dancing, making it unable to take actions or move. lts attackers have Advantage on Attack Rolls. The dancer has Disadvantage on Attack Rolls and Dexterity Saving Throws.
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