10 Best Concentration Spells in Baldur’s Gate 3

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10 Best Concentration Spells in Baldur’s Gate 3

Magic users in Baldur’s Gate 3 have a lot of options when it comes to spells, with all kinds of utility and damage-dealing sorcery at their fingertips. Some of the most useful and formidable spells found in BG3 They require concentration, which means committing to using them over multiple turns of combat. But with spells that cover everything from debuffing the enemy to powerful crowd control, there are a few that are always worth keeping ready.

Concentration spells work a little differently than other spells, like ritual spells in Baldur’s Gate 3but they tend to have more impact. These spells have effects that continue over time and require the caster to maintain focus. Other spells can still be cast, but Only one concentration spell per caster can be active at a time and the spell may end prematurely if the caster takes damage. Whether to take down the enemy or support allies, these spells are some of the best to choose from when preparing your party’s spellbooks.

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Silence – Level Two Illusion

Bards, Clerics, Druids of the Circle of the Earth, Rangers, and Paladins of the Oath of Devotion

Silence

is a fantastic crowd control spell that can be learned very early BG3. As the name suggests, the spell creates an area of ​​silence within a six meter/20 foot radius and can be cast out of combat as a ritual so as not to take up a spell slot. All creatures within the area will be silenced, which means they will not be able to speak or cast spells that require verbal componentsin addition to becoming immune to thunder damage.

Using silence It can be a bit situational, but when used intelligently, it can easily turn the tide of a fight in the party’s favor. It’s a brilliant spell to cast on unsuspecting enemies to allow the party’s thieves to gain sneak attacks, and it has the added benefit of preventing enemies from calling in reinforcements. That’s it particularly useful in areas where the party doesn’t want to get caughtlike the Shattered Sanctum in Act 1 or the Wyrmstone invasion in Act 3.

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Sunbeam – Level Six Evocation

Druids, Sorcerers and Wizards

Higher level spells tend to do more damage and this is definitely true for sunshine

a level six evocation spell that the party can gain access to as early as Act 1 by finding The Blood of Lathander

litter. With sunshineThe caster fires a blast of radiant energy in a 60-foot/18-meter line. All creatures in your path must make a Constitution saving throw and take 6d8 damage and are also blinded on a failed savewhile successful saves will still take half damage.

Blind is a brilliant condition to inflict on enemies, as it gives advantage to all attack rolls against them, while your attack rolls have disadvantage, and your ranged attacks and spells have a range limited to three meters/10 feet. Maintain concentration on sunshine allows it to be recast every turn, for 10 turns, without using additional spell slots.

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Otto’s Irresistible Dance – Enchantment Level Six

Bards and Wizards

Another high-level concentration spell worth learning for any bard or wizard in the party is Otto’s irresistible dance. This powerful spell is a wonderful way to keep a pesky enemy at bay while the party eliminates any allies they may have. Targets affected by the spell will begin to dance, preventing them from acting or moving.

All attacks against the dancer have advantage, but the best part of Otto’s irresistible dance is that initially there is no resistance test. The spell immediately affects the target when cast, after which it can make Wisdom saving throws to break free on subsequent turns. This makes it an incredibly potent way to guarantee incapacitating an enemy for at least a turn. The only downside is the limited number of characters that can learn the spell.

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Hold Person – Level Two Enchantment

Bards, Clerics, Druids, Sorcerers, Warlocks, Wizards, Arcane Tricksters, Eldritch Knights, and Oath of Vengeance Paladins

Another fantastic crowd control spell that can cause enemies to waste entire turns is hold person

. Hold person It’s a classic D&D spell and a staple of many support spellcasters looking to control the flow of combat on the battlefield. When targeted by hold person, the enemy must make a Wisdom saving throw or be held in place, unable to move or perform actions, bonus actions, or reactions.

Attacks against held targets are automatically successful, and melee attacks against the target are always critical hits, which is excellent for dealing with particularly troublesome enemies. Hold person can be optimistic and one extra target can be targeted for each spell slot above second level. Hold person It can also be obtained by finding the Stillmaker dagger in Act 3, which allows the spell to be cast at third level.

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Slow – Level Three Transmutation

Sorcerers, Wizards, Grand Sorcerer, Clerics of Knowledge and Bards of the College of Knowledge

Slow It’s a fantastic spell, but very frustrating when used against the party. Slow he can target up to six enemies from a range of 18 meters/60 feetwhich is a huge area and a lot of targets for just a third level spell. Targets will have to succeed on a Constitution saving throw or be slowed for 10 turns, which, as the spell’s name suggests, will halve their movement speed.

But what does slow such a powerful spell is what it does most, as it also reduces the affected target’s AC by two and imposes a minus-two penalty on Dexterity saving throws. Targets can only take one action or bonus action on their turnnullifying enemies with multiple attacks, and they are unable to react. Slow can devastate a group and quickly turn any battle in the caster’s favor.

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Cloud of Daggers – Level Two Conjuration Spell

Bards, Sorcerers, Warlocks, Wizards, Arcane Tricksters, and Eldritch Knights

From spells that control and debuff the enemy to those that are pure damage with cloud of daggers

. This is a fun second-level spell available to most arcane magic users, and it creates an area of ​​spinning magical blades to attack any creature unfortunate enough to attack them. The spell covers a two meter/seven foot radius and deals 4d4 slashing damagewith an additional 2d4 added for each spell slot level when cloud of daggers is optimistic.

Cloud of daggers is an excellent spell when attempting Halsin’s personal quest End the Curse of Shadows” in Act 2 to keep shadows and ghosts away from the portal.

This spell is brilliant for creating choke pointsas enemies will have to pass through the spell’s area and take damage or go around and use extra movement. What it does cloud of daggers worth adding to the party repertoire is how useful it remains throughout BG3, with him able to destroy low-level enemies in Act 1 and effectively route enemies in Act 3.

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Bane – Level One Enchantment

Bards, Clerics, and Paladins of the Oath of Vengeance

For a spell that combines well with others for powerful combos with other characters, then curse

is the perfect choice. Ban is the classic debuff spell that can target up to three creatures at level one and one extra target for each spell slot level above that. Targets must succeed on a Charisma saving throw or have a minus 1d4 penalty on all attack rolls and saving throws.

This may not seem like much, but it easily makes the difference between success or failure in combat. The minus for saving throws is also fantastic when combined with other spells that rely on them to be effective, such as hold person. Have a bard or cleric use curseSo another party member using a control spell is an effective way to deal with powerful melee enemies.

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Bless – Level One Enchantment

College Of Lore Clerics, Paladins, and Bards

The opposite, and in some ways companion, spells for curse and bless

which, instead of debuffing the enemy, buffs the group. The spell can target up to three creatures, with additional targets for each spell slot level above the first level. Bless provides affected targets with a 1d4 bonus on all attack rolls and saving throwshelping to deal damage and protect against enemy effects.

Just like with curseon the surface, bless It may not seem like a huge bonus, but it can make all the difference in difficult fights. It’s always worth preparing this spell, especially at lower levels when party modifiers are at their lowest level for extra help. Bless also goes well with sanctuary

for a powerful combo of spells in BG3allowing the caster to maintain concentration without fear of being attacked.

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Spirit Guardians – Level Three Conjuration

Clerics and Bards of the College of Lore

There are many spells in BG3 that have areas of effect (AOE), such as cloud of daggersbut many of them are static and, once placed, depend on the enemy entering that area to be effective. Spiritual Guardians

It’s a brilliant spell to keep in any cleric’s arsenal, as it’s not only a fantastic AOE spell, but one that moves with the caster. The caster can choose between damage-dealing radiant or necrotic spirits that will surround him within three meters/10 feet.

Enemies that enter the radius must make a Wisdom saving throw or takes 3d8 damage, or half as much on a success. Spiritual Guardians can be upcast to deal an extra 1d8 of the chosen damage type per spell slot level higher than third level. Having a cleric roam the battlefield with spirits active can easily eliminate low-level enemies and is particularly effective in the Shadow Cursed Lands of Act 2 and during the boss fight with Cazador in Act 3.

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Guidance – Divination Trick

Clerics, Druids and Warlocks

BG3 can perhaps be credited with showing how useful a lesser cantrip can be, considering how often guidance

is used throughout the game. This divination trick gives the target a humble attitude 1d4 bonus on all ability checks and it often makes the difference between success and failure when it comes to testing dialogue skills. Lasting 10 shifts, guidance can easily last an entire dialogue while Tav or another party member progresses through the story.

Best of all, like guidance it’s a trick, It costs nothing to revamp and therefore has unlimited uses. Although somewhat limited by the classes that can learn the spell, guidance can also be launched via Silver Pendant

which can be found at the beginning of Act 1 of Baldur’s Gate 3. The pendant is found on a skeleton at Harper Outpost, which is located at the top of a cliff almost opposite the gate of the Druid Grove.

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