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All Level 1 Spell Slots In Baldur s Gate 3

De WikiGears
Version datée du 4 novembre 2025 à 09:53 par Krystyna63H (discussion | contributions)
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The target receives Disadvantage on Charisma Checks and is alflicted with Vulnerability to all damage. The creature begins to mortify, becoming a festering flesh sack propped up by bones, impairing its Charisma.

Ward yourself or an ally against enemy attacks. Until the affected entity attacks or harms another creature, it cannot be targeted by enemy attacks. However, it can still take damage from spells that influence a large area.
Transform yourself or an ally into a cloud of mist to avoid attacks. The target becomes Resistant to all damage, gains Advantage on Constitution, Dexterity, and Strength Saving Throws, and becomes tiny in size.

It takes the makers of this drink years to capture an angelic being - considerably less time than it takes to soak their wings in brandy. wring them out, and send the angel damply on their way. Such is commitment to one's craft.

The target receives Disadvantage on Constitution Checks and Saving Throws. Whenever they are hit, they get Stunned. Fever squeezes huge drops of thick oily sweat from the creature's pores, impairing its Strength.

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.

Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6 Piercing damage at the start of each turn. An ally can use its help action to try and tear away the vines.

Cause a metal weapon or armour to glow red-hot and force the creature touching it to let go or receive Disadvantage on Attack Rolls and Ability Checks. If the creature is only wearing metal armour, it always rcccivcs Disadvantage. If the creature is still touching the metal, you can use a bonus action on subsequent turns to deal another 2d8 Fire damage and force the creature to let go or receive Disadvantage.

Here a woman holds her duster with both hands, as if marketing it, not for consumption or purchase, but for appreciation of its fluffy purposeful shape so adroit at wiping away uncleanliness (a useful juxtaposition for the cleanliness of the image).

Target yourself or an ally to become Hastened. The creature has a +2 bonus to Armour Class, Advantage on Dexterity Saving Throws, its Movement Speed is doubled, and can take one additional Action per turn.

The best Ranger companions in BG3 are Halsin as a fellow support and damage role, Karlach as your primary melee Tank and bruiser, and Gale as a ranged spellcaster dealing damage and controlling the battlefield from afar.

Here's a list of all the Transmutation Spells in Baldur's Gate 3 patch notes 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.

A reward received from biting Araj Oblodra. Vampirism has sometimes been called The Dark Gift, or the Dark Kiss, perhaps as an allusion to their forbidden relationship to sunshine. It does provide gifts in abundance; such is the case with this potion.

Touch an enemy to syphon their life force. You regain half as many hit points as hit points as the damage they take. For 10 turns, you can use Vampiric Touch again without expending an additional spell slot.

Transform yourselfand all nearby party members into tiny clouds of mist to avoid attacks. You become Resistant to non—magical damage, gain Advantage on Constitution, Dexterity and Strength Saving Throws, and become tiny in size.

Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6 Piercing damage at the start of each turn. An ally can use its help action to try and tear away the vines.

The Outlander background grants proficiency in Athletics and Survival, which leaves most every other Ranger skill proficiency up for grabs. This background triggers inspiration when conquering the wilds in various ways, including defeating or otherwise getting past powerful enemies, and exploring (and surviving) the various hostile areas players can get to.

Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6 Piercing damage at the start of each turn. An ally can use its help action to try and tear away the vines.

'It was then that Swires tossed the oil. It splattered the cambion, and all at once its skin of brilliant carmine dulled to dark, a red like cheap wine, and the fiend vented this sound of anguish I almost pitied, for its very affinity to fire was now undone.'

● A mysterious liquid has dried to the bottom of this bottle. ● The bottle's dark glass both hides and protects the liquid within. ● This glass phial has been scrubbed clean of its former contents.

Mark a creature as your quarry to deal an additional 1d6 Slashing Damage whenever you hit it with a weapon attacks. If the target dies before the spell ends, you can mark a new creature without expanding a Spell Slot.