Evard’s Black Tentacles

Level 4 Conjuration spell available to Wizards. A 6m circle of tentacles that grabs anyone who fails a Strength save, holds them in place, and chews on them for 3d6 every turn. It is a zone control spell that also happens to do respectable damage.

Spell description: Tentacles sprout from the ground, turning the area into Difficult Terrain, attacking and Smothering creatures within.

Spell properties

  • Damage: 3d6 Bludgeoning
  • Damage type: Bludgeoning
  • Range: 18m (60ft)
  • Area: 6m (20ft) radius
  • Duration: 10 turns
  • Concentration spell
  • Save: STR save
  • Conditions applied: Black Tentacles (Restrained). The creature cannot move and takes 3d6 Bludgeoning per turn. The area is Difficult Terrain.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Evard’s Black Tentacles at higher levels provides no additional benefits.

How to obtain Evard’s Black Tentacles

  • Wizard at Class level 7
  • The Great Old One Warlocks at Class level 7

Source items: Strange Tendril Amulet, Scroll of Evard’s Black Tentacles

EVARD’S BLACK TENTACLES

Level 4 Conjuration Spell

Tentacles sprout from the ground, turning the area into Difficult Terrain, attacking and Smothering creatures within.

Range: 18m (60ft) Save: STR save AoE: 6m (20ft) radius Duration: 10 turns

AREA: BLACK TENTACLES

Duration: 10 turns
AoE: 6m (20ft) radius
Difficult Terrain. Creatures inside roll a Strength Saving Throw when the spell lands, when they enter, and at the start of each turn.

Condition: Black Tentacles

  • Restrained by dark tendrils. The creature cannot move and takes 3d6 Bludgeoning damage per turn.
  • Attack Rolls against it have Advantage.
  • Its Attack Rolls and Dexterity Saving Throws have Disadvantage.
  • The Restraint only lasts while the creature stays on the surface.

When to cast Evard’s Black Tentacles

Drop it on a chokepoint or right on top of a group of enemies who do not want to be there. Anything Restrained is stuck, has Disadvantage on its attacks, and gets hit with Advantage by everyone on your side. Ten turns of that is a very long time.

Strength save is the interesting part. Casters, archers, and most of the sneaky stuff in this game have poor Strength, so it holds exactly the enemies you want held. Ogres and big melee brutes will walk out of it.

The Restraint only applies while the creature is standing on the tentacles, so a Misty Step or a Dimension Door gets them out with their movement intact. The damage only ticks on creatures who were already grabbed at the start of their turn.

It is Concentration and it lasts ten turns. Cast it early, stand somewhere safe, and let your ranged party members pick off whatever is stuck in the circle. Do not drop it where your own melee needs to go.

Evard’s Black Tentacles – Baldur’s Gate 3 Spell

Spell properties

Level
Level 4
School
Conjuration
Casting resource
Action + Spell Slot
Damage type
Bludgeoning
Range
18m (60 ft)
Duration
10 turns
Notes & sources

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Spell mechanics, descriptions and values are based on Baldur’s Gate 3 version 4.1.1.7209685 and may change with future patches. Where applicable, sources are cited within each article.

Copyright disclaimer & licensing
Some or all of this work is © Larian Studios.
Some spell icons and game data are property of Larian Studios and used here under their fan content policy. Any fan-created works using content from Larian fall under: Larian Fan Content Policy and / or Baldur’s Gate 3 Fan Content Terms. Some of the icons used in these spell cards were downloaded from Sammy8932 on NexusMods.

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