Cure Wounds

Cure Wounds

Cure Wounds is a level 1 Evocation spell in Baldur’s Gate 3 available to Bards, Clerics, Druids, and other sub-classes. It allows the caster to call forth divine magic to heal allies.

Spell description: A creature you touch regains 1d8 (healing) + Spellcasting Modifier hit points. This spell has no effect on undead or constructs.

Spell properties

  • Damage: 1d8 Healing + WIS/CHA
  • Damage type: Healing
  • Range: 1.5m (5ft)
  • Attack type: Melee
  • Conditions applied: No effect on undead and constructs
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Heals an additional 1d8 HP for each spell slot level above 1st.

How to obtain Cure Wounds

Available to: Bard, Cleric, Druid

Source item:

Cure Wounds

Level 1 Evocation Spell
Damage: 1-8
1d8, Healing + WIS/CHA

Heal a creature you can touch.

Melee range: 1.5m
Compelled Duel

Compelled Duel

Compelled Duel is a level 1 Paladin Enchantment Spell that gives a divine command to compel an enemy to attack only you.

Spell description: Force an enemy to attack only you, giving it Disadvantage against other targets.

Properties

  • Range: 9m (30ft)
  • Duration: 3 turns
  • Concentration
  • Save: WIS save
  • Conditions applied: Compelled duel
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting at higher levels provides no extra benefit.

How to obtain Compelled Duel

  • Paladin at Class level 2
  • Oath of the Crown (Paladin) at Class level 3 as an Oath spell

Source item:

COMPELLED DUEL

Level 1 Enchantment Spell

Compel an enemy to attack only you. You cannot attack other creatures.

Range: 9m (30ft) Save: WIS save

Condition: Compelled Duel (Duration: 3 turns. Has Disadvantage on Attack Rolls against anyone but the spellcaster).

Command

Command

A level 1 Enchantment spell that allows the caster to order a target to flee, move closer, freeze, drop their weapon, or grovel.

Spell description: 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.

Spell properties

  • Range: 18m (60ft)
  • Duration: 1 turn
  • Save: WIS save
  • Attack type: Ranged
  • Conditions applied:
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Affects an extra target for each spell slot level above the 1st.

How to obtain Command

  • Cleric, The Fiend (Warlock), Knowledge Domain (Cleric, Domain Spell) at Class level 1
  • Paladin at Class level 2
  • Oath of the Crown (Oath Spell) at Class level 3
  • College of Lore (Bard) at Class level 6 via Magical Secrets
  • All bards at Class level 10 via Magical Secrets
  • Granted by features: Magic Initiate: Cleric

Source items: Gauntlet of the Tyrant, Netherstone-Studded Gauntlet, Salty Scimitar

Command

Enchantment Spell

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.

Range: 18m (60ft) Duration: 1 turn

Command spell variations

Command: Approach

Enchantment Spell

Command a creature to move toward you on its turn and do nothing else.

Range: 18m (60ft) Duration: 1 turn

Condition: Command: Approach

  • Duration: 1 turn
  • Has to move toward the spellcaster using the shortest route possible
  • Cannot take Actions, Bonus Actions, or Reactions

Command: Drop

Enchantment Spell

Command a creature to drop its weapon.

Range: 18m (60ft) Duration: 1 turn

Condition: Command: Drop

  • Duration: 1 turn
  • An enemy has made you drop your weapon to the ground, similar to Disarmed

Command: Flee

Enchantment Spell

Command a creature to flee from you on its turn and do nothing else.

Range: 18m (60ft) Duration: 1 turn

Condition: Command: Flee

  • Duration: 1 turn
  • Has to move as far away from the spellcaster by the fastest available means
  • Cannot take Actions, Bonus Actions, or Reactions

Command: Grovel

Enchantment Spell

Command a creature to fall Prone immediately and do nothing else.

Range: 18m (60ft) Duration: 1 turn

Condition: Command: Grovel

  • Duration: 1 turn
  • Can’t move or take Actions, Bonus Actions, or Reactions. Has Disadvantage on Strength and Dexterity Saving throws
  • Attacks against a grovelling creature have Advantage if they are made within 3m (10ft) of the creature
Blade Ward

Blade Ward

Gain Resistance to Bludgeoning, Piercing, and Slashing damage from weapon attacks.

Spell description: Take only half damage from Bludgeoning, Piercing, and Slashing attacks.

Properties

  • Range: Self
  • Duration: 2 turns
  • Save:
  • Attack type:
  • Conditions applied:
  • Cost: Action

Spell upcasting

Upcasting Blade Ward provides no additional benefits.

How to obtain

  • Bard, Cleric, Sorcerer, Warlock, Wizard at Class level 1
  • Eldritch Knight (Fighter) and Arcane Trickster (Rogue) at Class level 3
  • High Elf and High Half-Elf at Character level 1.
  • Granted by Features: Magic Initiate: Bard, Magic Initiate: Cleric, Magic Initiate: Sorcerer, Magic Initiate: Warlock, Magic Initiate: Wizard

Source item:

Related spells: Expeditious Retreat, Find Familiar, Faerie Fire

Burning Hands

Burning Hands

Burning Hands is a level 1 Evocation spell in Baldur’s Gate 3, available to Sorcerers, Wizards, and other sub-classes. It allows the spellcaster to shoot a flaming cone of fire from their hands.

Spell description: Shoot fire from your outstretched fingers and ignite anything flammable.

Spell properties

  • Damage: 3d6 Fire
  • Damage type: Fire
  • Range: Self
  • Area: 5m (17ft) cone
  • Ritual: 0
  • Save: DEX save
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Deals an additional 1d6 Fire per level.

How to obtain Burning Hands

  • Sorcerer, Wizard at Class level 1.
  • The Fiend (Warlock), Light Domain (Cleric), Draconic Bloodline: Red/White (Sorcerer) at Class level 1
  • Arcane Trickster (Rogue), Eldritch Knight (Fighter) at Class level 3
  • Granted by features: Magic Initiate: Sorcerer, Magic Initiate: Wizard
  • Mephistopheles Tieflings at Character level 3

BURNING HANDS

Level 1 Evocation Spell
Damage: 3-18
3d6, Fire

Shoot a bright flame from your finger that explodes upon contact, torching everything from your vicinity.

On save: Target still takes half damage.

Range: 5m (17ft) cone Save: DEX save