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
Booming Blade

Booming Blade

Booming Blade is a melee Evocation Cantrip that was added to Baldur’s Gate with Patch 8. It allows the spellcaster to make a melee weapon attack that deals extra Thunder damage if the target moves during the next turn. A great way to use Booming Blade is to force the target to move after using the spell.

Spell description: Strike with your weapon, afflicting your foe with a resonance that hurts them for 1d8⁠Thunder⁠ when they move.

Spell properties

  • Damage: 1d8 Thunder + Normal weapon damage
  • Damage type: Thunder
  • Range: Weapon range
  • Duration: 1 turn
  • Attack type: Attack roll
  • Conditions applied: Booming Blade
  • Cost: Action
  • Recharge: Per action

Spell upcasting

  • At character level 5, damage increases to 3-24 (1d8 Thunder + 2d8 Thunder when the target moves).
  • At character level 11, damage increases to 5-40 (2d8 Thunder + 3d8 Thunder when the target moves).

How to obtain Booming Blade

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

Notes

  • Unlike other Cantrips in Baldur’s Gate 3, Booming Blade receives its final upgrade at Character level 11 instead of 10.
  • The spell can be cast while you are Silenced.

Booming Blade

Evocation Cantrip
Damage: 1-8
1d8 Thunder

Strike with your weapon, afflicting your foe with a resonance that hurts them for 1d8 Thunder damage when they move.

Range: Melee Duration: 1 turn

Condition: BOOMING BLADE

  • (Affected entity will take 1d8 Thunder damage when it moves. Duration: 1 turn).
Bone Chill

Bone Chill

Bone Chill is a Necromancy Cantrip available to Sorcerers, Warlocks, Wizards, and other sub-classes. It deals Necrotic damage to the target when cast.

Spell description: Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls. An undead target receives Disadvantage on Attack Rolls.

Properties

  • Damage: 1d8 Necrotic
  • Damage type: Necrotic
  • Range: 18m (60ft)
  • Attack type: Attack roll
  • Conditions applied: Target cannot heal for 1 turn.
  • Cost: Action
  • Recharge: Per action

Spell upcasting

At character level 5, damage increases to 2d8 Necrotic. At character level 10, damage increases to 3d8 Necrotic.

How to obtain

  • Sorcererm Warlock, Wizard, and Death Domain Clerics at Class level 1
  • Circle of the Spores (Druid) at Class level 2
  • Eldritch Knight (Fighter) and Arcane Trickster (Rogue) at Class level 3
  • College of Lore (Bard) at Class level 6 via Magical Secrets
  • All Bards at Class level 10 via Magical Secrets
  • High Elf and High Half-Elf at Character level 1
  • Granted by features: Magic Initiate: Sorcerer, Magic Initiate: Warlock, Magic Initiate: Wizard, Spell Sniper

Spell details

Bone Chill

Necromancy Cantrip
Damage: 1-8
1d8, Necrotic

Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls.