Armour of Agathys

Armour of Agathys

Armour of Agathys is a Level 1 Abjuration Spell in Baldur’s Gate 3 available to Warlocks, Sorcerers of the White Draconic Bloodline Ancestry, and a few other sub-classes at higher levels. It allows the spellcaster to create an armor of frost that provides additional HP and damages attackers.

Spell description: A spectral frost covers you. Gain 5 temporary hit ponts and deal 5 Cold Damge to any creature that hits you with a melee attacks.

Spell properties

  • Damage: 5 temporary HP and 5 Cold damage
  • Damage type: Cold
  • Range: Self
  • Duration: Until long rest
  • Conditions applied: Can only have temporary HP from one source.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Temporary hit points and reflection damage increased by 5 per spell level.

How to obtain Armour of Agathys

  • Warlock at Class level 1
  • Draconic Bloodline: White (Sorcerer) at Class level 1
  • College of Lore (Bard) at Class level 6 via Magical Secrets
  • Bard at Class level 10 via Magical Secrets
  • Granted by features: Magic Initiate: Warlock

Source item: Icebite Robe (once per Long rest)

ARMOUR OF AGATHYS

Level 1 Abjuration Spell

Gain 5 temporary hit points and deal 5 Cold damage to any creature that hits you with a melee attack.

Range: Self Duration: Until long rest
Animal Friendship

Animal Friendship

A level 1 Enchantment spell in Baldur’s Gate 3 available to Bard, Druid, Rangers, and other sub-classes. It allows the spellcaster to charm a beast and convince it that they mean no hartm.

Description: Charm a beast and convince it not to attack you.

Spell properties

  • Range: 18m (60ft)
  • Duration: 10 turns
  • Save: WIS save
  • Conditions:
    • The creature must have an Intelligence of 3 or less.
    • Condition ends early if you or an ally hurt the target.
    • In higher difficulty modes, the target may become hostile when the spell ends.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Animal Friendship at a higher level provides no additional benefits.

How to obtain Animal Friendship

  • Bard, Druid, and Nature Domain (Cleric) at Class level 1
  • Ranger at Class level 2
  • Granted by features: Magic Initiate: Bard, Magic Initiate: Druid
  • Source items: Beastmaster’s Chain

ANIMAL FRIENDSHIP

Level 1 Enchantment Spell

Convince a beast not to attack you.

Range: 18m (60ft) Save: WIS save

Condition: 45px-Charmed_Condition_Icon CHARMED (The beast cannot attack the spellcaster. The spellcaster has advantage on Charisma Checks in dialogue.)

Charm Person

Charm Person

Charm Person is a level 1 Enchantment Spell available to most classes and sub-classes in Baldur’s Gate 3. It allows the spellcaster to temporarily charm a humanoid and gain Advantage on Charisma Checks.

Spell description: 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.

Spell properties

  • Range: 18m (60ft)
  • Duration: 10 turns
  • Save: WIS save
  • Conditions applied: Charmed (Can’t attack the spellcaster. Spellcaster has advantage on all checks in dialogues). In higher difficulty modes, the target may accuse you of enchanting them.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

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

How to obtain Charm person

  • Bard, Druid, Sorcerer, Warlock, Wizard at Class level 1
  • Trickery Domain (Cleric) at Class level 1
  • Arcane Trickster (Rogue) and Eldritch Knight (Fighter) at Class level 3
  • Granted by Features: Magic Initiate: Bard, Magic Initiate: Druid, Magic Initiate: Sorcerer, Magic Initiate: Warlock, Magic Initiate: Wizard
  • Source item: Shar’s Temptation

    CHARM PERSON

    Level 1 Enchantment Spell

    Charm a humanoid to prevent it from attacking you.
    You gain Advantage on Charisma Checks in dialogue.
    Enemies have Advantage on Saving Throws against being Charmed.

    Range: 18m (60ft) Save: WIS save
Chromatic Orb

Chromatic Orb

Chromatic Orb is a level 1 Evocation spell available to Sorcerer, Wizards, and other sub-classes later on in the game. It allows the caster to hurl a sphere of energy of the chosen damage type in an area of effect.

Spell description: Hurl a sphere of energy. It deals 3d8 Thunder damage, or deals 2d8 Acid, Cold; Fire, Lightning, or Poison damage and creates a surface.

Spell properties

  • Damage: 3d8 Thunder or 2d8 Element
  • Damage type: Thunder, Acid, Cold, Fire, Lightning, or Poison (see variations below)
  • Range: 18m (60ft)
  • Area: Varies
  • Duration: Varies
  • Save: Varies
  • Attack type: Ranged
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Deals an extra 1d8 damage of the chosen type for each spell slot above the 1st.

How to obtain Chromatic Orb

  • Sorcerer, Wizard at Class level 1
  • Arcane Trickster (Rogue) and Eldritch Knight (Fighter) at Class level 3
  • College of Lore (Bard) at Class level 6 via Magical Secrets
  • Bard at Class level 10 via Magical Secrets
  • Granted by features: Magic Initiate: Sorcerer, Magic Initiate: Wizard
  • Can also be learned by Warlocks who choose the Eldritch Invocation, Book of Ancient Secrets. Can be cast once per Long Rest without expending Spell Slots.

Chromatic Orb spell variants

Chromatic Orb: Acid

The Acid variant of Chromatic Orb creates an Acid Area.

CHROMATIC ORB: ACID

Level 1 Evocation Spell
Damage: 2-16
2d8, Acid

Hurl a sphere of energy that deals 2d8 Acid damage and creates an Acid surface.

Range: 18m (60ft)

AREA: ACID

Duration: 2 turns
AoE: 2 m (7 ft) Radius
Type: Surface

Condition: Acid

Reduces Armour Class by 2.

Chromatic Orb: Cold

The Cold variant of Chromatic Orb creates an Ice area.

CHROMATIC ORB: COLD

Level 1 Evocation Spell
Damage: 2-16
2d8, Cold

Hurl a sphere of energy that deals 2d8 Cold damage and creates an Ice surface.

Range: 18m (60ft)

AREA: ICE

Duration: 2 turns
AoE: 2 m (7 ft) Radius
Type: Surface
Difficult terrain. Movement speed is halved and creatures may fall Prone.

Condition: Prone

DEX Save
  • The affected creature cannot move or take Actions, Bonus Actions, or Reactions. It has Disadvantage on Strength and Dexterity Saving throws.
  • Proned unit must spend half its Movement Speed to stand up.
  • Attacks against Proned creatures have Advantage if made within 3m of it.

Difficult terain

Movement speed is halved.

Chromatic Orb: Fire

The Fire variant of Chromatic Orb creates a burning area with multiple conditions applied.

CHROMATIC ORB: FIRE

Level 1 Evocation Spell
Damage: 2-16
2d8, Fire

Hurl a sphere of energy that deals 2d8 Fire damage aind creates a Fire surface.

Range: 18m (60ft)

AREA: FIRE

Duration: 2 turns
AoE: 2 m (7 ft) Radius
Type: Surface
Deals 1d4 Fire damage per turn.

Condition: Burning

  • Take 1d4 Fire damage per turn
  • Can be removed with the Help action, using a Healing potion, or by gaining Wet.
  • Immunune to condition if Wet
  • Dip action can be used on Burning characters or objects

Chromatic Orb: Lightning

The Lightning variant of Chromatic orb creates an area of Electrified water that damages units.

CHROMATIC ORB: LIGHTNING

Level 1 Evocation Spell
Damage: 2-16
2d8, Lightning

Hurl a sphere of energy that deals 2d8 Lightning damage and creates an Electricified Water surface.

Range: 18m (60ft)

AREA: ELECTRIFIED WATER

Duration: 2 turns
AoE: 2 m (7 ft) Radius
Type: Surface
Deals 1d4 Lightning damage per turn.

Condition: Electrocuted

Takes 1d4 Lightning damage at the start of each turn.

Chromatic Orb: Poison

The Poison variant of Chromatic Orb creates an area with simple toxins that poison units.

CHROMATIC ORB: POISON

Level 1 Evocation Spell
Damage: 2-16
2d8, Poison

Hurl a sphere of energy that damages the target and creates a bubbling surface to Poison creatures.

Range: 18m (60ft)

AREA: SIMPLE TOXIN

Duration: 2 turns
AoE: 2 m (7 ft) Radius
Type: Surface
Applies Poisoned.

Condition: Simple toxin

CON Save (Spell save DC)
Affected entity takes 1d4 Poison damage at the end of its next turn.

Chromatic Orb: Thunder

The Thunder version of Chromatic Orb doesn’t create an area of effect but deals more damage than other variants.

CHROMATIC ORB: THUNDER

Level 1 Evocation Spell
Damage: 3-24
3d8, Thunder

Hurl a sphere of energy that deals 3d8 Thunder damage.

Range: 18m (60ft)
Bursting Sinew

Bursting Sinew

Bursting Sinew is a Necromancy Cantrip in Baldur’s Gate 3. When cast on a corpse, it detonates its sinews into a small AoE of damage.

Spell description: Explode a corpse, causing it to impale those around it.

Properties

  • Damage: 1d10 Piercing
  • Damage type: Piercing
  • Range: 18m (60ft)
  • Area: 3m radius
  • Save: DEX save
  • Attack type: Ranged
  • Conditions applied: 1 fresh corpse
  • Cost: Action
  • Recharge: Per action

Spell upcasting

At Character level 5, the damage increases to 2d10 Piercing. At character level 10, the damage increases to 3d10 Piercing.

How to obtain

  • Cleric, Sorcerer, and 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: Cleric, Magic Initiate: Sorcerer, Magic Initiate: Wizard

BURSTING SINEW

Necromancy Cantrip
Damage: 1-10
1d10, Piercing

Explode a corpse, causing it to impale those around it.

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