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
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.
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.
Orin the Red is the Chosen of Bhaal and one of the leaders of the enigmatic Cult of the Absolute and serves as one of the main antagonists in Baldur’s Gate 3.
A daughter of Bhaalspawns and a devout practitioner in the arts of murder and pain, Orin has painted the streets red in her father’s name for many years. Yet to be caught thanks to her shapeshifting abilities, she now prepares to make out of Baldur’s Gate the biggest bloody offering to her father yet.
“
Come Father, set my flesh upon thy holy purpose lala blabla quote very scary.
Lae'zelOpening line when she meets Astarion first.
Related quests:
Get Orin’s Netherstone
Impress the Murder Tribunal
Rescue Orin’s Victim
Orin’s background
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Orin’s personality & appearance
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Orin’s involvement in the story
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Orin is a level 12 Changeling boss and one of the main antagonists in the game.
First mentioned in Act One, she is introduced in Act Two, and properly encountered and fought in Act Three.
Fighting her is required in order to obtain her Netherstone and proceed with the story.
In combat, she uses her deadly powers given by Bhaal himself to deal large amounts of damage quickly while being supported by her cultists.
Her encounter can go differently depending on the choices made by the party and whether or not the player character is the Dark Urge.
A truce with her and her Bhaalists can be brokered if the party agree to slay Gortash first.
She can trick the party with her disguises and will kidnap someone important to the player character.
Orin’s combat
Orin serves as one of the main antagonists of Act Three of the game alongside Enver Gortash. Her defeat is required before facing the final threat of the game: The Netherbrain The Netherbrain. Orin serves as one of the main antagonists of Act Three of the game alongside Enver Gortash. Her defeat is required before facing the final threat of the game: The Netherbrain The Netherbrain.
Orin serves as one of the main antagonists of Act Three of the game alongside Enver Gortash. Her defeat is required before facing the final threat of the game: The Netherbrain The Netherbrain. Orin serves as one of the main antagonists of Act Three of the game alongside Enver Gortash. Her defeat is required before facing the final threat of the game: The Netherbrain The Netherbrain. Orin serves as one of the main antagonists of Act Three of the game alongside Enver Gortash. Her defeat is required before facing the final threat of the game: The Netherbrain The Netherbrain.
Notable features
Ambusher
Successful DEX saves nullify damage; failed DEX saves reduce it by half.
Crimson weapon
Successful DEX saves nullify damage; failed DEX saves reduce it by half.
Darkvision
Successful DEX saves nullify damage; failed DEX saves reduce it by half.
Fast hands
Successful DEX saves nullify damage; failed DEX saves reduce it by half.
Exploit weakness
Successful DEX saves nullify damage; failed DEX saves reduce it by half.
Evasion
Successful DEX saves nullify damage; failed DEX saves reduce it by half.
Reliable talent
Successful DEX saves nullify damage; failed DEX saves reduce it by half.
Immutable form
Successful DEX saves nullify damage; failed DEX saves reduce it by half.
Pray upon the weak
Successful DEX saves nullify damage; failed DEX saves reduce it by half.
Attacks and abilities
Darkvision
Can see in the dark up to a certain distance.
New Trait
Description here.
Orin has humanoid as well as Slayer-form attacks and abilities. She also has special abilities that are only used in honour mode. Orin only fights in her Humanoid Form if she is locked in a duel with The Dark Urge The Dark Urge after they have obtained the Slayer form.
Humanoid form abilities
Shroud self
Level 1 Transmutation Spell
Wrap yourself in shadows to become Invisible Invisible.
Range: 30ft
Save: DEX save
Unsettling visage
Exude pure terror, instilling Fear in your foes.
Range: 30ft
Save: DEX save
Slayer form abilities
Orin can use all Slayer attacks and abilities. Despite its description, Sanguine Animation Sanguine Animation consumes corpses rather than blood surfaces in order to create Bloodmarrow Skeletons. Knocking enemies off the platform leaves less corpses for Orin to consume.
Sanguine animation
Nearby Blood surfaces transform into Bloodmarrow Skeletons under your control.
Range: 30ft
Save: DEX save
Sanguine Lash
Damage:8-64
8d8, Slashing
Sweep a warped appendage in front of you that Bleeds Bleeds targets and knock them back 6ft.
On save: Creature is not pulled but still takes damage.
Range: 30ft
Save: DEX save
Orin can be fought at the Bhaal Temple in the Undercity Ruins. For the fight, she takes the form of the Slayer (see Slayer for a list of its attacks) and begins the fight with either 7 stacks of Unstoppable Unstoppable on Balanced difficulty or 12 stacks on Tactician difficulty. These stacks are refreshed by Boon of Bhaal at the end of every round, so long as at least 1 Reaper of Bhaal is still chanting.