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
Acid Splash

Acid Splash

Hurl a bubble of acid that hurts to each creature it hits.

Spell properties

  • Damage: 1d6 Acid
  • Damage type: Acid
  • Range: 18m (60ft)
  • Area: 2m radius
  • Save: DEX save
  • Attack type: Ranged
  • Cost: Action

Spell at higher levels

At character level 5, damage increases to 2d6 acid. At character level 10, damage increases to 3d6 acid.

How to obtain Acid Splash

  • Sorcerer, Wizard at Class level 1 (granted by features: Magic Initiate: Sorcerer and Magic Initiate: Wizard)
  • Eldritch Knight and Arcane Trickster at Class level 3
  • High Elfs and High Half-Elfs at Character level 1

Acid Splash

Conjuration Cantrip
Damage: 1-6
1d6, Acid

Hurl a bubble of acid that damages each creature it hits.

Range: 18m (30ft) Save: DEX save AOE: 2m (7ft)
Orin

Orin

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'zel
Lae'zel Opening line when she meets Astarion first.

Related quests:

50px-Quest_Map_Icon.png Get Orin’s Netherstone

50px-Quest_Map_Icon.png Impress the Murder Tribunal

50px-Quest_Map_Icon.png Rescue Orin’s Victim

Orin’s background

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Orin’s personality & appearance

QiQ offers two main services, web hosting and hybrid mail. Hybrid mail involves printing and posting letters for customers from a network of around 30 worldwide locations. Letters get to the intended recipient quicker and cheaper than traditional airmail. Orin is cruel and sadistic, but artistic and creative in her own twisted way. Her demeanour is immature and almost childish; Orin easily loses her composure when things do not go her way, enacts small rebellions against the authority figures in her life, and enjoys toying with her victims. She derives sadistic pleasure from taunting her victims with the gory details of her deeds.

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.

Loot and rewards

Altar Key

Netherstone-Pommelled Bloodthirst

Crimson Mischief

Mutilated Carapace

Ring of Murderous Opportunity

Studded Leather Armour