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
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
Bless

Bless

A level 1 Enchantment spell available to Clerics, Paladins, and other sub-classes in Baldur’s Gate 3. The spell allows the caster to bolster themselves and their allies’ attacks and saving throws.

Spell description: Bless up to 3 creatures. They gain a +1d4 bonus to Attack Rolls and Saving Throws.

Spell properties

  • Range: 9m
  • Duration: 10 turns
  • Concentration spell
  • Conditions applied: Gain 1d4 bonus to Attack Rolls and Saving Throws.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Can affect an extra creature for each spell slot level above the 1st.

How to obtain Bless

  • Cleric at Class level 1
  • Paladin at Class level 2
  • College of Lore (Bard) at Class level 6, via Magical Secrets
  • Bard at Class level 10, via Magical Secrets
  • Granted by features: Magic Initiate: Cleric

Source item: Staff of Arcane Blessing (once per Long rest)

BLESS

Level 1 Enchantment Spell

Bless up to 3 creatures. They gain a +1d4 bonus to Attack Rolls and Saving Throws.

Range: 9m (30ft)
Concentration 10 turns
Bane

Bane

Level 1 Enchantment spell available to Bard, Cleric, Warlock.

Spell description: Target up to 3 creatures. They receive a 1d4 penalty to Attack Rolls and Saving Throws.

Spell properties

  • Range: 9m
  • Duration: 10 turns
  • Concentration
  • Save: CHA save
  • Conditions applied: Bane. Duration: 10 turns.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Affects an extra target for each Spell Slot level above the 1st.

How to obtain Bane

  • Bard and Cleric at Class level 1
  • Oath of Vengeance Paladin, as an Oath Spell, at Class level 3
  • Granted by features: Magic Initiate: Bard and Magic Initiate: Cleric
  • Granted to Warlocks who choose Eldritch Invocation: Thief of Five Fates at level 2+. Can only be cast once per Long rest using a Warlock Spell Slot when obtained this way.

Bane

Enchantment spell

Up to 3 creatures receive a D4_Physical -1d4 penalty to Attack rollAttack Rolls and Saving Throws.

Range: 30ft Save: DEX save
AoE: 2m (7ft) radius
Arms of Hadar

Arms of Hadar

Arms of Hadar is a level 1 Conjuration Spell available to Warlocks in Baldur’s Gate 3. It allows the spellcaster to summon dark tendrils that deal necrotic damage to creatures in the area and prevents them from taking Reactions.

Spell description: Call forth tendrils of dark energy that prevent targets from taking reactions.

Spell properties

  • Damage: 2d6 Necrotic
  • Damage type: Necrotic
  • Range: Self
  • Area: 3 m (10 ft) Radius
  • Duration: 1 turn
  • Save: STR save
  • Conditions applied: On save: Target takes half damage but can use reactions.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Damage increases by 1d6 Necrotic for each slot above the first.

How to obtain

  • Warlock at Class level 1
  • Granted by features: Magic Initiate: Warlock
  • Source item: Hollow's Staff (once per Long rest)

Arms of Hadar

Level 1 Conjuration Spell
Damage: 2-12
2d6, Necrotic

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

On save: Targets still take half damage but are able to use reactions.

Range: Self AOE: 3m (10ft) Radius Save: STR Save

Condition: ARMS OF HADAR (Can’t take Reactions. Duration: 1 turn).