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on November 22, 2025
<br>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.<br><br>Here's a list of all the Enchantment Spells in Baldur's Gate 3. Click on the Spell in the table below to learn more about each individual item. Each post shows a tooltip with more information including Spell properties and other helpful information.<br><br>Summon a flaming sphere that deals 2d6 Fire damage to nearby enemies and objects. It also sheds bright light in a 6m radius, and dim light for an additional 6m. On a successful save, enemy creatures still take half damage.<br><br>Curse a creature so it takes additional damage whenever you attack it and to inflict Disadvantage on Ability Checks with an Ability of your choosing. If the target dies before the spell ends, you can use a bonus action to hex a new creature.<br><br>A multiclass Ranger build that invests two levels into the Fighter class will gain a lot more than it loses from levels 11 and 12. At Fighter 2, a character will gain the Action Surge ability, which costs a Bonus Action and grants an extra standard Action that turn.<br><br>Inflicts Produce Flame. A flickering flame appears in your hand. It sheds bright light in a 3m radius and deals 1d8 Fire damage when thrown. Throwing the flame immediately after you conjure it does not cost an action. Extinguishing or throwing it on subsequent turns costs an action<br><br>It's a dangerous world out there in Baldur's Gate 3. So make sure you're outfitted with the best armor. Below, we've compiled a list of all the Armour that you can find in Baldur's Gate 3. Click on the Armour Name/Icon in the table below to learn more about each individual item. Each post shows a tooltip with more information including Armour properties and other helpful information.<br><br>Shoot a green arrow that covers the target and the ground with acid. Deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of the target's turn. If the spell misses, the target still takes half the initial damage.<br><br>Searing Smite: Your weapon flares with white-hot intensity. It deals an extra 1d6 Fire damage and marks the target with Searing Smite. A target with Searing Smite takes 1d6 Fire damage everyt turn, until it succeeds on a Constitution saving throw.<br><br>This section covers the best equipment for Beast Master Rangers in BG3 across all three Acts. Some pieces from early Acts may still be powerful in later ones, though, and will remain equipped through several Acts.<br><br>Your weapon gleams with astral radiance as you strike and possibly marks your target with light, preventing it from turning Invisible. If the spellcaster misses the initial Attack, the spell slot and Bonus Action are not consumed. This spell will work with Ranged weaponry.<br><br>Here's a list of all the Rings that you can find in Baldur's Gate 3. Click on the Item in the table below to learn more about each individual item. Each post shows a tooltip with more information, such as where to get it and other helpful information.<br><img src="https://i.ytimg.com/vi/qyW1pzJCnek/hq720.jpg" style="max-width:430px;float:right;padding:10px 0px 10px 10px;border:0px;" alt="Genshin and the SAG-AFTRA Strike: What You Need To Know" />Here's a list of all the Level 2 Spells in <a href="https://Www.Baldursgateguide.com/articles/larian-s-baldur-s-gate-3-support-defies-expectations-with-20-new-console-mods.html">Baldur's Gate 3 Console Mods</a> Gate 3. Click on the Spell in the table below to learn more. Each post shows a tooltip with more information including Spell properties and other helpful information.<br><br>Absolute Bane: When the wearer hits a creature with a weapon attack, it receives a 1d4 penalty to Attack Rolls and Saving Throws. The same penalty applies to anyone using these gloves without bearing the Absolute's brand.<br>Searing Smite: Your weapon flares with white-hot intensity. It deals an extra 1d6 Fire damage and marks the target with Searing Smite. A target with Searing Smite takes 1d6 Fire damage everyt turn, until it succeeds on a Constitution saving throw.<br><br>Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6 Piercing damage at the start of each turn. An ally can use its help action to try and tear away the vines.<br><br>Generate a painfully intense ringing noise that deals 3d8 Thunder damage to all nearby creatures and objects. Affected creatures made of inorganic material such as stone have disadvantage on their saving throws. On a successful save, creatures still take half damage.<br>Touch a creature to grant it protection against poisonious influences. You neutralise all poisons affecting it, grant it Advantage on Saving Throws against being Poisoned, and grant it Resistance to Poison damage.<br><br>Create a sphere of cold blackness, teeming with unknown horrors. Creatures starting their turn in the take 2d6 Cold damage. Creatures ending their turn in the area possibly take 2d6 Acid damage. The area is Difficult Terrain and creatures within are Blinded.<br><br>Alter the terrain around you, allowing nearby allies in the area to travel with ease. You and your allies aren't affected by Difficult Terrain, can't be Restrained or Paralysed, and gain Resistance to Poison damage.<br>
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