The caster senses the direction in which a familiar creature is within a 1000-ft radius. Hide a chest (3 x 2 x 2 ft) and its contents in the Ethereal Plane. Impel a storm of hail ice to crash from the sky, covering the ground and striking all objects and creatures within range. Hostiles creatures within a 10-ft radius of the created guardian must succeed on a Dex. Transform insects (from 10 centipedes to 1 scorpion) into giant creatures that obey the caster’s orders. Target’s movement is unaffected by difficult terrain, spells or water. The caster gains resistance to cold or fire damage, and deals 2d8 damage to attackers who hit him within 5 ft. Tentacles sprout from the ground, turning the area into Difficult Terrain, attacking and Smothering creatures within. Every time the creature takes damage, it makes a Wisdom Saving Throw against your domination. Every time the beast takes damage, it makes a Wisdom Saving Throw against your domination. The caster gets a truthful reply to 1 question about an event to occur within 7 days. Teleport yourself and up to 1 adjacent ally to a place you can see. When the target drops to 0 hp for the first time, it automatically returns to 1 hp. Summon from 1 fey of CR 2 to 8 fey of CR 1/4, all friendly.Ĭontrol the water in a 100-ft cube (cause a flood, part the water, redirect the flow, create a whirlpool). save or move in a specified direction.īefuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns.Ĭonjure a minor elemental to fight alongside you. Targets within 30 ft must succeed on a Wis. Plants are more susceptible to this spell: they roll with Disadvantage, and still take half of all the damage if they succeed the roll. Temporarily Banish your target to another plane of existence.Ĭleric, Paladin, Sorcerer, Warlock, Wizard NameĬreate an invisible eye with darkvision that sends the caster the mental image of what it sees.Ĭreatures in a 30-ft radius gain resistance to necrotic damage and regain 1 hp when at 0 hp.Ĭreatures in a 30-ft radius can not become diseased, gain resistance to poison, and get advantage to various saving throws. Knowing how to balance your spells with your other skills and abilities is key not only to your survival, but your entire party as well. There are several Level 4 Spells in all to choose from in Baldur’s Gate 3, though it does depend on your class/race picked during character setup. On a failure by 5 or more, the poisoned target fallsįor the same duration, or until another creature uses an action to shake it awake.All Obtainable Level 4 Spells in Baldur’s Gate 3 (BG3) & Their Uses If the target is a creature it must succeed on a Constitutionįor 1 minute. Hit: 3 piercing damage plus extra damage equal to spell slot level. Hit: 6 (2d4+1) bludgeoning damage plus extra damage equal to spell slot level. Melee Weapon Attack: your spell attack bonus to hit, reach 5 ft., one target. Before or after the attack, the blink dog can teleport up to 40 feet to an unoccupied space it can see. Hit: 4 (1d6+1) piercing damage plus extra damage equal to spell slot level. The satyr hasĪgainst spells and other magical effects.īlinking Bite (Blink Dog Only). On Wisdom (Perception) checks that rely on hearing or smell. Senses darkvision 60 ft., passive Perception 10Ĭhallenge - Proficiency your proficiency bonus Hit Points 40 + 10 for each spell slot level above 4th Medium fey ( blink dog, satyr, or sprite)Īrmor Class 12 + spell slot level (natural armor) An uncontrolled creature disappears at the end of the spell’s maximum duration. Is broken before the spell ends, you lose control of any summoned creatures, which become hostile and might attack you and your companions. The summoned creature disappears when reduced to 0 hit points. Without such commands, a summoned creature only defends itself. When you command multiple woodland beings using this spell, you must give them all the same command. The summoned creatures are friendly to you and your companions and take their turns immediately after yours. If you summon only 2 creatures with this spell, increase its effective slot level by 1 when determining the minor woodland being’s statistics, and if you summon a single creature with this spell its effective slot level is increased by 2 instead. These creatures use the statistics of a woodland being (detailed below) with certain traits determined by your choice of its type: You summon up to 3 creatures from the Dreaming. Mythological Figures & Maleficent Monsters.
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