Baldur’s Gate 3: Top Enchantment Spells

Baldur's Gate 3: Top Enchantment Spells

Top 10 Enchantment Spells in Baldur’s Gate 3 That Will Make You Laugh and Rule

If you’re a fan of spells that can turn the tides of battle and have a good laugh while doing it, then the Enchantment School in Baldur’s Gate 3 has got you covered. These spells focus on boosting the abilities of both the caster and their allies, resulting in hilarious and powerful game moments. From confounding foes with uncontrollable dancing to making bosses fight their own minions, these spells are sure to leave you entertained and victorious.

10. Confusion (4th-Level)

Confusion

Remember when your Pokemon used Confusion and your opponent’s Pokemon started hitting themselves? Well, it’s time to bring that chaos to Baldur’s Gate 3. With Confusion, your enemies will wander around aimlessly for up to 3 turns, attacking randomly or skipping turns altogether. This spell is perfect for stopping rampaging opponents and their mobs in their tracks. Watch them flail around in confusion as you enjoy the show!

9. Otto’s Irresistible Dance (6th-Level)

Otto’s Irresistible Dance

Dance like nobody’s watching, or in this case, force others to dance uncontrollably. Named after its creator, Otto’s Irresistible Dance is the epitome of hilarious enchantment. Once a target fails its Wisdom Save, they will find themselves dancing against their will. Not only does this grant attackers an advantage to hit, but it also imposes disadvantage on the target’s own Attack Rolls and Dexterity Saves. So, get ready to make bosses dance their way to defeat!

8. Dominate Person (5th-Level)

Dominate Person

Ever wanted to make powerful humanoids fight on your behalf? Well, now you can with Dominate Person. By imposing your will on these tough enemies, you can turn the tables in your favor. Dominate Person lasts for a whopping 10 turns, giving you ample time to enjoy having a boss-level character fight alongside you. It’s like having your very own personal bodyguard, except they don’t have a choice!

7. Crown Of Madness (2nd-Level)

Crown Of Madness

Who needs allies when you can turn a boss against their own minions? With Crown of Madness, you can instill uncanny madness in a target, forcing them to attack the closest creature for three turns, even if it’s their own ally. Imagine the chaos as a boss starts pummeling their own minions, while you and your party relax and sip on some health potions. It’s like having your very own evil puppet show!

6. Hold Person (2nd-Level)

Hold Person

Hold Person takes the concept of paralyzing a target and cranks it up to eleven. Not only does it render the target unable to move, but it also gives all attackers within 3 meters an automatic critical hit if they successfully hit. So, picture this: you hold an enemy in place, and your melee specialist delivers an epic beatdown of critical hits. It’s like watching a punching bag explode into a million pieces!

5. Bane (1st-Level)

Bane

In a game where rolls can make or break your fate, having the upper hand is crucial. That’s where Bane comes in. By targeting up to three creatures, you can penalize their Attack Rolls and Saves with a 1d4 penalty for a whopping 10 turns. Those seemingly insignificant dice rolls can make a world of difference, especially when your enemies keep missing their attacks and failing their saves. It’s like watching them trip over their own shoelaces!

4. Sleep (1st-Level)

Sleep

Sometimes it’s best to avoid a fight altogether, especially when an angry NPC is about to tear you apart. With Sleep, you can gently tuck your enemies into bed and delay any nasty encounters. This spell allows you to lull any number of creatures with a combined total of 24 Hit Points into a deep slumber. Sneak past guards, snatch items, or retreat from a strong opponent while they dream of defeat. Shhh, they won’t even know what hit them!

3. Bless (1st-Level)

Bless

In a game of dice rolls, one small bonus can make all the difference. With Bless, you can give up to three creatures a 1d4 bonus to their Saving Throws and Attack Rolls. It may seem like a humble buff, but that extra 1d4 can lead to a critical success or save you from a devastating blow. Better safe than sorry, right? After all, who doesn’t want a guardian angel whispering good luck in their ear?

2. Heroism (1st-Level)

Heroism

Surviving in Baldur’s Gate 3 is no easy feat, but with Heroism, you can give yourself or a target some extra protection. While under the effects of Heroism, characters become immune to frightening effects and gain 5 Temporary Hit Points per turn. It’s like having a personal cheerleader who keeps you motivated and shields you from danger. Those Temporary Hit Points may not seem like much, but they can be the difference between life and death.

1. Vicious Mockery (Cantrip)

Vicious Mockery

Watch out, insults are flying! Vicious Mockery, the Bard’s favorite spell, brings the power of words and magical debilitation together in a hilarious combination. When you cast Vicious Mockery, your target suffers 1d4 Psychic Damage, and that’s not all. The insult is so devastating that the affected creature gets a disadvantage on their next Attack Roll. It’s like roasting your enemies and watching them crumble under the weight of their wounded ego. Talk about a burn!

Baldur’s Gate 3 is an incredible game that keeps on giving, especially when it comes to enchanting spells. Whether you want to confound your foes, dominate powerful enemies, or unleash a barrage of insults, these spells will entertain and empower you on your epic adventure. So grab your wand, crack some jokes, and enjoy ruling the game with laughter!

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