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Concentration: Difference between revisions

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(The previous wording "If a caster casts a spell" implies that the new spell being successfully cast is the trigger for concentration breaking on the previous one. but in my experience of patch 7, build ID 16065077, concentration breaks on the first spell before the next concentration spell is cast, because if breaking concentration causes lethargy, the next concentration spell fails to cast.)
 
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{{ up to date | 2023-09-10 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->[[Category:Gameplay Mechanics]][[Category:Resources]]
{{PageSeo
'''Concentration''' is a special [[Resource]] used by certain [[Spell]]s. A spell with the {{Concentration}} tag requires the caster to focus on that spell for its duration.
| description = Concentration is a game mechanic. Spells with the Concentration tag require the caster to continuously put focus into the spell in order to maintain its effects.
| image =Concentration Icon.png
}}
'''Concentration''' is a game mechanic used in [[Spells|spellcasting]]. Spells with the {{Concentration}} tag require the caster to continuously put focus into the spell in order to maintain its effects.
{{quote|Caster needs to focus on maintaining this spell.


A caster may only maintain the effect of one {{Concentration}} spell at a time.  
They can only cast 1 concentration spell at a time, and their concentration might be broken when they take damage.}}
== Overview ==
Most spells with a duration require the caster to ''concentrate'' to maintain the spell's effects for the full duration. These spells have the {{Concentration}} in their description. If concentration on a spell is broken, the spell's effects are ended immediately.


== Losing Concentration ==
A caster can only concentrate on a single spell at a time, which is automatic and immediate – casters automatically begin concentrating on spells that require it.
There are several ways to lose focus and drop the effects of a {{Concentration}} spell:
* Casting any other spell with the {{Concentration}} tag
* Entering a {{SmIconLink|Rage Icon.png|Rage}}
* Becoming [[Incapacitated (Condition)|Incapacitated]]
* Becoming [[Unconscious]]
* Being knocked [[Prone (Condition)|Prone]]
* Being reduced to 0 hit points ([[Downed (Condition)|Downed]])
* Taking damage and failing the associated Concentration {{SavingThrow}}
* Being hit by an [[Arrow of Arcane Interference]]
* Being [[Banished (Condition)|Banished]]
* Successfully entering the ethereal plane with [[Blink]]


=== Concentration Saving Throw ===
=== Ending concentration ===
Taking damage while concentrating on a spell forces a Concentration Saving Throw, a special type of [[Constitution]] {{SavingThrow}}.
[[File:Concentration_Example.webp|thumb|300px|right|Concentration icon in the hotbar. Clicking "X" will end concentration.]]
Uninterrupted, concentration lasts for the spell's full duration.{{note|Since taking a long rests will end most spells, it also effectively breaks concentration.}} Otherwise, concentration can be broken under the following circumstances:
; Manually : Concentration can be manually interrupted at any time via the ''x'' on the concentrated spell's icon, next to the caster's main portrait.
; Casting another concentration spell: If a caster tries to cast a spell that requires concentration while already concentrating on a spell, concentration on the first spell is broken, and its effects ended. The new spell is successfully cast only ''after'' concentration breaks on the previous spell; for example, if the first spell was [[Haste]] and its caster was its target, then an attempt to cast another concentration spell first breaks concentration on haste, giving the caster the [[Lethargic (Condition)|Lethargic]] condition, which prevents the spell from being cast.
; Taking damage : When a caster is concentrating on a spell and takes damage, they attempt a Constitution [[Saving throws|save]] against a [[Difficulty Class|DC]] equal to half the damage taken, or 10, whichever is higher. If the save fails, concentration ends.{{note|Since the save to maintain concentration is a [[Constitution]] saving throw, it benefits from [[proficiency]] with and [[advantage]] on Constitution saves.}} Note also that a roll of 1 on a concentration saving throw is a critical failure and always breaks concentration, regardless of whether your bonus would have exceeded the [[Difficulty Class|DC]].{{note|[[Media:Concentration_Critical_Fail.jpg|Screenshot]] of a critically failed concentration saving throw.}}
; Leaving the party : Companions lose concentration when dismissed from the party.
; Conditions : Some conditions also break concentration, without allowing a save:
{{div col | style = column-width: 18em; list-style-type: none;}}
* Anything in [[SG_Incapacitated]]
* {{SAI|Downed (Condition)|Downed}}
* {{SAI|Banished (Condition)|Banished}}
* {{SAI|Sleeping (Condition)|Sleeping}}
* {{SAI|Incapacitated (Condition)|Incapacitated}}
* {{SAI|Prone (Condition)|Prone}}
* {{SAI|Rage}}
{{div col end}}


To determine [[Difficulty Class]] of this saving throw:
== List of concentration spells ==
* If halved of taken damage is equal to or less than 10, then {{InfoBlob|DC: 10}}
=== Cantrips ===
* If halved of taken damage is more than 10, then {{InfoBlob|DC: Damage taken/2}}
{{div col | style = column-width: 18em; list-style-type: none;}}
* {{SAI|Dancing Lights}}
* {{SAI|Friends}}
* {{SAI|Guidance}}
* {{SAI|Resistance (Cantrip)}}
* {{SAI|True Strike}}
{{div col end}}


If this saving throw succeeds, concentration is maintained. If it fails, concentration is lost and the spell's effect ends.
=== 1st level spells ===
{{div col | style = column-width: 18em; list-style-type: none;}}
* {{SAI|Bane (spell)|Bane}}
* {{SAI|Bless}}
* {{SAI|Charm Person}}
* {{SAI|Compelled Duel}}
* {{SAI|Divine Favour}}
* {{SAI|Entangle}}
* {{SAI|Ensnaring Strike}}
* {{SAI|Expeditious Retreat}}
* {{SAI|Faerie Fire}}
* {{SAI|Fog Cloud}}
* {{SAI|Heroism}}
* {{SAI|Hex}}
* {{SAI|Hunter's Mark}}
* {{SAI|Protection from Evil and Good}}
* {{SAI|Searing Smite}}
* {{SAI|Shield of Faith}}
* {{SAI|Tasha's Hideous Laughter}}
* {{SAI|Witch Bolt}}
* {{SAI|Wrathful Smite}}
{{div col end}}


{{GameplayNavbox}}
=== 2nd level spells ===
{{div col | style = column-width: 18em; list-style-type: none;}}
* {{SAI|Barkskin}}
* {{SAI|Blur}}
* {{SAI|Branding Smite}}
* {{SAI|Calm Emotions}}
* {{SAI|Cloud of Daggers}}
* {{SAI|Crown of Madness}}
* {{SAI|Darkness}}
* {{SAI|Detect Thoughts}}
* {{SAI|Enhance Ability}}
* {{SAI|Enlarge/Reduce}}
* {{SAI|Flaming Sphere}}
* {{SAI|Heat Metal}}
* {{SAI|Hold Person}}
* {{SAI|Invisibility (spell)|Invisibility}}
* {{SAI|Magic Weapon}}
* {{SAI|Moonbeam}}
* {{SAI|Pass Without Trace}}
* {{SAI|Phantasmal Force}}
* {{SAI|Ray of Enfeeblement}}
* {{SAI|Silence}}
* {{SAI|Spike Growth}}
* {{SAI|Web}}
{{div col end}}
 
=== 3rd level spells ===
{{div col | style = column-width: 18em; list-style-type: none;}}
* {{SAI|Beacon of Hope}}
* {{SAI|Bestow Curse}}
* {{SAI|Call Lightning}}
* {{SAI|Crusader's Mantle}}
* {{SAI|Elemental Weapon}}
* {{SAI|Fear}}
* {{SAI|Gaseous Form}}
* {{SAI|Grant Flight}}
* {{SAI|Haste}}
* {{SAI|Hunger of Hadar}}
* {{SAI|Hypnotic Pattern}}
* {{SAI|Protection from Energy}}
* {{SAI|Sleet Storm}}
* {{SAI|Slow}}
* {{SAI|Spirit Guardians}}
* {{SAI|Stinking Cloud}}
* {{SAI|Vampiric Touch}}
{{div col end}}
 
=== 4th level spells ===
{{div col | style = column-width: 18em; list-style-type: none;}}
* {{SAI|Banishment}}
* {{SAI|Confusion}}
* {{SAI|Dominate Beast}}
* {{SAI|Evard's Black Tentacles}}
* {{SAI|Greater Invisibility}}
* {{SAI|Otiluke's Resilient Sphere}}
* {{SAI|Phantasmal Killer}}
* {{SAI|Polymorph}}
* {{SAI|Stoneskin}}
* {{SAI|Wall of Fire}}
{{div col end}}
 
=== 5th level spells ===
{{div col | style = column-width: 18em; list-style-type: none;}}
* {{SAI|Cloudkill}}
* {{SAI|Dominate Person}}
* {{SAI|Hold Monster}}
* {{SAI|Insect Plague}}
* {{SAI|Planar Binding}}
* {{SAI|Seeming}}
* {{SAI|Telekinesis}}
* {{SAI|Wall of Stone}}
{{div col end}}
 
=== 6th level spells ===
{{div col | style = column-width: 18em; list-style-type: none;}}
* {{SAI|Arcane Gate}}
* {{SAI|Blade Barrier}}
* {{SAI|Eyebite}}
* {{SAI|Flesh to Stone}}
* {{SAI|Globe of Invulnerability}}
* {{SAI|Otto's Irresistible Dance}}
* {{SAI|Sunbeam}}
* {{SAI|Wall of Ice}}
* {{SAI|Wall of Thorns}}
{{div col end}}
 
== Footnotes ==
{{notelist}}
 
{{NavGameplay}}
 
[[Category:Gameplay mechanics]]

Latest revision as of 00:32, 1 December 2024

Concentration is a game mechanic used in spellcasting. Spells with the Concentration Concentration tag require the caster to continuously put focus into the spell in order to maintain its effects.

Caster needs to focus on maintaining this spell. They can only cast 1 concentration spell at a time, and their concentration might be broken when they take damage.

Overview[edit | edit source]

Most spells with a duration require the caster to concentrate to maintain the spell's effects for the full duration. These spells have the Concentration Concentration in their description. If concentration on a spell is broken, the spell's effects are ended immediately.

A caster can only concentrate on a single spell at a time, which is automatic and immediate – casters automatically begin concentrating on spells that require it.

Ending concentration[edit | edit source]

Concentration icon in the hotbar. Clicking "X" will end concentration.

Uninterrupted, concentration lasts for the spell's full duration.[note 1] Otherwise, concentration can be broken under the following circumstances:

Manually
Concentration can be manually interrupted at any time via the x on the concentrated spell's icon, next to the caster's main portrait.
Casting another concentration spell
If a caster tries to cast a spell that requires concentration while already concentrating on a spell, concentration on the first spell is broken, and its effects ended. The new spell is successfully cast only after concentration breaks on the previous spell; for example, if the first spell was Haste and its caster was its target, then an attempt to cast another concentration spell first breaks concentration on haste, giving the caster the Lethargic condition, which prevents the spell from being cast.
Taking damage
When a caster is concentrating on a spell and takes damage, they attempt a Constitution save against a DC equal to half the damage taken, or 10, whichever is higher. If the save fails, concentration ends.[note 2] Note also that a roll of 1 on a concentration saving throw is a critical failure and always breaks concentration, regardless of whether your bonus would have exceeded the DC.[note 3]
Leaving the party
Companions lose concentration when dismissed from the party.
Conditions
Some conditions also break concentration, without allowing a save:

List of concentration spells[edit | edit source]

Cantrips[edit | edit source]

1st level spells[edit | edit source]

2nd level spells[edit | edit source]

3rd level spells[edit | edit source]

4th level spells[edit | edit source]

5th level spells[edit | edit source]

6th level spells[edit | edit source]

Footnotes[edit | edit source]

  1. Since taking a long rests will end most spells, it also effectively breaks concentration.
  2. Since the save to maintain concentration is a Constitution saving throw, it benefits from proficiency with and advantage on Constitution saves.
  3. Screenshot of a critically failed concentration saving throw.