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'''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.
{{Concentration}} is a special [[Resource]] used by certain [[Spell]]s. A spell with the Concentration tag requires the caster to continuously put focus into the spell in order to maintain its effects. Such spells are called ''Concentration spells'', and this requirement will be clearly labeled with the '''{{Concentration}}''' tag in the spell's description. The caster may still do other actions while concentrating, but are at risk of losing said concentration under certain circumstances. If the caster loses Concentration, the spell ends prematurely.  


A caster may only maintain the effect of one {{Concentration}} spell at a time.  
A caster can only concentrate on '''one''' spell at a time - said spell will be shown on top of/next to the caster's portrait and in the list of conditions the spellcaster has.
 
== Concentration Saving Throw ==
Every time a concentrating caster takes damage they do a '''Concentration''' {{Ability|Constitution}} {{SavingThrow}} (sometimes referred to as a "Concentration Check"). The DC of this {{SavingThrow|CON}} is either 10 or half the number of damage taken, whichever is higher.


== Losing Concentration ==
== Losing Concentration ==
There are several ways to lose focus and drop the effects of a {{Concentration}} spell:
There are several ways to lose focus and drop the effects of a {{Concentration}} spell:
* Taking damage and failing the associated [[#Concentration Saving Throw|Concentration Saving Throw]]
* Casting any other spell with the {{Concentration}} tag
* Casting any other spell with the {{Concentration}} tag
* Entering a {{SmIconLink|Rage Icon.png|Rage}}
* Entering a {{SAI|Rage}}
* Becoming [[Incapacitated (Condition)|Incapacitated]]
* Being reduced to 0 hit points ({{SAI|Downed (Condition)|Downed}})
* Becoming [[Unconscious]]
* Being {{SAI|Banished (Condition)|Banished}}
* Being knocked [[Prone (Condition)|Prone]]
* Being affected by [[Conditions]] that renders the caster unable to do actions such as [[Unconscious (Condition Type)|Unconsious]], {{SAI|Sleeping (Condition)|Sleeping}}, {{SAI|Incapacitated (Condition)|Incapacitated}}, {{SAI|Prone (Condition)|Prone}}, etc. If this happens Concentration is dropped without recourse.
* Being reduced to 0 hit points ([[Downed (Condition)|Downed]])
* Being hit by an {{RarityItem|Arrow of Arcane Interference}}
* Taking damage and failing the associated [[#Concentration Saving Throw|Concentration Saving Throw]]
* Successfully entering the ethereal plane with {{SAI|Blink}}
* Being hit by an [[Arrow of Arcane Interference]]
* The caster can also voluntarily end the Concentration effect. Either by casting another Concentration Spell, or by manually ending Concentration.
* Being [[Banished (Condition)|Banished]]
** Unlike most actions, the manual ending of concentration can be done at anytime, even amidst someone else's turn. For players this is done via the x button on the concentrated spell's icon next to the caster's main portrait.
* Successfully entering the ethereal plane with [[Blink]]
 
==Advantage on Concentration Saves==
Due to the impact of many '''{{Concentration}}''' spells, it is very beneficial for a spellcaster to acquire an {{Advantage}} or bonuses for their Concentration Constitution Saving Throws, but this is rather difficult to come by:


=== Concentration Saving Throw ===
* The [[War Caster|War caster]] [[Feats|Feat]] grants {{Advantage}} on Concentration Saving Throws.
When taking damage, the caster can only maintain {{Concentration}} by succeeding a [[Constitution]] {{SavingThrow}} (sometimes referred to as a "Concentration Check"). The [[Difficulty Class]] of this {{SavingThrow|CON}} is half of the damage taken, but no less than 10.
* The [[Resilient|Resilient (Constitution)]] [[Feats|Feat]] Grants a +1 to a character's Constitution score as well as granting [[Proficiency]] in all Constitution Saving Throws.
* '''Transmuter's Stone (Constitution)''', a [[Transmutation School]] [[Wizard]] subclass feature, grants the holder of said stone [[Proficiency]] in all Constitution Saving Throws.
* '''Arcane Ward''', an [[Abjuration School]] [[Wizard]] subclass feature, reduces all incoming damage. When the damage is reduced to 0, no Concentration Saving Throws take place.
* [[Bless]] and [[Resistance]] each grant a 1d4 bonus to all Saving Throws. Both are concentration spells themselves, so the casters of these spells are themselves at risk of dropping these spells when taking damage.
* [[Gaseous Form]] grants {{Advantage}} on all Constitution saving throws but also sets the target's Constitution score to 10, and is itself again a concentration spell.
* [[Warding Bond]] grants its target a +1 bonus to all Saving Throws, and persists until long rest and does not require concentration. However it requires the caster of warding bond to take all damage their target does.
* [[Constitution#Advantage_on_Saving_Throws|Several items]] such as {{RarityItem|Spidersilk Armour}} grant {{Advantage}} on Constitution saving throws.


== Concentration Spells ==
== Concentration Spells ==
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==== Level 9 Spells ====
* {{Icon|Ico knownSpells lvl 09.png|24px}} These are special spells only available to [[Non-Player Characters]] or unlockable through unique quests.
{{div col | style = column-width: 18em; list-style-type: none;}}
* [[File:Power Word Kill Icon.png|frameless|upright=0.1|link=Bhaal's Power Word Kill Ritual]] [[Bhaal's Power Word Kill Ritual]]
* [[File:Power Word Kill Icon.png|frameless|upright=0.1|link=Power Word Kill]] [[Power Word Kill]]
{{div col end}}
==== Special NPC Spells ====
* These are special spells only available to [[Non-Player Characters]].
{{div col | style = column-width: 18em; list-style-type: none;}}
* [[File:PassiveFeature Generic Death.png|frameless|upright=0.1|link=Finger of Death]] [[Finger of Death]]
{{div col end}}
==== Special Item Spells ====
* These are special spells granted by equipping certain magic [[items]].
{{div col | style = column-width: 18em; list-style-type: none;}}
* [[File:Action SelunesDream.png|frameless|upright=0.1|link=Selûne's Dream]] [[Selûne's Dream]]
* [[File:Danse Macabre Icon.png|frameless|upright=0.1|link=Danse Macabre]] [[Danse Macabre]]
{{div col end}}


{{NavGameplay}}
{{NavGameplay}}

Revision as of 11:38, 27 October 2023

Concentration Concentration is a special Resource used by certain Spells. A spell with the Concentration tag requires the caster to continuously put focus into the spell in order to maintain its effects. Such spells are called Concentration spells, and this requirement will be clearly labeled with the Concentration Concentration tag in the spell's description. The caster may still do other actions while concentrating, but are at risk of losing said concentration under certain circumstances. If the caster loses Concentration, the spell ends prematurely.

A caster can only concentrate on one spell at a time - said spell will be shown on top of/next to the caster's portrait and in the list of conditions the spellcaster has.

Concentration Saving Throw

Every time a concentrating caster takes damage they do a Concentration Constitution icon.png Constitution Saving throw (sometimes referred to as a "Concentration Check"). The DC of this Constitution saving throw is either 10 or half the number of damage taken, whichever is higher.

Losing Concentration

There are several ways to lose focus and drop the effects of a Concentration Concentration spell:

  • Taking damage and failing the associated Concentration Saving Throw
  • Casting any other spell with the Concentration Concentration tag
  • Entering a Rage Rage
  • Being reduced to 0 hit points (Downed Downed)
  • Being Banished Banished
  • Being affected by Conditions that renders the caster unable to do actions such as Unconsious, Sleeping Sleeping, Incapacitated Incapacitated, Prone Prone, etc. If this happens Concentration is dropped without recourse.
  • Being hit by an Arrow of Arcane Interference
  • Successfully entering the ethereal plane with Blink Blink
  • The caster can also voluntarily end the Concentration effect. Either by casting another Concentration Spell, or by manually ending Concentration.
    • Unlike most actions, the manual ending of concentration can be done at anytime, even amidst someone else's turn. For players this is done via the x button on the concentrated spell's icon next to the caster's main portrait.

Advantage on Concentration Saves

Due to the impact of many Concentration Concentration spells, it is very beneficial for a spellcaster to acquire an Advantage Icon.png Advantage or bonuses for their Concentration Constitution Saving Throws, but this is rather difficult to come by:

  • The War caster Feat grants Advantage Icon.png Advantage on Concentration Saving Throws.
  • The Resilient (Constitution) Feat Grants a +1 to a character's Constitution score as well as granting Proficiency in all Constitution Saving Throws.
  • Transmuter's Stone (Constitution), a Transmutation School Wizard subclass feature, grants the holder of said stone Proficiency in all Constitution Saving Throws.
  • Arcane Ward, an Abjuration School Wizard subclass feature, reduces all incoming damage. When the damage is reduced to 0, no Concentration Saving Throws take place.
  • Bless and Resistance each grant a 1d4 bonus to all Saving Throws. Both are concentration spells themselves, so the casters of these spells are themselves at risk of dropping these spells when taking damage.
  • Gaseous Form grants Advantage Icon.png Advantage on all Constitution saving throws but also sets the target's Constitution score to 10, and is itself again a concentration spell.
  • Warding Bond grants its target a +1 bonus to all Saving Throws, and persists until long rest and does not require concentration. However it requires the caster of warding bond to take all damage their target does.
  • Several items such as Spidersilk Armour grant Advantage Icon.png Advantage on Constitution saving throws.

Concentration Spells

These Spells require Concentration Concentration to cast and maintain.

Cantrips

  • Cantrips are Spells that do not cost Spell Slots to cast.

Level 1 Spells

  • Ico knownSpells lvl 01.png Level 1 Spells are Spells that consume Level 1 Spell Slots when cast.

Level 2 Spells

  • Ico knownSpells lvl 02.png Level 2 Spells are Spells that consume Level 2 Spell Slots when cast.

Level 3 Spells

  • Ico knownSpells lvl 03.png Level 3 Spells are Spells that consume Level 3 Spell Slots when cast.

Level 4 Spells

  • Ico knownSpells lvl 04.png Level 4 Spells are Spells that consume Level 4 Spell Slots when cast.

Level 5 Spells

  • Ico knownSpells lvl 05.png Level 5 Spells are Spells that consume Level 5 Spell Slots when cast.

Level 6 Spells

  • Ico knownSpells lvl 06.png Level 6 Spells are Spells that consume Level 6 Spell Slots when cast.

Non-Concentration Spells

These Spells do not require Concentration Concentration to cast.

Cantrips

  • Cantrips are Spells that do not cost Spell Slots to cast.

Level 1 Spells

  • Ico knownSpells lvl 01.png Level 1 Spells are Spells that consume Level 1 Spell Slots when cast.

Level 2 Spells

  • Ico knownSpells lvl 02.png Level 2 Spells are Spells that consume Level 2 Spell Slots when cast.

Level 3 Spells

  • Ico knownSpells lvl 03.png Level 3 Spells are Spells that consume Level 3 Spell Slots when cast.

Level 4 Spells

  • Ico knownSpells lvl 04.png Level 4 Spells are Spells that consume Level 4 Spell Slots when cast.

Level 5 Spells

  • Ico knownSpells lvl 05.png Level 5 Spells are Spells that consume Level 5 Spell Slots when cast.

Level 6 Spells

  • Ico knownSpells lvl 06.png Level 6 Spells are Spells that consume Level 6 Spell Slots when cast.