Key Takeaway
Concentration is a common skill mechanic in Baldur’s Gate 3. Certain long-lasting spells require Concentration to cast, and if Concentration is broken, the spell’s effects will wane.
Concentration can be broken by casting another Concentration spell, taking damage, or falling in combat. Spells also have a set time limit and will fall off on their own in a specific amount of turns, or after a Long Rest.
To cast many long-lasting spells and use certain abilities in Baldur’s Gate 3, players must utilize Concentration. Although this vital spell mechanic appears frequently in the game, it isn’t immediately clear what it means and how players can maintain it in the middle of active combat.
Table Of Contents
What Is Concentration in Baldur’s Gate 3?
In order for certain skills and Cantrips to remain active, the player must maintain Concentration. If Concentration is broken, these long-lasting spell effects are lost, and the spell must be recast. If the caster is not interrupted, however, the spell will remain active, and more resources—such as spell slots—won’t be required to maintain their effects.
To identify if a spell requires Concentration, hover over it to see the description. Concentration skills will be tagged as such at the bottom right.
Typically, Concentration spells include ally buffs, enemy debuffs, and battlefield effects such as Silence or Blindness.
How to Maintain Concentration
You’ll need to keep your wits about you to ensure that you don’t lose Concentration in the midst of battle. As mentioned above, you can only have one Concentration spell cast at a time. If you’d like to have two consecutive Concentration spells active, another member of your party can cast one of your choosing. Additionally, you can cast as many non-Concentration spells as you like while still maintaining a Concentration spell.
Each Concentration spell will only last for a certain amount of time. The time is noted in the description, and it’s important to keep in mind that many spells will fall off on their own if you’re not careful. Some spells last a specific number of turns, while others will remain active until your next Long Rest. We’ve included the duration for each spell in the table at the bottom of this page.
When taking damage, your character must succeed in a Constitution Saving Throw in order to maintain Concentration and keep the spell active. Keeping your caster out of range of physical damage or positioning them behind cover to shield them from ranged damage can be vital in a fight.
Selecting the War Caster Feat will grant Advantage on Saving Throws to maintain Concentration, making it a perfect choice for powerful spellcasters.
While it may go without saying, if your character dies, the effects of any Concentration spell will end.
Spells that Require Concentration
Below, we’ve included a list of every spell in Baldur’s Gate 3 requiring Concentration to cast, along with their effect and duration.
Spell | Description | Duration | Category/Level |
---|---|---|---|
Dancing Lights | Create wisps of light that illuminate a 9m radius. | 10 turns | Cantrip |
Friends | Gain Advantage on Charisma Checks against a non-hostile creature. This spell can be cast while you are Silenced. | 10 turns | Cantrip |
Guidance | The target gains a +1d4 bonus to Ability Checks. | 10 turns | Cantrip |
Mage Hand | Create a spectral hand that can manipulate and interact with objects. | Permanent | Cantrip |
Minor Illusion | Create an illusion that compels nearby creatures to investigate. You can remain hidden while casting this spell. This spell can be cast while you are Silenced. | 1 minute | Cantrip |
Resistance | Make a target more resistant to spell effects and conditions: it receives a +1d4 bonus to Saving Throws. | 10 turns | Cantrip |
True Strike | Gain Advantage on your next Attack Roll. | 2 turns | Cantrip |
Bane | Up to 3 creatures receive a -1d4 penalty to Attack Rolls and Saving Throws. | 10 turns | Level 1 |
Bless | Bless up to 3 creatures. They gain a +1d4 bonus to Attack Rolls and Saving Throws. | 10 turns | Level 1 |
Compelled Duel | Compel an enemy to attack only you. It cannot attack other creatures. | 3 turns | Level 1 |
Divine Favor | Your weapon attacks deal an additional 1∼4 Radiant Damage. | 3 turns | Level 1 |
Ensnaring Strike (Melee) | Your attack summons thorny vines that possibly Ensnare your target. | 10 turns | Level 1 |
Ensnaring Strike (Ranged) | Your attack summons thorny vines that possibly Ensnare your target. | 10 turns | Level 1 |
Expeditious Retreat | Gain Dash immediately and as a bonus action on each of your turns until this spell ends. | 1 turn | Level 1 |
Faerie Fire | All targets within the light turn visible, and Attack Rolls against them have Advantage. | 10 turns | Level 1 |
Fog Cloud | The cloud Blinds and Heavily Obscures creatures within it. | 10 turns | Level 1 |
Heroism | Make yourself or a target immune to Frightened and gain 5 temporary hit points each turn. | 10 turns | Level 1 |
Hex | Make your attacks deal an additional 1~6 Necrotic damage to the target and give it Disadvantage on an Ability of your choosing. If the target dies before the spell ends, you can Hex a new creature without expending a spell slot. | N/A | Level 1 |
Hunter's Mark | Mark a creature as your quarry to deal an additional 1-6 whenever you hit it with a weapon attack. | Until Long Rest | Level 1 |
Protection from Evil and Good | Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead. The target can't be Charmed, Frightened, or possessed by them, and when these creatures attack it, they have Disadvantage. | Until Long Rest | Level 1 |
Searing Smite | Deal an extra 1~6 Fire Damage and set your target on fire: It takes 1~6 Fire damage every turn. | 10 turns | Level 1 |
Shield of Faith | Protect a creature from attacks: increases its Armor Class by 2. | Until Long Rest | Level 1 |
Tasha's Hideous Laughter | Leave a creature Prone with laughter, without the ability to get up. | 10 turns | Level 1 |
Witch Bolt | Link yourself to a target with a bolt of lightning. Deal an additional 1~12 Lightning damage each turn by activating it using your Action. | N/A | Level 1 |
Wrathful Smite | Possibly Frightens your target. They will be easier to hit and cannot move. | 2 turns | Level 1 |
Blur | Attackers have Disadvantage on Attack Rolls against you. | 10 turns | Level 2 |
Branding Smite | Possibly marks your target with light, preventing it from turning Invisible. | 10 turns | Level 2 |
Calm Emotions | Humanoids can't be Charmed, Frightened, or become enraged. | 10 turns | Level 2 |
Cloud of Daggers | Conjure a cloud of spinning daggers that attack anyone inside. | 10 turns | Level 2 |
Crown of Madness | Instill madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied. | 3 turns | Level 2 |
Darkness | Create a cloud of magical darkness that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of it. | 10 turns | Level 2 |
Detect Thoughts | Focus your mind to read the thoughts of certain creatures while talking to them. | Until Long Rest | Level 2 |
Enhance Ability | Bestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability. | N/A | Level 2 |
Enlarge-Reduce | Make a creature larger or smaller to affect their weapon damage and Strength Checks and Saving Throws. | 10 turns | Level 2 |
Flaming Sphere | Summon a flaming sphere that damages nearby enemies and objects. You can move the sphere. It emits a bright light. | N/A | Level 2 |
Heat Metal | Cause a metal weapon or armor to glow red-hot and force the creature touching it to let go or receive Disadvantage on Attack Rolls and Ability Checks. | 10 turns | Level 2 |
Hold Person | Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits. | 10 turns | Level 2 |
Invisibility | Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage. | 10 turns | Level 2 |
Magic Weapon | Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls. | Until Long Rest | Level 2 |
Moonbeam | Call down a beam of light that damages any creature that enters the beam or starts its turn in the light. You can use an action to move the beam 18m. | N/A | Level 2 |
Pass Without Trace | Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth Checks. | Until Long Rest | Level 2 |
Phantasmal Force | Deal damage to a creature each turn. The type of damage changes to the last type the creature suffered. | N/A | Level 2 |
Ray of Enfeeblement | Weaken a foe: They deal half damage with weapon attacks using Strength. | 10 turns | Level 2 |
Silence | Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage. | 100 Turns | Level 2 |
Spike Growth | Shape a piece of ground into hard spikes. Movement is halved. A creature walking on the spikes takes 2~8 Piercing damage for every 1.5m it moves. | 100 Turns | Level 2 |
Web | Cover an area in thick, flammable webbing that slows creatures within and possibly Enwebs them. | 10 turns | Level 2 |
Beacon of Hope | Your allies will regain the maximum hit points possible when healed. They also gain Advantage on Wisdom Saving Throws and Death Saving Throws. | 10 turns | Level 3 |
Bestow Curse | Curse a creature with your touch. The curse either bestows Disadvantage on checks and Saving Throws or attacks, lets you deal additional damage to the target, or robs it of its actions. | 10 turns | Level 3 |
Call Lightning | Lightning strikes all targets within range. Then for 10 turns, you can call down lightning again without expending a spell slot. | 10 turns | Level 3 |
Fear | Project an image so frightening it makes targets drop their weapons and become Fearful. They will be easier to hit and cannot move. If the target ends their turn where they can't see you, they can make another Saving Throw to shake off their fear. | 2 turns | Level 3 |
Fly | Bestow the ability to Fly upon yourself or an ally. | 10 turns | Level 3 |
Gaseous Form | Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage. The cloud has Advantage on Constitution, Dexterity, and Strength Saving Throws. | Until Long Rest | Level 3 |
Haste | Target yourself or an ally to become Hastened: Gain an action, become faster and harder to hit. | 10 turns | Level 3 |
Hunger of Hadar | Creatures within this black sphere are Blinded and take damage at the end of their turn and the start of their turn. Creatures starting their turn in the area take 2~12 Cold damage. Creatures ending their turn in the area possibly take 2~12 Acid damage. The area is Difficult Terrain. | 10 turns | Level 3 |
Hypnotic Pattern | Hypnotize creatures that can see the pattern. They cannot attack you. They cannot move or act. This spell can be cast while you are Silenced. | 2 turns | Level 3 |
Protection from Energy | Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. | N/A | Level 3 |
Sleet Storm | Call forth a storm that disrupts the Concentration of spellcasters, douses fires, and creates an ice surface. | 10 turns | Level 3 |
Spirit Guardians | Call forth spirits to protect the area around you. Nearby enemies take 3~24 Radiant damage or 3~24 Necrotic damage per turn, and their movement speed is halved. On Save: Targets still take half damage. | 10 turns | Level 3 |
Stinking Cloud | Create a cloud of gas so nauseating it prevents creatures from taking actions. | 10 turns | Level 3 |
Strategy is the key to success in Baldur’s Gate 3, and knowing when to cast and hold a specific Concentration spell can help to give your party the edge in battle. Pair your spell-slinging proficiency with the perfect party and you’ll become an unstoppable force as you traverse the Forgotten Realms.