Characters in Baldur's Gate 3 in the battle against Ketheric Thorm.

Baldur’s Gate 3: Concentration Explained

Wiggling your fingers and muttering an incantation just isn't enough.

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Carley is a professional JP-EN translator and writer currently based in Des Moines, Iowa. She has written hundreds of articles for popular sites such as Siliconera, Gameranx, and Otaquest, and has been playing games nonstop since 1996.

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Reyadh is a writer of fantasy, horror, and science fiction who loves to play video games full of monsters and magic. When he's not scribing unique and unrelenting speculative fiction or slaying demons in virtual worlds, he is writing strategy guides to help others reach their gaming goals.

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.

    Where to find the Concentration marker on applicable spells in Baldur's Gate 3.

    Typically, Concentration spells include ally buffs, enemy debuffs, and battlefield effects such as Silence or Blindness.

    It’s not possible to maintain multiple Concentration spells at once. Only one Concentration spell can be active at a time. For example, if a Cleric were to cast Bane on an enemy party during one turn, and then cast Bless their own party members the next, the effects of Bane would be canceled.

    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.

    The location of the Concentration tag and length of spell duration in Baldur's Gate 3.

    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.

    Dancing LightsCreate wisps of light that illuminate a 9m radius.10 turnsCantrip
    FriendsGain Advantage on Charisma Checks against a non-hostile creature. This spell can be cast while you are Silenced.10 turnsCantrip
    GuidanceThe target gains a +1d4 bonus to Ability Checks.10 turnsCantrip
    Mage HandCreate a spectral hand that can manipulate and interact with objects.PermanentCantrip
    Minor IllusionCreate 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 minuteCantrip
    ResistanceMake a target more resistant to spell effects and conditions: it receives a +1d4 bonus to Saving Throws.10 turnsCantrip
    True StrikeGain Advantage on your next Attack Roll.2 turnsCantrip
    BaneUp to 3 creatures receive a -1d4 penalty to Attack Rolls and Saving Throws.10 turnsLevel 1
    BlessBless up to 3 creatures. They gain a +1d4 bonus to Attack Rolls and Saving Throws.10 turnsLevel 1
    Compelled DuelCompel an enemy to attack only you. It cannot attack other creatures.3 turnsLevel 1
    Divine FavorYour weapon attacks deal an additional 1∼4 Radiant Damage.3 turnsLevel 1
    Ensnaring Strike (Melee)Your attack summons thorny vines that possibly Ensnare your target.10 turnsLevel 1
    Ensnaring Strike (Ranged)Your attack summons thorny vines that possibly Ensnare your target.10 turnsLevel 1
    Expeditious RetreatGain Dash immediately and as a bonus action on each of your turns until this spell ends.1 turnLevel 1
    Faerie FireAll targets within the light turn visible, and Attack Rolls against them have Advantage.10 turnsLevel 1
    Fog CloudThe cloud Blinds and Heavily Obscures creatures within it.10 turnsLevel 1
    HeroismMake yourself or a target immune to Frightened and gain 5 temporary hit points each turn.10 turnsLevel 1
    HexMake 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/ALevel 1
    Hunter's MarkMark a creature as your quarry to deal an additional 1-6 whenever you hit it with a weapon attack.Until Long RestLevel 1
    Protection from Evil and GoodProtect 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 RestLevel 1
    Searing SmiteDeal an extra 1~6 Fire Damage and set your target on fire: It takes 1~6 Fire damage every turn.10 turnsLevel 1
    Shield of FaithProtect a creature from attacks: increases its Armor Class by 2.Until Long RestLevel 1
    Tasha's Hideous LaughterLeave a creature Prone with laughter, without the ability to get up.10 turnsLevel 1
    Witch BoltLink 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/ALevel 1
    Wrathful SmitePossibly Frightens your target. They will be easier to hit and cannot move.2 turnsLevel 1
    BlurAttackers have Disadvantage on Attack Rolls against you.10 turnsLevel 2
    Branding SmitePossibly marks your target with light, preventing it from turning Invisible.10 turnsLevel 2
    Calm EmotionsHumanoids can't be Charmed, Frightened, or become enraged.10 turnsLevel 2
    Cloud of DaggersConjure a cloud of spinning daggers that attack anyone inside.10 turnsLevel 2
    Crown of MadnessInstill madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.3 turnsLevel 2
    DarknessCreate a cloud of magical darkness that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of it.10 turnsLevel 2
    Detect ThoughtsFocus your mind to read the thoughts of certain creatures while talking to them.Until Long RestLevel 2
    Enhance AbilityBestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability.N/ALevel 2
    Enlarge-ReduceMake a creature larger or smaller to affect their weapon damage and Strength Checks and Saving Throws.10 turnsLevel 2
    Flaming SphereSummon a flaming sphere that damages nearby enemies and objects. You can move the sphere. It emits a bright light.N/ALevel 2
    Heat MetalCause 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 turnsLevel 2
    Hold PersonHold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits.10 turnsLevel 2
    InvisibilityTouch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage.10 turnsLevel 2
    Magic WeaponInfuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls.Until Long RestLevel 2
    MoonbeamCall 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/ALevel 2
    Pass Without TraceCall forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth Checks.Until Long RestLevel 2
    Phantasmal ForceDeal damage to a creature each turn. The type of damage changes to the last type the creature suffered.N/ALevel 2
    Ray of EnfeeblementWeaken a foe: They deal half damage with weapon attacks using Strength.10 turnsLevel 2
    SilenceCreate a sound-proof sphere. All within are Silenced and Immune to Thunder damage.100 TurnsLevel 2
    Spike GrowthShape 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 TurnsLevel 2
    WebCover an area in thick, flammable webbing that slows creatures within and possibly Enwebs them.10 turnsLevel 2
    Beacon of HopeYour allies will regain the maximum hit points possible when healed. They also gain Advantage on Wisdom Saving Throws and Death Saving Throws.10 turnsLevel 3
    Bestow CurseCurse 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 turnsLevel 3
    Call LightningLightning strikes all targets within range. Then for 10 turns, you can call down lightning again without expending a spell slot.10 turnsLevel 3
    FearProject 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 turnsLevel 3
    FlyBestow the ability to Fly upon yourself or an ally.10 turnsLevel 3
    Gaseous FormTransform 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 RestLevel 3
    HasteTarget yourself or an ally to become Hastened: Gain an action, become faster and harder to hit.10 turnsLevel 3
    Hunger of HadarCreatures 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 turnsLevel 3
    Hypnotic PatternHypnotize 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 turnsLevel 3
    Protection from EnergyTouch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage.N/ALevel 3
    Sleet StormCall forth a storm that disrupts the Concentration of spellcasters, douses fires, and creates an ice surface.10 turnsLevel 3
    Spirit GuardiansCall 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 turnsLevel 3
    Stinking CloudCreate a cloud of gas so nauseating it prevents creatures from taking actions.10 turnsLevel 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.

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