Cloud of Daggers

cloud of daggers spells bg3 wiki guide150px 

Lvl 2 Conjuration Spell

4~16 Damage

1d4 icon bg3 wiki guide4d4 damage slashing icon bg3 wiki guideSlashing

Conjure a cloud of spinning daggers that attack anyone inside.

cloud of daggers spells bg3 wiki guide64px10 turns

range icon baldursgate3 wiki guide 25px18m   concentration icon 1 baldursgate3 wiki guide 25pxConcentration

action icon baldursgate3 wiki guide 25pxActionspell slot icon baldursgate3 wiki guide 25pxLevel 2 Spell Slot

Cloud of Daggers is a Spell in Baldur's Gate 3. Cloud of Daggers is a Lvl 2 Spell from the Conjuration school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the enviroment.


Cloud of Daggers Information

  • Effect: Conjure a cloud of spinning daggers that attack anyone inside.
  • Level: Lvl 2 spell.
  • School: Conjuration school.
  • Casting Time: 1 Action
  • Duration: 10 turns
  • Range: 18m 
  • Requires Concentration: Yes
  • Saving Throw: N/A


How to Acquire Cloud of Daggers

Cloud of Daggers can be acquired by the following classes:

Cloud of Daggers can be cast by using the following Items:

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Cloud of Daggers Tips & Notes

  • Notes & Tips go here


Lvl 2 Spells
Aid  ♦  Arcane Lock  ♦  Barkskin  ♦  Blindness  ♦  Blur  ♦  Branding Smite  ♦  Calm Emotions  ♦  Chromatic Orb: Acid (Lvl 2)  ♦  Chromatic Orb: Cold (Lvl 2)  ♦  Chromatic Orb: Fire (Lvl 2)  ♦  Chromatic Orb: Lightning (Lvl 2)  ♦  Chromatic Orb: Poison (Lvl 2)  ♦  Chromatic Orb: Thunder (Lvl 2)  ♦  Crown of Madness  ♦  Darkness  ♦  Darkvision  ♦  Detect Thoughts  ♦  Enhance Ability  ♦  Enlarge - Reduce  ♦  Enthrall  ♦  Flame Blade  ♦  Gust of Wind  ♦  Heat Metal  ♦  Hold Person  ♦  Invisibility  ♦  Knock  ♦  Lesser Restoration  ♦  Magic Weapon  ♦  Melf's Acid Arrow  ♦  Mirror Image  ♦  Misty Step  ♦  Moonbeam  ♦  Pass without Trace  ♦  Phantasmal Force  ♦  Prayer of Healing  ♦  Protection from Poison  ♦  Ray of Enfeeblement  ♦  Scorching Ray  ♦  See Invisibility  ♦  Shadow Blade (Spell)  ♦  Shatter  ♦  Silence  ♦  Spike Growth  ♦  Spiritual Weapon  ♦  Warding Bond  ♦  Web  ♦  Zephyr Break


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    • Anonymous

      Use minor illusion cantrip before you enter battle, to get as many grouped together as possible. Great for the Gnoll fight near risen road. Get 5 of them close up, and WHAM! lol. 20 (average 10x2) each gnoll x 5= 100 point damage to enemy forces. Again, no saving throw, goes thru any AC.

      • Anonymous

        make sure you end concentration (little spell icon beneath character portrait) as the battle ends, party members will walk straight through it when trying to group back up

        • Anonymous

          nothing too new to add, except in my first few plays, this spell is THE life saver! Up to level 2, NOTHING does consistent damage like this spell. Always hits, hits for great damage. No saving throw, doesnt matter if your AC is 27. No elemental resistance possible (fire, posion, etc).

          • Anonymous

            Due to way it's implemented in game you will hit them with the damage when cast and if you keep up concentration; it will also deal the dmg on their turn start, effectively doubling the damage dice. Probably one of the best lvl 2 spells in the game due to this. Enemies also sometimes willingly walk through it if is the only way to reach melee range with you. It is only held back by being a concentration spell and a rather small aoe compared to higher level spells, although the smaller aoe can also be a blessing sometimes to prevent friendly fire. Probably best way to optimise this is to have a way to inflict frightened on people inside it to make sure they stay inside, although it is perfectly viable to just call a different concentration spell afterwards. The only issue with this spell for sorcs is that it is somewhat competing against twinned haste.

            • Anonymous

              best area of effect spell. You are guaranteed to hit every enemy you target with it at least twice, so 8d4=20 damage, no saving throw!

              • Anonymous

                Use with Grease for better effect. This spell does damage on cast and on enemy turn start, so double the damage even if they move out of it. Really good.

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