CommandLevel 1 Enchantment Spell Command a creature to flee, move closer, freeze, drop to the ground, or drop its weapon. 1 turn 18m WIS Save |
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Action Level 1 Spell Slot |
Command (Halt) is a Spell in Baldur's Gate 3. Command (Halt) is a Lvl 1 Spell from the Enchantment school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the environment.
Baldur's Gate 3 Command (Halt) Information
- Description: Command a creature to flee, move closer, freeze, drop to the ground or drop their weapon.
- Level: Lvl 1 spell
- School: Enchantment School
- Casting Time: Action
- Range: 18m/60ft
- Requires Concentration: No
- Saving Throw: Wisdom
- Additional Details: None
Command: Halt (Condition)
Duration: 1 Turn
Cannot move or act.
Baldur's Gate 3 Command: Halt variants comparison table
Command: Halt has up to 15 different variants to choose from. This allows players to have more tools at their disposal when casting this Spell against any type of enemy.
NAME |
INFO |
EFFECT |
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1 Turn |
Command a creature to halt, preventing it from moving or taking actions, bonus actions, or reactions. |
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1 Turn |
Command 2 creatures to halt, preventing them from moving or taking actions, bonus actions, or reactions. Affect an additional target per level. |
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1 Turn 18m 9m WIS Save |
Command 3 creatures to halt, preventing them from moving or taking actions, bonus actions, or reactions. |
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1 Turn |
Command a creature to drop their weapon on its turn and do nothing else. |
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1 Turn 18m 9m WIS Save |
Command 3 creatures to drop their weapon on their turn and do nothing else. Affect an additional target per level. |
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1 Turn 18m 9m WIS Save |
Command 3 creatures to drop their weapon on their turn and do nothing else. Affect an additional target per level. |
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1 Turn 18m WIS Save |
Command a creature to fall Prone on its turns. |
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18m 9m WIS Save |
Command 2 creatures to fall Prone on their turns. Affect an additional target per level. |
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18m 9m WIS Save |
Command 3 creatures to fall Prone on their turns. Affect an additional target per level. |
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1 Turn 18m 9m WIS Save |
Command a creature to flee from you on its turn and do nothing else. |
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18m 9m WIS Save |
Command 2 creatures to flee from you on their turn and do nothing else. Affect an additional target per level. |
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18m 9m WIS Save |
Command 3 creatures to flee from you on their turn and do nothing else. Affect an additional target per level. |
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1 Turn 18m WIS Save |
Command a creature to move towards you on its turn and do nothing else. |
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18m 9m WIS Save |
Command 2 creatures to move towards you on their turn and do nothing else. Affect an additional target per level. |
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18m 9m WIS Save |
Command 3 creatures to move towards you on their turn and do nothing else. Affect an additional target per level. |
How to Acquire Command (Halt) in BG3
Command (Halt) can be acquired by the following classes:
- Cleric
- Paladin
- Warlock (The Fiend Subclass)
- Knowledge Domain (Cleric Subclass)
- Life Domain (Cleric Subclass)
- Light Domain (Cleric Subclass)
- Trickery Domain (Cleric Subclass)
- Tempest Domain (Cleric Subclass)
- Nature Domain (Cleric Subclass)
- War Domain (Cleric Subclass)
- Oath of Devotion (Paladin Subclass)
- Oath of the Ancients (Paladin Subclass)
- Oath of Vengeance (Paladin Subclass)
Command (Halt) can be cast by using the following Items:
- ???
Command (Halt) Tips & Notes in Baldur's Gate 3
Differences from 5th Edition D&D:
- In 5E, command specifies five options: approach, drop, flee, grovel, and halt. In addition, any one-word command that a player can think of may be used.
- In 5E, command cannot affect Undead creatures.
- Anonymous
This spell is super strong and has no diminishing scaling when upcasted.
Approach/Flee/Halt : Stun the enemy, completely skipping their turn but manipulating their movement, allowing for you to lure them into hazards or provoke opportunity attacks.
Drop : Enemies with only 1 weapon will basically be taken out of a fight completely. Great for forcing archers to approach.
Grovel : This one is good but much more situational. It gives you advantage on attacks against groveling enemies but they will get back up on their turn so you want to pay attention to the initiative order. Don't use this on an enemy if their turn is about to come up, do it their turn was right before yours. Other than that, it just halves their movement on their turn.
- Anonymous
- Anonymous
flaming bitches can destroy you easily by spamming this crap sp kill the ones with shield and hammer asap
- Anonymous
upscales for more targets and available at level 1, or several level 1 dips
and its the best spell
- Anonymous
- Anonymous
Pick 1 level of either warlock (fiend pact) or cleric on an enchantment wizard for this. Turns out you can use your wizard spell slots to cast it, and using the enchantment wizard ability, you can use have this spell target two enemies while using only a single level 1 spell slots, allowing you to effectively shut down 2 enemies per turn. Tested it today.
- Anonymous
why Archfey sub cant take this spell? its rly funny when fiend which mean destroy and kill everyone have enchanments spell. Brain dead.
- Anonymous
- Anonymous
- Anonymous
When used properly this spell is scary effective at shutting down/killing enemies. Drop & Grovel are the most immediately strong (for obvious reasons), but flee, and approach can tear apart enemies that are in things like Spike Growth.
- Anonymous
I dont think people are exploiting the (Drop) feature of this spell enough. It lets you make any creature wielding a weapon or something in their hands drop it. If u go into turn based mode and use a rogue/sneak you'll be able to pick up the weapons too. Sometimes it considered stealing, but sometimes its a quest item and its circumvented. This feature is good to get the Lantern from Kraniss the Drider without fighting him or Boss/Npcs that are holding magic weapons that you wanna take without killing them.
- Anonymous
Seems to break Concentration as well for some reason (Halt was able to stop Hex at least, although by its description alone this is possibly an unintended effect since it is supposed to stop BA, Action, and Reactions). Kind of OP for that reason alone since it bypasses the damage roll with a much easier Save roll.
- Anonymous
Best spell in the game. Lvl 1 and can disable almost anyone by making them lie on the ground.
If it's enemy with a weapon this spell makes them completely useless (they don't grab their weapon from the ground and just continue fight with fists)
- Anonymous
Can be used to get the special great sword from commander zhalk.
DROP can get an amazing sword at waukens rest, the npc at the left of the door has a +1 greatsword that has +1d4 to enemies w/o full health (thats like %95 of the time). You can get this at level TWO if you know the map well. Paly + savage attacker and you get 6 damage rerolls (2d6+1d4+ dip + 2d8 smite). Wreck em' even on Honor.
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