divine favor spell evocation bg3 wiki 150px

Divine Favour

Level 1 Evocation Spell

Your weapon attacks deal an additional 1∼4 Radiant Damage.

divine favor spell evocation bg3 wiki 64px3 turns

icon concentration bg3 wiki guideConcentration

 bonus action icon baldursgate3 wiki guide 25pxBonus Action spell slot icon baldursgate3 wiki guide 25pxLevel 1 Spell Slot  

Divine Favour is a Spell in Baldur's Gate 3. Divine Favour is a Lvl 1 Spell from the Evocation school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the environment.

Divine Favour Information

  • Description: Your weapon attacks deal an additional 1∼4 Radiant Damage.
  • LevelLvl 1 spell
  • SchoolEvocation School
  • Casting Time: bonus action icon baldursgate3 wiki guide 25pxBonus Action
  • Range: Self
  • Requires Concentration: Yes
  • Saving Throw: None

How to Acquire Divine Favour

  • Divine Favour can be acquired by the following classes:
  • Divine Favour can be cast by using the following Items:
    • ???

Divine Favour Tips & Notes

  • Notes & Tips go here

 

Lvl 1 Spells
Animal Friendship  ♦  Armour of Agathys  ♦  Arms of Hadar  ♦  Bane  ♦  Bless  ♦  Burning Hands  ♦  Challenge to Duel  ♦  Charm Person  ♦  Chromatic Orb  ♦  Chromatic Orb: Acid (Lvl 1)  ♦  Chromatic Orb: Cold (Lvl 1)  ♦  Chromatic Orb: Fire (Lvl 1)  ♦  Chromatic Orb: Lightning (Lvl 1)  ♦  Chromatic Orb: Poison (Lvl 1)  ♦  Chromatic Orb: Thunder (Lvl 1)  ♦  Colour Spray  ♦  Command (Halt)  ♦  Compelled Duel  ♦  Create or Destroy Water  ♦  Create Water  ♦  Cure Wounds  ♦  Disguise Self  ♦  Dissonant Whispers  ♦  Enhance Leap  ♦  Ensnaring Strike  ♦  Entangle  ♦  Expeditious Retreat  ♦  Faerie Fire  ♦  False Life  ♦  Feather Fall  ♦  Find Familiar  ♦  Find Familiar: Cat  ♦  Find Familiar: Crab  ♦  Find Familiar: Frog  ♦  Find Familiar: Rat  ♦  Find Familiar: Raven  ♦  Find Familiar: Spider  ♦  Fog Cloud  ♦  Goodberry  ♦  Grease  ♦  Guiding Bolt  ♦  Hail of Thorns  ♦  Healing Word  ♦  Hellish Rebuke  ♦  Heroism  ♦  Hex  ♦  Hunter's Mark  ♦  Inflict Wounds  ♦  Jump  ♦  Longstrider  ♦  Mage Armour  ♦  Magic Missile  ♦  Protection from Evil and Good  ♦  Ray of Sickness  ♦  Sanctuary  ♦  Searing Smite (Spell)  ♦  Shield  ♦  Shield of Faith  ♦  Sleep  ♦  Speak with Animals  ♦  Tasha's Hideous Laughter  ♦  Thunderous Smite  ♦  Thunderwave  ♦  Witch Bolt  ♦  Wrathful Smite

 




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    • Anonymous

      Larian messed up how the spell's supposed to work. The wording is 'weapon attacks', not 'melee weapon attacks' in both the book and EVEN the game text. It was supposed to be an option for a ranged paladin/war cleric. Why they also brought it to a 3 turn use is beyond me unless they feared paladins conserving spell slots. I'm very upset though. I was hoping to try a ranged paladin...

      • Anonymous

        Tl;dr with the ring that gives a d4 when concentrating this level 1 spell gives a 2d4 of damage for just a level 1 spell slot and a bonus action.

        I am a level 2 war cleric / level 5 warlock in act 2. I have a ring that gives my melee damage a 1-4 psychic when concentrating. So with that ring and this spell, a bonus action gives me 2 d4 of extra damage and as a warlock with pact of the blade I can attack twice. As a war priest on my next turn I can use the oath point to make a third attack.

        I have a ring that when I use my cantrip it adds my modifier +5 to my melee attacks for the next two turns.

        Eldritch blast something while getting into melee either use now for 3 attacks next turn or do it next turn and I got my melee damage +5 damage +2d4 of damage. That is all without buffs or assistance from other characters.

        • Anonymous

          On the one hand, this is actually a decent amount of damage for a level 1 slot and a bonus action.

          On the other hand, Paladins already get a bunch of free radiant damage from their spell slots with Divine Smite, and Clerics have much better things to do with concentration.

          • Anonymous

            I'd wager the reason its duration is so limited is due to the way it's one of the few ways to get radiant damage and allows you to utilize the Luminous Armor very well.

            • Anonymous

              Not a terrible spell, honestly. You can cast this on yourself while getting other concentration buffs from your camp members. What's nice about it is when you're running machine gun archer builds. That 1-4 damage seems small at first, but when you're laying down 12 bow shots on turn one and rolling an additional 1-4 damage each time, it's going to add up in big ways. And don't worry about the 3 turn limit. Your temporary resources will be burned out by that point anyway so it fits in nicely with the timing from everything else. Your bard double shot charges will be gone by turn 3, your extra attacks from war cleric will be burned, your extra action from fighter will be gone, and if you used a haste potion on the entire team on turn one, that will be burned on turn 3 as well. The timing might seem low at first, but it's just barely long enough for you to **** out a bunch of damage before your archer is outta gas. It was very handy on tactician. I recommend. In some circumstances I used it over hunter's mark due to valuing the action economy over the extra 2 damage that hunter's provides due to not needing to recast with my bonus action. When the spell runs out you can replace it with hunter's after, or if there is only one target then obviously hunter's > this. But this is better if you have a bunch of targets that need to die in a single turn. Just a nice alternative to have in your pocket. Cheers.

              • Anonymous

                Just an early game build idea for folks around this. If you equip a torch as a weapon and have another in your inventory. You can then press the torch icon on the ui. Which will equip the inventory torch to your offhand (as normal). This allows you to dual wield two non-light weapons that essentially have the fire enchant on them both. They will both proc the bonus damage from this spell. And if you dip into Fighter at lvl 2 when on the beach before grabbing the torches in the ruins. You can grab two-weapon fighting to add your strength modifier to your offhand attacks. At level two with this setup and this spell. You'll be doing 1d6+str+1d4+1d4x2. Depending on your strength modifier that averages out to nine damage per weapon each turn. Without accounting for any other modifiers.

                An alternative is to go Druid at lvl 2 and do this same build but use Shillelagh if your strength modifier is low due to stacking wis/con. This will make the main-hand weapon use your wisdom modifier for attack and damage along with making the base damage roll a 1d8. Granted, it does nothing to help your offhand. But there's no negatives other than not having a shield equipped for the +2 ac instead of a chance at all the extra damage.

                • Anonymous

                  it actually is currently lasting for only 3 turns ! not sure if its a bug or intended for only 3 turns and not 10.

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