Ensnaring Strike

ensnaring_strike_spell_baldursgate3_wiki_guide_150px_2

Lvl 1 Conjuration

Your attack summons thorny vines, dealing 1d6+3 percing and possibly Ensnaring your target.
Ensnared creatures take 1d6 Percing at the start of each turn. The creature or an ally can use its action to try and tear away the vines.


attack_save_icon_1_baldursgate3_wiki_guide_25pxAttack/Save: Ranged Attack
concentration_icon_1_baldursgate3_wiki_guide_25pxConcentration: Required
range_icon_baldursgate3_wiki_guide_25pxRange: 18m

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Action +spell_slot_icon_baldursgate3_wiki_guide_25pxSpell Slot

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

 

Ensnaring Strike Information

  • Description: Your attack summons thorny vines, dealing 1d6+3 percing and possibly Ensnaring your target.
  • Ensnared creatures take 1d6 Percing at the start of each turn.
  • The creature or an ally can use its action to try and tear away the vines.
  • Level: Lvl 1 spell
  • School: Conjuration School
  • Casting Time: bonus_action_icon_baldursgate3_wiki_guide_25pxBonus Action
  • Range: 18m
  • Target: Creature
  • Duration: 10 turns
  • Requires Concentration: Yes
  • Saving Throw: Ranged Attack

 

How to Acquire Ensnaring Strike

Ensnaring Strike can be acquired by the following classes:

Ensnaring Strike can be cast by using the following Items:

 

Ensnaring Strike Tips & Notes

  • Notes & Tips go here

 

Lvl 1 Spells
Alarm  ♦  Animal Friendship  ♦  Armor of Agathys  ♦  Armour of Agathys  ♦  Arms of Hadar  ♦  Bane  ♦  Bless  ♦  Burning Hands  ♦  Charm Person  ♦  Chromatic Orb  ♦  Chromatic Orb: Acid (Lvl 1)  ♦  Chromatic Orb: Cold (Lvl 1)  ♦  Chromatic Orb: Fire (Lvl 1)  ♦  Chromatic Orb: Lightning (Lvl 1)  ♦  Color Spray  ♦  Colour Spray  ♦  Command  ♦  Command (Halt)  ♦  Compelled Duel  ♦  Comprehend Languages  ♦  Create or Destroy Water  ♦  Create Water  ♦  Cure Wounds  ♦  Detect Evil and Good  ♦  Detect Magic  ♦  Detect Poison and Disease  ♦  Disguise Self  ♦  Dissonant Whispers  ♦  Divine Favor  ♦  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  ♦  Identify  ♦  Illusory Script  ♦  Inflict Wounds  ♦  Jump  ♦  Longstrider  ♦  Mage Armor  ♦  Mage Armour  ♦  Magic Missile  ♦  Protection from Evil and Good  ♦  Purify Food and Drink  ♦  Ray of Sickness  ♦  Sanctuary  ♦  Searing Smite  ♦  Shield  ♦  Shield of Faith  ♦  Silent Image  ♦  Sleep  ♦  Speak with Animals  ♦  Tasha's Hideous Laughter  ♦  Tenser's Floating Disk  ♦  Thunderous Smite  ♦  Thunderwave  ♦  Unseen Servant  ♦  Witch Bolt  ♦  Wrathful Smite

 




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    • Anonymous

      04 Nov 2020 02:58  

      Ensnaring Strike spell can be cast as a melee or ranged attack. It uses an action + spell slot, not a bonus action. It does weapon damage + bonus damage from Stat abilities. At the beginning of their turn an ensnared person/creature takes 1d6 piercing damage. The initial attack can proc colossus slayer however the ensnared damage every turn does not. It requires a melee/ranged attack to hit, after which the person attacked makes a str save vs your spell casting DC (10+wis). A friendly unit can use the Help action to free an ensnared target however the target cannot free itself unless it passes a str check made at the beginning of each turn. The ensnaring effect also requires concentration to cast and maintain. Even if the ensnare is resisted, it still uses concentration meaning it is not compatible with hunters mark or other spells that require your concentration.

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