Hypnotic GazeClass Actions Charm and Incapacitate a creature. It cannot attack you. It cannot act. You can Maintain your Hypnotic Gaze each turn to extend its duration. 2 turns The condition ends upon taking damage. Melee WIS Save |
|
Action |
Hypnotic Gaze is an Action in Baldur's Gate 3. Hypnotic Gaze is an action learned by Enchantment School wizards at level 2. Actions can be used in both exploration and combat to maneuver across the battlefield or to harm or aid Characters. The actions that a Character can perform are based on their Class and Equipment.
Hypnotic Gaze Information
- Charm and Incapacitate a creature. It cannot attack you. It cannot act.
- You can Maintain your Hypnotic Gaze each turn to extend its duration.
- 2 Turns.
- The condition ends upon taking damage
- Melee
- WIS Save
- Type: Action
How to unlock Hypnotic Gaze
Hypnotic Gaze can be unlocked by the following classes:
- Enchantment School Lvl 2
Hypnotic Gaze Tips & Notes
- Notes & Tips go here
- Anonymous
Some things needs clarification here and I'll gladly provide, taking in the fact that I actually played as an enchanter wizard and used this class action multiple times and can report its usefulness.
For one, this class action draws from your spell save DC, which is good. In the later parts of the game with the right gear it makes the ability pretty reliable. Secondly, the prolongation of this class action is 100% guaranteed, but you need to approach an enemy in melee. Yet you don't need to maintain the melee range in between the casts. This fact also favors late game, when you can unlock Illithid flight and mobility stops to be the problem. Also, this is a class action, not a spell, which means it can be cast while silenced and it can't be prevented by enemy's counterspell (which is massive because usually you need to eliminate all the mages before using disabling spells). Overall, a moderately useful class action which comes very early in the game and becomes progressively more useful later on.
- Anonymous
I believe the benefit is with just 1 failed wisdom save, a dangerous enemy can be permanently disabled at the cost of focusing just one of your character's actions on it. Once applied, unless they're damaged, they are screwed until you decide otherwise.
Think boss fight boss disable until lackeys are dead
- Anonymous
This feature has always been a terrible one -- Enchantment wizards need to go back to being closer to 2e-era, BG1 & 2 style and their feature needs to be one that induces penalties against enemies trying to make saves against their enchantment effects.
Or - this feature needs to simply be able to be cast at range and not require further actions to maintain, only a repeat save at the end of each of the target's turns.
- Anonymous
This is melee range, breaks on damage, usable once per long rest and requires "recasting" it every turn to maintain?
Holy damn that seems bad.
- Anonymous
Heavily nerfed. Can only be cast once per long rest now. So sad.
- Anonymous
what does maintaining the spell mean? Does it require concentration or recasting the spell?
- Anonymous
the break on damage is kind of too much, should at least be a saving throw on damages like tasha's laughter. at least it gives you a second way to immobilize ennemies when your contentration is occupied, but still seems situationnal for me
- Anonymous
Note that unlike in the tabletop game, Hypnotic Gaze is one use per rest. It is *not* available without restriction.
Unfortunately, at least on tactician, the strongest bosses are immune to incapacitation, spell or no
0
+10
-1