Ray of Enfeeblement

ray of enfeeblement spell baldursgate3 wiki guide 150px 2

Lvl 2 Necromancy

Weaken a foe: They deal half damage with weapon attacks using Strength.

ray of enfeeblement spell baldursgate3 wiki guide 65px 210 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

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

Ray of Enfeeblement Information

  • Description: Weaken a foe: They deal half damage with weapon attacks using Strength.
  • Level: Lvl 2 spell
  • School: Necromancy School
  • Casting Time: action icon baldursgate3 wiki guide 25pxAction
  • Range: 18m
  • Requires Concentration: Yes
  • Saving Throw: Constitution

How to Acquire Ray of Enfeeblement

  • Ray of Enfeeblement can be acquired by the following classes:
  • Ray of Enfeeblement can be cast by using the following Items:
    • ???

Ray of Enfeeblement 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)  ♦  Cloud of Daggers  ♦  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  ♦  Scorching Ray  ♦  See Invisibility  ♦  Shatter  ♦  Silence  ♦  Spike Growth  ♦  Spiritual Weapon  ♦  Warding Bond  ♦  Web  ♦  Zephyr Break


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    • Anonymous

      Blade ward does everything this does but better and for free.
      Things you want to nerf with this are guaranteed to have high con.
      Also, this is concentration while blindness for example just makes enemies useless for 10 turns potentially, while giving you advantage over them.
      Hold person, command and Blindness wipe the floor with this joke of a spell.

      • Anonymous

        Level 2 Spell Slot with a Con Save and it's concentration. This is more broadly a 5e issue but this is one of those "why spend my concentration slot on this over [x spell]?" situations. Whatever you want to hit with this probably has a decent Con. Spend a level 2 spell slot and use your concentration to maybe halve a dude's damage for 1 turn.

        Just cast Hold Person if it's applicable.

        • Anonymous

          This would be really nifty if it was save-or-suck, but the enemies do get a CON re-save every turn (which, to be fair is how it works in 5e). Just sucks because the tooltip doesn't mention it. Feels less worthwhile with that in mind. If it stuck around it'd help your tank tanking something beefy for a while, as an example.

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