ensnaring strike spell baldursgate3 wiki guide 150px 2

Ensnaring Strike

Level 1 Conjuration Spell

Your attack summons thorny vines that possibly Ensnare your target.

ensnaring strike spell baldursgate3 wiki guide 35px 110 turns

icon weapon type bg3 wiki guideMelee con icon baldursgate3 wiki guide 48pxSTR Save  concentration icon 1 baldursgate3 wiki guide 25pxConcentration

 action icon baldursgate3 wiki guide 25pxAction bonus action icon baldursgate3 wiki guide 25pxBonus Action spell slot icon baldursgate3 wiki guide 25pxLevel 1 Spell 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 that possibly Ensnare your target.
  • Ensnared creatures take 1d6 Piercing at the start of each turn.
  • The creature or an ally can use its action to try to tear away the vines.
  • Level: Lvl 1 spell
  • School: Conjuration School
  • Casting Time: bonus action icon baldursgate3 wiki guide 25pxBonus Action
  • Range: Weapon
  • Duration: 10 turns
  • Requires Concentration: Yes
  • Saving Throw: Strength

How to Acquire Ensnaring Strike

Ensnaring Strike can be acquired by the following classes:

Ensnaring Strike can be cast using the following items:

  • ???

Ensnaring Strike Tips & Notes

  • Upcast: When cast as a higher level, the ensnaring condition causes +1d6 damage per spell slot level.
  • Ensnared condition: Cannot move and takes 1d6 Piercing Damage per turn. Attack Rolls against the target have Advantage, while the target's Attack Rolls and Dexterity Saving Throws have Disadvantage. If Ensnaring Strike misses, Bonus Action and Spell Slot is not used.

 

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  ♦  Divine Favour  ♦  Enhance Leap  ♦  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

      I got bored after beating the game and made a 25CD ranger with bounty hunter. I did the calculations and anything with less than +5 to STR saving throws has 0 chance of escaping, with +10 its still only 6.25% chance. Using Rhapsody and bhaalist armor I go invis and they take 30-40 from just standing afk passing turns pretty funny if you are 1v1. Obviously its just a meme build for having fun in my solo run.

      • Anonymous

        Apparently when you upcast this. At lvl 4 this spell cost 1 action. 1 bonus action. 1 iv spell slots and I spell slots.???
        Sure you are not supposed be able to do that. But multi classing is a thing.

        • Anonymous

          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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