MoonbeamLevel 2 Evocation Spell 2~20 Damage 2d10Radiant Call down a beam of light that damages any creature that enters the beam or starts its turn in the light. You can use an action to move the beam 18m. On Save: Targets still take half damage. 18m CON Save Concentration |
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Action Level 2 Spell Slot |
Moonbeam is a Spell in Baldur's Gate 3. Moonbeam is a Lvl 2 Spell from the Evocation school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the environment.
Moonbeam Information
- Description: Call down a beam of light that damages any creature that enters the beam or starts its turn in the light. You can use an action to move the beam 18m.
- Level: Lvl 2 Spell
- School: Evocation School
- Casting Time: Action
- Range: 18m
- Requires Concentration: Yes
- Saving Throw: Constitution
- On Save: Targets still take half damage.
How to Acquire Moonbeam
- Moonbeam can be acquired by the following classes:
- Moonbeam can be cast by using the following Items:
Moonbeam Tips & Notes
- Upcast: Cast at 3rd Level or higher, increases damage by 1d10 for each spell slot level above 2nd.
- Unlike in 5e, the spell applies damage on cast, and every time it is moved on top of an enemy, making it very powerful. This may be unintentional.
- Anonymous
Upsetting but understandable that it doesn’t give shapechangers disadvantage on the save
- Anonymous
Doesn’t break Sanctuary. Great for Cleric/Druid multi-class. Can deal damage without being targeted.
- Anonymous
Notes section is incorrect. Moonbeam deals damage on cast in 5e.
"...When a creature [enters the spell’s area for the first time on a turn] or starts its turn there" It is the player's turn who cast the spell and they enter the spells area due to the casting of the spell.
- Anonymous
After the latest patch, it seems like moonbeam inconsistanly does or doesn't do damage on the initial cast. It continues to do damage if the enemy starts its turn inside or moves into it
- Anonymous
Why is my Moonbeam so small and can only target 1 creature while Kagha's can easily hit 3+ creatures? Is this a bug?
- Anonymous
Best way to use this spell is stay at range, moving it as needed, and duck in and out of cover/stealth so you don't break concentration.
- Anonymous
Worth pointing this out, as of time of writing (patch 9) you can not move the moonbeam if you are wild shaped. Still a very powerful spell, just keep this fact in mind if you are a moon druid.
- Anonymous
A good spell if you can keep an enemy locked down in the beam for multiple turns.
Pretty much guaranteed the initial 2D10 damage, which is pretty good for a lvl2 spell, but then you can do that damage over 10 turns if the enemy is paralyzed, entangled, etc.
Or you could shove or thunder wave enemies into the beam as well.
Ok serious question I can't find a damn answer anywhere no matter what I search I'm running a Druid on xbox it says it can be moved for 1 action but that option just doesn't exist on console only recasting and wasting spells slots its that way for literally every spell that says it can be moved for a action the only thing I saw that would have helped was going into the wheel and selecting a empty space and re adding the spell for the move action but even that doesn't work it's getting really frustrating cuz there's a few spells that I want to use but are a complete waste of spell slots because they can't be moved and enemies just leave the area can someone please help
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