CommandLevel 1 Enchantment Spell Command a creature to flee, move closer, freeze, drop to the ground, or drop its weapon.
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Command (Halt) is a Spell in Baldur's Gate 3. Command (Halt) is a Lvl 1 Spell from the Enchantment school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the environment.
Baldur's Gate 3 Command (Halt) Information
- Description: Command a creature to flee, move closer, freeze, drop to the ground or drop their weapon.
- Level: Lvl 1 spell
- School: Enchantment School
- Casting Time:
Action - Range: 18m/60ft
- Requires Concentration: No
- Saving Throw: Wisdom
- Additional Details: None
Command: Halt (Condition)
Duration: 1 Turn
Cannot move or act.
Baldur's Gate 3 Command: Halt variants comparison table
Command: Halt has up to 15 different variants to choose from. This allows players to have more tools at their disposal when casting this Spell against any type of enemy.
NAME |
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EFFECT |
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Command a creature to halt, preventing it from moving or taking actions, bonus actions, or reactions. |
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Command 2 creatures to halt, preventing them from moving or taking actions, bonus actions, or reactions. |
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Command 3 creatures to halt, preventing them from moving or taking actions, bonus actions, or reactions. | |
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Command a creature to drop their weapon on its turn and do nothing else. |
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Command 3 creatures to drop their weapon on their turn and do nothing else. |
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Command 3 creatures to drop their weapon on their turn and do nothing else. |
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Command a creature to fall Prone on its turns. | |
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Command 2 creatures to fall Prone on their turns. |
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Command 3 creatures to fall Prone on their turns. |
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Command a creature to flee from you on its turn and do nothing else. | |
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Command 2 creatures to flee from you on their turn and do nothing else. |
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Command 3 creatures to flee from you on their turn and do nothing else. |
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Command a creature to move towards you on its turn and do nothing else. | |
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Command 2 creatures to move towards you on their turn and do nothing else. |
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Command 3 creatures to move towards you on their turn and do nothing else. |
How to Acquire Command (Halt) in BG3
- Command (Halt) can be acquired by the following classes:
- Command (Halt) can be cast by using the following Items:
- Gauntlet of the Tyrant
- Netherstone-Studded Gauntlet
- Salty Scimitar
- ???
Command (Halt) Tips & Notes in Baldur's Gate 3
Differences from 5th Edition D&D:
- In 5E, command specifies five options: approach, drop, flee, grovel, and halt. In addition, any one-word command that a player can think of may be used.
- In 5E, command cannot affect Undead creatures.
AnonymousThis spell is super strong and has no diminishing scaling when upcasted.
Approach/Flee/Halt : Stun the enemy, completely skipping their turn but manipulating their movement, allowing for you to lure them into hazards or provoke opportunity attacks.
Drop : Enemies with only 1 weapon will basically be taken out of a fight completely. Great for forcing archers to approach.
Grovel : This one is good but much more situational. It gives you advantage on attacks against groveling enemies but they will get back up on their turn so you want to pay attention to the initiative order. Don't use this on an enemy if their turn is about to come up, do it their turn was right before yours. Other than that, it just halves their movement on their turn.
Anonymous
Anonymousflaming bitches can destroy you easily by spamming this crap sp kill the ones with shield and hammer asap

Anonymousupscales for more targets and available at level 1, or several level 1 dips
and its the best spell
Anonymous
AnonymousPick 1 level of either warlock (fiend pact) or cleric on an enchantment wizard for this. Turns out you can use your wizard spell slots to cast it, and using the enchantment wizard ability, you can use have this spell target two enemies while using only a single level 1 spell slots, allowing you to effectively shut down 2 enemies per turn. Tested it today.

Anonymouswhy Archfey sub cant take this spell? its rly funny when fiend which mean destroy and kill everyone have enchanments spell. Brain dead.

Anonymous
Anonymous
AnonymousWhen used properly this spell is scary effective at shutting down/killing enemies. Drop & Grovel are the most immediately strong (for obvious reasons), but flee, and approach can tear apart enemies that are in things like Spike Growth.

AnonymousI dont think people are exploiting the (Drop) feature of this spell enough. It lets you make any creature wielding a weapon or something in their hands drop it. If u go into turn based mode and use a rogue/sneak you'll be able to pick up the weapons too. Sometimes it considered stealing, but sometimes its a quest item and its circumvented. This feature is good to get the Lantern from Kraniss the Drider without fighting him or Boss/Npcs that are holding magic weapons that you wanna take without killing them.

AnonymousSeems to break Concentration as well for some reason (Halt was able to stop Hex at least, although by its description alone this is possibly an unintended effect since it is supposed to stop BA, Action, and Reactions). Kind of OP for that reason alone since it bypasses the damage roll with a much easier Save roll.

AnonymousBest spell in the game. Lvl 1 and can disable almost anyone by making them lie on the ground.
If it's enemy with a weapon this spell makes them completely useless (they don't grab their weapon from the ground and just continue fight with fists)
AnonymousCan be used to get the special great sword from commander zhalk.






DROP can get an amazing sword at waukens rest, the npc at the left of the door has a +1 greatsword that has +1d4 to enemies w/o full health (thats like %95 of the time). You can get this at level TWO if you know the map well. Paly + savage attacker and you get 6 damage rerolls (2d6+1d4+ dip + 2d8 smite). Wreck em' even on Honor.
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