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Animal Friendship: Difference between revisions

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[[Category:Spells]][[Category:Level 1 Spells]]
[[Category:Spells]][[Category:Level 1 Spells]]


[[File:Animal Friendship Icon 2.png|upright=0.8|thumb|right|{{AbilityInfobox
[[File:Animal Friendship Icon.png|upright=0.8|thumb|right|{{AbilityInfobox
| title = <div style="font-size:105%; font-family:Georgia;">''"Charm a beast and convince it you mean no harm. Prerequisite: the beast cannot have an intelligence of 4 or higher. The spell ends if you or one of your companions harms the beast. Once the spell ends, the creature knows it was Charmed and might attack the spellcaster."''</div>
| title = <div style="font-size:105%; font-family:Georgia;">''"Charm a beast and convince it you mean no harm. Prerequisite: the beast cannot have an intelligence of 4 or higher. The spell ends if you or one of your companions harms the beast. Once the spell ends, the creature knows it was Charmed and might attack the spellcaster."''</div>
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* Prerequisite: {{C|[[File:Prerequisite Icon.png|frameless|upright=0.1]] The beast's intelligence score cannot be 4 or higher.}}
* Prerequisite: {{C|[[File:Prerequisite Icon.png|frameless|upright=0.1]] The beast's intelligence score cannot be 4 or higher.}}
* Range: {{C|[[File:Range Icon 2.png|frameless|upright=0.1]] 18m / 60ft}}
* Range: {{C|[[File:Range Icon.png|frameless|upright=0.1]] 18m / 60ft}}


{| role="presentation" class="wikitable"
{| role="presentation" class="wikitable"

Revision as of 15:41, 16 July 2023

Animal Friendship is a Enchantment 1st Level Spell. This spell allows spellcasters to magically charm an animal and make it becomes non-hostile toward the casters.

"Charm a beast and convince it you mean no harm. Prerequisite: the beast cannot have an intelligence of 4 or higher. The spell ends if you or one of your companions harms the beast. Once the spell ends, the creature knows it was Charmed and might attack the spellcaster."

Action Icon.png Action Spell Slot Icon.png Level 1 Spell Slot

Range 18m / 60ft
School Enchantment
Saving Throw Wisdom
Concentration None
Condition Charmed
Duration 10 turns
Class Bard, Druid, Ranger

Description

Charm a beast and convince it you mean no harm.

Prerequisite: the beast cannot have an intelligence of 4 or higher. The spell ends if you or one of your companions harms the beast.

Once the spell ends, the creature knows it was Charmed and might attack the spellcaster.

Properties

Action Icon.png Action + Spell Slot Icon.png Level 1 Spell Slot

Available to level 1 Bard, Druid, and level 2 Ranger.

  • Prerequisite: Prerequisite Icon.png The beast's intelligence score cannot be 4 or higher.
  • Range: Range Icon.png 18m / 60ft

Notes