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All spells in Baldur’s Gate 3

Updated: Sep 6, 2023 10:56 am
All spells in Baldur’s Gate 3

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Do you want to know what all the spells in Baldur’s Gate 3 are? There are a ton of spells in the game for you to try out. Some classes like Wizard and Cleric can change their spells between fights so you can try more of them out.

There are many skills and abilities to choose from in Baldur’s Gate 3. The spells that you get can do everything from damage foes to help you traverse the world. You can even use spells to protect you from environmental hazards like Noxious Fumes.

Each time you level up in Baldur’s Gate 3, you will get stronger. This often leads to getting more powerful spells that you can utilize in and out of combat. There are many spells to choose from. Here are all the spells in Baldur’s Gate 3.

Baldur’s Gate 3 – Spell List

The spells in Baldur’s Gate 3 range from cantrips which are spells that don’t have a limit on their use. Leveled spells, on the other hand, require spells slots to use. When you run out of spell slots, you will be unable to use spells stronger than cantrips. Below are lists of all the available spells in Baldur’s Gate 3. Each spell has the description given from the game.

All Cantrips in Baldur’s Gate 3

SpellSchoolCasting TimeDescription
Acid SplashConjurationActionThrow a bubble of acid that damages each creature it hits. Deals 1D6 acid damage.
18m range
DEX Save
Blade Ward AbjurationActionTake only half of the damage from Bludgeoning, Piercing, and Slashing attacks.
Lasts two turns
Bone ChillNecromancyAction1d8 Necrotic
Prevent the target from healing until your next turn. An undead target receives disadvantage on Attack Rolls.
18m range
Dancing LightsEvocationActionIlluminate a nine meter radius.
Lasts 10 turns
18m range
Concentration
Eldritch BlastEvocationAction1D10 Force damage
Conjure beam(s) of crackling energy.
The spell creates more than one beam when you reach higher levels: two beams at 5th level and three beams at 11th level. Each beam is rolled separately.
18m range
Attack Roll
Fire BoltEvocationAction 1D10 Fire damage
Hurl a mote of fire.
18m range
FriendsEnchantmentActionGain Advantage on Charisma Checks against a non-hostile creature. Once the spell ends, the creature knows it was Charmed and might accuse the spellcaster.
Lasts 10 turns
9m range
concentration
Githyanki Psionics: Mage HandConjurationActionCreate an invisible spectral hand that can manipulate and interact with objects.
18m range
Concentration
GuidanceDivinationActionThe target gains a +1d4 bonus to Ability Checks.
Lasts 10 turns
Melee range
Concentration
LightEvocationActionInfuse an object with an aura of light.
Lasts until Long Rest
Melee Range
DEX Save
Mage HandConjurationActionCreate a spectral hand that can manipulate and interact with objects.
Lasts 10 turns
18m range
Minor IllusionIllusionActionCreate an illusory image that distracts nearby creatures, compelling them to investigate.
You can remain hidden while casting this spell.
Lasts 10 turns
18m range
Poison SprayConjurationAction1D12 Poison damage
Project a puff of noxious gas.
3m range
CON save
Produce FlameConjurationActionA flickering flame appears in your hand. It sheds bright light in a 3m radius and deals 1d8 Fire damage when thrown.
Throwing the flame immediately after you conjure it does not cost an action. Extinguishing or throwing it on subsequent turns costs an action
Ray of FrostConjurationAction1D8 Cold damage
Reduce the target’s Movement Speed by 3m.
Lasts one turn
18m range
ResistanceAbjurationActionMake a target more resistant to spell effects and conditions: it receives a +1d4 bonus to Saving Throws.
Lasts 10 turns
Melee range
Concentration
Sacred FlameEvocationAction1D8 Radiant damage
Engulf a target in a flame-like radiance
18m range
DEX save
Selune’s DreamEvocationActionAn ally you touch regains 1d8+0 hit points, but potentially falls into a slumber. This spell has no effect on undead or constructs.
Melee range
Concentration
ShillelaghTransmutationBonus ActionImbue your staff or club with nature’s power. It becomes magical, deals 1d8+2 Bludgeoning damage, and uses your Spellcasting Ability for Attack Rolls.
Lasts 10 turns
Shocking GraspEvocationAction1D8 Lightning damage
The target cannot use reactions. This spell has advantage on creatures wearing metal armour.
Lasts one turn
Melee range
ThaumaturgyTransmutationActionManifest a sign of supernatural power that grants you advantage on Intimidation and Performance checks.
Thorn WhipTransmutationActionStrike at a target with a thorny, vine-like whip. It deals 1D6 Piercing damage and pulls the target three meters closer to you if it is Large or Smaller in size. 
True StrikeDivinationActionGain advantage on your next attack roll.
18m range
Concentration
Vicious MockeryEnchantmentAction1D4 Psychic damage
Unleash a string of enchanted insults at a creature. It takes damage and receives disadvantage on its next attack roll.
18m range
WIS save

All Level One Spells in Baldur’s Gate 3

SpellSchoolCasting TimeDescription
Animal FriendshipEnchantmentActionConvince a beast not to attack you.
Lasts 10 turns
18m range
WIS save
Armour of AgathysAbjurationActionGain 5 temporary hit points and deal 5 Cold Damage to any creature that hits you with a melee attack.
Lasts until Long Rest
Arms of HadarConjurationAction2D6 Necrotic damage
Call forth tendrils of dark energy that prevent targets from taking reactions.
Lasts one turn
Nine meter range
STR Save
BaneEnchantmentActionTarget up to 3 creatures. They receive a 1d4 penalty to Attack Rolls and Saving Throws.
Lasts 10 turns
Nine meter range
CHA save
Concentration
BlessEnchantmentActionBless up to 3 creatures. They gain a +1d4 bonus to Attack Rolls and Saving Throws.
Lasts 10 turns
Nine meter range
Concentration
Burning HandsEvocationAction3D6 Fire damage
Each flammable target is hit with fire damage.
On Save: Targets still take half damage.
Five meter range
DEX save
Charm PersonEnchantmentActionCharm a humanoid to prevent in from attacking you. You gain Advantage on Charisma Checks in dialogue and prevent it from attacking. Enemies have Advantage on Saving Throws against being Charmed. When the spell ends, the target might accuse you of Charming them.
Lasts 10 turns
18m range
WIS save
Chromatic OrbEvocationActionHurl a sphere of energy.
It deals 3d8 Thunder damage, or deals 2d8 Acid, Cold; Fire, Lightning, or Poison damage and creates a surface.
18m range
Colour SprayIllusionActionBlind creatures up to a combined 33 hit points.
Lasts one turn
Five meter range
CommandEnchantmentActionCommand a creature to flee, move closer, freeze, drop to the ground, or drop their weapon.
Lasts one turn
18m range
WIS save
Compelled DuelEnchantmentBonus ActionCompel an enemy to attack only you. It cannot attack other creatures.
Lasts three turns
Nine meter range
WIS save
Concentration
Create or Destroy WaterTransmutationActionCall forth rain or destroy a water-based.
Nine meter range
Cure WoundsEvocationAction1D8+2 healing
Heal a creature you can touch.
Disguise SelfIllusionActionMagically change all aspects of your appearance.
Lasts until long rest
Dissonant WhispersEnchantmentAction3D6 Psychic damage
Whisper a discordant melody to a creature and Frighten it. On Save: Target still takes half damage.
18m range
WIS save
Divine FavorEvocationBonus ActionYour weapon attacks deal an additional 1∼4 Radiant Damage.
Lasts three turns
Concentration
Enhance LeapTransmutationActionTriple a creature’s jumping distance.
Lasts 10 turns
Ensnaring StrikeConjurationAction

Bonus Action
Your attack summons thorny vines that possibly Ensnare your target.
Lasts 10 turns
Melee range
STR save
Concentration
EntangleConjurationActionVines sprout from the ground, slowing creatures within and possibly Entangling them.
18m range
DEX save
Concentration
Expeditious RetreatTransmutationBonus ActionGain Dash immediately and as a bonus action on each of your turns until this spell ends.
Lasts until Long Rest
Concentration
Faerie FireEvocationActionEncase multiple targets in colourful light. The targets turns visible, and Attack Rolls against the targets have Advantage.
Lasts 10 turns
18m range
DEX save
False LifeNecromancyActionGain 7 temporary hit points.
Feather FallTransmutationBonus ActionYou and nearby allies have immunity to fall damage.
Lasts 10 turns
Nine meter range
Find FamiliarConjurationActionGain the service of a familiar, a fey spirit that takes an animal form of your choice.
Fog CloudConjurationActionThe cloud Blinds and Heavily Obscures creatures within it.
Lasts 10 turns
18m range
Concentration
GoodberryTransmutation ActionConjure four magical berries into your or a companion’s inventory. Creatures who eat a berry regain 1D4 hit points.
Berries disappear after a Long Rest.
Grease ConjurationActionCover the ground in grease, slowing creatures within and possibly making them fall Prone.
Lasts 10 turns
18m range
DEX save
Guiding BoltEvocationAction4D6 Radiant damage
The next Attack Roll against this target has Advantage. 
Lasts two turns
18m range
Hail of ThornsConjurationAction1D10 Piercing damage
The thorns deal Weapon Damage to the target and then explode. The explosion deals additional Piercing damage to the target and surrounding creatures.
18m range
DEX save
Healing WordEvocationBonus Action1D4 healing
Heal a creature you can see.
18m range
Hellish RebukeEvocationReaction2D10 Fire damage
The next time you take damage, you use your reaction to surround your attacker in hellish flames.
On Save: Target still takes half damage.
DEX save
HeroismEnchantment ActionMake yourself or a target immune to Frightened and gains 5 temporary hit points each turn.
Lasts 10 turns
Melee range
Concentration
HexEnchantmentBonus Action1D6 Necrotic damage
Curse a creature so it takes additional damage whenever you attack it and to inflic Disadvantage on Ability Checks with an Ability of your choosing. If the target dies before the spell ends. you can Hex a new creature without expending a spell slot.
18m range
Concentration
Hunter’s MarkDivinationBonus Action1D6 Slashing damage
Mark a creature as your quarry to deal an additional 1d6 Slashing Damage whenever you hit it with a weapon attacks. If the target dies before the spell ends, you can mark a new creature without expending a Spell Slot.
Lasts until Long Rest
18m range
Concentration
Ice KnifeConjurationAction1D10 Piercing +2D6 Ice damage
Throw a shard of ice that deals 1∼10 Piercing damage. It explodes and deals Cold damage to anyone nearby. It leaves an ice surface.
18m range
DEX save
Inflict WoundsNecromancyAction3D10 Necrotic damage
Putrify a creature with the necrotic energy filling your hands.
Melee range
LongstriderTransmutationActionTouch a creature to increase its Movement Speed by three meters.
Lunar MendBonus ActionExpend spell slots to regain hit points while wild-shaped.
You regain 1d8 hit points per level of the spell slot.
Mage ArmorAbjurationActionProtect a target from attacks: increase its Armour Class to 13 + its Dexterity modifier.
Lasts until long rest
Melee range
Target cannot be wearing armor
Magic MissileEvocationAction3D4+4 Force damage
Shoot 3 magical darts, each dealing Force damage. They always hit their target.
Protection From Good and EvilAbjurationActionProtect a creature against aberrations, celestials, elementals, fey, fiends, and undead.
The target can’t be Charmed, Frightened, or possessed by them, and when these creatures attack it, they do so with disadvantage.
Lasts until long rest
Melee range
Concentration
Ray of SicknessNecromancyAction2D8 Poison damage
Possibly Poisons the target.
Lasts two turns
18m range
CON save
SanctuaryAbjurationBonus ActionYou or an ally cannot be targeted until you attack or harm a creature. You can still take damage from area spells.
Until the affected entity attacks or harms another creature, it cannot be targeted by enemy attacks. However, it can still take damage from spells that influence a large area.
Lasts 10 turns
18m range
Searing SmiteEvocationAction1D6 +1D6 Fire damage
Deal an extra Fire Damage and set your target on fire: it takes Fire damage every turn.
Lasts 10 turns
Melee range
Concentration
ShieldAbjurationReactionWhen you are about to be hit by an enemy, increase your Armour Class by 5. You take no damage from Magic Missile.
Lasts until long rest
Shield of FaithAbjurationBonus ActionProtect a creature from attacks: increases its Armour Class by 2.
Lasts until long rest
18m range
Concentration
SleepEnchantmentActionPut creatures into a magical slumber. Select targets up to a combined 24 hit points.
Lasts two turns
18m range
Speak With AnimalsDivinationActionGain the ability to comprehend and verbally communicate with beasts.
Lasts until long rest
Tasha’s Hideous LaughterEnchantmentActionLeave a creature Prone with laughter, without the ability to get up.
Lasts 10 turns
18m range
WIS save
Concentration
Thunderous SmiteEvocationAction

Bonus Action
+2D6 Thunder damage
Pushes your target 3m away and possibly knocks it Prone.
Lasts one turn
Melee range
STR save
ThunderwaveEvocationAction2D8 Thunder damage
Release a wave of thunderous force that pushes away all creatures and objects.
Five meter radius
CON save
Wrathful SmiteEvocationAction

Bonus Action
+1D6 Psychic damage
Possibly Frightens your target. They will be easier to hit and cannot move.
Lasts two turns
Melee range
WIS save
Concentration
Witch BoltEvocationAction1D12 Lightning damage
Link yourself to a target with a bolt of lightning. Deal an additional Lightning Damage each turn by activating it.
Lasts 10 Turns
18m range
Concentration

All Level Two Spells in Baldur’s Gate 3

SpellSchoolCasting TimeDescription
AidAbjurationActionBolster your allies with toughness and resolve to heal and increase their hit point maximum.
Lasts until long rest
Nine meter range
Concentration
Arcane LockAbjurationActionClose a door or container with a magical lock. It can no longer be lockpicked or opened with Knock.
Lasts 10 turns
BarkskinTransmutationActionProtect a creature from attacks: increase its Armour Class up to 16.
Lasts until long rest
Melee range
Concentration
BlindnessNecromancyActionLimit a foes sight range. It is easier to hit, and the creature will miss more often.
Attack Rolls against it have Advantage and the foe attacks with Disadvantage.
Lasts 10 turns
18m range
Concentration
BlurIllusionActionAttackers have Disadvantage on Attack rolls against you.
Doesn’t affect creatures that don’t rely on sight or that can see through illusions.
Lasts 10 turns
Concentration
Branding SmiteEvocationAction

Bonus Action
+2D6 Radiant damage
Your weapon gleams with astral radiance as you strike and possibly marks your target with light, preventing it from turning Invisible.
Lasts 10 turns
Melee Range
CON save
Concentration
Calm EmotionsEnchantmentActionSuppress strong emotions in an area, making all humanoids immune to being Charmed or Frightened.
Lasts 10 turns
18m range
Concentration
Cloud of DaggersConjurationAction4D4 Slashing damage
Conjure a cloud of spinning daggers that attack anyone inside.
Lasts 10 turns
18m range
Concentration
Crown of MadnessEnchantmentActionInstil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it’s allied.
Lasts three turns
18m range
WIS save
Concentration
Darkness EvocationActionCreate a cloud of magical darkness that Heavily Obscures and Blinds creatures within.
Creatures cannot make ranged attacks into or out of it.
Lasts 10 turns
18m range
Concentration
DarkvisionTransmutationActionGrant a creature the ability to see in the dark out to a range of 12m.
Lasts until long rest
Detect ThoughtsDivinationActionFocus your mind to read the thoughts of certain creatures while talking to them.
Lasts until long rest
Concentration
Enhance AbilityTransmutationActionBestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability.
Melee range
Concentration
Enlarge – ReduceTransmutationActionMake a creature larger or smaller to affect their weapon damage and Strength Checks and Saving Throws.
Nine meter range
CON save
Concentration
Flame BladeEvocationAction

Bonus Action
Conjure a flaming scimitar in your hand that deals 3d6 Fire damage and sheds bright light in a three-meter radius and dim light in a six meter radius.
The blade can be unequipped and equipped again but has to stay on the spellcaster’s person.
Concentration
Flaming SphereConjurationActionSummon a flaming sphere that damages nearby enemies and objects.
The sphere sheds bright light in a six meter radius, and dim light for an additional six meters.
Lasts 10 turns
18m range
DEX save
Concentration
Gust of WindEvocationActionSummon a strong wind that clears all clouds and pushes creatures back 5m, forcing them off balance.
STR save
Heat MetalTransmutationAction2D6 Fire damage
Cause a metal weapon or armor to glow red-hot and force the creature touching it to let go or receive disadvantage on Attack Rolls and Ability Checks.
If the creature is only wearing metal armor, it always receives disadvantage.
If the creature is still touching the metal, you can use a bonus action on subsequent turns to deal another 2d8 Fire damage and force the creature to let go or receive Disadvantage.
Lasts 10 turns
18m range
CON save
Concentration
Hold PersonEnchantmentActionHold a humanoid enemy still. They can’t move, act or react. Attacks from within 3m are always Critical Hits.
Lasts 10 turns
18m range
WIS save
Concentration
InvisibilityIllusionActionTouch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage.
Melee range
Concentration
KnockTransmutationActionUnlock an object that is held shut by a mundane lock.
18m range
Lesser RestorationAbjurationActionCure a creature from disease, poison, paralysis, or blindness.
Melee range
Magic WeaponTransmutationActionInfuse a weapon with arcane energy. The weapon becomes magical, receiving a bonus to Attack and Damage Rolls.
Lasts until long rest
Melee range
Concentration
Melf’s Acid ArrowEvocationActionShoot a green arrow that covers the target and the ground with acid.
Deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of the target’s turn.
18m range
Mirror ImageIllusionActionCreate 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3.
Whenever you successfully evade an attack, one of the duplicates disappears.
Lasts 10 turns
Misty StepConjurationBonus ActionSurrounded by silver mist, you teleport to an unoccupied space you can see.
18m range
MoonbeamEvocationAction2D10 Radiant damage
Call down a silvery beam ofpale 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.
18m range
CON save
Concentration
Pass Without TraceAbjurationActionCall forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth checks.
Lasts until long rest
Concentration
Phantasmal ForceIllusionAction1D6 Psychic damage
Deal damage to a creature each turn. The type of damage changes to the last type the creature suffered.
Lasts 10 turns
18m range
INT save
Concentration
Prayer of HealingEvocationAction2D8 Healing
Heal all allies you can see.
Nine meter range and radius
Protection From PoisonAbjurationActionTouch a creature to grant it protection against poisonous influences.
You neutralize all poisons affecting it, grant it advantage on Saving Throws against being Poisoned, and grant it Resistance to Poison damage.
Lasts until long rest
Melee range
Ray of EnfeeblementNecromancyActionWeaken a Foe: they deal half damage with weapon attacks using Strength.
18m range
Concentration
See InvisibilityDivinationActionBecome able to see Invisible creatures, and possibly reveal them to others.
Lasts until long rest
Nine meter range
DEX save
Scorching RayEvocationAction6D6 Fire damage
Hurl three rays of fire. Each ray deals Fire damage.
18m range
ShatterEvocationAction3D8 Thunder damage
Damage all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving Throw.
On Save: Targets still take half damage.
18m range
CON save
SilenceIllusionActionCreate a sound-proof sphere. All within are Silenced and Immune to Thunder damage.
Lasts 10 turns
18m range
Concentration
Spike GrowthTransmutationActionShape a piece of ground into hard spikes. Movement is halved. A creature walking on the spikes takes piercing damage for every 1.5m it moves.
Lasts 10 turns
18m range
Concentration
WebConjurationActionCover an area in thick, flammable webbing that slows creatures within and possibly Enwebs them.
18m range
DEX save
Concentration

All Level Three Spells in Baldur’s Gate 3

SpellSchoolCasting TimeDescription
Animate DeadNecromancyActionCreate an undead servant from a corpse.
Beacon of HopeAbjurationActionTargets gain advantage on Wis. saving throws and death saving throws and regain the maximum number of hp from healing.
Bestow CurseNecromancyActionCurse a creature with your touch. The curse either bestows Disadvantage on checks and Saving Throws or attacks, lets you deal additional damage to the target, or robs it of its actions.
Lasts 10 turns
Melee range
WIS save
Concentration
Blinding SmiteEvocation ActionEvoke a heavenly flare, and possibly Blind your target.
BlinkTransmutationActionAt the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can’t be harmed or seen in this world.
Lasts 10 turns
Call LightningConjurationAction3D10 Lightning damage
Lightning strikes all targets within range.
Then for 10 turns, you can call down lightning again without expending a spell slot.
Lasts 10 turns
18m range
DEX save
Concentration
CounterspellAbjurationReactionNullify another creature’s spell as a reaction. The spell must be 3rd level or lower. If it is higher, you must succeed in a Check to nullify it, the difficulty of which is based on the spell’s Level.
18m range
DaylightEvocationActionEnchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.
Lasts until long rest
18m range
FearIllusionActionProject an image so frightening it makes targets drop everything and become Fearful. They will be easier to hit and cannot move.
Lasts three turns
Nine meter radius
WIS save
Concentration
Elemental Weapon TransmutationActionImbue a weapon with elemental power. It receives a +1 bonus to Attack Rolls, and deals an additional 1d4 damage of your choice.
Feign DeathNecromancy ActionPut an ally in a protective, magical coma deep enough to imitate death.
The Ally becomes Resistant to all damage except psychic damage, and disease and poison no longer have any effect.
Lasts 10 Turns
Melee range
FireballEvocationAction8D6 Fire damage
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity.
On Save: Targets still take half damage.
18m range
DEX save
FlyTransmutationActionBestow the ability to Fly upon yourself or an ally.
Lasts 10 turns
Melee range
Concentration
Gaseous FormTransmutationActionTransform yourself or an ally into a tiny gas cloud. It can’t fall and fits through small openings. It is very hard to damage.
Lasts 10 turns
Melee range
Concentration
Glyph of WardingAbjurationActionInscribe a circle of arcane glyphs on the ground that trigger a magical effect when stepped on by an enemy.
Three meter range
Dex save
Grant FlightTransmutationActionBestow the ability to Fly upon yourself or an ally.
Lasts 10 turns
Melee range
Concentration
HasteTransmutationActionTarget yourself or an ally to become Hastened: gain an action, become faster and harder to hit.
Lasts 10 turns
When the condition ends, become Lethargic.
Nine meter range
Concentration
Hunger of HadarConjurationAction2D6 Cold + 2D6 Acid damage
Create a sphere of cold blackness, teeming with unknown horrors.
Creatures starting their turn in the take 2d6 Cold damage. Creatures ending their turn in the area possibly take 2d6 Acid damage.
The area is Difficult Terrain and creatures within are Blinded.
Lasts 10 turns
18m range
DEX save
Concentration
Hypnotic PatternConjurationActionHypnotise creatures that can see the pattern. They cannot attack you. They cannot move or act.
Lasts two turns
18m range
WIS save
Concentration
LightningEvocationAction8D6 Lightning damage
Call forth a blast of lightning that hits all creatures in the line of the eruption.
On save: Targets still take half damage
30m range
DEX save
Mass Healing WordEvocationBonus Action1D4+3 Healing
Call out words of restoration to heal up to six creatures.
18m range and radius
Plant Growth TransmutationActionMake weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered.
18m range and six meter radius
Protection From EnergyAbjurationActionTouch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage.
Melee range
Concentration
Remove CurseAbjurationActionTouch a creature or object to remove all curses and hexes affecting it.
RevivifyNecromancyActionRevive a companion. They return to life with one hit point.
Nine meter range
Sleet StormConjurationActionCall forth a storm that disrupts the Concentration of spellcasters, douses fires, and creates an ice surface.
Lasts 10 turns
18m range
CON save
Concentration
SlowTransmutationAction Alter time around up to six enemies to Slow them. They won’t get far, they can’t do much, and they’re easier to hit.
Lasts 10 turns
18m range
WIS save
Concentration
Spirit GuardiansConjurationActionCall forth spirits to protect the area around you.
Nearby enemies take 3d8 Radiant damage or 3d8 Necrotic damage per turn, and their Movement Speed is halved.
On Save: Targets still take half damage.
Three meter range and radius
WIS save
Concentration
Stinking CloudConjurationActionCreate a cloud of gas so nauseating it prevents creatures from taking action.
Lasts 10 turns
Three meter range
DEX save
Concentration
Vampiric TouchNecromancyAction3D6 Necrotic damage
Touch an enemy to siphon their life force. You regain half as many hit points as the damage they take.
For 10 turns, you can use Vampiric Touch again without expending an additional spell slot. 

All Level Four Spells in Baldur’s Gate 3

SpellSchoolCasting TimeDescription
BanishmentAbjurationActionTemporarily Banish your target to another plane of existence.
BlightNecromancyActionPlants are more susceptible to this spell: they roll with Disadvantage, and still take half of all the damage if they succeed on the roll.
On Save: Target still takes half damage.
Nine meter range
Conjure Minor ElementalConjurationActionConjure a minor elemental to fight alongside you.
18m range
Dimension DoorConjurationActionTeleport yourself and up to one adjacent ally to a place you can see. The ally cannot be larger than medium.
Dominate BeastEnchantmentActionMake a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom Saving Throw against your domination.
Evard’s Black TentaclesConjurationAction3D6 Bludgeoning damage
Tentacles sprout from the ground, turning the area into Difficult Terrain, attacking and Smothering creatures within.
Lasts 10 turns
18m range
WIS Save
Concentration
Staggering SmiteEvocationBonus ActionIf the attack hits, deals an extra 4d6 pyschic damage and the target must succeed on a Wis. save or have a disadvantage.

All Level Five Spells in Baldur’s Gate 3

SpellSchoolCasting TimeDescription
Banishing SmiteAbjurationBonus ActionIf the weapon attack hits, deal an extra 5d10 force damage. Target reduced to 50 hp or fewer this way are banished.
CloudkillConjurationAction5d8 Poison
Creatures in a 20-foot-radius sphere must succeed on a Con. save or take 5d8 poison damage (damage/lvl).
Cone of ColdEvocationActionCreatures in a 60-foot cone must succeed on a Con. save or take 8d8 cold damage (damage/lvl).
Conjure ElementalConjurationActionBend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you.
18m range
ContagionNecromancyActionIf the spell attack hits, target is afflicted with a disease to choose from 6 proposed.
Blinding Sickness: Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
Filth Fever: A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
Flesh Rot: The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
Mindfire: The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.
Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
Destructive WaveEvocationActionTargets in a 30-foot radius must succeed on a Con. save or take 5d6 thunder damage and 5d6 radiant or necrotic damage.
Dispel Good and EvilAbjurationActionEnd a condition (charmed, frightened, or possessed) or banish a creature to its home plane (CHA save).
Dominate PersonEnchantmentActionMake a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom Saving Throw against your domination. Allies cannot be dominated.
Lasts 10 turns
18m range
WIS save
Concentration
Flame StrikeEvocationActionCreatures in a 10-foot-radius, 40-foot-high cylinder must succeed on a Dex. save or take 4d6 fire and 4d6 radiant (damage/lvl).
Greater RestorationAbjurationActionEnd one condition (charmed or petrified), one curse, any ability scores or hp reduction, or one exhaustion level.
Hold MonsterEnchantmentActionParalyze a creature. It can’t move, act, or react. Attacks from within three meters are always Critical Hits.
Lasts 10 turns
18m range
WIS save
Concentration
Insect PlagueConjurationActionCreatures in a 20-foot-radius sphere must succeed on a Con. save or take 4d10 piercing damage (damage/lvl).
Mass Cure WoundsEvocationActionUp to 6 creatures regain 3d8+Spell.Ability.Mod (+1d8 hp/lvl).
Planar BindingAbjurationActionTarget an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally.
Lasts 10 turns
18m range
WIS save
Concentration
SeemingIllusionActionChange physical appearance as well as clothing and equipment of targets (saving throw for unwilling).
TelekinesisTransmutationActionThrow a creature or object up to 18m with a thought. Once per turn, you can use Telekinesis again without expending a spell slot.
Heavier items deal more damage.
Wall of StoneConjurationActionCreate a nonmagical wall of stone (ten 10-foot panels) that can be damaged.

All Level Six Spells in Baldur’s Gate 3

SpellSchoolCasting TimeDescription
Arcane GateConjurationActionCreate two teleportation portals.
10 Turns.
18m range
Concentration
Blade BarrierEvocationActionCreate a wall that provides three-quarters cover and can inflict 6d10 slashing damage if passed through.
Chain LightningEvocationAction1d8 Lightning
Strike an enemy with lightning. Three more bolts will leap from the target, electrifying as many as three other enemies within 18 meters.
On Save: Targets still take half damage.
18m range
DEX Save
Circle of DeathNecromancyAction8d6 Necrotic
Sculpt a massive sphere of entropic energy around a creature. Devastate the target and all surrounding creatures.
On Save: Targets still take half damage.
18m range
CON Save
Create UndeadNecromancyActionRaise a corpse as a heinous mummy that fights by your side.
Until Long Rest
The target must be a Medium or small corpse.
18m range
DisintegrateTransmutationAction10d6 + 40Force
Shoot a thin green ray from your finger. If the force damage reduces the target to zero hit points, it disintegrates into a crumbly ash.
Nine meter range
DEX Save
EyebiteNecromancyActionYour eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep.
While Concentrating, you may cast Eyebite without expending a spell slot.
Lasts 10 turns
18m range
WIS Save
Concentration
Flesh to StoneTransmutationActionAtrophy a foe, Restraining them until they temporarily turn to stone.
Target will Petrify if it does not succeed its Saving Throw within three turns.
Lasts three Turns
18m range
CON Save
Concentration
Freezing SphereEvocationActionCreatures in a 60-foot-radius sphere must succeed on a Con. save or take 10d6 cold damage (damage/lvl).
Globe of InvulnerabilityAbjurationActionCreates a barrier that makes creatures and objects inside it Immune to all damage.
Lasts three turns
Three meter radius
Concentration
HarmNecromancyAction14d6 Necrotic
The target must succeed on a Con. save or take 14d6 necrotic damage. The spell can’t kill it, however.
Hero’s Feast ConjurationActionProduce a feast for 12 guests that cures diseases, immunizes to poison, and increases hp by 2d10 for 24 hours.
Irresistible DanceEnchantment ActionThe target must succeed on a Wis. save or dance (disadvantage on Dex. save and attack rolls).
Otiluke’s Freezing SphereEvocationAction10d6 Cold
Create a ball of churning ice that can be launched instantly to generate a frosty explosion or stored for later use.
Melee range
CON Save
Otto’s Irresistible DanceEnchantmentActionCause a creature to start dancing, making it unable to take action or move. Attackers have Advantage on Attack Rolls.
The dancer has Disadvantage on Attack Rolls and Dexterity Saving Throws.
Lasts 10 Turns
Nine meter range
WIS Save
Concentration
Planar AllyConjurationActionSummon a celestial, elemental, or fiend that will help the caster in exchange for payment (1000 gp/h, sacrifice, quest, etc).
SunbeamEvocationAction6d8 Radiant
A beam of brilliant light sears and Blinds all creatures in its path.
Until the spell ends, you can recast Sunbeam without expending a spell slot.
Lasts 10 Turns
On save: Targets still take half damage.
18m range
CON Save
Concentration
Wall of IceEvocationAction10d6 Cold +10d6 Cold (Conditional)
Raise a wall of solid ice that deals Cold Damage to anyone standing in its way.
When the ice is broken, it leaves behind a cloud of frigid air that deals Cold damage per turn to creatures within.
18m range
DEX Save
Concentration
Wall of ThornsConjurationActionCreate a wall of brush that slows movement and can inflict 7d8 piercing damage (damage/lvl).
Wind WalkTransmutationActionThe caster and up to 10 creatures assume gaseous form (flying speed of 300 ft and resistance to damage from nonmagical weapon).

Aden is an avid gamer with a love for RPGs. He isn't afraid to scour the dungeon or raid the castle.

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