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
Spell | School | Casting Time | Description |
---|---|---|---|
Acid Splash | Conjuration | Action | Throw a bubble of acid that damages each creature it hits. Deals 1D6 acid damage. 18m range DEX Save |
Blade Ward | Abjuration | Action | Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks. Lasts two turns |
Bone Chill | Necromancy | Action | 1d8 Necrotic Prevent the target from healing until your next turn. An undead target receives disadvantage on Attack Rolls. 18m range |
Dancing Lights | Evocation | Action | Illuminate a nine meter radius. Lasts 10 turns 18m range Concentration |
Eldritch Blast | Evocation | Action | 1D10 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 Bolt | Evocation | Action | 1D10 Fire damage Hurl a mote of fire. 18m range |
Friends | Enchantment | Action | Gain 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 Hand | Conjuration | Action | Create an invisible spectral hand that can manipulate and interact with objects. 18m range Concentration |
Guidance | Divination | Action | The target gains a +1d4 bonus to Ability Checks. Lasts 10 turns Melee range Concentration |
Light | Evocation | Action | Infuse an object with an aura of light. Lasts until Long Rest Melee Range DEX Save |
Mage Hand | Conjuration | Action | Create a spectral hand that can manipulate and interact with objects. Lasts 10 turns 18m range |
Minor Illusion | Illusion | Action | Create 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 Spray | Conjuration | Action | 1D12 Poison damage Project a puff of noxious gas. 3m range CON save |
Produce Flame | Conjuration | Action | A 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 Frost | Conjuration | Action | 1D8 Cold damage Reduce the target’s Movement Speed by 3m. Lasts one turn 18m range |
Resistance | Abjuration | Action | Make a target more resistant to spell effects and conditions: it receives a +1d4 bonus to Saving Throws. Lasts 10 turns Melee range Concentration |
Sacred Flame | Evocation | Action | 1D8 Radiant damage Engulf a target in a flame-like radiance 18m range DEX save |
Selune’s Dream | Evocation | Action | An 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 |
Shillelagh | Transmutation | Bonus Action | Imbue 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 Grasp | Evocation | Action | 1D8 Lightning damage The target cannot use reactions. This spell has advantage on creatures wearing metal armour. Lasts one turn Melee range |
Thaumaturgy | Transmutation | Action | Manifest a sign of supernatural power that grants you advantage on Intimidation and Performance checks. |
Thorn Whip | Transmutation | Action | Strike 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 Strike | Divination | Action | Gain advantage on your next attack roll. 18m range Concentration |
Vicious Mockery | Enchantment | Action | 1D4 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
Spell | School | Casting Time | Description |
---|---|---|---|
Animal Friendship | Enchantment | Action | Convince a beast not to attack you. Lasts 10 turns 18m range WIS save |
Armour of Agathys | Abjuration | Action | Gain 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 Hadar | Conjuration | Action | 2D6 Necrotic damage Call forth tendrils of dark energy that prevent targets from taking reactions. Lasts one turn Nine meter range STR Save |
Bane | Enchantment | Action | Target up to 3 creatures. They receive a 1d4 penalty to Attack Rolls and Saving Throws. Lasts 10 turns Nine meter range CHA save Concentration |
Bless | Enchantment | Action | Bless up to 3 creatures. They gain a +1d4 bonus to Attack Rolls and Saving Throws. Lasts 10 turns Nine meter range Concentration |
Burning Hands | Evocation | Action | 3D6 Fire damage Each flammable target is hit with fire damage. On Save: Targets still take half damage. Five meter range DEX save |
Charm Person | Enchantment | Action | Charm 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 Orb | Evocation | Action | Hurl 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 Spray | Illusion | Action | Blind creatures up to a combined 33 hit points. Lasts one turn Five meter range |
Command | Enchantment | Action | Command a creature to flee, move closer, freeze, drop to the ground, or drop their weapon. Lasts one turn 18m range WIS save |
Compelled Duel | Enchantment | Bonus Action | Compel an enemy to attack only you. It cannot attack other creatures. Lasts three turns Nine meter range WIS save Concentration |
Create or Destroy Water | Transmutation | Action | Call forth rain or destroy a water-based. Nine meter range |
Cure Wounds | Evocation | Action | 1D8+2 healing Heal a creature you can touch. |
Disguise Self | Illusion | Action | Magically change all aspects of your appearance. Lasts until long rest |
Dissonant Whispers | Enchantment | Action | 3D6 Psychic damage Whisper a discordant melody to a creature and Frighten it. On Save: Target still takes half damage. 18m range WIS save |
Divine Favor | Evocation | Bonus Action | Your weapon attacks deal an additional 1∼4 Radiant Damage. Lasts three turns Concentration |
Enhance Leap | Transmutation | Action | Triple a creature’s jumping distance. Lasts 10 turns |
Ensnaring Strike | Conjuration | Action Bonus Action | Your attack summons thorny vines that possibly Ensnare your target. Lasts 10 turns Melee range STR save Concentration |
Entangle | Conjuration | Action | Vines sprout from the ground, slowing creatures within and possibly Entangling them. 18m range DEX save Concentration |
Expeditious Retreat | Transmutation | Bonus Action | Gain Dash immediately and as a bonus action on each of your turns until this spell ends. Lasts until Long Rest Concentration |
Faerie Fire | Evocation | Action | Encase 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 Life | Necromancy | Action | Gain 7 temporary hit points. |
Feather Fall | Transmutation | Bonus Action | You and nearby allies have immunity to fall damage. Lasts 10 turns Nine meter range |
Find Familiar | Conjuration | Action | Gain the service of a familiar, a fey spirit that takes an animal form of your choice. |
Fog Cloud | Conjuration | Action | The cloud Blinds and Heavily Obscures creatures within it. Lasts 10 turns 18m range Concentration |
Goodberry | Transmutation | Action | Conjure 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 | Conjuration | Action | Cover the ground in grease, slowing creatures within and possibly making them fall Prone. Lasts 10 turns 18m range DEX save |
Guiding Bolt | Evocation | Action | 4D6 Radiant damage The next Attack Roll against this target has Advantage. Lasts two turns 18m range |
Hail of Thorns | Conjuration | Action | 1D10 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 Word | Evocation | Bonus Action | 1D4 healing Heal a creature you can see. 18m range |
Hellish Rebuke | Evocation | Reaction | 2D10 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 |
Heroism | Enchantment | Action | Make yourself or a target immune to Frightened and gains 5 temporary hit points each turn. Lasts 10 turns Melee range Concentration |
Hex | Enchantment | Bonus Action | 1D6 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 Mark | Divination | Bonus Action | 1D6 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 Knife | Conjuration | Action | 1D10 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 Wounds | Necromancy | Action | 3D10 Necrotic damage Putrify a creature with the necrotic energy filling your hands. Melee range |
Longstrider | Transmutation | Action | Touch a creature to increase its Movement Speed by three meters. |
Lunar Mend | – | Bonus Action | Expend spell slots to regain hit points while wild-shaped. You regain 1d8 hit points per level of the spell slot. |
Mage Armor | Abjuration | Action | Protect 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 Missile | Evocation | Action | 3D4+4 Force damage Shoot 3 magical darts, each dealing Force damage. They always hit their target. |
Protection From Good and Evil | Abjuration | Action | Protect 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 Sickness | Necromancy | Action | 2D8 Poison damage Possibly Poisons the target. Lasts two turns 18m range CON save |
Sanctuary | Abjuration | Bonus Action | You 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 Smite | Evocation | Action | 1D6 +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 |
Shield | Abjuration | Reaction | When 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 Faith | Abjuration | Bonus Action | Protect a creature from attacks: increases its Armour Class by 2. Lasts until long rest 18m range Concentration |
Sleep | Enchantment | Action | Put creatures into a magical slumber. Select targets up to a combined 24 hit points. Lasts two turns 18m range |
Speak With Animals | Divination | Action | Gain the ability to comprehend and verbally communicate with beasts. Lasts until long rest |
Tasha’s Hideous Laughter | Enchantment | Action | Leave a creature Prone with laughter, without the ability to get up. Lasts 10 turns 18m range WIS save Concentration |
Thunderous Smite | Evocation | Action Bonus Action | +2D6 Thunder damage Pushes your target 3m away and possibly knocks it Prone. Lasts one turn Melee range STR save |
Thunderwave | Evocation | Action | 2D8 Thunder damage Release a wave of thunderous force that pushes away all creatures and objects. Five meter radius CON save |
Wrathful Smite | Evocation | Action 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 Bolt | Evocation | Action | 1D12 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
Spell | School | Casting Time | Description |
---|---|---|---|
Aid | Abjuration | Action | Bolster your allies with toughness and resolve to heal and increase their hit point maximum. Lasts until long rest Nine meter range Concentration |
Arcane Lock | Abjuration | Action | Close a door or container with a magical lock. It can no longer be lockpicked or opened with Knock. Lasts 10 turns |
Barkskin | Transmutation | Action | Protect a creature from attacks: increase its Armour Class up to 16. Lasts until long rest Melee range Concentration |
Blindness | Necromancy | Action | Limit 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 |
Blur | Illusion | Action | Attackers 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 Smite | Evocation | Action 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 Emotions | Enchantment | Action | Suppress strong emotions in an area, making all humanoids immune to being Charmed or Frightened. Lasts 10 turns 18m range Concentration |
Cloud of Daggers | Conjuration | Action | 4D4 Slashing damage Conjure a cloud of spinning daggers that attack anyone inside. Lasts 10 turns 18m range Concentration |
Crown of Madness | Enchantment | Action | Instil 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 | Evocation | Action | Create 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 |
Darkvision | Transmutation | Action | Grant a creature the ability to see in the dark out to a range of 12m. Lasts until long rest |
Detect Thoughts | Divination | Action | Focus your mind to read the thoughts of certain creatures while talking to them. Lasts until long rest Concentration |
Enhance Ability | Transmutation | Action | Bestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability. Melee range Concentration |
Enlarge – Reduce | Transmutation | Action | Make a creature larger or smaller to affect their weapon damage and Strength Checks and Saving Throws. Nine meter range CON save Concentration |
Flame Blade | Evocation | Action 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 Sphere | Conjuration | Action | Summon 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 Wind | Evocation | Action | Summon a strong wind that clears all clouds and pushes creatures back 5m, forcing them off balance. STR save |
Heat Metal | Transmutation | Action | 2D6 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 Person | Enchantment | Action | Hold 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 |
Invisibility | Illusion | Action | Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage. Melee range Concentration |
Knock | Transmutation | Action | Unlock an object that is held shut by a mundane lock. 18m range |
Lesser Restoration | Abjuration | Action | Cure a creature from disease, poison, paralysis, or blindness. Melee range |
Magic Weapon | Transmutation | Action | Infuse 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 Arrow | Evocation | Action | Shoot 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 Image | Illusion | Action | Create 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 Step | Conjuration | Bonus Action | Surrounded by silver mist, you teleport to an unoccupied space you can see. 18m range |
Moonbeam | Evocation | Action | 2D10 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 Trace | Abjuration | Action | Call 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 Force | Illusion | Action | 1D6 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 Healing | Evocation | Action | 2D8 Healing Heal all allies you can see. Nine meter range and radius |
Protection From Poison | Abjuration | Action | Touch 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 Enfeeblement | Necromancy | Action | Weaken a Foe: they deal half damage with weapon attacks using Strength. 18m range Concentration |
See Invisibility | Divination | Action | Become able to see Invisible creatures, and possibly reveal them to others. Lasts until long rest Nine meter range DEX save |
Scorching Ray | Evocation | Action | 6D6 Fire damage Hurl three rays of fire. Each ray deals Fire damage. 18m range |
Shatter | Evocation | Action | 3D8 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 |
Silence | Illusion | Action | Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage. Lasts 10 turns 18m range Concentration |
Spike Growth | Transmutation | Action | Shape 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 |
Web | Conjuration | Action | Cover 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
Spell | School | Casting Time | Description |
---|---|---|---|
Animate Dead | Necromancy | Action | Create an undead servant from a corpse. |
Beacon of Hope | Abjuration | Action | Targets gain advantage on Wis. saving throws and death saving throws and regain the maximum number of hp from healing. |
Bestow Curse | Necromancy | Action | Curse 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 Smite | Evocation | Action | Evoke a heavenly flare, and possibly Blind your target. |
Blink | Transmutation | Action | At 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 Lightning | Conjuration | Action | 3D10 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 |
Counterspell | Abjuration | Reaction | Nullify 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 |
Daylight | Evocation | Action | Enchant 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 |
Fear | Illusion | Action | Project 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 | Transmutation | Action | Imbue a weapon with elemental power. It receives a +1 bonus to Attack Rolls, and deals an additional 1d4 damage of your choice. |
Feign Death | Necromancy | Action | Put 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 |
Fireball | Evocation | Action | 8D6 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 |
Fly | Transmutation | Action | Bestow the ability to Fly upon yourself or an ally. Lasts 10 turns Melee range Concentration |
Gaseous Form | Transmutation | Action | Transform 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 Warding | Abjuration | Action | Inscribe 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 Flight | Transmutation | Action | Bestow the ability to Fly upon yourself or an ally. Lasts 10 turns Melee range Concentration |
Haste | Transmutation | Action | Target 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 Hadar | Conjuration | Action | 2D6 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 Pattern | Conjuration | Action | Hypnotise creatures that can see the pattern. They cannot attack you. They cannot move or act. Lasts two turns 18m range WIS save Concentration |
Lightning | Evocation | Action | 8D6 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 Word | Evocation | Bonus Action | 1D4+3 Healing Call out words of restoration to heal up to six creatures. 18m range and radius |
Plant Growth | Transmutation | Action | Make 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 Energy | Abjuration | Action | Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. Melee range Concentration |
Remove Curse | Abjuration | Action | Touch a creature or object to remove all curses and hexes affecting it. |
Revivify | Necromancy | Action | Revive a companion. They return to life with one hit point. Nine meter range |
Sleet Storm | Conjuration | Action | Call forth a storm that disrupts the Concentration of spellcasters, douses fires, and creates an ice surface. Lasts 10 turns 18m range CON save Concentration |
Slow | Transmutation | Action | 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 Guardians | Conjuration | Action | Call 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 Cloud | Conjuration | Action | Create a cloud of gas so nauseating it prevents creatures from taking action. Lasts 10 turns Three meter range DEX save Concentration |
Vampiric Touch | Necromancy | Action | 3D6 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
Spell | School | Casting Time | Description |
---|---|---|---|
Banishment | Abjuration | Action | Temporarily Banish your target to another plane of existence. |
Blight | Necromancy | Action | Plants 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 Elemental | Conjuration | Action | Conjure a minor elemental to fight alongside you. 18m range |
Dimension Door | Conjuration | Action | Teleport yourself and up to one adjacent ally to a place you can see. The ally cannot be larger than medium. |
Dominate Beast | Enchantment | Action | Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom Saving Throw against your domination. |
Evard’s Black Tentacles | Conjuration | Action | 3D6 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 Smite | Evocation | Bonus Action | If 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
Spell | School | Casting Time | Description |
---|---|---|---|
Banishing Smite | Abjuration | Bonus Action | If the weapon attack hits, deal an extra 5d10 force damage. Target reduced to 50 hp or fewer this way are banished. |
Cloudkill | Conjuration | Action | 5d8 Poison Creatures in a 20-foot-radius sphere must succeed on a Con. save or take 5d8 poison damage (damage/lvl). |
Cone of Cold | Evocation | Action | Creatures in a 60-foot cone must succeed on a Con. save or take 8d8 cold damage (damage/lvl). |
Conjure Elemental | Conjuration | Action | Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you. 18m range |
Contagion | Necromancy | Action | If 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 Wave | Evocation | Action | Targets 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 Evil | Abjuration | Action | End a condition (charmed, frightened, or possessed) or banish a creature to its home plane (CHA save). |
Dominate Person | Enchantment | Action | Make 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 Strike | Evocation | Action | Creatures 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 Restoration | Abjuration | Action | End one condition (charmed or petrified), one curse, any ability scores or hp reduction, or one exhaustion level. |
Hold Monster | Enchantment | Action | Paralyze 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 Plague | Conjuration | Action | Creatures in a 20-foot-radius sphere must succeed on a Con. save or take 4d10 piercing damage (damage/lvl). |
Mass Cure Wounds | Evocation | Action | Up to 6 creatures regain 3d8+Spell.Ability.Mod (+1d8 hp/lvl). |
Planar Binding | Abjuration | Action | Target 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 |
Seeming | Illusion | Action | Change physical appearance as well as clothing and equipment of targets (saving throw for unwilling). |
Telekinesis | Transmutation | Action | Throw 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 Stone | Conjuration | Action | Create a nonmagical wall of stone (ten 10-foot panels) that can be damaged. |
All Level Six Spells in Baldur’s Gate 3
Spell | School | Casting Time | Description |
---|---|---|---|
Arcane Gate | Conjuration | Action | Create two teleportation portals. 10 Turns. 18m range Concentration |
Blade Barrier | Evocation | Action | Create a wall that provides three-quarters cover and can inflict 6d10 slashing damage if passed through. |
Chain Lightning | Evocation | Action | 1d8 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 Death | Necromancy | Action | 8d6 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 Undead | Necromancy | Action | Raise 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 |
Disintegrate | Transmutation | Action | 10d6 + 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 |
Eyebite | Necromancy | Action | Your 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 Stone | Transmutation | Action | Atrophy 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 Sphere | Evocation | Action | Creatures in a 60-foot-radius sphere must succeed on a Con. save or take 10d6 cold damage (damage/lvl). |
Globe of Invulnerability | Abjuration | Action | Creates a barrier that makes creatures and objects inside it Immune to all damage. Lasts three turns Three meter radius Concentration |
Harm | Necromancy | Action | 14d6 Necrotic The target must succeed on a Con. save or take 14d6 necrotic damage. The spell can’t kill it, however. |
Hero’s Feast | Conjuration | Action | Produce a feast for 12 guests that cures diseases, immunizes to poison, and increases hp by 2d10 for 24 hours. |
Irresistible Dance | Enchantment | Action | The target must succeed on a Wis. save or dance (disadvantage on Dex. save and attack rolls). |
Otiluke’s Freezing Sphere | Evocation | Action | 10d6 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 Dance | Enchantment | Action | Cause 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 Ally | Conjuration | Action | Summon a celestial, elemental, or fiend that will help the caster in exchange for payment (1000 gp/h, sacrifice, quest, etc). |
Sunbeam | Evocation | Action | 6d8 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 Ice | Evocation | Action | 10d6 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 Thorns | Conjuration | Action | Create a wall of brush that slows movement and can inflict 7d8 piercing damage (damage/lvl). |
Wind Walk | Transmutation | Action | The caster and up to 10 creatures assume gaseous form (flying speed of 300 ft and resistance to damage from nonmagical weapon). |