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Want to know about all the spells in Baldur’s Gate 3? With Wizards, Sorcerors, and other magic-wielding classes, the D&D Forgotten Realms setting is perfect for some mystic mischief. Be it damage-dealing, changing the environment, or defensive and charismatic spells, Larian Studios lets players do just about anything in Faerun.
Remember that not all of Baldur’s Gate 3 classes and subclasses can wield spells at the same capacity. And Baldur’s Gate 3 companions like Gale and Wyll can compensate for your lack of innate magical talent should you choose a more traditional class. Here are the spells you can expect to wield or deflect in the latest game in the Baldur’s Gate franchise.
All Baldur’s Gate 3 spells
There are an insane amount of cantrips and spells in Baldur’s Gate 3. Here’s an exhaustive list of all the BG3 spells in the RPG. We’ve updated our list now that we’ve passed the Baldur’s Gate 3 release date. Here are the types of spells in Baldur’s Gate 3:
- Cantrips
- Level 1 spells
- Level 2 spells
- Level 3 spells
- Level 4 spells
- Level 5 spells
- Level 6 spells
How to learn spells in Baldur’s Gate 3
Spells are learned by characters in Baldur’s Gate 3 as they level up. Note that the spell level does not correspond with the level at which players gain access to these spells. For example, a level 2 character cannot use a level 2 spell if they do not have a level 2 spell slot. This fits neatly with the Dungeons & Dragons ruleset. Note that some spells are exclusive to classes like the Paladin, Ranger, Rogue, or Bard.
Spells can also be learned by Wizards from scrolls that you can find across the D&D world. Note that this will cost gold. Picking a specific Wizard subclass will cut the gold cost in half for spells of that domain. These subclasses specialize in domains like Abjuration, Necromancy, and Transmutation. The Warlock, Cleric, and Druid classes also have BG3 spells that benefit their particular role in a party. And with that, let’s learn about all the spells in Baldur’s Gate 3.
How to prepare and change spells in Baldur’s Gate 3
Characters in BG3 can change spells outside combat or while leveling up. This is useful when you want to try different spells out or gain access to a different skillset. For instance, a healer can switch from a distance-based heal to a powerful contact-based one.
Clerics, Druids, Paladins, and Wizards need to prepare spells before using them. This can be done with your spellbook outside combat. It can also be done via the ‘Prepare Spells’ options in the level up screen. Based on your level, you can prepare a certain number of spells out of your total learned spells.
While this might seem like a hassle, this lets you learn a variety of spells and adapt to any circumstance. Keep your spell slots in mind and try not to take too many high-level spells. On the other hand, the other classes can only change spells when they level up. You can also respec in Baldur’s Gate 3 to change your spell selection.
Cantrips list
Cantrips are basic spells that can be recast without worrying about spell slots. There are 23 cantrips in the game. Here’s a list of cantrips in Baldur’s Gate 3:
- Acid Splash
- Blade Ward
- Bone Chill/ Chill Touch
- Dancing Lights
- Eldritch Blast
- Fire Bolt
- Friends
- Guidance
- Light
- Mage Hand
- Minor Illusion
- Poison Spray
- Produce Flame
- Ray of Frost
- Resistance
- Sacred Flame
- Selune’s Dream
- Shillelagh
- Shocking Grasp
- Thaumaturgy
- Thorn Whip
- True Strike
- Vicious Mockery
Cantrip | Description |
Acid Splash | Throw a bubble of acid that damages each creature it hits by 1d6 acid damage. DEX save at 18m. |
Blade Ward | Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks for two turns. |
Bone Chill/ Chill Touch | Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls. Deals 1d8 Necrotic damage. 18m range. |
Dancing Lights | Create a wisp of light that illuminates an area of 9m for 10 turns. Requires concentration. 18m range. |
Eldritch Blast | Conjure beam(s) of crackling energy that deal 1d10 Force damage at 18m. |
Fire Bolt | Hurl a mote of fire that deals 1d10 fire damage at 18m. |
Friends | Gain Advantage on Charisma Checks against a non-hostile creature for 10 turns. Requires concentration. |
Guidance | Bestow guidance upon an ally for 10 turns. They gain a +1d4 bonus to Ability Checks. Requires concentration. |
Light | Infuse an object with an aura of light with a DEX save. Until Long Rest. |
Mage Hand | Create a spectral hand that can manipulate and interact with objects. Requires concentration. |
Minor Illusion | Create an illusory image that distracts nearby creatures for 10 turns, compelling them to investigate. You can remain hidden while casting this spell. Requires concentration. |
Poison Spray | Project a puff of noxious gas at 3m that deals 1d12 Poison damage. Needs a CON save. |
Produce Flame | A flickering flame appears in your hand. It sheds bright light in a 9m radius and deals 1~8 Fire damage when thrown. |
Ray of Frost | Reduce the target’s Movement Speed by 3m and deals 1d8 Cold damage. |
Resistance | Make a target more resistant to spell effects and conditions: it receives a +1d4 bonus to Saving Throws for 10 turns. Requires concentration. |
Sacred Flame | Engulf a target in a flame-like radiance and deal 1d8 Radiant damage at 18m range. Requires a DEX save to reduce damage. |
Selune’s Dream | An ally you touch regains 1d8 hit points, but potentially falls into a slumber. This spell has no effect on undead or constructs. Requires concentration to cast. |
Shillelagh | Imbue your staff or club with nature’s power for 10 turns. Bonus action. |
Shocking Grasp | The target cannot use reactions. This spell has Advantage on creatures wearing metal armour and deals 1d8 Lightning damage. |
Thaumaturgy | Manifest a sign of supernatural power that grants you advantage on Intimidation and Performance checks. |
Thorn Whip | Strike at a target with a thorny, vine-like whip. It deals 1d6 Piercing damage and pulls the target 3m closer to you if it is Large or Smaller in size. |
True Strike | Gain Advantage on your next Attack Roll. |
Vicious Mockery | Unleash a string of enchanted insults at a creature. It takes 1d4 Psychic damage and receives Disadvantage on its next Attack Roll. |
Level 1 spells list
Level 1 spells require level 1 spell slots to be cast. Every empty 1st-level spell slot can be regained by a long rest. They are more potent than cantrips. There are 53 level 1 spells in the game. Here’s a list of all the level 1 spells in Baldur’s Gate 3:
- Animal Friendship
- Armour of Agathys
- Arms of Hadar
- Bane
- Bless
- Burning Hands
- Charm Person
- Chromatic Orb
- Colour Spray
- Command
- Compelled Duel
- Create or Destroy Water
- Cure Wounds
- Disguise Self
- Dissonant Whispers
- Divine Favour
- Ensnaring Strike
- Entangle
- Expeditious Retreat
- Faerie Fire
- False Life
- Feather Fall
- Find Familiar
- Fog Cloud
- Goodberry
- Grease
- Guiding Bolt
- Hail of Thorns
- Healing Word
- Hellish Rebuke
- Heroism
- Hex
- Hunter’s Mark
- Ice Knife
- Inflict Wounds
- Jump
- Longstrider
- Lunar Mend
- Mage Armour
- Magic Missile
- Protection from Good and Evil
- Ray of Sickness
- Sanctuary
- Searing Smite
- Shield
- Shield of Faith
- Sleep
- Speak with Animals
- Tasha’s Hideous Laughter
- Thunderous Smite
- Thunderwave
- Wrathful Smite
- Witch Bolt
Level 1 spell | Description |
Animal Friendship | Convince a beast not to attack you for 10 turns. WIS save. |
Armour of Agathys | Gain 5 temporary hit points and deal 5 Cold Damage to any creature that hits you with a melee attack. Until Long Rest. |
Arms of Hadar | Call forth tendrils of dark energy that prevent targets from taking reactions and deals 2d6 Necrotic damage. |
Bane | Curse enemies up to 9m away, making their attacks miss more often and weakening their Saving Throws for 10 turns. Enemies need to make a CHA save and this requires the caster to have concentration. |
Bless | Bless up to 3 creatures up to 9m away, making their attacks hit more often and bolstering their Saving Throws. Requires concentration. |
Burning Hands | Shoot a flaming cone from their fingertips and deal 3d6 Fire damage to enemies. DEX save halves damage. |
Charm Person | Charm a humanoid to prevent in from attacking you for 10 turns. WIS save at up to 18m. |
Chromatic Orb | Hurl a sphere of energy up to 18m away. It deals 4d8 Lightning damage, 3d8 Thunder damage, or deals 2d8 Acid, Cold; Fire, or Poison damage and creates a surface. |
Colour Spray | Blind creatures up to a combined 33 hit points if they are up to 5m away. |
Command | Command a creature to flee, move closer, freeze, drop to the ground or drop their weapon for a turn. |
Compelled Duel | Compel an enemy 9m away to attack only you for 3 turns. It cannot attack other creatures. Requires a WIS save from the target and the caster’s concentration. |
Create or Destroy Water | Call forth rain or destroy water-based terrain. Range of 9m. |
Cure Wounds | Heal a creature you can touch for 1d8+2 HP. |
Disguise Self | Magically change all aspects of your appearance. Until Long Rest. |
Dissonant Whispers | Whisper a discordant melody to a creature and Frighten it for 2 turns. This also deals 3d6 Psychic damage. On WIS Save: Target still takes half damage. |
Divine Favour | Your weapon attacks deal an additional 1∼4 Radiant Damage for 3 turns. Requires concentration. |
Ensnaring Strike | Your attack summons thorny vines that possibly Ensnare your target. Requires a STR save from the enemy and the caster’s concentration. |
Entangle | Vines sprout from the ground up to 18m away, slowing creatures within and possibly Entangling them. Requires a DEX saving throw. |
Expeditious Retreat | Gain Dash immediately and as a bonus action on each of your turns until this spell ends (Long Rest). Requires concentration. |
Faerie Fire | Encase multiple targets up to 18m away in colourful light. The targets turns visible and Attack Rolls against the targets have Advantage. DEX Save and requires concentration. |
False Life | Gain 7 temporary hit points. Until Long Rest. |
Feather Fall | You and nearby allies gain Immunity to Falling damage for 10 turns. |
Find Familiar | Gain the service of a familiar, a fey spirit that takes an animal form of your choose (Cat, Crab, Frog, Imp, Quasit, Raven, Rat, Spider). Range of 18m to summon. |
Fog Cloud | The cloud Blinds and Heavily Obscures creatures within it for 10 turns. Requires concentration. |
Goodberry | Conjure four magical berries into your or a companion’s inventory. Creatures who eat a berry regain 1~4 hit points. Berries disappear after a Long Rest. |
Grease | Cover the ground in grease, slowing creatures within and possibly making them fall Prone. |
Guiding Bolt | The next Attack Roll against this target has Advantage. Also deals 4d6 Radiant damage. |
Hail of Thorns | The thorns deal Weapon Damage to the target up to 18m away and then explode. The explosion deals an additional 1~10 Piercing damage to the target and surrounding creatures. On a DEX save, the target still takes half damage from the explosion. |
Healing Word | Heal a creature you can see up to 18m away for 1d4+3 HP. |
Hellish Rebuke | The next time you take damage, you use your reaction to surround your attacker in hellish flames for 2d10 damage. DEX save. |
Heroism | Make yourself or a target immune to Frightened and gains 5 temporary hit points each turn for 10 turns. Requires concentration. |
Hex | Curse a creature so it takes additional damage whenever you attack it and to inflict 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. Deals 1d6 Necrotic damage. Requires concentration. |
Hunter’s Mark | Mark a creature as your quarry to deal an additional 1d6 Slashing Damage whenever you hit it with weapon attacks. If the target dies before the spell ends, you can mark a new creature without expending a Spell Slot. Requires concentration. |
Ice Knife | Throw a shard of ice that deals 1∼10 Piercing damage. It explodes and deals 2d6 Cold damage to anyone nearby. It leaves an ice surface. On a DEX save, the shard still explodes. |
Inflict Wounds | Putrefy a creature with the nectrotic energy filling your hands and deal 3d10 necrotic damage. |
Jump (Enhance Leap) | Triple a creature’s jumping distance for 10 turns. |
Longstrider | Touch a creature to increase its Movement Speed by 3m. |
Lunar Mend | Expend spell slots to regain hit points while wild-shaped. You regain 1d8 hit points per level of the spell slot. |
Mage Armour | Protect a target from attacks: increase its Armour Class to 13 + its Dexterity modifier. The target can’t be wearing armour. |
Magic Missile | Shoot 3 magical darts, each dealing 3d4+3 Force damage. They always hit their target. Range of 18m. |
Protection from Good and Evil | 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. Requires concentration. |
Ray of Sickness | Possibly Poisons the target if they fail a CON save. Deal 2d8 Poison damage. |
Sanctuary | You or an ally cannot be target until you attack or harm a creature for 10 turns. 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. |
Searing Smite | Deal an extra 1~6 Fire Damage and set your target on fire: it takes 1~6 Fire damage every turn. Requires concentration. |
Shield | When you are about to be hit by an enemy, increase your Armour Class by 5. You take no damage from Magic Missile. |
Shield of Faith | Protect a creature from attacks: increases its Armour Class by 2. Requires concentration. |
Sleep | Put creatures into a magical slumber. Select targets up to a combined 24 hit points. The condition ends on taking damage. |
Speak with Animals | Gain the ability to comprehend and verbally communicate with beasts. |
Tasha’s Hideous Laughter | Leave a creture Prone with laughter, without the ability to get up. The creature must have an Intelligence of 5 or more. The target can try to shake off the effect each time it takes damage with a WIS Save. Requires concentration. |
Thunderous Smite | Pushes your target 3m away, deals 2d6 Thunder damage, and possibly knocks it Prone. STR Save. |
Thunderwave | Release a wave of thunderous force that deals 2d8 Thunder damage and pushes away all creatures and objects. CON save. |
Wrathful Smite | Possibly Frightens your target and deals 1d6 Psychic damage. They will be easier to hit and cannot move. WIS save. Requires concentration. |
Witch Bolt | Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning Damage each turn by activating it. Requires concentration. |
Level 2 spells list
Level 2 spells require level 2 spell slots to be cast. They are more potent than level 1 spells. Any empty 2nd-level spell slot can also be restored via a long rest. There are 39 level 2 spells in the game. Here’s a list of all the level 2 spells in Baldur’s Gate 3:
- Aid
- Barkskin
- Blindness
- Blur
- Branding Smite
- Calm Emotions
- Cloud of Daggers
- Crown of Madness
- Darkness
- Darkvision
- Detect Thoughts
- Enhance Ability
- Enlarge/Reduce
- Flame Blade
- Flaming Sphere
- Gust of Wind
- Heat Metal
- Hold Person
- Invisibility
- Knock
- Lesser Restoration
- Magic Weapon
- Melf’s Acid Arrow
- Mirror Image
- Misty Step
- Moonbeam
- Pass Without Trace
- Phantasmal Force
- Prayer of Healing
- Protection from Poison
- Ray of Enfeeblement
- See Invisibility
- Scorching Ray
- Shatter
- Silence
- Spike Growth
- Web
- Enthral
Level 2 spell | Description |
Aid | Bolster your allies with toughness and resolve to heal and increase their hit point maximum by 5. Requires concentration to cast. |
Arcane Lock | Close a door or container with a magical lock. It can no longer be lockpicked or opened with Knock. |
Barkskin | Protect a creature from attacks: increase its Armour Class up to 16. Requires concentration. Until Long Rest. |
Blindness | Limit a foe’s sight range for 10 turns. It is easier to hit, and the creature will miss more often if they fail their CON save. Attack Rolls against it have an Advantage and the foe attacks with Disadvantage. |
Blur | Attackers have Disadvantage on Attack rolls against you for 10 turns. Doesn’t affect creatures that don’t rely on sight or that can see through illusions. Requires concentration. |
Branding Smite | Your weapon gleams with astral radiance as you strike for 2d6 Radiant damage and possibly marks your target with light, preventing it from turning Invisible. CON save. Requires concentration. |
Calm Emotions | Suppress strong emotions in an area, making all humanoids immune to being Charmed or Frightened for 10 turns. Requires concentration. |
Cloud of Daggers | Conjure a cloud of spinning daggers that attack anyone inside for 4d4 Slashing Damage for 10 turns. Requires concentration. |
Crown of Madness | Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it’s allied. WIS Save. Needs concentration. |
Darkness | Create a cloud of magical darkness that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of it. Requires concentration. |
Darkvision | Grant a creature the ability to see in the dark out to a range of 12m. |
Detect Thoughts | Focus your mind to read the thoughts of certain creatures while talking to them. Requires concentration. |
Enhance Ability | Bestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability. Requires concentration. |
Enlarge/Reduce | Make a creature larger or smaller to affect their weapon damage and Strength Checks and Saving Throws. CON Save. Requires concentration. |
Flame Blade | Coniure a flaming scimitar in your hand that deals 3~18 Fire damage and sheds bright light in a 3m radius and dim light in a 6m radius. Requires concentration. |
Flaming Sphere | Summon a flaming sphere that damages nearby enemies and objects for 2d6 Fire damage. The sphere sheds bright light in a 6m radius, and dim light for an additional 6m. DEX save. Requires concentration. |
Gust of Wind | Summon a strong wind that clears all clouds and pushes creautes back 5m, forcing them Off Balance. STR Save. |
Heat Metal | Cause a metal weapon or armour to glow red-hot and force the creature touching it to let go or receive a Disadvantage on Attack Rolls and Ability Checks. Deals 2d8 Fire damage. If the creature is only wearing metal armour, it always receives a 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. |
Hold Person | Hold a humanoid enemy still for 10 turns. They can’t move, act or react. Attacks from within 3m are always Critical Hits. WIS save. Needs concentration. |
Invisibility | Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage. Needs concentration. |
Knock | Unlock an object that is held shut by a mundane lock. |
Lesser Restoration | Cure a creature from disease, poison, paralysis or blindness. |
Magic Weapon | Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls. Needs concentration. |
Melf’s Acid Arrow | 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. |
Mirror Image | Create 3 illusory duplicates of yourself that distract attackers for 10 turns. Each duplicate increases your Armour Class by 3. Whenever you successfully evade an attack, one of the duplicates disappears. |
Misty Step | Surrounded by silver mist, you teleport to an unoccupied space you can see. |
Moonbeam | Call down a silvery beam of pale light that damages any creature that enters the beam or starts its turn in the light for 2d10 Radiant Damage. You can use an action to move the beam 18m. Requires concentration. CON save. |
Pass Without Trace | Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth checks. Requires concentration. Until Long Rest. |
Phantasmal Force | Deal 1d6 Psychic damage to a creature each turn. The type of damage changes to the last type the creature suffered. INT save. Needs concentration. |
Prayer of Healing | Heal all allies you can see for 2d8 HP. |
Protection from Poison | Touch a creature to grant it protection against poisonious influences. You neutralise all poisons affecting it, grant it Advantage on Saving Throws against being Poisoned, and grant it Resistance to Poison damage. |
Ray of Enfeeblement | Weaken a Foe: they deal half damage with weapon attacks using Strength. Needs concentration. |
See Invisibility | Become able to see Invisible creatures, and possibly reveal them to others. Until Long Rest. DEX save. |
Scorching Ray | Hurl 3 rays of fire. Each ray deals 2d6 Fire damage. |
Shatter | Damage all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving Throw. On CON Save: Targets still take half damage. |
Silence | Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage. Needs concentration. |
Spike Growth | Shape a piece of ground into hard spikes. Movement is halved. A creature walking on the spikes takes 2-8 Piercing damage for every 1.5m it moves. Needs concentration. |
Web | Cover an area in thick, flammable webbing that slows creatures within and possibly Enwebs them. DEX save. Needs concentration. |
Enthral | Reduce a creature’s peripheral vision and make it look at you for 10 turns. |
Level 3 spells list
Level 3 spells require level 3 spell slots to be cast. They are more potent than level 1 and level 2 spells. There are 34 level 3 spells in the game. Here’s a list of all the level 3 spells in Baldur’s Gate 3:
- Animate Dead
- Beacon of Hope
- Bestow Curse
- Blink
- Blinding Smite
- Call Lightning
- Conjure Barrage
- Counterspell
- Crusader’s Mantle
- Daylight
- Elemental Weapon
- Fear
- Feign Death
- Fireball
- Fly
- Gaseous Form
- Glyph of Warding
- Grant Flight
- Haste
- Hunger of Hadar
- Hypnotic Pattern
- Lightning Arrow
- Lightning Bolt
- Mass Healing Word
- Plant Growth
- Protection from Energy
- Remove Curse
- Revivify
- Sleet Storm
- Slow
- Speak with Dead
- Spirit Guardians
- Stinking Cloud
- Vampiric Touch
Level 3 Spell | Description |
Animate Dead | Create an undead servant from a corpse. The target must be a Medium or Small corpse. |
Beacon of Hope | Targets gain advantage on Wisdom saving throws and death saving throws, and regain the maximum number of hp from healing. |
Bestow Curse | Curse a creature with your touch for 10 turns. 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. WIS save. Concentration. |
Blink | 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. Duration: 10 turns. |
Blinding Smite | If the attack hits, deals an extra 3d8 radiant damage and the target must succeed on a Con. save or be blinded. |
Call Lightning | Lightning strikes all targets within range for 3d10 Lightning damage. Then for 10 turns, you can call down lightning again without expending a spell slot. DEX save. Needs concentration. |
Conjure Barrage | Channel your weapon’s essence into a destructive, widespread volley. On a DEX save, targets still take half damage. |
Counterspell | Nullify another creature’s spell as a reaction. The spell must be 3rd level or lower. If it is higher, you must succed a Check to nullify it, the difficulty of which is based on the spell’s Level. |
Crusader’s Mantle | Friendly creatures in a 30-ft radius deal an extra 1d4 radiant damage when they hit with a weapon attack. |
Daylight | Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. |
Elemental Weapon | A weapon becomes magical with a +1 bonus to attack rolls and deal an extra 1d4 damage of a chosen type (bonus/lvl). |
Fear | Project an image so frightening it makes targets drop everything and become Fearful. They will be easier to hit and cannot move. WIS save. Needs concentration. |
Feign Death | 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. |
Fireball | Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity for 8d6 Fire damage. On DEX Save: Targets still take half damage. |
Fly | Bestow the ability to Fly upon yourself or an ally. Needs concentration. |
Gaseous Form | 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. Concentration. |
Glyph of Warding | Inscribe a circle of arcane glyphs on the ground that trigger a magical effect when stepped on by an enemy. DEX Save. |
Grant Flight | Bestow the ability to Fly upon yourself or an ally. |
Haste | Target yourself or an ally to become Hastened: gain an action, become faster and harder to hit for 10 turns. When the condition ends, become Lethargic. Concentration. |
Hunger of Hadar | Create a sphere of cold blackness, teeming with unknown horrors for 10 turns. 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. DEX save. needs concentration. |
Hypnotic Pattern | Hypnotise creatures that can see the pattern. They cannot attack you for 2 turns. They cannot move or act. WIS save. Needs Concentration. |
Lightning Arrow | After the arrow hits for 4d8 Lightning damage, smaller bolts snake out from the target toward nearby creatures for 2d8 Lightning damage. |
Lightning Bolt | Call forth a blast of lightning that hits all creatures in the line of the eruption for 8d6 Lightning Damage. On DEX save: Targets still take half damage. |
Mass Healing Word | Call out words of restoration to heal up to 6 creatures for 1d4+3 HP. |
Plant Growth | Make weeds burst from the ground and smother the area for 10 turns. Creatures moving through the weeds have their Movement Speed quartered. |
Protection from Energy | Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. Needs concentration |
Remove Curse | Touch a creature or object to remove all Curses and Hexes affecting it. |
Revivify | Revive a companion. They return to life with 1 hit point. |
Sleet Storm | Call forth a storm that disrupts the Concentration of spellcasters, douses fires, and creates an ice surface. CON save. Needs concentration. |
Slow | Alter time around up to 6 enemies to Slow them. They won’t get far, they can’t do much, and they’re easier to hit. WIS save. Needs concentration. |
Speak with Dead | Lets the player speak to corpses. Until Long Rest. |
Spirit Guardians | 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 WIS Save: Targets still take half damage. Need concentration. |
Stinking Cloud | Create a cloud of gas so nauseating it prevents creatures from taking actions. DEX save. Requires concentration. |
Vampiric Touch | Touch an enemy to siphon their life force. You regain half as many hit points as the 3d6 Necrotic damage they take. For 10 turns, you can use Vampiric Touch again without expending an additional spell slot. Needs concentration. |
Level 4 spells list
Level 4 spells require level 4 spell slots to be cast. They are more potent than most spells. There are 16 level 4 spells in the game. Here’s a list of all the level 4 spells in Baldur’s Gate 3:
- Conjure Minor Elemental
- Staggering Smite
- Banishment
- Blight
- Dimension Door
- Dominate Beast
- Evard’s Black Tentacles
- Fire Shield
- Stoneskin
- Confusion
- Conjure Woodland Being
- Freedom of Movement
- Grasping Vine
- Ice Storm
- Wall of Fire
- Polymorph
Level 4 Spell | Description |
Conjure Minor Elemental | Conjure a minor elemental to fight alongside you. |
Staggering Smite | If the attack hits, deals an extra 4d6 pyschic damage and the target must succeed on a WIS save or have a disadvantage. |
Banishment | Temporarily Banish your target to another plane of existence. |
Blight | Plants are more susceptible to this spell: they roll with Disadvantage, and still take half of all the 8d8 necrotic damage if they succeed the roll. On Save: Target still takes half damage. |
Dimension Door | Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium. |
Dominate Beast | Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom Saving Throw against your domination. Needs concentration. |
Evard’s Black Tentacles | Tentacles sprout from the ground, turning the area into Difficult Terrain, attacking for 3d6 Bludgeoning damage and Smothering creatures within. WIS save. Needs concentration. |
Fire Shield | Wreathe your body in flames that shed light in a 3m radius, provide Resistance to Fire or Cold damage, and retaliate against melee attacks. |
Stoneskin | Turn a creature’s flesh hard as stone. It takes only half damage of all non-magical Bludgeoning, Piercing and Slashing damage. |
Confusion | Befuddle a group of creatutes causing them to attack at random wander around aimlessly and occasionally skip turns in the stupor for 3 turns. WIS save. Needs concentration. |
Conjure Woodland Being | Conjure a dryad to light alongside you. She can use Nature’s Step. Entangle enemies. and Summon a wood woad. |
Freedom of Movement | Snap an ally out of any Stun. Difficult Terrain can’t slow them down and they can’t be magically Paralysed or Restrained. |
Grasping Vine | Summon a giant vine capable of dragging creatures towards itself. Needs concentration. |
Ice Storm | Impel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range for 2 turns. Deals 2d8 Bludgeoning and 4d6 Cold damage. DEX save. |
Wall of Fire | Create a blazing wall of fire, burning anyone who dares stand too close for 5d8 Fire damage. DEX save. Needs concentration. |
Polymorph | Transform a creature into a harmless sheep. |
Level 5 spells list
Level 5 spells require level 5 spell slots to be cast. They can change the very shape of an encounter if used well. There are 17 level 5 spells in the game. Here’s a list of all the level 5 spells in Baldur’s Gate 3:
- Banishing Smite
- Contagion
- Conjure Elemental
- Cloudkill
- Cone of Cold
- Destruction Wave
- Dispel Evil and Good
- Dominate Person
- Flame Strike
- Greater Restoration
- Hold Monster
- Insect Plague
- Mass Cure Wounds
- Planar Binding
- Seeming
- Telekinesis
- Wall of Stone
Level 5 Spell | Description |
Banishing Smite | If the weapon attack hits, deal an extra 5d10 force damage. Target reduced to 50 hp or fewer this way are banished. |
Contagion | 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. |
Conjure Elemental | Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you. |
Cloudkill | Craft a large cloud that inflicts 5d8 Poison damage per turn. You can reposition the cloud every turn. CON save. Concentration |
Cone of Cold | Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands to deal 8d8 Cold damage. On CON save: Targets still take half damage. |
Destruction Wave | Targets in a 30-ft radius must succeed on a Con. save or take 5d6 thunder damage and 5d6 radiant or necrotic damage. |
Dispel Evil and Good | End a condition (charmed, frightened, or possessed) or banish a creature to its home plane (Cha. save). |
Dominate Person | 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. WIS save. Concentration. |
Flame Strike | Creatures in a 10-ft-radius, 40-ft-high cylinder must succeed on a Dex. save or take 4d6 fire and 4d6 radiant (damage/lvl). |
Greater Restoration | Touch a creature and negate any Charm, Petrification, Stun or curse afflicting it. |
Hold Monster | Paralyse a creature. It can’t move, act or react. Attacks from within 3m are always Critical Hits. No affect on undead. WIS save. Needs concentration. |
Insect Plague | Creatures in a 20-ft-radius sphere must succeed on a Con. save or take 4d10 piercing damage (damage/lvl). |
Mass Cure Wounds | Unleash a soothing turn of energy that heals you and nearby allies for 3d8+3 HP. No effect on undead and constructs. |
Planar Binding | Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally. Target must be a celestial, an elemental, a fey, or a fiend. WIS save. Needs concentration. |
Seeming | Change physical appearance as well as clothing and equipment of targets (saving throw for unwilling). |
Telekinesis | 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. STR save. Concentration. |
Wall of Stone | Raise a wall of non magical, solid stone. |
Level 6 spells list
Level 6 spells require level 6 spell slots to be cast. They’re some of the most powerful magic options in the game. Expect bosses to have these kind of tools in their arsenal. There are 21 level 6 spells. Here’s a list of all the level 6 spells in Baldur’s Gate 3:
- Arcane Gate
- Blade Barrier
- Chain Lightning
- Circle of Death
- Create Undead
- Disintegrate
- Eyebite
- Flesh to Stone
- Freezing Sphere
- Globe of Invulnerability
- Harm
- Heal
- Heroes’ Feast
- Irresistible Dance
- Otiluke’s Freezing Sphere
- Otto’s Irresistible Dance
- Planar Ally
- Sunbeam
- Wall of Ice
- Wall of Thorns
- Wind Walk
Level 6 Spell | Description |
Arcane Gate | Create two liked teleportation portals. Needs concentration. |
Blade Barrier | Create a 100 x 20 x 5 ft wall that provides three-quarters cover and can inflict 6d10 slashing damage if passed through. |
Chain Lightning | Strike an enemy with lightning for 10d8 Lightning Damage. Three more bolts will leap from the target, electrifying as many as three other enemies within 18m. On DEX Save: Targets still take half damage. |
Circle of Death | Sculpt a massive sphere of entropic energy around a creature. Devastate the target and all surrounding creatures with 8d6 necrotic damage. On CON Save: Targets still take half damage. |
Create Undead | Raise a corpse as a heinous mummy that fights by your side. Needs to be from a Medium or Small corpse. |
Disintegrate | Shoot a thin green ray from your finger. If the 10d6 + 40 Force damage reduces the target to 0 hit points, it disintegrates into a crumbly ash. DEX save. |
Eyebite | 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. WIS save. Concentration. |
Flesh to Stone | Atrophy a foe, Restraining them until they temporarily turn to stone. Target will Petrify if it does not succeed its CON Saving Throw within 3 turns. |
Freezing Sphere | Creatures in a 60-ft-radius sphere must succeed on a Con. save or take 10d6 cold damage (damage/lvl). |
Globe of Invulnerability | Creates a barrier that makes creatures and objetcs inside it Immune to all damage. Concentration. |
Harm | The target must succeed on a Con. save or take 14d6 necrotic damage. The spell can’t kill it, however. |
Heal | Heal a target’s wounds for 70 HP and remove Blindness and any diseases. |
Heroes’ Feast | You and everyone around can’t be poisoned, diseased, or frightened. Your HP increases, and you make Wisdom Saves with Advantage. |
Irresistible Dance | The target must succeed on a Wis. save or dance (disadvantage on Dex. save and attack rolls). |
Otiluke’s Freezing Sphere | Create a ball of churning ice that can be launched instantly to generate a frosty explosion or stored for later use. CON save. |
Otto’s Irresistible Dance | Cause a creature to start dancing, making it unable to take actions or move. It attackers have Advantage on Attack Rolls. The dancer has Disadvantage on Attack Rolls and Dexterity Saving Throws. WIS save. Needs concentration. |
Planar Ally | Summon a celestial, elemental, or fiend that will help the caster in exchange for payment (1000 gp/h, sacrifice, quest, etc). |
Sunbeam | A beam of brilliant light sears and Blinds all creatures in its path for 10 turns and 6d8 Radiant damage. Until the spell ends, you can recast Sunbeam without expending a spell slot. CON save. Needs concentration. |
Wall of Ice | Raise a wall of solid ice that deals 10d6 Cold Damage to anyone standing in its way. When the ice is broken, it leaves behind a cloud of frigid air that deals 10d6 Cold damage per turn to creatures within. DEX save. Needs concentration. |
Wall of Thorns | Create a wall of pliable, twisted thorns surrounded by Entangling vines that deals 7d8 Piercing damage. DEX save. Needs concentration. |
Wind Walk | Transform yourself and all nearby party members into tiny clouds of mist to avoid attacks. While transformed, you won’t be able to attack, cast, spells, or talk. |
That covers all the spells in Baldur’s Gate 3. With a variety of offensive and defensive options, the game lets you decide how you want to play. Some of these spells have wide-ranging effects that go beyond combat. BG3 Spells like Guidance help with ability checks too. Some enchantments help with the AC penalty (Armour class) that spell wielders like Wizards tend to suffer from.
This sprawling open-world RPG promises an incredible level of spellcasting across Baldur’s Gate 3 races and I can’t wait to test them out across battlefields of all kinds. Check out our Baldur’s Gate 3 Dank Crypt guide to clear the first troublesome area in the game with BG3 spells, along with its puzzle and enemy encounters. The game is out for PC and PlayStation 5 players. The Xbox Series X|S version currently does not have a release date. To learn more, here’s our exhaustive Baldur’s Gate 3 review.
How do you memorize spells in Baldur’s Gate 3?
Right-click on any spell in Baldur’s Gate 3 and select “Learn spell,” for a wizard to learn it.
What is the best sorcerer spell in Baldur’s Gate?
Scorching Ray is the best sorcerer spell in Baldur’s Gate 3.
Baldur’s Gate 3
- Platform(s): macOS, PC, PlayStation 5, Xbox Series S, Xbox Series S/X, Xbox Series X
- Genre(s): Adventure, RPG, Strategy