Spells in Baldur's Gate 3 are regulated forms of magic energy. In BG 3, there are certain classes can cast spells to damage enemies, buff companions or create other effects. Wizards and Clerics have different sets of spells, while characters of other classes may cast a spell using scrolls.
All Druid Spells in Baldur's Gate 3
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Quick Search of All Druid Spells
Name | Level | School | Casting time | Description |
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Cantrip | Divination | Action | The target gains a +1d4 bonus to Ability Checks. Melee Concentration Action |
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Cantrip | Conjuration | Action |
1~12 Damage Project a puff of noxious gas. |
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Cantrip | Conjuration | Action |
Inflicts Produce Flame A flickering flame appears in your hand. It sheds bright light in a 3m radius and deals 1d8 Fire damage when thrown. |
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Cantrip | Abjuration | Action |
Magically bolster a creature's defenses. It receives a d4 bonus to saving throws.
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Cantrip | Transmutation | Bonus Action |
Inflicts Shillelagh Imbue your staff or club with nature's power. It becomes magical, deals 1d8+Wisdom Bludgeoning damage, and you use your spellcasting ability for attack rolls. |
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Cantrip | Transmutation | Action |
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. |
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Lv 1 | Enchantment | Action |
Inflicts Charmed Charm a beast and convince it you mean no harm. Prerequisite: the beast cannot have an intelligence of 4 or higher. The spell ends if you or one of your companions harms the beast. |
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Lv 1 | Enchantment | Action |
Inflicts Charmed (10) Magically charm a humanoid that you can see. A Charmed creature can't harm the charmer, and the charmer has advantage on Charisma checks against the creature.
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Lv 1 | Transmutation | Action |
Call forth rain. It extinguishes exposed flames and forms a water surface.
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Lv 1 | Evocation | Action |
1d8+[Spellcasting Modifier] hit points A creature you touch regains 1d8+[Spellcasting Modifier] hit points. This spell has no effect on undead or constructs.
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Lv 1 | Conjuration | Action |
Vines sprout from the ground, turning it into difficult terrain and possibly Entangling creatures within.
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Lv 1 | Evocation | Action |
Inflicts Faerie Fire (10) Encase multiple targets in colourful light. The targets turns visible, and attack rolls against the targets have advantage.
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Lv 1 | Conjuration | Action |
Create a cloud of dense frog. Creatures submerged in the fog are Heavily Obscured and Blinded.
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Lv 1 | Transmutation | Action |
Conjure four magical berries for youself or a companion. Creatures who eat a berry regain 1d4 hit points.
The berries appear in the targeted creature's inventory and disappear after a long rest. |
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Lv 1 | Evocation | Bonus Action |
1d4+[Spellcasting Modifier] hit points A creature you can see regains 1d4+[Spellcasting Modifier] hit points. This spell has no effect on Undead or Constructs.
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Lv 1 | Transmutation | Action |
Inflicts Jump (10) Touch a creature to triple its jumping distance.
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Lv 1 | Transmutation | Action |
Inflicts Longstrider (1) Touch a creature to increase its speed by 3m/10ft.
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Lv 1 | Divination | Action |
Inflicts Speak with Animals Gain the ability to comprehend and verbally communicate with beasts. |
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Lv 1 | Evocation | Action |
2d8 Thunder Release a wave of thunderous force. It deals 2d8 Thunder and pushes away creatures and objects.
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Touch a willing creature to toughen its skin and increase its Amiour Class up to 16. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Grant a creature the ability to see in the dark out to a range of 12m. Until Long Rest Melee |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Bestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability. |
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Lv 2 | Evocation | Bonus Action Action |
Conjure a flaming scimitar in your hand that deals 3d6 Fire damage and sheds bright light in a 3m radius and dim light in a 6m radius. |
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Lv 2 | Conjuration | Action Level 2 Spell Slot |
2d6 Fire |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
2d8 Fire Range: 18m |
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Lv 2 | Enchantment | Action Level 2 Spell Slot |
Paralyse a humanoid creature, making it unable to move or act. 10 turns Range: 18m WIS Save Concentration |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Remove one disease or condition afflicting a creature. Melee |
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Lv 2 (Circle of the Land Only) | Illusion | Action Level 2 Spell Slot |
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. 10 turns |
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Lv 2 (Circle of the Land Only) | Conjuration | Bonus Action Level 2 Spell Slot |
Surrounded by silver mist, you teleport to an unoccupied space you can see. Range: 18m |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
2d10 Radiant |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth checks. Until Long Rest Concentration |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Touch a creature to grant it protection against poisonious influences. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
2d4 Piercing |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
3d10 Call down lightning to hit all targets within range. Each turn, can call down lightning again without expending a spell slot. 10 Turns 18m 2m DEX Save Concentration |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. 18m 15m |
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Lv 3 | Necromancy | Action Level 3 Spell Slot |
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. 10 Turns Melee |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered. 18m 6m |
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Lv 3 | Abjuration | Action Level 3 Spell Slot |
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. Melee Concentration |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Call forth a storm of sleet that douses fires, creates an ice surface, and disrupts the concentration of spellcasters. 18m 9m Concentration |
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Lv 4 | Conjuration | Action Level 4 Spell Slot |
Conjure a minor elemental to fight alongside you. 18m |
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Lv 4 | Conjuration | Action Level 4 Spell Slot |
Conjure a dryad to light alongside you. She can use Nature's Step. Entangle enemies. and Summon a wood woad. 18m |
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Lv 4 | Abjuration | Action Level 4 Spell Slot |
Snap an ally out of any Stun. Difficult Terrain can't slow them down and they can't be magically Paralysed or Restrained. |
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Lv 4 | Conjuration | Action Level 4 Spell Slot |
Summon a giant vine capable of dragging creatures towards itself. 10 turns |
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Lv 4 | Evocation | Action Level 4 Spell Slot |
6~40 Damage 2 turns 6m 18m Dex Save |
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Lv 4 | Evocation | Action Level 4 Spell Slot |
5~40 Damage Create a blazing wall of fire, burning anyone who dares stand too close.
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Lv 4 | Transmutation | Action Level 4 Spell Slot |
Transform a creature into a harmless sheep. 5 turns 18m WIS Save Concentration |
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Lv 4 | Necromancy | Action Level 4 Spell Slot |
8~64 Damage 8d8 Necrotic Plants are more susceptible to this spell: they roll with Disadvantage, and still take half of all the damage if they succeed the roll. On Save: Target still takes half damage. No effect on undead and constructs. 9m CON Save |
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Lv 5 | Necromancy | Action Level 5 Spell Slot |
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. |
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Lv 5 | Abjuration | Action Level 5 Spell Slot |
Touch a creature and negate any Charm, petrified, Stun or curse afflicting it. Melee |
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Lv 5 | Abjuration | Action Level 5 Spell Slot |
Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally. 10 Turns Target must be a celestial, an elemental, a fey, or a fiend. 18m WIS SaveConcentration |
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Lv 5 | Conjuration | Action Level 5 Spell Slot |
Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you. 18m |
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Lv 5 | Conjuration | Action Level 5 Spell Slot |
Creatures in a 20-ft-radius sphere must succeed on a Con. save or take 4d10 piercing damage (damage/lvl). |
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Lv 5 | Evocation | Action Level 5 Spell Slot |
6~27 Healing 3d8 + 3 Unleash a soothing lturn ofenetgy that heals you and nearby allies. No effect on undead and constructs. |
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Lv 5 | Evocation | Action Level 5 Spell Slot |
Raise a wall of non magical, solid stone. |
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Lv 6 | Conjuration | Action Level 6 Spell Slot |
7~56 Damage Create a wall of pliable, twisted thorns surrounded by Entangling vines. 1 turn 18m DEX SaveConcentration |
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Lv 6 | Conjuration | Action Level 6 Spell Slot |
You and everyone around can't be poisoned, diseased, or frightened. Your HP increases, and you make Wisdom Saves with Advantage. Until Long Rest 18m |
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Lv 6 | Evocation | Action Level 6 Spell Slot |
8~48 Damage 6d8 Radiant A beam fo brilliant light sears and Blinds all creatures in its path. Until the spell ends, you can recast Sunbeam without expending a spell slot. 10 Turns On save: Targets still take half damage. 18m CON Save Concentration |
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Lv 6 | Evocation | Action Level 6 Spell Slot |
70 Healing No affect on undead and constructs. Melee |
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Lv 6 | Transmutation | Action Level 6 Spell Slot |
Atrophy a foe, Restraining them until they temporarity turn to stone. Target will Petrify if it does not succed its Saving Thorw within 3 turns. 3 Turns 18mCON SaveConcentration |
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Lv 6 | Transmutation | Action Level 6 Spell Slot |
Transform yourself and all nearby party members into tiny clouds of mist to avoid attacks. Until Long Rest While transformed, you won't be able to attack, cast, spells, or talk. 9m |
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Lv 6 | Transmutation | Action Level 6 Spell Slot |
Atrophy a foe, Restraining them until they temporarity turn to stone. Target will Petrify if it does not succed its Saving Thorw within 3 turns. 3 Turns 18mCON SaveConcentration |
All Druid Spells Gallery
Cantrips
Druid Lvl 1 Spells
Druid Lvl 2 Spells
Druid Lvl 3 Spells
Druid Lvl 4 Spells
Druid Lvl 5 Spells
Druid Lvl 6 Spells
- Anonymous
- Anonymous
Mirror Image and Misty Step are not on the Druid spell list; the 2nd-level Druid spell list is missing Guist of Wind
- Anonymous
- Anonymous
- Anonymous
- Anonymous
- Anonymous
- Anonymous
The list is missing Ice Knife at the moment
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