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 Bard Spells in Baldurs Gate 3
|Acid Splash||Cantrip||Conjuration||1 Action||No||Hurl a bubble of acid that deals 1d6 Acid to each creature it hits.|
|Blade Ward||Cantrip||Abjuration||1 Action||No||Gain resistance to Bludgeoning, Piercing, and Slashing damage from weapon attacks.
Inflicts Blade Ward
|Dancing Lights||Cantrip||Evocation||1 Action||Yes||Create wisps of light that illuminate a 12m radius.|
|Friends||Cantrip||Enchantment||1 Action||Yes||Enchant a non-hostile creature to gain advantage on Charisma checks agianst it.|
|Light||Cantrip||Evocation||1 Action||No||Infuse an objet with an aura of light.|
|Mage Hand||Cantrip||Conjuration||1 Action||No||Create a spectral hand that can manipulate and interact with objects.|
|Mending||Cantrip||Transmutation||1 Minute||No||Repair break or tear in an object (broken chain link, two halves of a broken key, torn cloak, leaking wineskin, etc).|
|Message||Cantrip||Transmutation||1 Action||No||The caster whispers a message to a creature within 120 ft who will be the only one to hear it. It can reply the same way.|
|Minor Illusion||Cantrip||Illusion||1 Action||No||Create an illusory image that distracts nearby creatures, complelling them to investigate.
You can remain hidden while casting this spell.
|Prestidigitation||Cantrip||Transmutation||1 Action||No||Minor magical trick (sensory effect, light a torch, clean an object, warm, make a symbol appear, create a trinket, etc).|
|True Strike||Cantrip||Divination||1 Action||Yes||Divine a character's defences to give you advantage on attack rolls against it.|
|Vicious Mockery||Cantrip||Enchantment||1 Action||No||The target must succeed on a Wis. save or take 1d4 psychic damage and have disadvantage on its attack roll (damage/lvl).|
|Animal Friendship||Lvl 1||Enchantment||1 Action||No||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 ypur companions harms the beast.
|Bane||Lvl 1||Enchantment||1 Action||Yes||Target up to 3 creatures. They recieve a d4 penalty to attack rolls and saving throwas.
|Charm Person||Lvl 1||Enchantment||1 Action||No||Magically charm a humanoid that you can see.
A charmer has advantage on Charmisma checks agains the creature.
|Comprehend Languages||Lvl 1||Divination||1 Action||No||The caster understands any spoken and written (1 min/page) language. Doesn't decode secret messages.|
|Cure Wounds||Lvl 1||Evocation||1 Action||No||A creature you touch regains 1d8+0 hit points.
This spell has no effect on undead or constructs.
|Detect Magic||Lvl 1||Divination||1 Action||Yes||The caster senses the presence of magic in a 30-ft radius and learns its school of magic.|
|Disguise Self||Lvl 1||Illusion||1 Action||No||Magically change all aspects of your appearance.|
|Dissonant Whispers||Lvl 1||Enchantment||1 Action||No||Whisper a discordant melody to creature. It takes 3d6 Psychic and becomes Frightened.
On a successful save, the creature only takes half damage.
|Faerie Fire||Lvl 1||Evocation||1 Action||Yes||Encase multiple targets in colourful light. The targets turns visible, and attack rolls against the targets have advantage.|
|Feather Fall||Lvl 1||Transmutation||1 Reaction||No||Slow the rate of descent of allied creatures. Grants immunity to Falling damage.
Inflicts Feather Fall
|Healing Word||Lvl 1||Evocation||1 Bonus Action||No||A creature you can see ragains 1d4+0 hit points.
This spell has no effect on Undead or Constructs.
|Heroism||Lvl 1||Enchantment||1 Action||Yes||The target is immune to being frightened and gains temporary hp equal to its Ability.Mod each turns (+1 creature/lvl).|
|Identify||Lvl 1||Divination||1 Minute||No||The caster obtains properties of a magic item (attunement, charges) or knows if an item or a creature is affected by a spell.|
|Illusory Script||Lvl 1||Illusion||1 Minute||No||Write a secret message that can only be read by a designated target or a creature with truesight.|
|Longstrider||Lvl 1||Transmutation||1 Action||No||Toucha creature to increase its speed by 3m.|
|Silent Image||Lvl 1||Illusion||1 Action||Yes||Create the image of an object or a creature (without sound and no larger than a 15-ft cube) and lets it move.|
|Sleep||Lvl 1||Enchantment||1 Action||No||Put creatures up to a combined 24 hit points into a magical slumber.
Sleeping creatures awaken if they take damege.
|Speak with Animals||Lvl 1||Divination||1 Action||No||Gain the ability to comprenhend and verbally communicate with beasts.
Inflicts Speack with Animals
|Tasha's Hideous Laughter||Lvl 1||Enchantment||1 Action||Yes||Inflict a creature with fits of laughter, leaving it Prone and Incapacitated.
At the end of its tuns or when it takes damage, the creature can try to shake off the effect. Prerequisite: the creature needs to have an Intelligence score of 5 or more.
Inflicts Hideous Laughter
|Thunderwave||Lvl 1||Evocation||1 Action||No||Release a wave of thunderous force. It deals 2d8 Thunder and pushes away creatures and objets.|
|Unseen Servant||Lvl 1||Conjuration||1 Action||No||Create an invisible servant who performs simple tasks (bring something back, clean up, maintain a fire, serve at table, etc).|
|Animal Messenger||Lvl 2||Enchantment||1 Action||No||A Tiny beast travels to deliver a 25 words message to a target (+48 h/lvl).|
|Blindness - Deafness||Lvl 2||Necromancy||1 Action||No||Magically blind an enemy creature.
A blinded creatue can try to shake off the effect at the end of each turn.
|Calm Emotions||Lvl 2||Enchantment||1 Action||Yes||Creatures in a 20-foot-radius sphere must succeed on a Cha. save or no longer be charmed/frightened, or be indifferents.|
|Cloud of Daggers||Lvl 2||Conjuration||1 Action||Yes||Creatures in a 5-ft cube take automatically 4d4 slashing damage (damage/lvl).|
|Crown of Madness||Lvl 2||Enchantment||1 Action||Yes||The target must succeed on a Wis. save or be charmed. It then can attack a target designated by the caster.|
|Detect Thoughts||Lvl 2||Divination||1 Action||Yes||Focus your mind to read the thoughts of certain creatures while talking to them.|
|Enhance Ability||Lvl 2||Transmutation||1 Action||Yes||Bestow a magical enhancement upon an ally.|
|Enthrall||Lvl 2||Enchantment||1 Action||No||Targets must succeed on a Wis. save or have disadvantage on Wisdom (Perception) checks to perceive others creatures.|
|Heat Metal||Lvl 2||Transmutation||1 Action||Yes||Creatures in physical contact with the metal object take 2d8 fire damage (damage/lvl).|
|Hold Person||Lvl 2||Enchantment||1 Action||Yes||Paralyze a humanoid creature.
At the end of each of its turns, the creature can try to free itself.
Inflicts Hold Person
|Invisibility||Lvl 2||Illusion||1 Action||Yes||Touch a creature to turn it Invisible.
The spell ends early it hte creature attacks or casts a spell.
|Knock||Lvl 2||Transmutation||1 Action||No||Unlock or unbar 1 object (door, chest, padlock, set of manacles, etc) or suppressed the arcane lock spell for 10 Minutes.|
|Lesser Restoration||Lvl 2||Abjuration||1 Action||No||Remove one disease or condition afflicting a creature.|
|Locate Animals or Plants||Lvl 2||Divination||1 Action||No||Give the direction and distance to a kind of beast or plant within 5 miles.|
|Locate Object||Lvl 2||Divination||1 Action||Yes||The caster senses the direction to the location of an objet you are familiar with, within a 1000 ft radius.|
|Magic Mouth||Lvl 2||Illusion||1 Minute||No||Creates a magical mouth that will repeat a message of up to 25 words when a trigger condition is met.|
|Phantasmal Force||Lvl 2||Illusion||1 Action||Yes||Tha target must succeed on an Int. save or perceive as real an object or creature created by the caster (with sound).|
|See Invisibility||Lvl 2||Divination||1 Action||No||The caster sees invisible creatures and objects, and into the Ethereal Plane.|
|Shatter||Lvl 2||Evocation||1 Action||No||Generate a painfully intense ringing noise that deals 3d8 Thunder to creates and objects.
On a successful save, creatures only takes half damage. Creatures made of inorganic material such as stone have disadvantage on their saving throw.
|Silence||Lvl 2||Illusion||1 Action||Yes||Create a sound-proof sphere. Creatures and objets within are Silenced and immune to Thunder damage.|
|Suggestion||Lvl 2||Enchantment||1 Action||Yes||The target must succeed on a Wis. save or follow the suggestion given by the caster in one or two sentences.|
|Zone of Truth||Lvl 2||Enchantment||1 Action||No||Creatures within a 15-ft-radius sphere must succeed on a Cha. save or can not lie.|
|Bestow curse||Lvl 3||Necromancy||1 Action||Yes||The target must succeed on a Wis. save or suffer an effect as a disadvantage to a check or lose an action (duration/lvl).|
|Clairvoyance||Lvl 3||Divination||10 Minutes||Yes||Create an invisible sensor in a familiar location within 1 mile, allowing to see or to hear (to choose, can switch).|
|Dispel Magic||Lvl 3||Abjuration||1 Action||No||End spells of 3rd level 3 or lower on a target. Ability check for each spell of 4th level or higher (threshold/lvl).|
|Fear||Lvl 3||Illusion||1 Action||Yes||Creatures in a 30-ft cone must succeed on a Wis. save or drop whatever they are holding, become frightened and move away.|
|Feign Death||Lvl 3||Necromancy||1 Action||No||The willing target appears dead to all outward inspection.|
|Glyph of Warding||Lvl 3||Abjuration||1 Hour||No||A glyph on an object deals 5d8 damage in a 20-ft radius (damage/lvl) or casts a 3rd level spell (lvl/lvl) when triggered.|
|Hypnotic Pattern||Lvl 3||Illusion||1 Action||Yes||Creatures in a 30-ft cube must succeed on a Wis. save or be charmed and incapacitated, with a speed of 0.|
|Leomund's Tiny Hut||Lvl 3||Evocation||1 Minute||No||Create a 10-ft-radius dome that can shelter and protect 9 Medium creatures with the caster.|
|Major Image||Lvl 3||Illusion||1 Action||Yes||Create the image of an animated object or creature, with sounds and smells (without concentration/lvl).|
|Nondetection||Lvl 3||Abjuration||1 Action||No||Protect a creature or an object from any Divination magic or magical scrying.|
|Plant Growth||Lvl 3||Transmutation||1 Action or 8 hours||No||Plants in the area grow vigorously, or over a year the plants produce twice the normal amount of food.|
|Speak with Dead||Lvl 3||Necromancy||1 Action||No||Allow a corpse that still has a mouth and is not an undead to answer 5 questions to the caster.|
|Speak with Plants||Lvl 3||Transmutation||1 Action||No||The caster can communicate with plants within 30 ft, and turns difficult terrain into ordinary terrain or vice versa.|
|Stinking Cloud||Lvl 3||Conjuration||1 Action||Yes||Creatures in a 20-ft-radius sphere must succeed on a Con. save or spend their action that turn retching and reeling.|
|Tongues||Lvl 3||Divination||1 Action||No||The target understands and speaks any spoken language it hears.|
|Compulsion||Lvl 4||Enchantment||1 Action||Yes||Targets within 30 ft must succeed on a Wis. save or move in a specified direction.|
|Confusion||Lvl 4||Enchantment||1 Action||Yes||Creatures in a 10-ft-radius sphere must succeed on a Wis. save or can't take actions normally (+ 5-ft-radius/lvl).|
|Dimension Door||Lvl 4||Conjuration||1 Action||No||The caster and another creature of the same size are teleported to a maximum of 500 feet.|
|Freedom of Movement||Lvl 4||Abjuration||1 Action||No||Target's movement is unaffected by difficult terrain, spells or water.|
|Greater Invisibility||Lvl 4||Illusion||1 Action||Yes||The target becomes invisible for 1 Minute.|
|Hallucinatory Terrain||Lvl 4||Illusion||10 Minutes||No||Make a natural terrain looks like another type (for example a road becomes a swamp or a crevasse).|
|Locate Creature||Lvl 4||Divination||1 Action||Yes||The caster senses the direction in which a familiar creature is within a 1000-ft radius.|
|Polymorph||Lvl 4||Transmutation||1 Action||Yes||Transform a target into a new beast form whose CR/level is equal to or less than the target's CR/level.|
|Animate Objects||Lvl 5||Transmutation||1 Action||Yes||Animate up to 10 non-magic objects and control their actions up to 500 ft (+2 items/lvl).|
|Awaken||Lvl 5||Transmutation||8 hours||No||Give a beast or plant (Intelligence 3 or less) the ability to speek and senses similar to a human's for 30 days.|
|Dominate Person||Lvl 5||Enchantment||1 Action||Yes||One humanoid must succeed on a Wis. save or be charmed and obey the caster (duration/lvl).|
|Dream||Lvl 5||Illusion||1 Minute||No||Shape the dreams of a sleeping creature who can take 3d6 psychic damage if it fails on a Wis. save.|
|Geas||Lvl 5||Enchantment||1 Minute||No||The target must succeed on a Wis. save or be charmed and take 5d10 psychic if it doesn't obey (duration/lvl).|
|Greater Restoration||Lvl 5||Abjuration||1 Action||No||End one condition (charmed or petrified), one curse, any ability scores or hp reduction, or one exhaustion level.|
|Hold Monster||Lvl 5||Enchantment||1 Action||Yes||Target must succeed on a Wis. save or be paralyzed (+1 creature/lvl).|
|Legend Lore||Lvl 5||Divination||10 Minutes||No||The caster obtains information about a person, place, or object. The lore consist of tales or stories.|
|Mass Cure Wounds||Lvl 5||Evocation||1 Action||No||Up to 6 creatures regain 3d8+Spell.Ability.Mod (+1d8 hp/lvl).|
|Mislead||Lvl 5||Illusion||1 Action||Yes||The caster becomes invisible and creates a double that moves, acts and speaks. The caster can see and hear through this double.|
|Modify Memory||Lvl 5||Enchantment||1 Action||Yes||The target must succeed on a Wis. save or be charmed and its memory altered (seniority of memories/lvl).|
|Planar Binding||Lvl 5||Abjuration||1 Hour||No||The target (celestial, elemental, fey, or The Fiend) must succeed on a Cha. save or serve the caster (duration/lvl).|
|Raise Dead||Lvl 5||Necromancy||1 Hour||No||Take back to life (1 hp) a creature died for no longer than 10 days. Doesn't restore missing body parts.|
|Scrying||Lvl 5||Divination||10 Minutes||Yes||Allow you to see and hear a specific creature (can also target a location) on the same plane (Wis. save).|
|Seeming||Lvl 5||Illusion||1 Action||No||Change physical appearance as well as clothing and equipment of targets (saving throw for unwilling).|
|Teleportation Circle||Lvl 5||Conjuration||1 Minute||No||Create a circle that allows anyone to be teleported to another teleportation circle known to the caster.|
|Eyebite||Lvl 6||Necromancy||1 Action||Yes||The target in a 60-ft radius must succeed on a Wis. save or take on a the following effects: asleep, panicked or sickened.|
|Find the Path||Lvl 6||Divination||1 Minute||Yes||Determine the shortest and most direct physical path to reach a known destination.|
|Guards and Wards||Lvl 6||Abjuration||10 Minutes||No||Create a ward that protect a 50-ft square. Can set a password to immunize individuals.|
|Mass Suggestion||Lvl 6||Enchantment||1 Action||No||Up to 12 targets must succeed on a Wis. save or follow the suggestion given by the caster (duration/lvl).|
|Otto's Irresistible Dance||Lvl 6||Enchantment||1 Action||Yes||The target must succeed on a Wis. save or dance (disadvantage on Dex. save and attack rolls).|
|Programmed Illusion||Lvl 6||Illusion||1 Action||No||Create the image of an animated object or creature, with sounds, for 5 min, with a triggering condition.|
|True Seeing||Lvl 6||Divination||1 Action||No||The target gets truesight, sees magic secret doors and in the Ethereal Plane.|
|Etherealness||Lvl 7||Transmutation||1 Action||No||The caster is projected into the Ethereal Plane (nbr of creatures/lvl).|
|Forcecage||Lvl 7||Evocation||1 Action||No||Creates a 20-ft cage or a 10-ft box of magical force that traps a creature. Escape by magicial means only.|
|Mirage Arcane||Lvl 7||Illusion||10 Minutes||No||Tansform the appearance (sight, sound, smell and feel) of a 1 mile square.|
|Mordenkainen's Magnificent Mansion||Lvl 7||Conjuration||1 Minute||No||Create an extradimensional mansion with all the comforts that can shelter the caster and other creatures.|
|Mordenkainen's Sword||Lvl 7||Evocation||1 Action||Yes||If the spell attack hits, deals 3d10 force damage. The sword can move.|
|Project Image||Lvl 7||Illusion||1 Action||Yes||Create a copy of the caster that mimics him, moves and emits sounds. The caster can see and hear through this double.|
|Regenerate||Lvl 7||Transmutation||1 Minute||No||The target regains 4d8+15 hp then 1 hp per round and its severed members are restored.|
|Resurrection||Lvl 7||Necromancy||1 Hour||No||Take back to life (all hp) a creature died for no longer than 100 years (except of old age). Restore any missing body parts.|
|Symbol||Lvl 7||Abjuration||1 Minute||No||Set the trigger and the effect of a glyph on an object (death, discord, fear, hopelessness, insanity, pain, sleep, etc).|
|Teleport||Lvl 7||Conjuration||1 Action||No||The caster and 8 creatures are teleported anywhere on the same plane. Risk of failure depending on the destination familiarity.|
|Dominate Monster||Lvl 8||Enchantment||1 Action||Yes||The target must succeed on a Wis. save or be charmed and obey the caster (duration/lvl).|
|Feeblemind||Lvl 8||Enchantment||1 Action||No||The target take 4d6 psychic damage and must succeed on an Int. save or his Charisma and Intelligence scores become 1.|
|Glibness||Lvl 8||Transmutation||1 Action||No||Give 15 to a Charisma check and hides the lies during a magic detection.|
|Mind Blank||Lvl 8||Abjuration||1 Action||No||The target is immune to psychic damage, reading thoughts, Divination spells, and the charmed condition.|
|Power Word Stun||Lvl 8||Enchantment||1 Action||No||The target (150 hp or fewer) is stunned until it succeeds on a Con. save.|
|Foresight||Lvl 9||Divination||1 Minute||No||1 creature sees its near future, can not be surprised and has advantage on his rolls. Attacks against it have disadvantage.|
|Power Word Heal||Lvl 9||Evocation||1 Action||No||The target regains all its hp and charmed, frightened, paralyzed, and stunned conditions end.|
|Power Word Kill||Lvl 9||Enchantment||1 Action||No||The target (100 hp or fewer) dies!|
|True Polymorph||Lvl 9||Transmutation||1 Action||Yes||Transform a creature or object into a new form (creature object) of FP/level at most equal to the FP/level of the crea|