Cantrip Spells in Baldur's Gate 3 covers the most basic and easy spells Characters can use. Cantrip Spells can be acquired through Features, Classes and many other ways. Below you can find a list with all Cantrip Spells in Baldur's Gate 3.

All Cantrip Spells in Baldur's Gate 3


Spell School Casting Time Concentration Description Classes
Acid Splash Conjuration 1 Action No Hurl a bubble of acid that deals 1d6 Acid to each creature it hits. Sorcerer, Wizard
Blade Ward Abjuration 1 Action No Gain resistance to Bludgeoning, Piercing, and Slashing damage from weapon attacks.
Inflicts Blade Ward
Bard, Sorcerer, Warlock, Wizard
Chill Touch Necromancy 1 Action No Assail a creature with the chill of the grave. It takes 1d8 Necrotic and cannot regain hit points. Undead creatures also get disadvantage on attack rolls.
Inflicts Chill Touch
Sorcerer, Warlock, Wizard
Dancing Lights Evocation 1 Action Yes Create wisps of light that illuminate a 12m radius. Bard, Sorcerer, Wizard
Druidcraft Transmutation 1 Action No Provide various minor effects related to nature (weather forecast, flowering, sensory effect, etc). Druid
Eldritch Blast Evocation 1 Action No Conjure a beam of crackling energy that deals 1d10 Force. Warlock
Fire Bolt Evocation 1 Action No Hurl a mote of fire that deals 1d10 Fire and creates a flammable surface. Sorcerer, Wizard
Friends Enchantment 1 Action Yes Enchant a non-hostile creature to gain advantage on Charisma checks against it. Bard, Sorcerer, Warlock, Wizard
Githyanki Psionics: Mage Hand Conjuration 1 Action Yes Create an invisible spectral hand that can manipulate and interact with objects. Githyanki
Guidance Divination 1 Action Yes Bestow guidance upon a creature. It receives a d4 bonus to an ability check of its choice. Cleric, Druid
Light Evocation 1 Action No Infuse an object with an aura of light. Bard, Cleric, Sorcerer, Wizard
Mage Hand Conjuration 1 Action No Create a spectral hand that can manipulate and interact with objects.  Bard, Sorcerer, Warlock, Wizard
Mending 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). Bard, Cleric, Druid, Sorcerer, Wizard
Message 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. Bard, Sorcerer, Wizard
Minor Illusion Illusion 1 Action No Create an illusory image that distracts nearby creatures, compelling them to investigate.
You can remain hidden while casting this spell.
Bard, Sorcerer, Warlock, Wizard
Poison Spray Conjuration 1 Action No Project a puff of noxious gas that deals 1d12 Poison. Druid, Sorcerer, Warlock, Wizard
Prestidigitation Transmutation 1 Action No Minor magical trick (sensory effect, light a torch, clean an object, warm, make a symbol appear, create a trinket, etc). Bard, Sorcerer, Warlock, Wizard
Produce Flame Conjuration 1 Action No 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 Evocation 1 Action No Call forth a frigid beam of blue-white light. Deals 1d8 Cold and reduces the targe's speed by 3m
Inflicts Ray of Frost
Sorcerer, Wizard
Resistance Abjuration 1 Action Yes Magically bolster a creature's defenses. It receives a d4 bonus to saving throws. Cleric, Druid
Sacred Flame Evocation 1 Action No Conjure a flame-like radiance that deals 1d8 Radiant. Cleric
Shillelagh Transmutation 1 Bonus Action No 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. Druid
Shocking Grasp Evocation 1 Action No Lightning springs from your hand. It deal 1d8 Lightning and prevents the target from taking reactions.
Inflicts Shocking Grasp
Sorcerer, Wizard
Spare the Dying Necromancy 1 Action No 1 living creature with 0 hit points becomes stable. Cleric
Thaumaturgy Transmutation 1 Action No Manifest a sign of supernatural power that grants you advantage on Intimidation and Performance checks.  Cleric
Thorn Whip Transmutation 1 Action No 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. Druid
True Strike Divination 1 Action Yes Divine a character's defenses to give you advantage on attack rolls against it. Bard, Sorcerer, Warlock, Wizard
Vicious Mockery 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). Bard


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