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 Cleric Spells in Baldurs Gate 3

 

 

 

Spell Lvl School Casting Time Concentration Description
Guidance Cantrip Divination 1 Action Yes Bestow guidance upon a creature. It receives a d4 bonus to an ability check of its choice.
Light Cantrip Evocation 1 Action No Infuse an objet with an aura of light.
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).
Resistance Cantrip Abjuration 1 Action Yes Magically boster a creature's defences. It receives a d4 bonus to saving throws.
Sacred Flame Cantrip Evocation 1 Action No Conjure a flame-like radiance that deals 1d8 Radiant.
Spare the Dying Cantrip Necromancy 1 Action No 1 living creature with 0 hit points becomes stable.
Thaumaturgy Cantrip Transmutation 1 Action No Manifest a sign of supernatural power that grants you advantage on Intimidation and Performance checks. 
Bane Lvl 1 Enchantment 1 Action Yes Target up to 3 creatures. They recieve a d4 penalty to attack rolls and saving throwas.
Inflicts Bane.
Bless Lvl 1 Enchantment 1 Action Yes Bless up to 3 creatures. They receive a d4 bonus to attack rolls and saving throws.
Inflics Bless
Command (Halt) Lvl 1 Enchantment 1 Action No Command a creature to halt, preventing it from moving or taking actions.
Inflicts Command Halt
Create Water Lvl 1 Transmutation 1 Action No Call forth rain. It extinguishes exposed flames and forms a water surface.
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 Evil and Good Lvl 1 Divination 1 Action Yes The caster senses and locates aberration, celestial, elemental, fey, The Fiend, or undead within 30 ft.
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.
Detect Poison and Disease Lvl 1 Divination 1 Action Yes The caster senses and identifies poison, poisonous creature, or disease within 30 ft.
Guiding Bolt Lvl 1 Evocation 1 Action No Call forth a beam of light. deals 4d6 Radiant and grants advantage on the next attack agains the target.
Inflic Guiding Bolt. 
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.
Inflict Wounds Lvl 1 Necromancy 1 Action No Infuse your hands with putreflying energy that deals 3d10 Necrotic.
Protection from Evil and Good Lvl 1 Abjuration 1 Action Yes Protec a creature against aberrations, celestial, elementals, fey, The Fiends, and undead.
The target can't be Charmed, Frightened, or possessed by them, and when these creatures attacks it, they do so with disadvantage.
Purify Food and Drink Lvl 1 Transmutation 1 Action No Purified and rendered free of poison and disease nonmagical food and drink in a 5-ft-radius sphere.
Sanctuary Lvl 1 Abjuration 1 Bonus Action No The target can make a Wis. save to avoid attacks or harmful spells that target it directly.
Shield of Faith Lvl 1 Abjuration 1 Bonus Action Yes Surround a creature with a shimmering field of magic that increases its AC by 2.
Inflicts Shield of Faith
Aid Lvl 2 Abjuration 1 Action No Bolster your allies with toughness and resolve. Heals and increases the hit point maximum by 5 hit points.
Inflicts Aid
Augury Lvl 2 Divination 1 Minute No The caster obtains an omen about the result of an action within the next 30 min (weal, woe, both or nothing).
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.
Inflicts Blindness
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.
Continual Flame Lvl 2 Evocation 1 Action No Create a flame that produces a light equivalent in brightness to a torch, but does not emit any heat.
Enhance Ability Lvl 2 Transmutation 1 Action Yes Bestow a magical enhancement upon an ally.
Find Traps Lvl 2 Divination 1 Action No The caster senses the presence of any trap in a 120-fr radius, but the spell don't give their location.
Gentle Repose Lvl 2 Necromancy 1 Action No Protect a corpse from decay or to become undead.
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
Lesser Restoration Lvl 2 Abjuration 1 Action No Remove one disease or condition afflicting a creature.
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.
Prayer of Healing Lvl 2 Evocation 10 Minutes No All allied creatures you can see each regain 2d8+2 hit ponts.
This Spell has no effect on undead or constructs, and can only be used outside of combat.
Protection from Poison Lvl 2 Abjuration 1 Action No Touch a creature to neutralise all poisons affecting it, to grant it advantage on saving throws against being Poisoned, and to grant it resistance to Poison damage.
Silence Lvl 2 Illusion 1 Action Yes Create a sound-proof sphere. Creatures and objets within are Silenced and immune to Thunder damage.
Spiritual Weapon Lvl 2 Evocation 1 Bonus Action No If the spell attack hits, deals 1d8+Ability.Mod force damage (damage/lvl). A bonus action allows another attack.
Warding Bond Lvl 2 Abjuration 1 Action No The target gains +1 on AC, +1 on saving throws and resistance to all damage, but the caster shares damage.
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.
Animate Dead Lvl 3 Necromancy 1 Minute No Create a skeleton from bones or a zombie from a corpse, who is under the caster control (+2 creatures/lvl).
Beacon of Hope Lvl 3 Abjuration 1 Action Yes Targets gain advantage on Wis. saving throws and death saving throws, and regain the maximum number of hp from healing.
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).
Create Food and Water Lvl 3 Conjuration 1 Action No Create 45 pounds of food and 30 gallons of water, enough to sustain 15 humanoids for 24 hours.
Daylight Lvl 3 Evocation 1 Action No Create a sphere that sheds bright light in a 60-ft radius and dim light in an additional 60-ft radius.
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).
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.
Magic Circle Lvl 3 Abjuration 1 Minute No Create a 10-ft-radius, 20-ft-tall cylinder that protect from celestials, elementals, fey, The Fiends, and/or undead (+1 h/lvl).
Mass Healing Word Lvl 3 Evocation 1 Bonus Action No Up to 6 creatures regain 1d4+Ability.Mod (+1d4 hp/lvl).
Meld into Stone Lvl 3 Transmutation 1 Action No The caster can penetrate the stone.
Protection from Energy Lvl 3 Abjuration 1 Action Yes The target gains resistance to one damage type (acid, cold, fire, lightning, or thunder).
Remove Curse Lvl 3 Abjuration 1 Action No End all curses affecting one creature or object.
Revivify Lvl 3 Necromancy 1 Action No Take back to 1 hp a creature that has died within the last minute (except of old age).
Sending Lvl 3 Evocation 1 Action No Send a 25-words message to a creature you are familiar with, regardless of the distance or the plan. It can answer it.
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.
Spirit Guardians Lvl 3 Conjuration 1 Action Yes Targets in a 15-ft radius must succeed on a Wis. save or take 3d8 radiant or necrotic damage (damage/lvl).
Tongues Lvl 3 Divination 1 Action No The target understands and speaks any spoken language it hears.
Water Walk Lvl 3 Transmutation 1 Action No Up to 10 creatures can move on a liquid surface (water, acid, mud, lava, etc) as if it were harmless solid ground.
Banishment Lvl 4 Abjuration 1 Action Yes The target must succeed on a Cha. save or be banished to a harmless demiplane (+1 creature/lvl).
Control Water Lvl 4 Transmutation 1 Action Yes Control the water in a 100-ft cube (cause a flood, part the water, redirect the flow, create a whirlpool).
Death Ward Lvl 4 Abjuration 1 Action No When the target drops to 0 hp for the first time, it automatically returns to 1 hp.
Divination Lvl 4 Divination 1 Action No The caster gets a truthful reply to 1 question about an event to occur within 7 days.
Freedom of Movement Lvl 4 Abjuration 1 Action No Target's movement is unaffected by difficult terrain, spells or water.
Guardian of Faith Lvl 4 Conjuration 1 Action No Hostiles creatures within a 10-ft radius of the created guardian must succeed on a Dex. save or take 20 radiant damage.
Locate Creature Lvl 4 Divination 1 Action Yes The caster senses the direction in which a familiar creature is within a 1000-ft radius.
Stone Shape Lvl 4 Transmutation 1 Action No Give a stone no more than 5 ft in any dimension any shape, or create an opening in it.
Commune Lvl 5 Divination 1 Minute No Allow to obtain from a divine entity the answers (yes or no) to 3 questions.
Contagion Lvl 5 Necromancy 1 Action No If the spell attack hits, target is afflicted with a disease to choose from 6 proposed.
Dispel Evil and Good Lvl 5 Abjuration 1 Action Yes End a condition (charmed, frightened, or possessed) or bannish a creature to its home plane (Cha. save).
Flame Strike Lvl 5 Evocation 1 Action No 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).
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.
Hallow Lvl 5 Evocation 24 hours No Prevent celestials, elementals, fey, The Fiends, and undead to enter a 60-ft-radius area and protect/handicap the targets.
Insect Plague Lvl 5 Conjuration 1 Action Yes Creatures in a 20-ft-radius sphere must succeed on a Con. save or take 4d10 piercing damage (damage/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).
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).
Blade Barrier Lvl 6 Evocation 1 Action Yes Create a 100 x 20 x 5 ft wall that provides three-quarters cover and can inflict 6d10 slashing damage if passed through.
Create Undead Lvl 6 Necromancy 1 Minute No Up to 3 Medium or Small humanoids corpses become a ghoul who obey the caster for 24 h (nbr and type of creatures/lvl).
Find the Path Lvl 6 Divination 1 Minute Yes Determine the shortest and most direct physical path to reach a known destination.
Forbiddance Lvl 6 Abjuration 10 Minutes No Prevent teleporting to the protected area and inflicts 5d10 radiant or necrotic damage to some type of creatures.
Harm Lvl 6 Necromancy 1 Action No The target must succeed on a Con. save or take 14d6 necrotic damage. The spell can't kill it however.
Heal Lvl 6 Evocation 1 Action No 1 creature regains 70 hp and are cured of diseases, blindness, and deafness (+10 hp/lvl).
Heroes' Feast Lvl 6 Conjuration 10 Minutes No Produce a feast for 12 guests that cures diseases, immunizes to poison and increases hp by 2d10 for 24 hours.
Planar Ally Lvl 6 Conjuration 10 Minutes No Summon a celestial, elemental, or The Fiend that will help the caster in exchange for payment (1000 gp/h, sacrifice, quest, etc).
True Seeing Lvl 6 Divination 1 Action No The target gets truesight, sees magic secret doors and in the Ethereal Plane.
Word of Recall Lvl 6 Conjuration 1 Action No The caster and up to 5 other creatures are teleported to a previously designated sanctuary.
Conjure Celestial Lvl 7 Conjuration 1 Minute Yes Summon 1 celestial of CR 4, friendly (CR +1/lvl).
Divine Word Lvl 7 Evocation 1 Bonus Action No Targets must succeed on a Cha. save or suffer an effect (deafened, blinded, etc). Some creatures are banned.
Etherealness Lvl 7 Transmutation 1 Action No The caster is projected into the Ethereal Plane (nbr of creatures/lvl).
Fire Storm Lvl 7 Evocation 1 Action No Creatures in ten 10-ft cube must succeed on a Dex. save or take 7d10 fire damage.
Plane Shift Lvl 7 Conjuration 1 Action No The caster and up to 8 creatures are transported to another plane of existence, or a creature is banished (Cha. save).
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).
Antimagic Field Lvl 8 Abjuration 1 Action Yes Create a 10-ft-radius sphere in which spells and magic items no longer work.
Control Weather Lvl 8 Transmutation 10 Minutes Yes Modify gradually the climatic conditions outdoors (precipitation, temperature and wind force).
Earthquake Lvl 8 Evocation 1 Action Yes Creatures in a 100-ft radius must succeed on a Dex. save or be knocked prone. Cause damage to structures.
Holy Aura Lvl 8 Abjuration 1 Action Yes Targets in a 30-ft radius have advantage on saving throws. Other creatures have disadvantage on attack rolls against them.
Astral Projection Lvl 9 Necromancy 1 Hour No The caster and up to 8 creatures are projected into the Astral Plane.
Gate Lvl 9 Conjuration 1 Action Yes Create a portal to another plan. Also allows to summon a creature from another plane.
Mass Heal Lvl 9 Evocation 1 Action No Several creatures regain a total of 700 ph and are cured of diseases, blindness, and deafness.
True Resurrection Lvl 9 Necromancy 1 Hour No Take back to life (all hp) a creature died for no longer than 200 years (except of old age), even without the original body.



Join the page discussion Tired of anon posting? Register!

Load more
⇈ ⇈