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
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Quick Search of All Cleric Spells
|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.
|Bless||Lvl 1||Enchantment||1 Action||Yes||Bless up to 3 creatures. They receive a d4 bonus to attack rolls and saving throws.
|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.
|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.
|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.|