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 Lvl 1 Spells in Baldur's Gate 3
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Quick Search of All Lvl 1 Spells
Spell | School | Casting Time | Concentration | Description | Classes |
---|---|---|---|---|---|
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Enchantment | Action Spell Slot |
No | 10 Turns Convince a beast not to attack you. 18m WIS Save |
Bard, Nature Domain, Druid, Ranger |
|
Abjuration | Action Spell Slot |
No | Gain 5 temporary hit ponts and deal 5 Cold Damge to any creature that hits you with a melee attacks. Can only have temporary hit points from one source. Until Long Rest |
Bard, College of Lore, Warlock |
|
Conjuration | Action Spell Slot |
No | 2~12 Damage |
Warlock |
|
Enchantment | Action Spell Slot |
Yes | Target up to 3 creatures. They receive a 1d4 penalty to Attack Rolls and Saving Throws. 10 Turns 9m9mCHA Save Concentration |
Bard, Oath of Vengeance, Cleric |
|
Enchantment | Action Spell Slot |
Yes | Bless up to 3 creatures. They gain a +1d4 bonus to Attack Rolls and Saving Throws. 10 turns 9mConcentration |
Bard, College of lore, Life Domain, Paladin |
|
Evocation | Action Spell Slot |
No | 3~18 Damage 3d6Fire Each flammable targets is thi with 3∼18 Fire damage. On Save: Targets still take half damage. 5m DEX Save |
Light Domain, Eldritch Knight, Arcane Trickster, Sorcerer, Warlock, Wizard |
|
Enchantment | Action Spell Slot |
No | Charm a humanoid to prevent in from attacking you. You gain Advantage on Charisma Checks in dialogue and prevent it from attacking. Enemies have Advantage on Saving Throws against being Charmed. When the spell ends, the target might accuse you of Charming them. 10 Turns 18m/60ft WIS Save |
Bard, Trickery Domain, Druid, Sorcerer, Warlock, Wizard |
|
Evocation | Action Spell Slot |
No | Hurl a sphere of energy. It deals 3d8 Thunder damage, or deals 2d8 Acid, Cold; Fire, Lightning, or Poison damage and creates a surface. 18m 2m Attack Roll |
Bard, Eldritch Knight, Arcane Trickster, Sorcerer, Wizard |
|
Evocation | Action Spell Slot |
No | 2~16 Damage 2d8Acid Hurl a sphere of acid energy. |
Wizard, Sorcerer,Arcane Trickster |
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Evocation | Action Spell Slot |
No | 2~16 Damage 2d8Cold Hurl a sphere of frozen energy. |
Wizard, Sorcerer,Arcane Trickster |
|
Evocation | Action Spell Slot |
No | 2~16 Damage |
Wizard, Sorcerer,Arcane Trickster |
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Evocation | Action Spell Slot |
No | 2~16 Damage 2d8Lightning Hurl a sphere of Lightning energy.. |
Wizard, Sorcerer,Arcane Trickster |
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Evocation | Action Spell Slot |
No | 2~16 Damage 2d8Poison Hurl a sphere of poisonous energy. |
Wizard, Sorcerer,Arcane Trickster |
|
Evocation | Action Spell Slot |
No | 3~24 3d8Thunder Hurl a sphere that deals 3-24 Thunder damage and possibly creates a surface on impact. Alternative, choose a different type of damage. 18m |
Wizard, Sorcerer,Arcane Trickster |
|
Illusion | Action Spell Slot |
No | Blind creatures up to a combined 33 hit points. 1 Turn 5m/17ft |
College of Lore, Paladin |
|
Enchantment | Action Spell Slot |
No | Command a creature to flee, move closer, freeze, drop to the ground or drop their weapon. 1 Turn 18m/60ftWIS Save |
Cleric, Paladin |
|
Enchantment | Bonus Action Spell Slot |
Yes | Compel an enemy to attack only you. It cannot attack other creatures. 3 Turns 9m WIS Save Concentration |
Paladin |
|
Transmutation | Action Spell Slot |
No | Call forth rain or destroy a water-based. 9m |
Cleric, Druid, Storm Sorcery |
|
Evocation | Action Spell Slot |
No | 3~8 Healing 1d8+2 Heal a creature you can touch. No effect on undead or constructs. Melee |
Bard, Life Domain, Druid, Paladin, Ranger |
|
Illusion | Action Spell Slot |
No | Magically change all aspects of your appearance. (Lasts until the end of a long rest) |
Bard, Trickery Domain, Gloom Stalker, Sorcerer, Wizard |
|
Enchantment | Action Spell Slot |
No | 3~18 Damage 3d6 Psychic Whisper a discordant melody to a creature and Frighten it. 2 turns On Save: Target still takes half damage 18m WIS Save |
Bard, The Great Old One |
|
Evocation | Bonus Action Spell Slot |
Yes | Your weapon attacks deal an additional 1∼4 Radiant Damage. 3 Turns Concentration |
War Domain, Paladin |
|
Conjuration | Action Bonus Action Spell Slot |
Yes | Your attack summons thorny vines that possibly Ensnare your target. 10 Turns Melee STR SaveConcentration |
Oath of the Ancients, Ranger |
|
Conjuration | Action Spell Slot |
No | Vines sprout from the ground, slowing creatures within and possibly Entangling them. |
Druid |
|
Transmutation | Bonus Action Spell Slot |
Yes | Gain Dash immediately and as a bonus action on each of your turns until this spell ends. Until Long Rest Concentration |
Eldritch Knight, Sorcerer, Warlock, Wizard |
|
Evocation | Action Spell Slot |
Yes | Encase multiple targets in colourful light. The targets turns visible, and Attack Rolls against the targets have Advantage. 10 Turns Range: 18m/60ft 6mDEX Save Concentration |
Bard, Light Domain, Druid |
|
Necromancy | Action Spell Slot |
No | Gain 7 temporary hit points. Until Long Rest Can only have temporary hit points from one source. |
Bard, College of Lore, Sorcerer, Wizard |
|
Transmutation | Bonus Action Spell Slot |
No | You and nerby allies Immunity to Falling damage. 10 Turns 9m |
Bard, Sorcerer, Wizard |
|
Conjuration | Action Level 1 Spell Slot |
No | Gain the service of a familiar, a fey spirit that takes an animal from of your choose. Range: 18m |
Wizard, Ranger |
|
Conjuration | Action Level 1 Spell Slot |
No | Summon a familiar with the form and statistics of a cat that can distract your enemies. (Lasts until the end of a long rest) Range: 18m |
Wizard |
|
Conjuration | Action Level 1 Spell Slot |
No | Summon a familiar with the form and statistics of a crab. Its sharp pincers can slow enemies. (Lasts until the end of a long rest) Range: 18m |
Wizard |
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Conjuration | Action Level 1 Spell Slot |
No | Summon a familiar with the form and statistics of a frog. Its skin is covered with dizzying toxins. (Lasts until the end of a long rest) Range: 18m |
Wizard |
|
Conjuration | Action Level 1 Spell Slot |
No | Summon a familiar with the form and statistics of an imp. Its barbed tail can inject enemies with a potent poison. Range: 18m |
Warlock |
|
Conjuration | Action Level 1 Spell Slot |
No | Summon a familiar with the form and statistics of a quasit that can frighten enemies. Range: 18m |
Warlock |
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Conjuration | Action Level 1 Spell Slot |
No | Summon a familiar with the form and statistics of a rat. Its infectious bite can spread disease. (Lasts until the end of a long rest) Range: 18m |
Wizard |
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Conjuration | Action Level 1 Spell Slot |
No | Summon a familiar with the form and statistics of a raven. It can launch precise attacks. (Lasts until the end of a long rest)
|
Wizard |
|
Conjuration | Action Spell Slot |
No | Summon a familiar with the form and statistics of a spider. Its deadly bite can poison enemies. (Lasts until the end of a long rest) Range: 18m |
Wizard |
|
Conjuration | Action Level 1 Spell Slot |
Yes | The cloud Blinds and Heavily Obscures creatures within it. 10 Turns 5m18m Concentration |
Tempest Domain, Druid, Ranger, Sorcerer, Wizard |
|
Transmutation | Action Level 1 Spell Slot |
No | 4~16 Healing |
Druid, Ranger |
|
Conjuration | Action Spell Slot |
No | Cover the ground in grease, slowing creatures within and possibly making them fall Prone 10 Turns 18m4m DEX Save |
Wizard, Eldritch Knight |
|
Evocation | Action Spell Slot |
No | 2~18 Damage 4d6 Radiant Call forth a beam of light that grants Advantage on the next Attack Roll against the target. 2 Turns. 18m/60ft |
Bard, College of Lore, Cleric |
|
Conjuration |
|
Yes | +1d10Piercing |
Ranger |
|
Evocation | Bonus Action Level 1 Spell Slot |
No | 1~4 Healing |
Bard, Cleric, Druid |
|
Evocation | Spell Slot | No | 2~20 Damage 2d10Fire (Delayed) The next time you take damage, you use your reaction to surround your attacker in hellish flames. On Save: Target still takes half damage. DEX Save |
Bard, College of Lore, Warlock |
|
Enchantment | Action Level 1 Spell Slot |
Yes | Make yourself or a target immune to Frightened and gains 5 temporary hit points each turn. 10 Turns Can only have temporary hit points from one source. MeleeConcentration |
Bard, Paladin |
|
Enchantment | Bonus Action Warlock Spell Slot |
Yes | 1~6 Damage 1d6Necrotic (Conditional) Curse a creature so it takes additional damage whenever you attack it and to inflict Disadvantage on Ability Checks with an Ability of your choosing. If the target dies before the spell ends. you can Hex a new creature without expending a spell slot. 18m Concentration |
Bard, College of Lore, Warlock |
|
Divination | Bonus Action Spell Slot |
Yes | 1~6 Damage 1d6Slashing Mark a creature as your quarry to deal an additional 1d6 Slashing Damage whenever you hit it with a weapon attacks. If the target dies before the spell ends, you can mark a new creature without expanding a Spell Slot. Until Long Rest 18m Concentration |
Oath of Vengeance, Ranger |
|
Conjuration | Action Spell Slot |
No | 1~10(target) / 2~12(area) 1d10Piercing +2d6Cold Throw a shard of ice that deals 1∼10 Piercing damage. It explodes and deals 2-12 Cold damage to anyone nearby. It leaves an ice surface. On Miss: The shard of ice still explodes. 2m 18m DEX Save |
Bard, College of lore, Druid, Sorcerer, Wizard |
|
Necromancy | Action Spell Slot |
No | 3~30 Damage 3d10 Necrotic Putrfy a creature with the nectrotic energy filling your hands. Melee |
Cleric, Oathbreaker |
|
Transmutation | Action Lvel 1 Spell Slot |
No | Triple a creature's jumping distance. 10 Turns Melee |
Druid, Ranger, Sorcerer, Wizard, Arcane Trickster |
|
Transmutation | Action Lvel 1 Spell Slot |
No | Touch a creature to increase its Movement Speed by 3m. Until Long Rest Melee |
Bard, Druid, Ranger, Wizard |
|
- | Bonus Action Spell Slot |
No | Expend spell slots to regain hit points while wild shaped. Yor regain 1d8 hit points per level of the spell slot. |
Circle of the Moon (Druid Sub Class) |
|
Abjuration | Action Spell Slot |
No | Protect a target from attacks: increase its Armour Class to 13 + its Dexterity modifier. Until Long Rest The target can't be wearing armour Mele |
Sorcerer, Wizard, Arcane Trickster, Eldritch Knight, Sorcerer |
|
Evocation | Action Spell Slot |
No | 6~15 Damage 3d4+3Force Shoot 3 magical darts, each dealing 2∼5 Force damage. They always hit their target. 18m |
Bard, College of Lore, Eldritch Knight, Arcane Trickster, Sorcerer, Wizard |
|
Abjuration | Action Spell Slot |
Yes | Protect a creature against aberrations, celestials, elementals, fey, fiends, and undead. The target can't be Charmed, Frightened, or possessed by them, and when these creatures attack it, they do so with disadvantage. Inflicts Protection from Evil and Good Melee Concentration |
Cleric, Eldritch Knight, Paladin, Ranger, Arcane Trickster, Warlock, Wizard |
|
Necromancy | Action Spell Slot |
No | 2~16 Damage 2d8Poison Possibly Poisons the target. 2 Turns 18m CON Save |
Eldritch Knight, Sorcerer, Wizard |
|
Abjuration | Bonus Action Spell Slot |
No | You or an ally cannot be target until you attack or harm a creature. You can still take damage from area spells. Until the affected entity attacks or harms another creature, it cannot be targeted by enemy attacks. However, it can still take damage from spells that influence a large area. 10 Turns 18m Always Prepared |
Cleric, Oath of Devotion |
|
Evocation | Action Bonus Action Spell Slot |
Yes | +1d6Fire Deal an extra 1~6 Fire Damage and set your target on fire: it takes 1~6 Fire damage every turn. 10 Turns Melee Concentration |
Paladin |
|
Abjuration | Reaction Level 1 Spell Slot |
No | When you are about to be hit by an enemy, increase your Armour Class by 5. You take no damage from Magic Missile. Until Long Rest |
Eldritch Knight, Arcane Trickster, Sorcerer, Wizard |
|
Abjuration | Bonus Action Spell Slot |
Yes | Protect a creature from attacks: increases its Armour Class by 2. Until Long Rest 18m/60ftConcentration |
Cleric, War Domain, Paladin |
|
Enchantment | Action Spell Slot |
No | Put creatures into a magical slumber. Select targets up to a combined 24 hit points. 2 Turns The condition ends upon taking damage. 18m |
Bard, Sorcerer, Knowledge Domain, Sorcerer, Wizard |
|
Divination | Action Level 1 Spell Slot |
No | Gain the ability to comprehend and verbally communicate with beasts. Until Long Rest |
Bard, Nature Domain, Druid, Oath of the Ancients, Ranger |
|
Enchantment | Action Spell Slot |
Yes | Leve a creture Prone with laughter, without the ability to get up. 10 turns The creature must have an Intelligence of 5 or more. The target can try to shake off the effect each time it takes damage. 18mWIS SaveConcentration |
Bard, Wizard, The Great Old One. |
|
Evocation | Action Bonus Action Spell Slot |
No | +2d6 Thunder Pushes your target 3m away and possibly knocks it Prone. 1 turn Melee STR Save Action Bonus Action Level 1 Spell Slot |
Paladin |
|
Evocation | Action Spell Slot |
No | 2~16 Damage 2d8 Thunder Release a wave of thunderous force that pushes away all creatures and objects. 5mCON Save |
Bard, Tempest Domain, Druid, Eldritch Knight, Arcane Trickster, Sorcerer, Wizard |
|
Evocation | Action Bonus Action Spell Slot |
Yes | +1d6Psychic Possibly Frightens your target. They will be easier to hit and cannot move. 2 Turns Melee WIS Save Concentration |
Paladin |
|
Evocation | Action + Spell Slot |
Yes | 1~12 Damage 1d12 Lightning Link yourself to a target with a bolt of lightning. Deal an additional 1∼12 Lightning Damage each turn by activating it. 10 Turns 18mConcentration |
Eldritch Knight, Arcane Trickster, Sorcerer, Warlock, Wizard |
Lvl 1 Spells Gallery in Baldur's Gate 3
Yes one level of wizard is worth it
2
+10
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