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 Druid Spells in Baldurs Gate 3
|Druidcraft||Cantrip||Transmutation||1 Action||No||Provide various minor effects related to nature (weather forecast, flowering, sensory effect, etc).|
|Guidance||Cantrip||Divination||1 Action||Yes||Bestow guidance upon a creature. It receives a d4 bonus to an ability check of its choice.|
|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).|
|Poison Spray||Cantrip||Conjuration||1 Action||No||Project a puff of noxious gas that deals 1d12 Poison.|
|Produce Flame||Cantrip||Conjuration||1 Action||No||If the spell attack hits, deals 1d8 fire damage (damage/lvl). Shed bright light in 10 ft and dim light in additional 10 ft.|
|Resistance||Cantrip||Abjuration||1 Action||Yes||Magically boster a creature's defences. It receives a d4 bonus to saving throws.|
|Shillelagh||Cantrip||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 spcllcasting ability for attack rolls.|
|Thorn Whip||Cantrip||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.|
|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.
|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.
|Create Water||Lvl 1||Transmutation||1 Action||No||Call forth rain. It extinguishes exposed flames and forms a water surface.|
|Create or Destroy Water||Lvl||Transmutation||1 Action||No||Choose to call forth rain or destroy a water based 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 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.|
|Entangle||Lvl 1||Conjuration||1 Action||Yes||Vines sprout from the ground, turing it into difficult terrain and possibly Entangling creatures within. Entangled creatures cannot move. An ally can use its help action to try and tear away the vines.|
|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.|
|Fog Cloud||Lvl 1||Conjuration||1 Action||Yes||Create a cloud of dense frog. Creatures submerged in the fog are Heavily Obscured and Blinded.|
|Goodberry||Lvl 1||Transmutation||1 Action||No||Conjure four magical berries for youself or a companion. Creatures who eat a berry regain 1d4 hit points. The berries appear in the targeted creature's inventory and disappear after a long rest.|
|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.
|Jump||Lvl 1||Transmutation||1 Action||No||Touch a creature to triple its jumping distance.|
|Longstrider||Lvl 1||Transmutation||1 Action||No||Toucha creature to increase its speed by 3m.|
|Lunar Mend||Lvl 1||-||1 Bonus Action||No||Expend spell slots to regain hit points while wild shaped.
Yor regain 1d8 hit points per level of the spell slot.
|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.|
|Speak with Animals||Lvl 1||Divination||1 Action||No||Gain the ability to comprenhend and verbally communicate with beasts.
Inflicts Speack with Animals
|Thunderwave||Lvl 1||Evocation||1 Action||No||Release a wave of thunderous force. It deals 2d8 Thunder and pushes away creatures and objets.|
|Animal Messenger||Lvl 2||Enchantment||1 Action||No||A Tiny beast travels to deliver a 25 words message to a target (+48 h/lvl).|
|Barkskin||Lvl 2||Transmutation||1 Action||Yes||Touch a willing creature to toughen its skin and increase its Armor Class up to 16.|
|Beast Sense||Lvl 2||Divination||1 Action||Yes||The caster can see/hear/feel through the senses of a willing beast.|
|Darkvision||Lvl 2||Transmutation||1 Action||No||Grant a creature the ability to see in the dark out to a range of 18m.|
|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.|
|Flame Blade||Lvl 2||Evocation||1 Bonus Action||Yes||Conjure a flaming scimitar in your hand that deals 3d6 Fire damage. It sheds bright light in a 3m radius and dim light in a 6m radius. The blade can be unequipped and equipped again, but has to stay on the spellcaster's person.|
|Flaming Sphere||Lvl 2||Conjuration||1 Action||Yes||Creatures within 5 ft from a 5-ft-diameter sphere must succeed on a Dex. save or take 2d6 fire damage (damage/lvl).|
|Gust of Wind||Lvl 2||Evocation||1 Action||Yes||Creatures on a 60-ft-long, 10-ft-wide line mus succeed on a Str. save or be pushed 15 ft away.|
|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
|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.|
|Moonbeam||Lvl 2||Evocation||1 Action||Yes||Creatures in a 5-ft-radius, 40-ft-high cylinder must succeed on a Con. save or take 2d10 radiant damage (damage/lvl).|
|Pass without Trace||Lvl 2||Abjuration||1 Action||Yes||Pass without lirtte Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth checks.
Inflicts Aura: Pass without Trace
|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.|
|Spike Growth||Lvl 2||Transmutation||1 Action||Yes||Shape a piece of ground into hard spikes. A creature walking on the spikes takes 1d4 Piercing damage for every 1.5m it moves.
The spikes are difficult terrain, halving a creature's movement speed.
|Call Lightning||Lvl 3||Conjuration||1 Action||Yes||Creatures in a 5-ft radius must succeed on a Dex. save or take 3d10 lightning damage (damage/lvl) on each turn.|
|Conjure Animals||Lvl 3||Conjuration||1 Action||Yes||Summon from 1 beast of CR 2 to 8 beasts of CR 1/4, friendly (nbr of creatures/lvl).|
|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.|
|Meld into Stone||Lvl 3||Transmutation||1 Action||No||The caster can penetrate the stone.|
|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.|
|Protection from Energy||Lvl 3||Abjuration||1 Action||Yes||The target gains resistance to one damage type (acid, cold, fire, lightning, or thunder).|
|Sleet Storm||Lvl 3||Conjuration||1 Action||Yes||Creatures in a 20-ft-radius, 20-ft-tall cylinder (heavily obscured) must succeed on a Dex. save or fall prone.|
|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.|
|Water Breathing||Lvl 3||Transmutation||1 Action||No||Up to 10 creatures gets the ability to breathe underwater.|
|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.|
|Wind Wall||Lvl 3||Evocation||1 Action||Yes||Create a 50-ft-long, 15-ft-high, 1-ft-thick wall of wind. Small flying creatures can't pass. Arrows and bolts are deflected.|
|Blight||Lvl 4||Necromancy||1 Action||No||The target must succeed on a Con. save or take 8d8 necrotic damage (damage/lvl).|
|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).|
|Conjure Minor Elementals||Lvl 4||Conjuration||1 Minute||Yes||Summon from 1 elemental of CR 2 to 8 elemental of CR 1/4, friendly (nbr of creatures/lvl).|
|Conjure Woodland Beings||Lvl 4||Conjuration||1 Action||Yes||Summon from 1 fey of CR 2 to 8 fey of CR 1/4, friendly (nbr of creatures/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).|
|Dominate Beast||Lvl 4||Enchantment||1 Action||Yes||A beast within 60 ft must succeed on a Wis. save or be charmed and obey the launcher (duration/lvl).|
|Freedom of Movement||Lvl 4||Abjuration||1 Action||No||Target's movement is unaffected by difficult terrain, spells or water.|
|Giant Insect||Lvl 4||Transmutation||1 Action||Yes||Transform insects (from 10 centipedes to 1 scorpion) into giant creatures that obey the caster's orders.|
|Grasping Vine||Lvl 4||Conjuration||1 Bonus Action||Yes||The target must succeed on a Dex. save or be pulled 20 ft toward the vine.|
|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).|
|Ice Storm||Lvl 4||Evocation||1 Action||No||Creatures in a 20-ft-radius, 40-ft-high cylinder must succeed on a Dex. save or take 2d8 bludgeoning damage and 4d6 cold 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.|
|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.|
|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.|
|Stoneskin||Lvl 4||Abjuration||1 Action||Yes||The target gets resistance to nonmagical bludgeoning, piercing, and slashing damage.|
|Wall of Fire||Lvl 4||Evocation||1 Action||Yes||Create a 60 x 20 x 1 ft wall of fire. Creatures inside or within 10ft of one side of the wall take 5d8 fire damage (damage/lvl).|
|Antilife Shell||Lvl 5||Abjuration||1 Action||Yes||Prevent creatures other than undead and constructs from entering in a 10-ft radius.|
|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.|
|Commune with Nature||Lvl 5||Divination||1 Minute||No||The caster gets 3 informations about the surrounding territory. Doesn't function in dungeons or towns.|
|Conjure Elemental||Lvl 5||Conjuration||1 Minute||Yes||Summon 1 elemental of CR 5, friendly (CR +1/lvl).|
|Contagion||Lvl 5||Necromancy||1 Action||No||If the spell attack hits, target is afflicted with a disease to choose from 6 proposed.|
|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.|
|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).|
|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).|
|Reincarnate||Lvl 5||Transmutation||1 Hour||No||Reincarnate the soul of an humanoid died for no longer than 10 days. The race of the new body is determined at random.|
|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).|
|Tree Stride||Lvl 5||Conjuration||1 Action||Yes||The caster can move from one tree to another tree of the same kind (500 ft max between both) using 5 ft.|
|Wall of Stone||Lvl 5||Evocation||1 Action||Yes||Create a nonmagical wall of stone (ten 10-ft panels) that can be damaged.|
|Conjure Fey||Lvl 6||Conjuration||1 Minute||Yes||Summon 1 fey of CR 6, friendly (CR +1/lvl).|
|Find the Path||Lvl 6||Divination||1 Minute||Yes||Determine the shortest and most direct physical path to reach a known destination.|
|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.|
|Move Earth||Lvl 6||Transmutation||1 Action||Yes||Shape dirt, sand, or clay, but not stone (raise, lower, flatten, create a trench, etc) in a 40-ft square in 10 min.|
|Sunbeam||Lvl 6||Evocation||1 Action||Yes||Creatures on a 5-ft-wide, 60-ft-long line must succeed on a Con. save or take 6d8 radiant damage and be blinded.|
|Transport via Plants||Lvl 6||Conjuration||1 Action||No||The caster can move from one plant to another plant (Large or larger) using 5 ft.|
|Wall of Thorns||Lvl 6||Conjuration||1 Action||Yes||Create an 60-ft-long, 10-ft-high, 5-ft-thick wall of brush that slows movement and can inflict 7d8 piercing damage (damage/lvl).|
|Wind Walk||Lvl 6||Transmutation||1 Minute||No||The caster and up to 10 creatures assume gaseous form (flying speed of 300 ft and resistance to damage from nonmagical weapon).|
|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.|
|Mirage Arcane||Lvl 7||Illusion||10 Minutes||No||Tansform the appearance (sight, sound, smell and feel) of a 1 mile square.|
|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.|
|Reverse Gravity||Lvl 7||Transmutation||1 Action||Yes||Invert gravity in a 50-ft-radius, 100-ft-high cylinder.|
|Animal Shapes||Lvl 8||Transmutation||1 Action||Yes||Willing targets within 30 ft turn into beasts of FP 4 or lower.|
|Antipathy - Sympathy||Lvl 8||Enchantment||1 Hour||No||Attract or repel (Wis. save in order to not be attracted or scared) a kind of creature designated within 60 ft.|
|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.|
|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.|
|Sunburst||Lvl 8||Evocation||1 Action||No||Creatures in a 60-ft radius must succeed on a Con. save or take 12d6 radiant damage and be blinded for 1 min.|
|Tsunami||Lvl 8||Conjuration||1 Minute||Yes||Creatures in a 300-ft-long, 300-ft-high, 50-ft-thick area must succeed on a Str. save or take 6d10 bludgeoning damage.|
|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.|
|Shapechange||Lvl 9||Transmutation||1 Action||Yes||The caster takes the form of a creature he has seen at least once with a CR equal to its level or lower.|
|Storm of Vengeance||Lvl 9||Conjuration||1 Action||Yes||Creatures in a 360-ft radius must succeed on a Con. save or be deafened and suffer various damage and effects.|
|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.|