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 Enchantment Spells in Baldurs Gate 3
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Quick Search of All Enchantment Spells
|Friends||Cantrip||1 Action||Yes||Enchant a non-hostile creature to gain advantage on Charisma checks agianst it.||Bard, Sorcerer, Warlock, Wizard|
|Vicious Mockery||Cantrip||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|
|Animal Friendship||Lvl 1||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.
|Bard, Nature Domain, Druid, Ranger|
|Bane||Lvl 1||1 Action||Yes||Target up to 3 creatures. They recieve a d4 penalty to attack rolls and saving throwas.
|Bard, Cleric, Oath of Vengeance, Grave Domain, Ambition Domain|
|Bless||Lvl 1||1 Action||Yes||Bless up to 3 creatures. They receive a d4 bonus to attack rolls and saving throws.
|Cleric, Life Domain, Paladin, Solidarity Domain|
|Charm Person||Lvl 1||1 Action||No||Magically charm a humanoid that you can see.
A charmer has advantage on Charisma checks agains the creature.
|Bard, Trickery Domain, Druid, Sorcerer, Warlock, Wizard, Oath of Treachery|
|Command (Halt)||Lvl 1||1 Action||No||Command a creature to halt, preventing it from moving or taking actions.
Inflicts Command Halt
|Cleric, Knowledge Domain, Paladin, Oath of Crown, The Fiend|
|Compelled Duel||Lvl 1||1 Bonus Action||Yes||The target must succeed on a Wis. save or get a disadvantage on attack rolls against creatures other than the caster.||Paladin, Oath of Crown, Protection Domain, Stone Origin|
|Dissonant Whispers||Lvl 1||1 Action||No||Whisper a discordant melody to creature. It takes 3d6 Psychic and becomes Frightened.
On a successful save, the creature only takes half damage.
|Bard, The Great Old One|
|Heroism||Lvl 1||1 Action||Yes||The target is immune to being frightened and gains temporary hp equal to its Ability.Mod each turns (+1 creature/lvl).||Bard, Paladin|
|Hex||Lvl 1||1 Bonus Action||Yes||Cure a creature to deal an additional 1d6 Necrotic whenever you hit it with an attack. The creature also has disadvantage on ability checks for one ability of your choosing.||Warlock|
|Sleep||Lvl 1||1 Action||No||Put creatures up to a combined 24 hit points into a magical slumber.
Sleeping creatures awaken if they take damege.
|Bard, Sorcerer, Archfey, Wizard|
|Tasha's Hideous Laughter||Lvl 1||1 Action||Yes||Inflict a creature with fits of laughter, leaving it Prone and Incapacitated.
At the end of its tuns or when it takes damage, the creature can try to shake off the effect. Prerequisite: the creature needs to have an Intelligence score of 5 or more.
Inflicts Hideous Laughter
|Bard, The Great Old One, Wizard|
|Animal Messenger||Lvl 2||1 Action||No||A Tiny beast travels to deliver a 25 words message to a target (+48 h/lvl).||Bard, Druid, Ranger|
|Calm Emotions||Lvl 2||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.||Bard, Cleric, Archfey|
|Crown of Madness||Lvl 2||1 Action||Yes||Instill madness in an enemy, making them attack the creature closest to them, even if it's allied.||Bard, Oath of the Oathbreaker, Sorcerer, Warlock, Wizard|
|Enthrall||Lvl 2||1 Action||No||Targets must succeed on a Wis. save or have disadvantage on Wisdom (Perception) checks to perceive others creatures.||Bard, Warlock|
|Hold Person||Lvl 2||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
|Bard, Cleric, Druid, Circle of the Arctic, Oath of Vengeance, Sorcerer, Warlock, Wizard|
|Suggestion||Lvl 2||1 Action||Yes||The target must succeed on a Wis. save or follow the suggestion given by the caster in one or two sentences.||Bard, Knowledge Domain, Sorcerer, Warlock, Wizard|
|Zone of Truth||Lvl 2||1 Action||No||Creatures within a 15-ft-radius sphere must succeed on a Cha. save or can not lie.||Bard, Cleric, Paladin, Oath of Devotion, Oath of Crown|
|Compulsion||Lvl 4||1 Action||Yes||Targets within 30 ft must succeed on a Wis. save or move in a specified direction.||Bard|
|Confusion||Lvl 4||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).||Bard, Knowledge Domain, Druid, Oath of the Oathbreaker, Sorcerer, Wizard, Oath of Treachery|
|Dominate Beast||Lvl 4||1 Action||Yes||A beast within 60 ft must succeed on a Wis. save or be charmed and obey the launcher (duration/lvl).||Nature Domain, Druid, Sorcerer, Archfey, The Great Old One, Strength Domain|
|Dominate Person||Lvl 5||1 Action||Yes||One humanoid must succeed on a Wis. save or be charmed and obey the caster (duration/lvl).||Bard, Trickery Domain, Oath of the Oathbreaker, Sorcerer, Archfey, The Great Old One, Wizard, Oath of Treachery, Ambition Domain|
|Geas||Lvl 5||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).||Bard, Cleric, Druid, Paladin, Oath of Crown, Wizard|
|Hold Monster||Lvl 5||1 Action||Yes||Target must succeed on a Wis. save or be paralyzed (+1 creature/lvl).||Bard, War Domain, Oath of Vengeance, Sorcerer, Warlock, Wizard|
|Modify Memory||Lvl 5||1 Action||Yes||The target must succeed on a Wis. save or be charmed and its memory altered (seniority of memories/lvl).||Bard, Trickery Domain, Wizard, Ambition Domain|
|Mass Suggestion||Lvl 6||1 Action||No||Up to 12 targets must succeed on a Wis. save or follow the suggestion given by the caster (duration/lvl).||Bard, Sorcerer, Warlock, Wizard|
|Otto's Irresistible Dance||Lvl 6||1 Action||Yes||The target must succeed on a Wis. save or dance (disadvantage on Dex. save and attack rolls).||Bard, Wizard|
|Antipathy - Sympathy||Lvl 8||1 Hour||No||Attract or repel (Wis. save in order to not be attracted or scared) a kind of creature designated within 60 ft.||Druid, Wizard|
|Dominate Monster||Lvl 8||1 Action||Yes||The target must succeed on a Wis. save or be charmed and obey the caster (duration/lvl).||Bard, Sorcerer, Warlock, Wizard|
|Feeblemind||Lvl 8||1 Action||No||The target take 4d6 psychic damage and must succeed on an Int. save or his Charisma and Intelligence scores become 1.||Bard, Druid, Warlock, Wizard|
|Power Word Stun||Lvl 8||1 Action||No||The target (150 hp or fewer) is stunned until it succeeds on a Con. save.||Bard, Sorcerer, Warlock, Wizard|
|Power Word Kill||Lvl 9||1 Action||No||The target (100 hp or fewer) dies!||Bard, Sorcerer, Warlock, Wizard|