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 Evocation Spells in Baldurs Gate 3

 

 

 

Spell Lvl Casting Time Concentration Description Classes
Dancing Lights Cantrip 1 Action Yes Create wisps of light that illuminate a 12m radius. Bard, Sorcerer, Wizard
Eldritch Blast Cantrip 1 Action No Conjure a beam of crackling energy that deals 1d10 Force. Warlock
Fire Bolt Cantrip 1 Action No Hurl a mote of fire that deals 1d6 Fire and creates a flammable surface. Sorcerer, Wizard
Light Cantrip 1 Action No Infuse an objet with an aura of light. Bard, Cleric, Sorcerer, Wizard
Ray of Frost Cantrip 1 Action No Call forth a frigid beam of blue-white light. Deals 1d8 Cold and reduces the targe's speed by 3m
Inflicts Ray of Frost
Sorcerer, Wizard
Sacred Flame Cantrip 1 Action No Conjure a flame-like radiance that deals 1d8 Radiant. Cleric
Shocking Grasp Cantrip 1 Action No Lightning springs from your hand. It deal 1d8 Lightning and prevents the target from taking reactions.
Inflicts Shocking Grasp
Sorcerer, Wizard
Burning Hands Lvl 1 1 Action No Fire shoots from your outstretched fingers. It ignites anything flammable and deals 3d6 Fire.
On successfull save, targets only take half damage.
Light Domain, Sorcerer, The Fiend, Wizard, Celestial, Undying Light Patron
Chromatic Orb Lvl 1 1 Action No If the spell attack hits, deals 3d8 damage of a previously determined type (damage/lvl) Sorcerer, Wizard
Cure Wounds Lvl 1 1 Action No A creature you touch regains 1d8+0 hit points.
This spell has no effect on undead or constructs.
Bard, Cleric, Life Domain, Druid, Paladin, Ranger, Celestial
Divine Favor Lvl 1 1 Bonus Action Yes If a weapon attack hits, deals an extra 1d4 radiant damage. War Domain, Paladin, Strength Domain
Faerie Fire Lvl 1 1 Action Yes Encase multiple targets in colourful light. The targets turns visible, and attack rolls against the targets have advantage. Bard, Light Domain, Druid, Archfey
Guiding Bolt Lvl 1 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. 
Cleric, Solidarity Domain
Healing Word Lvl 1 1 Bonus Action No A creature you can see ragains 1d4+0 hit points.
This spell has no effect on Undead or Constructs.
Bard, Cleric, Druid
Hellish Rebuke Lvl 1 1 Reaction No The next time you take damage, you use your reaction to surround you attacker in hellish flames that deal 2d10 Fire.
On a succesful save, the target only takes half damage.
Oath of the Oathbreaker, Warlock
Magic Missile Lvl 1 1 Action No Create three darts of magical force, each dealing 1d4+1 Force to its target Arcana Domain, Sorcerer, Wizard
Searing Smite Lvl 1 1 Bonus Action Yes If the attack hits, deals an extra 1d6 fire damage and ignite the target (damage/lvl). Paladin, Forge Domain, Stone Origin, Zeal Domain
Thunderous Smite Lvl 1 1 Bonus Action Yes If the attack hits, deals an extra 2d6 thunder damage, and target must succeed on a Str. save or be pushed and knocked prone. Paladin, Stone Origin, Zeal Domain
Thunderwave Lvl 1 1 Action No Release a wave of thunderous force. It deals 2d8 Thunder and pushes away creatures and objets. Bard, Tempest Domain, Druid, Sorcerer, Wizard
Witch Bolt Lvl 1 1 Action Yes Call forth a beam of crackling, purple energy. Deals 1d12 Lightning and links you to the target through an arc of lightning.
Each turn, you can activate the arc to automatically deal 1d12 Lightning.
Inflicts Withc Bolt
Sorcerer, Warlock, Wizard
Wrathful Smite Lvl 1 1 Bonus Action Yes If the attack hits, deals an extra 1d6 psychic damage and the target must succeed on a Wis. save or be frightened. Paladin, Hexblade, Stone Origin
Branding Smite Lvl 2 1 Bonus Action Yes If a weapon attack hits, deals an extra 2d6 radiant damage and the target sheds dim light in 5-ft radius (damage/lvl). Paladin, Hexblade, Stone Origin
Continual Flame Lvl 2 1 Action No Create a flame that produces a light equivalent in brightness to a torch, but does not emit any heat. Cleric, Wizard
Darkness Lvl 2 1 Action Yes Create a cloud of magical darkness to Heavily Obscure and Blind creatures within. Creatures cannot make ranged attacks into or out of the darkness. Circle of the Swamp, Oath of the Oathbreaker, Sorcerer, Warlock, Wizard
Flame Blade Lvl 2 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. Druid
Gust of Wind Lvl 2 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. Tempest Domain, Druid, Sorcerer, Wizard
Melf's Acid Arrow Lvl 2 1 Action No Shoot a green arrow that bursts in a spray of acid. Deals 4d4 Acid immdiatly and 2d4 Acid at the end of the target's turn.
On succesful save, the target only takes ahlf the initial damage.
Circle of the Swamp, Wizard
Moonbeam Lvl 2 1 Action Yes Call down a silvery beam of pale light. Any creature that enters the beam or starts its turn in the light, takes 2d10 Radiant Damage. On a successful save, targets still take half damage. You can use your action to move the beam 18m. Druid, Oath of Ancients
Prayer of Healing Lvl 2 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.
Cleric
Scorching Ray Lvl 2 1 Action No Hurl three rays of Fire. Each ray deals 2d6 Fire. Light Domain, Sorcerer, The Fiend, Wizard
Shatter Lvl 2 1 Action No Generate a painfully intense ringing noise that deals 3d8 Thunder to creates and objects.
On a successful save, creatures only takes half damage. Creatures made of inorganic material such as stone have disadvantage on their saving throw.
Bard, Tempest Domain, Sorcerer, Warlock, Wizard, Zeal Domain
Spiritual Weapon Lvl 2 1 Bonus Action No If the spell attack hits, deals 1d8+Ability.Mod force damage (damage/lvl). A bonus action allows another attack. Cleric, Life Domain, War Domain, Raven Queen
Aura of Vitality Lvl 3 1 Action Yes One target in a 30-ft radius regains 2d6 hp. Paladin, Oath of Crown
Blinding Smite Lvl 3 1 Bonus Action Yes If the attack hits, deals an extra 3d8 radiant damage and the target must succeed on a Con. save or be blinded. Paladin, Stone Origin
Crusader's Mantle Lvl 3 1 Action Yes Friendly creatures in a 30-ft radius deal an extra 1d4 radiant damage when they hit with a weapon attack. War Domain, Paladin, Solidarity Domain
Daylight Lvl 3 1 Action No Create a sphere that sheds bright light in a 60-ft radius and dim light in an additional 60-ft radius. Cleric, Light Domain, Druid, Circle of the Grassland, Paladin, Ranger, Sorcerer, Celestial, Undying Light Patron
Fireball Lvl 3 1 Action No Creatures in a 20-ft radius must succeed on a Dex. save or take 8d6 fire damage (damage/lvl). Light Domain, Sorcerer, The Fiend, Wizard, Zeal Domain
Leomund's Tiny Hut Lvl 3 1 Minute No Create a 10-ft-radius dome that can shelter and protect 9 Medium creatures with the caster. Bard, Wizard
Lightning Bolt Lvl 3 1 Action No Creatures on a 100-ft-long, 5-ft-wide line must succeed on a Dex. save or take 8d6 lightning damage (damage/lvl). Circle of the Mountain, Sorcerer, Wizard, City Domain
Mass Healing Word Lvl 3 1 Bonus Action No Up to 6 creatures regain 1d4+Ability.Mod (+1d4 hp/lvl). Cleric
Sending Lvl 3 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. Cleric, The Great Old One, Wizard, Seeker
Wind Wall Lvl 3 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. Nature Domain, Druid, Ranger
Fire Shield Lvl 4 1 Action No The caster gains resistance to cold or fire damage, and deals 2d8 damage to attackers who hit him within 5 ft. The Fiend, Wizard, Celestial, Undying Light Patron, Zeal Domain
Ice Storm Lvl 4 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. Tempest Domain, Druid, Circle of the Arctic, Oath of Ancients, Sorcerer, Wizard, Raven Queen
Otiluke's Resilient Sphere Lvl 4 1 Action Yes The Large size or smaller target must succeedd on a Dex. save or be enclosed for the spell duration. Wizard, Protection Domain
Staggering Smite Lvl 4 1 Bonus Action Yes If the attack hits, deals an extra 4d6 pyschic damage and the target must succeed on a Wis. save or have a disadvantage. Paladin, Hexblade, Stone Origin
Wall of Fire Lvl 4 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). Light Domain, Druid, Sorcerer, The Fiend, Wizard, Forge Domain, Celestial
Bigby's Hand Lvl 5 1 Action Yes Create a Large hand with a Strength of 26 that can strike (4d8 force damage), push, grapple, or protect (damage/lvl). Wizard
Cone of Cold Lvl 5 1 Action No Creatures in a 60-ft cone must succeed on a Con. save or take 8d8 cold damage (damage/lvl). Circle of the Arctic, Sorcerer, Wizard, Hexblade
Destructive Wave Lvl 5 1 Action No Targets in a 30-ft radius must succeed on a Con. save or take 5d6 thunder damage and 5d6 radiant or necrotic damage. Tempest Domain, Paladin, Hexblade, Strength Domain, Zeal Domain
Flame Strike Lvl 5 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). Cleric, Light Domain, War Domain, Oath of Devotion, The Fiend, Celestial, Undying Light Patron, Zeal Domain
Hallow Lvl 5 24 hours No Prevent celestials, elementals, fey, The Fiends, and undead to enter a 60-ft-radius area and protect/handicap the targets. Cleric, The Fiend
Mass Cure Wounds Lvl 5 1 Action No Up to 6 creatures regain 3d8+Spell.Ability.Mod (+1d8 hp/lvl). Bard, Cleric, Life Domain, Druid, Solidarity Domain
Wall of Force Lvl 5 1 Action Yes Create a physically insurmountable wall of force (ten 10-ft panels) immune to all types of damage. Wizard, Protection Domain
Wall of Stone Lvl 5 1 Action Yes Create a nonmagical wall of stone (ten 10-ft panels) that can be damaged. Druid, Circle of the Desert, Circle of the Mountain, Sorcerer, Wizard
Blade Barrier Lvl 6 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. Cleric
Chain Lightning Lvl 6 1 Action No Up to 4 different targets must succeed on a Dex. save or take 10d8 lightning damage (+1 target/lvl). Sorcerer, Wizard
Contingency Lvl 6 10 Minutes No Condition the activation of a 5th level spell or lower that can target the caster. Wizard
Heal Lvl 6 1 Action No 1 creature regains 70 hp and are cured of diseases, blindness, and deafness (+10 hp/lvl). Cleric, Druid
Otiluke's Freezing Sphere Lvl 6 1 Action No Creatures in a 60-ft-radius sphere must succeed on a Con. save or take 10d6 cold damage (damage/lvl). Wizard
Sunbeam Lvl 6 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. Druid, Sorcerer, Wizard
Wall of Ice Lvl 6 1 Action Yes Create a wall of ice (ten 10-ft panels) that can be damaged and can inflict 5d6 cold damage if passed through (damage/lvl). Wizard
Delayed Blast Fireball Lvl 7 1 Action Yes Creatures in a 20-ft-radius sphere must succeed on a Dex. save or take 12d6 fire damage (damage/lvl). Sorcerer, Wizard
Divine Word Lvl 7 1 Bonus Action No Targets must succeed on a Cha. save or suffer an effect (deafened, blinded, etc). Some creatures are banned. Cleric
Fire Storm Lvl 7 1 Action No Creatures in ten 10-ft cube must succeed on a Dex. save or take 7d10 fire damage. Cleric, Druid, Sorcerer
Forcecage Lvl 7 1 Action No Creates a 20-ft cage or a 10-ft box of magical force that traps a creature. Escape by magicial means only. Bard, Warlock, Wizard
Mordenkainen's Sword Lvl 7 1 Action Yes If the spell attack hits, deals 3d10 force damage. The sword can move. Bard, Wizard
Prismatic Spray Lvl 7 1 Action No Creatures in a 60-ft cone must succeed on a Dex. save or take 10d6 damage of a randomly determined type. Sorcerer, Wizard
Earthquake Lvl 8 1 Action Yes Creatures in a 100-ft radius must succeed on a Dex. save or be knocked prone. Cause damage to structures. Cleric, Druid, Sorcerer
Sunburst Lvl 8 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. Druid, Sorcerer, Wizard
Telepathy Lvl 8 1 Action No Comunicate via telepathy with a known and willing creature on the same plane of existence. Wizard
Mass Heal Lvl 9 1 Action No Several creatures regain a total of 700 ph and are cured of diseases, blindness, and deafness. Cleric
Meteor Swarm Lvl 9 1 Action No Creatures in a 40-ft-radius sphere must succeed on a Dex. save or take 20d6 fire damage and 20d6 bludgeoning damage. Sorcerer, Wizard
Power Word Heal Lvl 9 1 Action No The target regains all its hp and charmed, frightened, paralyzed, and stunned conditions end. Bard



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