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
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Quick Search of All Evocation Spells
|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 object 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 target's speed by 3m
Inflicts Ray of Frost
|Sacred Flame||Cantrip||1 Action||No||Conjure a flame-like radiance that deals 1d8 Radiant.||Cleric|
|Selûne's Dream||Cantrip||1 Action||No||A creature you touch regains 1d8-1 hit points, but potentially falls into a slumber.||Amulet of Selûne's Chosen wearer.|
|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
|Burning Hands||Lvl 1||1 Action||No||Fire shoots from your outstretched fingers. It ignites anything flammable and deals 3d6 Fire.
On successful save, targets only take half damage.
|Light Domain, Sorcerer, The Fiend, Wizard, Celestial, Undying Light Patron|
|Chromatic Orb||Lvl 1||1 Action||No||Hurl a sphere of energy that deals 3d8 elemental damage of your choice.||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 against the target.
Inflict Guiding Bolt.
|Cleric, Solidarity Domain|
|Healing Word||Lvl 1||1 Bonus Action||No||A creature you can see regains 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 successful 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 objects.||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 Witch 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 immediately and 2d4 Acid at the end of the target's turn.
On successful save, the target only takes half 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 points.
This Spell has no effect on undead or constructs, and can only be used outside of combat.
|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 succeed 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 psychic 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 non-magical 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 magical 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||Communicate 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 hp 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|