Fighter 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 Fighter Spells in Baldurs Gate 3
You can search by Name, Level, School and Casting Time. Just type into the search box what you are looking for.
Quick Search of All Spells
Name | Level | School | Casting time | Description |
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Cantrip | Conjuration | Action | 1~6 Damage Throw a bubble of acid that damage each creature it hits. |
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Cantrip | Necromancer | Action | 1~8 Damage 1d8 Necrotic Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls. |
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Cantrip | Evocation | Action | 1~10 Damage Hurl a mote of fire. |
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Cantrip | Conjuration | Action | 1~12 Damage 1d12 Poison Project a puff of noxious gas. |
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Cantrip | Evocation | Action | 1~8 Damage Reduce the target's Movement Speed by 3m. |
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Cantrip | Evocation | Action | 1~8 Damage The target cannot use reactions. This spell has Advantage on creatures with metal armour. |
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Cantrip | Abjuration | Action | Take only half the damage from Bludgeoning, Piercing, and Slashing attacks. |
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Cantrip | Enchantment | Action | Gain Advantage on Charisma Checks against a non-hostile creature. |
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Cantrip | Evocation | Action | Illuminate a 9m radius. |
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Cantrip | Evocation | Action | Infuse an object with an aura of light. |
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Cantrip | Conjuration | Action | Create a spectral hand that can manipulate and interact with objects. |
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Cantrip | Illusion | Action | Create an illusion that compels nearby creatures to investigate 10 turns 18m INT |
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Cantrip | Divination | Action | Gain Advantage on your next Attack Roll. 2 turns 18m Concentration INT |
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Level 1 | Enchantment | Action Level 1 Spell Slot |
Charm a humanoid to prevent it 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 WIS Save INT |
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Level 1 | Evocation | Action Level 1 Spell Slot |
3~18 Damage
5M DEX Save INT |
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Level 1 | Evocation | Action Level 1 Spell Slot |
3~24 Damage |
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Level 1 | Illusion | Action Level 1 Spell Slot |
Blind creatures up to a combined 33 hit points. |
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Level 1 | Illusion | Action Level 1 Spell Slot |
Magically change all aspects of your appearance. INT |
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Level 1 | Transmutation | Action Level 1 Spell Slot |
Triple a creature's jumping distance. 10 Turns Melee INT |
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Level 1 | Transmutation | Action Level 1 Spell Slot |
Gain Dash immediately and as a bonus action on each of your turns until this spell ends. Until Long Rest Concentration INT |
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Level 1 | Necromancy | Action Level 1 Spell Slot |
Gain 7 temporary hit points. Until Long Rest INT |
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Level 1 | Transmutation | Bonus Action Level 1 Spell Slot |
You and nearby allies Immunity to Falling damage. 10 Turns 9m INT |
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Level 1 | Conjuration | Action Level 1 Spell Slot |
Summon a familiar, a fey spirit that takes an animal form of your choosing. 18m INT |
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Level 1 | Conjuration | Action Level 1 Spell Slot |
The cloud Blinds and Heavily Obscures creatures within it. 10 Turns 5m18m Concentration INT |
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Level 1 | Conjuration | Action Level 1 Spell Slot |
Cover the ground in grease, slowing creatures within and possibly making them fall Prone. 10 Turns 4m 18m DEX Save INT |
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Level 1 | Conjuration | Action Level 1 Spell Slot |
1d10 Piercing +2d6 Cold 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. 2 turns
2m 18mDEX Save INT |
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Level 1 | Transmutation | Action Level 1 Spell Slot |
Increase a creature‘s movement speed by 3m. Until Long Rest Melee INT |
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Level 1 | Abjuration | Action Level 1 Spell Slot |
Protect a target from attacks: increase its Armour Class to 13 + its Dexterity modifier. Until Long Rest Melee INT |
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Level 1 | Evocation | Action Level 1 Spell Slot |
3d4+3 Force Shoot 3 magical darts, each dealing 2∼5 Force damage. They always hit their target. Range: 18m INT |
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Level 1 | Abjuration | Action Level 1 Spell Slot |
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead. Until Long Rest Melee Concentration INT |
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Level 1 | Necromancy | Action Level 1 Spell Slot |
2d8Poison Possibly Poisons the target. 2 Turns 18m CON Save INT |
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Level 1 | Abjuration | Action Level 1 Spell Slot |
When you are about to be hit by an enemy, increase your Armour Class by 5. You take no damage from Magic Missile. |
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Level 1 | Enchantment | Action Level 1 Spell Slot |
Put creatures into a magical slumber. Select targets up to a combined 24 hit points. 2 Turns 18m INT |
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Level 1 | Enchantment | Action Level 1 Spell Slot |
Leave a creature Prone with laughter, without the ability to get up. 10 turns 18mWIS Save Concentration INT |
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Level 1 | Evocation | Action Level 1 Spell Slot |
2d8 Thunder
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Level 1 | Evocation | Action Level 1 Spell Slot |
1d12 Lightning |
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Level 2 | Abjuration | Action Level 2 Spell Slot |
Close a door or container with a magical lock. It can no longer be lockpicked or opened with Knock. |
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Level 2 | Necromancy | Action Level 2 Spell Slot |
Limit a foe's sight range. It is easier to hit, and the creature will miss more often. |
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Level 2 | Illusion | Action Level 2 Spell Slot |
Attackers have Disadvantage on Attacks Rolls against you. |
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Level 2 | Conjuration | Action Level 2 Spell Slot |
4~16 Damage Conjure a cloud of spinning daggers that attack anyone inside. |
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Level 2 | Enchantment | Action Level 2 Spell Slot |
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied. |
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Level 2 | Evocation | Action Level 2 Spell Slot |
Create a dark shroud that Heavily Obscures and Blinds creatures within. 5m 18m Concentration |
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Level 2 | Transmutation | Action Level 2 Spell Slot |
Grant a creature the ability to see in the dark out to a range of 12m. Until Long RestMelee |
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Level 2 | Divination | Action Level 2 Spell Slot |
Focus your mind to read the thoughts of certain creatures while talking to them. |
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Level 2 | Transmutation | Action Level 2 Spell Slot |
Make a creature larger or smaller to affect their weapon damage and Strength. 9m CON Save Concentration |
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Level 2 | Conjuration | Action Level 2 Spell Slot |
2d6Fire Summon a flaming sphere that damages nearby enemies and objects. You can move the sphere. It emits a bright light. |
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Level 2 | Evocation | Action Level 2 Spell Slot |
Summon a strong wind that clears all sounds and pushes creatures back 5m, forcing them Off Balance. 1 turn 12m STR Save |
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Level 2 | Enchantment | Action Level 2 Spell Slot |
Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits. |
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Level 2 | Illusion | Action Level 2 Spell Slot |
Touch a creature to turn it Invisible. |
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Level 2 | Transmutation | Action Level 2 Spell Slot |
Unlock an object that is held shut by a mundane lock. 18m |
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Level 2 | Transmutation | Action Level 2 Spell Slot |
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls. |
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Level 2 | Evocation | Action Level 2 Spell Slot |
4d4Acid + 2d4 Acid (Delayed) Shoot a green arrow that covers the target and the ground with acid. |
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Level 2 | Illusion | Action Level 2 Spell Slot |
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. |
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Level 2 | Conjuration | Bonus Action Level 2 Spell Slot |
Surrounded by silver mist, you teleport to an unoccupied space you can see. Range: 18m |
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Level 2 | Illusion | Action Level 2 Spell Slot |
Deal damage to a creature each turn. The type of damage changes to the last type the creature suffered. |
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Level 2 | Necromancy | Action Level 2 Spell Slot |
Weaken a foe: they deal half damage with weapon attacks using Strength. 18m Concentration |
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Level 2 | Evocation | Action Level 2 Spell Slot |
6d6 Fire Hur1 3 rays of fire. Each ray deals 2∼12 Fire damage. |
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Level 2 | Divination | Action Level 2 Spell Slot |
Become able to see invisible creatures, and possibly reveal them to others. Until Long Rest 9mDEX Save |
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Level 2 | Evocation | Action Level 2 Spell Slot |
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving Throw. On Save: Targets still take half damage. |
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Level 2 | Conjuration | Action Level 2 Spell Slot |
Cover an area in thick, flammable webbing that slows creatures within and possibly Enwebs them. 18m DEX Save Concentration |
All Fighter Spells Gallery
Eldritch Knight Fighter Cantrips
Lvl 1 Eldritch Knight Fighter Spells
Lvl 1 Eldritch Knight Fighter Expanded Spell List
Lvl 2 Eldritch Knight Fighter Spell List
Lvl 1 & 2 Eldritch Knight Fighter Spell List Expanded
- Anonymous
It is true that Battle Master is probably the easiest and best way to bring a Fighter, BUT, what I've seen from people claiming Eldritch Knight to be weak is because they are thinking about a fighter with some long range spells instead of trying to think what kind of magic would a FIGHTER need. Having True Strike as a cantrip is a must since it synergies well with the extra bonus attack from doing a cantrip. Shield gives you a +5 AC reaction which is what you should keep your spells for: survivality. Then you have Magic Weapon (?) (I didn't progress that far with EK, and I am unaware if they can learn that spell or not) which provides consistent attack and damage rolls.
Just for those 3 things an eldritch knight is amazing, specially when you can throw your weapon and get it back again, (so you don't need to cast any low damage cantrip , you can just hurl your 2Hsword to the foe and get it back).
Some other helpfull spells are misty step, hold person, crown of madness... I mean , it provides so much utility and sustain that they are a good choice instead of perma running Battle Master.
there's a mod that adds tons of missing spells like like booming blade and green flame blade, it allows your eldritch knight to feel a lot more like an eldritch knight :)
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