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 Lvl 1 Spells in Baldurs Gate 3

 

 

Spell School Casting Time Concentration Description Classes
Alarm Abjuration 1 Minute No Alert the caster or activate an alarm if a Tiny or larger creature enters a warded 20-ft cube. Ranger, Wizard
Animal Friendship 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.
Inflicts Charmed
Bard, Nature Domain, Druid, Ranger
Armour of Agathys Abjuration 1 Action No A spectral frost covers you. Gain 5 temporary hit ponts and deal 5 Cold to any creature that hits you with a melee attacks.
Inflicts Armour of Agathys
Warlock, Oath of Conquest
Arms of Hadar Conjuration 1 Action No Call forth tendrils of dark energy. Targets take 2d6 Necrotic and can't take reactions.
On a successful save, targets only take half damage.
Warlock
Bane Enchantment 1 Action Yes Target up to 3 creatures. They recieve a d4 penalty to attack rolls and saving throwas.
Inflicts Bane.
Bard, Cleric, Oath of Vengeance, Grave Domain, Ambition Domain
Bless Enchantment 1 Action Yes Bless up to 3 creatures. They receive a d4 bonus to attack rolls and saving throws.
Inflics Bless
Cleric, Life Domain, Paladin, Solidarity Domain
Burning Hands Evocation 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
Charm Person Enchantment 1 Action No Magically charm a humanoid that you can see.
A charmer has advantage on Charmisma checks agains the creature. 
Bard, Trickery Domain, Druid, Sorcerer, Warlock, Wizard, Oath of Treachery
Chromatic Orb Evocation 1 Action No If the spell attack hits, deals 3d8 damage of a previously determined type (damage/lvl) Sorcerer, Wizard
Color Spray Illusion 1 Action No Creates a dazzling array of flashing, colored lights that Blinds creatures up to a combined 33 hit points. Sorcerer, Wizard
Command (Halt) Enchantment 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 Enchantment 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
Comprehend Languages Divination 1 Action No The caster understands any spoken and written (1 min/page) language. Doesn't decode secret messages. Bard, Sorcerer, Warlock, Wizard, City Domain
Create Water Transmutation 1 Action No Call forth rain. It extinguishes exposed flames and forms a water surface. Cleric, Druid
Create or Destroy Water Transmutation 1 Action No Choose to call forth rain or destroy a water based surface. Druid
Cure Wounds Evocation 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
Detect Evil and Good Divination 1 Action Yes The caster senses and locates aberration, celestial, elemental, fey, The Fiend, or undead within 30 ft. Cleric, Paladin
Detect Magic Divination 1 Action Yes The caster senses the presence of magic in a 30-ft radius and learns its school of magic. Bard, Cleric, Arcana Domain, Druid, Paladin, Ranger, Sorcerer, Wizard
Detect Poison and Disease Divination 1 Action Yes The caster senses and identifies poison, poisonous creature, or disease within 30 ft. Cleric, Druid, Paladin, Ranger
Disguise Self Illusion 1 Action No Magically change all aspects of your appearance. Bard, Trickery Domain, Sorcerer, Wizard, Ambition Domain
Dissonant Whispers Enchantment 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.
Inflicts Frightened
Bard, The Great Old One
Divine Favor Evocation 1 Bonus Action Yes If a weapon attack hits, deals an extra 1d4 radiant damage. War Domain, Paladin, Strength Domain
Ensnaring Strike Conjuration 1 Bonus Action Yes Your attacj summons thorny vines, dealing 1d6+3 percing and possibly Ensnaring your target.
Ensnared creatures take 1d6 Percing at the start of each turn. The creature or an ally can use its action to try and tear away the vines.
Oath of Ancients, Ranger
Expeditious Retreat Transmutation 1 Bonus Action Yes Turn Dash into a bonus action, allowing you to move at and increadible pace.
Inflicts Expeditious Retrat
Sorcerer, Warlock, Wizard, Oath of Treachery
Faerie Fire Evocation 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
False Life Necromancy 1 Action No Bolster yourself with a necromantic facsimile of life to gain 5 temporary hit points.
Inflicsts False Life
Death Domain, Sorcerer, Undying, Wizard, Grave Domain, Raven Queen
Feather Fall Transmutation 1 Reaction No Slow the rate of descent of allied creatures. Grants immunity to Falling damage.
Inflicts Feather Fall
Bard, Sorcerer, Wizard, Seeker
Find Familiar Conjuration 1 Hour No Gain the service of a familiar, a fey spirit that takes an animal from you choose.
  • Find Familiar Spider: Summon a familiar with the form and statistics of a spider. Its deadly bite can poisn enemies.
  • Find Familiar Rave: Summon a familiar with the form and statistics of a raven. It can launch precise attacks.
  • Find Familiar Rat: Summon a familiar with the form and statistics of a rat. Its infectious bite can spread disease.
  • Find Familiar Frog: Summon a familiar with the form and statistics of a frog. Its skin is coverd with dizzying toxins.
  • Find Familiar Crab: Summon a familiar with the form and statistics of a Crab. Its sharp pincers can slow enemies.
  • Find Familiar Cat: Summon a familiar with the form and statistics of a cat that can distract your enemies.
Wizard
Find Familiar: Cat Conjuration 1 Hour No Summon a familiar with the form and statistics of a cat that can distract your enemies. Wizard
Find Familiar: Crab Conjuration 1 Hour No Summon a familiar with the form and statistics of a Crab. Its sharp pincers can slow enemies. Wizard
Find Familiar: Frog Conjuration 1 Hour No Summon a familiar with the form and statistics of a frog. Its skin is coverd with dizzying toxins. Wizard
Find Familiar: Rat Conjuration 1 Hour No Summon a familiar with the form and statistics of a rat. Its infectious bite can spread disease. Wizard
Find Familiar: Raven Conjuration 1 Hour No Summon a familiar with the form and statistics of a raven. It can launch precise attacks. Wizard
Find Familiar: Spider Conjuration 1 Hour No Summon a familiar with the form and statistics of a spider. Its deadly bite can poisn enemies. Wizard
Fog Cloud Conjuration 1 Action Yes Create a cloud of dense frog. Creatures submerged in the fog are Heavily Obscured and Blinded. Tempest Domain, Druid, Ranger, Sorcerer, Wizard
Goodberry 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. Druid, Ranger
Grease Conjuration 1 Action No Cover the ground in grease. It becomes difficult terrain and creatures within can fall Prone. Wizard
Guiding Bolt Evocation 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
Hail of Thorns Conjuration 1 Bonus Action Yes Shoot a volley of thorns. They deal 1d6+3 Piercing to the target and surrounding creatures.
On successful save, creatures only take half damage from the explosion.
Ranger
Healing Word Evocation 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 Evocation 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
Heroism Enchantment 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 Enchantment 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
Hunter's Mark Divination 1 Bonus Action Yes Mark a creature as your quarry to deal an additional 1d6 Piercing whenever you hit it with a weapon attacks.
If the target dies before the spell ends, you can use a bonus action to mark a new creature.
Inflicts Hunter's Mark Quarry
Oath of Vengeance, Ranger
Identify Divination 1 Minute No The caster obtains properties of a magic item (attunement, charges) or knows if an item or a creature is affected by a spell. Bard, Knowledge Domain, Forge Domain, Wizard
Illusory Script Illusion 1 Minute No Write a secret message that can only be read by a designated target or a creature with truesight. Bard, Warlock, Wizard
Inflict Wounds Necromancy 1 Action No Infuse your hands with putreflying energy that deals 3d10 Necrotic. Cleric, Oath of the Oathbreaker
Jump Transmutation 1 Action No Touch a creature to triple its jumping distance. Druid, Ranger, Sorcerer, Wizard, Seeker
Longstrider Transmutation 1 Action No Toucha creature to increase its speed by 3m. Bard, Druid, Ranger, Wizard
Lunar Mend - 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. 
Circle of the Moon (Duid Sub Class)
Mage Armour Abjuration 1 Action No Surround a creature in a protective magical force. Its Armour Class increases by 3.
Prerequisite: not wearing armour.
Sorcerer, Wizard
Magic Missile Evocation 1 Action No Create three darts of magical force, each dealing 1d4+1 Force to its target Arcana Domain, Sorcerer, Wizard
Protection from Evil and Good Abjuration 1 Action Yes Protec a creature against aberrations, celestial, elementals, fey, The Fiends, and undead.
The target can't be Charmed, Frightened, or possessed by them, and when these creatures attacks it, they do so with disadvantage.
Cleric, Paladin, Oath of Devotion, Warlock, Wizard, Protection Domain
Purify Food and Drink Transmutation 1 Action No Purified and rendered free of poison and disease nonmagical food and drink in a 5-ft-radius sphere. Cleric, Druid, Paladin
Ray of Sickness Necromancy 1 Action No Call forth a ray of sickening energy. Deals 2d8 Poison and possibly Poinons the target.
Inflicts Poisoned
Death Domain, Sorcerer, Undying, Wizard
Sanctuary Abjuration 1 Bonus Action No The target can make a Wis. save to avoid attacks or harmful spells that target it directly. Cleric, Oath of Devotion, Raven Queen
Searing Smite Evocation 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
Shield Abjuration 1 Reaction No In reaction, the caster gains a +5 bonus to AC and take no damage from the magic missile spell. Sorcerer, Wizard, Hexblade
Shield of Faith Abjuration 1 Bonus Action Yes Surround a creature with a shimmering field of magic that increases its AC by 2.
Inflicts Shield of Faith
Cleric, War Domain, Paladin, Strength Domain
Silent Image Illusion 1 Action Yes Create the image of an object or a creature (without sound and no larger than a 15-ft cube) and lets it move. Bard, Sorcerer, Wizard
Sleep Enchantment 1 Action No Put creatures up to a combined 24 hit points into a magical slumber.
Sleeping creatures awaken if they take damege.
Inflicts Sleeping
Bard, Sorcerer, Archfey, Wizard
Speak with Animals Divination 1 Action No Gain the ability to comprenhend and verbally communicate with beasts.
Inflicts Speack with Animals
Bard, Nature Domain, Druid, Oath of Ancients, Ranger
Tasha's Hideous Laughter Enchantment 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
Tenser's Floating Disk Conjuration 1 Action No Create a floating 3-ft-diameter disk that can support up to 500 pounds and follows the caster. Wizard
Thunderous Smite Evocation 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 Evocation 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
Unseen Servant Conjuration 1 Action No Create an invisible servant who performs simple tasks (bring something back, clean up, maintain a fire, serve at table, etc). Bard, Warlock, Wizard
Witch Bolt Evocation 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 Evocation 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



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