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
|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.
|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.
|Bane||Enchantment||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||Enchantment||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|
|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.
|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: 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.
|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.
|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.
|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.
|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|