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 3 Spells in Baldurs Gate 3

 

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Quick Search of All Lvl 3 Spells 

 

Spell School Casting Time Concentration Description Classes
Animate Dead Necromancy 1 Minute No Create a skeleton from bones or a zombie from a corpse, who is under the caster control (+2 creatures/lvl). Cleric, Death Domain, Oath of the Oathbreaker, Wizard
Aura of Vitality Evocation 1 Action Yes One target in a 30-ft radius regains 2d6 hp. Paladin, Oath of Crown
Beacon of Hope Abjuration 1 Action Yes Targets gain advantage on Wis. saving throws and death saving throws, and regain the maximum number of hp from healing. Cleric, Life Domain, Oath of Devotion, Solidarity Domain
Bestow curse Necromancy 1 Action Yes The target must succeed on a Wis. save or suffer an effect as a disadvantage to a check or lose an action (duration/lvl). Bard, Cleric, Oath of the Oathbreaker, Wizard, Ambition Domain
Blinding Smite Evocation 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
Blink Transmutation 1 Action No The caster has 50% of chance to switch to the Ethereal Plane, then returns to the space he vanished from on the next turn. Trickery Domain, Sorcerer, Archfey, Wizard, Hexblade
Call Lightning Conjuration 1 Action Yes Creatures in a 5-ft radius must succeed on a Dex. save or take 3d10 lightning damage (damage/lvl) on each turn. Tempest Domain, Druid, Circle of the Forest
Clairvoyance Divination 10 Minutes Yes Create an invisible sensor in a familiar location within 1 mile, allowing to see or to hear (to choose, can switch). Bard, Cleric, Sorcerer, The Great Old One, Wizard, Seeker
Conjure Animals Conjuration 1 Action Yes Summon from 1 beast of CR 2 to 8 beasts of CR 1/4, friendly (nbr of creatures/lvl). Druid, Ranger
Conjure Barrage Conjuration 1 Action No Creatures in a 60-ft cone must succeed on a Dex. save or take 3d8 damage from the weapon/ammunition used. Ranger
Counterspell Abjuration 1 Reaction No In reaction, fail a spell of 3rd level or lower. Ability check if the spell is 4th level or higher (threshold/lvl). Sorcerer, Warlock, Wizard
Create Food and Water Conjuration 1 Action No Create 45 pounds of food and 30 gallons of water, enough to sustain 15 humanoids for 24 hours. Cleric, Circle of the Desert, Paladin
Crusader's Mantle Evocation 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 Evocation 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
Dispel Magic Abjuration 1 Action No End spells of 3rd level 3 or lower on a target. Ability check for each spell of 4th level or higher (threshold/lvl). Bard, Cleric, Arcana Domain, Trickery Domain, Druid, Paladin, Oath of Devotion, Sorcerer, Warlock, Wizard
Elemental Weapon Transmutation 1 Action Yes A weapon becomes magical with a +1 bonus to attack rolls and deal an extra 1d4 damage of a chosen type (bonus/lvl). Paladin, Forge Domain, Hexblade, Stone Origin, Stone Origin
Fear Illusion 1 Action Yes Creatures in a 30-ft cone must succeed on a Wis. save or drop whatever they are holding, become frightened and move away. Bard, Sorcerer, Warlock, Wizard
Feign Death Necromancy 1 Action No The willing target appears dead to all outward inspection. Bard, Cleric, Druid, Undying, Wizard, Raven Queen
Fireball Evocation 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
Fly Transmutation 1 Action Yes The target gets a flying speed of 60 ft (+1 creature/lvl). Sorcerer, Warlock, Wizard
Gaseous Form Transmutation 1 Action Yes The target turns into a cloud, gets a flying speed of 10 ft, and can pass through small holes. Circle of the Underdark, Sorcerer, Warlock, Wizard, Oath of Treachery
Glyph of Warding Abjuration 1 Hour No A glyph on an object deals 5d8 damage in a 20-ft radius (damage/lvl) or casts a 3rd level spell (lvl/lvl) when triggered. Bard, Cleric, Wizard
Haste Transmutation 1 Action Yes Target's speed is doubled. It also gains a +2 bonus to AC, advantage to Dex. saves and 1 additional action. Circle of the Grassland, Oath of Vengeance, Sorcerer, Wizard, Oath of Treachery, Strength Domain, Zeal Domain
Hunger of Hadar Conjuration 1 Action Yes Creatures in a 20-ft-radius sphere take 2d6 cold damage et must succeed on a Dex. save or take 2d6 acide damage. Warlock
Hypnotic Pattern Illusion 1 Action Yes Creatures in a 30-ft cube must succeed on a Wis. save or be charmed and incapacitated, with a speed of 0. Bard, Sorcerer, Warlock, Wizard
Leomund's Tiny Hut Evocation 1 Minute No Create a 10-ft-radius dome that can shelter and protect 9 Medium creatures with the caster. Bard, Wizard
Lightning Arrow Transmutation 1 Bonus Action Yes If the attack hits, deals 4d8 Iightning damage. Creatures within 10 ft must succeed on a Dex. save or take 2d8 lightning damage. Ranger
Lightning Bolt Evocation 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
Magic Circle Abjuration 1 Minute No Create a 10-ft-radius, 20-ft-tall cylinder that protect from celestials, elementals, fey, The Fiends, and/or undead (+1 h/lvl). Cleric, Arcana Domain, Paladin, Warlock, Wizard
Major Image Illusion 1 Action Yes Create the image of an animated object or creature, with sounds and smells (without concentration/lvl). Bard, Sorcerer, Warlock, Wizard
Mass Healing Word Evocation 1 Bonus Action No Up to 6 creatures regain 1d4+Ability.Mod (+1d4 hp/lvl). Cleric
Meld into Stone Transmutation 1 Action No The caster can penetrate the stone. Cleric, Druid, Circle of the Mountain
Nondetection Abjuration 1 Action No Protect a creature or an object from any Divination magic or magical scrying. Bard, Knowledge Domain, Ranger, Wizard
Phantom Steed Illusion 1 Minute No Create a quasi-real Large horselike creature and everything to mount it. Wizard
Plant Growth Transmutation 1 Action or 8 hours No Plants in the area grow vigorously, or over a year the plants produce twice the normal amount of food. Bard, Nature Domain, Druid, Circle of the Forest, Oath of Ancients, Ranger, Archfey
Protection from Energy Abjuration 1 Action Yes The target gains resistance to one damage type (acid, cold, fire, lightning, or thunder). Cleric, Druid, Circle of the Desert, Oath of Ancients, Oath of Vengeance, Ranger, Sorcerer, Wizard, Forge Domain, Protection Domain, Strength Domain
Remove Curse Abjuration 1 Action No End all curses affecting one creature or object. Cleric, Paladin, Warlock, Wizard
Revivify Necromancy 1 Action No Take back to 1 hp a creature that has died within the last minute (except of old age). Cleric, Life Domain, Paladin, Grave Domain, Celestial
Sending Evocation 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
Sleet Storm Conjuration 1 Action Yes Creatures in a 20-ft-radius, 20-ft-tall cylinder (heavily obscured) must succeed on a Dex. save or fall prone. Tempest Domain, Druid, Circle of the Arctic, Sorcerer, Wizard
Slow Transmutation 1 Action Yes Up to 6 targets must succeed on a Wis. save, or have their speed and actions reduced and -2 to CA and Dex. saves. Circle of the Arctic, Sorcerer, Wizard, Protection Domain
Speak with Dead Necromancy 1 Action No Allow a corpse that still has a mouth and is not an undead to answer 5 questions to the caster. Bard, Cleric, Knowledge Domain, Undying, Raven Queen
Speak with Plants Transmutation 1 Action No The caster can communicate with plants within 30 ft, and turns difficult terrain into ordinary terrain or vice versa. Bard, Druid, Ranger
Spirit Guardians Conjuration 1 Action Yes Targets in a 15-ft radius must succeed on a Wis. save or take 3d8 radiant or necrotic damage (damage/lvl). Cleric, War Domain, Oath of Crown
Stinking Cloud Conjuration 1 Action Yes Creatures in a 20-ft-radius sphere must succeed on a Con. save or spend their action that turn retching and reeling. Bard, Circle of the Swamp, Circle of the Underdark, Sorcerer, The Fiend, Wizard
Tongues Divination 1 Action No The target understands and speaks any spoken language it hears. Bard, Cleric, Sorcerer, Warlock, Wizard
Vampiric Touch Necromancy 1 Action Yes If the spell attack hits, deals 3d6 necrotic damage (damage/lvl) and the caster regains 50% of his hp. Death Domain, Warlock, Wizard, Grave Domain, Ambition Domain
Water Breathing Transmutation 1 Action No Up to 10 creatures gets the ability to breathe underwater. Druid, Circle of the Coast, Ranger, Sorcerer, Wizard
Water Walk Transmutation 1 Action No Up to 10 creatures can move on a liquid surface (water, acid, mud, lava, etc) as if it were harmless solid ground. Cleric, Druid, Circle of the Coast, Circle of the Swamp, Ranger, Sorcerer
Wind Wall Evocation 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



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