moonbeam spell baldursgate3 wiki guide 150px 

Lvl 2 Evocation

2~20 Damage

1d10 radiant dice icon baldursgate3 wiki guide2d10damage radiant icon bg3 wiki guideRadiant

Call down a beam of light that damages any creature that enters the beam or starts its turn in the light. You can use an action to move the beam 18m.

On Save: Targets still take half damage.

range icon baldursgate3 wiki guide 25px18m saving throw icon baldursgate3 wiki guide 48pxCON Save concentration icon 1 baldursgate3 wiki guide 25pxConcentration

action icon baldursgate3 wiki guide 25pxActionspell slot icon baldursgate3 wiki guide 25pxLevel 2 Spell Slot

Moonbeam is a Spell in Baldur's Gate 3. Moonbeam is a Lvl 2 Spell from the Evocation school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the environment.

Moonbeam Information

  • Description: Call down a beam of light that damages any creature that enters the beam or starts its turn in the light. You can use an action to move the beam 18m.
  • Level: Lvl 2 Spell
  • School: Evocation School
  • Casting Time: action icon baldursgate3 wiki guide 25pxAction
  • Range: icon range bg3 wiki guide18m
  • Requires Concentration: Yes
  • Saving Throw: Constitution
  • On Save: Targets still take half damage.

How to Acquire Moonbeam

Moonbeam Tips & Notes

  • Upcast: Cast at 3rd Level or higher, increases damage by 1d10 for each spell slot level above 2nd.
  • Unlike in 5e, the spell applies damage on cast, and every time it is moved on top of an enemy, making it very powerful. This may be  unintentional.


Lvl 2 Spells
Aid  ♦  Arcane Lock  ♦  Barkskin  ♦  Blindness  ♦  Blur  ♦  Branding Smite  ♦  Calm Emotions  ♦  Chromatic Orb: Acid (Lvl 2)  ♦  Chromatic Orb: Cold (Lvl 2)  ♦  Chromatic Orb: Fire (Lvl 2)  ♦  Chromatic Orb: Lightning (Lvl 2)  ♦  Chromatic Orb: Poison (Lvl 2)  ♦  Chromatic Orb: Thunder (Lvl 2)  ♦  Cloud of Daggers  ♦  Crown of Madness  ♦  Darkness  ♦  Darkvision  ♦  Detect Thoughts  ♦  Enhance Ability  ♦  Enlarge - Reduce  ♦  Enthrall  ♦  Flame Blade  ♦  Gust of Wind  ♦  Heat Metal  ♦  Hold Person  ♦  Invisibility  ♦  Knock  ♦  Lesser Restoration  ♦  Magic Weapon  ♦  Melf's Acid Arrow  ♦  Mirror Image  ♦  Misty Step  ♦  Pass without Trace  ♦  Phantasmal Force  ♦  Prayer of Healing  ♦  Protection from Poison  ♦  Ray of Enfeeblement  ♦  Scorching Ray  ♦  See Invisibility  ♦  Shadow Blade (Spell)  ♦  Shatter  ♦  Silence  ♦  Spike Growth  ♦  Spiritual Weapon  ♦  Warding Bond  ♦  Web  ♦  Zephyr Break


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    • Anonymous

      After the latest patch, it seems like moonbeam inconsistanly does or doesn't do damage on the initial cast. It continues to do damage if the enemy starts its turn inside or moves into it

      • Anonymous

        Why is my Moonbeam so small and can only target 1 creature while Kagha's can easily hit 3+ creatures? Is this a bug?

        • Anonymous

          Best way to use this spell is stay at range, moving it as needed, and duck in and out of cover/stealth so you don't break concentration.

          • Anonymous

            Worth pointing this out, as of time of writing (patch 9) you can not move the moonbeam if you are wild shaped. Still a very powerful spell, just keep this fact in mind if you are a moon druid.

            • Anonymous

              A good spell if you can keep an enemy locked down in the beam for multiple turns.
              Pretty much guaranteed the initial 2D10 damage, which is pretty good for a lvl2 spell, but then you can do that damage over 10 turns if the enemy is paralyzed, entangled, etc.
              Or you could shove or thunder wave enemies into the beam as well.

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