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 Necromancy Spells in Baldurs Gate 3
|Chill Touch||Cantrip||1 Action||No||Assail a creature with the chill of the grave. It takes 1d8 Necrotic and cannot regain hit points. Undead creatures also get disadvantage on attack rolls.
Inflicts Chill Touch
|Sorcerer, Warlock, Wizard|
|Spare the Dying||Cantrip||1 Action||No||1 living creature with 0 hit points becomes stable.||Cleric|
|False Life||Lvl 1||1 Action||No||Bolster yourself with a necromantic facsimile of life to gain 5 temporary hit points.
Inflicts False Life
|Death Domain, Sorcerer, Undying, Wizard, Grave Domain, Raven Queen|
|Inflict Wounds||Lvl 1||1 Action||No||Infuse your hands with putreflying energy that deals 3d10 Necrotic.||Cleric, Oath of the Oathbreaker|
|Ray of Sickness||Lvl 1||1 Action||No||Call forth a ray of sickening energy. Deals 2d8 Poison and possibly Poisons the target.
|Death Domain, Sorcerer, Undying, Wizard|
|Blindness||Lvl 2||1 Action||No||Magically blind an enemy creature.
A blinded creature can try to shake off the effect at the end of each turn.
|Bard, Cleric, Death Domain, Sorcerer, The Fiend, Undying, Wizard|
|Gentle Repose||Lvl 2||1 Action||No||Protect a corpse from decay or to become undead.||Cleric, Wizard, Grave Domain|
|Ray of Enfeeblement||Lvl 2||1 Action||Yes||A beam of enervating energy springs from your fingers. The target deals half damage with weapon attacks using Strength.||Death Domain, Warlock, Wizard, Grave Domain, Ambition Domain|
|Animate Dead||Lvl 3||1 Minute||No||Create a skeleton from bones or a zombie from a corpse, who is under the caster's control (+2 creatures/lvl).||Cleric, Death Domain, Oath of the Oathbreaker, Wizard|
|Bestow curse||Lvl 3||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|
|Feign Death||Lvl 3||1 Action||No||The willing target appears dead to all outward inspection.||Bard, Cleric, Druid, Undying, Wizard, Raven Queen|
|Revivify||Lvl 3||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|
|Speak with Dead||Lvl 3||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|
|Vampiric Touch||Lvl 3||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|
|Blight||Lvl 4||1 Action||No||The target must succeed on a Con. save or take 8d8 necrotic damage (damage/lvl).||Death Domain, Druid, Circle of the Desert, Oath of the Oathbreaker, Sorcerer, Warlock, Wizard, Grave Domain|
|Contagion||Lvl 5||1 Action||No||If the spell attack hits, target is afflicted with a disease to choose from 6 proposed.||Cleric, Druid, Oath of the Oathbreaker, Undying|
|Raise Dead||Lvl 5||1 Hour||No||Take back to life (1 hp) a creature died for no longer than 10 days. Doesn't restore missing body parts.||Bard, Cleric, Life Domain, Paladin, Grave Domain|
|Circle of Death||Lvl 6||1 Action||No||Creatures in a 60-ft-radius sphere must succeed on a Con. save or take 8d6 necrotic damage (damage/lvl).||Sorcerer, Warlock, Wizard|
|Create Undead||Lvl 6||1 Minute||No||Up to 3 Medium or Small humanoids corpses become a ghoul who obey the caster for 24 h (nbr and type of creatures/lvl).||Cleric, Warlock, Wizard|
|Eyebite||Lvl 6||1 Action||Yes||The target in a 60-ft radius must succeed on a Wis. save or take on a the following effects: asleep, panicked or sickened.||Bard, Sorcerer, Warlock, Wizard|
|Harm||Lvl 6||1 Action||No||The target must succeed on a Con. save or take 14d6 necrotic damage. The spell can't kill it however.||Cleric|
|Magic Jar||Lvl 6||1 Minute||No||The caster projects his soul into an urn and then returns to his body or possesses a humanoid body.||Wizard|
|Finger of Death||Lvl 7||1 Action||No||The target must succeed on a Con. save or take 7d8+30 necrotic damage. If killed, becomes a zombie under the caster command.||Sorcerer, Warlock, Wizard|
|Resurrection||Lvl 7||1 Hour||No||Take back to life (all hp) a creature died for no longer than 100 years (except of old age). Restore any missing body parts.||Bard, Cleric|
|Clone||Lvl 8||1 Hour||No||Create in 120 days the inert double of a living creature. If the original creature dies, its soul is transferred to the clone.||Wizard|
|Astral Projection||Lvl 9||1 Hour||No||The caster and up to 8 creatures are projected into the Astral Plane.||Cleric, Warlock, Wizard|
|True Resurrection||Lvl 9||1 Hour||No||Take back to life (all hp) a creature died for no longer than 200 years (except of old age), even without the original body.||Cleric, Druid|