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 SORCERER SPELLS IN BALDURS GATE 3
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Quick Search of All Sorcerer Spells
|Acid Splash||Cantrip||Conjuration||1 Action||No||Hurl a bubble of acid that deals 1d6 Acid to each creature it hits.|
|Blade Ward||Cantrip||Abjuration||1 Action||No||Gain resistance to Bludgeoning, Piercing, and Slashing damage from weapon attacks.
Inflicts Blade Ward
|Chill Touch||Cantrip||Necromancy||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
|Dancing Lights||Cantrip||Evocation||1 Action||Yes||Create wisps of light that illuminate a 12m radius.|
|Fire Bolt||Cantrip||Evocation||1 Action||No||Hurl a mote of fire that deals 1d6 Fire and creates a flammable surface.|
|Friends||Cantrip||Enchantment||1 Action||Yes||Enchant a non-hostile creature to gain advantage on Charisma checks agianst it.|
|Githyanki Psionics: Mage Hand||Cantrip||Conjuration||1 Cation||Yes||Create an invisible spectral hand that can manipulate and interact with objets.|
|Guidance||Cantrip||Divination||1 Action||Yes||Bestow guidance upon a creature. It receives a d4 bonus to an ability check of its choice.|
|Light||Cantrip||Evocation||1 Action||No||Infuse an objet with an aura of light.|
|Mage Hand||Cantrip||Conjuration||1 Action||No||Create a spectral hand that can manipulate and interact with objects.|
|Mending||Cantrip||Transmutation||1 Minute||No||Repair break or tear in an object (broken chain link, two halves of a broken key, torn cloak, leaking wineskin, etc).|
|Message||Cantrip||Transmutation||1 Action||No||The caster whispers a message to a creature within 120 ft who will be the only one to hear it. It can reply the same way.|
|Minor Illusion||Cantrip||Illusion||1 Action||No||Create an illusory image that distracts nearby creatures, complelling them to investigate.
You can remain hidden while casting this spell.
|Poison Spray||Cantrip||Conjuration||1 Action||No||Project a puff of noxious gas that deals 1d12 Poison.|
|Prestidigitation||Cantrip||Transmutation||1 Action||No||Minor magical trick (sensory effect, light a torch, clean an object, warm, make a symbol appear, create a trinket, etc).|
|Ray of Frost||Cantrip||Evocation||1 Action||No||Call forth a frigid beam of blue-white light. Deals 1d8 Cold and reduces the targe's speed by 3m
Inflicts Ray of Frost
|Shocking Grasp||Cantrip||Evocation||1 Action||No||Lightning springs from your hand. It deal 1d8 Lightning and prevents the target from taking reactions.
Inflicts Shocking Grasp
|True Strike||Cantrip||Divination||1 Action||Yes||Divine a character's defences to give you advantage on attack rolls against it.|
|Burning Hands||Lvl 1||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.
|Charm Person||Lvl 1||Enchantment||1 Action||No||Magically charm a humanoid that you can see.
A charmer has advantage on Charisma checks agains the creature.
|Chromatic Orb||Lvl 1||Evocation||1 Action||No||Hurl a sphere of energy that deals 3d8 elemental damage of your choice.|
|Color Spray||Lvl 1||Illusion||1 Action||No||Creates a dazzling array of flashing, colored lights that Blinds creatures up to a combined 33 hit points.|
|Comprehend Languages||Lvl 1||Divination||1 Action||No||The caster understands any spoken and written (1 min/page) language. Doesn't decode secret messages.|
|Detect Magic||Lvl 1||Divination||1 Action||Yes||The caster senses the presence of magic in a 30-ft radius and learns its school of magic.|
|Disguise Self||Lvl 1||Illusion||1 Action||No||Magically change all aspects of your appearance.|
|Expeditious Retreat||Lvl 1||Transmutation||1 Bonus Action||Yes||Turn Dash into a bonus action, allowing you to move at and increadible pace.
Inflicts Expeditious Retrat
|False Life||Lvl 1||Necromancy||1 Action||No||Bolster yourself with a necromantic facsimile of life to gain 5 temporary hit points.
Inflicsts False Life
|Feather Fall||Lvl 1||Transmutation||1 Reaction||No||Slow the rate of descent of allied creatures. Grants immunity to Falling damage.
Inflicts Feather Fall
|Fog Cloud||Lvl 1||Conjuration||1 Action||Yes||Create a cloud of dense frog. Creatures submerged in the fog are Heavily Obscured and Blinded.|
|Jump||Lvl 1||Transmutation||1 Action||No||Touch a creature to triple its jumping distance.|
|Mage Armour||Lvl 1||Abjuration||1 Action||No||Surround a creature in a protective magical force. Its Armour Class increases by 3.
Prerequisite: not wearing armour.
|Magic Missile||Lvl 1||Evocation||1 Action||No||Create three darts of magical force, each dealing 1d4+1 Force to its target|
|Ray of Sickness||Lvl 1||Necromancy||1 Action||No||Call forth a ray of sickening energy. Deals 2d8 Poison and possibly Poinons the target.
|Shield||Lvl 1||Abjuration||1 Reaction||No||In reaction, the caster gains a +5 bonus to AC and take no damage from the magic missile spell.|
|Silent Image||Lvl 1||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.|
|Sleep||Lvl 1||Enchantment||1 Action||No||Put creatures up to a combined 24 hit points into a magical slumber.
Sleeping creatures awaken if they take damege.
|Thunderwave||Lvl 1||Evocation||1 Action||No||Release a wave of thunderous force. It deals 2d8 Thunder and pushes away creatures and objets.|
|Witch Bolt||Lvl 1||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
|Alter Self||Lvl 2||Transmutation||1 Action||Yes||Give a new form depending on the chosen option (Aquatic Adaptation, Change Appearance, or Natural Weapons).|
|Blindness - Deafness||Lvl 2||Necromancy||1 Action||No||Magically blind an enemy creature.
A blinded creatue can try to shake off the effect at the end of each turn.
|Blur||Lvl 2||Illusion||1 Action||Yes||Your body becomes blurred. Attackers have disadvantage on attack rolls against you.
Doesn't affect creatures that don't rely on sight or that can see through illusions.
|Cloud of Daggers||Lvl 2||Conjuration||1 Action||Yes||Conjure a cloud of spinning daggers that lasts for 10 turns. Anyone inside the whirlwind takes 4d4 Slashing damage each turn.|
|Crown of Madness||Lvl 2||Enchantment||1 Action||Yes||Instill madness in an enemy, making them attack the creature closest to them, even if it's allied.|
|Darkness||Lvl 2||Evocation||1 Action||Yes||Create a cloud of magical darkness to Heavily Obscure and Blind creatures within. Creatures cannot make ranged attacks into or out of the darkness.|
|Darkvision||Lvl 2||Transmutation||1 Action||No||Grant a creature the ability to see in the dark out to a range of 18m.|
|Detect Thoughts||Lvl 2||Divination||1 Action||Yes||Focus your mind to read the thoughts of certain creatures while talking to them.|
|Enhance Ability||Lvl 2||Transmutation||1 Action||Yes||Bestow a magical enhancement upon an ally.|
|Enlarge - Reduce||Lvl 2||Transmutation||1 Action||Yes||Make a creature larger or smaller.|
|Gust of Wind||Lvl 2||Evocation||1 Action||Yes||Creatures on a 60-ft-long, 10-ft-wide line mus succeed on a Str. save or be pushed 15 ft away.|
|Hold Person||Lvl 2||Enchantment||1 Action||Yes||Paralyze a humanoid creature.
At the end of each of its turns, the creature can try to free itself.
Inflicts Hold Person
|Invisibility||Lvl 2||Illusion||1 Action||Yes||Touch a creature to turn it Invisible.
The spell ends early it hte creature attacks or casts a spell.
|Knock||Lvl 2||Transmutation||1 Action||No||Unlock or unbar 1 object (door, chest, padlock, set of manacles, etc) or suppressed the arcane lock spell for 10 Minutes.|
|Levitate||Lvl 2||Transmutation||1 Action||Yes||1 creature or object that weighs up to 500 pounds rises vertically up to 20 ft then remains suspended.|
|Mirror Image||Lvl 2||Illusion||1 Action||No||Creates 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3.
Whenever you successfully evade an attack, one of the illusions disappears.
Inflicts Mirror Image
|Misty Step||Lvl 2||Conjuration||1 Bonus Action||No||Surrounded by black mist, you telepart to an unoccupied space you can see.|
|Phantasmal Force||Lvl 2||Illusion||1 Action||Yes||Tha target must succeed on an Int. save or perceive as real an object or creature created by the caster (with sound).|
|Scorching Ray||Lvl 2||Evocation||1 Action||No||Hurl three rays of Fire. Each ray deals 2d6 Fire.|
|See Invisibility||Lvl 2||Divination||1 Action||No||The caster sees invisible creatures and objects, and into the Ethereal Plane.|
|Shatter||Lvl 2||Evocation||1 Action||No||Generate a painfully intense ringing noise that deals 3d8 Thunder to creates and objects.
On a successful save, creatures only takes half damage. Creatures made of inorganic material such as stone have disadvantage on their saving throw.
|Spider Climb||Lvl 2||Transmutation||1 Action||Yes||The target can move along vertical surfaces while leaving its hands free and gains climbing speed.|
|Suggestion||Lvl 2||Enchantment||1 Action||Yes||The target must succeed on a Wis. save or follow the suggestion given by the caster in one or two sentences.|
|Web||Lvl 2||Conjuration||1 Action||Yes||Cover an area in thick, flammeble webbing that can Enweb creatures within.
An Enwebbed creature or ally can use its action to try and tear away the webs.
|Blink||Lvl 3||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.|
|Clairvoyance||Lvl 3||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).|
|Counterspell||Lvl 3||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).|
|Daylight||Lvl 3||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.|
|Dispel Magic||Lvl 3||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).|
|Fear||Lvl 3||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.|
|Fireball||Lvl 3||Evocation||1 Action||No||Creatures in a 20-ft radius must succeed on a Dex. save or take 8d6 fire damage (damage/lvl).|
|Fly||Lvl 3||Transmutation||1 Action||Yes||The target gets a flying speed of 60 ft (+1 creature/lvl).|
|Gaseous Form||Lvl 3||Transmutation||1 Action||Yes||The target turns into a cloud, gets a flying speed of 10 ft, and can pass through small holes.|
|Haste||Lvl 3||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.|
|Hypnotic Pattern||Lvl 3||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.|
|Lightning Bolt||Lvl 3||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).|
|Major Image||Lvl 3||Illusion||1 Action||Yes||Create the image of an animated object or creature, with sounds and smells (without concentration/lvl).|
|Protection from Energy||Lvl 3||Abjuration||1 Action||Yes||The target gains resistance to one damage type (acid, cold, fire, lightning, or thunder).|
|Sleet Storm||Lvl 3||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.|
|Slow||Lvl 3||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.|
|Stinking Cloud||Lvl 3||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.|
|Tongues||Lvl 3||Divination||1 Action||No||The target understands and speaks any spoken language it hears.|
|Vampiric Touch||Lvl 3||Necromancy||1 Action||Yes||If the spell attack hits, deals 3d6 necrotic damage (damage/lvl) and the caster regains 50% of his hp.|
|Water Breathing||Lvl 3||Transmutation||1 Action||No||Up to 10 creatures gets the ability to breathe underwater.|
|Water Walk||Lvl 3||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.|
|Banishment||Lvl 4||Abjuration||1 Action||Yes||The target must succeed on a Cha. save or be banished to a harmless demiplane (+1 creature/lvl).|
|Blight||Lvl 4||Necromancy||1 Action||No||The target must succeed on a Con. save or take 8d8 necrotic damage (damage/lvl).|
|Confusion||Lvl 4||Enchantment||1 Action||Yes||Creatures in a 10-ft-radius sphere must succeed on a Wis. save or can't take actions normally (+ 5-ft-radius/lvl).|
|Dimension Door||Lvl 4||Conjuration||1 Action||No||The caster and another creature of the same size are teleported to a maximum of 500 feet.|
|Dominate Beast||Lvl 4||Enchantment||1 Action||Yes||A beast within 60 ft must succeed on a Wis. save or be charmed and obey the launcher (duration/lvl).|
|Greater Invisibility||Lvl 4||Illusion||1 Action||Yes||The target becomes invisible for 1 Minute.|
|Ice Storm||Lvl 4||Evocation||1 Action||No||Creatures in a 20-ft-radius, 40-ft-high cylinder must succeed on a Dex. save or take 2d8 bludgeoning damage and 4d6 cold damage.|
|Polymorph||Lvl 4||Transmutation||1 Action||Yes||Transform a target into a new beast form whose CR/level is equal to or less than the target's CR/level.|
|Stoneskin||Lvl 4||Abjuration||1 Action||Yes||The target gets resistance to nonmagical bludgeoning, piercing, and slashing damage.|
|Wall of Fire||Lvl 4||Evocation||1 Action||Yes||Create a 60 x 20 x 1 ft wall of fire. Creatures inside or within 10ft of one side of the wall take 5d8 fire damage (damage/lvl).|
|Animate Objects||Lvl 5||Transmutation||1 Action||Yes||Animate up to 10 non-magic objects and control their actions up to 500 ft (+2 items/lvl).|
|Cloudkill||Lvl 5||Conjuration||1 Action||Yes||Creatures in a 20-ft-radius sphere must succeed on a Con. save or take 5d8 poison damage (damage/lvl).|
|Cone of Cold||Lvl 5||Evocation||1 Action||No||Creatures in a 60-ft cone must succeed on a Con. save or take 8d8 cold damage (damage/lvl).|
|Creation||Lvl 5||Illusion||1 Minute||No||Create a non-living object made of vegetable matter or mineral and no larger than a 5-ft cube (+5 ft/lvl).|
|Dominate Person||Lvl 5||Enchantment||1 Action||Yes||One humanoid must succeed on a Wis. save or be charmed and obey the caster (duration/lvl).|
|Hold Monster||Lvl 5||Enchantment||1 Action||Yes||Target must succeed on a Wis. save or be paralyzed (+1 creature/lvl).|
|Insect Plague||Lvl 5||Conjuration||1 Action||Yes||Creatures in a 20-ft-radius sphere must succeed on a Con. save or take 4d10 piercing damage (damage/lvl).|
|Seeming||Lvl 5||Illusion||1 Action||No||Change physical appearance as well as clothing and equipment of targets (saving throw for unwilling).|
|Telekinesis||Lvl 5||Transmutation||1 Action||Yes||Move a creature (Huge or smaller) or object (up to 1,000 pounds) by thought in case of successful contest.|
|Teleportation Circle||Lvl 5||Conjuration||1 Minute||No||Create a circle that allows anyone to be teleported to another teleportation circle known to the caster.|
|Wall of Stone||Lvl 5||Evocation||1 Action||Yes||Create a nonmagical wall of stone (ten 10-ft panels) that can be damaged.|
|Arcane Gate||Lvl 6||Conjuration||1 Action||Yes||Create 2 portals (max 500 ft between them) and allow teleport from one to the other.|
|Chain Lightning||Lvl 6||Evocation||1 Action||No||Up to 4 different targets must succeed on a Dex. save or take 10d8 lightning damage (+1 target/lvl).|
|Circle of Death||Lvl 6||Necromancy||1 Action||No||Creatures in a 60-ft-radius sphere must succeed on a Con. save or take 8d6 necrotic damage (damage/lvl).|
|Disintegrate||Lvl 6||Transmutation||1 Action||No||The target must succeed on a Dex. save or take 10d6+40 force damage (damage/lvl). An Large or smaller object is disintegrated.|
|Eyebite||Lvl 6||Necromancy||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.|
|Globe of Invulnerability||Lvl 6||Abjuration||1 Action||Yes||Block 5th level spells or lower within a 10-ft radius (threshold/lvl).|
|Mass Suggestion||Lvl 6||Enchantment||1 Action||No||Up to 12 targets must succeed on a Wis. save or follow the suggestion given by the caster (duration/lvl).|
|Move Earth||Lvl 6||Transmutation||1 Action||Yes||Shape dirt, sand, or clay, but not stone (raise, lower, flatten, create a trench, etc) in a 40-ft square in 10 min.|
|Sunbeam||Lvl 6||Evocation||1 Action||Yes||Creatures on a 5-ft-wide, 60-ft-long line must succeed on a Con. save or take 6d8 radiant damage and be blinded.|
|True Seeing||Lvl 6||Divination||1 Action||No||The target gets truesight, sees magic secret doors and in the Ethereal Plane.|
|Delayed Blast Fireball||Lvl 7||Evocation||1 Action||Yes||Creatures in a 20-ft-radius sphere must succeed on a Dex. save or take 12d6 fire damage (damage/lvl).|
|Etherealness||Lvl 7||Transmutation||1 Action||No||The caster is projected into the Ethereal Plane (nbr of creatures/lvl).|
|Finger of Death||Lvl 7||Necromancy||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.|
|Fire Storm||Lvl 7||Evocation||1 Action||No||Creatures in ten 10-ft cube must succeed on a Dex. save or take 7d10 fire damage.|
|Plane Shift||Lvl 7||Conjuration||1 Action||No||The caster and up to 8 creatures are transported to another plane of existence, or a creature is banished (Cha. save).|
|Prismatic Spray||Lvl 7||Evocation||1 Action||No||Creatures in a 60-ft cone must succeed on a Dex. save or take 10d6 damage of a randomly determined type.|
|Reverse Gravity||Lvl 7||Transmutation||1 Action||Yes||Invert gravity in a 50-ft-radius, 100-ft-high cylinder.|
|Teleport||Lvl 7||Conjuration||1 Action||No||The caster and 8 creatures are teleported anywhere on the same plane. Risk of failure depending on the destination familiarity.|
|Dominate Monster||Lvl 8||Enchantment||1 Action||Yes||The target must succeed on a Wis. save or be charmed and obey the caster (duration/lvl).|
|Earthquake||Lvl 8||Evocation||1 Action||Yes||Creatures in a 100-ft radius must succeed on a Dex. save or be knocked prone. Cause damage to structures.|
|Incendiary Cloud||Lvl 8||Conjuration||1 Action||Yes||Creatures in a 20-ft-radius sphere must succeed on a Dex. save or take 10d8 fire damage.|
|Power Word Stun||Lvl 8||Enchantment||1 Action||No||The target (150 hp or fewer) is stunned until it succeeds on a Con. save.|
|Sunburst||Lvl 8||Evocation||1 Action||No||Creatures in a 60-ft radius must succeed on a Con. save or take 12d6 radiant damage and be blinded for 1 min.|
|Gate||Lvl 9||Conjuration||1 Action||Yes||Create a portal to another plan. Also allows to summon a creature from another plane.|
|Meteor Swarm||Lvl 9||Evocation||1 Action||No||Creatures in a 40-ft-radius sphere must succeed on a Dex. save or take 20d6 fire damage and 20d6 bludgeoning damage.|
|Power Word Kill||Lvl 9||Enchantment||1 Action||No||The target (100 hp or fewer) dies!|
|Time Stop||Lvl 9||Transmutation||1 Action||No||Stop the time during 1d4+1 turns for everyone except for the caster.|
|Wish||Lvl 9||Conjuration||1 Action||No||Duplicate a 8th level spell or lower without components, or create another effect at the MD discretion.|