Spells in Baldur's Gate 3 are regulated forms of magic energy. In BG3, there are certain Classes that 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.
BG3 Spells Mechanics
Concentration for Spells in BG3
Concentration is required to maintain certain spells. You lose Concentration on a spell if you cast another spell that requires Concentration. You can’t concentrate on two Spells at once. You can also willfully cancel Concentration on a Spell. For example, you no longer have to suffer the prolonged effects of Fog Cloud if you break Concentration. You can simply click on the Concentration indicator to interrupt the Spell (No action is required).
Long and Partial Rest in Baldur's Gate 3
In order to take a Long Rest, you’ll have to gather camp supplies, which comprise all of the food and scrap you can buy (or steal). Heaps of food should go a long way to keep you satiated and ready for the events to come. If you’re low on supplies, you can opt to take a Partial Rest instead. This only restores a portion of your HP and Spell Slots, but it won’t use up any food.
How Spells influence dice Rolls
Dice rolls play an active part in whatever action you decide to do, may it be in combat or in dialogue. You can also favorable roll. To increase the chances of surpassing a check, you can manually add your or your Companions’ Spells to your throw. But remember that you may make use of Spell Slots when you cast aSpell, so choose wisely. This bonus will be added to the ones you already have (be it for any Proficiency or Abilities), and the total sum will be added to your roll.
So, for example, you can cast Enhance Ability first to account for the Advantage bonus you get to roll twice. This raises the chances of tipping the scale in your favour. Alternatively, Guidance is also a good Spell, which also increases your chances for success.
All Spells in Baldur's Gate 3
You can search by Name, Level, School, Casting Time and Class. Just type into the search box what you are looking for.
Quick Search of All Spells
Spell | Level | Schooll | Casting Time | Concentration | Description | Classes |
---|---|---|---|---|---|---|
|
Cantrip | Conjuration | Action |
N/A | 1~6 Damage Throw a bubble of acid that damage each creature it hits 18m |
|
|
Cantrip | Abjuration | Action | N/A | Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks |
College of Lore, College of Valour, Sorcerer, Warlock, Wizard, High Elf, High Half-Elf, Eldritch Knight, Bard,Arcane Trickster |
|
Cantrip | Necromancy | Action | N/A | 1~8 Damage Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls. 18m |
Sorcerer, Warlock Wizard, High Elf, High Half-Elf , Eldritch Knight |
|
Cantrip | Evocation | Action | N/A | Illuminate a 9m radius. |
College of Lore, College of Valour, Sorcerer, Wizard, Eldritch Knight |
|
Cantrip | Evocation | Action | N/A | 1~10 Damage Conjure 1 beam(s) of crackling energy. 18m |
Warlock |
|
Cantrip | Evocation | Action | N/A | 1~10 Damage Hurl a mote of fire. |
Wizard Elf (High Elf) Half-Elf (High Half-Elf) Eldritch Knight (Fighter) Sorcerer |
|
Cantrip | Enchantment | Action | N/A | Gain Advantage on Charisma Checks against a non-hostile creature.
|
Bard College of Lore (Bard Sub-Class) College of Valour (Bard Sub-Class) Sorcerer Warlock Wizard Eldritch Knight |
|
Cantrip | Conjuration | Action | N/A | Create an invisible spectral hand that can manipulate and interact with objects. Concentration |
Githyanki |
|
Cantrip | Divination | Action | N/A | Bestow guidance upon an ally. They gain a +1d4 bonus to Ability Checks. Melee Concentration |
Cleric Druid |
|
Cantrip | Evocation | Action |
N/A | Infuse an object with an aura of light. Melee |
Bard College of Lore (Bard Sub-Class) College of Valour (Bard Sub-Class) Cleric Sorcerer Wizard Elf (High Elf) Half-Elf (High Half-Elf) Eldritch Knight |
|
Cantrip | Conjuration | Action |
N/A | Create a spectral hand that can manipulate and interact with objects. 10 Turns |
Bard College of Lore (Bard Sub-Class) College of Valour (Bard Sub-Class) Sorcerer Warlock Wizard Eldritch Knight |
|
Cantrip | Illusion | Action |
N/A | Create an illusory image that distracts nearby creatures, compelling them to investigate. You can remain hidden while casting this spell. 10 turns 18m |
Bard College of Lore (Bard Sub-Class) College of Valour (Bard Sub-Class) Eldritch Knight Sorcerer Warlock Wizard |
|
Cantrip | Conjuration | Action |
N/A | 1~12 Damage Project a puff of noxious gas. |
Druid Eldritch Knight Sorcerer Warlock Wizard |
|
Cantrip | Conjuration | Action |
N/A | A flickering flame appears in your hand. It sheds bright light in a 9m radius and deals 1~8 Fire damage when thrown. Throwing the flame immediately after you conjure it does not cost an action. Extinguishing or throwing it on subsequent turns costs an action |
|
|
Cantrip | Evocation | Action |
N/A | 1~8 Damage Reduce the target's Movement Speed by 3m. 18m |
Eldritch Knight Sorcerer Wizard |
|
Cantrip | Abjuration | Action |
N/A | Make a target more resistant to spell effects and conditions: it receives a +1d4 bonus to Saving Throws. 10 turns Melee Concentration |
Cleric Druid |
|
Cantrip | Evocation | Action |
N/A | 1~8 Damage 1d8 Radiant Conjure a flame-like radiance that deals 1d8 Radiant. 18m DEX Save |
Cleric |
Selûne's Dream |
Cantrip | Evocation | Action |
N/A | 1~8 Damage
|
Amulet of Selûne's Chosen wearer. |
|
Cantrip | Transmutation | Bonus Action |
N/A | Imbue your staff or club with nature's power. It becomes magical, deals 1d8+2 Bludgeoning damage, and uses your Spellcasting Ability for Attack Rolls. 10 turns |
Druid |
|
Cantrip | Evocation | Action |
N/A | 1~8 Damage The target cannot use reactions. This spell has Advantage on creatures wearing metal armour. Melee |
Eldritch Knight Sorcerer Wizard |
|
Cantrip | Transmutation | Action |
N/A | Manifest a sign of supernatural power that grants you advantage on Intimidation and Performance checks. | Cleric Tiefling (Zariel, Asmodeus) |
|
Cantrip | Transmutation | Action |
N/A | Strike at a target with a thorny, vine-like whip. It deals 1d6 Piercing damage and pulls the target 3m closer to you if it is Large or Smaller in size. | Druid |
|
Cantrip | Divination | Action |
N/A | Gain Advantage on your next Attack Roll. 18m |
Bard College of Lore (Bard Sub-Class) College of Valour (Bard Sub-Class) Sorcerer Warlock Wizard, Fighter (Eldritch Knight) Rogue (Arcane Trickster) Ranger (Mage Breaker) |
|
Cantrip | Enchantment | Action |
N/A | 1~4 Damage Unleash a string of enchanted insults at a creature. It takes damage and receives Disadvantage on its next Attack Roll. 18m |
Bard College of Lore (Bard Sub-Class) College of Valour (Bard Sub-Class) |
|
Lvl 1 | Enchantment | Action Spell Slot |
No | 10 Turns Convince a beast not to attack you. 18m WIS Save |
Bard, Nature Domain, Druid, Ranger |
|
Lvl 1 | Abjuration | Action Spell Slot |
No | Gain 5 temporary hit ponts and deal 5 Cold Damge to any creature that hits you with a melee attacks. Can only have temporary hit points from one source. Until Long Rest |
Bard, College of Lore, Warlock |
|
Lvl 1 | Conjuration | Action Spell Slot |
No | 2~12 Damage |
Warlock |
|
Lvl 1 | Enchantment | Action Spell Slot |
Yes | Target up to 3 creatures. They receive a 1d4 penalty to Attack Rolls and Saving Throws. 10 Turns 9m9mCHA Save Concentration |
Bard, Oath of Vengeance, Cleric |
|
Lvl 1 | Enchantment | Action Spell Slot |
Yes | Bless up to 3 creatures. They gain a +1d4 bonus to Attack Rolls and Saving Throws. 10 turns 9mConcentration |
Bard, College of lore, Life Domain, Paladin |
|
Lvl 1 | Evocation | Action Spell Slot |
No | 3~18 Damage 3d6Fire Each flammable targets is thi with 3∼18 Fire damage. On Save: Targets still take half damage. 5m DEX Save |
Light Domain, Eldritch Knight, Arcane Trickster, Sorcerer, Warlock, Wizard |
|
Lvl 1 | Enchantment | Action Spell Slot |
No | Charm a humanoid to prevent in from attacking you. You gain Advantage on Charisma Checks in dialogue and prevent it from attacking. Enemies have Advantage on Saving Throws against being Charmed. When the spell ends, the target might accuse you of Charming them. 10 Turns 18m/60ft WIS Save |
Bard, Trickery Domain, Druid, Sorcerer, Warlock, Wizard |
|
Lvl 1 | Evocation | Action Spell Slot |
No | Hurl a sphere of energy. It deals 3d8 Thunder damage, or deals 2d8 Acid, Cold; Fire, Lightning, or Poison damage and creates a surface. 18m 2m Attack Roll |
Bard, Eldritch Knight, Arcane Trickster, Sorcerer, Wizard |
|
Lvl 1 | Evocation | Action Spell Slot |
No | 2~16 Damage 2d8Acid Hurl a sphere of acid energy. |
Wizard, Sorcerer,Arcane Trickster |
|
Lvl 1 | Evocation | Action Spell Slot |
No | 2~16 Damage 2d8Cold Hurl a sphere of frozen energy. |
Wizard, Sorcerer,Arcane Trickster |
|
Lvl 1 | Evocation | Action Spell Slot |
No | 2~16 Damage |
Wizard, Sorcerer,Arcane Trickster |
|
Lvl 1 | Evocation | Action Spell Slot |
No | 2~16 Damage 2d8Lightning Hurl a sphere of Lightning energy.. |
Wizard, Sorcerer,Arcane Trickster |
|
Lvl 1 | Evocation | Action Spell Slot |
No | 2~16 Damage 2d8Poison Hurl a sphere of poisonous energy. |
Wizard, Sorcerer,Arcane Trickster |
|
Lvl 1 | Evocation | Action Spell Slot |
No | 3~24 3d8Thunder Hurl a sphere that deals 3-24 Thunder damage and possibly creates a surface on impact. Alternative, choose a different type of damage. 18m |
Wizard, Sorcerer,Arcane Trickster |
|
Lvl 1 | Illusion | Action Spell Slot |
No | Blind creatures up to a combined 33 hit points. 1 Turn 5m/17ft |
College of Lore, Paladin |
|
Lvl 1 | Enchantment | Action Spell Slot |
No | Command a creature to flee, move closer, freeze, drop to the ground or drop their weapon. 1 Turn 18m/60ftWIS Save |
Cleric, Paladin |
|
Lvl 1 | Enchantment | Bonus Action Spell Slot |
Yes | Compel an enemy to attack only you. It cannot attack other creatures. 3 Turns 9m WIS Save Concentration |
Paladin |
|
Lvl 1 | Transmutation | Action Spell Slot |
No | Call forth rain or destroy a water-based. 9m |
Cleric, Druid, Storm Sorcery |
|
Lvl 1 | Evocation | Action Spell Slot |
No | 3~8 Healing 1d8+2 Heal a creature you can touch. No effect on undead or constructs. Melee |
Bard, Life Domain, Druid, Paladin, Ranger |
|
Lvl 1 | Illusion | Action Spell Slot |
No | Magically change all aspects of your appearance. (Lasts until the end of a long rest) |
Bard, Trickery Domain, Gloom Stalker, Sorcerer, Wizard |
|
Lvl 1 | Enchantment | Action Spell Slot |
No | 3~18 Damage 3d6 Psychic Whisper a discordant melody to a creature and Frighten it. 2 turns On Save: Target still takes half damage 18m WIS Save |
Bard, The Great Old One |
|
Lvl 1 | Evocation | Bonus Action Spell Slot |
Yes | Your weapon attacks deal an additional 1∼4 Radiant Damage. 3 Turns Concentration |
War Domain, Paladin |
|
Lvl 1 | Conjuration | Action Bonus Action Spell Slot |
Yes | Your attack summons thorny vines that possibly Ensnare your target. 10 Turns Melee STR SaveConcentration |
Oath of the Ancients, Ranger |
|
Lvl 1 | Conjuration | Action Spell Slot |
No | Vines sprout from the ground, slowing creatures within and possibly Entangling them. |
Druid |
|
Lvl 1 | Transmutation | Bonus Action Spell Slot |
Yes | Gain Dash immediately and as a bonus action on each of your turns until this spell ends. Until Long Rest Concentration |
Eldritch Knight, Sorcerer, Warlock, Wizard |
|
Lvl 1 | Evocation | Action Spell Slot |
Yes | Encase multiple targets in colourful light. The targets turns visible, and Attack Rolls against the targets have Advantage. 10 Turns Range: 18m/60ft 6mDEX Save Concentration |
Bard, Light Domain, Druid |
|
Lvl 1 | Necromancy | Action Spell Slot |
No | Gain 7 temporary hit points. Until Long Rest Can only have temporary hit points from one source. |
Bard, College of Lore, Sorcerer, Wizard |
|
Lvl 1 | Transmutation | Bonus Action Spell Slot |
No | You and nerby allies Immunity to Falling damage. 10 Turns 9m |
Bard, Sorcerer, Wizard |
|
Lvl 1 | Conjuration | Action Level 1 Spell Slot |
No | Gain the service of a familiar, a fey spirit that takes an animal from of your choose. Range: 18m |
Wizard, Ranger |
|
Lvl 1 | Conjuration | Action Level 1 Spell Slot |
No | Summon a familiar with the form and statistics of a cat that can distract your enemies. (Lasts until the end of a long rest) Range: 18m |
Wizard |
|
Lvl 1 | Conjuration | Action Level 1 Spell Slot |
No | Summon a familiar with the form and statistics of a crab. Its sharp pincers can slow enemies. (Lasts until the end of a long rest) Range: 18m |
Wizard |
|
Lvl 1 | Conjuration | Action Level 1 Spell Slot |
No | Summon a familiar with the form and statistics of a frog. Its skin is covered with dizzying toxins. (Lasts until the end of a long rest) Range: 18m |
Wizard |
|
Lvl 1 | Conjuration | Action Level 1 Spell Slot |
No | Summon a familiar with the form and statistics of an imp. Its barbed tail can inject enemies with a potent poison. Range: 18m |
Warlock |
|
Lvl 1 | Conjuration | Action Level 1 Spell Slot |
No | Summon a familiar with the form and statistics of a quasit that can frighten enemies. Range: 18m |
Warlock |
|
Lvl 1 | Conjuration | Action Level 1 Spell Slot |
No | Summon a familiar with the form and statistics of a rat. Its infectious bite can spread disease. (Lasts until the end of a long rest) Range: 18m |
Wizard |
|
Lvl 1 | Conjuration | Action Level 1 Spell Slot |
No | Summon a familiar with the form and statistics of a raven. It can launch precise attacks. (Lasts until the end of a long rest)
|
Wizard |
|
Lvl 1 | Conjuration | Action Spell Slot |
No | Summon a familiar with the form and statistics of a spider. Its deadly bite can poison enemies. (Lasts until the end of a long rest) Range: 18m |
Wizard |
|
Lvl 1 | Conjuration | Action Level 1 Spell Slot |
Yes | The cloud Blinds and Heavily Obscures creatures within it. 10 Turns 5m18m Concentration |
Tempest Domain, Druid, Ranger, Sorcerer, Wizard |
|
Lvl 1 | Transmutation | Action Level 1 Spell Slot |
No | 4~16 Healing |
Druid, Ranger |
|
Lvl 1 | Conjuration | Action Spell Slot |
No | Cover the ground in grease, slowing creatures within and possibly making them fall Prone 10 Turns 18m4m DEX Save |
Wizard, Eldritch Knight |
|
Lvl 1 | Evocation | Action Spell Slot |
No | 2~18 Damage 4d6 Radiant Call forth a beam of light that grants Advantage on the next Attack Roll against the target. 2 Turns. 18m/60ft |
Bard, College of Lore, Cleric |
|
Lvl 1 | Conjuration |
|
Yes | +1d10Piercing |
Ranger |
|
Lvl 1 | Evocation | Bonus Action Level 1 Spell Slot |
No | 1~4 Healing |
Bard, Cleric, Druid |
|
Lvl 1 | Evocation | Spell Slot | No | 2~20 Damage 2d10Fire (Delayed) The next time you take damage, you use your reaction to surround your attacker in hellish flames. On Save: Target still takes half damage. DEX Save |
Bard, College of Lore, Warlock |
|
Lvl 1 | Enchantment | Action Level 1 Spell Slot |
Yes | Make yourself or a target immune to Frightened and gains 5 temporary hit points each turn. 10 Turns Can only have temporary hit points from one source. MeleeConcentration |
Bard, Paladin |
|
Lvl 1 | Enchantment | Bonus Action Warlock Spell Slot |
Yes | 1~6 Damage 1d6Necrotic (Conditional) Curse a creature so it takes additional damage whenever you attack it and to inflict Disadvantage on Ability Checks with an Ability of your choosing. If the target dies before the spell ends. you can Hex a new creature without expending a spell slot. 18m Concentration |
Bard, College of Lore, Warlock |
|
Lvl 1 | Divination | Bonus Action Spell Slot |
Yes | 1~6 Damage 1d6Slashing Mark a creature as your quarry to deal an additional 1d6 Slashing Damage whenever you hit it with a weapon attacks. If the target dies before the spell ends, you can mark a new creature without expanding a Spell Slot. Until Long Rest 18m Concentration |
Oath of Vengeance, Ranger |
|
Lvl 1 | Conjuration | Action Spell Slot |
No | 1~10(target) / 2~12(area) 1d10Piercing +2d6Cold Throw a shard of ice that deals 1∼10 Piercing damage. It explodes and deals 2-12 Cold damage to anyone nearby. It leaves an ice surface. On Miss: The shard of ice still explodes. 2m 18m DEX Save |
Bard, College of lore, Druid, Sorcerer, Wizard |
|
Lvl 1 | Necromancy | Action Spell Slot |
No | 3~30 Damage 3d10 Necrotic Putrfy a creature with the nectrotic energy filling your hands. Melee |
Cleric, Oathbreaker |
|
Lvl 1 | Transmutation | Action Lvel 1 Spell Slot |
No | Triple a creature's jumping distance. 10 Turns Melee |
Druid, Ranger, Sorcerer, Wizard, Arcane Trickster |
|
Lvl 1 | Transmutation | Action Lvel 1 Spell Slot |
No | Touch a creature to increase its Movement Speed by 3m. Until Long Rest Melee |
Bard, Druid, Ranger, Wizard |
|
Lvl 1 | - | Bonus Action Spell Slot |
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 (Druid Sub Class) |
|
Lvl 1 | Abjuration | Action Spell Slot |
No | Protect a target from attacks: increase its Armour Class to 13 + its Dexterity modifier. Until Long Rest The target can't be wearing armour Mele |
Sorcerer, Wizard, Arcane Trickster, Eldritch Knight, Sorcerer |
|
Lvl 1 | Evocation | Action Spell Slot |
No | 6~15 Damage 3d4+3Force Shoot 3 magical darts, each dealing 2∼5 Force damage. They always hit their target. 18m |
Bard, College of Lore, Eldritch Knight, Arcane Trickster, Sorcerer, Wizard |
|
Lvl 1 | Abjuration | Action Spell Slot |
Yes | Protect a creature against aberrations, celestials, elementals, fey, fiends, and undead. The target can't be Charmed, Frightened, or possessed by them, and when these creatures attack it, they do so with disadvantage. Inflicts Protection from Evil and Good Melee Concentration |
Cleric, Eldritch Knight, Paladin, Ranger, Arcane Trickster, Warlock, Wizard |
|
Lvl 1 | Necromancy | Action Spell Slot |
No | 2~16 Damage 2d8Poison Possibly Poisons the target. 2 Turns 18m CON Save |
Eldritch Knight, Sorcerer, Wizard |
|
Lvl 1 | Abjuration | Bonus Action Spell Slot |
No | You or an ally cannot be target until you attack or harm a creature. You can still take damage from area spells. Until the affected entity attacks or harms another creature, it cannot be targeted by enemy attacks. However, it can still take damage from spells that influence a large area. 10 Turns 18m Always Prepared |
Cleric, Oath of Devotion |
|
Lvl 1 | Evocation | Action Bonus Action Spell Slot |
Yes | +1d6Fire Deal an extra 1~6 Fire Damage and set your target on fire: it takes 1~6 Fire damage every turn. 10 Turns Melee Concentration |
Paladin |
|
Lvl 1 | Abjuration | Reaction Level 1 Spell Slot |
No | When you are about to be hit by an enemy, increase your Armour Class by 5. You take no damage from Magic Missile. Until Long Rest |
Eldritch Knight, Arcane Trickster, Sorcerer, Wizard |
|
Lvl 1 | Abjuration | Bonus Action Spell Slot |
Yes | Protect a creature from attacks: increases its Armour Class by 2. Until Long Rest 18m/60ftConcentration |
Cleric, War Domain, Paladin |
|
Lvl 1 | Enchantment | Action Spell Slot |
No | Put creatures into a magical slumber. Select targets up to a combined 24 hit points. 2 Turns The condition ends upon taking damage. 18m |
Bard, Sorcerer, Knowledge Domain, Sorcerer, Wizard |
|
Lvl 1 | Divination | Action Level 1 Spell Slot |
No | Gain the ability to comprehend and verbally communicate with beasts. Until Long Rest |
Bard, Nature Domain, Druid, Oath of the Ancients, Ranger |
|
Lvl 1 | Enchantment | Action Spell Slot |
Yes | Leve a creture Prone with laughter, without the ability to get up. 10 turns The creature must have an Intelligence of 5 or more. The target can try to shake off the effect each time it takes damage. 18mWIS SaveConcentration |
Bard, Wizard, The Great Old One. |
|
Lvl 1 | Evocation | Action Bonus Action Spell Slot |
No | +2d6 Thunder Pushes your target 3m away and possibly knocks it Prone. 1 turn Melee STR Save Action Bonus Action Level 1 Spell Slot |
Paladin |
|
Lvl 1 | Evocation | Action Spell Slot |
No | 2~16 Damage 2d8 Thunder Release a wave of thunderous force that pushes away all creatures and objects. 5mCON Save |
Bard, Tempest Domain, Druid, Eldritch Knight, Arcane Trickster, Sorcerer, Wizard |
|
Lvl 1 | Evocation | Action Bonus Action Spell Slot |
Yes | +1d6Psychic Possibly Frightens your target. They will be easier to hit and cannot move. 2 Turns Melee WIS Save Concentration |
Paladin |
|
Lvl 1 | Evocation | Action + Spell Slot |
Yes | 1~12 Damage 1d12 Lightning Link yourself to a target with a bolt of lightning. Deal an additional 1∼12 Lightning Damage each turn by activating it. 10 Turns 18mConcentration |
Eldritch Knight, Arcane Trickster, Sorcerer, Warlock, Wizard |
|
Lvl 2 | Abjuration | Action Level 2 Spell Slot |
No | 5 Healing Heal your allies and increase their hit point maximum by 5 hit points. Until Long Rest 9m 9m |
|
|
Lvl 2 | Abjuration | Action Level 2 Spell Slot |
No | Close a door or container with a magical lock.It can no longer be lockpicked or opened with Knock. 10 Turns Melee |
Wizard |
|
Lvl 2 | Transmutation | Action Level 2 Spell Slot |
Yes | Protect a creature from attacks: increase its Armour Class up to 16. Until Long Rest MeleeConcentration |
|
|
Lvl 2 | Necromancy | Action Level 2 Spell Slot |
No | Limit a foes sight range. It is easier to hit, and the creature will miss more often. Attack Rolls against it have Advantage and the foe attacks with Disadvantage. 10 turns 18mCON Save |
|
|
Lvl 2 | Illusion | Action Level 2 Spell Slot |
Yes | Attackers have Disadvantage on Attack rolls against you. Doesn't affect creatures that don't rely on sight or that can see through illusions. 10 turns Concentration |
|
|
Lvl 2 | Evocation | Action Bonus Action Level 2 Spell Slot |
Yes | +2d6 Radiant Your weapon gleams with astral radiance as you strike and possibly marks your target with light, preventing it from turning Invisible. 10 turns MeleeCON SaveConcentration |
Oath of Devotion, Oath of the Ancients |
|
Lvl 2 | Enchantment | Action Level 2 Spell Slot |
Yes | Suppress strong emotions in an area, making all humanoids immune to being Charmed or Frightened. 10 turns 18m 6mConcentration |
Bard, Cleric |
|
Lvl 2 | Conjuration | Action Level 2 Spell Slot |
Yes | 4~16 Damage |
|
|
Lvl 2 | Enchantment | Action Level 2 Spell Slot |
Yes | Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied. |
|
|
Lvl 2 | Evocation | Action Level 2 Spell Slot |
Yes | Create a cloud of magical darkness that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of it. 10 turns 5m 18m Concentration |
|
|
Lvl 2 | Transmutation | Action Level 2 Spell Slot |
No | Grant a creature the ability to see in the dark out to a range of 12m. Until Long Rest Melee |
|
|
Lvl 2 | Divination | Action Level 2 Spell Slot |
Yes | Focus your mind to read the thoughts of certain creatures while talking to them. Until Long Rest Concentration |
|
|
Lvl 2 | Transmutation | Action Level 2 Spell Slot |
Yes | Bestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability. |
Bard, Sorcerer, Cleric, Druid |
|
Lvl 2 | Transmutation | Action Level 2 Spell Slot |
Yes | Make a creature larger or smaller to affect their weapon damage and Strength Checks and Saving Throws. 9mCON SaveConcentration |
|
|
Lvl 2 | Evocation | Bonus Action Level 2 Spell Slot |
Yes | Conjure a flaming scimitar in your hand that deals 3d6 Fire damage and sheds bright light in a 3m radius and dim light in a 6m radius. |
|
|
Lvl 2 | Conjuration | Action Level 2 Spell Slot |
Yes | 2~12 Damage |
|
|
Lvl 2 | Evocation | Action Level 2 Spell Slot |
No | Summon a strong wind that clears all clouds and pushes creautes back 5m, forcing them Off Balance. 1 Turn 12mSTR Save |
|
|
Lvl 2 | Transmutation | Action Level 2 Spell Slot |
Yes | 2~16 Damage 18mCON SaveConcentration |
Bard, Druid |
|
Lvl 2 | Enchantment | Action Level 2 Spell Slot |
Yes | Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits. |
|
|
Lvl 2 | Illusion | Action Level 2 Spell Slot |
Yes | Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage. 10 turns Condition ends early if the creature attacks or casts a spell. MeleeConcentration |
|
|
Lvl 2 | Transmutation | Action Level 2 Spell Slot |
No | Unlock an object that is held shut by a mundane lock. 18m |
Sorcerer, Bard, Wizard |
|
Lvl 2 | Abjuration | Action Level 2 Spell Slot |
No | Cure a creature from disease, poison, paralysis or blindness. Melee |
Bard, Oath of Devotion, Oath of the Ancients, Ranger, Cleric, Druid |
|
Lvl 2 | Transmutation | Action Level 2 Spell Slot |
Yes | Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls. Until Long Rest MeleeConcentration |
|
|
Lvl 2 | Evocation | Action Level 2 Spell Slot |
No | 4~16 + 2~8(Delayed) 4d4 Acid + 2d4 Acid (Delayed) Shoot a green arrow that covers the target and the ground with acid. Deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of the target's turn. 1 turn On Missing: Target still takes half the initial damage. 18m |
|
|
Lvl 2 | Illusion | Action Level 2 Spell Slot |
No | Create 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 duplicates disappears. 10 turns |
|
|
Lvl 2 | Conjuration | Bonus Action Level 2 Spell Slot |
No | Surrounded by silver mist, you teleport to an unoccupied space you can see. 18m |
Oath of the Ancients, Warlock, Circle of the Land, Sorcerer, Wizard |
|
Lvl 2 | Evocation | Action Level 2 Spell Slot |
Yes | 2~20 Damage |
|
|
Lvl 2 | Abjuration | Action Level 2 Spell Slot |
Yes | Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth Checks. Until Long Rest Concentration |
Ranger, Druid |
|
Lvl 2 | Illusion | Action Level 2 Spell Slot |
Yes | 1~6 Damage Range: 18INT SaveConcentration |
Bard, Sorcerer, The Great Old One, Wizard |
|
Lvl 2 | Evocation | Action Level 2 Spell Slot |
No | 2~16 Healing 2d8 Heal all allies you can see. 9m9m |
|
|
Lvl 2 | Abjuration | Action Level 2 Spell Slot |
No | Touch a creature to neutraise all poisons affecting it, and grants it protection against poisonous influences. |
Oath of Devotion, Oath of the Ancients, Ranger, Cleric, Druid |
|
Lvl 2 | Necromancy | Action Level 2 Spell Slot |
Yes | Weaken a Foe: they deal half damage with weapon attacks using Strength. 10 Turns 18m Concentration |
|
|
Lvl 2 | Divination | Action Level 2 Spell Slot |
No | Become able to see Invisible creatures, and possibly reveal them to others. Untial Long Rest 9mDex Save |
Bard, Sorcerer, Wizard |
|
Lvl 2 | Evocation | Action Level 2 Spell Slot |
No | 6~48 Damage 6d6 Fire Hur1 3 rays offire. Each ray deals 2∼12 Fire damage. 18m |
|
|
Lvl 2 | Evocation | Action Level 2 Spell Slot |
No | 3~24 Damage |
|
|
Lvl 2 | Illusion | Action Level 2 Spell Slot |
Yes | Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage. |
|
|
Lvl 2 | Transmutation | Action Level 2 Spell Slot |
Yes | 2~8 Damage 100 turns |
|
|
Lvl 2 | Conjuration | Action Level 2 Spell Slot |
Yes | Cover an area in thick, flammable webbing that slows creatures within and possibly Enwebs them. 18m4mDEX SaveConcentration |
|
|
Lvl 2 | Enchantment | Action Level 2 Spell Slot |
Yes | Reduce a creature's peripheral vision and make it look at you. 10 turns Range: 6m |
|
|
Lvl 2 | Evocation | Action |
No | 6d6 Thunder 12m STR Save Short Rest |
Nyrulna |
|
Lvl 2 | Abjuration | Action Level 2 Spell Slot |
No | Ward an ally. They gain Resistance to all damage, and a +1 bonus to their Armour Class and Saving Throws Until Long Rest Melee |
Cleric |
|
Lvl 2 | Evocation | Bonus Action Level 2 Spell Slot |
No | Summon a floating, spectral weapon that attacks your enemies alongside you. |
Cleric |
|
Lvl 3 | Necromancy | Action Level 3 Spell Slot |
No | Create an undead servant from a corpse. The target must be a Medium or Small corpse. 3m |
Cleric, Wizard |
|
Lvl 3 | Abjuration | Action Level 3 Spell Slot |
Yes | Your allies will regain the maximum hit points possible when healed. They also gain Advantage on Wisdom Saving Throws and Death Saving Throws. 10 Turns 9m Concentration Always Prepared |
Cleric, Paladin |
|
Lvl 3 | Necromancy | Action Level 3 Spell Slot |
Yes | Curse a creature with your touch. The curse either bestows Disadvantage on checks and Saving Throws or attacks, lets you deal additional damage to the target, or robs it of its actions. 10 turns Melee WIS Save Concentration |
Bard, Cleric, Wizard, |
|
Lvl 3 | Evocation | Action Bonus Action Level 3 Spell Slot |
No | +3d8Radiant Evoke a heavenly flare, and possibly Blind your target. Melee CON Save |
Paladin |
|
Lvl 3 | Transmutation | Action Level 3 Spell Slot |
No | At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world. 10 Turns |
Sorcerer, Wizard |
|
Lvl 3 | Conjuration | Action Level 3 Spell Slot |
Yes | 3d10 Lightning Lightning strikes all targets within range. Then for 10 turns, you can call down lightning again without expending a spell slot. 10 Turns 18mDEX Save Concentration |
Druid, Sorcerer |
|
Lvl 3 | Conjuration | Action Level 3 Spell Slot |
No | Channel your weapons essence into a destructive, widespread volley. 9m Dex Save |
Ranger |
|
Lvl 3 | Abjuration | Reaction Spell Slot |
No | Nullify another creature's spell as a reaction. The spell must be 3rd level or lower. If it is higher, you must succed a Check to nullify it, the difficulty of which is based on the spell's Level. 18m |
Sorcerer, Warlock, Wizard |
|
Lvl 3 | Evocation | Action Level 3 Spell Slot |
Yes | Radiate a holy power that emboldens nearby allies. Thei weapon attacks deal an additional 1∼4 Radiant damage. 10 Turns Concentration |
Paladin |
|
Lvl 3 | Evocation | Action Level 3 Spell Slot |
No | Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. Until Long Rest 18m |
Cleric, Druid, Paladin, Ranger, Sorcerer |
|
Lvl 3 | Transmutation | Action Level 3 Spell Slot |
Yes | Imbue a weapon with elemental power. It receives a +1 bonus to Attack Rolls, and deals an additional 1d4 damage of your choice. MeleeConcentration |
Druid (Optional), Paladin, Ranger (Optional) |
|
Lvl 3 | Illusion | Action Level 3 Spell Slot |
Yes | Project an image so frightening it makes targets drop everything and become Fearful. They will be easier to hit and cannot move. 3 Turns 1 Turn 9m WIS Save Concentration |
Bard, Sorcerer, Warlock, Wizard |
|
Lvl 3 | Necromancy | Action Level 3 Spell Slot |
No | Put an ally in a protective, magical coma deep enough to imitate death. The Ally becomes Resistant to all damage except psychic damage, and disease and poison no longer have any effect. 10 Turns Melee |
Bard, Cleric, Druid, Wizard |
|
Lvl 3 | Evocation | Action Level 3 Spell Slot |
No | 8d6 Fire Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity. On Save: Targets still take half damage. 18m 6m DEX Save |
Sorcerer, Wizard |
|
Lvl 3 | Transmutation | Action Level 3 Spell Slot |
Yes | Bestow you or an ally with the ability to Fly. 10 Turns |
|
|
Lvl 3 | Transmutation | Action Level 3 Spell Slot |
Yes | Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage. Until Long Rest While transformed, the target won't be able to attack, cast spells, or talk. Melee Concentration |
|
|
Lvl 3 | Abjuration | Action Level 3 Spell Slot |
No | Inscribe a circle of arcane glyphs on the ground that trigger a magical effect when stepped on by an enemy. 3m 8m Dex Save |
|
|
Lvl 3 | Transmutation | Action Level 3 Spell Slot |
Yes | Bestow the ability to Fly upon yourself or an ally. |
Sorcerer, Warlock, Wizard |
|
Lvl 3 | Transmutation | Action Level 3 Spell Slot |
Yes | Target yourself or an ally to become Hastened: gain an action, become faster and harder to hit. 10 Turns When the condition ends, become Lethargic. 9mConcentration |
|
|
Lvl 3 | Conjuration | Action Level 3 Spell Slot |
Yes | 2d6 +2d6 Create a sphere of cold blackness, teeming with unknown horrors. Creatures starting their turn in the take 2d6 Cold damage. Creatures ending their turn in the area possibly take 2d6 Acid damage. The area is Difficult Terrain and creatures within are Blinded. 10Turns 18m 6m DEX Save Concentration |
Warlock |
|
Lvl 3 | Illusion | Action Level 3 Spell Slot |
Yes | Hypnotise creatures that can see the pattern. They cannot attack you. They cannot move or act. 2 Turns 18m WIS Save Concentration |
|
|
Lvl 3 | Transmutation | Action Level 3 Spell Slot |
No | 6~48 Damage Melee |
Ranger |
|
Lvl 3 | Evocation | Action Level 3 Spell Slot |
No | 8d6Lightning Call forth a blast of lightning that hits all creatures in the line of the eruption. On save: Targets still take half damage. 30m DEX Save |
Sorcerer, Wizard |
|
Lvl 3 | Evocation | Bonus Action Level 3 Spell Slot |
No | 1d4+3 Call out words of restoration to heal up to 6 creatures. No effect on undead and constructs. 18m 18m |
|
|
Lvl 3 | Transmutation | Action Level 3 Spell Slot |
No | Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered. 18m 6m |
|
|
Lvl 3 | Abjuration | Action Level 3 Spell Slot |
Yes | Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. Melee Concentration |
|
|
Lvl 3 | Abjuration | Action Warlock Spell Slot |
No | Touch a creature or object to remove all Curses and Hex affecting it. Melee |
|
|
Lvl 3 | Necromancy | Action Level 3 Spell Slot |
No | Revive a companion. They return to life with 1 hit point. 9m 9m |
Cleric, Paladin |
|
Lvl 3 | Conjuration | Action Level 3 Spell Slot |
Yes | Call forth a storm that disrupts the Concentration of spellcasters, douses fires, and creaates an ice surface. 10 Turns 18m CON Save Concentration |
|
|
Lvl 3 | Transmutation | Action Level 3 Spell Slot |
Yes | Alter time around up to 6 enemies to Slow them. They won't get far, they can't do much, and they're easier to hit. 10 Turns 18m WIS Save Concentration |
|
|
Lvl 3 | Necromancy | Action Level 3 Spell Slot |
No | Grant a semblance of life to a humanoid corpse, allowing it to answer up to 5 questions. Skeletons and creatures killed with Acid, Fire, Lightning, Necrotic, or Radiant damage no longer have a mouth and can't be made to talk using this spell. |
|
|
Lvl 3 | Conjuration | Action Level 3 Spell Slot |
Yes | Call forth spirits to protect the area around you. Nearby enemies take 3d8 Radiant damage or 3d8 Necrotic damage per turn, and their Movement Speed is halved. On Save: Targets still take half damage. 3m 3m WIS Save Concentration |
Cleric |
|
Lvl 3 | Conjuration | Action Level 3 Spell Slot |
Yes | Create a cloud of gas so nauseating it prevents creatures from taking actions. 10 Turns 3m 8m Dex Save Concentration |
|
|
Lvl 3 | Necromancy | Action Level 3 Spell Slot |
No | 3~18 3d6 Necrotic Touch an enemy to syphon their life force. You regain half as many hit points as hit points as the damage they take. For 10 turns, you can use Vampiric Touch again without expending an additional spell slot. 10 Turns Melee Concentration |
|
|
Lvl 3 | Transmutation | Action Level 6 Spell Slot |
No | While this aura lasts, you can cast Restore Vitality as a bonus action to heal yourself or nearby allies. 10 Turns 18m |
Paladin |
|
Lvl 4 | Abjuration | Action Level 4 Spell Slot |
Yes | Temporarily Banish your target to another plane of existence. 2 Turns 18m CHA Save Concentration |
Cleric, Paladin, Oath of Crown, Oath of Vengeance, Sorcerer, Warlock, Wizard |
|
Lvl 4 | Necromancy | Action Level 4 Spell Slot |
No | 8~64 On Save: Target still takes half damage. |
Death Domain, Druid, Circle of the Desert, Oath of the Oathbreaker, Sorcerer, Warlock, Wizard, Grave Domain |
|
Lvl 4 | Enchantment | Action Level 4 Spell Slot |
Yes | Befuddle a group creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor. 3 Turns 18m WIS Save Concentration |
Bard, Knowledge Domain, Druid, Oath of the Oathbreaker, Sorcerer, Wizard, Oath of Treachery |
|
Lvl 4 | Conjuration | Action Level 4 Spell Slot |
Yes | Conjure a minor elemental to fight alongside you. 18m |
Druid, Wizard |
|
Lvl 4 | Conjuration | Action Level 4 Spell Slot |
Yes | Summon from 1 fey of CR 2 to 8 fey of CR 1/4, friendly (nbr of creatures/lvl). | Druid, Ranger |
|
Lvl 4 | Abjuration | Action Level 4 Spell Slot |
No | When the target drops to 0 hp for the first time, it automatically returns to 1 hp. | Cleric, Death Domain, Life Domain, Paladin, Undying, Grave Domain, Ambition Domain |
|
Lvl 4 | Conjuration | Action Level 4 Spell Slot |
No | Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium. Melee |
Bard, Trickery Domain, Oath of Vengeance, Sorcerer, Warlock, Wizard, Ambition Domain |
|
Lvl 4 | Enchantment | Action Level 4 Spell Slot |
Yes | Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom Saving Throw against your domination. 10 Turns 18mWIS SaveConcentration |
Nature Domain, Druid, Sorcerer, Archfey, The Great Old One, Strength Domain |
|
Lvl 4 | Conjuration | Action Level 4 Spell Slot |
Yes | 3~18 Damage 10 turns 6m 18m WIS Save Concentration |
The Great Old One, Wizard, Warlock |
|
Lvl 4 | Evocation | Action Level 4 Spell Slot |
No | The caster gains resistance to cold or fire damage, and deals 2d8 damage to attackers who hit him within 5 ft. | The Fiend, Wizard, Celestial, Undying Light Patron, Zeal Domain |
|
Lvl 4 | Abjuration | Action Level 4 Spell Slot |
No | Target's movement is unaffected by difficult terrain, spells or water. | Bard, Cleric, War Domain, Druid, Circle of the Arctic, Circle of the Coast, Circle of the Forest, Circle of the Grassland, Circle of the Swamp, Oath of Devotion, Ranger, Zeal Domain |
|
Lvl 4 | Conjuration | Action Level 4 Spell Slot |
Yes | The target must succeed on a Dex. save or be pulled 20 ft toward the vine. | Nature Domain, Druid, Ranger |
|
Lvl 4 | Illusion | Action Level 4 Spell Slot |
Yes | Turn a creature Invisible. Attack against it have Disadvantage. It attacks with Advantage. 10 Turns MeleeConcentration |
Bard, Circle of the Underdark, Sorcerer, Archfey, Wizard, Oath of Treachery |
|
Lvl 4 | Conjuration | Action Level 4 Spell Slot |
No | Hostiles creatures within a 10-ft radius of the created guardian must succeed on a Dex. save or take 20 radiant damage. | Cleric, Life Domain, Light Domain, Oath of Crown, Oath of Devotion, Protection Domain, Solidarity Domain, Celestial |
|
Lvl 4 | Evocation | Action Level 4 Spell Slot |
No | 2d8 Bludgeoning +4 d6 Cold Impel a storm of hail ice to crash from the sky, covering the ground and striking all objectas and creatures within range. 2Turns On Save: Targets still take half damage. 6m18mDEX Save |
Tempest Domain, Druid, Circle of the Arctic, Oath of Ancients, Sorcerer, Wizard, Raven Queen |
|
Lvl 4 | Evocation | Action Level 4 Spell Slot |
No | Imbue yourself with elemental energy sourced from the draconic goddess, Kereska. Action +Level 4 Spell Slot |
Item: Markoheshkir |
|
Lvl 4 | Evocation | Action Level 4 Spell Slot |
Yes | The Large size or smaller target must succeedd on a Dex. save or be enclosed for the spell duration. | Wizard, Protection Domain |
|
Lvl 4 | Illusion | Action Level 4 Spell Slot |
Yes | The target must succeed on a Wis. save or be frightened then take 4d10 psychic damage (damage/lvl) on each of it's turn. | Wizard, Hexblade |
|
Lvl 4 | Transmutation | Action Level 4 Spell Slot |
Yes | Transform a creature into a harmless sheep. 5 Turns 18mDEX SaveConcentration |
Bard, Trickery Domain, Druid, Sorcerer, Wizard |
|
Lvl 4 | Evocation | Bonus Action Level 4 Spell Slot |
Yes | If the attack hits, deals an extra 4d6 pyschic damage and the target must succeed on a Wis. save or have a disadvantage. | Paladin, Hexblade, Stone Origin |
|
Lvl 4 | Abjuration | Action Level 4 Spell Slot |
Yes | Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage. Until Long Rest MeleeConcentration |
War Domain, Druid, Circle of the Mountain, Oath of Ancients, Ranger, Sorcerer, Wizard, Strength Domain |
|
Lvl 4 | Evocation | Action Level 4 Spell Slot |
Yes | 5d8Fire Create a blazing wall of fire, burning anyone who dares stand too close. 18mDEX SaveConcentration |
Light Domain, Druid, Sorcerer, The Fiend, Wizard, Forge Domain, Celestial |
|
Lvl 5 | Evocation | Action Level 5 Spell Slot |
No | Summon the apparitions of 6 master strategists. Each apparition strikes a target of your choosing, dealing 2d6 + 6 Force damage. 18m |
Artistry of War scroll in Sorcerous Vault. |
|
Lvl 5 | Conjuration | Action Level 5 Spell Slot |
Yes | 5d8 Poison Craft a large cloud that inflicts 5∼40 Poison damage per turn. You can reposition the cloud every turn. 1 Turn 18m WIS Save Concentration |
Death Domain, Circle of the Underdark, Sorcerer, Wizard |
|
Lvl 5 | Evocation | Action Level 5 Spell Slot |
No | 8d8 Cold Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands. On save: Targets still take half damage. 9m STR Save |
Circle of the Arctic, Sorcerer, Wizard, Hexblade |
|
Lvl 5 | Conjuration | Action Level 5 Spell Slot |
Yes | Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you. 18m |
Druid, Circle of the Coast, Wizard |
|
Lvl 5 | Necromancy | Action Level 5 Spell Slot |
No | If the spell attack hits, target is afflicted with a disease to choose from 6 proposed. | Cleric, Druid, Oath of the Oathbreaker, Undying |
|
Lvl 5 | Evocation | Action Level 5 Spell Slot |
No | 5d6Thunder + 5d6Radiant damage. Create a shockwave of either divine or malevolent thunder that damages nearby creatures and possibly knocks them Prone. 1 Turn On Save: Targets still take half damage |
Tempest Domain, Paladin, Hexblade, Strength Domain, Zeal Domain |
|
Lvl 5 | Necromancy | Action Level 5 Spell Slot |
No | Shred a foe's very essence by pulling on strands of the Weave. Dealing 10d6 + 20 (30~80) Necrotic Damage(CON Save to halve). 30m CON Save |
Scroll of Dethrone in Karsus section of the Sorcerous Vault. |
|
Lvl 5 | Abjuration | Action Level 5 Spell Slot |
Yes | End a condition (charmed, frightened, or possessed) or bannish a creature to its home plane (Cha. save). | Cleric, Paladin |
|
Lvl 5 | Enchantment | Action Level 5 Spell Slot |
Yes | Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom Saving Throw against your domination. Allies cannot be dominated. 10 Turns 18mWIS SaveConcentration |
Bard, Trickery Domain, Oath of the Oathbreaker, Sorcerer, Archfey, The Great Old One, Wizard, Oath of Treachery, Ambition Domain |
|
Lvl 5 | Evocation | Action Level 5 Spell Slot |
No | +5d6 Radiant Make a pillar of divine fire roar down from the heavens like the wrath of affronted angels. On Save: Targets still take half damage. 18m DEX Save |
Cleric, Light Domain, War Domain, Oath of Devotion, The Fiend, Celestial, Undying Light Patron, Zeal Domain |
|
Lvl 5 | Abjuration | Action Level 5 Spell Slot |
No | End one condition (charmed or petrified), one curse, any ability scores or hp reduction, or one exhaustion level. | Bard, Cleric, Druid, Celestial |
|
Lvl 5 | Enchantment | Action Level 5 Spell Slot |
Yes | Paralyse a creature. It can't move, act or react. Attacks from within 3m are always Critical Hits. 10 Turns No affect on undead. 18m WIS SaveConcentration |
Bard, War Domain, Oath of Vengeance, Sorcerer, Warlock, Wizard |
|
Lvl 5 | Conjuration | Action Level 5 Spell Slot |
Yes | 4d10 Piercing Locust attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception Checks. 10 Turns On save: Targets still take half damage. 18m CON Save Concentration |
Cleric, Nature Domain, Tempest Domain, Druid, Circle of the Desert, Circle of the Grassland, Circle of the Swamp, Circle of the Underdark, Sorcerer, Strength Domain |
|
Lvl 5 | Evocation | Action Level 5 Spell Slot |
No | Up to 6 creatures regain 3d8+Spell.Ability.Mod (+1d8 hp/lvl). | Bard, Cleric, Life Domain, Druid, Solidarity Domain |
|
Lvl 5 | Abjuration | Action Level 5 Spell Slot |
No | Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally. 10 Turns Target must be a celestial, an elemental, a fey, or a fiend. 18m WIS SaveConcentration |
Bard, Cleric, Arcana Domain, Druid, Wizard |
|
Lvl 5 | Illusion | Action Level 5 Spell Slot |
No | Disguise up to 4 memebers of your adventuring party. 18m |
Bard, Sorcerer, Archfey, Wizard |
|
Lvl 5 | Transmutation | Action Level 5 Spell Slot |
Yes | Throw a creature or object up to 18m with a thought. Once per turn, you can use Telekinesis again without expending a spell slot. Heavier items deal more damage. 10 Turns STR Save Concentration |
Sorcerer, The Great Old One, Wizard |
|
Lvl 5 | Evocation | Action Level 5 Spell Slot |
Yes | Raise a wall of non-magical, solid stone. 18m Concentration |
Druid, Circle of the Desert, Circle of the Mountain, Sorcerer, Wizard |
|
Lvl 6 | Conjuration | Action Level 6 Spell Slot |
Yes | Create two liked teleportation portals. 10 Turns. 18mConcentration |
Sorcerer, Warlock, Wizard |
|
Lvl 6 | Evocation | Action Level 6 Spell Slot |
Yes | 6d10 Slashing Summons a wall of razor-sharp blades that turns the area into Difficult Terrain and damages anyone foolish enough to come close. 1 Turn 18m DEX SaveConcentration |
Cleric |
|
Lvl 6 | Evocation | Action Level 6 Spell Slot |
No | 10~80 Damage 10d8 Lightning Strike an enemy with lightning. Three more bolts will leap from the target, electrifying as many as three other enemies within 18m. On Save: Targets still take half damage. 18mDEX Save |
Sorcerer, Wizard |
|
Lvl 6 | Necromancy | Action Level 6 Spell Slot |
No | 8d6 Necrotic Sculpt a massive sphere of entropic energy around a creature. Devastate the target and all surrounding creatures. On Save: Targets still take half damage. 18mCON Save |
Sorcerer, Warlock, Wizard |
|
Lvl 6 | Necromancy | Action Level 6 Spell Slot |
No | Raise a corpse as a heinous mummy that fights by your side. Until Long Rest The target must be a Medium or small corpse. 18m |
Cleric, Warlock, Wizard |
|
Lvl 6 | Transmutation | Action Level 6 Spell Slot |
No | 46~100 Damage 10d6 + 40Force Shoot a thin green ray from your finger. If the 50∼100 Force damage reduces the target to 0 hit points, it disintegrates into a crumbly ash. 9mDEX Save |
Sorcerer, Wizard |
|
Lvl 6 | Necromancy | Action Level 6 Spell Slot |
Yes | Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep. While Concentrating, you may cast Eyebite without expending a spell slot. 100 Turns 18mWIS SaveConcentration |
Bard, Sorcerer, Warlock, Wizard |
|
Lvl 6 | Transmutation | Action Level 6 Spell Slot |
Yes | Atrophy a foe, Restraining them until they temporarity turn to stone. Target will Petrify if it does not succed its Saving Thorw within 3 turns. 3 Turns 18mCON SaveConcentration |
Warlock, Wizard |
|
Lvl 6 | Abjuration | Action Level 6 Spell Slot |
Yes | Creates a barrier that makes creatures and objetcs inside it Immune to all damage. 3 Turns 3mConcentration |
Sorcerer, Wizard |
|
Lvl 6 | Necromancy | Action Level 6 Spell Slot |
No | 14d6 Necrotic Reduce a target's maximum hit points, but never below 1 Until Long Rest On Save: Targets still take half damage 18m CON Save |
Cleric |
|
Lvl 6 | Evocation | Action Level 6 Spell Slot |
No | 70 Healing Heal a target's wounds and remove Blindness and any diseases. No effect on undead and constructs. Melee |
Cleric, Druid |
|
Lvl 6 | Conjuration | Action Level 6 Spell Slot |
No | Produce a feast for 12 guests that cures diseases, immunizes to poison and increases hp by 2d10 for 24 hours. | Cleric, Druid |
|
Lvl 6 | Evocation | Action Level 6 Spell Slot |
No | 10~60 Damage 10d6 Cold Create a ball of churning ice that can be lauched instantly to generete a frosty explosion or store for later use. Melee CON Save |
Wizard |
|
Lvl 6 | Enchantment | Action Level 6 Spell Slot |
Yes | Cause a creature to start dancing, making it unable to take actions or move. It attackers have Advantage on Attack Rolls. The dancer has Disadvantage on Attack Rolls and Dexterity Saving Throws. 10 Turns 9m WIS SaveConcentration |
Bard, Wizard |
|
Lvl 6 | Conjuration | Action Level 6 Spell Slot |
No | Summon a deva, djinn or cambion that will help the caster until a long rest. | Cleric |
|
Lvl 6 | Evocation | Action Level 6 Spell Slot |
Yes | 6d8 Radiant A beam fo brilliant light sears and Blinds all creatures in its path. Until the spell ends, you can recast Sunbeam without expending a spell slot. 10 Turns On save: Targets still take half damage. 18m CON SaveConcentration |
Druid, Sorcerer, Wizard |
|
Lvl 6 | Evocation | Action Level 6 Spell Slot |
Yes | 10d6 Cold +10d6 Cold (Conditional) Raise a wall of solid ice that deals 10∼60 Cold Damage to anyone standing in its way. When the ice is broken, it leaves behind a cloud of frigid air that deals 10∼60 Cold damage per turn to creatures within. 18m DEX SaveConcentration |
Wizard |
|
Lvl 6 | Conjuration | Action Level 6 Spell Slot |
Yes | Create an 60-ft-long, 10-ft-high, 5-ft-thick wall of brush that slows movement and can inflict 7d8 piercing damage (damage/lvl). | Druid |
|
Lvl 6 | Transmutation | Action Level 6 Spell Slot |
No | Transform yourself and all nearby party members into tiny clouds of mist to avoid attacks. Until Long Rest While transformed, you won't be able to attack, cast, spells, or talk. 9m |
Druid |
|
Lvl 6 | Transmutation | Action Level 6 Spell Slot |
Yes | Atrophy a foe, Restraining them until they permanently turn to gold. 18mCON SaveConcentration |
Signed Trade Visa |
All Spells Gallery
Cantrips
Lvl 1 Spells
Lvl 2 Spells
Lvl 3 Spells
Lvl 4 Spells
- Anonymous
I would appreciate it very much if you were to add more filter options such as damage type, duration, or if the spell requires concentration.
- Anonymous
In the wizard tower basement (vault), you can get accesss to two unique spell scrolls that can be learned by a wizard:
Scroll of Dethrone
"Shred a foe's very essence by pulling on strands of the Weave"
10d6+20 Necrotic Damage
30m Range, CON Save, 1/long rest
Artistry of War
"Summon the apparitions of 6 master strategists. Each apparition strikes a target of your choosing, dealing 8~18 Force damage on a hit."
12d6+6 Force damage
18m Range, 1/short rest
The "once/short rest" and "once/long rest" is a bit weird to me since you get them as scrolls and they're 5th level spells But maybe if you use them you learn them on any character? I have no idea. Haven't done any testing. But they are clearly spells that are in the game.
- Anonymous
- Anonymous
There is another spell not listed. I received this as the Dark Urge after defeating Orin in single combat and kneeling before Bhaal. No scroll or anything, just added to my character.
It's listed under "Common" and "Spells" in the spellbook section when you press K so I would assume it counts as a spell. And sure enough, one time use only.
Power Word Kill
Level 9 Enchantment Spell
Compel an enemy with 100 hit points or fewer to die instantly. Limited to one use only.
19m Range
Action
- Anonymous
Some of this could be written a little clearer. For instance:
The paragraph about long rest doesn’t really explain why you’re doing it to begin with. It jumps straight into long rest. What does a long rest do? Where do I do it? I can surmise that long rest restores something to do with restoring concentration or maybe some spells, because at the end of the paragraph it mentions partial rest may only partially restore spell use. But what exactly?
Also, “you can also favorable roll”. Is that referring to the next sentence where it explains the ability to add modifiers?
- Anonymous
its so much bully when all spells - its fire spell, where cold spell? where acid spell? where poison spell?
- Anonymous
no "Speak with dead" in "all spells gallery" spell Lvl 3 section
- Anonymous
- Anonymous
They added "(Ranged) Banishing Smite" to Bard's Level 10 Magical Secrets in the last patch. Not on the list.
- Anonymous
- Anonymous
Dominate person is featured 2 times in level 1 and 1 time in level 4.
- Anonymous
It would be great if each spell had a section where it is explained if the spell can be upcasted, and what benefit upcasting the spell gives.
- Anonymous
- Anonymous
ther are at least two more tear 5 spells with "dethrone" and "kuriculum of strategie: art of war"
- Anonymous
I prefer spell casting from divinity more than this dnd style.
- Anonymous
As of 08/17/23 Warding Bond, a level 2 cleric spell, is missing from this list.
- Anonymous
Found a typo on the "Flesh to Stone" description: "Target will Petrify if it does not succed its Saving Thorw within 3 turns."
- Anonymous
There are still some lvl 6 spells on this list that aren't in the game....
- Anonymous
does anyone else see a little white cross at the top right corner of some of your spell icons in your hot bar? I can't figure out for the life of me what the hell that's supposed to indicate. does anyone know? it looks the same as the one that appears on icons in your inventory for items like alchemy pouches and camp supply sacks.
- Anonymous
- Anonymous
Is there a way to see which spells are Rituals while leveling (or a easy to read list?)
- Anonymous
i'm sad we don't have the blade cantrips given they're from the SCAG. ah well... maybe in an expansion or something.
- Anonymous
- Anonymous
Bear's Endurance gives advantage on Con ability checks and 7 Temp HP
- Anonymous
hmmm... i see that Wish is on the list of all spells. Interesting.........
- Anonymous
To anyone wondering why some people can't recognise the spells. Click a category, like cleric, you get level 3 and 4 spell not currently available in the game.
- Anonymous
wonder how wish is gonna work given that you can lose the spell for good. wont save scumming kinda ruin the spell or is there gonna be a means to counter people who reload the save they had before they lost the spell for good?
- Anonymous
I've seen all of these spells in Early Access, so that much is accurate. I do have a question though. When it says "Attack/Save: Dexterity" what does that mean? Am I rolling an attack die with my Dexterity bonus (or malus)? Should I avoid those on my Wizard that has poor Dex? (Or Con/Wis/Ranged/etc)?
- Anonymous
Do I have permission to add duration to some of these? Doesn't seem to have it for the most part(like Mage armor lasts until you do a long rest).
All of the content in this page is directly from the game - if you don't see the spells is because you don't have access to it.
- Anonymous
This article is horribly inaccurate. Many of these spells aren't in the game.
Where did these spells come from? Were they datamined, or plucked from DnD itself? Many of these do not seem to be in the game, and some with ex "1 minute" or "1 hour" don't fit BG3.
Thank you so much for this! As a suggestion, Duration would be a fantastic filter option!
2
+10
-1