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.

*Note: Not all spells are currently available in the Early Access version

Spells Mechanics

Concentration

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.

 

Long and Partial Rest

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 are also able to influence its outcome, increasing the odds to have a 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’ll make use of Spell Slots when you cast a Spell, 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 opt to cast Enhance Ability first to account for the Advantage bonus you get in order to roll twice. This raises the chances of tipping the scale in your favor. Alternatively, Guidance is also a good Spell, which also increases your chances for success.

What makes this more fun is when you’re playing with friends because they can decide if they really want to help you by casting a beneficial Spell on you or if they prefer to see you fail. You know what some friends are like.

 

All Spells in Baldur's Gate 3

 

 

Early Access Spells
All Spells

 

Early Access Spells

Name Level School Casting time Description Classes
acid_splash_spell_baldursgate3_wiki_guide_150px_2
Acid Splash
Cantrip Conjuration

action_icon_baldursgate3_wiki_guide_25pxAction

Hurl a bubble of acid that deals 1d6 Acid to each creature it hits.

  • Attack/Save: Dexterity
  • Range: 18m/60ft + 2m/7ft Explode radius
Wizard
blade_ward_spell_baldursgate3_wiki_guide_150px_2
Blade Ward
Cantrip Abjuration action_icon_baldursgate3_wiki_guide_25pxAction blade_ward_spell_baldursgate3_wiki_guide_150px_2Inflicts Blade Ward (2)

Gain resistance to Bludgeoning, Piercing, and Slashing damage from weapon attacks.
Warlock, Wizard
chill_touch_spell_baldursgate3_wiki_guide_150px_2
Chill Touch
Cantrip Necromancy action_icon_baldursgate3_wiki_guide_25pxAction chill_touch_spell_baldursgate3_wiki_guide_150px_2Inflicts Chill Touch (2)

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.
  • Attack/Save: Ranged Attack
  • Range: 18m/60ft
Warlock, Wizard
dancing_lights_spell_baldursgate3_wiki_guide_150px_2
Dancing Lights
Cantrip Evocation bonus_action_icon_baldursgate3_wiki_guide_25px
Bonus Action

Create wisps of light that illuminate a 12m/40ft radius.

  • Concentration: Required
  • Range: 18m/60ft
Wizard
eldritch_blast_spell_baldursgate3_wiki_guide_150px_2
Eldritch Blast
Cantrip Evocation action_icon_baldursgate3_wiki_guide_25pxAction 1d10_fire_dice_icon_baldursgate3_wiki_guide_40px1d10 Force

Conjure a beam of crackling energy that deals 1d10 Force.
  • Attack/Save: Ranged Attack
  • Range: 18m/60ft
Warlock
firebolt_spell_baldursgate3_wiki_guide_150px_2
Fire Bolt
Cantrip Evocation action_icon_baldursgate3_wiki_guide_25pxAction 1d6_dice_icon_baldursgate3_wiki_guide1d10 Fire

Hurl a mote of fire that deals 1d10.
  • Attack/Save: Ranged Attack
  • Range: 18m/60ft
Wizard
friends_spell_baldursgate3_wiki_guide_150px_2
Friends
Cantrip Enchantment action_icon_baldursgate3_wiki_guide_25pxAction friends_spell_baldursgate3_wiki_guide_150px_2 Inflicts Friends  (10)

Enchant a non-hostile creature to gain advantage on Charisma checks against it.
  • Concentration: Required
  • Range: 9m/30ft


Warlock, Wizard
mage_hand_spell_baldursgate3_wiki_guide_150px_2
Githyanki Psionics: Mage Hand
Cantrip Conjuration action_icon_baldursgate3_wiki_guide_25pxAction Create an invisible spectral hand that can manipulate and interact with objects. Githyanki
guidance_spell_baldursgate3_wiki_guide_150px_2
Guidance
Cantrip Divination action_icon_baldursgate3_wiki_guide_25pxAction Bestow guidance upon a creature. It receives a d4 bonus to an ability check of its choice.
  • Concentration: Required
  • Range: 1.5m/5ft
Cleric
light_spell_baldursgate3_wiki_guide_150px_2
Light
Cantrip Evocation action_icon_baldursgate3_wiki_guide_25px
Action
Infuse an object with an aura of light.
  • Range: 1.5m/5ft
Cleric, Wizard
mage_hand_spell_baldursgate3_wiki_guide_150px_2
Mage Hand
Cantrip Conjuration action_icon_baldursgate3_wiki_guide_25px
Action
Create a spectral hand that can manipulate and interact with objects. 
  • Concentration: Required
  • Range: 18m/60ft
Warlock, Wizard
minor_illusion_spell_baldursgate3_wiki_guide_150px_2
Minor Illusion
Cantrip Illusion action_icon_baldursgate3_wiki_guide_25px
Action
Create an illusory image that distracts nearby creatures, compelling them to investigate.
You can remain hidden while casting this spell.
Warlock, Wizard
poison_spray_spell_baldursgate3_wiki_guide_150px_2
Poison Spray
Cantrip Conjuration action_icon_baldursgate3_wiki_guide_25px
Action
1d12_poison_dice_icon_baldursgate3_wiki_guide_40px1d12 Poison

Project a puff of noxious gas that deals 1d12 Poison.
Warlock, Wizard
produce_flame_spell_baldursgate3_wiki_guide_150px
Produce Flame
Cantrip Conjuration action_icon_baldursgate3_wiki_guide_25px
Action

produce_flame_spell_baldursgate3_wiki_guide_35pxInflicts Produce Flame

A flickering flame appears in your hand. It sheds bright light in a 3m radius and deals 1d8 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

Druid
ray_of_frost_spell_baldursgate3_wiki_guide_150px_2
Ray of Frost
Cantrip Evocation action_icon_baldursgate3_wiki_guide_25px
Action
1d8_dice_icon_baldursgate3_wiki_guide1d8 Cold
ray_of_frost_spell_baldursgate3_wiki_guide_150px_2Inflicts Ray of Frost (1)

Call forth a frigid beam of blue-white light. Deals 1d8 Cold and reduces the target's speed by 3m/10ft.
  • Attack/Save: Ranged Attack
  • Range: 18m/60ft
Wizard
resistance_spell_baldursgate3_wiki_guide_150px_2
Resistance
Cantrip Abjuration action_icon_baldursgate3_wiki_guide_25px
Action
Magically bolster a creature's defenses. It receives a d4 bonus to saving throws.
  • Concentration: Required
  • Range: 1.5m/5ft
Cleric
sacred_flame_spell_baldursgate3_wiki_guide_150px_2
Sacred Flame
Cantrip Evocation action_icon_baldursgate3_wiki_guide_25px
Action
1d8_radiant_dice_icon_baldursgate3_wiki_guide_40px1d8 Radiant

Conjure a flame-like radiance that deals 1d8 Radiant.
Cleric
Shillelagh
Shillelagh
Cantrip Transmutation bonus_action_icon_baldursgate3_wiki_guide_25px
Bonus Action

shillelagh_spell_baldursgate3_wiki_guide_35pxInflicts Shillelagh

Imbue your staff or club with nature's power. It becomes magical, deals 1d8+Wisdom Bludgeoning damage, and you use your spcllcasting ability for attack rolls.

Druid
shocking_grasp_spell_baldursgate3_wiki_guide_150px_2
Shocking Grasp
Cantrip Evocation action_icon_baldursgate3_wiki_guide_25px
Action
1d8_lightning_dice_icon_baldursgate3_wiki_guide_40px1d8 Lightning

shocking_grasp_spell_baldursgate3_wiki_guide_150px_2Inflicts Shocking Grasp (1)

Lightning springs from your hand. It deal 1d8 Lightning and prevents the target from taking reactions.
  • Attack/Save: Melee Attack
  • Range: 1.5m/5ft
Wizard
thaumaturgy_spell_baldursgate3_wiki_guide_150px_2
Thaumaturgy
Cantrip Transmutation action_icon_baldursgate3_wiki_guide_25px
Action
Manifest a sign of supernatural power that grants you advantage on Intimidation and Performance checks.  Cleric
Thorn Whip
Thorn Whip
Cantrip Transmutation action_icon_baldursgate3_wiki_guide_25px
Action
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
true_strike_spell_baldursgate3_wiki_guide_150px_2
True Strike
Cantrip Divination action_icon_baldursgate3_wiki_guide_25px
Action
true_strike_spell_baldursgate3_wiki_guide_150px_2Inflicts True Strike (2)

Divine a character's defenses to give you advantage on attack rolls against it.
  • Concentration: Required
  • Range: 18m/60ft
Warlock, Wizard
animal_friendship_spell_baldursgate3_wiki_guide_150px_2
Animal Friendship
Lv 1 Enchantment action_icon_baldursgate3_wiki_guide_25px
Action
animal_friendship_spell_baldursgate3_wiki_guide_150px_2Inflicts Charmed

Charm a beast and convince it you mean no harm.
Prerequisite: the beast cannot have an intelligence of 4 or higher. The spell ends if you or one of your companions harms the beast.
Ranger
armor_of_agathys_spell_baldursgate3_wiki_guide_150px_2
Armour of Agathys
Lv 1 Abjuration action_icon_baldursgate3_wiki_guide_25px
Action
armor_of_agathys_spell_baldursgate3_wiki_guide_150px_2Inflicts Armour of Agathys (1)

A spectral frost covers you. Gain 5 temporary hit points and deal 5 Cold to any creature that hits you with a melee attacks.
Warlock
arms_of_hadar_spell_baldursgate3_wiki_guide_150px_2
Arms of Hadar
Lv 1 Conjuration action_icon_baldursgate3_wiki_guide_25px
Action
2d6_necrotic_dice_icon_baldursgate3_wiki_guide_55px2d6 Necrotic

Call forth tendrils of dark energy. Targets take 2d6 Necrotic and can't take reactions.

On a successful save, targets only take half damage.
Warlock
no image
Bane
Lv 1 Enchantment action_icon_baldursgate3_wiki_guide_25px
Action
no imageInflicts Bane (10)

Target up to 3 creatures. They receive a d4 penalty to attack rolls and saving throws.
  • Attack/Save: Charisma
  • Concentration: Required
  • Range: 9m/30ft
Cleric
bless_spell_baldursgate3_wiki_guide_150px_2
Bless
Lv 1 Enchantment action_icon_baldursgate3_wiki_guide_25px
Action
bless_spell_baldursgate3_wiki_guide_150px_2Inflicts Bless (10)

Bless up to 3 creatures. They receive a d4 bonus to attack rolls and saving throws.
  • Concentration: Required
  • Range: 9m/30ft
Cleric
burning_hands_spell_baldursgate3_wiki_guide_150px_2
Burning Hands
Lv 1 Evocation action_icon_baldursgate3_wiki_guide_25px
Action
Fire shoots from your outstretched fingers. It ignites anything flammable and deals 3d6 Fire.

On successful save, targets only take half damage.
Light Domain, The Fiend, Wizard
charm_person_spell_baldursgate3_wiki_guide_150px_2
Charm Person
Lv 1 Enchantment action_icon_baldursgate3_wiki_guide_25px
Action
charm_person_spell_baldursgate3_wiki_guide_150px_2 Inflicts Charmed (10)

Magically charm a humanoid that you can see.

Charmed creature can't harm the charmer, and the charmer has advantage on Charisma checks against the creature.
  • Attack/Save: Wisdom
  • Range: 18m/60ft
Trickery Domain, Warlock, Wizard
colour_spray_spell_baldursgate3_wiki_guide_150px_2
Colour Spray
Lv 1 Illusion action_icon_baldursgate3_wiki_guide_25px
Action
colour_spray_spell_baldursgate3_wiki_guide_150px_2Inflicts Colour Spray (1)

Creates a dazzling array of flashing, colored lights that Blinds creatures up to a combined 33 hit points.
  • Range: 5m/17ft
Wizard
command_halt_spell_baldursgate3_wiki_guide_150px_2
Command (Halt)
Lv 1 Enchantment action_icon_baldursgate3_wiki_guide_25px
Action
command_halt_spell_baldursgate3_wiki_guide_150px_2Inflicts Command: Halt (1)

Command a creature to halt, preventing it from moving or taking actions.
  • Attack/Save: Wisdom
  • Range: 18m/60ft
Cleric, The Fiend
create_water_spell_baldursgate3_wiki_guide_150px_2
Create Water
Lv 1 Transmutation action_icon_baldursgate3_wiki_guide_25px
Action
Call forth rain. It extinguishes exposed flames and forms a water surface.
  • Range: 9m/30ft
Cleric
cure_wounds_spell_baldursgate3_wiki_guide_150px_2
Cure Wounds
Lv 1 Evocation action_icon_baldursgate3_wiki_guide_25px
Action
1d8_dice_icon_baldursgate3_wiki_guide1d8+[Spellcasting Modifier] hit points

A creature you touch regains 1d8+[Spellcasting Modifier] hit points.

This spell has no effect on undead or constructs.
  • Range: 1.5m/5ft
ClericRanger
desguise_self_spell_baldursgate3_wiki_guide_150px_2
Disguise Self
Lv 1 Illusion action_icon_baldursgate3_wiki_guide_25px
Action
Magically change all aspects of your appearance.

(Lasts until the end of a long rest)
Trickery Domain, Wizard
dissonant_whispers_spell_baldursgate3_wiki_guide_150px_2
Dissonant Whispers
Lv 1 Enchantment action_icon_baldursgate3_wiki_guide_25px
Action
3d6_phychic_dice_icon_baldursgate3_wiki_guide_67px3d6 Psychic

Inflicts Frightened (1)

Whisper a discordant melody to creature. It takes 3d6 Psychic and becomes Frightened.

On a successful save, the creature only takes half damage.
  • Attack/Save: Wisdom
  • Range: 18m/60ft


The Great Old One
ensnaring_strike_spell_baldursgate3_wiki_guide_150px_2
Ensnaring Strike
Lv 1 Conjuration bonus_action_icon_baldursgate3_wiki_guide_25px
Bonus Action
Your attack summons thorny vines, dealing 1d6+3 piercing and possibly Ensnaring your target.
Ensnared creatures take 1d6 Piercing at the start of each turn. The creature or an ally can use its action to try and tear away the vines.
Ranger
entangle_spell_baldursgate3_wiki_guide_150px
Entangle
 Lv 1  Conjuration action_icon_baldursgate3_wiki_guide_25px
Action 

Vines sprout from the ground, turning it into difficult terrain and possibly Entangling creatures within.

  • Attack/Save: Strength
  • Concentration: Required
  • Range: 18m/60ft
Druid
expeditious_retreat_spell_baldursgate3_wiki_guide_150px_2
Expeditious Retreat
Lv 1 Transmutation bonus_action_icon_baldursgate3_wiki_guide_25px
Bonus Action
expeditious_retreat_spell_baldursgate3_wiki_guide_150px_2Inflicts Expeditious Retreat (1)

Turn Dash into a bonus action, allowing you to move at an incredible pace.
  • Concentration: Required
Warlock, Wizard
faerie_fire_spell_baldursgate3_wiki_guide_150px_2
Faerie Fire
Lv 1 Evocation action_icon_baldursgate3_wiki_guide_25px
Action
faerie_fire_spell_baldursgate3_wiki_guide_150px_2Inflicts Faerie Fire (10)

Encase multiple targets in colourful light. The targets turns visible, and attack rolls against the targets have advantage.
  • Attack/Save: Dexterity
  • Concentration: Required
  • Range: 18m/60ft
Light Domain
false_life_spell_baldursgate3_wiki_guide_150px_2
False Life
Lv 1 Necromancy action_icon_baldursgate3_wiki_guide_25px
Action
false_life_spell_baldursgate3_wiki_guide_150px_2Inflicts False Life (1)

Bolster yourself with a necromantic facsimile of life to gain 5 temporary hit points.
Wizard
feather_fall_spell_baldursgate3_wiki_guide_150px_2
Feather Fall
Lv 1 Transmutation bonus_action_icon_baldursgate3_wiki_guide_25px
Bonus Action
feather_fall_spell_baldursgate3_wiki_guide_150px_2Inflicts Feather Fall (10)

Slow the rate of descent of allied creatures. Grants immunity to Falling damage.
  • Range: 9m/30ft
Wizard
find_familiar_spell_baldursgate3_wiki_guide_150px_2
Find Familiar
Lv 1 Conjuration action_icon_baldursgate3_wiki_guide_25px
Action
Gain the service of a familiar, a fey spirit that takes an animal from you choose.

(Using this spell allows the caster to choose from Find Familiar: Cat, Find Familiar: Crab, Find Familiar: Frog, Find Familiar: Rat, Find Familiar: Raven, and Find Familiar: Spider)

(Lasts until the end of a long rest)
  • Range: 18m/60ft
Wizard
find_familiar_spell_baldursgate3_wiki_guide_150px_2
Find Familiar: Cat
Lv 1 Conjuration action_icon_baldursgate3_wiki_guide_25px
Action
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/60ft
Wizard
find_familiar_crab_spell_baldursgate3_wiki_guide_150px_2
Find Familiar: Crab
Lv 1 Conjuration action_icon_baldursgate3_wiki_guide_25px
Action
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/60ft
Wizard
find_familiar_frog_spell_baldursgate3_wiki_guide_150px_2
Find Familiar: Frog
Lv 1 Conjuration action_icon_baldursgate3_wiki_guide_25px
Action
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/60ft
Wizard
find_familiar_rat_spell_baldursgate3_wiki_guide_150px_2
Find Familiar: Rat
Lv 1 Conjuration action_icon_baldursgate3_wiki_guide_25px
Action
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/60ft
Wizard
find_familiar_raven_spell_baldursgate3_wiki_guide_150px_2
Find Familiar: Raven
Lv 1 Conjuration action_icon_baldursgate3_wiki_guide_25px
Action
Summon a familiar with the form and statistics of a raven. It can launch precise attacks.

(Lasts until the end of a long rest)
  • Range: 18m/60ft
Wizard
find_familiar_spider_spell_baldursgate3_wiki_guide_150px_2
Find Familiar: Spider
Lv 1 Conjuration action_icon_baldursgate3_wiki_guide_25px
Action
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/60ft
Wizard
fog_cloud_spell_baldursgate3_wiki_guide_150px_2
Fog Cloud
Lv 1 Conjuration action_icon_baldursgate3_wiki_guide_25px
Action
Create a cloud of dense frog. Creatures submerged in the fog are Heavily Obscured and Blinded.
  • Concentration: Required
  • Range: 18m/60ft
Ranger, Wizard
Goodberry
Goodberry
Lv 1  Transmutation action_icon_baldursgate3_wiki_guide_25px
Action

Conjure four magical berries for youself or a companion. Creatures who eat a berry regain 1d4 hit points.

  • Range: 1.5m

The berries appear in the targeted creature's inventory and disappear after a long rest. 

Druid, Ranger
grease_spell_baldursgate3_wiki_guide_150px_2
Grease
Lv 1 Conjuration action_icon_baldursgate3_wiki_guide_25px
Action
Cover the ground in grease. It becomes difficult terrain and creatures within can fall Prone.
  • Range: 18m/60ft
Wizard
guiding_bolt_spell_baldursgate3_wiki_guide_150px_2
Guiding Bolt
Lv 1 Evocation action_icon_baldursgate3_wiki_guide_25px
Action
4d6_dice_radiant_icon_baldursgate3_wiki_guide4d6 Radiant
guiding_bolt_spell_baldursgate3_wiki_guide_150px_2Inflicts Guiding Bolt (2)


Call forth a beam of light. Deals 4d6 Radiant and grants advantage on the next attack against the target. 
  • Attack/Save: Ranged Attack
  • Range: 18m/60ft
Cleric
hail_of_thorns_spell_baldursgate3_wiki_guide_150px_2
Hail of Thorns
Lv 1 Conjuration bonus_action_icon_baldursgate3_wiki_guide_25px
Bonus Action
Shoot a volley of thorns. They deal 1d6+3 Piercing to the target and surrounding creatures.

On successful save, creatures only take half damage from the explosion.
Ranger
no image
Healing Word
Lv 1 Evocation bonus_action_icon_baldursgate3_wiki_guide_25px
Bonus Action
1d4_dice_icon_baldursgate3_wiki_guide_40px1d4+[Spellcasting Modifier] hit points

A creature you can see regains 1d4+[Spellcasting Modifier] hit points.

This spell has no effect on Undead or Constructs.
  • Range: 18m/60ft
Cleric
hellish_rebuke_spell_baldursgate3_wiki_guide_150px_2
Hellish Rebuke
Lv 1 Evocation - 2d10_fire_dice_icon_baldursgate3_wiki_guide_52px2d10 Fire

The next time you take damage, you use your reaction to surround your attacker in hellish flames that deal 2d10 Fire.

On a successful save, the target only takes half damage.
Warlock
hex_spell_baldursgate3_wiki_guide_150px_2
Hex
Lv 1 Enchantment bonus_action_icon_baldursgate3_wiki_guide_25px
Bonus Action
Curse a creature to deal an additional 1d6 Necrotic whenever you hit it with an attack. The creature also has disadvantage on ability checks for one ability of your choosing.
  • Concentration: Required
  • Range: 18m/60ft
Warlock
hunter's_mark_spell_baldursgate3_wiki_guide_150px_2
Hunter's Mark
Lv 1 Divination bonus_action_icon_baldursgate3_wiki_guide_25px
Bonus Action
hunter's_mark_spell_baldursgate3_wiki_guide_150px_2Inflicts Hunter's Mark Quarry

Mark a creature as your quarry to deal an additional 1d6 Piercing whenever you hit it with a weapon attacks.

If the target dies before the spell ends, you can use a bonus action to mark a new creature.
Ranger
inflict_wounds_spell_baldursgate3_wiki_guide_150px_2
Inflict Wounds
Lv 1 Necromancy action_icon_baldursgate3_wiki_guide_25px
Action
3d10_dice_thunder_icon_baldursgate3_wiki_guide3d10 Necrotic

Infuse your hands with putrefying energy that deals 3d10 Necrotic.
  • Attack/Save: Melee Attack
  • Range: 1.5m/5ft
Cleric
jump_spell_baldursgate3_wiki_guide_150px_2
Jump
Lv 1 Transmutation action_icon_baldursgate3_wiki_guide_25px
Action
jump_spell_baldursgate3_wiki_guide_150px_2Inflicts Jump (10)

Touch a creature to triple its jumping distance.
  • Range: 1.5m/5ft
Ranger, Wizard
longstrider_spell_baldursgate3_wiki_guide_150px_2
Longstrider
Lv 1 Transmutation action_icon_baldursgate3_wiki_guide_25px
Action
longstrider_spell_baldursgate3_wiki_guide_150px_2Inflicts Longstrider (1)

Touch a creature to increase its speed by 3m/10ft.
  • Range: 1.5m/5ft
Ranger, Wizard
Lunar Mend
Lunar Mend
Lv 1 - bonus_action_icon_baldursgate3_wiki_guide_25px
Bonus Action

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)

mage_armour_spell_baldursgate3_wiki_guide_150px_2
Mage Armour
Lv 1 Abjuration action_icon_baldursgate3_wiki_guide_25px
Action
mage_armour_spell_baldursgate3_wiki_guide_150px_2Inflicts Mage Armour (1)

Surround a creature in a protective magical force. Its Armour Class increases by 3.

Prerequisite: not wearing armour.
  • Range: 1.5m/5ft
Wizard
magic_missile_spell_baldursgate3_wiki_guide_150px_2
Magic Missile
Lv 1 Evocation action_icon_baldursgate3_wiki_guide_25px
Action
1d4+4_force_dice_icon_baldursgate3_wiki_guide_40px1d4+1 Force

Create three darts of magical force, each dealing 1d4+1 Force to its target
  • Range: 18m/60ft
Wizard
protection_from_good_and_evil_spell_baldursgate3_wiki_guide_150px_2
Protection from Evil and Good
Lv 1 Abjuration action_icon_baldursgate3_wiki_guide_25px
Action
protection_from_good_and_evil_spell_baldursgate3_wiki_guide_150px_2Inflicts Protection from Evil and Good (1)

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.
  • Concentration: Required
  • Range: 1.5m/5ft
Cleric, Warlock, Wizard
ray_of_sickness_spell_baldursgate3_wiki_guide_150px_2
Ray of Sickness
Lv 1 Necromancy action_icon_baldursgate3_wiki_guide_25px
Action

2d8_dice_poison_icon_baldursgate3_wiki_guide2d8 Poison
ray_of_sickness_spell_baldursgate3_wiki_guide_150px_2Inflicts Poisoned (2)

Call forth a ray of sickening energy. Deals 2d8 Poison and possibly Poisons the target.

  • Attack/Save: Ranged Attack
    Range: 18m/60ft
Wizard
shield_of_faith_spell_baldursgate3_wiki_guide_150px_2
Shield of Faith
Lv 1 Abjuration bonus_action_icon_baldursgate3_wiki_guide_25px
Bonus Action
shield_of_faith_spell_baldursgate3_wiki_guide_150px_2Inflicts Shield of Faith (1)

Surround a creature with a shimmering field of magic that increases its Armour Class by 2.
  • Concentration: Required
  • Range: 18m/60ft


Cleric
sleep_spell_baldursgate3_wiki_guide_150px_2
Sleep
Lv 1 Enchantment action_icon_baldursgate3_wiki_guide_25px
Action
sleep_spell_baldursgate3_wiki_guide_150px_2Inflicts Sleeping (2)

Put creatures up to a combined 24 hit points into a magical slumber.

Sleeping  creatures awaken if they take damage.
  • Range: 18m/60ft
Wizard
speak_with_animals_spell_baldursgate3_wiki_guide_150px_2
Speak with Animals
Lv 1 Divination action_icon_baldursgate3_wiki_guide_25px
Action
speak_with_animals_spell_baldursgate3_wiki_guide_150px_2Inflicts Speak with Animals

Gain the ability to comprehend and verbally communicate with beasts.
Ranger
tasha's_hideous_laughter_spell_baldursgate3_wiki_guide_spell_baldursgate3_wiki_guide_150px_2
Tasha's Hideous Laughter
Lv 1 Enchantment action_icon_baldursgate3_wiki_guide_25px
Action
no imageInflicts Hideous Laughter (10)

Inflict a creature with fits of laughter, leaving it Prone and Incapacitated.

At the end of its turns or when it takes damage, the creature can try to shake off the effect. Prerequisite: the creature needs to have an Intelligence score of 5 or more.
  • Attack/Save: Wisdom
  • Concentration: Required
  • Range: 18m/60ft
The Great Old One
thunderwave_spell_baldursgate3_wiki_guide_150px_2
Thunderwave
Lv 1 Evocation action_icon_baldursgate3_wiki_guide_25px
Action
2d8_thunder_dice_icon_baldursgate3_wiki_guide_55px2d8 Thunder

Release a wave of thunderous force. It deals 2d8 Thunder and pushes away creatures and objects.
Wizard
witch_bolt_spell_baldursgate3_wiki_guide_150px_2
Witch Bolt
Lv 1 Evocation action_icon_baldursgate3_wiki_guide_25px
Action
1d12_lightning_dice_icon_baldursgate3_wiki_guide_40px1d12 Lightning
witch_bolt_spell_baldursgate3_wiki_guide_150px_2Inflicts Witch Bolt (2)

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.
  • Attack/Save: Ranged Attack
  • Concentration: Required
  • Range: 18m/60ft
Warlock, Wizard
aid_spell_baldursgate3_wiki_guide_150px_2
Aid
Lv 2 Abjuration action_icon_baldursgate3_wiki_guide_25px
Action
aid_spell_baldursgate3_wiki_guide_150px_2Inflicts Aid

Bolster your allies with toughness and resolve. Heals and increases the hit point maximum by 5.
  • Range: 9m/30ft
Cleric
Barkskin
Barkskin
Lv 2 Transmutation action_icon_baldursgate3_wiki_guide_25px
Action
spell_slot_icon_baldursgate3_wiki_guide_25px
Spell Slot
Touch a willing creature to toughen its skin and increase its Armor Class up to 16. Nature Domain, Druid, Circle of the Forest, Ranger
blindness_spell_baldursgate3_wiki_guide_150px_2
Blindness
Lv 2 Necromancy action_icon_baldursgate3_wiki_guide_25px
Action
blindness_spell_baldursgate3_wiki_guide_150px_2Inflicts Blindness (10)

Magically blind an enemy creature.

A blinded creature can try to shake off the effect at the end of each turn.
Cleric, Wizard
blur_spell_baldursgate3_wiki_guide_150px_2
Blur
Lv 2 Illusion action_icon_baldursgate3_wiki_guide_25px
Action
blur_spell_baldursgate3_wiki_guide_150px_2Inflicts Blurred

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.
  • Concentration: Required
Wizard
darkness_spell_baldursgate3_wiki_guide_150px_2
Darkness
Lv 2 Evocation action_icon_baldursgate3_wiki_guide_25px
Action
Create a cloud of magical darkness to Heavily Obscure and Blindcreatures within. Creatures cannot make ranged attacks into or out of the darkness.
  • Concentration: Required
Warlock, Wizard
darkvision_spell_baldursgate3_wiki_guide_150px_2
Darkvision
Lv 2 Transmutation action_icon_baldursgate3_wiki_guide_25px
Action
Grant a creature the ability to see in the dark out to a range of 18m/60ft. Wizard
detect_toughts_spell_baldursgate3_wiki_guide_150px_2
Detect Thoughts
Lv 2 Divination action_icon_baldursgate3_wiki_guide_25px
Action
Focus your mind to read the thoughts of certain creatures while talking to them.
  • Concentration: Required
The Great Old One, Wizard
Enhance Ability
Enhance Ability
Lv 2 Transmutation action_icon_baldursgate3_wiki_guide_25px
Action +spell_slot_icon_baldursgate3_wiki_guide_25px
Spell Slot

Bestow a magical enhancement upon an ally.

BardClericDruidSorcerer, Strength Domain
flame_blade_spell_baldursgate3_wiki_guide_150px
Flame Blade
Lv 2 Evocation bonus_action_icon_baldursgate3_wiki_guide_25px
Bonus Action
action_icon_baldursgate3_wiki_guide_25px
Action 

Conjure a flaming scimitar in your hand that deals 3d6 Fire damage. It sheds bright light in a 3m radius and dim light in a 6m radius.

  • Concentration: Required

The blade can be unequipped and equipped again, but has to stay on the spellcaster's person.

Druid
Flaming Sphere
Flaming Sphere
Lv 2 Conjuration action_icon_baldursgate3_wiki_guide_25px
Action +spell_slot_icon_baldursgate3_wiki_guide_25px
Spell Slot

2d6_fire_dice_icon_baldursgate3_wiki_guide_50px2d6 Fire
flaming_sphere_spell_baldursgate3_wiki_guide_35pxInflicts Flaming Aura

Summon a flaming sphere that deals 2d6 Fire damage to nearby enemies and objets. It also sheds bright ligh in a 6m radius, and dim light for an additional 6m.

  • Attack/Save: Dexterity
  • Concentration: Required
  • Range: 18m/60ft
Light Domain, DruidWizard, Celestial, Undying Light Patron
hold_person_spell_baldursgate3_wiki_guide_150px_2
Hold Person
Lv 2 Enchantment action_icon_baldursgate3_wiki_guide_25px
Action
hold_person_spell_baldursgate3_wiki_guide_150px_2Inflicts Hold Person (10)

Paralyze a humanoid creature.

At the end of each of its turns, the creature can try to free itself.
  • Attack/Save: Wisdom
  • Concentration: Required
  • Range: 18m/60ft
Cleric, Warlock, Wizard
Heat Metal
Heat Metal
Lv 2 Transmutation action_icon_baldursgate3_wiki_guide_25px
Action

heat_metal_spell_baldursgate3_wiki_guide_35pxInflicts Heat Metal

Cause a metal weapon you can see to glow red-hot. The creature holding the weapon takes 2d8 Fire damage and receives disadvantage on attack rolls and ability checks until the start of your next turn.

  • Attack/Save: Constitution
  • Concentration: Required
  • Range: 18m/60ft

You can use a bonus action on subsequent turns to deal another 2d8 Fire damage and impose disadventage for another turn.

BardDruid, City Domain, Forge Domain
invisivility_spell_baldursgate3_wiki_guide_150px_2
Invisibility
Lv 2 Illusion action_icon_baldursgate3_wiki_guide_25px
Action
invisivility_spell_baldursgate3_wiki_guide_150px_2Inflicts Invisible (1)

Touch a creature to turn it Invisible.

The spell ends early if the creature attacks or casts a spell.
  • Concentration: Required
  • Range: 1.5m/5ft
Warlock, Wizard
lesser_restoration_spell_baldursgate3_wiki_guide_150px_2
Lesser Restoration
Lv 2 Abjuration action_icon_baldursgate3_wiki_guide_25px
Action
Remove one disease or condition afflicting a creature.
  • Range: 1.5m/5ft
Cleric
melft's_acid_arrow_spell_baldursgate3_wiki_guide_150px_2
Melf's Acid Arrow
Lv 2 Evocation action_icon_baldursgate3_wiki_guide_25px
Action
Shoot a green arrow that bursts in a spray of acid. Deals 4d4 Acid immediately and 2d4 Acid at the end of the target's turn.

On successful save, the target only takes half the initial damage.
Wizard
mirror_image_spell_baldursgate3_wiki_guide_150px_2
Mirror Image
Lv 2 Illusion action_icon_baldursgate3_wiki_guide_25px
Action
mirror_image_spell_baldursgate3_wiki_guide_150px_2Inflicts Mirror Image (10)

Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your AC by 3.

Whenever you successfully evade an attack, one of the illusions disappears.
Trickery Domain, Warlock, Wizard
misty_step_spell_baldursgate3_wiki_guide_150px_2
Misty Step
Lv 2 Conjuration bonus_action_icon_baldursgate3_wiki_guide_25px
Bonus Action
Surrounded by black mist, you teleport to an unoccupied space you can see.
  • Range: 18m/60ft
Warlock, Wizard
Moonbeam
Moonbeam
Lv 2 Evocation action_icon_baldursgate3_wiki_guide_25px
Action

Call down a silvery beam of pale light. Any creature that enters the beam or starts its turn in the light, takes 2d10 Radiant Damage.

  • Attack/Save: Constitution
  • Concentration: Required
  • Range: 18m/60ft

On a successful save, targets still take half damage. You can use your action to move the beam 18m.

Druid, Oath of Ancients
pass_without_trace_spell_baldursgate3_wiki_guide_150px_
Pass without Trace
Lv 2 Abjuration action_icon_baldursgate3_wiki_guide_25px
Action
pass_without_trace_spell_baldursgate3_wiki_guide_35px_Inflicts Aura: Pass without Trace (1)

Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth checks.
  • Concentration: Required
Trickery Domain, Ranger
prayer_of_healing_spell_baldursgate3_wiki_guide_150px_2
Prayer of Healing
Lv 2 Evocation action_icon_baldursgate3_wiki_guide_25px
Action
All allied creatures you can see each regain 2d8+[Spellcasting Modifier] hit points.

This spell has no effect on undead or constructs, and can only be cast outside of combat.
  • Range: 9m/30ft
Cleric
Protection from Poison
Protection from Poison
Lv 2 Abjuration action_icon_baldursgate3_wiki_guide_25px
Action

protection_from_poison_spell_baldursgate3_wiki_guide_35pxInflicts Protection from Poison (1)
Touch a creature to neutralise all poisons affecting it, to grant it advantage on saving throws against being Poisoned, and to grant it resistance to Poison damage.

  • Range: 1.5m
ClericDruidPaladinRanger, Strength Domain
ray_of_enfeeblement_spell_baldursgate3_wiki_guide_150px_2
Ray of Enfeeblement
Lv 2 Necromancy action_icon_baldursgate3_wiki_guide_25px
Action
A beam of enervating energy springs from your fingers. The target deals half damage with weapon attacks using Strength.
  • Concentration: Required
Warlock, Wizard
scorching_ray_spell_baldursgate3_wiki_guide_150px_2
Scorching Ray
Lv 2 Evocation action_icon_baldursgate3_wiki_guide_25px
Action
2d6_fire_dice_icon_baldursgate3_wiki_guide_50px2d6 Fire

Hurl three rays of Fire. Each ray deals 2d6 Fire.
  • Attack/Save: Ranged Attack
  • Range: 18m/60ft
Light Domain, The Fiend, Wizard
shatter_spell_baldursgate3_wiki_guide_150px_2
Shatter
Lv 2 Evocation action_icon_baldursgate3_wiki_guide_25px
Action
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.
Warlock, Wizard
silence_spell_baldursgate3_wiki_guide_150px_2
Silence
Lv 2 Illusion action_icon_baldursgate3_wiki_guide_25px
Action
Create a sound-proof sphere. Creatures and objects within are Silenced and immune to Thunder damage.
  • Concentration: Required
  • Range: 18m/60ft
Cleric
Spike Growth
Spike Growth
Lv 2 Transmutation action_icon_baldursgate3_wiki_guide_25px
Action +spell_slot_icon_baldursgate3_wiki_guide_25px
Spell Slot

Shape a piece of ground into hard spikes. A creature walking on the spikes takes 1d4 Piercing damage for every 1.5m it moves.

  • Concentration: Required
  • Range: 18m/60ft
Nature Domain, Druid, Circle of the Arctic, Circle of the Mountain, Ranger
no image
Web
Lv 2 Conjuration action_icon_baldursgate3_wiki_guide_25px
Action
Cover an area in thick, flammable webbing that can Enweb  creatures within.

An Enwebbed creature or ally can use its action to try and tear away the webs.
  • Concentration: Required
Wizard

 

Full Spell List

Spell Lvl School Casting Time Concentration Description Classes
Acid Splash Cantrip Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No Hurl a bubble of acid that deals 1d6 Acid to each creature it hits. Sorcerer, Wizard
Blade Ward Cantrip Abjuration action_icon_baldursgate3_wiki_guide_25pxAction No Gain resistance to Bludgeoning, Piercing, and Slashing damage from weapon attacks.
Inflicts Blade Ward
Bard, Sorcerer, Warlock, Wizard
Chill Touch Cantrip Necromancy action_icon_baldursgate3_wiki_guide_25pxAction 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
Dancing Lights Cantrip Evocation action_icon_baldursgate3_wiki_guide_25pxAction Yes Create wisps of light that illuminate a 12m radius. Bard, Sorcerer, Wizard
Druidcraft Cantrip Transmutation action_icon_baldursgate3_wiki_guide_25pxAction No Provide various minor effects related to nature (weather forecast, flowering, sensory effect, etc). Druid
Eldritch Blast Cantrip Evocation action_icon_baldursgate3_wiki_guide_25pxAction No Conjure a beam of crackling energy that deals 1d10 Force. Warlock
Fire Bolt Cantrip Evocation action_icon_baldursgate3_wiki_guide_25pxAction No Hurl a mote of fire that deals 1d6 Fire and creates a flammable surface. Sorcerer, Wizard
Friends Cantrip Enchantment action_icon_baldursgate3_wiki_guide_25pxAction Yes Enchant a non-hostile creature to gain advantage on Charisma checks agianst it. Bard, Sorcerer, Warlock, Wizard
Githyanki Psionics: Mage Hand Cantrip Conjuration 1 Cation Yes Create an invisible spectral hand that can manipulate and interact with objets. Githyanki
Guidance Cantrip Divination action_icon_baldursgate3_wiki_guide_25pxAction Yes Bestow guidance upon a creature. It receives a d4 bonus to an ability check of its choice. Cleric, Druid
Light Cantrip Evocation action_icon_baldursgate3_wiki_guide_25pxAction No Infuse an objet with an aura of light. Bard, Cleric, Sorcerer, Wizard
Mage Hand Cantrip Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No Create a spectral hand that can manipulate and interact with objects.  Bard, Sorcerer, Warlock, Wizard
Mending Cantrip Transmutation action_icon_baldursgate3_wiki_guide_25pxAction No Repair break or tear in an object (broken chain link, two halves of a broken key, torn cloak, leaking wineskin, etc). Bard, Cleric, Druid, Sorcerer, Wizard
Message Cantrip Transmutation action_icon_baldursgate3_wiki_guide_25pxAction 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. Bard, Sorcerer, Wizard
Minor Illusion Cantrip Illusion action_icon_baldursgate3_wiki_guide_25pxAction No Create an illusory image that distracts nearby creatures, complelling them to investigate.
You can remain hidden while casting this spell.
Bard, Sorcerer, Warlock, Wizard
Poison Spray Cantrip Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No Project a puff of noxious gas that deals 1d12 Poison. Druid, Sorcerer, Warlock, Wizard
Prestidigitation Cantrip Transmutation action_icon_baldursgate3_wiki_guide_25pxAction No Minor magical trick (sensory effect, light a torch, clean an object, warm, make a symbol appear, create a trinket, etc). Bard, Sorcerer, Warlock, Wizard
Produce Flame Cantrip Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No A flickering flame appears in your hand. It sheds bright light in a 3m radius and deals 1d8 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.
Druid
Ray of Frost Cantrip Evocation action_icon_baldursgate3_wiki_guide_25pxAction 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
Sorcerer, Wizard
Resistance Cantrip Abjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes Magically boster a creature's defences. It receives a d4 bonus to saving throws. Cleric, Druid
Sacred Flame Cantrip Evocation action_icon_baldursgate3_wiki_guide_25pxAction No Conjure a flame-like radiance that deals 1d8 Radiant. Cleric
Shillelagh Cantrip Transmutation bonus_action_icon_baldursgate3_wiki_guide_25pxBonus Action No Imbue your staff or club with nature's power. It becomes magical, deals 1d8+Wisdom Bludgeoning damage, and you use your spcllcasting ability for attack rolls. Druid
Shocking Grasp Cantrip Evocation action_icon_baldursgate3_wiki_guide_25pxAction No Lightning springs from your hand. It deal 1d8 Lightning and prevents the target from taking reactions.
Inflicts Shocking Grasp
Sorcerer, Wizard
Spare the Dying Cantrip Necromancy action_icon_baldursgate3_wiki_guide_25pxAction No 1 living creature with 0 hit points becomes stable. Cleric
Thaumaturgy Cantrip Transmutation action_icon_baldursgate3_wiki_guide_25pxAction No Manifest a sign of supernatural power that grants you advantage on Intimidation and Performance checks.  Cleric
Thorn Whip Cantrip Transmutation action_icon_baldursgate3_wiki_guide_25pxAction No 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
True Strike Cantrip Divination action_icon_baldursgate3_wiki_guide_25pxAction Yes Divine a character's defences to give you advantage on attack rolls against it. Bard, Sorcerer, Warlock, Wizard
Vicious Mockery Cantrip Enchantment action_icon_baldursgate3_wiki_guide_25pxAction No The target must succeed on a Wis. save or take 1d4 psychic damage and have disadvantage on its attack roll (damage/lvl). Bard
Alarm Lvl 1 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction No Alert the caster or activate an alarm if a Tiny or larger creature enters a warded 20-ft cube. Ranger, Wizard
Animal Friendship Lvl 1 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction No Charm a beast and convince it you mean no harm.
Prerequisite: the beast cannot have an intelligence of 4 or higher. The spell ends if you or one of ypur companions harms the beast.
Inflicts Charmed
Bard, Nature Domain, Druid, Ranger
Armour of Agathys Lvl 1 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction No A spectral frost covers you. Gain 5 temporary hit ponts and deal 5 Cold to any creature that hits you with a melee attacks.
Inflicts Armour of Agathys
Warlock, Oath of Conquest
Arms of Hadar Lvl 1 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No Call forth tendrils of dark energy. Targets take 2d6 Necrotic and can't take reactions.
On a successful save, targets only take half damage.
Warlock
Bane Lvl 1 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction Yes Target up to 3 creatures. They recieve a d4 penalty to attack rolls and saving throwas.
Inflicts Bane.
Bard, Cleric, Oath of Vengeance, Grave Domain, Ambition Domain
Bless Lvl 1 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction Yes Bless up to 3 creatures. They receive a d4 bonus to attack rolls and saving throws.
Inflics Bless
Cleric, Life Domain, Paladin, Solidarity Domain
Burning Hands Lvl 1 Evocation action_icon_baldursgate3_wiki_guide_25pxAction No Fire shoots from your outstretched fingers. It ignites anything flammable and deals 3d6 Fire.
On successfull save, targets only take half damage.
Light Domain, Sorcerer, The Fiend, Wizard, Celestial, Undying Light Patron
Charm Person Lvl 1 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction No Magically charm a humanoid that you can see.
A charmer has advantage on Charmisma checks agains the creature. 
Bard, Trickery Domain, Druid, Sorcerer, Warlock, Wizard, Oath of Treachery
Chromatic Orb Lvl 1 Evocation action_icon_baldursgate3_wiki_guide_25pxAction No If the spell attack hits, deals 3d8 damage of a previously determined type (damage/lvl) Sorcerer, Wizard
Color Spray Lvl 1 Illusion action_icon_baldursgate3_wiki_guide_25pxAction No Creates a dazzling array of flashing, colored lights that Blinds creatures up to a combined 33 hit points. Sorcerer, Wizard
Command (Halt) Lvl 1 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction No Command a creature to halt, preventing it from moving or taking actions.
Inflicts Command Halt
Cleric, Knowledge Domain, Paladin, Oath of Crown, The Fiend
Compelled Duel Lvl 1 Enchantment bonus_action_icon_baldursgate3_wiki_guide_25pxBonus Action Yes The target must succeed on a Wis. save or get a disadvantage on attack rolls against creatures other than the caster. Paladin, Oath of Crown, Protection Domain, Stone Origin
Comprehend Languages Lvl 1 Divination action_icon_baldursgate3_wiki_guide_25pxAction No The caster understands any spoken and written (1 min/page) language. Doesn't decode secret messages. Bard, Sorcerer, Warlock, Wizard, City Domain
Create Water Lvl 1 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction No Call forth rain. It extinguishes exposed flames and forms a water surface. Cleric, Druid
Create or Destroy Water Lvl 1 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction No Choose to call forth rain or destroy a water based surface. Druid
Cure Wounds Lvl 1 Evocation action_icon_baldursgate3_wiki_guide_25pxAction No A creature you touch regains 1d8+0 hit points.
This spell has no effect on undead or constructs.
Bard, Cleric, Life Domain, Druid, Paladin, Ranger, Celestial
Detect Evil and Good Lvl 1 Divination action_icon_baldursgate3_wiki_guide_25pxAction Yes The caster senses and locates aberration, celestial, elemental, fey, The Fiend, or undead within 30 ft. Cleric, Paladin
Detect Magic Lvl 1 Divination action_icon_baldursgate3_wiki_guide_25pxAction Yes The caster senses the presence of magic in a 30-ft radius and learns its school of magic. Bard, Cleric, Arcana Domain, Druid, Paladin, Ranger, Sorcerer, Wizard
Detect Poison and Disease Lvl 1 Divination action_icon_baldursgate3_wiki_guide_25pxAction Yes The caster senses and identifies poison, poisonous creature, or disease within 30 ft. Cleric, Druid, Paladin, Ranger
Disguise Self Lvl 1 Illusion action_icon_baldursgate3_wiki_guide_25pxAction No Magically change all aspects of your appearance. Bard, Trickery Domain, Sorcerer, Wizard, Ambition Domain
Dissonant Whispers Lvl 1 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction No Whisper a discordant melody to creature. It takes 3d6 Psychic and becomes Frightened.
On a successful save, the creature only takes half damage.
Inflicts Frightened
Bard, The Great Old One
Divine Favor Lvl 1 Evocation bonus_action_icon_baldursgate3_wiki_guide_25pxBonus Action Yes If a weapon attack hits, deals an extra 1d4 radiant damage. War Domain, Paladin, Strength Domain
Ensnaring Strike Lvl 1 Conjuration bonus_action_icon_baldursgate3_wiki_guide_25pxBonus Action Yes Your attacj summons thorny vines, dealing 1d6+3 percing and possibly Ensnaring your target.
Ensnared creatures take 1d6 Percing at the start of each turn. The creature or an ally can use its action to try and tear away the vines.
Oath of Ancients, Ranger
Entangle Lvl 1 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes Vines sprout from the ground, turing it into difficult terrain and possibly Entangling creatures within. Entangled creatures cannot move. An ally can use its help action to try and tear away the vines. Druid
Expeditious Retreat Lvl 1 Transmutation bonus_action_icon_baldursgate3_wiki_guide_25pxBonus Action Yes Turn Dash into a bonus action, allowing you to move at and increadible pace.
Inflicts Expeditious Retrat
Sorcerer, Warlock, Wizard, Oath of Treachery
Faerie Fire Lvl 1 Evocation action_icon_baldursgate3_wiki_guide_25pxAction Yes Encase multiple targets in colourful light. The targets turns visible, and attack rolls against the targets have advantage. Bard, Light Domain, Druid, Archfey
False Life Lvl 1 Necromancy action_icon_baldursgate3_wiki_guide_25pxAction No Bolster yourself with a necromantic facsimile of life to gain 5 temporary hit points.
Inflicsts False Life
Death Domain, Sorcerer, Undying, Wizard, Grave Domain, Raven Queen
Feather Fall Lvl 1 Transmutation - No Slow the rate of descent of allied creatures. Grants immunity to Falling damage.
Inflicts Feather Fall
Bard, Sorcerer, Wizard, Seeker
Find Familiar Lvl 1 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No Gain the service of a familiar, a fey spirit that takes an animal from you choose.
  • Find Familiar Spider: Summon a familiar with the form and statistics of a spider. Its deadly bite can poisn enemies.
  • Find Familiar Rave: Summon a familiar with the form and statistics of a raven. It can launch precise attacks.
  • Find Familiar Rat: Summon a familiar with the form and statistics of a rat. Its infectious bite can spread disease.
  • Find Familiar Frog: Summon a familiar with the form and statistics of a frog. Its skin is coverd with dizzying toxins.
  • Find Familiar Crab: Summon a familiar with the form and statistics of a Crab. Its sharp pincers can slow enemies.
  • Find Familiar Cat: Summon a familiar with the form and statistics of a cat that can distract your enemies.
Wizard
Find Familiar: Cat Lvl 1 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No Summon a familiar with the form and statistics of a cat that can distract your enemies. Wizard
Find Familiar: Crab Lvl 1 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No Summon a familiar with the form and statistics of a Crab. Its sharp pincers can slow enemies. Wizard
Find Familiar: Frog Lvl 1 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No Summon a familiar with the form and statistics of a frog. Its skin is coverd with dizzying toxins. Wizard
Find Familiar: Rat Lvl 1 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No Summon a familiar with the form and statistics of a rat. Its infectious bite can spread disease. Wizard
Find Familiar: Rave Lvl 1 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No Summon a familiar with the form and statistics of a raven. It can launch precise attacks. Wizard
Find Familiar: Spider Lvl 1 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No Summon a familiar with the form and statistics of a spider. Its deadly bite can poisn enemies. Wizard
Fog Cloud Lvl 1 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes Create a cloud of dense frog. Creatures submerged in the fog are Heavily Obscured and Blinded. Tempest Domain, Druid, Ranger, Sorcerer, Wizard
Goodberry Lvl 1 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction No Conjure four magical berries for youself or a companion. Creatures who eat a berry regain 1d4 hit points. The berries appear in the targeted creature's inventory and disappear after a long rest. Druid, Ranger
Grease Lvl 1 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No Cover the ground in grease. It becomes difficult terrain and creatures within can fall Prone. Wizard
Guiding Bolt Lvl 1 Evocation action_icon_baldursgate3_wiki_guide_25pxAction No Call forth a beam of light. deals 4d6 Radiant and grants advantage on the next attack agains the target.
Inflic Guiding Bolt. 
Cleric, Solidarity Domain
Hail of Thorns Lvl 1 Conjuration bonus_action_icon_baldursgate3_wiki_guide_25pxBonus Action Yes Shoot a volley of thorns. They deal 1d6+3 Piercing to the target and surrounding creatures.
On successful save, creatures only take half damage from the explosion.
Ranger
Healing Word Lvl 1 Evocation bonus_action_icon_baldursgate3_wiki_guide_25pxBonus Action No A creature you can see ragains 1d4+0 hit points.
This spell has no effect on Undead or Constructs.
Bard, Cleric, Druid
Hellish Rebuke Lvl 1 Evocation - No The next time you take damage, you use your reaction to surround you attacker in hellish flames that deal 2d10 Fire.
On a succesful save, the target only takes half damage.
Oath of the Oathbreaker, Warlock
Heroism Lvl 1 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction Yes The target is immune to being frightened and gains temporary hp equal to its Ability.Mod each turns (+1 creature/lvl). Bard, Paladin
Hex Lvl 1 Enchantment bonus_action_icon_baldursgate3_wiki_guide_25pxBonus Action Yes Cure a creature to deal an additional 1d6 Necrotic whenever you hit it with an attack. The creature also has disadvantage on ability checks for one ability of your choosing. Warlock
Hunter's Mark Lvl 1 Divination bonus_action_icon_baldursgate3_wiki_guide_25pxBonus Action Yes Mark a creature as your quarry to deal an additional 1d6 Piercing whenever you hit it with a weapon attacks.
If the target dies before the spell ends, you can use a bonus action to mark a new creature.
Inflicts Hunter's Mark Quarry
Oath of Vengeance, Ranger
Identify Lvl 1 Divination action_icon_baldursgate3_wiki_guide_25pxAction No The caster obtains properties of a magic item (attunement, charges) or knows if an item or a creature is affected by a spell. Bard, Knowledge Domain, Forge Domain, Wizard
Illusory Script Lvl 1 Illusion action_icon_baldursgate3_wiki_guide_25pxAction No Write a secret message that can only be read by a designated target or a creature with truesight. Bard, Warlock, Wizard
Inflict Wounds Lvl 1 Necromancy action_icon_baldursgate3_wiki_guide_25pxAction No Infuse your hands with putreflying energy that deals 3d10 Necrotic. Cleric, Oath of the Oathbreaker
Jump Lvl 1 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction No Touch a creature to triple its jumping distance. Druid, Ranger, Sorcerer, Wizard, Seeker
Longstrider Lvl 1 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction No Toucha creature to increase its speed by 3m. Bard, Druid, Ranger, Wizard
Mage Armour Lvl 1 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction No Surround a creature in a protective magical force. Its Armour Class increases by 3.
Prerequisite: not wearing armour.
Sorcerer, Wizard
Magic Missile Lvl 1 Evocation action_icon_baldursgate3_wiki_guide_25pxAction No Create three darts of magical force, each dealing 1d4+1 Force to its target Arcana Domain, Sorcerer, Wizard
Protection from Evil and Good Lvl 1 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes Protec a creature against aberrations, celestial, elementals, fey, The Fiends, and undead.
The target can't be Charmed, Frightened, or possessed by them, and when these creatures attacks it, they do so with disadvantage.
Cleric, Paladin, Oath of Devotion, Warlock, Wizard, Protection Domain
Purify Food and Drink Lvl 1 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction No Purified and rendered free of poison and disease nonmagical food and drink in a 5-ft-radius sphere. Cleric, Druid, Paladin
Ray of Sickness Lvl 1 Necromancy action_icon_baldursgate3_wiki_guide_25pxAction No Call forth a ray of sickening energy. Deals 2d8 Poison and possibly Poinons the target.
Inflicts Poisoned
Death Domain, Sorcerer, Undying, Wizard
Sanctuary Lvl 1 Abjuration bonus_action_icon_baldursgate3_wiki_guide_25pxBonus Action No The target can make a Wis. save to avoid attacks or harmful spells that target it directly. Cleric, Oath of Devotion, Raven Queen
Searing Smite Lvl 1 Evocation bonus_action_icon_baldursgate3_wiki_guide_25pxBonus Action Yes If the attack hits, deals an extra 1d6 fire damage and ignite the target (damage/lvl). Paladin, Forge Domain, Stone Origin, Zeal Domain
Shield Lvl 1 Abjuration - No In reaction, the caster gains a +5 bonus to AC and take no damage from the magic missile spell. Sorcerer, Wizard, Hexblade
Shield of Faith Lvl 1 Abjuration bonus_action_icon_baldursgate3_wiki_guide_25pxBonus Action Yes Surround a creature with a shimmering field of magic that increases its AC by 2.
Inflicts Shield of Faith
Cleric, War Domain, Paladin, Strength Domain
Silent Image Lvl 1 Illusion action_icon_baldursgate3_wiki_guide_25pxAction Yes Create the image of an object or a creature (without sound and no larger than a 15-ft cube) and lets it move. Bard, Sorcerer, Wizard
Sleep Lvl 1 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction No Put creatures up to a combined 24 hit points into a magical slumber.
Sleeping creatures awaken if they take damege.
Inflicts Sleeping
Bard, Sorcerer, Archfey, Wizard
Speak with Animals Lvl 1 Divination action_icon_baldursgate3_wiki_guide_25pxAction No Gain the ability to comprenhend and verbally communicate with beasts.
Inflicts Speack with Animals
Bard, Nature Domain, Druid, Oath of Ancients, Ranger
Tasha's Hideous Laughter Lvl 1 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction Yes Inflict a creature with fits of laughter, leaving it Prone and Incapacitated.
At the end of its tuns or when it takes damage, the creature can try to shake off the effect. Prerequisite: the creature needs to have an Intelligence score of 5 or more.
Inflicts Hideous Laughter
Bard, The Great Old One, Wizard
Tenser's Floating Disk Lvl 1 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No Create a floating 3-ft-diameter disk that can support up to 500 pounds and follows the caster. Wizard
Thunderous Smite Lvl 1 Evocation bonus_action_icon_baldursgate3_wiki_guide_25pxBonus Action Yes If the attack hits, deals an extra 2d6 thunder damage, and target must succeed on a Str. save or be pushed and knocked prone. Paladin, Stone Origin, Zeal Domain
Thunderwave Lvl 1 Evocation action_icon_baldursgate3_wiki_guide_25pxAction No Release a wave of thunderous force. It deals 2d8 Thunder and pushes away creatures and objets. Bard, Tempest Domain, Druid, Sorcerer, Wizard
Unseen Servant Lvl 1 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No Create an invisible servant who performs simple tasks (bring something back, clean up, maintain a fire, serve at table, etc). Bard, Warlock, Wizard
Witch Bolt Lvl 1 Evocation action_icon_baldursgate3_wiki_guide_25pxAction 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
Sorcerer, Warlock, Wizard
Wrathful Smite Lvl 1 Evocation bonus_action_icon_baldursgate3_wiki_guide_25pxBonus Action Yes If the attack hits, deals an extra 1d6 psychic damage and the target must succeed on a Wis. save or be frightened. Paladin, Hexblade, Stone Origin
Aid Lvl 2 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction No Bolster your allies with toughness and resolve. Heals and increases the hit point maximum by 5 hit points.
Inflicts Aid
Cleric, Paladin, Protection Domain, Solidarity Domain
Alter Self Lvl 2 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction Yes Give a new form depending on the chosen option (Aquatic Adaptation, Change Appearance, or Natural Weapons). Sorcerer, Wizard
Animal Messenger Lvl 2 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction No A Tiny beast travels to deliver a 25 words message to a target (+48 h/lvl). Bard, Druid, Ranger
Arcane Lock Lvl 2 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction No Lock an objet (door, window, chest, etc) and the caster can set a password to suppresses the spell for 1 Minute. Wizard
Augury Lvl 2 Divination action_icon_baldursgate3_wiki_guide_25pxAction No The caster obtains an omen about the result of an action within the next 30 min (weal, woe, both or nothing). Cleric, Knowledge Domain
Barkskin Lvl 2 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction Yes Touch a willing creature to toughen its skin and increase its Armor Class up to 16. Nature Domain, Druid, Circle of the Forest, Ranger
Beast Sense Lvl 2 Divination action_icon_baldursgate3_wiki_guide_25pxAction Yes The caster can see/hear/feel through the senses of a willing beast. Druid, Ranger
Blindness Lvl 2 Necromancy action_icon_baldursgate3_wiki_guide_25pxAction No Magically blind an enemy creature.
A blinded creatue can try to shake off the effect at the end of each turn.
Inflicts Blindness
Bard, Cleric, Death Domain, Sorcerer, The Fiend, Undying, Wizard
Blur Lvl 2 Illusion action_icon_baldursgate3_wiki_guide_25pxAction 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.
Inflicts Blurred
Circle of the Desert, Sorcerer, Wizard
Branding Smite Lvl 2 Evocation bonus_action_icon_baldursgate3_wiki_guide_25pxBonus Action Yes If a weapon attack hits, deals an extra 2d6 radiant damage and the target sheds dim light in 5-ft radius (damage/lvl). Paladin, Hexblade, Stone Origin
Calm Emotions Lvl 2 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction Yes Creatures in a 20-foot-radius sphere must succeed on a Cha. save or no longer be charmed/frightened, or be indifferents. Bard, Cleric, Archfey
Cloud of Daggers Lvl 2 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes Creatures in a 5-ft cube take automatically 4d4 slashing damage (damage/lvl). Bard, Sorcerer, Warlock, Wizard
Continual Flame Lvl 2 Evocation action_icon_baldursgate3_wiki_guide_25pxAction No Create a flame that produces a light equivalent in brightness to a torch, but does not emit any heat. Cleric, Wizard
Cordon of Arrows Lvl 2 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction No 4 ammunition deal 1d6 piercing damage if the target doesn't succeed on a Dex. save (nbr of ammunition/lvl). Ranger
Crown of Madness Lvl 2 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction Yes The target must succeed on a Wis. save or be charmed. It then can attack a target designated by the caster. Bard, Oath of the Oathbreaker, Sorcerer, Warlock, Wizard
Darkness Lvl 2 Evocation action_icon_baldursgate3_wiki_guide_25pxAction 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. Circle of the Swamp, Oath of the Oathbreaker, Sorcerer, Warlock, Wizard
Darkvision Lvl 2 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction No Grant a creature the ability to see in the dark out to a range of 18m. Druid, Ranger, Sorcerer, Wizard
Detect Thoughts Lvl 2 Divination action_icon_baldursgate3_wiki_guide_25pxAction Yes Focus your mind to read the thoughts of certain creatures while talking to them. Bard, Sorcerer, The Great Old One, Wizard
Enhance Ability Lvl 2 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction Yes The target gains advantage on ability checks for one predefined ability, and other bonuses in such cases (+1 creature/lvl). Bard, Cleric, Druid, Sorcerer, Strength Domain
Enlarge - Reduce Lvl 2 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction Yes Double or halve the size of a creature (Con. save) or an object. Sorcerer, Wizard
Enthrall Lvl 2 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction No Targets must succeed on a Wis. save or have disadvantage on Wisdom (Perception) checks to perceive others creatures. Bard, Warlock
Find Steed Lvl 2 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No Summon a spirit that assumes the form a steed (horse, elk, etc) telepathically linked to the caster. Paladin
Find Traps Lvl 2 Divination action_icon_baldursgate3_wiki_guide_25pxAction No The caster senses the presence of any trap in a 120-fr radius, but the spell don't give their location. Cleric, Druid, Ranger
Flame Blade Lvl 2 Evocation bonus_action_icon_baldursgate3_wiki_guide_25pxBonus Action Yes If the spell attack hits, deals 3d6 fire damage (damage/lvl). Shed bright light in 10 ft and dim light in additional 10 ft. Druid
Flaming Sphere Lvl 2 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes Summon a flaming sphere that deals 2d6 Fire damage to nearby enemies and objets. It also sheds bright ligh in a 6m radius, and dim light for an additional 6m. On a successful save, enemy creatures still take half damage. The sphere is immune to damage. Light Domain, Druid, Wizard, Celestial, Undying Light Patron
Gentle Repose Lvl 2 Necromancy action_icon_baldursgate3_wiki_guide_25pxAction No Protect a corpse from decay or to become undead. Cleric, Wizard, Grave Domain
Gust of Wind Lvl 2 Evocation action_icon_baldursgate3_wiki_guide_25pxAction Yes Creatures on a 60-ft-long, 10-ft-wide line mus succeed on a Str. save or be pushed 15 ft away. Tempest Domain, Druid, Sorcerer, Wizard
Heat Metal Lvl 2 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction Yes Cause a metal weapon you can see to glow red-hot. The creature holding the weapon takes 2d8 Fire damage and receives disadvantage on attack rolls and ability checks until the start of your next turn. You can use a bonus action on subsequent turns to deal another 2d8 Fire damage and impose disadventage for another turn. Bard, Druid, City Domain, Forge Domain
Hold Person Lvl 2 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction Yes Paralyze a humanoid creature.
At the end of each of its turns, the creature can try to free itself.
Inflicts Hold Person
Bard, Cleric, Druid, Circle of the Arctic, Oath of Vengeance, Sorcerer, Warlock, Wizard
Invisibility Lvl 2 Illusion action_icon_baldursgate3_wiki_guide_25pxAction Yes Touch a creature to turn it Invisible.
The spell ends early it hte creature attacks or casts a spell.
Bard, Circle of the Grassland, Sorcerer, Warlock, Wizard, Oath of Treachery
Knock Lvl 2 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction No Unlock or unbar 1 object (door, chest, padlock, set of manacles, etc) or suppressed the arcane lock spell for 10 Minutes. Bard, Sorcerer, Wizard
Lesser Restoration Lvl 2 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction No Remove one disease or condition afflicting a creature. Bard, Cleric, Life Domain, Druid, Paladin, Oath of Devotion, Ranger, Celestial
Levitate Lvl 2 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction Yes 1 creature or object that weighs up to 500 pounds rises vertically up to 20 ft then remains suspended. Sorcerer, Wizard, Seeker
Locate Animals or Plants Lvl 2 Divination action_icon_baldursgate3_wiki_guide_25pxAction No Give the direction and distance to a kind of beast or plant within 5 miles. Bard, Druid, Ranger
Locate Object Lvl 2 Divination action_icon_baldursgate3_wiki_guide_25pxAction Yes The caster senses the direction to the location of an objet you are familiar with, within a 1000 ft radius. Bard, Cleric, Druid, Paladin, Ranger, Wizard, Seeker
Magic Mouth Lvl 2 Illusion action_icon_baldursgate3_wiki_guide_25pxAction No Creates a magical mouth that will repeat a message of up to 25 words when a trigger condition is met. Bard, Wizard
Magic Weapon Lvl 2 Transmutation bonus_action_icon_baldursgate3_wiki_guide_25pxBonus Action Yes Turn a weapon into a +1 magic weapon for attack rolls and damage rolls (+2 or +3 bonus/lvl). Arcana Domain, War Domain, Paladin, Wizard, Forge Domain, Hexblade, Stone Origin, Zeal Domain
Melf's Acid Arrow Lvl 2 Evocation action_icon_baldursgate3_wiki_guide_25pxAction No Shoot a green arrow that bursts in a spray of acid. Deals 4d4 Acid immdiatly and 2d4 Acid at the end of the target's turn.
On succesful save, the target only takes ahlf the initial damage.
Circle of the Swamp, Wizard
Mirror Image Lvl 2 Illusion action_icon_baldursgate3_wiki_guide_25pxAction 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
Trickery Domain, Circle of the Coast, Sorcerer, Warlock, Wizard, Oath of Treachery, Ambition Domain
Misty Step Lvl 2 Conjuration bonus_action_icon_baldursgate3_wiki_guide_25pxBonus Action No Surrounded by black mist, you telepart to an unoccupied space you can see. Circle of the Coast, Oath of Ancients, Oath of Vengeance, Sorcerer, Warlock, Wizard
Moonbeam Lvl 2 Evocation action_icon_baldursgate3_wiki_guide_25pxAction Yes Call down a silvery beam of pale light. Any creature that enters the beam or starts its turn in the light, takes 2d10 Radiant Damage. On a successful save, targets still take half damage. You can use your action to move the beam 18m. Druid, Oath of Ancients
Nystul's Magic Aura Lvl 2 Illusion action_icon_baldursgate3_wiki_guide_25pxAction No Reveal false information about a creature or an object that would be the target of a Divination spell. Arcana Domain, Wizard
Pass without Trace Lvl 2 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes Pass without lirtte Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth checks.
Inflicts Aura: Pass without Trace
Trickery Domain, Druid, Circle of the Grassland, Ranger
Phantasmal Force Lvl 2 Illusion action_icon_baldursgate3_wiki_guide_25pxAction Yes Tha target must succeed on an Int. save or perceive as real an object or creature created by the caster (with sound). Bard, Sorcerer, Archfey, The Great Old One, Wizard
Prayer of Healing Lvl 2 Evocation action_icon_baldursgate3_wiki_guide_25pxAction No All allied creatures you can see each regain 2d8+2 hit ponts.
This Spell has no effect on undead or constructs, and can only be used outside of combat.
Cleric
Protection from Poison Lvl 2 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction No Touch a creature to neutralise all poisons affecting it, to grant it advantage on saving throws against being Poisoned, and to grant it resistance to Poison damage. Cleric, Druid, Paladin, Ranger, Strength Domain
Ray of Enfeeblement Lvl 2 Necromancy action_icon_baldursgate3_wiki_guide_25pxAction Yes A beam of enervating energy springs from your fingers. The target deals half damage with weapopn attacks using Strength. Death Domain, Warlock, Wizard, Grave Domain, Ambition Domain
Rope Trick Lvl 2 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction No Vertically raise a rope that lead to an extradimensional space that can hold 8 Medium creatures. Wizard
Scorching Ray Lvl 2 Evocation action_icon_baldursgate3_wiki_guide_25pxAction No Hurl three rays of Fire. Each ray deals 2d6 Fire. Light Domain, Sorcerer, The Fiend, Wizard
See Invisibility Lvl 2 Divination action_icon_baldursgate3_wiki_guide_25pxAction No The caster sees invisible creatures and objects, and into the Ethereal Plane. Bard, Sorcerer, Wizard
Shatter Lvl 2 Evocation action_icon_baldursgate3_wiki_guide_25pxAction 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.
Bard, Tempest Domain, Sorcerer, Warlock, Wizard, Zeal Domain
Silence Lvl 2 Illusion action_icon_baldursgate3_wiki_guide_25pxAction Yes Create a sound-proof sphere. Creatures and objets within are Silenced and immune to Thunder damage. Bard, Cleric, Circle of the Desert, Ranger, Undying, Raven Queen
Spider Climb Lvl 2 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction Yes The target can move along vertical surfaces while leaving its hands free and gains climbing speed. Circle of the Forest, Circle of the Mountain, Circle of the Underdark, Sorcerer, Warlock, Wizard
Spike Growth Lvl 2 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction Yes Shape a piece of ground into hard spikes. A creature walking on the spikes takes 1d4 Piercing damage for every 1.5m it moves.
The spikes are difficult terrain, halving a creature's movement speed.
Nature Domain, Druid, Circle of the Arctic, Circle of the Mountain, Ranger
Spiritual Weapon Lvl 2 Evocation bonus_action_icon_baldursgate3_wiki_guide_25pxBonus Action No If the spell attack hits, deals 1d8+Ability.Mod force damage (damage/lvl). A bonus action allows another attack. Cleric, Life Domain, War Domain, Raven Queen
Suggestion Lvl 2 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction Yes The target must succeed on a Wis. save or follow the suggestion given by the caster in one or two sentences. Bard, Knowledge Domain, Sorcerer, Warlock, Wizard
Warding Bond Lvl 2 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction No The target gains +1 on AC, +1 on saving throws and resistance to all damage, but the caster shares damage. Cleric, Oath of Crown, Solidarity Domain
Web Lvl 2 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction 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.
Circle of the Underdark, Sorcerer, Wizard
Zone of Truth Lvl 2 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction No Creatures within a 15-ft-radius sphere must succeed on a Cha. save or can not lie. Bard, Cleric, Paladin, Oath of Devotion, Oath of Crown
Animate Dead Lvl 3 Necromancy action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Evocation action_icon_baldursgate3_wiki_guide_25pxAction Yes One target in a 30-ft radius regains 2d6 hp. Paladin, Oath of Crown
Beacon of Hope Lvl 3 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Necromancy action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Evocation bonus_action_icon_baldursgate3_wiki_guide_25pxBonus 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 Lvl 3 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Divination action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes Summon from 1 beast of CR 2 to 8 beasts of CR 1/4, friendly (nbr of creatures/lvl). Druid, Ranger
Conjure Barrage Lvl 3 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No Creatures in a 60-ft cone must succeed on a Dex. save or take 3d8 damage from the weapon/ammunition used. Ranger
Counterspell Lvl 3 Abjuration - 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 Lvl 3 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Evocation action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Evocation action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Illusion action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Necromancy action_icon_baldursgate3_wiki_guide_25pxAction No The willing target appears dead to all outward inspection. Bard, Cleric, Druid, Undying, Wizard, Raven Queen
Fireball Lvl 3 Evocation action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction Yes The target gets a flying speed of 60 ft (+1 creature/lvl). Sorcerer, Warlock, Wizard
Gaseous Form Lvl 3 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Illusion action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Evocation action_icon_baldursgate3_wiki_guide_25pxAction No Create a 10-ft-radius dome that can shelter and protect 9 Medium creatures with the caster. Bard, Wizard
Lightning Arrow Lvl 3 Transmutation bonus_action_icon_baldursgate3_wiki_guide_25pxBonus 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 Lvl 3 Evocation action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Illusion action_icon_baldursgate3_wiki_guide_25pxAction Yes Create the image of an animated object or creature, with sounds and smells (without concentration/lvl). Bard, Sorcerer, Warlock, Wizard
Mass Healing Word Lvl 3 Evocation bonus_action_icon_baldursgate3_wiki_guide_25pxBonus Action No Up to 6 creatures regain 1d4+Ability.Mod (+1d4 hp/lvl). Cleric
Meld into Stone Lvl 3 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction No The caster can penetrate the stone. Cleric, Druid, Circle of the Mountain
Nondetection Lvl 3 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction No Protect a creature or an object from any Divination magic or magical scrying. Bard, Knowledge Domain, Ranger, Wizard
Phantom Steed Lvl 3 Illusion action_icon_baldursgate3_wiki_guide_25pxAction No Create a quasi-real Large horselike creature and everything to mount it. Wizard
Plant Growth Lvl 3 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction No End all curses affecting one creature or object. Cleric, Paladin, Warlock, Wizard
Revivify Lvl 3 Necromancy action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Evocation action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Necromancy action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Divination action_icon_baldursgate3_wiki_guide_25pxAction No The target understands and speaks any spoken language it hears. Bard, Cleric, Sorcerer, Warlock, Wizard
Vampiric Touch Lvl 3 Necromancy action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction No Up to 10 creatures gets the ability to breathe underwater. Druid, Circle of the Coast, Ranger, Sorcerer, Wizard
Water Walk Lvl 3 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction 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 Lvl 3 Evocation action_icon_baldursgate3_wiki_guide_25pxAction 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
Arcane Eye Lvl 4 Divination action_icon_baldursgate3_wiki_guide_25pxAction Yes Create an invisible eye with darkvision that sends the caster the mental image of what it sees. Arcana Domain, Knowledge Domain, Wizard, Seeker
Aura of Life Lvl 4 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes Creatures in a 30-ft radius gain resistance to necrotic damage and regain 1 hp when at 0 hp. Paladin, Undying, Solidarity Domain
Aura of Purity Lvl 4 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes Creatures in a 30-ft radius can not become diseased, gain resistance to poison, and get advantage to various saving throws. Paladin
Banishment Lvl 4 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes The target must succeed on a Cha. save or be banished to a harmless demiplane (+1 creature/lvl). Cleric, Paladin, Oath of Crown, Oath of Vengeance, Sorcerer, Warlock, Wizard
Blight Lvl 4 Necromancy action_icon_baldursgate3_wiki_guide_25pxAction 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
Compulsion Lvl 4 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction Yes Targets within 30 ft must succeed on a Wis. save or move in a specified direction. Bard
Confusion Lvl 4 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction Yes Creatures in a 10-ft-radius sphere must succeed on a Wis. save or can't take actions normally (+ 5-ft-radius/lvl). Bard, Knowledge Domain, Druid, Oath of the Oathbreaker, Sorcerer, Wizard, Oath of Treachery
Conjure Minor Elementals Lvl 4 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes Summon from 1 elemental of CR 2 to 8 elemental of CR 1/4, friendly (nbr of creatures/lvl). Druid, Wizard
Conjure Woodland Beings Lvl 4 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes Summon from 1 fey of CR 2 to 8 fey of CR 1/4, friendly (nbr of creatures/lvl). Druid, Ranger
Control Water Lvl 4 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction Yes Control the water in a 100-ft cube (cause a flood, part the water, redirect the flow, create a whirlpool). Cleric, Tempest Domain, Druid, Circle of the Coast, Wizard
Death Ward Lvl 4 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction 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
Dimension Door Lvl 4 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No The caster and another creature of the same size are teleported to a maximum of 500 feet. Bard, Trickery Domain, Oath of Vengeance, Sorcerer, Warlock, Wizard, Ambition Domain
Divination Lvl 4 Divination action_icon_baldursgate3_wiki_guide_25pxAction No The caster gets a truthful reply to 1 question about an event to occur within 7 days. Cleric, Circle of the Forest, Circle of the Grassland
Dominate Beast Lvl 4 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction Yes A beast within 60 ft must succeed on a Wis. save or be charmed and obey the launcher (duration/lvl). Nature Domain, Druid, Sorcerer, Archfey, The Great Old One, Strength Domain
Evard's Black Tentacles Lvl 4 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes Creatures in a 20-ft square must succeed on a Dex. save or take 3d6 bludgeoning damage and be restrained. The Great Old One, Wizard
Fabricate Lvl 4 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction No Convert raw materials into Large or smaller simples objects of the same material. Wizard, Forge Domain
Fire Shield Lvl 4 Evocation action_icon_baldursgate3_wiki_guide_25pxAction 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
Freedom of Movement Lvl 4 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction 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
Giant Insect Lvl 4 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction Yes Transform insects (from 10 centipedes to 1 scorpion) into giant creatures that obey the caster's orders. Druid
Grasping Vine Lvl 4 Conjuration bonus_action_icon_baldursgate3_wiki_guide_25pxBonus Action Yes The target must succeed on a Dex. save or be pulled 20 ft toward the vine. Nature Domain, Druid, Ranger
Greater Invisibility Lvl 4 Illusion action_icon_baldursgate3_wiki_guide_25pxAction Yes The target becomes invisible for 1 Minute. Bard, Circle of the Underdark, Sorcerer, Archfey, Wizard, Oath of Treachery
Guardian of Faith Lvl 4 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction 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
Hallucinatory Terrain Lvl 4 Illusion action_icon_baldursgate3_wiki_guide_25pxAction No Make a natural terrain looks like another type (for example a road becomes a swamp or a crevasse). Bard, Druid, Circle of the Desert, Warlock, Wizard
Ice Storm Lvl 4 Evocation action_icon_baldursgate3_wiki_guide_25pxAction 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. Tempest Domain, Druid, Circle of the Arctic, Oath of Ancients, Sorcerer, Wizard, Raven Queen
Leomund's Secret Chest Lvl 4 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No Hide a chest (3 x 2 x 2 ft) and its contents in the Ethereal Plane. Arcana Domain, Wizard
Locate Creature Lvl 4 Divination action_icon_baldursgate3_wiki_guide_25pxAction Yes The caster senses the direction in which a familiar creature is within a 1000-ft radius. Bard, Cleric, Druid, Circle of the Swamp, Paladin, Ranger, Wizard, City Domain, Raven Queen, Seeker
Mordenkainen's Faithful Hound Lvl 4 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No Summon an invisible watchdog that barks when a creature approaches and attacks it (4d8 piercing damage). Wizard
Mordenkainen's Private Sanctum Lvl 4 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction No Create a secure cube up to 100 ft on each side. The type of protection is to choose (+100 ft on each side/lvl). Wizard
Otiluke's Resilient Sphere Lvl 4 Evocation action_icon_baldursgate3_wiki_guide_25pxAction Yes The Large size or smaller target must succeedd on a Dex. save or be enclosed for the spell duration. Wizard, Protection Domain
Phantasmal Killer Lvl 4 Illusion action_icon_baldursgate3_wiki_guide_25pxAction 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
Polymorph Lvl 4 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction Yes Transform a target into a new beast form whose CR/level is equal to or less than the target's CR/level. Bard, Trickery Domain, Druid, Sorcerer, Wizard
Staggering Smite Lvl 4 Evocation bonus_action_icon_baldursgate3_wiki_guide_25pxBonus Action 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
Stone Shape Lvl 4 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction No Give a stone no more than 5 ft in any dimension any shape, or create an opening in it. Cleric, Druid, Circle of the Mountain, Circle of the Underdark, Wizard
Stoneskin Lvl 4 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes The target gets resistance to nonmagical bludgeoning, piercing, and slashing damage. War Domain, Druid, Circle of the Mountain, Oath of Ancients, Ranger, Sorcerer, Wizard, Strength Domain
Wall of Fire Lvl 4 Evocation action_icon_baldursgate3_wiki_guide_25pxAction 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). Light Domain, Druid, Sorcerer, The Fiend, Wizard, Forge Domain, Celestial
Animate Objects Lvl 5 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction Yes Animate up to 10 non-magic objects and control their actions up to 500 ft (+2 items/lvl). Bard, Sorcerer, Wizard, Forge Domain
Antilife Shell Lvl 5 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes Prevent creatures other than undead and constructs from entering in a 10-ft radius. Death Domain, Druid, Protection Domain, Grave Domain
Awaken Lvl 5 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction No Give a beast or plant (Intelligence 3 or less) the ability to speek and senses similar to a human's for 30 days. Bard, Druid
Banishing Smite Lvl 5 Abjuration bonus_action_icon_baldursgate3_wiki_guide_25pxBonus Action Yes If the weapon attack hits, deal an extra 5d10 force damage. Target reduced to 50 hp or fewer this way are banised. Paladin
Bigby's Hand Lvl 5 Evocation action_icon_baldursgate3_wiki_guide_25pxAction Yes Create a Large hand with a Strength of 26 that can strike (4d8 force damage), push, grapple, or protect (damage/lvl). Wizard
Circle of Power Lvl 5 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes Friendly creatures in a 30-ft radius have advantage on saving throws against spells and other magicial effects. Paladin, Oath of Crown, Solidarity Domain
Cloudkill Lvl 5 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes Creatures in a 20-ft-radius sphere must succeed on a Con. save or take 5d8 poison damage (damage/lvl). Death Domain, Circle of the Underdark, Sorcerer, Wizard
Commune Lvl 5 Divination action_icon_baldursgate3_wiki_guide_25pxAction No Allow to obtain from a divine entity the answers (yes or no) to 3 questions. Cleric, Oath of Devotion, Raven Queen
Commune with Nature Lvl 5 Divination action_icon_baldursgate3_wiki_guide_25pxAction No The caster gets 3 informations about the surrounding territory. Doesn't function in dungeons or towns. Druid, Circle of the Arctic, Circle of the Forest, Oath of Ancients, Ranger
Cone of Cold Lvl 5 Evocation action_icon_baldursgate3_wiki_guide_25pxAction No Creatures in a 60-ft cone must succeed on a Con. save or take 8d8 cold damage (damage/lvl). Circle of the Arctic, Sorcerer, Wizard, Hexblade
Conjure Elemental Lvl 5 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes Summon 1 elemental of CR 5, friendly (CR +1/lvl). Druid, Circle of the Coast, Wizard
Conjure Volley Lvl 5 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No Creatures in a 40-ft-radius, 20-ft-high cylinder must succeed on a Dex. save or take 8d8 damage from the weapon/ammunition used. Ranger
Contact Other Plane Lvl 5 Divination action_icon_baldursgate3_wiki_guide_25pxAction No Contact an extraplanar entity to ask it 5 questions if an Int. save is successful. Otherwise, 6d6 psychic damage. Warlock, Wizard
Contagion Lvl 5 Necromancy action_icon_baldursgate3_wiki_guide_25pxAction No If the spell attack hits, target is afflicted with a disease to choose from 6 proposed. Cleric, Druid, Oath of the Oathbreaker, Undying
Creation Lvl 5 Illusion action_icon_baldursgate3_wiki_guide_25pxAction No Create a non-living object made of vegetable matter or mineral and no larger than a 5-ft cube (+5 ft/lvl). Sorcerer, Wizard, Forge Domain
Destructive Wave Lvl 5 Evocation action_icon_baldursgate3_wiki_guide_25pxAction No Targets in a 30-ft radius must succeed on a Con. save or take 5d6 thunder damage and 5d6 radiant or necrotic damage. Tempest Domain, Paladin, Hexblade, Strength Domain, Zeal Domain
Dispel Evil and Good Lvl 5 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes End a condition (charmed, frightened, or possessed) or bannish a creature to its home plane (Cha. save). Cleric, Paladin
Dominate Person Lvl 5 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction Yes One humanoid must succeed on a Wis. save or be charmed and obey the caster (duration/lvl). Bard, Trickery Domain, Oath of the Oathbreaker, Sorcerer, Archfey, The Great Old One, Wizard, Oath of Treachery, Ambition Domain
Dream Lvl 5 Illusion action_icon_baldursgate3_wiki_guide_25pxAction No Shape the dreams of a sleeping creature who can take 3d6 psychic damage if it fails on a Wis. save. Bard, Circle of the Grassland, Warlock, Wizard
Flame Strike Lvl 5 Evocation action_icon_baldursgate3_wiki_guide_25pxAction No Creatures in a 10-ft-radius, 40-ft-high cylinder must succeed on a Dex. save or take 4d6 fire and 4d6 radiant (damage/lvl). Cleric, Light Domain, War Domain, Oath of Devotion, The Fiend, Celestial, Undying Light Patron, Zeal Domain
Geas Lvl 5 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction No The target must succeed on a Wis. save or be charmed and take 5d10 psychic if it doesn't obey (duration/lvl). Bard, Cleric, Druid, Paladin, Oath of Crown, Wizard
Greater Restoration Lvl 5 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction No End one condition (charmed or petrified), one curse, any ability scores or hp reduction, or one exhaustion level. Bard, Cleric, Druid, Celestial
Hallow Lvl 5 Evocation action_icon_baldursgate3_wiki_guide_25pxAction No Prevent celestials, elementals, fey, The Fiends, and undead to enter a 60-ft-radius area and protect/handicap the targets. Cleric, The Fiend
Hold Monster Lvl 5 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction Yes Target must succeed on a Wis. save or be paralyzed (+1 creature/lvl). Bard, War Domain, Oath of Vengeance, Sorcerer, Warlock, Wizard
Insect Plague Lvl 5 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes Creatures in a 20-ft-radius sphere must succeed on a Con. save or take 4d10 piercing damage (damage/lvl). 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
Legend Lore Lvl 5 Divination action_icon_baldursgate3_wiki_guide_25pxAction No The caster obtains information about a person, place, or object. The lore consist of tales or stories. Bard, Cleric, Knowledge Domain, Undying, Wizard, Seeker
Mass Cure Wounds Lvl 5 Evocation action_icon_baldursgate3_wiki_guide_25pxAction No Up to 6 creatures regain 3d8+Spell.Ability.Mod (+1d8 hp/lvl). Bard, Cleric, Life Domain, Druid, Solidarity Domain
Mislead Lvl 5 Illusion action_icon_baldursgate3_wiki_guide_25pxAction Yes The caster becomes invisible and creates a double that moves, acts and speaks. The caster can see and hear through this double. Bard, Wizard
Modify Memory Lvl 5 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction Yes The target must succeed on a Wis. save or be charmed and its memory altered (seniority of memories/lvl). Bard, Trickery Domain, Wizard, Ambition Domain
Passwall Lvl 5 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction No Open a 5-ft wide, 8-ft tall, 20-ft deep passage through stone, wood or plaster. Circle of the Mountain, Wizard, Seeker, Oath of Treachery
Planar Binding Lvl 5 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction No The target (celestial, elemental, fey, or The Fiend) must succeed on a Cha. save or serve the caster (duration/lvl). Bard, Cleric, Arcana Domain, Druid, Wizard
Raise Dead Lvl 5 Necromancy action_icon_baldursgate3_wiki_guide_25pxAction 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
Rary's Telepathic Bond Lvl 5 Divination action_icon_baldursgate3_wiki_guide_25pxAction No Create a telepathic link between up to 8 people in a 30-ft radius for Action. Wizard
Reincarnate Lvl 5 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction No Reincarnate the soul of an humanoid died for no longer than 10 days. The race of the new body is determined at random. Druid
Scrying Lvl 5 Divination action_icon_baldursgate3_wiki_guide_25pxAction Yes Allow you to see and hear a specific creature (can also target a location) on the same plane (Wis. save). Bard, Cleric, Knowledge Domain, Light Domain, Druid, Circle of the Coast, Circle of the Swamp, Oath of Vengeance, Warlock, Wizard
Seeming Lvl 5 Illusion action_icon_baldursgate3_wiki_guide_25pxAction No Change physical appearance as well as clothing and equipment of targets (saving throw for unwilling). Bard, Sorcerer, Archfey, Wizard
Swift Quiver Lvl 5 Transmutation bonus_action_icon_baldursgate3_wiki_guide_25pxBonus Action Yes Make a quiver to produce an endless supply of nonmagical ammunition, allowing 2 attacks per round with a bonus action. Ranger
Telekinesis Lvl 5 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction Yes Move a creature (Huge or smaller) or object (up to 1,000 pounds) by thought in case of successful contest. Sorcerer, The Great Old One, Wizard
Teleportation Circle Lvl 5 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No Create a circle that allows anyone to be teleported to another teleportation circle known to the caster. Bard, Arcana Domain, Sorcerer, Wizard
Tree Stride Lvl 5 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes The caster can move from one tree to another tree of the same kind (500 ft max between both) using 5 ft. Nature Domain, Druid, Circle of the Forest, Oath of Ancients, Ranger
Wall of Force Lvl 5 Evocation action_icon_baldursgate3_wiki_guide_25pxAction Yes Create a physically insurmountable wall of force (ten 10-ft panels) immune to all types of damage. Wizard, Protection Domain
Wall of Stone Lvl 5 Evocation action_icon_baldursgate3_wiki_guide_25pxAction Yes Create a nonmagical wall of stone (ten 10-ft panels) that can be damaged. Druid, Circle of the Desert, Circle of the Mountain, Sorcerer, Wizard
Arcane Gate Lvl 6 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes Create 2 portals (max 500 ft between them) and allow teleport from one to the other. Sorcerer, Warlock, Wizard
Blade Barrier Lvl 6 Evocation action_icon_baldursgate3_wiki_guide_25pxAction Yes Create a 100 x 20 x 5 ft wall that provides three-quarters cover and can inflict 6d10 slashing damage if passed through. Cleric
Chain Lightning Lvl 6 Evocation action_icon_baldursgate3_wiki_guide_25pxAction No Up to 4 different targets must succeed on a Dex. save or take 10d8 lightning damage (+1 target/lvl). Sorcerer, Wizard
Circle of Death Lvl 6 Necromancy action_icon_baldursgate3_wiki_guide_25pxAction No Creatures in a 60-ft-radius sphere must succeed on a Con. save or take 8d6 necrotic damage (damage/lvl). Sorcerer, Warlock, Wizard
Conjure Fey Lvl 6 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes Summon 1 fey of CR 6, friendly (CR +1/lvl). Druid, Warlock
Contingency Lvl 6 Evocation action_icon_baldursgate3_wiki_guide_25pxAction No Condition the activation of a 5th level spell or lower that can target the caster. Wizard
Create Undead Lvl 6 Necromancy action_icon_baldursgate3_wiki_guide_25pxAction 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
Disintegrate Lvl 6 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction No The target must succeed on a Dex. save or take 10d6+40 force damage (damage/lvl). An Large or smaller object is disintegrated. Sorcerer, Wizard
Drawmij's Instant Summons Lvl 6 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No Mark a 10 pounds or less object and allow to teleport it into the caster hand, wherever it is, if not held. Wizard
Eyebite Lvl 6 Necromancy action_icon_baldursgate3_wiki_guide_25pxAction 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
Find the Path Lvl 6 Divination action_icon_baldursgate3_wiki_guide_25pxAction Yes Determine the shortest and most direct physical path to reach a known destination. Bard, Cleric, Druid
Flesh to Stone Lvl 6 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction Yes The target within 60 ft must succeed on a Con. save or be restrained, or petrified after 3 failures. Warlock, Wizard
Forbiddance Lvl 6 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction No Prevent teleporting to the protected area and inflicts 5d10 radiant or necrotic damage to some type of creatures. Cleric
Globe of Invulnerability Lvl 6 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes Block 5th level spells or lower within a 10-ft radius (threshold/lvl). Sorcerer, Wizard
Guards and Wards Lvl 6 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction No Create a ward that protect a 50-ft square. Can set a password to immunize individuals. Bard, Wizard
Harm Lvl 6 Necromancy action_icon_baldursgate3_wiki_guide_25pxAction No The target must succeed on a Con. save or take 14d6 necrotic damage. The spell can't kill it however. Cleric
Heal Lvl 6 Evocation action_icon_baldursgate3_wiki_guide_25pxAction No 1 creature regains 70 hp and are cured of diseases, blindness, and deafness (+10 hp/lvl). Cleric, Druid
Heroes' Feast Lvl 6 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No Produce a feast for 12 guests that cures diseases, immunizes to poison and increases hp by 2d10 for 24 hours. Cleric, Druid
Magic Jar Lvl 6 Necromancy action_icon_baldursgate3_wiki_guide_25pxAction No The caster projects his soul into an urn and then returns to his body or possesses a humanoid body. Wizard
Mass Suggestion Lvl 6 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction No Up to 12 targets must succeed on a Wis. save or follow the suggestion given by the caster (duration/lvl). Bard, Sorcerer, Warlock, Wizard
Move Earth Lvl 6 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction Yes Shape dirt, sand, or clay, but not stone (raise, lower, flatten, create a trench, etc) in a 40-ft square in 10 min. Druid, Sorcerer, Wizard
Otiluke's Freezing Sphere Lvl 6 Evocation action_icon_baldursgate3_wiki_guide_25pxAction No Creatures in a 60-ft-radius sphere must succeed on a Con. save or take 10d6 cold damage (damage/lvl). Wizard
Otto's Irresistible Dance Lvl 6 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction Yes The target must succeed on a Wis. save or dance (disadvantage on Dex. save and attack rolls). Bard, Wizard
Planar Ally Lvl 6 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No Summon a celestial, elemental, or The Fiend that will help the caster in exchange for payment (1000 gp/h, sacrifice, quest, etc). Cleric
Programmed Illusion Lvl 6 Illusion action_icon_baldursgate3_wiki_guide_25pxAction No Create the image of an animated object or creature, with sounds, for 5 min, with a triggering condition. Bard, Wizard
Sunbeam Lvl 6 Evocation action_icon_baldursgate3_wiki_guide_25pxAction 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. Druid, Sorcerer, Wizard
Transport via Plants Lvl 6 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No The caster can move from one plant to another plant (Large or larger) using 5 ft. Druid
True Seeing Lvl 6 Divination action_icon_baldursgate3_wiki_guide_25pxAction No The target gets truesight, sees magic secret doors and in the Ethereal Plane. Bard, Cleric, Sorcerer, Warlock, Wizard
Wall of Ice Lvl 6 Evocation action_icon_baldursgate3_wiki_guide_25pxAction Yes Create a wall of ice (ten 10-ft panels) that can be damaged and can inflict 5d6 cold damage if passed through (damage/lvl). Wizard
Wall of Thorns Lvl 6 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction 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
Wind Walk Lvl 6 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction No The caster and up to 10 creatures assume gaseous form (flying speed of 300 ft and resistance to damage from nonmagical weapon). Druid
Word of Recall Lvl 6 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No The caster and up to 5 other creatures are teleported to a previously designated sanctuary. Cleric
Conjure Celestial Lvl 7 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes Summon 1 celestial of CR 4, friendly (CR +1/lvl). Cleric
Delayed Blast Fireball Lvl 7 Evocation action_icon_baldursgate3_wiki_guide_25pxAction Yes Creatures in a 20-ft-radius sphere must succeed on a Dex. save or take 12d6 fire damage (damage/lvl). Sorcerer, Wizard
Divine Word Lvl 7 Evocation bonus_action_icon_baldursgate3_wiki_guide_25pxBonus Action No Targets must succeed on a Cha. save or suffer an effect (deafened, blinded, etc). Some creatures are banned. Cleric
Etherealness Lvl 7 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction No The caster is projected into the Ethereal Plane (nbr of creatures/lvl). Bard, Cleric, Sorcerer, Warlock, Wizard
Finger of Death Lvl 7 Necromancy action_icon_baldursgate3_wiki_guide_25pxAction 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
Fire Storm Lvl 7 Evocation action_icon_baldursgate3_wiki_guide_25pxAction No Creatures in ten 10-ft cube must succeed on a Dex. save or take 7d10 fire damage. Cleric, Druid, Sorcerer
Forcecage Lvl 7 Evocation action_icon_baldursgate3_wiki_guide_25pxAction No Creates a 20-ft cage or a 10-ft box of magical force that traps a creature. Escape by magicial means only. Bard, Warlock, Wizard
Mirage Arcane Lvl 7 Illusion action_icon_baldursgate3_wiki_guide_25pxAction No Tansform the appearance (sight, sound, smell and feel) of a 1 mile square. Bard, Druid, Wizard
Mordenkainen's Magnificent Mansion Lvl 7 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No Create an extradimensional mansion with all the comforts that can shelter the caster and other creatures. Bard, Wizard
Mordenkainen's Sword Lvl 7 Evocation action_icon_baldursgate3_wiki_guide_25pxAction Yes If the spell attack hits, deals 3d10 force damage. The sword can move. Bard, Wizard
Plane Shift Lvl 7 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No The caster and up to 8 creatures are transported to another plane of existence, or a creature is banished (Cha. save). Cleric, Druid, Sorcerer, Warlock, Wizard
Prismatic Spray Lvl 7 Evocation action_icon_baldursgate3_wiki_guide_25pxAction No Creatures in a 60-ft cone must succeed on a Dex. save or take 10d6 damage of a randomly determined type. Sorcerer, Wizard
Project Image Lvl 7 Illusion action_icon_baldursgate3_wiki_guide_25pxAction Yes Create a copy of the caster that mimics him, moves and emits sounds. The caster can see and hear through this double. Bard, Wizard
Regenerate Lvl 7 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction No The target regains 4d8+15 hp then 1 hp per round and its severed members are restored. Bard, Cleric, Druid
Resurrection Lvl 7 Necromancy action_icon_baldursgate3_wiki_guide_25pxAction 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
Reverse Gravity Lvl 7 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction Yes Invert gravity in a 50-ft-radius, 100-ft-high cylinder. Druid, Sorcerer, Wizard
Sequester Lvl 7 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction No Protect a willing creature (who becomes invisible and unconscious) or an object from Divination spells. Wizard
Simulacrum Lvl 7 Illusion action_icon_baldursgate3_wiki_guide_25pxAction No Create a duplicate of a beast or humanoid with the same abilities, half of the hp and without equipment. Wizard
Symbol Lvl 7 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction No Set the trigger and the effect of a glyph on an object (death, discord, fear, hopelessness, insanity, pain, sleep, etc). Bard, Cleric, Wizard
Teleport Lvl 7 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No The caster and 8 creatures are teleported anywhere on the same plane. Risk of failure depending on the destination familiarity. Bard, Sorcerer, Wizard
Animal Shapes Lvl 8 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction Yes Willing targets within 30 ft turn into beasts of FP 4 or lower. Druid
Antimagic Field Lvl 8 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes Create a 10-ft-radius sphere in which spells and magic items no longer work. Cleric, Wizard
Antipathy - Sympathy Lvl 8 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction No Attract or repel (Wis. save in order to not be attracted or scared) a kind of creature designated within 60 ft. Druid, Wizard
Clone Lvl 8 Necromancy action_icon_baldursgate3_wiki_guide_25pxAction 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
Control Weather Lvl 8 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction Yes Modify gradually the climatic conditions outdoors (precipitation, temperature and wind force). Cleric, Druid, Wizard
Demiplane Lvl 8 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No Create a door that leads to a demiplane (30-ft cube). Creatures still in the demiplane at the end of the spell are trapped. Warlock, Wizard
Dominate Monster Lvl 8 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction Yes The target must succeed on a Wis. save or be charmed and obey the caster (duration/lvl). Bard, Sorcerer, Warlock, Wizard
Earthquake Lvl 8 Evocation action_icon_baldursgate3_wiki_guide_25pxAction Yes Creatures in a 100-ft radius must succeed on a Dex. save or be knocked prone. Cause damage to structures. Cleric, Druid, Sorcerer
Feeblemind Lvl 8 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction No The target take 4d6 psychic damage and must succeed on an Int. save or his Charisma and Intelligence scores become 1. Bard, Druid, Warlock, Wizard
Glibness Lvl 8 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction No Give 15 to a Charisma check and hides the lies during a magic detection. Bard, Warlock
Holy Aura Lvl 8 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes Targets in a 30-ft radius have advantage on saving throws. Other creatures have disadvantage on attack rolls against them. Cleric
Incendiary Cloud Lvl 8 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes Creatures in a 20-ft-radius sphere must succeed on a Dex. save or take 10d8 fire damage. Sorcerer, Wizard
Maze Lvl 8 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes Banish a creature into a labyrinthine demiplane. Intelligence check to escape before the end of the spell. Wizard
Mind Blank Lvl 8 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction No The target is immune to psychic damage, reading thoughts, Divination spells, and the charmed condition. Bard, Wizard
Power Word Stun Lvl 8 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction No The target (150 hp or fewer) is stunned until it succeeds on a Con. save. Bard, Sorcerer, Warlock, Wizard
Sunburst Lvl 8 Evocation action_icon_baldursgate3_wiki_guide_25pxAction No Creatures in a 60-ft radius must succeed on a Con. save or take 12d6 radiant damage and be blinded for 1 min. Druid, Sorcerer, Wizard
Telepathy Lvl 8 Evocation action_icon_baldursgate3_wiki_guide_25pxAction No Comunicate via telepathy with a known and willing creature on the same plane of existence. Wizard
Tsunami Lvl 8 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes Creatures in a 300-ft-long, 300-ft-high, 50-ft-thick area must succeed on a Str. save or take 6d10 bludgeoning damage. Druid
Astral Projection Lvl 9 Necromancy action_icon_baldursgate3_wiki_guide_25pxAction No The caster and up to 8 creatures are projected into the Astral Plane. Cleric, Warlock, Wizard
Foresight Lvl 9 Divination action_icon_baldursgate3_wiki_guide_25pxAction No 1 creature sees its near future, can not be surprised and has advantage on his rolls. Attacks against it have disadvantage. Bard, Druid, Warlock, Wizard
Gate Lvl 9 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes Create a portal to another plan. Also allows to summon a creature from another plane. Cleric, Sorcerer, Wizard
Imprisonment Lvl 9 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction No The target within 30 ft must succeed on a Wis. save or be held prisoner. The form is to choose from 6 options. Warlock, Wizard
Mass Heal Lvl 9 Evocation action_icon_baldursgate3_wiki_guide_25pxAction No Several creatures regain a total of 700 ph and are cured of diseases, blindness, and deafness. Cleric
Meteor Swarm Lvl 9 Evocation action_icon_baldursgate3_wiki_guide_25pxAction No Creatures in a 40-ft-radius sphere must succeed on a Dex. save or take 20d6 fire damage and 20d6 bludgeoning damage. Sorcerer, Wizard
Power Word Heal Lvl 9 Evocation action_icon_baldursgate3_wiki_guide_25pxAction No The target regains all its hp and charmed, frightened, paralyzed, and stunned conditions end. Bard
Power Word Kill Lvl 9 Enchantment action_icon_baldursgate3_wiki_guide_25pxAction No The target (100 hp or fewer) dies! Bard, Sorcerer, Warlock, Wizard
Prismatic Wall Lvl 9 Abjuration action_icon_baldursgate3_wiki_guide_25pxAction No Create a multi-layered wall that inflicts different effects and damage depending on the layer. Wizard
Shapechange Lvl 9 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction Yes The caster takes the form of a creature he has seen at least once with a CR equal to its level or lower. Druid, Wizard
Storm of Vengeance Lvl 9 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction Yes Creatures in a 360-ft radius must succeed on a Con. save or be deafened and suffer various damage and effects. Druid
Time Stop Lvl 9 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction No Stop the time during 1d4+1 turns for everyone except for the caster. Sorcerer, Wizard
True Polymorph Lvl 9 Transmutation action_icon_baldursgate3_wiki_guide_25pxAction Yes Transform a creature or object into a new form (creature object) of FP/level at most equal to the FP/level of the crea Bard, Warlock, Wizard
True Resurrection Lvl 9 Necromancy action_icon_baldursgate3_wiki_guide_25pxAction 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
Weird Lvl 9 Illusion action_icon_baldursgate3_wiki_guide_25pxAction Yes Creatures in a 30-ft-radius sphere must succeed on a Wis. save or be frightened and take 4d10 psychic damage each turn. Wizard
Wish Lvl 9 Conjuration action_icon_baldursgate3_wiki_guide_25pxAction No Duplicate a 8th level spell or lower without components, or create another effect at the MD discretion. Sorcerer, Wizard



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    • Anonymous

      12 Nov 2020 09:58  

      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

        01 Nov 2020 05:49  

        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

          24 Oct 2020 06:13  

          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

            20 Oct 2020 05:23  

            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).

            • 08 Oct 2020 21:48  

              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.

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