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.
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
You can search by Name, Level, School, Casting Time and Class. Just type into the search box what you are looking for.
Quick Search of All Spells
Name | Level | School | Casting time | Description | Classes |
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Cantrip |
Conjuration |
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Hurl a bubble of acid that hurts to each creature it hits.
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Cantrip | Abjuration | ![]() |
Gain Resistance to Bludgeoning, Piercing, and Slashing damage from weapon attacks.
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College of Lore, College of Valour, Sorcerer, Warlock, Wizard, High Elf, High Half-Elf, Eldritch Knight |
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Cantrip | Necromancy | ![]() |
Assail a creature with the chill of the grave and prevent it from regaining hit points. Undead also receive Disadvantage on Attack Rolls.
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Sorcerer, Warlock Wizard, High Elf, High Half-Elf , Eldritch Knight |
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Cantrip | Evocation | ![]() |
Create wisps of light that illuminate a 9m radius.
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College of Lore, College of Valour, Sorcerer, Wizard, Eldritch Knight |
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Cantrip | Evocation | ![]() |
Conjure 1 beam(s) of crackling energy.
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Warlock |
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Cantrip | Evocation | ![]() |
Hurl a mote of fire.
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Wizard Elf (High Elf) Half-Elf (High Half-Elf) Eldritch Knight (Fighter) Sorcerer |
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Cantrip | Enchantment | ![]() |
Enchant a non-hostile creature to gain Advantage on Charisma Checks against it.
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Bard College of Lore (Bard Sub-Class) College of Valour (Bard Sub-Class) Sorcerer Warlock Wizard Eldritch Knight |
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Cantrip | Conjuration | ![]() |
Create an invisible spectral hand that can manipulate and interact with objects.
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Githyanki |
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Cantrip | Divination | ![]() |
Bestow guidance upon an ally. They gain a +1d4 bonus to Ability Checks.
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Cleric Druid |
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Cantrip | Evocation | ![]() Action |
Infuse an object with an aura of light.
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Bard College of Lore (Bard Sub-Class) College of Valour (Bard Sub-Class) Cleric Sorcerer Wizard Elf (High Elf) Half-Elf (High Half-Elf) Eldritch Knight |
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Cantrip | Conjuration | ![]() Action |
Create a spectral hand that can manipulate and interact with objects.
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Bard College of Lore (Bard Sub-Class) College of Valour (Bard Sub-Class) Sorcerer Warlock Wizard Eldritch Knight |
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Cantrip | Illusion | ![]() Action |
Create an illusory image that distracts nearby creatures, compelling them to investigate. You can remain hidden while casting this spell.
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Bard College of Lore (Bard Sub-Class) College of Valour (Bard Sub-Class) Eldritch Knight Sorcerer Warlock Wizard |
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Cantrip | Conjuration | ![]() Action |
Project a puff of noxious gas.
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Druid Eldritch Knight Sorcerer Warlock Wizard |
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Cantrip | Conjuration | ![]() Action |
A flickering flame appears in your hand. It sheds bright light in a 3m radius and deals 1d8 Fire damage when thrown. |
Druid |
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Cantrip | Evocation | ![]() Action |
Call forth a frigid beam of blue-white light and reduce the target's Movement Speed by 3m.
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Eldritch Knight Sorcerer Wizard |
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Cantrip | Abjuration | ![]() Action |
Magically bolster a creature's defences. It receives a +1d4 bonus to Saving Throws.
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Cleric Druid |
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Cantrip | Evocation | ![]() Action |
![]() Conjure a flame-like radiance that deals 1d8 Radiant.
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Cleric |
![]() Selûne's Dream |
Cantrip | Evocation | ![]() Action |
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Amulet of Selûne's Chosen wearer. |
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Cantrip | Transmutation | ![]() Bonus Action |
Imbue your staff or club with nature's power. It becomes magical, deals 1d8+2 Bludgeoning damage, and uses your Spellcasting Ability for Attack Rolls.
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Druid |
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Cantrip | Evocation | ![]() Action |
Lightning springs from your hand and prevents the target from taking reactions. You have Advantage when using this spell on creatures wearing metal armour.
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Eldritch Knight Sorcerer Wizard |
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Cantrip | Transmutation | ![]() Action |
Manifest a sign of supernatural power that grants you advantage on Intimidation and Performance checks. | Cleric Tiefling (Zariel, Asmodeus) |
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Cantrip | Transmutation | ![]() 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 |
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Cantrip | Divination | ![]() Action |
Divine a character's defences to give you Advantage on your next Attack Roll against it.
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Bard College of Lore (Bard Sub-Class) College of Valour (Bard Sub-Class) Sorcerer Warlock Wizard, Fighter (Eldritch Knight) Rogue (Arcane Trickster) Ranger (Mage Breaker) |
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Cantrip | Enchantment | ![]() |
Unleash a string of enchanted insults at a creature. It takes damage and receives Disadvantage on its next Attack Roll.
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Bard College of Lore (Bard Sub-Class) College of Valour (Bard Sub-Class) |
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Lv 1 | Enchantment | ![]() Action ![]() Spell Slot |
![]() Charm a beast and convince it not to attack you. ![]() ![]() |
Bard, College of Lore, College of Valour, Cleric (Trickery Domain), Eldritch Knight, Sorcerer, Warlock, Wizard, Druid |
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Lv 1 | Abjuration | ![]() Action ![]() Spell Slot |
A spectral frost covers you. Gain 5 temporary hit ponts and deal 5 Cold Damge to any creature that hits you with a melee attacks.![]() |
Warlock |
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Lv 1 | Conjuration | ![]() Action ![]() Spell Slot |
![]() ![]() Call forth tendrils of dark energy that prevent targets from taking reactions. ![]() ![]() ![]() ![]() |
Warlock |
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Lv 1 | Enchantment | ![]() Action ![]() Spell Slot |
![]() Target up to 3 creatures. They receive a 1d4 penalty to Attack Rolls and Saving Throws. ![]() ![]() ![]() ![]() |
Bard, College of Lore, College of Valour, Cleric |
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Lv 1 | Enchantment | ![]() Action ![]() Spell Slot |
Bless up to 3 creatures. They gain a +1d4 bonus to Attack Rolls and Saving Throws.![]() ![]() ![]() ![]() |
Cleric, Paladin |
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Lv 1 | Evocation | ![]() Action ![]() Spell Slot |
![]() ![]() Shoot fire from your outstretched fingers and ignite anything flammable. ![]() ![]() |
Cleric (Light Domain), Eldritch Knight, Sorcerer, Warlock, (The Fiend) Wizard |
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Lv 1 | Enchantment | ![]() Action ![]() Spell Slot |
Magically Charm a humanoid to gain Advantage on Ability Checks in dialogue and prevent it from attacking. Enemies have Advantage on Saving Throws against being Charmed. When the spell ends, the target might accuse you of Charming them. ![]() ![]() ![]() |
Trickery Domain, Warlock, Wizard |
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Lv 1 | Evocation | ![]() Action ![]() Spell Slot |
Hurl a sphere of energy. It deals 3d8 Thunder damage, or deals 2d8 Acid, Cold; Fire, Lightning, or Poison damage and creates a surface. ![]() |
Wizard, Sorcerer, Eldritch Knight |
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Lv 1 | Evocation | ![]() Action ![]() Spell Slot |
![]() Hurl a sphere of energy that deals 2d8 Acid Damage and creates an acid surface. |
Wizard, Sorcerer |
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Lv 1 | Evocation | ![]() Action ![]() Spell Slot |
![]() Hurl a sphere of energy that deals 2d8 Cold Damage and creates a frozen surface. |
Wizard, Sorcerer |
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Lv 1 | Evocation | ![]() Action ![]() Spell Slot |
![]() Hurl a sphere of energy that deals 2d8 Fire Damage and creates a fire surface. |
Wizard, Sorcerer |
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Lv 1 | Evocation | ![]() Action ![]() Spell Slot |
![]() Hurl a sphere of energy that deals 2d8 Lightning Damage and creates an electrified surface. |
Wizard, Sorcerer |
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Lv 1 | Evocation | ![]() Action ![]() Spell Slot |
![]() Hurl a sphere of energy that deals 2d8 Poison Damage and creates an poison surface. |
Wizard, Sorcerer |
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Lv 1 | Evocation | ![]() Action ![]() Spell Slot |
![]() Hurl a sphere of energy that deals 3d8 Thunder Damage. |
Wizard, Sorcerer |
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Lv 1 | Illusion | ![]() Action ![]() Spell Slot |
Creates a dazzling array of flashing, colored lights that Blinds creatures up to a combined 33 hit points.![]() ![]() |
Eldritch Knight, Sorcerer, Wizard |
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Lv 1 | Enchantment | ![]() Action ![]() Spell Slot |
Command a creature to flee, move closer, freeze, drop to the ground or drop their weapon.![]() ![]() ![]() ![]() |
Cleric, The Fiend (Warlock Subclass), Paladin |
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Lv 1 | Enchantment | ![]() Bonus Action ![]() Spell Slot |
Use a divine command to compel an enemy to attack only you.![]() ![]() ![]() ![]() |
Paladin |
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Lv 1 | Transmutation | ![]() Action ![]() Spell Slot |
Choose to call forth rain or destroy a water-based surface.![]() ![]() |
Cleric |
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Lv 1 | Evocation | ![]() Action ![]() Spell Slot |
![]() Touch a creature to heal it. ![]() |
Bard, Cleric Life Domain, Druid, Paladin, Ranger, Oath of the Ancients (Paladin Sub Class) |
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Lv 1 | Illusion | ![]() Action ![]() Spell Slot |
Magically change all aspects of your appearance. (Lasts until the end of a long rest) |
Sorcerer, College of Lore, College of Valour, Bard, Cleric (Trickery Domain), Eldritch Knight, Sorcerer, Wizard |
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Lv 1 | Enchantment | ![]() Action ![]() Spell Slot |
![]() ![]() Whisper a discordant melody to a creature and Frighten it. ![]() On Save: Target still takes half damage ![]() ![]() |
The Great Old One |
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Lv 1 | Evocation | ![]() Bonus Action ![]() Spell Slot |
Your prayer empowers you with divine radiance. Your weapon attacks deal an additional 1d4 Radiant Damage. 10 Turns ![]() |
Paladin |
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Lv 1 | Conjuration | ![]() Bonus Action ![]() Spell Slot |
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 |
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Lv 1 | Conjuration | ![]() Action ![]() Spell Slot |
Vines sprout from the ground, slowing creatures within and possibly Entangling them. |
Druid |
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Lv 1 | Transmutation | ![]() Bonus Action ![]() Spell Slot |
Gain Dash as bonus acton, allowing you to move at an incredible pace.![]() ![]() |
Eldritch Knight, Sorcerer, Warlock, Wizard |
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Lv 1 | Evocation | ![]() Action ![]() Spell Slot |
![]() Encase multiple targets in colourful light. The targets turns visible, and Attack Rolls against the targets have Advantage. ![]() ![]() ![]() ![]() |
Bard, Cleric, College of Lore, College of Valour, Druid |
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Lv 1 | Necromancy | ![]() Action ![]() Spell Slot |
Bolster yourself with a necromantic facsimile of life to gain 7 temporary hit points.![]() |
Eldritch Knight, Sorcerer, Wizard |
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Lv 1 | Transmutation | ![]() Bonus Action ![]() Spell Slot |
Slow the rate of descent of allied creatures. They become Immune to Falling damage.![]() ![]() ![]() |
Bard, College of Lore, College of Valour, Eldritch Knight, Sorcerer, Wizard |
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Lv 1 | Conjuration | ![]() Action ![]() Spell Slot |
Gain the service of a familiar, a fey spirit that takes an animal from of your choose.![]() |
Wizard, Ranger, Fighter (Eldritch Knight), Warlock |
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Lv 1 | Conjuration | ![]() Action ![]() Spell Slot |
Summon a familiar with the form and statistics of a cat that can distract your enemies. (Lasts until the end of a long rest)
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Wizard |
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Lv 1 | Conjuration | ![]() Action ![]() Spell Slot |
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)
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Wizard |
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Lv 1 | Conjuration | ![]() Action ![]() Spell Slot |
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)
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Wizard |
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Lv 1 | Conjuration | ![]() Action ![]() Spell Slot |
Summon a familiar with the form and statistics of an imp. Its barbed tail can inject enemies with a potent poison.
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Warlock |
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Lv 1 | Conjuration | ![]() Action ![]() Spell Slot |
Summon a familiar with the form and statistics of a quasit that can frighten enemies.
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Warlock |
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Lv 1 | Conjuration | ![]() Action ![]() Spell Slot |
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)
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Wizard |
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Lv 1 | Conjuration | ![]() Action ![]() Spell Slot |
Summon a familiar with the form and statistics of a raven. It can launch precise attacks. (Lasts until the end of a long rest)
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Wizard |
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Lv 1 | Conjuration | ![]() Action ![]() Spell Slot |
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)
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Wizard |
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Lv 1 | Conjuration | ![]() Action ![]() Spell Slot |
Create a cloud of dense fog that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of the darkness. ![]() ![]() ![]() |
Ranger, Wizard |
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Lv 1 | Transmutation | ![]() Action ![]() Spell Slot |
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Druid, Ranger |
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Lv 1 | Conjuration | ![]() Action ![]() Spell Slot |
Cover the ground in grease, slowing creatures within and possibly making them fall Prone.![]() ![]() ![]() ![]() |
Wizard, Eldritch Knight |
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Lv 1 | Evocation | ![]() Action ![]() Spell Slot |
![]() Call forth a beam of light that grants Advantage on the next Attack Roll against the target. ![]() ![]() |
Cleric |
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Lv 1 | Conjuration |
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![]() ![]() Shoot a volley of exploding thorns. The thorns deal Weapon Damage Slashing Damage to the target and shatter, dealing an additional 1d10Piercing Damage to the target and surrounding creatures. ![]() ![]() ![]() |
Ranger |
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Lv 1 | Evocation | ![]() Bonus Action ![]() Level 1 Spell Slot |
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Cleric, Bard |
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Lv 1 | Evocation | ![]() |
![]() ![]() The next time you take damage, you use your reaction to surround your attacker in hellish flames. On Save: Target still takes half damage. ![]() |
Warlock, Bard, Oath of Devotion, Oath of the Ancients (Paladin Sub Class) |
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Lv 1 | Enchantment | ![]() Action ![]() Level 1 Spell Slot |
Bolster yourself or an ally with valour and health. The target can no longer be Frightened and gains 5 temporary hit points each turn.![]() ![]() ![]() |
Bard, Oath of Devotion, Oath of the Ancients (Paladin Sub Class) |
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Lv 1 | Enchantment | ![]() Bonus Action ![]() Warlock Spell Slot |
![]() ![]() Curse a creature so it takes additional damage whenever you attack it and to inflic Disadvantage on Ability Checks with an Ability of your choosing. ![]() ![]() |
Warlock |
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Lv 1 | Divination | ![]() Bonus Action ![]() Spell Slot |
![]() ![]() Mark a creature as your quarry to deal an additional 1d6 Slashing Damage whenever you hit it with a weapon attacks. If the target dies before the spell ends, you can mark a new creature without expanding a Spell Slot. ![]() ![]() ![]() |
Ranger |
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Lv 1 | Necromancy | ![]() Action ![]() Spell Slot |
![]() ![]() Putrfy a creature with the nectrotic energy filling your hands. ![]() |
Cleric, Oathbreaker (Paladin Subclass) |
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Lv 1 | Transmutation | ![]() Action ![]() Spell Slot |
Touch a creature to triple its jumping distance.![]() ![]() |
Druid, Eldritch Knight, Ranger, Sorcerer, Wizard |
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Lv 1 | Transmutation | ![]() Action ![]() Spell Slot |
Toucha creature to increase its Movement Speed by 3m.![]() ![]() |
Bard, College of Lore, College of Valour, Druid, Eldritch Knight, Ranger, Wizard |
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Lv 1 | - | ![]() Bonus Action ![]() Spell Slot |
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) |
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Lv 1 | Abjuration | ![]() Action ![]() Spell Slot |
Surround an unarmoured creature in a protective magical force. Its Armour Class increases to 13 + its Dexterity modifier. ![]() ![]() |
Sorcerer, Wizard, Arcane Trickster, Eldritch Knight |
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Lv 1 | Evocation | ![]() Action ![]() Spell Slot |
![]() Create 3 darts of magical force, each dealing 1d4+1 Force to its target. The darts always hit their target. ![]() |
Sorcerer, Wizard, Eldritch Knight, Arcane Trickster |
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Lv 1 | Abjuration | ![]() Action ![]() Spell Slot |
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. ![]() ![]() ![]() |
Cleric, Warlock, Wizard |
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Lv 1 | Necromancy | ![]() Action ![]() Spell Slot |
![]() ![]() Call forth a ray of sickening energy possibly Poison the target. ![]() ![]() ![]() |
Eldritch Knight, Sorcerer, Wizard |
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Lv 1 | Abjuration | ![]() Bonus Action ![]() Spell Slot |
Ward yourself or an ally against enemy attacks. Until the affected entity attacks or harms another creature, it cannot be targeted by enemy attacks. However, it can still take damage from spells that influence a large area. ![]() ![]() |
Paladin |
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Lv 1 | Evocation | ![]() Action ![]() Bonus Action ![]() Spell Slot |
![]() ![]() Your weapon flares with white-hot intensity as you attack, marking your target with Searing Smite. ![]() ![]() ![]() |
Paladin |
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Lv 1 | Abjuration | ![]() Bonus Action ![]() Spell Slot |
Surround a creature with a shimmering field of magic that increases its Armour Class by 2.![]() ![]() ![]() |
Cleric, Eldritch Knight, Warlock, Wizard, Oath of the Ancients and Oath of Devotion (Paladin Sub Class) |
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Lv 1 | Enchantment | ![]() Action ![]() Spell Slot |
Put creatures up to a combined 24 hit points into a magical slumber. Sleeping creatures awaken if they take damege. ![]() ![]() ![]() |
Bard, College of Lore, College of Valour, Eldritch Knight, Sorcerer, Wizard |
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Lv 1 | Divination | ![]() Action ![]() Spell Slot |
![]() Gain the ability to comprehend and verbally communicate with beasts. |
Ranger, Wildheart |
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Lv 1 | Enchantment | ![]() Action ![]() Spell Slot |
Inflict a creature with fits oflaughter, leaving it Prone without the ability to get up.![]() ![]() ![]() ![]() |
Bard, Eldritch Knight, Wizard |
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Lv 1 | Evocation | ![]() Action ![]() Bonus Action ![]() Spell Slot |
![]() ![]() Your weapon rings with thunder as you strike, pushing your target 3m away and possibly knocking it Prone. ![]() ![]() ![]() ![]() ![]() ![]() |
Paladin |
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Lv 1 | Evocation | ![]() Action ![]() Spell Slot |
![]() Release a wave of thunderous force that pushes away all creatures and objects. ![]() ![]() |
Bard, College of Lore, College of Valour, Druid, Eldritch Knight, Sorcerer, Wizard |
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Lv 1 | Evocation | ![]() Action ![]() Bonus Action ![]() Spell Slot |
![]() ![]() Your weapon absorbs your wrath as you strike, possibly Frightening your target. ![]() ![]() ![]() ![]() |
Oath of the Ancients and Oath of Devotion (Paladin Sub Class) |
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Lv 1 | Evocation | ![]() Action + ![]() Spell Slot |
![]() ![]() Call forth a beam of crackling energy and link yourself to the target through an arc of lightning. Each turn, you can activate the arc to automatically deal an additional 1d12 Lightning Damage. ![]() ![]() ![]() |
Eldritch Knight, Sorcerer, Warlock, Wizard |
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Lv 2 | Abjuration | ![]() Action ![]() Level 2 Spell Slot |
5 Healing Bolster your allies with toughness and resolve to heal and increase their hit point maximum. ![]() ![]() ![]() ![]() |
Oath of Devotion, Oath of the Ancients, Cleric |
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Lv 2 | Transmutation | ![]() Action ![]() Level 2 Spell Slot |
Touch a willing creature to toughen its skin and increase its Amiour Class up to 16.![]() ![]() |
Druid, Ranger |
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Lv 2 | Necromancy | ![]() Action ![]() Level 2 Spell Slot |
Magically blind an enemy creature.![]()
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Bard, Sorcerer, The Fiend, Cleric, Wizard |
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Lv 2 | Illusion | ![]() Action ![]() Level 2 Spell Slot |
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. ![]() ![]() |
Sorcerer, Wizard |
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Lv 2 | Evocation | ![]() Action ![]() Bonus Action ![]() Level 2 Spell Slot |
![]() Your weapon gleams with astral radiance as you strike and possibly marks your target with light, preventing it from turning Invisible. ![]() ![]() ![]() ![]() |
Oath of Devotion, Oath of the Ancients |
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Lv 2 | Enchantment | ![]() Action ![]() Level 2 Spell Slot |
Suppress strong emotions in an area, making all humanoids immune to being Charmed or Frightened.![]() ![]() ![]() ![]() |
Bard, Cleric |
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Lv 2 | Conjuration | ![]() Action ![]() Level 2 Spell Slot |
![]() Conjure a cloud ofspinning daggers that attack anyone inside. ![]() ![]() ![]() ![]() |
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Lv 2 | Enchantment | ![]() Action ![]() Level 2 Spell Slot |
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied. |
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Lv 2 | Evocation | ![]() Action ![]() Level 2 Spell Slot |
Create a cloud of magical darkness that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of the darkness. ![]() ![]() ![]() |
Sorcerer, Warlock, Wizard, Oathbreaker |
Darkvision |
Lv 2 | Transmutation | ![]() Action ![]() Level 2 Spell Slot |
Grant a creature the ability to see in the dark out to a range of 12m.![]() ![]() |
Ranger, Sorcerer, Wizard, Druid |
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Lv 2 | Divination | ![]() Action ![]() Level 2 Spell Slot |
Focus your mind to read the thoughts of certain creatures while talking to them. |
Bard, Sorcerer, The Great Old One, Wizard |
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Lv 2 | Transmutation | ![]() Action ![]() Level 2 Spell Slot |
Bestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability.![]() ![]() |
Bard, Sorcerer, Cleric, Druid |
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Lv 2 | Transmutation | ![]() Action ![]() Level 2 Spell Slot |
Make a creature larger or smaller to affect their weapon damage and Strength Checks and Saving Throws.![]() ![]() ![]() |
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Lv 2 | Evocation | ![]() Bonus Action ![]() Action ![]() Level 2 Spell Slot |
Conjure a flaming scimitar in your hand that deals 3d6 Fire damage and sheds bright light in a 3m radius and dim light in a 6m radius. |
Druid |
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Lv 2 | Conjuration | ![]() Action ![]() Level 2 Spell Slot |
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Wizard, Druid |
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Lv 2 | Transmutation | ![]() Action ![]() Level 2 Spell Slot |
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Bard, Druid |
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Lv 2 | Enchantment | ![]() Action ![]() Level 2 Spell Slot |
Paralyse a humanoid creature, making it unable to move or act.![]() ![]() ![]() ![]() |
Bard, Sorcerer, Warlock, Cleric, Wizard, Druid |
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Lv 2 | Illusion | ![]() Action ![]() Level 2 Spell Slot |
Touch a creature to turn it Invisible.![]() ![]() ![]() |
Bard, Sorcerer, Warlock, Wizard |
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Lv 2 | Abjuration | ![]() Action ![]() Level 2 Spell Slot |
Remove one disease or condition afflicting a creature.![]() |
Bard, Oath of Devotion, Oath of the Ancients, Ranger, Cleric, Druid |
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Lv 2 | Transmutation | ![]() Action ![]() Level 2 Spell Slot |
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls.![]() ![]() ![]() |
Oath of Devotion, Oath of the Ancients, Wizard |
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Lv 2 | Evocation | ![]() Action ![]() Level 2 Spell Slot |
![]() Shoot a green arrow that covers the target and the ground with acid. Deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of the target's turn. ![]() ![]() |
Wizard |
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Lv 2 | Illusion | ![]() Action ![]() Level 2 Spell Slot |
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. Whenever you successfully evade an attack, one of the duplicates disappears. ![]() |
Sorcerer, Warlock, Wizard, Circle of the Land |
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Lvl 2 | Conjuration | ![]() Bonus Action ![]() Level 2 Spell Slot |
Surrounded by silver mist, you teleport to an unoccupied space you can see.![]() |
Oath of the Ancients, Warlock, Circle of the Land, Sorcerer, Wizard |
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Lv 2 | Evocation | ![]() Action ![]() Level 2 Spell Slot |
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Oath of the Ancients, Druid |
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Lv 2 | Abjuration | ![]() Action ![]() Level 2 Spell Slot |
Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth checks.![]() ![]() |
Ranger, Druid |
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Lv 2 | Illusion | ![]() Action ![]() Level 2 Spell Slot |
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Bard, Sorcerer, The Great Old One, Wizard |
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Lv 2 | Evocation | ![]() Action ![]() Level 2 Spell Slot |
![]() Heal all allies you can see. ![]() ![]() |
Cleric |
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Lv 2 | Abjuration | ![]() Action ![]() Level 2 Spell Slot |
Touch a creature to grant it protection against poisonious influences. |
Oath of Devotion, Oath of the Ancients, Ranger, Cleric, Druid |
|
Lv 2 | Necromancy | ![]() Action ![]() Level 2 Spell Slot |
A beam of enervating energy springs from your fingers to weaken a foe. The target deals half damage with Weapon Attacks using Strength. ![]() ![]() |
Warlock, Wizard |
|
Lv 2 | Evocation | ![]() Action ![]() Level 2 Spell Slot |
![]() Hur1 3 rays offire. Each ray deals 2d6 Fire damage. ![]() |
Sorcerer, The Fiend, Wizard |
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Lv 2 | Evocation | ![]() Action ![]() Level 2 Spell Slot |
|
Bard, Sorcerer, Warlock, Wizard |
|
Lv 2 | Illusion | ![]() Action ![]() Level 2 Spell Slot |
Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage.![]() ![]() ![]() ![]() |
Bard, Oath of Devotion, Ranger, Cleric |
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Lv 2 | Transmutation | ![]() Action ![]() Level 2 Spell Slot |
|
Druid, Ranger |
|
Lv 2 | Conjuration | ![]() Action ![]() Level 2 Spell Slot |
Cover an area in thick, flammable webbing that slows creatures within and possibly Enwebs them.![]() ![]() ![]() ![]() |
Wizard, Sorcerer |
|
Lv 3 | Necromancy | ![]() Action ![]() Level 3 Spell Slot |
Animate a corpse to create an undead servant while not in combat. | Cleric, Wizard |
|
Lv 3 | Abjuration | ![]() Action ![]() Level 3 Spell Slot |
Targets gain advantage on Wis. saving throws and death saving throws, and regain the maximum number of hp from healing. | Cleric |
|
Lv 3 | Necromancy | ![]() Action ![]() Level 3 Spell Slot |
Curse a creature with your touch.![]() ![]() ![]() ![]() |
Bard, Cleric, Wizard, |
|
Lv 3 | Conjuration | ![]() Action ![]() Level 3 Spell Slot |
![]() Call down lightning to hit all targets within range. Each turn, can call down lightning again without expending a spell slot. ![]() ![]() ![]() ![]() ![]() |
Druid |
|
Lv 3 | Abjuration | ![]() Reaction ![]() Level 3 Spell Slot |
Interrupt a creature in the process of casting a spell, making it fail so it has no effect. The higher the level of the spell being cast, the harder it is to interrupt. You can always interrupt spells of 3rd level or lower. ![]() |
Sorcerer, Warlock, Wizard |
|
Lv 3 | Evocation | ![]() Action ![]() Level 3 Spell Slot |
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.![]() ![]() |
Cleric, Druid, Paladin, Ranger, Sorcerer |
|
Lv 3 | Illusion | ![]() Action ![]() Level 3 Spell Slot |
Project a phantasmal image so frightening it makes targets drop whatever they are holding and become Fearful. If the target ends their turn where they can't see you, they can make another Saving Throw to shake off their fear. ![]() ![]() ![]() ![]() ![]() |
Bard, Sorcerer, Warlock, Wizard |
|
Lv 3 | Necromancy | ![]() Action ![]() Level 3 Spell Slot |
Put an ally in a protective, magical coma deep enough to imitate death. The Ally becomes Resistant to all damage except psychic damage, and disease and poison no longer have any effect. ![]() ![]() |
Bard, Cleric, Druid, Wizard |
|
Lv 3 | Evocation | ![]() Action ![]() Level 3 Spell Slot |
![]() ![]() Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity. On Save: Targets still take half damage. ![]() ![]() ![]() |
Sorcerer, Wizard |
|
Lv 3 | Transmutation | ![]() Action ![]() Level 3 Spell Slot |
Bestow the ability to Fly upon yourself or an ally. |
Sorcerer, Warlock, Wizard |
|
Lv 3 | Transmutation | ![]() Action ![]() Level 3 Spell Slot |
![]() Transform yourself or an ally into a cloud of mist to avoid attacks. The target becomes Resistant to all damage, gains Advantage on Constitution, Dexterity, and Strength Saving Throws, and becomes tiny in size. ![]() ![]() |
|
|
Lv 3 | Abjuration | ![]() Action ![]() Level 3 Spell Slot |
Inscribe a circle of arcane glyphs on the ground that trigger a magical effect when stepped on by an enemy.![]() ![]() ![]() |
|
|
Lv 3 | Transmutation | ![]() Action ![]() Level 3 Spell Slot |
![]() Target yourself or an ally to become Hastened. ![]() ![]() |
|
|
Lv 3 | Conjuration | ![]() Action ![]() Level 3 Spell Slot |
![]() Create a sphere of cold blackness, teeming with unknown horrors. Creatures starting their turn in the take 2d6 Cold damage. Creatures ending their turn in the area possibly take 2d6 Acid damage. The area is Difficult Terrain and creatures within are Blinded. ![]() ![]() ![]() ![]() ![]() |
Warlock |
|
Lv 3 | Conjuration | ![]() Action ![]() Level 3 Spell Slot |
Create a twisting pattern of colours that Hypnotises all creatures within area that can see the pattern.![]() ![]() ![]() ![]() ![]() |
|
|
Lv 3 | Evocation | ![]() Bonus Action ![]() Level 3 Spell Slot |
![]() Call out words of restoration to heal up to 6 creatures. ![]() ![]() ![]() |
|
|
Lv 3 | Transmutation | ![]() Action ![]() Level 3 Spell Slot |
Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered.![]() ![]() |
|
|
Lv 3 | Abjuration | ![]() Action ![]() Level 3 Spell Slot |
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage.![]() ![]() |
|
|
Lv 3 | Abjuration | ![]() Action ![]() Warlock Spell Slot |
Touch a creature or object to remove all Curses affecting it.![]() |
|
|
Lv 3 | Necromancy | ![]() Action ![]() Level 3 Spell Slot |
Revive a companion. They return to life with 1 hit point.![]() ![]() |
Cleric, Paladin |
|
Lv 3 | Conjuration | ![]() Action ![]() Level 3 Spell Slot |
Call forth a storm of sleet that douses fires, creates an ice surface, and disrupts the concentration of spellcasters.![]() ![]() ![]() |
|
|
Lv 3 | Conjuration | ![]() Action ![]() Level 3 Spell Slot |
Call forth spirits to protect the area around you. Nearby enemies take 3d8 Radiant damage or 3d8 Necrotic damage per turn, and their Movement Speed is halved. On Save: Targets still take half damage. ![]() ![]() ![]() ![]() |
Cleric |
|
Lv 3 | Conjuration | ![]() Action ![]() Level 3 Spell Slot |
Create a cloud of gas so nauseating it prevents creatures from taking actions.![]() ![]() ![]() ![]() |
|
|
Lv 3 | Necromancy | ![]() Action ![]() Level 3 Spell Slot |
![]() ![]() Touch an enemy to syphon their life force. You regain half as many hit points as hit points as the damage they take. For 10 turns, you can use Vampiric Touch again without expending an additional spell slot. ![]() |
- Anonymous
hmmm... i see that Wish is on the list of all spells. Interesting.........
- Anonymous
To anyone wondering why some people can't recognise the spells. Click a category, like cleric, you get level 3 and 4 spell not currently available in the game.
- Anonymous
wonder how wish is gonna work given that you can lose the spell for good. wont save scumming kinda ruin the spell or is there gonna be a means to counter people who reload the save they had before they lost the spell for good?
- Anonymous
I've seen all of these spells in Early Access, so that much is accurate. I do have a question though. When it says "Attack/Save: Dexterity" what does that mean? Am I rolling an attack die with my Dexterity bonus (or malus)? Should I avoid those on my Wizard that has poor Dex? (Or Con/Wis/Ranged/etc)?
- Anonymous
Do I have permission to add duration to some of these? Doesn't seem to have it for the most part(like Mage armor lasts until you do a long rest).
All of the content in this page is directly from the game - if you don't see the spells is because you don't have access to it.
- Anonymous
This article is horribly inaccurate. Many of these spells aren't in the game.
Where did these spells come from? Were they datamined, or plucked from DnD itself? Many of these do not seem to be in the game, and some with ex "1 minute" or "1 hour" don't fit BG3.
Bear's Endurance gives advantage on Con ability checks and 7 Temp HP
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+10
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