Spells in Baldur's Gate 3 are regulated forms of magic energy. In BG 3, there are certain classes can cast spells to damage enemies, buff companions or create other effects. Wizards and Clerics have different sets of spells, while characters of other classes may cast a spell using scrolls.
ALL WARLOCK SPELLS IN BALDURS GATE 3
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Quick Search of All Warlock Spells
|Blade Ward||Cantrip||Abjuration||1 Action||No||Gain resistance to Bludgeoning, Piercing, and Slashing damage from weapon attacks.
Inflicts Blade Ward
|Chill Touch||Cantrip||Necromancy||1 Action||No||Assail a creature with the chill of the grave. It takes 1d8 Necrotic and cannot regain hit points. Undead creatures also get disadvantage on attack rolls.
Inflicts Chill Touch
|Eldritch Blast||Cantrip||Evocation||1 Action||No||Conjure a beam of crackling energy that deals 1d10 Force.|
|Friends||Cantrip||Enchantment||1 Action||Yes||Enchant a non-hostile creature to gain advantage on Charisma checks agianst it.|
|Mage Hand||Cantrip||Conjuration||1 Action||No||Create a spectral hand that can manipulate and interact with objects.|
|Minor Illusion||Cantrip||Illusion||1 Action||No||Create an illusory image that distracts nearby creatures, complelling them to investigate.
You can remain hidden while casting this spell.
|Poison Spray||Cantrip||Conjuration||1 Action||No||Project a puff of noxious gas that deals 1d12 Poison.|
|Prestidigitation||Cantrip||Transmutation||1 Action||No||Minor magical trick (sensory effect, light a torch, clean an object, warm, make a symbol appear, create a trinket, etc).|
|True Strike||Cantrip||Divination||1 Action||Yes||Divine a character's defences to give you advantage on attack rolls against it.|
|Armour of Agathys||Lvl 1||Abjuration||1 Action||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
|Arms of Hadar||Lvl 1||Conjuration||1 Action||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.
|Charm Person||Lvl 1||Enchantment||1 Action||No||Magically charm a humanoid that you can see.
A charmer has advantage on Charisma checks agains the creature.
|Comprehend Languages||Lvl 1||Divination||1 Action||No||The caster understands any spoken and written (1 min/page) language. Doesn't decode secret messages.|
|Expeditious Retreat||Lvl 1||Transmutation||1 Bonus Action||Yes||Turn Dash into a bonus action, allowing you to move at and increadible pace.
Inflicts Expeditious Retrat
|Hellish Rebuke||Lvl 1||Evocation||1 Reaction||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.
|Hex||Lvl 1||Enchantment||1 Bonus 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.|
|Illusory Script||Lvl 1||Illusion||1 Minute||No||Write a secret message that can only be read by a designated target or a creature with truesight.|
|Protection from Evil and Good||Lvl 1||Abjuration||1 Action||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.
|Unseen Servant||Lvl 1||Conjuration||1 Action||No||Create an invisible servant who performs simple tasks (bring something back, clean up, maintain a fire, serve at table, etc).|
|Witch Bolt||Lvl 1||Evocation||1 Action||Yes||Call forth a beam of crackling, purple energy. Deals 1d12 Lightning and links you to the target through an arc of lightning.
Each turn, you can activate the arc to automatically deal 1d12 Lightning.
Inflicts Withc Bolt
|Cloud of Daggers||Lvl 2||Conjuration||1 Action||Yes||Conjure a cloud of spinning daggers that lasts for 10 turns. Anyone inside the whirlwind takes 4d4 Slashing damage each turn.|
|Crown of Madness||Lvl 2||Enchantment||1 Action||Yes||Instill madness in an enemy, making them attack the creature closest to them, even if it's allied.|
|Darkness||Lvl 2||Evocation||1 Action||Yes||Create a cloud of magical darkness to Heavily Obscure and Blind creatures within. Creatures cannot make ranged attacks into or out of the darkness.|
|Enthrall||Lvl 2||Enchantment||1 Action||No||Targets must succeed on a Wis. save or have disadvantage on Wisdom (Perception) checks to perceive others creatures.|
|Hold Person||Lvl 2||Enchantment||1 Action||Yes||Paralyze a humanoid creature.
At the end of each of its turns, the creature can try to free itself.
Inflicts Hold Person
|Invisibility||Lvl 2||Illusion||1 Action||Yes||Touch a creature to turn it Invisible.
The spell ends early it hte creature attacks or casts a spell.
|Mirror Image||Lvl 2||Illusion||1 Action||No||Creates 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3.
Whenever you successfully evade an attack, one of the illusions disappears.
Inflicts Mirror Image
|Misty Step||Lvl 2||Conjuration||1 Bonus Action||No||Surrounded by black mist, you telepart to an unoccupied space you can see.|
|Ray of Enfeeblement||Lvl 2||Necromancy||1 Action||Yes||A beam of enervating energy springs from your fingers. The target deals half damage with weapopn attacks using Strength.|
|Shatter||Lvl 2||Evocation||1 Action||No||Generate a painfully intense ringing noise that deals 3d8 Thunder to creates and objects.
On a successful save, creatures only takes half damage. Creatures made of inorganic material such as stone have disadvantage on their saving throw.
|Spider Climb||Lvl 2||Transmutation||1 Action||Yes||The target can move along vertical surfaces while leaving its hands free and gains climbing speed.|
|Suggestion||Lvl 2||Enchantment||1 Action||Yes||The target must succeed on a Wis. save or follow the suggestion given by the caster in one or two sentences.|
|Counterspell||Lvl 3||Abjuration||1 Reaction||No||In reaction, fail a spell of 3rd level or lower. Ability check if the spell is 4th level or higher (threshold/lvl).|
|Dispel Magic||Lvl 3||Abjuration||1 Action||No||End spells of 3rd level 3 or lower on a target. Ability check for each spell of 4th level or higher (threshold/lvl).|
|Fear||Lvl 3||Illusion||1 Action||Yes||Creatures in a 30-ft cone must succeed on a Wis. save or drop whatever they are holding, become frightened and move away.|
|Fly||Lvl 3||Transmutation||1 Action||Yes||The target gets a flying speed of 60 ft (+1 creature/lvl).|
|Gaseous Form||Lvl 3||Transmutation||1 Action||Yes||The target turns into a cloud, gets a flying speed of 10 ft, and can pass through small holes.|
|Hunger of Hadar||Lvl 3||Conjuration||1 Action||Yes||Creatures in a 20-ft-radius sphere take 2d6 cold damage et must succeed on a Dex. save or take 2d6 acide damage.|
|Hypnotic Pattern||Lvl 3||Illusion||1 Action||Yes||Creatures in a 30-ft cube must succeed on a Wis. save or be charmed and incapacitated, with a speed of 0.|
|Magic Circle||Lvl 3||Abjuration||1 Minute||No||Create a 10-ft-radius, 20-ft-tall cylinder that protect from celestials, elementals, fey, The Fiends, and/or undead (+1 h/lvl).|
|Major Image||Lvl 3||Illusion||1 Action||Yes||Create the image of an animated object or creature, with sounds and smells (without concentration/lvl).|
|Remove Curse||Lvl 3||Abjuration||1 Action||No||End all curses affecting one creature or object.|
|Tongues||Lvl 3||Divination||1 Action||No||The target understands and speaks any spoken language it hears.|
|Vampiric Touch||Lvl 3||Necromancy||1 Action||Yes||If the spell attack hits, deals 3d6 necrotic damage (damage/lvl) and the caster regains 50% of his hp.|
|Banishment||Lvl 4||Abjuration||1 Action||Yes||The target must succeed on a Cha. save or be banished to a harmless demiplane (+1 creature/lvl).|
|Blight||Lvl 4||Necromancy||1 Action||No||The target must succeed on a Con. save or take 8d8 necrotic damage (damage/lvl).|
|Dimension Door||Lvl 4||Conjuration||1 Action||No||The caster and another creature of the same size are teleported to a maximum of 500 feet.|
|Hallucinatory Terrain||Lvl 4||Illusion||10 Minutes||No||Make a natural terrain looks like another type (for example a road becomes a swamp or a crevasse).|
|Contact Other Plane||Lvl 5||Divination||1 Minute||No||Contact an extraplanar entity to ask it 5 questions if an Int. save is successful. Otherwise, 6d6 psychic damage.|
|Dream||Lvl 5||Illusion||1 Minute||No||Shape the dreams of a sleeping creature who can take 3d6 psychic damage if it fails on a Wis. save.|
|Hold Monster||Lvl 5||Enchantment||1 Action||Yes||Target must succeed on a Wis. save or be paralyzed (+1 creature/lvl).|
|Scrying||Lvl 5||Divination||10 Minutes||Yes||Allow you to see and hear a specific creature (can also target a location) on the same plane (Wis. save).|
|Arcane Gate||Lvl 6||Conjuration||1 Action||Yes||Create 2 portals (max 500 ft between them) and allow teleport from one to the other.|
|Circle of Death||Lvl 6||Necromancy||1 Action||No||Creatures in a 60-ft-radius sphere must succeed on a Con. save or take 8d6 necrotic damage (damage/lvl).|
|Conjure Fey||Lvl 6||Conjuration||1 Minute||Yes||Summon 1 fey of CR 6, friendly (CR +1/lvl).|
|Create Undead||Lvl 6||Necromancy||1 Minute||No||Up to 3 Medium or Small humanoids corpses become a ghoul who obey the caster for 24 h (nbr and type of creatures/lvl).|
|Eyebite||Lvl 6||Necromancy||1 Action||Yes||The target in a 60-ft radius must succeed on a Wis. save or take on a the following effects: asleep, panicked or sickened.|
|Flesh to Stone||Lvl 6||Transmutation||1 Action||Yes||The target within 60 ft must succeed on a Con. save or be restrained, or petrified after 3 failures.|
|Mass Suggestion||Lvl 6||Enchantment||1 Action||No||Up to 12 targets must succeed on a Wis. save or follow the suggestion given by the caster (duration/lvl).|
|True Seeing||Lvl 6||Divination||1 Action||No||The target gets truesight, sees magic secret doors and in the Ethereal Plane.|
|Etherealness||Lvl 7||Transmutation||1 Action||No||The caster is projected into the Ethereal Plane (nbr of creatures/lvl).|
|Finger of Death||Lvl 7||Necromancy||1 Action||No||The target must succeed on a Con. save or take 7d8+30 necrotic damage. If killed, becomes a zombie under the caster command.|
|Forcecage||Lvl 7||Evocation||1 Action||No||Creates a 20-ft cage or a 10-ft box of magical force that traps a creature. Escape by magicial means only.|
|Plane Shift||Lvl 7||Conjuration||1 Action||No||The caster and up to 8 creatures are transported to another plane of existence, or a creature is banished (Cha. save).|
|Demiplane||Lvl 8||Conjuration||1 Action||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.|
|Dominate Monster||Lvl 8||Enchantment||1 Action||Yes||The target must succeed on a Wis. save or be charmed and obey the caster (duration/lvl).|
|Feeblemind||Lvl 8||Enchantment||1 Action||No||The target take 4d6 psychic damage and must succeed on an Int. save or his Charisma and Intelligence scores become 1.|
|Glibness||Lvl 8||Transmutation||1 Action||No||Give 15 to a Charisma check and hides the lies during a magic detection.|
|Power Word Stun||Lvl 8||Enchantment||1 Action||No||The target (150 hp or fewer) is stunned until it succeeds on a Con. save.|
|Astral Projection||Lvl 9||Necromancy||1 Hour||No||The caster and up to 8 creatures are projected into the Astral Plane.|
|Foresight||Lvl 9||Divination||1 Minute||No||1 creature sees its near future, can not be surprised and has advantage on his rolls. Attacks against it have disadvantage.|
|Imprisonment||Lvl 9||Abjuration||1 Minute||No||The target within 30 ft must succeed on a Wis. save or be held prisoner. The form is to choose from 6 options.|
|Power Word Kill||Lvl 9||Enchantment||1 Action||No||The target (100 hp or fewer) dies!|
|True Polymorph||Lvl 9||Transmutation||1 Action||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|