Baldur’s Gate 3: All Spells & How They Work in BG3
You can unleash multiple spells against your foes in Baldur’s Gate 3, and this guide shows you them all.
Most classes in Baldur’s Gate 3 can cast a spell, especially spellcasters such as Wizards, Sorcerers, Druids, Warlocks, and Clerics. You can also come across spell scrolls that any class can use, which are always helpful when you’re backed into a corner. These intricate spells are endlessly useful, but figuring out which ones you should be using might be difficult.
Because the amount of spells you can use in Baldur’s Gate 3 is absolutely massive, keeping track of them is a huge undertaking. Here’s what you need to know about all the spells you can use in Baldur’s Gate 3.
Every Spell in Baldur’s Gate 3
Every Spellcaster in your Baldur’s Gate 3 party cannot learn each spell. However, it’s important to take note of every spell that you can find while playing Baldur’s Gate 3 and to figure out some of the favorites you’ll want to consider using. These are all of the spells you can find while playing Baldur’s Gate 3.
All Cantrips in Baldur’s Gate 3
These are all of the Cantrips you can use in Baldur’s Gate 3.
Spell Name | Spell Effect |
Acid Splash | Throw an Acid AoE attack 18 Meters away for 1d6 Acid damage – Dexterity Save |
Blade Ward | Take only half of the damage from Slashing, Piercing, and Bludgeoning attacks. Remains for two turns. |
Bone Chill | Prevent the target from healing until the Spellcaster’s next turn, 18 meters attack. Causes 1d6 Necrotic Damage |
Dancing Lights | Illuminate a 9-meter radius for 10 turns. Can cast 18 meters aways |
Eldritch Blast | Conjure beams of energy. Acquire a second beam at 5th level, and a third beam at 10th level. Each beam is rolled separately. Can fire up to 18 meters away for 1d10 Force damage. |
Fire Bolt | Launch a Fire Bolt up to 18 meters away for 1d10 Fire Damage |
Friends | Gain Advantage on Charisma Checks against a non-hostile creature, typically during conversations. Requires Concentration, and levels for 10 turns. |
Githyanki Psionics: Mage Hand | Create an invisible spectral hand that manipulates and interacts with objects. This spell lasts for 10 turns and requires Concentration. |
Guidance | Grant a specific target a +1d4 during Ability Checks. Requires Concentration. |
Light | Infuse an object with an aura of light until your next Long Rest. |
Mage Hand | Create an invisible spectral hand that manipulates and interacts with objects. This spell lasts for 10 turns and requires Concentration. |
Minor Illusion | Create an illusion that compels nearby creatures to investigate it. This illusion lasts for 10 turns and requires Concentration. |
Poison Spray | Project a small AoE attack of poison, up to 3 meters away for 1d12 Poison Damage. Requires a Constitution save from target. |
Produce Flame | A flicking flame appears in the Spellcaster’s hand that sheds a bright light up to 9 meters, and deals 1d8 of Fire damage when thrown at a target. Available for a Long Rest, or until thrown. |
Ray of Frost | Fires a ray of Ice, reducing the target’s Movement Speed by 3 meters, which lasts for 1 turn. Can fire up to 18 meters, and does 1d8 Cold damage. |
Resistance | Make a target more resistant to spell effects and conditions. Also provides a +1d4 to all Saving Throws. Lasts for 10 turns, and requires Concentration. |
Sacred Flame | Fire a bolt of radiance light on a target, inflicting 1d8 Radiant damage in 18 meters. Requires a Dexterity save. |
Selune’s Dream | An ally you touch regains 1d8 Hit Points, but there’s a chance for the Spellcaster to fall asleep. |
Shillelagh | Embuw a staff or club with bolstered damage, giving them an additional 1d8 to Bludgeoning damage for 10 turns. |
Shocking Grasp | Unleash an Electric melee attack of that deals 1d8 Lightning damage to a target, who cannot use Reactions for a turn. |
Thaumaturgy | Gain Advantage on Intimidation and Performance checks for 10 Turns. |
Thorn Whip | Strike a foe from 9 meters away using a vine whip strike, unleashing 1d6 Piercing damage. Has a chance to pull a target 3 meters closer. |
True Strike | Gain Advantage on your next Attack Roll against a target. Requires Concentration. |
Vicious Mockery | Insult a specific target, dealing 1d4 Psychic damage. Requires a Wisdom Save. |
All Level 1 Spells in Baldur’s Gate 3
These are all of the Level 1 Spells you can use in Baldur’s Gate 3.
Spell Name | Spell Effect |
Animal Friendship | Prevent an animal from attacking you within 18 meters. Requires a Wisdom Save. |
Armour of Agathys | Gain five Temporary hit points, and unleash Cold damage against any foe that hits you while this spell is in effect. |
Arms of Hadar | Unleash large tendrils that do 2d6 Necrotic damage, and prevent targets from performing Reactions. |
Bane | Target four enemies, and they receive a -1d4 to their next Attack or Saving Rolls. |
Bless | Target three allies, and they receive +1d4 to their Attack or Saving Rolls for 10 turns. Requires Concentration. |
Burning Hands | Fire flames from your character’s hands up to 5 meters away, dealing 3d6 Fire damage. Requires a Dexterity Save. |
Charm Person | Target someone and gain an Advantage on Charisma Checks while in dialogue. Lasts for 10 turns, and requires a Wisdom saving throw. |
Chromatic Orb: Acid, Cold, Fire, Lightning, Poison, or Thunder | Throw out a Chromatic Orb that deals 3d8 Thunder damage, or 2d8 Acid, Cold, Fire, Lightning, or Poison target to a set area. |
Colour Spray | Target forest within 5 meters away, and potentially blind them, and damage them for a total of 33 Hit Points. |
Command (Halt) | Force a target to flee from you, stop moving, move closer, or drop their weapon. Requires a Wisdom Save. |
Compelled Duel | Force a target to duel your character. Requires a Wisdom Save and Concentration. |
Create or Destroy Water | Call forth rain in a set area, or remove watch from that area. |
Cure Wounds | Heal a target for 1d8 + a Spellcaster’s Modifier. Must be in Melee Range. |
Disguise Self | Change your character’s appearance until their next Long Rest, or the spell goes away. |
Dissonant Whispers | Unleash powerful whispers on a target, dealing 3d6 Psychic damage. Potentially frighten them. Requires a Wisdom Save. |
Divine Favour | Embue a weapon with a 1d4 Radiant Damage for three turns. Requires Concentration. |
Ensnaring Strike | Fire out a thorny vine, potentially Ensaring a target. Requires a Strength save, and Concentration. |
Entangle | Create vines underneath a target and potentially Entangle them, stopping them from moving. Lasts for 10 turns, requires a Strength save, and Concentration. |
Expeditious Retreat | Gain Dash immediately and a bonus action at the end of each turn until the spell ends. Lasts until Long Rest, and requires Concentration. |
Faerie Fire | Create a specific area with Faerie Fire, preventing Invisibility, and have Advantage on Attack Rolls against targets. Lasts for 10 turns and requires Concentration. |
False Life | Gain 7 Temporary Hit Points until your next Long Rest. |
Feather Fall | Gain Falling Immunity for 10 turns. |
Find Familiar: Cat, Crab, Frog, Imp, Quasit, Rat, or Raven | Summon a Familiar to use as a companion. |
Fog Cloud | Create a large cloud that blinds characters within it, but heavily obscures them. Lasts for 10 turns and requires Concentration. |
Goodberry | Create a Goodberry in a character’s inventory that they can eat for 4d4 Healing. |
Grease | Cover the ground with Grease, potentially causing characters to fall. Requires a Dexterity Save. |
Guiding Bolt | Throw a beam of light at a character, giving Advantage to the next Attack Roll made against them. Does 4d6 Radiant damage. |
Hail of Thorns | Unleash a volley of thorns on a target, dealing Weapon Damage, plus 1d10 Piercing damage against them. Thorns still go off even if the attack misses, and requires a Dexterity Save. |
Healing Word | Grant 1d4 + Spellcaster’s Modifier to a creature they see within 18 meters. |
Hellish Rebuke | When attacked, as a reaction, a target can unleash 2d10 Fire damage to a target. |
Heroism | Make a target immune to being Frightened, and gain 5 Temporary hitpoints. Requires Concentration. |
Hex | Curse a creature with Hex and it will have a Disadvantage on a specific Ability Checks of your choosing. May deal 1d6 Necrotic damage depending on the Ability chosen. |
Hunter’s Mark | Mark a specific target. When you hit that target with a Weapon Attack, there’s a chance to deal 1d6 Slashing Damage on top of the Weapon Damage. Requires Concentration. |
Ice Knife | Throw an Ice Knife at a target that deals 1d10 Piercing Damage and 2d6 Cold Damage. Creates an Ice Surface, and requires a Dexterity Save. |
Inflict Wounds | Unleash 3d10 Necrotic damage to a target in Melee range. |
Enhance Leap | Increase a user’s jumping distance by three times the normal amount for 10 turns. |
Longstrider | Increase a target’s speed by 3 meters until their next Long Rest. |
Lunar Mend | While in Wild Shape, use a Spell Slot to heal. |
Mage Armour | Increase a character’s Armour Class to 13 + their Dexterity Modifier until their next Long Rest. |
Magic Missile | Unleash three magical darts on one, or several targets that each deal 1d4 Force Damage. |
Protection from Good and Evil | Protect a chosen ally from Aberrations, Celestials, Elementals, Fey, Fiends, and Undead targets. The target can also not be Charmed, Frightened, or possessed by these foes. |
Ray of Sickness | Unleash 2d8 Poison damage to a target within 18 Meters. Requires a Constitution Save. |
Sanctuary | Target an ally, and yourself, and prevent any enemies from targeting you. These effects go away should you or your target attack a foe. |
Searing Smite | Deal an additional 1d6 Fire damage to a target, setting them on fire. They take 1d6 Fire Damage each turn. Requires Concentration. |
Shield | Increase your Armour Class by 5 right before you’re about to be hit. |
Shield of Faith | Increase a target’s Armour Class by 2 for 2 turns. Requires Concentration. |
Sleep | Cause a target to fall asleep. |
Speak with Animals | Understand and communicate with animals until your next Long Rest. |
Tasha’s Hideous Laughter | Target an enemy and cause them to fall prone, laughing for 10 turns. Requires a Wisdom Save, and Concentration. |
Thunderous Smite | Unleash an attack that does 2d6 Thunder damage, pushing a target away and potentially causing them to go prone. Requires a Strength Save. |
Thunderwave | Call out a force of 2d8 Thunder damage, pushing enemies away from you. Requires a Constitution Save. |
Wrathful Smite | Deal 1d6 Psychic damage to a target, and potentially frighten them. Requires a Wisdom Save, and Concentration. |
Witch Bolt | Fire out a bolt that deals 1d12 Lightning damage. Link with the target and deal 1d12 Lightning Damage each turn should you reactivate it. Requires an Attack Roll, and Concentration. |
All Level 2 Spells in Baldur’s Gate 3
These are all of the Level 2 Spells you can use in Baldur’s Gate 3.
Spell Name | Spell Effect |
Aid | Increase your Allies’ maximum hit points by 5 Hit Points in a 9 meter radius. |
Arcane Lock | Close a door or container using a magical lock, and it cannot be lockpicked or opened with Knock. |
Barkskin | Touch a willing creature to toughen its skin and increase its Armour Class up to 16. Requires Concentration. |
Blindness | Potentially blind a target, giving allies Advantage against them, and the target has Disadvantage on Attack Rolls. Requires a Constitution. |
Blur | Attacks have Disadvantage on attack rolls against you. |
Branding Smite | Mark a target with Light, preventing them from becoming Invisible. Hit for 2d6 Radiant Damage, for 10 turns. Requires Concentration and a Constitution save |
Calm Emotion | Target a Humanoid and they cannot be Charmed, Frightened, or Enraged. |
Cloud of Daggers | Place an AoE of Daggers on a specific spot, that does 4d4 Slashing Damage. Requires Concentration |
Crown of Madness | Force a target to attack the nearest target to them, even if its an Ally. Requires Concentration and a Wisdom Save. |
Darkness | Create a large AoE of Darkness that blinds targets within it, and Heavily Obscures all targets. Anyone within the cloud cannot use Ranged Attacks. |
Darkvision | Give the target Creature Darkvision until their next Long Rest. |
Detect Thoughts | You can read a character’s thoughts. Requires Concentration, and lasts until the next Long Rest. |
Enhance Ability | Give a magical enhancement to an ally, and give them Advantage on their next Ability Check. |
Enlarge – Reduce | Make a target creature larger or smaller, giving them an Advantage or Disadvantage on Strength and Saving Throws, they also get a plus 1d4 or minus 1d4 if they get larger or smaller. |
Enthral | Reduce a target’s peripheral vision and make it look at you, within 6 meters, for 10 turns. |
Flame Blade | Create a flaming scimitar in the target’s hand for 3d6 Fire Damage, and provides light in 3 meters. Requires Concentration for 10 turns |
Flaming Sphere | Summon a large flaming sphere that can chase against enemies to do 2d6 Fire damage. Lasts for 10 turns, requires Concentration, and a Dexterity save. |
Gust of Wind | Summon a strong wind that casts away any clouds on the field and pushes creatures back by 5 meters. Requires a Strength check. |
Heat Metal | Cause a metal weapon to become red hot, causing 2d8 Fire Damage. A target might drop this weapon, or continue holding it for Disadvantage on their Ability and Attack Rolls. Requires Concentration and a Constitution save. |
Hold Person | Hold a humanoid still, causing them to be paralyzed for 10 turns. Attacks against them are always Critical Hits. Requires Concentration and a Wisdom Save. |
Invisibility | Turn the spellcaster invisible for a short period of time. Requires Concentration and lasts for 10 turns. |
Knock | Unlock a specific object that is locked. |
Lesser Restoration | Cure a creature from Disease, Poison, Paralysis, or Blindness. |
Magic Weapon | Give a weapon a +1 bonus to Attack and Damage Rolls until the next Long Rest. Requires Concentration. |
Melf’s Acid Arrow | Shoot a green arrow that covers the target and the ground with acid, causing 4D4 Acid damage, and 2d4 Acid at the end of the turn. |
Mirror Image | Create three similar projections of the spellcaster, increasing the user’s Armour Class by 3 for each projection. Lasts for 10 turns. |
Misty Step | Teleport to a specific location. |
Moonbeam | Unleash a beam from above that does 2d10 Radiant damage. The spellcaster can use an action to move it. |
Pass Without Trace | Call forth a veil of shadows that all allies a +10 bonus to Stealth Checks. |
Phantasmal Force | Deal damage to a specific target each turn, dealing 1d6 Psychic damage for 10 turns. Requires an Intelligence Save, and Concentration. |
Prayer of Healing | Healing allies around you for 2D8 + the Spellcaster’s Modifier. Must be out of combat. |
Protection from Poison | Give a specific target Advantage on Saving Throws against Poison, and give them Resistance to Poison damage. |
Ray of Enfeeblement | You can weaken a target, causing them to deal half damage with their weapon if it uses Strength. |
Scorching Ray | Throw 3 rays of fire at targets that deal 6D6 Fire Damage. |
Shatter | Damage all nearby creatures and objects in a specific area that deals 3D8 Thunder Damage. |
Silence | Create a sound-proof sphere, and everyone in it are Silenced and they are Immune to Thunder Damage. |
Spike Growth | Shape a piece of ground into Hard Spikes that do 2d4 Piercing Damage to a target, and if someone walks through it they take additional damage. Requires Concentration. |
Warding Bond | Target an ally to give them Resistance to all damage, increasing their Armour Class by 1, and giving them advantage to Saving Throws. When the target takes damage, so does the Spellcaster. Lasts until a Long Rest. |
Web | Cover an area with a web. Requires Concentration and a Dexterity Save. |
All Level 3 Spells in Baldur’s Gate 3
These are all of the Level 3 Spells you can use in Baldur’s Gate 3.
Spell Name | Spell Effect |
Animated Dead | Create an undead Servant, and the target must be a medium or small corpse. |
Beacon of Hope | When used, all allies regain maximum hit points when healing, and allies gain Advantage on Wisdom Saving Throws and Death Saving Throws. Requires Concentration. |
Bestow Curse | Curse a curse that gives them Disadvantage on Saving Throws and Attack Rolls, and lets you deal additional damage to the target. Lasts for 10 turns, requires a Wisdom Save, and Concentration. |
Blinding Smite | Unleash a flare on a target, possibly blinding them, and dealing 3d8 Radiant damage. Requires a Constitution save. |
Blink | At the end of your turn, roll a D20. If it is higher than an 11, your character vanishes into the Ethereal Plane. |
Call Lightning | Summon an AoE of Lighting, and deals 3d10 Lightning Damage to all targets in it. Requires Dexterity Save, and Concentration. Use an Action to move it, and fire it again. |
Conjure Barrage | Fire out your weapon to deal 2d8 Slashing Damage. Requires a Dexterity Save. |
Counterspell | Prevent a foe from unleashing a spell that is 3rd Level or lower. Can be used as a Reaction. |
Crusader’s Mantle | Unleash holy power that emboldens nearby allies. Their attacks deal 1d4 Radiant damage for 10 turns and require Concentration. |
Daylight | Enchant an item to shine like a bright light and summon a sphere of sunlight that dispels all Darkness. Lasts until a Long Rest. |
Elemental Weapon | Imbue a weapon with elemental power. That weapon gets a +1 to Attack Rolls, and deals 1d4 damage of your choice. Requires Concentration. |
Fear | Cause a target to become Fearful. They are easier to hit. It requires a Wisdom Save and Concentration. |
Feign Death | Put an ally into a coma, and they are Resistant to all Damage expect Psychic Damage. Disease and Poison damage has no effect. Lasts for 10 turns. |
Fireball | Fire out a large fireball on a target area. Unleashes 8D6 Fire damage to all targets, and requires a Dexerity Save. |
Gaseous Form | Transform yourself or an ally into a gas cloud. Requires Concentration. |
Glyph of Warding | Create a circle of arcane glyphs that can perform any type of effect Damage. Requires a Dexterity Save. |
Grant Fly | Give you or your Ally the ability to fly for 10 turns. Requires Concentration. |
Haste | Give yourself or an Ally Hastened. Lasts for 10 turns, and requires Concentration. The target becomes Lethargic after the effects. |
Hunger of Hadar | Conjure a sphere of cold blackness that does 2d6 Cold and 2d6 Acid damage. The area also becomes Difficult Terrain, and blinds targets. Requires a Dexterity Save and Concentration. |
Hypnotic Pattern | Possibly entrance a character, and they must pass a Wisdom Save. The spell requires Concentration. |
Lightning arrow | Fire out an arrow that deals 4d8 Lighting Damage, and fires out smaller arrows to other foes that deal 2d8 Lightning Damage. |
Lightning Bolt | Summon a lightning blast to hit a foe that deals 8d6 Lightning Damage. Requires a Dexterity Save. |
Mass Healing Word | Fire out an AoE of healing that can heal up to 6 Allies for 1d4 + the Spellcater’s Modifier of Hit Points. Can be used as a Bonus Action. |
Plant Growth | Create a large area of weeds that cause creatures to move at a quarter their normal movement speed. |
Protection from Energy | Grant a touch Resistance to Acid, Cold, Fire, Lightning, or Thunder Damage. Requires Concentration. |
Remove Curse | Remove a Curse or Hex on a target or object. |
Revivify | Revive a companion. |
Sleet Storm | Unleash a large AoE of Ice that creates a massive ice surface. This are becomes difficult terrain, and requires a Dexterity Save to move through. |
Slow | Cause up to 6 enemies to move slowly, preventing them from moving as fast, or performing as many actions, and they are easier to hit. Requires a Wisdom Saving Throw, and Concentration. |
Spirit Guardians | Summon a protective field around the Spellcaster that does 3d8 Radiant or 3d8 Necrotic damage, and enemy movement speed is halved. |
Stinking Cloud | Prevent enemies from performing Actions in this field. |
Vampiric Touch | Cause 3d6 Necrotic damage to a target, and you regain half the Hit Points you took from them. Requires Concentration. |
Warden of Vitality | With this in effect, you can cast Restore Vitality as a bonus action to heal yourself or nearby allies. Lasts for 10 turns. |
All Level 4 Spells in Baldur’s Gate 3
These are all of the Level 4 Spells you can use in Baldur’s Gate 3.
Spell Name | Spell Effect |
Banishment | |
Blight | |
Confusion | |
Conjure Minor Elemental | |
Conjure Woodland Beings | |
Death Ward | |
Dimension Door | |
Dominate Beast | |
Dominate Person | |
Evards Black Tentacles | |
Fire Shield | |
Freedom of Movement | |
Grasping Vine | |
Greater Invisbility | |
Guardian of Faith | |
Ice Storm | |
Kereska’s Favour | |
Otiluke’s REsilient Sphere | |
Phantasmal Killer | |
Polymorph | |
Staggering Smite | |
Stoneskin | |
Wall of Fire |
All Level 5 Spells in Baldur’s Gate 3
These are all of the Level 5 Spells you can use in Baldur’s Gate 3.
Spell Name | Spell Effect |
Cloudkill | |
Cone of Cold | |
Conjure Elemental | |
Contagion | |
Destructive Wave | |
Dispel Evil and Good | |
Dominate Person | |
Flame Strike | |
Greater Restoration | |
Hold Monster | |
Insect Plague | |
Mass Cure Wounds | |
Planar Binding | |
Seeming | |
Telekinesis | |
Wall of Stone |
All Level 6 Spells in Baldur’s Gate 3
These are all of the Level 6 Spells you can use in Baldur’s Gate 3.
Spell Name | Spell Effect |
Arcane Gate | |
Blade Barrier | |
Chain Lightning | |
Circle of Death | |
Create Undead | |
Disintegrate | |
Eyebite | |
Flesh to Stone | |
Glove of Invulnerability | |
Harm | |
Heal | |
Heros’ Feast | |
Otiluke’s Freezing Sphere | |
Otto’s Irresistible Dance | |
Planar Ally | |
Sunbeam | |
Wall of Ice | |
Wall of Thorns | |
Wind Walk |