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.

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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

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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 NameSpell Effect
Acid SplashThrow an Acid AoE attack 18 Meters away for 1d6 Acid damage – Dexterity Save
Blade WardTake only half of the damage from Slashing, Piercing, and Bludgeoning attacks. Remains for two turns.
Bone ChillPrevent the target from healing until the Spellcaster’s next turn, 18 meters attack. Causes 1d6 Necrotic Damage
Dancing LightsIlluminate a 9-meter radius for 10 turns. Can cast 18 meters aways
Eldritch BlastConjure 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 BoltLaunch a Fire Bolt up to 18 meters away for 1d10 Fire Damage
FriendsGain Advantage on Charisma Checks against a non-hostile creature, typically during conversations. Requires Concentration, and levels for 10 turns.
Githyanki Psionics: Mage HandCreate an invisible spectral hand that manipulates and interacts with objects. This spell lasts for 10 turns and requires Concentration.
GuidanceGrant a specific target a +1d4 during Ability Checks. Requires Concentration.
LightInfuse an object with an aura of light until your next Long Rest.
Mage HandCreate an invisible spectral hand that manipulates and interacts with objects. This spell lasts for 10 turns and requires Concentration.
Minor IllusionCreate an illusion that compels nearby creatures to investigate it. This illusion lasts for 10 turns and requires Concentration.
Poison SprayProject a small AoE attack of poison, up to 3 meters away for 1d12 Poison Damage. Requires a Constitution save from target.
Produce FlameA 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 FrostFires 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.
ResistanceMake 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 FlameFire a bolt of radiance light on a target, inflicting 1d8 Radiant damage in 18 meters. Requires a Dexterity save.
Selune’s DreamAn ally you touch regains 1d8 Hit Points, but there’s a chance for the Spellcaster to fall asleep.
ShillelaghEmbuw a staff or club with bolstered damage, giving them an additional 1d8 to Bludgeoning damage for 10 turns.
Shocking GraspUnleash an Electric melee attack of that deals 1d8 Lightning damage to a target, who cannot use Reactions for a turn.
ThaumaturgyGain Advantage on Intimidation and Performance checks for 10 Turns.
Thorn WhipStrike 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 StrikeGain Advantage on your next Attack Roll against a target. Requires Concentration.
Vicious MockeryInsult 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 NameSpell Effect
Animal FriendshipPrevent an animal from attacking you within 18 meters. Requires a Wisdom Save.
Armour of AgathysGain five Temporary hit points, and unleash Cold damage against any foe that hits you while this spell is in effect.
Arms of HadarUnleash large tendrils that do 2d6 Necrotic damage, and prevent targets from performing Reactions.
BaneTarget four enemies, and they receive a -1d4 to their next Attack or Saving Rolls.
BlessTarget three allies, and they receive +1d4 to their Attack or Saving Rolls for 10 turns. Requires Concentration.
Burning HandsFire flames from your character’s hands up to 5 meters away, dealing 3d6 Fire damage. Requires a Dexterity Save.
Charm PersonTarget 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 ThunderThrow out a Chromatic Orb that deals 3d8 Thunder damage, or 2d8 Acid, Cold, Fire, Lightning, or Poison target to a set area.
Colour SprayTarget 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 DuelForce a target to duel your character. Requires a Wisdom Save and Concentration.
Create or Destroy WaterCall forth rain in a set area, or remove watch from that area.
Cure WoundsHeal a target for 1d8 + a Spellcaster’s Modifier. Must be in Melee Range.
Disguise SelfChange your character’s appearance until their next Long Rest, or the spell goes away.
Dissonant WhispersUnleash powerful whispers on a target, dealing 3d6 Psychic damage. Potentially frighten them. Requires a Wisdom Save.
Divine FavourEmbue a weapon with a 1d4 Radiant Damage for three turns. Requires Concentration.
Ensnaring StrikeFire out a thorny vine, potentially Ensaring a target. Requires a Strength save, and Concentration.
EntangleCreate vines underneath a target and potentially Entangle them, stopping them from moving. Lasts for 10 turns, requires a Strength save, and Concentration.
Expeditious RetreatGain Dash immediately and a bonus action at the end of each turn until the spell ends. Lasts until Long Rest, and requires Concentration.
Faerie FireCreate a specific area with Faerie Fire, preventing Invisibility, and have Advantage on Attack Rolls against targets. Lasts for 10 turns and requires Concentration.
False LifeGain 7 Temporary Hit Points until your next Long Rest.
Feather FallGain Falling Immunity for 10 turns.
Find Familiar: Cat, Crab, Frog, Imp, Quasit, Rat, or RavenSummon a Familiar to use as a companion.
Fog CloudCreate a large cloud that blinds characters within it, but heavily obscures them. Lasts for 10 turns and requires Concentration.
GoodberryCreate a Goodberry in a character’s inventory that they can eat for 4d4 Healing.
GreaseCover the ground with Grease, potentially causing characters to fall. Requires a Dexterity Save.
Guiding BoltThrow a beam of light at a character, giving Advantage to the next Attack Roll made against them. Does 4d6 Radiant damage.
Hail of ThornsUnleash 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 WordGrant 1d4 + Spellcaster’s Modifier to a creature they see within 18 meters.
Hellish RebukeWhen attacked, as a reaction, a target can unleash 2d10 Fire damage to a target.
HeroismMake a target immune to being Frightened, and gain 5 Temporary hitpoints. Requires Concentration.
HexCurse 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 MarkMark 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 KnifeThrow 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 WoundsUnleash 3d10 Necrotic damage to a target in Melee range.
Enhance LeapIncrease a user’s jumping distance by three times the normal amount for 10 turns.
LongstriderIncrease a target’s speed by 3 meters until their next Long Rest.
Lunar MendWhile in Wild Shape, use a Spell Slot to heal.
Mage ArmourIncrease a character’s Armour Class to 13 + their Dexterity Modifier until their next Long Rest.
Magic MissileUnleash three magical darts on one, or several targets that each deal 1d4 Force Damage.
Protection from Good and EvilProtect 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 SicknessUnleash 2d8 Poison damage to a target within 18 Meters. Requires a Constitution Save.
SanctuaryTarget an ally, and yourself, and prevent any enemies from targeting you. These effects go away should you or your target attack a foe.
Searing SmiteDeal an additional 1d6 Fire damage to a target, setting them on fire. They take 1d6 Fire Damage each turn. Requires Concentration.
ShieldIncrease your Armour Class by 5 right before you’re about to be hit.
Shield of FaithIncrease a target’s Armour Class by 2 for 2 turns. Requires Concentration.
SleepCause a target to fall asleep.
Speak with AnimalsUnderstand and communicate with animals until your next Long Rest.
Tasha’s Hideous LaughterTarget an enemy and cause them to fall prone, laughing for 10 turns. Requires a Wisdom Save, and Concentration.
Thunderous SmiteUnleash an attack that does 2d6 Thunder damage, pushing a target away and potentially causing them to go prone. Requires a Strength Save.
ThunderwaveCall out a force of 2d8 Thunder damage, pushing enemies away from you. Requires a Constitution Save.
Wrathful SmiteDeal 1d6 Psychic damage to a target, and potentially frighten them. Requires a Wisdom Save, and Concentration.
Witch BoltFire 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 NameSpell Effect
AidIncrease your Allies’ maximum hit points by 5 Hit Points in a 9 meter radius.
Arcane LockClose a door or container using a magical lock, and it cannot be lockpicked or opened with Knock.
BarkskinTouch a willing creature to toughen its skin and increase its Armour Class up to 16. Requires Concentration.
BlindnessPotentially blind a target, giving allies Advantage against them, and the target has Disadvantage on Attack Rolls. Requires a Constitution.
BlurAttacks have Disadvantage on attack rolls against you.
Branding SmiteMark a target with Light, preventing them from becoming Invisible. Hit for 2d6 Radiant Damage, for 10 turns. Requires Concentration and a Constitution save
Calm EmotionTarget a Humanoid and they cannot be Charmed, Frightened, or Enraged.
Cloud of DaggersPlace an AoE of Daggers on a specific spot, that does 4d4 Slashing Damage. Requires Concentration
Crown of MadnessForce a target to attack the nearest target to them, even if its an Ally. Requires Concentration and a Wisdom Save.
DarknessCreate a large AoE of Darkness that blinds targets within it, and Heavily Obscures all targets. Anyone within the cloud cannot use Ranged Attacks.
DarkvisionGive the target Creature Darkvision until their next Long Rest.
Detect ThoughtsYou can read a character’s thoughts. Requires Concentration, and lasts until the next Long Rest.
Enhance AbilityGive a magical enhancement to an ally, and give them Advantage on their next Ability Check.
Enlarge – ReduceMake 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.
EnthralReduce a target’s peripheral vision and make it look at you, within 6 meters, for 10 turns.
Flame BladeCreate a flaming scimitar in the target’s hand for 3d6 Fire Damage, and provides light in 3 meters. Requires Concentration for 10 turns
Flaming SphereSummon 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 WindSummon a strong wind that casts away any clouds on the field and pushes creatures back by 5 meters. Requires a Strength check.
Heat MetalCause 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 PersonHold a humanoid still, causing them to be paralyzed for 10 turns. Attacks against them are always Critical Hits. Requires Concentration and a Wisdom Save.
InvisibilityTurn the spellcaster invisible for a short period of time. Requires Concentration and lasts for 10 turns.
KnockUnlock a specific object that is locked.
Lesser RestorationCure a creature from Disease, Poison, Paralysis, or Blindness.
Magic WeaponGive a weapon a +1 bonus to Attack and Damage Rolls until the next Long Rest. Requires Concentration.
Melf’s Acid ArrowShoot 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 ImageCreate three similar projections of the spellcaster, increasing the user’s Armour Class by 3 for each projection. Lasts for 10 turns.
Misty StepTeleport to a specific location.
MoonbeamUnleash a beam from above that does 2d10 Radiant damage. The spellcaster can use an action to move it.
Pass Without TraceCall forth a veil of shadows that all allies a +10 bonus to Stealth Checks.
Phantasmal ForceDeal damage to a specific target each turn, dealing 1d6 Psychic damage for 10 turns. Requires an Intelligence Save, and Concentration.
Prayer of HealingHealing allies around you for 2D8 + the Spellcaster’s Modifier. Must be out of combat.
Protection from PoisonGive a specific target Advantage on Saving Throws against Poison, and give them Resistance to Poison damage.
Ray of EnfeeblementYou can weaken a target, causing them to deal half damage with their weapon if it uses Strength.
Scorching RayThrow 3 rays of fire at targets that deal 6D6 Fire Damage.
ShatterDamage all nearby creatures and objects in a specific area that deals 3D8 Thunder Damage.
SilenceCreate a sound-proof sphere, and everyone in it are Silenced and they are Immune to Thunder Damage.
Spike GrowthShape 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 BondTarget 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.
WebCover 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 NameSpell Effect
Animated DeadCreate an undead Servant, and the target must be a medium or small corpse.
Beacon of HopeWhen used, all allies regain maximum hit points when healing, and allies gain Advantage on Wisdom Saving Throws and Death Saving Throws. Requires Concentration.
Bestow CurseCurse 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 SmiteUnleash a flare on a target, possibly blinding them, and dealing 3d8 Radiant damage. Requires a Constitution save.
BlinkAt the end of your turn, roll a D20. If it is higher than an 11, your character vanishes into the Ethereal Plane.
Call LightningSummon 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 BarrageFire out your weapon to deal 2d8 Slashing Damage. Requires a Dexterity Save.
CounterspellPrevent a foe from unleashing a spell that is 3rd Level or lower. Can be used as a Reaction.
Crusader’s MantleUnleash holy power that emboldens nearby allies. Their attacks deal 1d4 Radiant damage for 10 turns and require Concentration.
DaylightEnchant an item to shine like a bright light and summon a sphere of sunlight that dispels all Darkness. Lasts until a Long Rest.
Elemental WeaponImbue a weapon with elemental power. That weapon gets a +1 to Attack Rolls, and deals 1d4 damage of your choice. Requires Concentration.
FearCause a target to become Fearful. They are easier to hit. It requires a Wisdom Save and Concentration.
Feign DeathPut 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.
FireballFire out a large fireball on a target area. Unleashes 8D6 Fire damage to all targets, and requires a Dexerity Save.
Gaseous FormTransform yourself or an ally into a gas cloud. Requires Concentration.
Glyph of WardingCreate a circle of arcane glyphs that can perform any type of effect Damage. Requires a Dexterity Save.
Grant FlyGive you or your Ally the ability to fly for 10 turns. Requires Concentration.
HasteGive yourself or an Ally Hastened. Lasts for 10 turns, and requires Concentration. The target becomes Lethargic after the effects.
Hunger of HadarConjure 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 PatternPossibly entrance a character, and they must pass a Wisdom Save. The spell requires Concentration.
Lightning arrowFire out an arrow that deals 4d8 Lighting Damage, and fires out smaller arrows to other foes that deal 2d8 Lightning Damage.
Lightning BoltSummon a lightning blast to hit a foe that deals 8d6 Lightning Damage. Requires a Dexterity Save.
Mass Healing WordFire 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 GrowthCreate a large area of weeds that cause creatures to move at a quarter their normal movement speed.
Protection from EnergyGrant a touch Resistance to Acid, Cold, Fire, Lightning, or Thunder Damage. Requires Concentration.
Remove CurseRemove a Curse or Hex on a target or object.
Revivify Revive a companion.
Sleet StormUnleash a large AoE of Ice that creates a massive ice surface. This are becomes difficult terrain, and requires a Dexterity Save to move through.
SlowCause 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 GuardiansSummon a protective field around the Spellcaster that does 3d8 Radiant or 3d8 Necrotic damage, and enemy movement speed is halved.
Stinking CloudPrevent enemies from performing Actions in this field.
Vampiric TouchCause 3d6 Necrotic damage to a target, and you regain half the Hit Points you took from them. Requires Concentration.
Warden of VitalityWith 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 NameSpell 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 NameSpell 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 NameSpell 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