Every Baldur’s Gate 3 spell and how they work

We’ve got cantrips, too.

All BG3 spells, what they do, and the top of damage delt.

There’s a mighty arsenal of spells available in Baldur’s Gate 3. Regardless of your chosen class, whether it be bard, cleric, or warlock—the list goes on—mastering the assortment of spells available in Faerun is essential for achieving success. If you’re in need of a little help planning your kit, we’ve got a running list of every BG3 spell discovered so far, including their effects and what slots they’ll occupy.

Recommended Videos
All BG3 Spells: Karlach is pictured here, one of the romance orgin character options and will continue down the Warrior spell path if you keep things canon.
Screenshot by Destructoid.

Every BG3 Spell: Cantrips, Levels, and Attributes

Ah, BG3 spells, a little magical seasoning adding flavor to your gameplay. It’s a long list ahead, but for those of you new to the world of Dungeons and Dragons, note you can’t load any one character up with everything by level progression alone. Scrolls, cross-classing, equipment, and gold will eventually pave the way to add more abilities, but things get pricy if you aren’t reviewing your options. 

To get an idea of those choices, here’s every spell available in Baldur’s Gate 3:

Cantrips

Acid Splash

  • Effect: Cast a projectile of acidic substance that inflicts harm on any living being it comes into contact with.

Bone Chill

  • Effect: Delay the target’s healing abilities until your next turn. An undead target will experience a disadvantage when making attack rolls.

Blade Ward

  • Effect: Halves the damage inflicted by Bludgeoning, Piercing, and Slashing attacks.

Dancing Lights

  • Effect: Provides illumination within a radius of nine meters.

Eldritch Blast

  • Effect: Conjure beams of potent, electric energy. At higher levels, the power intensifies, producing two beams at the fifth level and three beams at the 11th level.

Friends

  • Effect: Gain an advantage on Charisma checks when interacting with a non-hostile creature. Once the spell concludes, the creature will become aware that it was charmed and may point fingers at the one who cast it.

Fire Bolt

  • Effect: Projects a fiery mote.

Mage Hand

  • Effect: Generate a spectral appendage with the ability to manipulate and engage with objects in a discreet manner.

Guidance

  • Effect: Guide a comrade, granting them a +1d4 enhancement to their ability checks.

Light

  • Effect: Impart luminosity to an object.

Minor Illusion

  • Effect: Create a deceptive image that captures the attention of nearby creatures, drawing them to inspect it out of curiosity. You will also be concealed and unseen.

Produce Flame

  • Effect: Conjure a flickering flame in your hand that emits bright light in a three-meter radius. This flame can be thrown, dealing 1d8 Fire damage. Throwing the flame right after you conjure it doesn’t require an action. However, if you want to extinguish or throw it on subsequent turns, it will cost you an action.

Poison Spray

  • Effect: Emit a cloud of harmful gas.

Resistance

  • Effect: Enhance a creature’s defensive capabilities. The targeted individual will receive a bonus of +1d4 to their saving throws.

Ray of Frost

  • Effect: Decrease the target’s movement speed by three meters.

Shillelagh

  • Effect: Your staff or club gains magical power. It inflicts 1d8+2 Bludgeoning damage and draws upon your spellcasting ability for attack rolls.

Selune’s Dream

  • Effect: When you touch an ally, they will regain 1d8 hit points. However, they may also fall into a slumber as a result of the interaction.

Sacred Flame

  • Effect: Create a luminous glow that inflicts 1d8 Radiant damage.

Shocking Grasp

  • Effect: Renders target incapable of utilizing reactions and grants an advantage against creatures equipped with metal armor.

True Strike 

  • Effect: Gain an edge on your upcoming attack roll.

Thaumaturgy

  • Effect: Grants an advantage when conducting Intimidation and Performance checks.

Thorn Whip

  • Effect: Strike your target with a whip of thorny vines, inflicting 1d6 Piercing damage, and also can draw the target closer to you by a distance of three meters provided that the target is either larger or smaller in size.

Vicious Mockery

  • Effect: Inflict a series of mystical insults upon a creature, causing it to sustain damage and experience a disadvantage on its subsequent attack roll.
Halsin in Baldur's Gate 3
Screenshot by Destructoid

Level 1 Spells

Animal Friendship

  • Effect: Dissuade a wild animal from launching an attack on you.

Arms of Hadar

  • Effect: Use dark energy tendrils to inhibit the target’s ability to react.

Amor of Agathys

  • Effect: When a creature strikes you with a melee attack, you will receive five temporary hit points and cause five Cold damage.

Bane

  • Effect: Choose up to three targets and apply a penalty of 1d4 to their attack rolls and saving throws.

Bless

  • Effect: Provide a blessing to up to three creatures, granting them a +1d4 enhancement to their attack rolls and saving throws.

Burning Hands

  • Effect: Activate flame jets to emit a horizontal arc spanning approximately 120 degrees, with a length of five feet. Upon impact, the target will sustain damage equivalent to 1d3 points, with an additional +2 points per level of the caster, up to a maximum of 1d3+20 points of Fire damage.

Color Spray

  • Effect: Blind creatures up to a combined 33 hit points.

Charm Person

  • Effect: To prevent a humanoid from attacking you, charm them. By doing so, you can gain an advantage on Charisma checks during conversations and effectively stop them from carrying out any attacks. Enemies will have an advantage on saving throws against being Charmed.

Chromatic Orb

  • Effect: Project a sphere of energy, causing 3d8 Thunder damage. Alternatively, it can inflict 2d8 Acid, Cold, Fire, Lightning, or Poison damage and create a surface.

Compelled Duel

  • Effect: Force an adversary to exclusively target you, prohibiting attacks against any other individuals.

Cure Wounds

  • Effect: Restores 1d8+2 hp to a creature by simply making physical contact with them.

Create Or Destroy Water

  • Effect: Summon rain or eliminate a liquid-based entity.

Disguise Self

  • Effect: Transform your entire appearance with a touch of magic.

Dissonant Whispers

  • Effect: By softly murmuring a dissonant tune to a targeted creature, you can instill fear within it. In the event of a successful save, the target will still incur partial damage.

Divine Favor

  • Effect: Your weapon attacks will be enhanced with an extra one to four points of Radiant Damage.

Enhance Leap

  • Effect: Increase the jumping distance of a creature by three times.

Ensnaring Strike

  • Effect: Your attack summons thorny vines that can potentially ensnare your target.

Entangle

  • Effect: Vines emerge from the earth, impeding the movement of nearby creatures and potentially ensnaring them.

Expeditious Retreat

  • Effect: Obtain Dash instantaneously and use it as a bonus action on every turn until the duration of this spell expires.

Faerie Fire

  • Effect: Illuminate multiple targets with vibrant light. As a result, the targets become visible, and any attack rolls made against them receive an advantage.

False Life

  • Effect: Obtain a temporary increase of seven hit points.

Feather Fall

  • Effect: You and your nearby allies will be granted immunity to falling damage.

Find Familiar

  • Effect: Acquire the assistance of a familiar, mystical entity that assumes the form of an animal chosen by you.

Fog Cloud

  • Effect: The cloud obscures and limits visibility for the creatures within it.

Goodberry

  • Effect: Summon four enchanted berries and place them in your inventory or that of a companion. When consumed, these mystical berries restore one to four hit point to the consumer.

Grease

  • Effect: Apply a layer of grease on the surface, which can impede the movement of creatures and potentially cause them to lose their balance, causing them to fall onto the ground.

Guiding Bolt

  • Effect: Summon a radiant beam that bestows advantage upon the next attack roll made against the target.

Hail of Thorns

  • Effect: Thorns inflict Weapon Damage upon the target before detonating. The resulting explosion causes an extra one to ten Piercing damage to both the target and nearby creatures.

Healing Word

  • Effect: Restore the health of a visible creature.

Hellish Rebuke

  • Effect: The next time you take damage, you can use your reaction to encase your assailant in infernal flames. However, even if they succeed in saving themselves, the target will still endure partial damage.

Heroism

  • Effect: Grant immunity to the Frightened condition and receive a temporary boost of five hit points with each consecutive turn.

Hex

  • Effect: Place a curse on a creature, causing it to take extra damage whenever you attack it. In addition, the target will also have a disadvantage on ability checks related to an ability of your choosing. If the cursed creature dies before the spell ends, you can then transfer the curse to a new creature without using another spell slot.

Hunter’s Mark

  • Effect: By designating a specific creature as your quarry, you gain the ability to inflict an extra 1d6 slashing damage during weapon attacks against it. Even if the target is defeated before the spell concludes, you can choose a new creature to mark without utilizing a spell slot.

Ice Knife

  • Effect: Launch a projectile of frozen water that inflicts one to ten Piercing damage upon impact. Upon detonation, it emits a frigid burst, causing two to 12 Cold damage to individuals nearby. Furthermore, it creates an icy terrain for strategic advantage.

Inflict Wounds

  • Effect: Envelop the creature with the potent force of necrotic energy emanating from your hands.

Longstrider

  • Effect: Increase the Movement Speed of a creature by three meters when you touch it.

Lunar Mend

  • Effect: You can expend spell slots to restore your hit points while in the form of a wild shape. For each level of the spell slot, you regain 1d8 hit points.

Mage Armor

  • Effect: Enhance the defensive capabilities of a target by raising its armor class to 13 plus its Dexterity modifier.

Magic Missile

  • Effect: Cast three impressive magic spells, each inflicting two to five Force damage. These spells are guaranteed to strike their intended target with accuracy.

Protection From Evil and Good

  • Effect: Protects a creature against aberrations, celestials, elementals, fey, fiends, and undead. The target becomes immune to being Charmed, Frightened, or possessed by any of these creatures. Additionally, when these creatures attempt to attack the target, they do so at a disadvantage.

Ray of Sickness

  • Effect: Inflict 2d8 damage with a Poison effect. There is a potential for the target to be poisoned.

Sanctuary

  • Effect: An entity, including yourself or a teammate, is immune to targeting until it initiates an attack or harm toward another creature. Area spells can still inflict damage on the affected entity. Enemy attacks cannot be directed at the entity unless it engages in hostile actions. Nevertheless, spells with wide-ranging effects can still cause damage to the entity.

Searing Smite

  • Effect: Deals an additional one to six points of Fire damage and ignites the target, causing it to suffer similar amounts each turn.

Shield

  • Effect: When facing an imminent enemy attack, your armor class is enhanced by five, rendering you better protected. Additionally, Magic Missile does not affect you, resulting in zero damage inflicted.

Shield of Faith

  • Effect: Enhances the defensive capabilities of a creature by raising its armor class by two, protecting against incoming attacks.

Sleep

  • Effect: Induce a deep slumber upon magical beings. Choose targets with a total of up to 24 hit points.

Speak With Animals

  • Effect: Acquire the skill to understand and effectively communicate with animals.

Tasha’s Hideous Laughter

  • Effect: To incapacitate a creature through uncontrollable laughter and render them unable to stand up, the target must possess an Intelligence level of five or higher. The affected individual may attempt to dispel the effect during each successive turn.

Thunderous Smite

  • Effect: Pushes your target up to a distance of three meters and may result in knocking them down into a prone position.

Thunderwave

  • Effect: Unleash a powerful burst of energy that forcefully repels any nearby living beings and inanimate objects.

Wraithful Smite

  • Effect: Instills fear in your intended target, rendering them more vulnerable and immobile, ultimately increasing their susceptibility to being struck.

Witch Bolt

  • Effect: Connect yourself to a chosen target using a surge of electrical energy. Activate this connection to inflict an extra one to 12 points of Lightning damage on each subsequent turn.
The Mindflayer won't teach you every BG3 spell, but he might help you with equipment. The NPC pictured here is located in the Underdark, and has a quest with spell rewards.
Screenshot by Destructoid.

Level 2 Spells

Aid

  • Effect: Enhance the resilience and fortitude of your comrades to restore their vitality and elevate their maximum hit points.

Arcane Lock

  • Effect: Close a door or container securely using an enchanting lock that renders it impervious to lockpicking and unauthorized access through the use of spells like “Knock.”

Barkskin

  • Effect: Enhance the defensive capabilities of a creature by elevating its armor class to a maximum of 16, thus shielding it from potential attacks.

Blindness

  • Effect: Restrict the visual range of your adversary, rendering it more susceptible to accuracy and increasing its likelihood of missing. When engaging with this adversary, you gain an advantage on attack rolls while it suffers from a disadvantage when attacking.

Blur

  • Effect: You have the advantage as attackers will struggle with their attack rolls against you. However, this ability does not impact creatures that do not rely on sight or those who can see through illusions.

Branding Smite

  • Effect: The weapon emits a luminous aura as it strikes, potentially leaving a luminescent mark on your target, rendering them unable to become invisible.

Calm Emotions

  • Effect: Suppress strong emotions in a designated space, rendering all humanoids impervious to the effects of Charm or Fear.

Cloud of Daggers

  • Effect: Summon a swirling veil of rotating blades that assail all those within its vicinity.

Crown of Madness

  • Effect: Induce a state of frenzy in an opponent, causing them to assail the nearest target (excluding yourself), regardless of whether it is friendly.

Darkness

  • Effect: Generate a dense shroud of enchanting darkness that significantly obstructs vision and impairs creatures within its radius. Ranged attacks are rendered ineffective both from inside and outside the cloud.

Darkvision

  • Effect: Grants a creature the capability to perceive in low light conditions up to a distance of 12m.

Detect Thoughts

  • Effect: Develop your ability to telepathically communicate with specific beings and gain insight into their thoughts and emotions.

Enthral

  • Effect: Diminish the peripheral vision of a living organism and direct its gaze towards you.

Enhance Ability

  • Effect: Grant a mystical augmentation to a companion. This enhancement bestows the benefit of advantage on their ability checks for a selected ability.

Enlarge – Reduce

  • Effect: Adjust the size of a creature to impact its weapon damage, Strength checks, and saving throws.

Flame Blade

  • Effect: Summon a flaming scimitar into your hand that inflicts 3d6 Fire damage and emanates luminous radiance within a three-meter circumference, casting a softer glow within a 6m circumference. The blade can be effortlessly disarmed and re-equipped, but must always remain near the wielder.

Flaming Sphere

  • Effect: Create a fiery orb that inflicts harm on surrounding foes and objects. This orb emits a powerful radiance within a six-meter radius, with an additional six meters of gentle illumination.

Gust of Wind

  • Effect: Summon a powerful gust of wind, effectively dispersing any lingering clouds and forcefully pushing nearby creatures back a distance of five meters.

Heat Metal

  • Effect: Induce a state of red-hot glowing in a metal weapon or suit of armor, compelling any creature that comes into contact with it to release its grip or suffer setbacks in both attack rolls and ability checks. If the target is solely clad in metal armor, setbacks are always experienced. Should they continue physical contact with the metal, you have the option to utilize a bonus action on subsequent turns to administer additional 2d8 Fire damage and further compel them to relinquish its hold or face ongoing disadvantages.

Hold Person

  • Effect: Immobilize an enemy of humanoid form to restrict their movement, actions, and reactions. Within a range of three meters, any attacks made against the immobilized target will always result in critical hits.

Invisibility

  • Effect: By touching a creature, you can render it invisible. This grants the creature several advantages – attacks against it will have a disadvantage, while its attacks will have an advantage.

Knock

  • Effect: Unlock an object that is held shut by a mundane lock.

Lesser Restoration

  • Effect: Provide healing and relief to an afflicted creature by curing them of ailments such as disease, Poison, Paralysis, or Blindness.

Magic Weapon

  • Effect: Enhance a weapon with the power of arcane energy. By infusing it, the weapon gains a magical essence, granting it a +1 bonus to both attack and damage rolls.

Melf’s Acid Arrow

  • Effect: Launches an arrow that envelops both the target and the surrounding surface with acid. This attack inflicts 4d4 Acid damage upon impact and an additional 2d4 Acid damage at the end of the target’s turn.

Mirror Image

  • Effect: Create three deceptive duplicates of yourself to divert adversaries. With the presence of these duplicates, your overall armor class is enhanced by three. Each time you skillfully evade an attack, one of the duplicates will dissipate.

Misty Step

  • Effect: By being enveloped in a veil of silver mist, you can instantaneously transport yourself to an unoccupied location within your field of vision.

Moonbeam

  • Effect: Invoke a luminous emanation of soft radiance that inflicts harm upon any creature that enters its vicinity or remains within the glow at the start of their turn. It is within your power to manipulate the beam, moving it a distance of 18 meters with a simple action.

Pass Without Trace

  • Effect: Summon a shroud of darkness and quietness that grants you and your nearby allies a +10 enhancement to Stealth checks.

Phantasmal Force

  • Effect: Inflict harm to a creature consistently. The nature of the harm alters to match the most recent type of injury experienced by the creature.

Prayer of Healing

  • Effect: Provide healing to all visible allies.

Protection From Poison

  • Effect: By touching a creature, you can bestow upon it protection from harmful toxins. This act nullifies any poisons currently affecting the creature, provides it with an advantage on saving throws against Poison, and grants it resistance to Poison damage.

Ray of Enfeeblement

  • Effect: Reduce the strength of an opponent; they will only inflict half the normal damage with their weapon attacks.

See Invisibility

  • Effect: Gain the ability to perceive invisible entities and potentially unveil their existence to others.

Scorching Ray

  • Effect: Three rays of fire are projected, with each ray causing Fire damage ranging from two to 12.

Shatter

  • Effect: Causes harm to all nearby creatures and objects. Creatures composed of inorganic substances, such as stone, have a disadvantage when attempting to resist the effect.

Silence

  • Effect: Build a noise-canceling chamber where all occupants are protected from loud sounds and immune to thunder-related harm.

Spike Growth

  • Effect: Transform the terrain into a formidable obstacle by crafting sharp spikes protruding from the ground. Traversing this treacherous landscape becomes significantly more challenging, with movement speed reduced by half. Additionally, any creature that dares to tread upon these spikes will sustain two to eight points of Piercing damage for every 1.5 meters it attempts to progress.

Web

  • Effect: Apply a layer of dense, combustible web material that hinders the movement of nearby creatures and potentially ensnares them.
It's not the case of every BG3 spell, but some like the poison pictured here cast lasting effects. You'll see these fungus-like creatures in the Underdark.
Screenshot by Destructoid.

Level 3 Spells

Animate Dead

  • Effect: Create an undead servant from a corpse.

Beacon of Hope

  • Effect: Targets gain an advantage on their Wisdom saving throws and death saving throws, while also receiving the maximum amount of hit points from any healing.

Bestow Curse

  • Effect: With a simple touch, you can curse a creature. This curse can have various effects, such as imposing a disadvantage on their checks and Saving Throws, dealing additional damage to them, or depriving them of their ability to take action.

Blink

  • Effect: Upon the conclusion of your turn, roll a twenty-sided die. If the result is 11 or higher, you will disappear into the Ethereal Plane. During your time there, you are impervious to harm and remain invisible in this realm.

Blinding Smite

  • Effect: Inflict an additional 3d8 Radiant damage if the attack connects its target. Furthermore, the target is required to pass a constitution save or else suffer from temporary blindness.

Conjure Barrage

  • Effect: Direct your weapon’s essence towards a far-reaching, devastating barrage.

Crusader’s Mantle

  • Effect: Creatures within a 30ft radius of friendly entities will inflict an additional 1d4 Radiant damage when successfully striking with a weapon attack.

Call Lightning

  • Effect: Lightning strikes every target within its range, and for a duration of 10 turns, you can summon lightning once more without using a spell slot.

Counter Spell

  • Effect: Nullify the spell of another creature. However, this can only be done if the spell is of 3rd level or lower. If the spell happens to be of a higher level, you will need to succeed in a check to nullify it successfully. The difficulty of this check will depend on the level of the spell.

Daylight

  • Effect: Imbue an object with a radiant glow comparable to the brilliance of the sun itself. Alternatively, conjure a celestial orb infused with the essence of sunlight, capable of banishing darkness from its surroundings.

Elemental Weapon

  • Effect: A weapon gains magical properties when it is enhanced with a +1 bonus to its attack rolls as well as an additional 1d4 damage of a specific chosen type.

Fear

  • Effect: Create a terrifying depiction that compels targets to surrender and succumb to fear. This will render them more vulnerable and unable to evade attacks.

Feign Death

  • Effect: Place an ally into a state of magical hibernation that mimics death, providing them with exceptional protection. Ally will develop resistance against all forms of damage, except for psychic damage. Additionally, diseases and Poison will lose their efficacy and will no longer affect the ally.

Fireball

  • Effect: Emit a radiant flame from your fingertips that detonate upon impact, engulfing everything in the surrounding area.

Fly

  • Effect: Grant the power of flight to yourself or a companion.

Gaseous Form

  • Effect: Transform yourself or a teammate into a minuscule gas cloud. This cloud is impervious to falling and can effortlessly squeeze through narrow crevices. Furthermore, it possesses exceptional resilience, making it extremely difficult to harm.

Glyph of Warding

  • Effect: Create a circular formation of mystical symbols on the surface that engender a spellbinding consequence when traversed upon by an adversary.

Grand Flight

  • Effect: Grant the power of flight to yourself or a comrade.

Haste

  • Effect: Target either yourself or an ally to activate the Hastened effect, which grants you an additional action and increases your speed and agility.

Hunger of Hadar

  • Effect: Generate a sphere filled with ominous darkness, harboring enigmatic terrors. Any creatures beginning their turn inside the sphere will suffer 2d6 Cold damage. Additionally, creatures concluding their turn within the area may be subjected to 2d6 Acid damage. The region is considered a difficult Terrain, and its inhabitants will be afflicted with Blindness.

Hypnotic Pattern

  • Effect: Hypnotize creatures possessing visual discernment of the pattern. They are rendered incapable of launching an attack against you and are immobilized, devoid of any ability to take action.

Lightning Bolt

  • Effect: Summon a powerful surge of electrical energy that strikes every creature within the path of the eruption.

Lightning Arrow

  • Effect: Smaller projectiles are released from the target in the direction of nearby creatures upon impact by the arrow.

Mass Healing Word

  • Effect: Call upon the power of restoration to heal up to six creatures.

Plant Growth

  • Effect: Causes the rapid growth of weeds, covering the area and restricting the movement of any creatures within. The movement speed of these creatures is reduced to a quarter of its normal rate.

Protection From Energy

  • Effect: Grants resistance to Acid, Cold, Fire, Lightning, or Thunder damage is possible by touching a creature.

Remove Curse

  • Effect: By making physical contact with a creature or object, you can eliminate any Curses or Hexes that may be afflicting it.

Revivify

  • Effect: A companion can be revived by restoring them to life with one hit point.

Silent Storm

  • Effect: Summon a tempest to interrupt the focus of practitioners of magic, extinguish flames, and generate a frozen terrain.

Slow

  • Effect: Alter the flow of time, slowing down up to six enemies at once. By doing so, their movements will be hindered, limiting their effectiveness and making them more vulnerable to attacks.

Spirit Guardians

  • Effect: Summon spectral entities to safeguard the vicinity encompassing your location. Adversaries within proximity endure 3d8 Radiant damage or 3d8 Necrotic damage each round, while their ability to traverse is reduced by half.

Stinking Cloud

  • Effect: Generate a gaseous cloud with such an overpowering stench that it effectively inhibits creatures from carrying out any further actions.

Vampiric Touch

  • Effect: By touching an adversary, you can extract their vital energy. This results in the restoration of half the hit points from the harm they endure. As a bonus, you are granted ten turns in which you can utilize Vampiric Touch repeatedly without needing to consume an extra spell slot.
All BG3 spells weren't created equal, and the ones you'll want to prioritize - like the fire blasts pictured behind the player guardian here - pay off big in the environment.
Screenshot by Destructoid.

All BG3 Spells: Level 4

Banishment

  • Effect: Temporarily remove your target from its current plane of existence.

Blight

  • Effect: Plants are particularly vulnerable to this spell, as they have a disadvantage when rolling to resist it. Even if they manage to succeed in the role, they will still take half of the damage inflicted.

Confusion

  • Effect: Confuse a group of creatures, resulting in their random and aimless attacks, as well as occasional lapses in taking turns due to their disoriented state.

Conjure Minor Elemental

  • Effect: Summon a lesser elemental to assist you in combat.

Conjure Woodland Beings

  • Effect: Summon a range of fey creatures, starting from one creature with a challenge rating (CR) of two and going up to eight creatures with a CR of 1/4.

Death Ward

  • Effect: Upon the target’s initial depletion of HP to zero, it will promptly rebound to a health point of one.

Dimension Door

  • Effect: Instantly transport yourself and one adjacent ally to any location within your line of sight. Please note that the ally being transported cannot be larger than medium in size.

Dominate Beast

  • Effect: Summon a formidable creature to fight alongside you in battle. Whenever the beast sustains damage, it will automatically make a Wisdom Saving Throw to resist your control.

Dominate Person

  • Effect: Enable a humanoid to join forces with you in battle. Whenever the creature sustains damage, it must roll a Wisdom Saving Throw to resist your control.

Evard’s Black Tentacles

  • Effect: Tentacles emerge from the ground, transforming the surrounding area into challenging terrain. These tentacles can attack and suffocate any creatures that come into contact with them.

Fire Shield

  • Effect: Gains resistance to Cold or Fire damage and inflicts 2d8 damage upon attackers within a 1.5m range.

Freedom of Movement

  • Effect: Target’s movement remains unaffected by challenging terrain, spells, or aquatic environments.

Grasping Vine

  • Effect: The targeted individual is required to successfully pass a Dexterity Saving Throw to avoid being forcibly drawn towards the vine, moving a distance of 20 feet.

Greater Invisibility

  • Effect: Turn a creature Invisible.

Guardian of Faith

  • Effect: Summon a celestial protector that engages in combat with nearby adversaries. With each successful strike, the guardian sacrifices an equivalent portion of its own health points.

Ice Storm

  • Effect: Summon a tempest of frozen hail to descend from the heavens, enveloping the earth and impacting any entities within its vicinity.

Kereska’s Favour

  • Effect: Obtain the essence of elemental power derived from the divine deity Kereska, revered in draconic lore.

Otiluke’s Resilient Sphere

  • Effect: The spell duration will enclose the target of the large size or smaller unless they succeed on a Dexterity Saving Throw.

Phantasmal Killer

  • Effect: The target is required to make a Wisdom Saving Throw. If failed, it will become frightened and sustain 4d10 psychic damage on each of its turns (damage per level).

Polymorph

  • Effect: Transform a creature into a harmless sheep.

Stoneskin

  • Effect: Transform an animal’s flesh into an impenetrable stone-like substance, granting it resilience against non-magical Bludgeoning, Piercing, and Slashing attacks by reducing the damage taken by half.

Staggering Smite

  • Effect: Upon a successful attack, an additional 4d6 Psychic damage will be inflicted, and the target must make a Wisdom save to avoid experiencing a disadvantage.

Wall of Fire

  • Effect: Generate a formidable barrier of flames, scorching those who dare venture near.
Your player character won't learn every BG3 spell from Scrolls alone, but reading is a good start - like in this photo.
Screenshot by Destructoid.

All BG3 Spells: Level 5

Cloudkill

  • Effect: Create a substantial cloud that administers five to 40 Poison damage on a per-turn basis. The cloud can be maneuvered to different positions at each turn.

Cone of Cold

  • Effect: Create an eruption of frost, crisp air, and condensed snow crystals emanating from your hands.

Conjure Elemental

  • Effect: Manipulate the boundary that separates the Planes until it releases an elemental ally, who will obediently accompany you and engage in combat on your behalf.

Destructive Wave

  • Effect: Generate a powerful burst of thunder, imbued with either divine or malevolent energy, that inflicts damage upon nearby creatures and has the potential to knock them into a prone position.

Flame Strike

  • Effect: Summon a pillar of radiant fire to descend from the celestial realm with the fury of gods offended.

Insect Plague

  • Effect: Locusts can affect all individuals in their vicinity, rendering the area challenging to traverse and hindering perception, leading to a disadvantage in perception checks.

Mass Cure Wounds

  • Effect: Up to six creatures have the potential to recover a total of 3d8 HP, plus your spellcasting ability modifier. Additionally, the spell gains 1d8 potency per level.

Wall of Stone

  • Effect: Construct a solid barrier of non-magical stone.

Planar Binding

  • Effect: Focus your attention on a supernatural entity and establish a connection with its consciousness. 

Greater Restoration

  • Effect: Remove one condition, such as being charmed or petrified, remove one curse, restore any ability score or hit point reduction, or reduce exhaustion by one level.
It's not all BG3 spells pictured here, but an enemy prepares to use a Fire Blast against a worried Astarion.
Screenshot by Destructoid.

Every BG3 Spell: Level 6

Arcane Gate

  • Effect: Create two linked teleportation portals.

Blade Barrier

  • Effect: Conjures a formidable barrier of sharply honed blades, transforming the surrounding area into treacherous terrain.

Circle of Death

  • Effect: Create a formidable orb of entropic energy encompassing a targeted entity. Decimate both the intended mark and all adjacent beings in its vicinity.

Disintegrate

  • Effect: Inflicts 50-100 Force damage on the target, and if their hit points are reduced to zero, they will disintegrate into ash that crumbles away.

Eyebite

  • Effect: Your eyes transform into dark passages enclosed by jagged teeth, possessing the power to instill Fear, Illness, or induce Slumber in creatures.

Flesh to Stone

  • Effect: Immobilize the enemy by inducing temporary Petrification. If the target fails to resist within three turns, it becomes stone.

Globe of Invulnerability

  • Effect: Creates a protective barrier that renders all creatures and objects inside it impervious to any form of harm or damage.

Harm

  • Effect: The target’s maximum hit points can be reduced, however, they can never go below one until the next long rest.

Otiluke’s Freezing Sphere

  • Effect: Create a frozen sphere capable of instant launch, resulting in a frosty detonation. Additionally, you can hold it for future utilization.

Planar Ally

  • Effect: Call forth a deva, djinn, or cambion to provide valuable assistance to the caster until a period of extended rest.

Sunbeam

  • Effect: A radiant beam of light emanates and dazzles all beings in its trajectory. Throughout the duration of the enchantment, you can cast Sunbeam repeatedly without utilizing a spell slot.

Wind Walk

  • Effect: Transform both yourself and fellow party members into tiny clouds of mist to avoid attacks.
About The Author
Karan Yadav
Karan is a freelance writer who devotes his time playing games and covering informative guides across various publications, including Destructoid! His favorite games include Genshin Impact, The Legend of Zelda, and GTA V.
More Stories by Karan Yadav