Spells: Difference between revisions

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'''[[Spell|Spells]]''' are magical energies from the multiverse conjured by spellcasters ([[Wizard]], [[Sorcerer]], [[Druid]], [[Warlock]], etc.) through experiences, knowledges or innate abilities to create magical [[Condition|Effects]] or deal damage to enemies or heal their allies.  
'''[[Spell|Spells]]''' are magical energies from the multiverse conjured by spellcasters ([[Wizard]], [[Sorcerer]], [[Druid]], [[Warlock]], etc.) through experience, knowledge, or innate ability to create magical [[Condition|Effects]], deal damage to enemies, or heal their allies.  


* All spellcasters are [[Proficiency#Proficiency Bonus Chart|proficient]] with Spell Attacks. When they make an '''Attack Rolls''' with a '''Spells''', they will roll:
* All spellcasters are [[Proficiency#Proficiency Bonus Chart|proficient]] with Spell Attacks. When they make an '''Attack Roll''' with a '''Spell''', they will roll against the target's [[Armor Class]]:
<code>[[File:1d20.png|frameless|upright=0.12]] d20 + [[Proficiency|Proficiency Bonus]] + Spellcasting Ability’s Modifiers ([[Charisma]], [[Intelligence]] or [[Wisdom]])</code>
<code>{{D20}} + [[Proficiency|Proficiency Bonus]] + Spellcasting Ability’s Modifiers ([[Charisma]], [[Intelligence]] or [[Wisdom]])</code>


== Spell Slots ==
== Spell Slots ==
'''Spell Slots''' are the spellcasters' resource to cast '''Spells'''. Once '''Spell Slots''' are depleted, they can only be replenished through a [[Long Rest]].
'''Spell Slots''' are the spellcasters' resource to cast '''Spells'''. Once '''Spell Slots''' are depleted, they can only be regained through a [[Long Rest]].
* Certain classes like [[Wizard]] and some [[Druid]]'s subclass have ability to regain a certain amount of '''Spell Slots''' once per day.
* Certain classes like [[Wizard]] and some [[Druid]] subclasses have the ability to regain a certain amount of '''Spell Slots''' once per day.
* [[Warlock]] only need to take a [[Short Rest]] to fully recharge their Spell Slots.
* [[Warlock]]s only need to take a [[Short Rest]] to fully regain their Spell Slots.


== Spellcasting Ability Modifier ==
== Spellcasting Ability Modifier ==
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Each class uses a different [[Ability Modifier]] for spellcasting:
Each class uses a different [[Ability Modifier]] for spellcasting:


* [[Wizard]] uses '''[[Intelligence]]''' as their Spellcasting Ability Modifier.
* [[Wizard]]s use '''[[Intelligence]]''' as their Spellcasting Ability Modifier.
* [[Cleric]], [[Ranger]], [[Druid]] uses '''[[Wisdom]]''' as their Spellcasting Ability Modifier.
* [[Cleric]]s, [[Ranger]]s, and [[Druid]]s use '''[[Wisdom]]''' as their Spellcasting Ability Modifier.
* [[Bard]], [[Paladin]], [[Sorcerer]], [[Warlock]] uses '''[[Charisma]]''' as their Spellcasting Ability Modifier.
* [[Bard]]s, [[Paladin]]s, [[Sorcerer]]s, and [[Warlock]]s use '''[[Charisma]]''' as their Spellcasting Ability Modifier.


== Concentration ==
== Concentration ==
'''Concentration''' Spells require the caster to put focus into the spell in order to maintain its effects. If the caster loses Concentration, the spell ends prematurely.  
'''Concentration''' Spells require the caster to put focus into the spell in order to maintain its effects. If the caster loses Concentration, the spell ends prematurely. A caster can only concentrate on one spell at a time.


When the caster takes damage, they make a Constitution [[Saving Throws|Saving Throw]] <code>[[File:1d20.png|frameless|upright=0.15]] d20 + [[Constitution#Constitution Modifier Chart|Constitution Modifier]]</code> to maintain Concentration. The result must match or exceed a [[Difficulty Class|DC]] of 10 or half the number of damage they received.
When the caster takes damage, they make a Constitution [[Saving Throws|Saving Throw]] <code>{{D20}} + [[Constitution#Constitution Modifier Chart|Constitution Modifier]]</code> to maintain Concentration. The result must match or exceed a [[Difficulty Class|DC]] of 10 or half the number of damage they received.


* Ways you can lose Concentration while maintaining Concentration Spells:
* Ways you can lose Concentration while maintaining Concentration Spells:
** Fail Concentration Checks by taking damage.
** Failing a Concentration Check by taking damage.
** Casting another Concentration Spell.
** Casting another Concentration Spell.
** Being affected by [[Condition|Conditions]] such as [[Condition#Downed|Downed]], [[Condition#Sleeping|Sleeping]], [[Rage]], etc.
** Being affected by [[Condition]]s such as [[Condition#Downed|Downed]], [[Condition#Sleeping|Sleeping]], [[Rage]], etc.


== Prepared Spells ==
== Prepared Spells ==

Revision as of 13:21, 31 January 2023

Spells are magical energies from the multiverse conjured by spellcasters (Wizard, Sorcerer, Druid, Warlock, etc.) through experience, knowledge, or innate ability to create magical Effects, deal damage to enemies, or heal their allies.

  • All spellcasters are proficient with Spell Attacks. When they make an Attack Roll with a Spell, they will roll against the target's Armor Class:

D20.png d20 + Proficiency Bonus + Spellcasting Ability’s Modifiers (Charisma, Intelligence or Wisdom)

Spell Slots

Spell Slots are the spellcasters' resource to cast Spells. Once Spell Slots are depleted, they can only be regained through a Long Rest.

  • Certain classes like Wizard and some Druid subclasses have the ability to regain a certain amount of Spell Slots once per day.
  • Warlocks only need to take a Short Rest to fully regain their Spell Slots.

Spellcasting Ability Modifier

Affects your chance of success with certain spells, and sometimes how powerful they are.

Each class uses a different Ability Modifier for spellcasting:

Concentration

Concentration Spells require the caster to put focus into the spell in order to maintain its effects. If the caster loses Concentration, the spell ends prematurely. A caster can only concentrate on one spell at a time.

When the caster takes damage, they make a Constitution Saving Throw D20.png d20 + Constitution Modifier to maintain Concentration. The result must match or exceed a DC of 10 or half the number of damage they received.

  • Ways you can lose Concentration while maintaining Concentration Spells:
    • Failing a Concentration Check by taking damage.
    • Casting another Concentration Spell.
    • Being affected by Conditions such as Downed, Sleeping, Rage, etc.

Prepared Spells

Prepared Spells are Spells that certain spellcasting classes must prepare in order to cast. In exchange, these classes know many Spells at low levels and will eventually learn all Spells from their class's Spell List.

Prepared Spells can be swapped at any time outside of combat.

The number of Prepared Spells each class can have at a time is equal to Spellcasting Ability Modifier + Class Level (Minimum of 1 spell).

Known Spells

Known Spells are Spells memorized by certain spellcasting classes. These Spells are Always Prepared. In exchange, these classes know fewer Spells at low levels and will be unable to learn every Spell from their class's Spell List.

Additionally, Spells granted by Races or by certain Subclasses (such as Cleric Domains) are Always Prepared.

List of Spells

All Spells

List of Spells and Cantrips
Cantrips Level 1 Spells Level 2 Spells Level 3 Spells

Cantrips

Cantrips are type of Spells that can be cast at will without expending Spell Slots.

Level 1 Spells

Level 1 Spells are Spells that consume Level 1 Spell Slots when cast.

Level 2 Spells

Level 2 Spells are Spells that consume Level 2 Spell Slots when cast.

Level 3 Spells

Level 3 Spells are Spells that consume Level 3 Spell Slots when cast.