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Spells

From bg3.wiki

Spells are magical effects that are created by creatures via spellcasting.[note 1] Spells are frequently cast to deal damage and provide healing, or to inflict conditions on the targets.

All classes are capable of casting spells with the help of scrolls and magic items, and classes with the Spellcasting feature – called spellcasters – have spell slots they can expend to cast spells they know, without the need for scrolls.

List of all spells

Overview

Spells are created from the Weave, the magical energies of the multiverse. They are conjured through experience, knowledge or innate ability, or via the use of scrolls and magical items.

Similarly to class actions, most spells are cast by taking an Action, but some are cast by taking a Bonus action or a Reaction.

However, unlike class actions, all spells have levels – a measure of how powerful a spell is, as well as how difficult it is to cast it – and most spells can be interrupted by {{SAI|Counterspell} before they are cast. Additionally, and many spells cannot be cast by Silenced Silenced creatures.

Spellcasting ability

Every class – including those without the Spellcasting feature – has a designated ability known as their spellcasting ability, which represents their capacity to cast spells.[note 2]

Intelligence
Wizard Wizards, Fighter Fighters, Rogue Rogues.
Wisdom
Cleric Clerics, Ranger Rangers, Druid Druids, Monk Monks.
Charisma
Bard Bards, Paladin Paladins, Sorcerer Sorcerers, Warlock Warlocks, Barbarian Barbarians.

Multiclassing

Spells learned from taking levels in a class will use that class' spellcasting ability modifier. Spells from other sources use the spellcasting ability of the class the creature most recently took a first level in.[note 3][note 4]

Saves and attacks

While some spells automatically hit their targets (Magic Missile Magic Missile, Sleep Sleep), others either allow targeted creatures to attempt to save against the spell, or require the caster to make an attack roll against the target's AC.

Spell saves

Harmful spells which create a surface, target an area or a specific point in space (Fireball Fireball), or affect a character directly (Hold Person Hold Person), usually allow targeted creatures to attempt to save against the spell, ignoring or reducing the spell's effect.

The Difficulty Class (DC) of these saves (called spell save DC) is generally based on the caster's spellcasting DC:

8 + proficiency bonus + spellcasting ability modifier

Spell attack rolls

Some harmful spells require the caster to make an attack roll in order to determine if it's a hit or miss.

TSpells in the form of rays (like Ray of Enfeeblement Ray of Enfeeblement) or projectiles (like Fire Bolt Fire Bolt or Eldritch Blast Eldritch Blast) often require attacks rolls.

The caster adds their spellcasting ability modifier, as well as their proficiency bonus, to the results of the attack roll:

D20.png d20 + proficiency bonus + spellcasting ability modifier

Concentration

Main article: Concentration

Spells with the Concentration Concentration tag require the caster to focus on that spell for its duration. A caster may only maintain the effect of one concentration spell at a time.

When a creature concentrating on a spell takes damage, they make a Constitution save against a DC equal to half the damage taken, or 10, whichever is higher.[note 5] If the save fails, the spell is interrupted, and its effects ended.

Some conditions – such as Downed Downed or Sleeping Sleeping – also interrupt conditions, without allowing a save.

Concentration is also ended when another concentration spell is cast, or when a long rest is taken.

Concentration can be manually interrupted at any time via the x on the concentrated spell's icon, next to the caster's main portrait.

Concentration icon in the hotbar. Clicking "X" will end concentration.

Spellcasters

Spellcasters can either be full casters – meaning they can learn spells up to 6th level spells, half casters – meaning they can learn spells up to 3rd level spells, or one-third casters – meaning they can learn spells up to 2nd level spells.

Full casters:

Half casters:

One-third casters:

Spell slots

All spellcasters have spell slots, which they expend to cast their known spells. Cantrips Cantrips Icon.png do not expend spell slots and can be cast at will. Depleted spell slots are generally replenished by taking a long rest or – for warlocks – a short rest.

A spell of a given level requires a spell slot of the same level or higher to be expended to cast it. Many spells will be Upcast Icon.png upcast when cast with a higher spell slot, and are then cast as more powerful versions of themselves.

Spellcasting spell slots

ESL Spell Slots per Spell Level
Ico knownSpells lvl 01.png Ico knownSpells lvl 02.png Ico knownSpells lvl 03.png Ico knownSpells lvl 04.png Ico knownSpells lvl 05.png Ico knownSpells lvl 06.png
1 2 - - - - -
2 3 - - - - -
3 4 2 - - - -
4 4 3 - - - -
5 4 3 2 - - -
6 4 3 3 - - -
7 4 3 3 1 - -
8 4 3 3 2 - -
9 4 3 3 3 1 -
10 4 3 3 3 2 -
11 4 3 3 3 2 1
12 4 3 3 3 2 1

A caster's available Spellcasting spell slots are determined by the their effective spellcaster level (ESL). A full caster's ESL is exactly their class level, whereas the ESL of half-casters and one-third casters is equal to half and one third their level, respectively, rounded up.

When multiple classes with the Spellcasting feature are chosen for a character, the character's ESL is instead the ESL of every individual spellcasting class that the character has, each rounded down, and then summed up.

Pact Magic

Warlocks do not cast spells through the Spellcasting feature, but through their unique Pact Magic feature. Spells casted via Pact Magic are always cast at the highest available Pact Magic spell slots, which are replenished on a short rest.

Distinguishing them from Spellcasting spell slots, Pact Magic spell slots have a unique colour: 2 Level 1 Warlock Spell Slots.png

Spell slots gained from Pact Magic are calculated differently than those gained from Spellcasting. As such, levels taken in warlock are ignored when calculating ESL.

Ritual spells

When a Ritual_Spell_Icon.png ritual spell is cast outside of combat/turn-based mode, it does not consume spell slots and is effectively free to cast. Ritual spells consume spell slots as normal in combat/turn-based mode.

Replenishing spell slots

Depleted spell slots are generally regained by taking a rest, though there are other means to restore them:

  • Some characters, including Wizard Wizards and some Druid Druid subclasses, have features which let them regain a small number of spell slots in between long rests.
  • Wild Magic Barbarian Wild Magic Barbarians have access to the Bolstering Magic feature, allowing them or an ally to recover a few low level spell slots when they Rage.
  • Items such as the Pearl of Power Amulet or Spellcrux Amulet allow for the recovery of spell slots once per long rest.
  • The Arcane Cultivation line of Elixirs grants the user a temporary additional spell slot of a specific level from 1st to 4th, depending on the elixir. While this doesn't technically replenish an existing slot, the practical effect is the same.

Other uses of spell slots

Some Wizard subclass features (such as Arcane Ward and Grim Harvest) and the Paladin's Divine Smite ability have varying effects depending on level of the spell or spell slot used to power them.

Known spells

Known spells are spells generally learned from taking levels in a class with the Spellcasting feature. Every class has access to its own list of spells, though there is significant overlap between classes.

The following classes must learn spells through leveling up:

All of these classes, with the exception of Wizard, also have access to the Replacement Spell feature, which allows them to swap a known spell each time a new level is taken in them. While wizards do not have access to this feature, they can instead learn new spells from scrolls, without needing to give up an already known spell.

The following classes automatically learn all their available spells when a level is taken in them:

Prepared spells

Prepared Spells Icon.webp Some casters Prepared spells are spells that must be prepared beforehand in order to be cast. Preparing spells is only possible outside of combat. Spellcasters that primarily utilize this type of spells are known as prepared spellcasters, to set them apart from classes that cast spells spontaneously (spontaneous spellcasters). They includes:

The number of prepared spells each class can have at a time is equal to spellcasting ability modifier + class level) (minimum of 1)

Additionally, spells granted by racial features or by certain class features (such as by cleric Domains) are considered inherent and are always prepared.

Spell list

See All spells for the complete list

Spells/Trivia

External links

Spell on the Forgotten Realms Wiki

Footnotes

  1. The term spellcasting refers both to the act of casting spells, as well as the Spellcasting class feature. The latter is always capitalised, whereas the former is generally not.
  2. Some spells designate a specific spellcasting ability regardless of the class casting them. This is most commonly a result of spells obtained via racial features.
  3. A level 5 wizard that takes 1 level in sorcerer will use Charisma as their spellcasting ability for non-wizard spells, even if they later take more levels in wizard. However, if they take a level in cleric, they will use Wisdom as their spellcasting ability modifier instead, as this is their most recently acquired class.
  4. Fighters and rogues will only provide their spellcasting ability if they are level 3 and have the appropriate subclass (Eldritch Knight and Arcane Trickster respectively).
  5. Constitution saves are sometimes erroneously referred to as a Constitution checks.
  6. Warlocks have the Pact Magic feature, which functions similarly to Spellcasting.

References