Spells

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Spells are magical effects that are created by creatures via spellcasting. 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.

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List of all spells
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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.

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:

Spellcasting ability and proficiency

Every class, including those without the spellcasting feature, has a designated ability known as their spellcasting ability, which represents their capacity to cast spells. Creatures add their spellcasting ability's corresponding ability score modifier (their spellcasting ability modifier) to the Difficulty Class (DC) of their spell saves, in addition to their proficiency bonus.[note 2]

Intelligence Intelligence (INT)
Wizards, Fighters, and Rogues.
Wisdom Wisdom (WIS)
Clerics, Rangers, Druids, and Monks*.
Charisma Charisma (CHA)
Bards, Paladins, Sorcerers, Warlocks, and Barbarians*.

These classes, while normally non-spellcasters, have the option of becoming spellcasters by specializing into specific subclasseses Arcane Trickster and Eldritch Knight.

Multiclassing

Spells learned from taking levels in a class will use that class' spellcasting ability modifier.

For spells from other sources, the most recent class that was multiclassed into takes precedence for determining which spellcasting ability modifier to use.

A character with the level progression wizard 1, wizard 2, sorcerer 1, wizard 3 will use CHA for item spellcasting, because sorcerer is the latest "new" class for the character. If the same character then takes cleric 1, cleric would be the latest new class, and WIS will now be used for item spellcasting for this character. Finally, if the same character then picks sorcerer 2, they would still continue to use WIS for item spellcasting as no new class was added since cleric.[Needs Verification]

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): ranger 1, barbarian 1, rogue 1 will use CHA instead of INT for item and illithid spellcasting.

Casting spells

Most spells require an Action, but some require a Bonus action or a Reaction. Spells learned through class features also require available spell slots.

Additionally, most spells cannot be cast by a character who is Silenced Silenced, as they cannot speak the magic words required.

When casting a spell that affects another creature, the caster may have to make an attack roll against the target's AC, in order to determine if it's a hit or miss. Spells 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 the corresponding spellcasting ability modifier, as well as their proficiency bonus, to the results of the attack roll:

D20.png d20 + proficiency Bonus + spellcasting ability modifier

Spells that conjure harmful creatures or objects (like Flaming Sphere Flaming Sphere or Spiritual Weapon Spiritual Weapon) usually require the summoned entity to make attacks on their own turn, using the caster's spell attack roll above.

Spells which create a damaging effect at a point in space (like Fireball Fireball) or affect a character directly (like Hold Person Hold Person) do not require an attack roll, but often allow the target to attempt to save against the spell, ignoring or reducing the spell's effect. This saving throw is made against the caster's spellcasting DC:

8 + proficiency bonus + spellcasting ability modifier

Spells which do not directly harm other creatures generally don't require an attack roll or saving throw. There are also some harmful spells which are exceptions to the above: Magic Missile Magic Missile automatically hits its targets, while Sleep Sleep and Colour Spray Colour Spray automatically affect creatures with up to a specific number of hit points.

Concentration

Main article: Concentration
Concentration icon in the hotbar. Click "X" to stop concentrating any time

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 cncentration spell at a time.

When taking damage, the caster can only maintain concentration by succeeding a Constitution save (sometimes referred to as a Concentration check) with a DC of half the damage taken, but no less than 10.

Ways a caster can lose Concentration while concentrating include:

  • Failing a Concentration Constitution saving throw. Said saving throw occurs every time a concentrating caster takes damage. The DC of this saving throw is either 10 or half the number of damage taken, whichever is higher.
  • Being affected by Conditions such as Downed, Sleeping, Rage, etc. If this happens, Concentration is dropped without recourse.
  • The caster can also voluntarily end the Concentration effect, either by casting another Concentration spell, by manually ending Concentration, or by taking a long rest.
    • Unlike most actions, the manual ending of Concentration can be done at any time, even amidst someone else's turn. For players this is done via the x button on the concentrated spell's icon next to the caster's main portrait (see picture above).
  • Most Concentration spells have a maximum duration, after which the spell automatically ends even if the caster is still concentrating.

Spell slots

Classes expend spell slots to cast their known spells. A creature's available spell slots are determined by how many caster levels that creature has taken.

Depleted spell slots are generally regained by taking a long rest or – for warlocks – a short rest.

Spell levels

A spell's level is a measure of how powerful the spell is, as well as how difficult it is to cast. Spell slots also have levels, and a character will have a specific number of spell slots of each level available to them: 4 Level 1 Spell Slots.png Level 1, 3 Level 2 Spell Slots.png Level 2, 2 Level 3 Spell Slots.png Level 3, and so on. A spell of a given level requires a spell slot of the same level or higher to be expended to cast it. For example, a 3rd level spell can be cast using a spell slot of level 3, 4, 5 or 6, but not of level 1 or 2.

Cantrips Cantrips Icon.png are "level 0" spells: they do not consume any spell slots and can be cast "at will". They are effectively an infinite spellcasting resource.

Due to their unique mechanics, the spell slots of a Warlock are colored differently, like so: 2 Level 1 Warlock Spell Slots.png

A spell's level has other effects:

  • Wizards need to spend more gold to learn a higher level spell (usually 50gp per level, though cheaper for the spells of a wizard's chosen school).
  • Counterspell is harder to use against spells of higher levels.

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.

Upcasting

Main article: Upcasting

Upcast Icon.pngUpcasting is when a spellcaster uses a higher level spell slot to cast a lower level spell. Many spells become more powerful when cast with a spell slot higher than the spell's base level. For damaging spells this usually takes the form of additional damage dice, but spells can also gain a larger area of effect, a longer duration, additional targets or other benefits.

Spell slots per level

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

The total amount of spell slots a spellcaster would get is determined by their effective spellcaster level (ESL). For full spellcasters this is exactly their class level. Half-casters are not considered spellcasters until class level 2, at which point their ESL is their class level halved. One-third-casters have an ESL eaual to their class level divided by three. For the purpose of determining spell slot count, ESL is rounded up when no multiclassing of multiple caster classes is involved.

When multiple spellcaster classes 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. As an example, a level 1 cleric/level 3 paladin/level 3 ranger character would have an ESL of 3, because:1 + round_down(1.5) + round_down(1.5) = 1 + 1 + 1 = 3

Once an ESL is calculated, one can consult the spell slots per level table to find out their character's spell slot distribution.

Warlocks are unique, as their spell slots are all of uniform level, matching the highest spell slot available of a normal full spellcaster class until spell level 5, which is the highest level spell slot warlocks can have. They also simply gain a spell slot at class level 1, 2, and 11. When a character has levels in both Warlock and a class with traditional spellcasting, their Warlock spell slots are counted separately from any other spell slots, and Warlock levels are ignored when calculating ESL.

Recovering spell slots

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

  • Some characters, including Wizards and some Druid subclasses, have features which let them regain a small number of spell slots in between long rests.
  • 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.

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.

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. Warlocks have the Pact Magic feature, which functions similarly to Spellcasting.
  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.

References