From Baldur's Gate 3 Wiki
Jump to navigation
Jump to search
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Banishing Smite |
Abjuration |
Bard |
|
|
|
|
|
Weapon Range |
|
|
Possibly Banish your target to another plane of existence. |
|
Banishment |
Abjuration |
Cleric Paladin Sorcerer Warlock Wizard |
|
|
|
|
CHA |
18m |
|
|
Temporarily Banish your target to another plane of existence. |
|
Beacon of Hope |
Abjuration |
Cleric |
|
|
|
|
|
0 |
9m |
|
Your allies will regain the maximum Hit Points possible when healed. They also gain Advantage on Wisdom Saving throws and Death Saving Throws. |
|
Dispel Evil and Good |
Abjuration |
Cleric |
|
|
|
|
|
0 |
|
|
Aberrations, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on Attack rolls against you. |
|
Globe of Invulnerability |
Abjuration |
Sorcerer Wizard |
|
|
|
|
|
18m |
3m |
|
Create a barrier that makes creatures and objects inside it Immune to all damage. |
|
Pass Without Trace |
Abjuration |
Druid Ranger |
|
|
|
|
|
0 |
9m |
|
Call forth a veil of shadow and silence that gives you and nearby allies a +10 bonus to Stealth checks. |
|
Planar Binding |
Abjuration |
Bard Cleric Druid Wizard |
|
|
|
|
|
18m |
|
|
Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally. |
|
Protection from Energy |
Abjuration |
Cleric Druid Ranger Sorcerer Wizard |
|
|
|
|
|
1.5m |
|
|
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. |
|
Protection from Evil and Good |
Abjuration |
Cleric Paladin Warlock Wizard |
|
|
|
|
|
1.5m |
|
|
Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. |
|
Resistance |
Abjuration |
Cleric Druid |
|
|
|
|
|
1.5m |
|
|
Make a target more resistant to spell effects and conditions: it receives a +1d4 bonus to Saving throws. |
|
Shield of Faith |
Abjuration |
Cleric Paladin |
|
|
|
|
|
18m |
|
|
Surround a creature with a shimmering field of magic that increases its Armour Class by 2. |
|
Stoneskin |
Abjuration |
Druid Sorcerer Wizard |
|
|
|
|
|
1.5m |
|
|
Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage. |
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Arcane Gate |
Conjuration |
Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Create two linked teleportation portals within range. All creatures, including enemies, may travel between the two portals as a free action.
The game's pathfinding will automatically navigate through a portal if it is the shorter route. |
|
Call Lightning |
Conjuration |
Druid |
|
|
|
|
|
18m |
2m |
|
Call down lightning to hit all targets within range and its area of effect for 3d10Lightning damage. Then for 10 turns, you can call down lightning again without expending a spell slot. |
|
Cloud of Daggers |
Conjuration |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Conjure a cloud of spinning daggers that attack anyone inside. |
|
Cloudkill |
Conjuration |
Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Craft a large cloud that inflicts 5d8Poison damage per turn. You can reposition the cloud every turn. |
|
Ensnaring Strike |
Conjuration |
Ranger |
|
|
|
|
|
m |
|
|
Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target.
Ensnared creatures cannot move and take 1d6Piercing damage at the start of each turn. An ally can use their Help Action to try and tear away the vines. |
|
Entangle |
Conjuration |
Druid |
|
|
|
|
|
18m |
3m |
|
Vines sprout from the ground, turning it into Difficult Terrain and possibly Entangling creatures within. |
|
Evard's Black Tentacles |
Conjuration |
Wizard |
|
|
|
|
STR |
18m |
6m |
|
Tentacles sprout from the ground, turning the area into Difficult Terrain, attacking and Smothering creatures within. |
|
Flaming Sphere |
Conjuration |
Druid Wizard |
|
|
|
|
|
18m |
2m |
|
Summon a Flaming Sphere that deals 2d6Fire damage to nearby enemies and objects. It also sheds bright light in a 6 m / 20 ft radius, and dim light for an additional 6 m / 20 ft. Duration: 10 turns. You can move the sphere. |
|
Fog Cloud |
Conjuration |
Druid Ranger Sorcerer Wizard |
|
|
|
|
|
18m |
5m |
|
Create a cloud of dense fog to Heavily Obscure and Blind creatures within. |
|
Hunger of Hadar |
Conjuration |
Warlock |
|
|
|
|
|
18m |
6m |
|
Creatures within this black sphere are Blinded and take damage at the end of their turn and the start of their turn. |
|
Insect Plague |
Conjuration |
Cleric Druid Sorcerer |
|
|
|
|
|
18m |
6m |
|
Locusts attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception Checks. |
|
Sleet Storm |
Conjuration |
Druid Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Call forth a storm that douses fire, creates an Ice surface, and forces spellcasters to succeed at a Concentration Saving throw in order to maintain Concentration.
Ice is a surface that is considered Difficult Terrain. Creatures moving through it have their Movement Speed halved, and will fall Prone on a failed Dexterity Saving throw. |
|
Spirit Guardians |
Conjuration |
Cleric |
|
|
|
|
|
0 |
3m |
|
Call forth spirits to protect you. |
|
Stinking Cloud |
Conjuration |
Bard Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Create a cloud of gas so nauseating it prevents creatures from taking actions. |
|
Wall of Thorns |
Conjuration |
Druid |
|
|
|
|
|
18m |
|
|
Create a wall of pliable, twisting thorns surrounded by Entangling vines. |
|
Web |
Conjuration |
Sorcerer Wizard |
|
|
|
|
DEX |
18m |
4m |
|
Cover an area in thick, flammable webbing that can Enweb creatures within.
An ally can use its Help action to try and tear away the webs. |
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Bane |
Enchantment |
Bard Cleric |
|
|
|
|
|
9m |
|
|
Up to 3 creatures receive a -1d4 penalty to Attack rolls and Saving throws. |
|
Bless |
Enchantment |
Cleric Paladin |
|
|
|
|
|
9m |
|
|
Bless up to 3 creatures. They gain a +1d4 bonus to Attack rolls and Saving throws. |
|
Calm Emotions |
Enchantment |
Bard Cleric |
|
|
|
|
|
18m |
6m |
|
Humanoids can't be Charmed, Frightened, or become enraged. |
|
Compelled Duel |
Enchantment |
Paladin |
|
|
|
|
|
9m |
|
|
Force an enemy to attack only you, giving it Disadvantage against other targets. |
|
Confusion |
Enchantment |
Bard Druid Sorcerer Wizard |
|
|
|
|
|
18m |
6m |
|
Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor. |
|
Crown of Madness |
Enchantment |
Bard Sorcerer Warlock Wizard |
|
|
|
|
WIS |
18m |
|
|
Instill madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied. |
|
Dominate Beast |
Enchantment |
Druid Sorcerer |
|
|
|
|
|
18m |
|
|
Make a Beast fight alongside you. Every time the Beast takes damage, it makes a Wisdom Saving throw against your domination. |
|
Dominate Person |
Enchantment |
Bard Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Dominate a nearby humanoid. Allies are unaffected. |
|
Friends |
Enchantment |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
9m |
|
|
Gain Advantage on Charisma Checks against a non-hostile creature. |
|
Heroism |
Enchantment |
Bard Paladin |
|
|
|
|
|
1.5m |
|
|
Make yourself or a target immune to Frightened and gain 5 Temporary Hit Points each turn. |
|
Hex |
Enchantment |
Warlock |
|
|
|
|
|
18m |
|
|
Make your attacks deal an additional 1d6Necrotic damage to the target and give it Disadvantage on an Ability of your choosing. |
|
Hold Monster |
Enchantment |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Paralyse a creature. It can't Move, Act, or React. Attacks from within 3 m / 10 ft are always Critical Hits. |
|
Hold Person |
Enchantment |
Bard Cleric Druid Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within Range: 3 m / 10 ft are always Critical Hits.
At the end of each turn, the affected creature can make a Wisdom Saving throw to end this condition. |
|
Otto's Irresistible Dance |
Enchantment |
Bard Wizard |
|
|
|
|
|
9m |
|
|
Cause a creature to start dancing, making it unable to take Actions or Move. Its attackers have Advantage on Attack rolls. |
|
Tasha's Hideous Laughter |
Enchantment |
Bard Wizard |
|
|
|
|
WIS |
18m |
|
|
Leave a creature Prone with laughter, without the ability to get up. |
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Blade Barrier |
Evocation |
Cleric |
|
|
|
|
|
18m |
|
|
Summons a wall of razor-sharp blades that turns the area into Difficult Terrain and damages anyone foolish enough to come close. |
|
Branding Smite |
Evocation |
Paladin |
|
|
|
|
CON |
Weapon Range |
|
|
Your weapon gleams with astral radiance as you strike and possibly mark your targets with light, preventing it from turning Invisible.
- This spell, unlike other Smite Spells, will work with Ranged weaponry.
|
|
Crusader's Mantle |
Evocation |
Paladin |
|
|
|
|
|
0 |
9m |
|
Radiate a holy power that emboldens nearby allies. Their weapon attacks deal an additional 1d4Radiant damage. |
|
Dancing Lights |
Evocation |
Bard Sorcerer Wizard |
|
|
|
|
|
18m |
9m |
|
Illuminate a 9 m / 30 ft radius. |
|
Darkness |
Evocation |
Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Create a cloud of magical darkness that Heavily Obscures and inflicts Blind to creatures within. Creatures cannot make ranged attacks into or out of it. |
|
Divine Favour |
Evocation |
Paladin |
|
|
|
|
|
0 |
|
|
Your prayer empowers you with divine radiance. Your weapons deal an additional 1d4Radiant damage. |
|
Faerie Fire |
Evocation |
Bard Druid |
|
|
|
|
DEX |
18m |
6m |
|
All targets within the light turn visible, and Attack rolls against them have Advantage. |
|
Moonbeam |
Evocation |
Druid |
|
|
|
|
|
18m |
1m |
|
Call down a beam of light that damages any creatures that enters the beam or starts its turn in the light. You can use an Action to move the beam 18 m / 60 ft. |
|
Otiluke's Resilient Sphere |
Evocation |
Wizard |
|
|
|
|
DEX |
9m |
|
|
Enclose a target in a sphere of shimmering force, reducing its movement speed by half, and blocking all incoming and spell effects. |
|
Searing Smite |
Evocation |
Paladin |
|
|
|
|
|
Weapon Range |
|
|
Your weapon flares with white-hot intensity. It deals, on top of weapon damage, an extra 1d6Fire damage and marks the target with Searing Smite. |
|
Sunbeam |
Evocation |
Druid Sorcerer Wizard |
|
|
|
|
CON |
m |
18m |
|
A beam of brilliant light sears and Blinds all creatures in its path. |
|
Wall of Fire |
Evocation |
Druid Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Create a blazing wall of fire, Burning anyone who dares stand too close. Deals Fire to anything that moves into or starts it's turn in the area. |
|
Wall of Ice |
Evocation |
Wizard |
|
|
|
|
|
18m |
|
|
Raise a wall of solid ice that deals 10d6Cold damage to anyone standing in its way. |
|
Wall of Stone |
Evocation |
Druid Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Raise a wall of non-magical, solid stone.
The wall can be created between any two points within range as long as there is a clear path between them. It is made up of Stone Pillars with 30 HP each, immune to Psychic and vulnerable to Force and Thunder damage. Pillars block movement and line of sight. |
|
Witch Bolt |
Evocation |
Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Link yourself to a target with a bolt of lightning. Deal an additional 1d12Lightning each turn by activating it. |
|
Wrathful Smite |
Evocation |
Paladin |
|
|
|
|
WIS |
Weapon Range |
|
|
Your weapon absorbs your wrath as you strike, possibly Frightening your target. |
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Barkskin |
Transmutation |
Druid Ranger |
|
|
|
|
|
1.5m |
|
|
Touch a willing creature to toughen its skin and increase its Armour Class up to 16. |
|
Elemental Weapon |
Transmutation |
Paladin |
|
|
|
|
|
18m |
|
|
Imbue a weapon with elemental power. It receives a +1 bonus to Attack rolls and Damage Rolls[See Notes], and deals an additional 1d4 damage of your choice. |
|
Enhance Ability |
Transmutation |
Bard Cleric Druid Sorcerer |
|
|
|
|
|
1.5m |
|
|
Bestow a magical enchantment upon an ally. They gain Advantage on Ability Checks with a chosen Ability. |
|
Enlarge/Reduce |
Transmutation |
Sorcerer Wizard |
|
|
|
|
|
9m |
|
|
Make a creature larger or smaller. Either option has a duration of 10 turns.
This affects their weapon damage and Strength Checks and Saving throws. |
|
Expeditious Retreat |
Transmutation |
Sorcerer Warlock Wizard |
|
|
|
|
|
0 |
|
|
Gain Dash immediately and as a bonus action on each of your turns until this spell ends. |
|
Flesh to Stone |
Transmutation |
Warlock Wizard |
|
|
|
|
CON |
18m |
|
|
Atrophy a foe, Restraining them until they temporarily turn to stone. |
|
Gaseous Form |
Transmutation |
Sorcerer Warlock Wizard |
|
|
|
|
|
1.5m |
|
|
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage. |
|
Grant Flight |
Transmutation |
Sorcerer Warlock Wizard |
|
|
|
|
|
1.5m |
|
|
Bestow the ability to Fly upon yourself or an ally. |
|
Haste |
Transmutation |
Sorcerer Wizard |
|
|
|
|
|
9m |
|
|
Target yourself or an ally to become Hastened. The creature has a +2 bonus to Armour Class, Advantage on Dexterity Saving throws, its Movement Speed is doubled, and can take one additional Action per turn. |
|
Heat Metal |
Transmutation |
Bard Druid |
|
|
|
|
|
18m |
|
|
Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage on Attack rolls and Ability Checks. |
|
Magic Weapon |
Transmutation |
Paladin Wizard |
|
|
|
|
|
1.5m |
|
|
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack rolls and Damage Rolls. |
|
Polymorph |
Transmutation |
Bard Druid Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Transform a creature into a harmless sheep. |
|
Slow |
Transmutation |
Sorcerer Wizard |
|
|
|
|
WIS |
18m |
|
|
Alter time around up to 6 enemies to Slow them. They won't get far, they can't do much, and they're easier to hit. |
|
Spike Growth |
Transmutation |
Druid Ranger |
|
|
|
|
|
18m |
|
|
Shape a piece of ground into hard spikes. A creature walking on the spikes takes 2d4Piercing damage for every 1.5 m / 5 ft it moves.
The spikes are Difficult Terrain, halving a creature's Movement Speed. |
|
Telekinesis |
Transmutation |
Cleric Sorcerer Wizard |
|
|
|
|
STR |
18m |
|
|
Throw a creature or object up to 18 m / 60 ft with a thought. Once per turn, you can use Telekinesis again without expending a Spell Slot. |
↑ Back to top