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|
Name |
Spell School |
Classes |
C |
C |
R |
A |
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D |
Description |
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Blindness |
Necromancy |
Bard Cleric Sorcerer Wizard |
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18m |
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Limit a foe's sight range. It is easier to hit, and the creature will miss more often.
Attack rolls against it have Advantage and the foe attacks with Disadvantage. |
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Calm Emotions |
Enchantment |
Bard Cleric |
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18m |
6m |
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Humanoids can't be Charmed, Frightened, or become enraged. |
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Enhance Ability |
Transmutation |
Bard Cleric Druid Sorcerer |
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1.5m |
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Bestow a magical enchantment upon an ally. They gain Advantage on Ability Checks with a chosen Ability. |
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Hold Person |
Enchantment |
Bard Cleric Druid Sorcerer Warlock Wizard |
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18m |
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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. |
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Protection from Poison |
Abjuration |
Cleric Druid Paladin Ranger |
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1.5m |
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Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences. |
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Silence |
Illusion |
Bard Cleric Ranger |
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18m |
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Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage. |
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Spiritual Weapon |
Evocation |
Cleric |
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18m |
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Summon a floating, spectral weapon of your choice that attacks your enemies alongside you. The weapon is Ethereal, Immune to Psychic and Poison damage, and Resistant to all other Damage Types.
Duration: 10 turns. Only one Spiritual Weapon may be summoned at any time. |
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Warding Bond |
Abjuration |
Cleric |
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1.5m |
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Ward an ally. They gain Resistance to all damage, and a +1 bonus to their Armour Class and Saving throws. |
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|
Name |
Spell School |
Classes |
C |
C |
R |
A |
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D |
Description |
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Bless |
Enchantment |
Cleric Paladin |
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9m |
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Bless up to 3 creatures. They gain a +1d4 bonus to Attack rolls and Saving throws. |
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Command |
Enchantment |
Cleric Paladin |
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18m |
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Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon. The target must succeed on a Wisdom saving throw in order to resist the effects. |
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Compelled Duel |
Enchantment |
Paladin |
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9m |
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Force an enemy to attack only you, giving it Disadvantage against other targets. |
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Heroism |
Enchantment |
Bard Paladin |
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1.5m |
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Make yourself or a target immune to Frightened and gain 5 Temporary Hit Points each turn. |
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Protection from Evil and Good |
Abjuration |
Cleric Paladin Warlock Wizard |
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1.5m |
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Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. |
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Sanctuary |
Abjuration |
Cleric Paladin |
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18m |
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You or an ally cannot be targeted until you attack or harm a creature. You can still take damage from area spells. |
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Shield of Faith |
Abjuration |
Cleric Paladin |
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18m |
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Surround a creature with a shimmering field of magic that increases its Armour Class by 2. |
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Thunderous Smite |
Evocation |
Paladin |
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STR |
Weapon Range |
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Your weapon rings with thunder as you strike, pushing your target 3 m / 10 ft away and possibly knocking them Prone. |
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Wrathful Smite |
Evocation |
Paladin |
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WIS |
Weapon Range |
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Your weapon absorbs your wrath as you strike, possibly Frightening your target. |
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|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Charm Person |
Enchantment |
Bard Druid Sorcerer Warlock Wizard |
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WIS |
18m |
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Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue. |
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Chromatic Orb |
Evocation |
Sorcerer Wizard |
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18m |
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Hurl a sphere of energy.
It deals 3d8Thunder damage, or 2d8 Acid, Cold, Fire, Lightning or Poison damage and creates a surface. |
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Colour Spray |
Illusion |
Sorcerer Wizard |
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0 |
5m |
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Blind creatures up to a combined 33 Hit Points. |
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False Life |
Necromancy |
Sorcerer Wizard |
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0 |
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Bolster yourself with a necromantic facsimile of life to gain 7 temporary hit points. |
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Fog Cloud |
Conjuration |
Druid Ranger Sorcerer Wizard |
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18m |
5m |
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Create a cloud of dense fog to Heavily Obscure and Blind creatures within. |
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Grease |
Conjuration |
Wizard |
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18m |
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Cover the ground in flammable grease. It becomes Difficult Terrain and creatures within can fall Prone. |
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Ice Knife |
Conjuration |
Druid Sorcerer Wizard |
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18m |
2m |
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Throw a shard of ice that deals 1d10Piercing damage. It explodes and deals 2d6Cold damage to anyone nearby. It leaves an Ice surface. On miss, the shard of ice still explodes. |
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Mage Armour |
Abjuration |
Sorcerer Wizard |
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1.5m |
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Surround an unarmoured creature in a protective magical force. Its Armour Class increases to 13 + its Dexterity modifier .
Prerequisite: The target can't be wearing Armour. |
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Protection from Evil and Good |
Abjuration |
Cleric Paladin Warlock Wizard |
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1.5m |
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Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. |
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Ray of Sickness |
Necromancy |
Sorcerer Wizard |
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18m |
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Possibly Poisons the target. |
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Shield |
Abjuration |
Sorcerer Wizard |
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0 |
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When you are about to be hit by an enemy, use your Reaction to increase your Armour Class by 5. You also take no damage from Magic Missile. These effects last until the start of your next turn. |
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Sleep |
Enchantment |
Bard Sorcerer Wizard |
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18m |
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Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points. |
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Tasha's Hideous Laughter |
Enchantment |
Bard Wizard |
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WIS |
18m |
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Leave a creature Prone with laughter, without the ability to get up. |
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Witch Bolt |
Evocation |
Sorcerer Warlock Wizard |
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18m |
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Link yourself to a target with a bolt of lightning. Deal an additional 1d12Lightning each turn by activating it. |
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