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Name |
Spell School |
Classes |
C |
C |
R |
A |
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D |
Description |
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Aid |
Abjuration |
Cleric Paladin |
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0 |
9m |
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Bolster your allies with toughness and resolve to heal and increase their Hit Points maximum. |
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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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Lesser Restoration |
Abjuration |
Bard Cleric Druid Paladin Ranger |
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1.5m |
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Cure a creature from Diseased, Poisoned, Paralysis, or Blinded. |
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Prayer of Healing |
Evocation |
Cleric |
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0 |
9m |
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Heal all allies you can see within range by 2d8 + Spellcasting Modifierhit points. |
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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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Animate Dead |
Necromancy |
Cleric Wizard |
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3m |
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Animate a corpse to create an undead servant while not in combat. |
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Beacon of Hope |
Abjuration |
Cleric |
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0 |
9m |
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Your allies will regain the maximum Hit Points possible when healed. They also gain Advantage on Wisdom Saving throws and Death Saving Throws. |
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Bestow Curse |
Necromancy |
Bard Cleric Wizard |
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WIS |
1.5m |
|
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Curse a creature with your touch. The curse either bestows Disadvantage on Ability checks and Saving throws, Disadvantage on Attack rolls, lets you deal additional damage to the target, or robs it of its Actions.
The effect of the curse is based on the variant selected, and lasts for 10 turns. |
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Daylight |
Evocation |
Cleric Druid Paladin Ranger Sorcerer |
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|
|
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18m |
|
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Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. |
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Feign Death |
Necromancy |
Bard Cleric Druid Wizard |
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1.5m |
|
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Put an ally in a protective coma. They become Resistant to all damage except Psychic. Disease and Poison no longer have any effect.
Removed when Helped. |
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Glyph of Warding |
Abjuration |
Bard Cleric Wizard |
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9m |
4m |
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Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy the selected magical effect will trigger.
The glyph will last until triggered, or until a Long Rest. |
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Mass Healing Word |
Evocation |
Cleric |
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0 |
18m |
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Call out words of restoration to heal up to 6 creatures for 1d4 + Spellcasting Modifierhit points. |
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Protection from Energy |
Abjuration |
Cleric Druid Ranger Sorcerer Wizard |
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1.5m |
|
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Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. |
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Remove Curse |
Abjuration |
Cleric Paladin Warlock Wizard |
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1.5m |
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Touch a creature or object to remove all Curses and Hexes affecting it. |
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Revivify |
Necromancy |
Cleric Paladin |
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9m |
9m |
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Revive a companion. They return to life with 1 Hit point. |
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Speak with Dead |
Necromancy |
Bard Cleric |
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9m |
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Grant a semblance of life to a corpse, allowing it to answer questions. |
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Spirit Guardians |
Conjuration |
Cleric |
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0 |
3m |
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Call forth spirits to protect you. |
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Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Contagion |
Necromancy |
Cleric Druid |
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1.5m |
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Poison a target and possibly afflict them with a disease of your choice.
Once infected, the target will roll a Constitution Saving throw each turn. If it accumulates 3 successes, it recovers. If it accumulates 3 failures, it contracts the Disease chosen by the spellcaster. |
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Dispel Evil and Good |
Abjuration |
Cleric |
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0 |
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Aberrations, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on Attack rolls against you. |
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Flame Strike |
Evocation |
Cleric |
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18m |
3m |
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Make a pillar of divine fire roar down from the heavens like the wrath of affronted angels. |
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Greater Restoration |
Abjuration |
Bard Cleric Druid |
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1.5m |
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Touch a creature and negate any Charm, Petrification, Stun, or Cursed. |
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Insect Plague |
Conjuration |
Cleric Druid Sorcerer |
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18m |
6m |
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Locusts attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception Checks. |
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Mass Cure Wounds |
Evocation |
Bard Cleric Druid |
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18m |
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Unleash a soothing hum of energy that heals you and nearby allies. |
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Planar Binding |
Abjuration |
Bard Cleric Druid Wizard |
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18m |
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Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally. |
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Telekinesis |
Transmutation |
Cleric Sorcerer Wizard |
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STR |
18m |
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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. |
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