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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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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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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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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.
Skeletons and creatures killed with Acid, Fire, Lightning, Necrotic, Radiant damage no longer have a mouth and can't be made to talk using this spell.
Casting this spell also grants the ability Recast Speak with Dead, which allows the spellcaster to recast the spell without expending a spell slot, until the next Long Rest. |
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Vampiric Touch |
Necromancy |
Warlock Wizard |
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1.5m |
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Touch an enemy to siphon their life force and regain half as many Hit Points.
For 10 turns, you can use Vampiric Touch again without expending an additional Spell Slot. |
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Name |
Spell School |
Classes |
C |
C |
R |
A |
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D |
Description |
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Blink |
Transmutation |
Sorcerer Wizard |
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0 |
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Available only in combat.
At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world.
When you do vanish, your presence here is a representation of the location you'll come back to. You can choose to teleport it up to 6 m / 20 ft. |
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Elemental Weapon |
Transmutation |
Paladin |
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18m |
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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. |
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Gaseous Form |
Transmutation |
Sorcerer Warlock Wizard |
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1.5m |
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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.
The cloud has Advantage on Constitution, Dexterity, and Strength Saving throws. |
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Grant Flight |
Transmutation |
Sorcerer Warlock Wizard |
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1.5m |
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Bestow the ability to Fly upon yourself or an ally. |
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Haste |
Transmutation |
Sorcerer Wizard |
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9m |
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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. |
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Lightning Arrow |
Transmutation |
Ranger |
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18m |
3m |
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After the arrow hits, smaller bolts snake out from the target towards nearby creatures. |
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Plant Growth |
Transmutation |
Bard Druid Ranger |
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18m |
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Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered.
- There is no Saving throw against this effect.
- Any Fire damage will burn away the surface, effectively ending the spell.
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Slow |
Transmutation |
Sorcerer Wizard |
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WIS |
18m |
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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. |
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