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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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Enthrall |
Enchantment |
Bard Warlock |
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6m |
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Reduce a creature's peripheral vision and make it look at you. |
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Heat Metal |
Transmutation |
Bard Druid |
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18m |
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Cause a metal Weapon or Armour to glow red-hot and force the creature touching it to let go or receive Disadvantage on Attack rolls and Ability Checks. If the creature is only wearing metal armour, it always receives Disadvantage.
If the creature is still touching the metal, you can use a Bonus Action on subsequent turns to Reapply Heat Metal to deal another 2d8Fire damage and force the creature to let go or receive Disadvantage. |
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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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Invisibility |
Illusion |
Bard Sorcerer Warlock Wizard |
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1.5m |
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Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage.
Invisibility breaks when you fail Stealth Checks on attacking, casting spells, or interacting with items.[See: Bugs] |
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Shatter |
Evocation |
Bard Sorcerer Warlock Wizard |
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18m |
3m |
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Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving throw. |
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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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Name |
Spell School |
Classes |
C |
C |
R |
A |
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D |
Description |
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Bane |
Enchantment |
Bard Cleric |
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9m |
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Up to 3 creatures receive a -1d4 penalty to Attack rolls and Saving throws. |
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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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Guiding Bolt |
Evocation |
Cleric |
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18m |
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The next attack roll against this target has Advantage. |
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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.
The targets can't be Charmed, Frightened, or possessed by them[See Notes], and when these creatures attack it, they have Disadvantage. |
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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.
Until the affected entity attacks or harms another creature, it cannot be targeted by enemy attacks. However, it can still take damage from spells that influence a larger area. |
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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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Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Blindness |
Necromancy |
Bard Cleric Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
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 |
|
Humanoids can't be Charmed, Frightened, or become enraged. |
|
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 grant it protection against Poisonous influences. You neutralize all Poisons that affect it, grant it Advantage on Saving throws against being Poisoned, and Resistance to Poison damage. |
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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.
Each time the target takes damage, the spellcaster takes the same amount of damage. |
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|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
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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|
|
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1.5m |
|
|
Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead.
The targets can't be Charmed, Frightened, or possessed by them[See Notes], and when these creatures attack it, they have Disadvantage. |
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Sanctuary |
Abjuration |
Cleric Paladin |
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|
|
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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.
Until the affected entity attacks or harms another creature, it cannot be targeted by enemy attacks. However, it can still take damage from spells that influence a larger area. |
|
Shield of Faith |
Abjuration |
Cleric Paladin |
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|
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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 |
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D |
Description |
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Armour of Agathys |
Abjuration |
Warlock |
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0 |
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Gain 5 temporary hit points and deal 5Cold damage to any creature that hits you with a melee attack. |
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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.
Enemies have Advantage on Saving throws against being Charmed. |
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Hex |
Enchantment |
Warlock |
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18m |
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Make your attacks deal an additional 1d6Necrotic damage damage [sic] to the target and give it Disadvantage on Checks on an Ability of your choosing.
If the target dies before the spell ends, you can Reapply Hex to a new creature without expending a Spell Slot. |
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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.
The targets can't be Charmed, Frightened, or possessed by them[See Notes], and when these creatures attack it, they have Disadvantage. |
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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. |
No resultsNo resultsNo resultsNo results
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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 |
|
|
Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue.
Enemies have Advantage on Saving throws against being Charmed. |
|
Chromatic Orb |
Evocation |
Sorcerer Wizard |
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|
|
|
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18m |
|
|
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 |
|
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 |
|
Create a cloud of dense fog to Heavily Obscure and Blind creatures within. |
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Grease |
Conjuration |
Wizard |
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DEX |
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 |
|
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.
This spell can be cast while you are Silenced. |
|
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. |
|
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.
The targets can't be Charmed, Frightened, or possessed by them[See Notes], and when these creatures attack it, they have Disadvantage. |
|
Ray of Sickness |
Necromancy |
Sorcerer Wizard |
|
|
|
|
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18m |
|
|
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 |
|
|
Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points. |
|
Tasha's Hideous Laughter |
Enchantment |
Bard Wizard |
|
|
|
|
WIS |
18m |
|
|
Leave a creature Prone with laughter, without the ability to get up. |
|
Witch Bolt |
Evocation |
Sorcerer Warlock Wizard |
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|
|
|
|
18m |
|
|
Link yourself to a target with a bolt of lightning. Deal an additional 1d12Lightning each turn by activating it. |
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Blindness |
Necromancy |
Bard Cleric Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
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. |
|
Blur |
Illusion |
Sorcerer Wizard |
|
|
|
|
|
0 |
|
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Your body becomes Blurred. Attackers have Disadvantage on Attack rolls against you.
Doesn't affect creatures that don't rely on sight or that can see through illusions. |
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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. |
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Darkvision |
Transmutation |
Druid Ranger Sorcerer Wizard |
|
|
|
|
|
1.5m |
|
|
Grant a creature the ability to see in the dark out to a range of 12 m / 40 ft. |
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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. |
|
Gust of Wind |
Evocation |
Druid Sorcerer Wizard |
|
|
|
|
|
0 |
12m |
|
Summon a strong wind that clears all clouds. Any creatures caught in the gale who fail a Strength Saving throw will be pushed back 5 m / 17 ft and be thrown Off Balance. |
|
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. |
|
Invisibility |
Illusion |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
1.5m |
|
|
Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage.
Invisibility breaks when you fail Stealth Checks on attacking, casting spells, or interacting with items.[See: Bugs] |
|
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. |
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Melf's Acid Arrow |
Evocation |
Wizard |
|
|
|
|
|
18m |
|
|
Shoot a green arrow that bursts in a spray of acid. Deals 4d4Acid damage immediately and 2d4Acid damage at the end of the target's next turn.
If the spell misses, the target still takes half the initial damage, but no damage at the end of its next turn. |
|
Mirror Image |
Illusion |
Sorcerer Warlock Wizard |
|
|
|
|
|
0 |
|
|
Create 3 illusory duplicates of yourself to distract attackers. Each duplicate increases your Armour Class by 3.
Whenever you successfully evade an attack, one of the duplicates disappears. |
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Ray of Enfeeblement |
Necromancy |
Warlock Wizard |
|
|
|
|
|
18m |
|
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Weaken a foe: they deal half damage with weapon attacks using Strength. |
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Shatter |
Evocation |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
3m |
|
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving throw. |
|
Web |
Conjuration |
Sorcerer Wizard |
|
|
|
|
DEX |
18m |
|
|
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. |
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