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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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Create or Destroy Water |
Transmutation |
Cleric Druid |
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9m |
4m |
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Choose to call forth rain or destroy a water-based surface. |
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Cure Wounds |
Evocation |
Bard Cleric Druid Paladin Ranger |
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1.5m |
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Heal a creature you can touch. |
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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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Healing Word |
Evocation |
Bard Cleric Druid |
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18m |
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Heal a creature you can see. |
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Inflict Wounds |
Necromancy |
Cleric |
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1.5m |
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Putrefy a creature with Necrotic energy filling your hands. |
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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 |
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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 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 |
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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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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.
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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Spirit Guardians |
Conjuration |
Cleric |
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0 |
3m |
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Call forth spirits to protect you. Nearby enemies take 3d8Radiant or 3d8Necrotic damage per turn, and their Movement Speed is halved. Lasts for 10 turns. |
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Name |
Spell School |
Classes |
C |
C |
R |
A |
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|
|
D |
Description |
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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. You can also break Enchantments that Charm, Frighten, or Possesses allies. |
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Flame Strike |
Evocation |
Cleric |
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|
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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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|
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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 |
|
|
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. Heavier items deal more damage when thrown in this manner.
Duration: 10 turns |
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