Spells are one of the most important abilities and features in Baldurs Gate 3. Plenty of attacks are at the player’s disposal, each with a unique effect. Therefore, I will help you pick some essential spells for all situations.
Key Takeaways
- Fire Ball:
- Level 3 Evocation Spell: Powerful combat spell with 8 to 48 Fire Damage.
- Range: 18m.
- Key Use: Clearing hordes of enemies in mid-game.
- Sleep:
- Level 1 Enchantment Spell: Puts creatures into slumber within an 18m range.
- Key Use: Versatile spell for avoiding combat or incapacitating multiple enemies.
- Speak With Animals:
- Level 1 Divination Spell: Allows communication with animals and beasts.
- Range: On Self.
- Key Use: Enhances exploration and gathering information.
- Misty Step:
- Level 2 Conjuration Spell: Teleports to a visible location within an 18m range.
- Key Use: Versatile for exploration and strategic positioning in battles.
- Healing Word:
- Level 1 Evocation Spell: Heals 1 to 4 hit points + spellcasting modifier within an 18m range.
- Key Use: Vital for health recovery during combat.
- Grease:
- Level 1 Conjuration Spell: Creates a slippery surface in an 18m range.
- Key Use: Slows down and makes enemies prone; can be ignited for burning damage.
- Crown Of Madness:
- Level 2 Enchantment Spell: Instills madness in a humanoid creature within an 18m range.
- Key Use: Forces the affected creature to attack its allies for three turns; concentration-based.
Spell Overview Table:
Spell Name | Effect | Spell School | Spell Range | Level |
---|---|---|---|---|
Fire Ball | 8 to 48 Fire Damage | Evocation School | 18m | Level 3 |
Sleep | Puts a creature into slumber | Enchantment School | 18m | Level 1 |
Cloud of Daggers | 4 to 16 Slashing Damage | Conjuration School | 18m | Level 2 |
Shatter | 3 to 24 Thunder Damage | Evocation School | 18m | Level 2 |
Speak With Animals | Communicate with Animals and Beasts | Divination School | On Self | Level 1 |
Burning Hands | 3 to 18 Fire Damage | Evocation Schoo | 3m Radius (Melee) | Level 1 |
Grease | Cover the Ground in Grease | Conjuration School | 18m | Level 1 |
Crown of Madness | Instill Madness | Enchantment School | 18m | Level 2 |
Thunderwave | 2 to 16 Thunder Damage | Evocation School | 5m Radius (Melee) | Level 1 |
Guiding Bolt | 4 to 24 Radiant Damage | Evocation School | 18m | Level 1 |
Healing Word | (1 to 4 Heal) + Spellcasting Modifier | Evocation School | 18m | Level 1 |
Inflict Wounds | 3 to 30 Necrotic Damage | Necromancy School | Melee | Level 1 |
Misty Step | Teleport to anywhere you can see. | Conjuration School | 18m | Level 2 |
Hellish Rebuke | 2 to 20 Fire Damage | Evocation School | N/A | Level 1 |
Bless | Grant up to three creatures +1 to +4 Bonus on Attack and Save Rolls | Enchantment School | 9m | Level 1 |
As my campaign progressed, characters unlock more potent spells that can significantly impact battles. These spells consume a spell slot each time they are used, and resting is necessary to replenish these slots.
The Spell mechanic in Baldur’s Gate 3 has to be one of my favorite things from the game. However, it is important to know what spells are good and what spells you can live without. Therefore, I have compiled a list of Spells that are essential for any party.
– Shahzar Khalique
Fire Ball
Spell Level | Level 3 |
Spell School | Evocation School |
Effect | 8 to 48 Fire Damage |
Range | 18m |
It is a level 3 Evocation School spell that deals 8 to 48 Fire Damage with a range of 18m. It’s a powerful combat spell and a must-have due to its high damage output. This is one of my favorite spells to blast off a horde of enemies that can lead to serious trouble in mid-game.
- High damage output, effective for clearing groups of enemies.
- Consumes a level 3 spell slot, limiting the frequency of use.
Sleep
Spell Level | Level 1 |
Spell School | Enchantment School |
Effect | Puts a creature into slumber. |
Range | 18m |
A level 1 Enchantment School spell can put creatures into a slumber within an 18m range. I recommend players use this versatile spell to avoid combat and incapacitate multiple enemies during battles.
However, I discovered it can only affect creatures with a combined 24 hit points, and their allies can wake them up early.
Pro | Con |
---|---|
Versatile for avoiding combat or incapacitating multiple enemies with an 18m range. | Limited by the combined hit points of affected creatures; allies can wake them up. |
- Versatile for avoidance/incapacitation.
- Limited by total hit points
- allies can wake targets.
Cloud Of Daggers
Spell Level | Level 2 |
Spell School | Conjuration School |
Effect | 4 to 16 Slashing Damage |
Range | 18m |
It is a level 2 Conjuration School spell that deals 4 to 16 Slashing Damage within an 18m range. It is designed for combat, creating a spinning cloud of daggers that damages enemies in its field.
Plus, it can last up to 10 turns with concentration.
- Sustained damage in an 18m range.
- Requires concentration
- uses a level 2 spell slot.
Shatter
Spell Level | Level 2 |
Spell School | Evocation School |
Effect | 3 to 24 Thunder Damage |
Range | 18m |
It is a level 2 Evocation School spell that inflicts 3 to 24 Thunder Damage within an 18m range. It’s effective against multiple enemies and can impose debuffs on inorganic substances.
- Effective against multiple enemies.
- Consumes a level 2 spell slot
Speak With Animals
Spell Level | Level 1 |
Spell School | Divination |
Effect | Communicate with Animals and Beasts |
Range | On Self |
Speak With Animals is a level 1 Divination School spell that allows communication with animals and beasts. It has a self-range and helps gather information during exploration.
I recommend it for your completionist playthrough, as the spell enhances the experience by maximizing engagement with the world around players.
- Enhances exploration and information gathering.
- Limited to communication
- no immediate combat advantage.
Burning Hands
<img class=”size-full wp-image-31838″ src=”https://gamesual.com/wp-content/uploads/2023/08/Burning-Hands-Spell-Baldurs-Gate-3.jpg” alt=””
Spell Level | Level 1 |
Spell School | Evocation School |
Effect | 3 to 18 Fire Damage |
Range | 3m Radius (Melee) |
Burning Hands level 1 Evocation School spell that deals 3 to 18 Fire Damage in a 3m radius melee range. It’s excellent for dealing with area damage to multiple enemies at once.
- Effective for area damage.
- Limited by melee range.
Grease
Spell Level | Level 1 |
Spell School | Conjuration School |
Effect | Cover the Ground in Grease |
Range | 18m |
Level 1 Conjuration School spell with an 18m range creates a slippery surface that can slow down enemies and make them prone. It can also be ignited for continuous burning damage.
This spell came in incredibly handy during my fight with Goblins. I would force the Goblins to come through a tiny path, then cover that path in Grease and enjoy them falling one after another.
- Creates a slippery surface
- Slows, and makes enemies prone.
- Effectiveness relies on enemy movement.
Crown Of Madness
Spell Level | Level 2 |
Spell School | Enchantment School |
Effect | Instill Madness |
Range | 18m |
Crown of Madness, a level 2 Enchantment School spell with an 18m range, instills madness in a humanoid creature, making them attack their allies for three turns. It is a concentration-based spell that greatly aided me in several combat situations.
- Forces humanoids to attack allies.
- Requires Concentration
Thunderwave
Spell Level | Level 1 |
Spell School | Evocation School |
Effect | 2 to 16 Thunder Damage |
Range | 5m Radius (Melee) |
Coming as a level 1 Evocation School spell with a 5m radius melee range, it deals 2 to 16 Thunder Damage and pushes back enemies. It’s effective for crowd control and environmental damage.
I always had trouble with crowd control, while Thunderwave has been the best spell choice for my playthrough of Baldur’s Gate 3.
- Effective for crowd control.
- pushback not always advantageous.
Guiding Bolt
<img class=”size-full wp-image-31844″ src=”https://gamesual.com/wp-content/uploads/2023/08/Guiding-Bolt-Spell-Baldurs-Gate-3.jpg” alt=””
Spell Level | Level 1 |
Spell School | Evocation Spell |
Effect | 4 to 24 Radiant Damage |
Range | 18m |
Guiding Bolt is a level 1 Evocation School spell with an 18m range. It deals 4 to 24 Radiant Damage and grants an advantage on attack rolls against the target.
- Grants an advantage on attack rolls.
- Consumes a level 1 spell slot.
Healing Word
Spell Level | Level 1 |
Spell School | Evocation School |
Effect | (1 to 4 Heal) + Spellcasting Modifier |
Range | 18m |
It is a level 1 Evocation School spell with an 18m range and heals 1 to 4 hit points plus the spellcasting modifier. This spell was almost necessary for me whenever a party member needed health recovery.
- Vital for health recovery.
- limits offensive casting.
Inflict Wounds
<img class=”size-full wp-image-31846″ src=”https://gamesual.com/wp-content/uploads/2023/08/Inflict-Wounds-Spell-Baldurs-Gate-3.jpg” alt=””
Spell Level | Level 1 |
Spell School | Necromancy School |
Effect | 3 to 30 Necrotic Damage |
Range | Melee |
Inflict Wounds, a Necromancy School spell deals 3 to 30 Necrotic Damage in melee range. It’s a potent offensive spell for Clerics character builds. During my playthrough, I frequently relied on this spell due to its low level and high damage.
- Potent melee-range offensive spell.
- Damage Varies
Misty Step
Spell Level | Level 2 |
Spell School | Conjuration School |
Effect | Teleport to anywhere you can see. |
Range | 18m |
It is a level 2 Conjuration School spell with an 18m range that allows teleportation to a visible location. I found Misty Step incredibly versatile for those who focus on exploration.
- Versatile for exploration and positioning.
- Consumes a level 2 spell slot.
Hellish Rebuke
<img class=”size-full wp-image-31851″ src=”https://gamesual.com/wp-content/uploads/2023/08/Hellish-Rebuke-Baldurs-Gate-3.jpg” alt=””
Spell Level | Level 1 |
Spell School | Evocation School |
Effect | 2 to 20 Fire Damage |
Range | N/A |
Hellish Rebuke, a level 1 Evocation School spell, deals 2 to 20 Fire Damage as a reaction when attacked. Unfortunately, it is exclusive to Warlocks and has no range limitation.
- Deals fire damage as a reaction when attacked.
- Exclusive to Warlocks
- Requires concentration
Bless
Spell Level | Level 1 |
Spell School | Enchantment School |
Effect | Grant up to three creatures +1 to +4 Bonus on Attack and Save Rolls |
Range | 9m |
It is a level 1 Enchantment School spell with a 9m range and grants up to three creatures a +1 to +4 bonus on attack rolls and saving throws. It is beneficial for enhancing combat effectiveness.
These abilities vary in their effects, ranges, and schools of magic, making them essential tools for solving challenges in Baldur’s Gate 3.
- Grants bonus on attack rolls and saving throws.
- Requires concentration
My Thoughts
These spells in Baldur’s Gate 3 are beneficial for combat and exploration. I believe all these spells are equally essential and can change the course of your campaign. However, if I needed to pick, I would consider Misty Steps best for exploration and Grease best for most situations.
Bless, for instance, boosts the character’s attack rolls and saving throws, but I need to maintain concentration. Your allies must stay within 9 meters of your character to benefit from its effects. Using these spells strategically in fights and planning out an assault had to be one of my favorite playthrough experiences. The spells and their proper use also significantly improved my chances of winning, although it still does not guarantee victory.
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