Spells are one of the most important abilities and features in Baldurs Gate 3. Plenty of spells are at the player’s disposal, each with a unique effect. These spells are incredibly versatile and can be used in any situation. Therefore, this guide will help you decide on some of the best Spells in Baldurs Gate 3.
Key Takeaways
- These Spells are helpful in every situation, whether in Combat or exploring the dense world.
- Spells like Eldritch Blast are designed to do damage, while Bless can provide Advantage on Attack Rolls and Saving Throws.
- Certain Spells, such as Misty Steps, are designed strictly for exploration and teleportation.
- These Spells also consume a Spell Slot every time they are used, which can be replenished during Rest.
The game provides a diverse set of spells to help you solve many of your problems. Therefore, it is essential to have a spellcaster in your party. However, the list of Spells can also be overwhelming, as players can only carry a few Spells at a time. Moreover, players can learn and unlock additional Spells as their characters level up.
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 |
There are multiple levels of Spells in the game. The level 1 Spells are elementary and an excellent tool for early gameplay. However, advancing the story helps you unlock some potent Spells that can completely change the tide of battle. These Spells consume a Spell Slot every time they are used, and taking a rest will help you replenish these slots.
Fire Ball
Spell Level | Level 3 |
Spell School | Evocation School |
Effect | 8 to 48 Fire Damage |
Range | 18m |
The Fire Ball is an awe-inspiring level 3 Spell in Baldurs Gate 3. As the name suggests, players can shoot a fireball in the enemy direction, which already makes it one of the best Spells in Baldurs Gate 3. Therefore, this makes it mainly a combat Spell capable of dealing a maximum of 48 fire damage. The Fire Ball has a very high damage output, which makes it a must-have.
Most of the time, the Combat requires you to hurl a powerful Fire Ball at your enemies, and this Spell will help you with that. Moreover, the Spell can affect enemies standing up to 6m of the Fire Ball blast, which makes it an excellent choice for crowd control. Players can use exploding barrels and grease bottles to advantage this Spell further.
Sleep
Spell Level | Level 1 |
Spell School | Enchantment School |
Effect | Puts a creature into slumber. |
Range | 18m |
The Sleep is another incredibly effective Spell in Baldurs Gate 3. As the name suggests, this Spell can put creatures into a deep slumber or Sleep. This Spell can be used both inside and outside of Combat. Therefore, players can put creatures into Sleep to avoid Combat. Moreover, players can put multiple enemies to sleep during Combat, taking control of the battle.
However, there is a slight limitation to this Spell, as this Spell can only put enemies into Sleep if they have combined hitpoints of 24. This means that players can put any number of enemies to sleep if their hitpoints add up to 24. These targets stay sleeping for up to 2 turns, but their allies can also wake them up early.
However, the target’s allies will use their Action Resourcee up their comrade. Moreover, players can increase the hitpoints they can cast this Spell on by increasing their character and Spell level. This will allow you to put much stronger foes into deep Sleep and win battles more easily.
Cloud Of Daggers
Spell Level | Level 2 |
Spell School | Conjuration School |
Effect | 4 to 16 Slashing Damage |
Range | 18m |
The Cloud of Daggers is another excellent level 2 Spell of the Conjuration School. This Spell is strictly designed for Combat and can be a perfect means of giving out Slashing Damage. Therefore, the Spell allows players to summon a spinning cloud of arcane daggers. These daggers spin around in a circle and damage anything that is within these dagger’s range.
As a result, the Spell can deal a minimum of 4 and a maximum of 16 Slashing Damage to multiple enemies. This will also allow players to deal with various weak enemies at once and chip away at their health every turn. Moreover, the Spell can be cast from a range of 18m and consume Spell Splot.
The Spell can last up to 10 turns if the Spell Caster maintains concentration for 10 turns. Otherwise, the Spell would end whenever the Spell Caster’s concentration is broken.
Shatter
Spell Level | Level 2 |
Spell School | Evocation School |
Effect | 3 to 24 Thunder Damage |
Range | 18m |
The Shatter is a Level 2 Spell of the Evocation School designed to deal damage. This mighty Spell can be unlocked early on, removing enemy hit points. Therefore, this Spell can give 3 to 24 Thunder Damage to any creature within the 3m Radius.
The Spell is a great asset to care for multiple enemies simultaneously. Moreover, the Spell can be cast from anywhere within 18m and will still give out half the total damage if the player misses their Attack Roll. However, what makes these Spells special is the ability to give out debuffs to specific enemies.
Therefore, the enemies made of inorganic materials, including stone, will be disadvantaged by their Saving Throws. Using this Spell can prove very effective as you are always guaranteed to give out some damage.
Speak With Animals
Spell Level | Level 1 |
Spell School | Divination |
Effect | Communicate with Animals and Beasts |
Range | On Self |
The Speak with Animals may be one of the most essential and best Spells in Baldurs Gate 3. This is a must-have Spell and will help players to get aid of new creatures for their quest. As the name suggests, the Spell is a Ritual Spell that allows players to talk to Animals within the game’s universe.
Therefore, any animal within the game is also an interactive NPC and would tell players essential things related to their quest. Casting this Spell altogether changes and further enhances the experience of your campaign. Just throw this Spell on yourself and start having a dialogue with the friendly animals of Faerun.
However, it is essential to remember that these are still animals and should be treated as such to obtain desired results. The Spell is beneficial outside of Combat and in the exploration aspect of the campaign. Warlocks can cast this Spell without using Spell Slot, and players can get a potion with the same effects.
Burning Hands
Spell Level | Level 1 |
Spell School | Evocation School |
Effect | 3 to 18 Fire Damage |
Range | 3m Radius (Melee) |
The Burning Hands is an awe-inspiring Level 1 Spell players can acquire. This Spell allows players to cast a wave of fire in front of them that will damage all of the enemies within the range. Therefore, the Spell can do 3 to 18 FireDamage to all the enemies in the path of this wave.
This is a melee Spell, meaning players must stand directly in front of the target to cast this Spell. However, it is better if you are standing in front of multiple enemies, as this will hit multiple enemies at once. Even if the target succeeds at their Saving Throw, they still receive half the total damage.
Therefore, this Spell can be learned early on and will prove incredibly influential in the early hours of your gameplay.
Grease
Spell Level | Level 1 |
Spell School | Conjuration School |
Effect | Cover the Ground in Grease |
Range | 18m |
The Grease is one of the best Spells in Baldurs Gate 3 if players know how to use it. Players will soon realize during Combat that head-on fighting is not the most effective combat style in the game. As a result, players would need to plan every encounter and use everything at their disposal to win.
The Grease Spell can conjure a pool of Grease on the ground. This is similar to throwing a grease bottle on the floor. However, you may run out of Grease Bottles, but you will never run out of a Spell you currently have. This Spell can be used to slow down enemies and can also make them prone if they try to walk on it.
This makes it an incredible spell as now you control the movement of enemy targets, but you can also gain advantage of them. Moreover, like any grease, players can use any Fire Spell or object to light this Grease on fire, which will also give constant burning damage to enemies.
Crown Of Madness
Spell Level | Level 2 |
Spell School | Enchantment School |
Effect | Instill Madness |
Range | 18m |
The Crown of Madness may become your next favorite Level 2 Spell. This potent Spell can instill madness in any humanoid creature they want. As a result, this creature would start attacking any of its nearest allies and would be in turmoil for 3 Turns.
This Spell allows you to make enemy targets fight among themselves and thin the herd. Moreover, the enemy targets shift their focus to this new threat and use their Action Resource, damaging their ally. However, this is a concentration-based Spell, which means players would need not to lose focus if they want their Spell to last.
Moreover, targets often will not realize who cast the Spell, allowing you to take out enemies without initiating Combat.
Thunderwave
Spell Level | Level 1 |
Spell School | Evocation School |
Effect | 2 to 16 Thunder Damage |
Range | 5m Radius (Melee) |
The Thunderwave is a great Level 1 Spell players can learn early on. This Spell is designed to take control of a battlefield during Combat. As a result, players can inflict 2 to 16 Thunder Damage to enemies within the range of this Spell. Moreover, players saved by their Saving Throws will still take half the damage.
However, an additional feature makes this Spell better than most. The Spell allows players to push back enemy targets while also giving them damage. This can prove incredibly effective if you are trying to create some space between you and the enemy. However, the best use of this Spell is to throw down enemies from a spot high on the ground.
This will give out the Spell damage and the fall damage players receive from the fall. More than often, the damage would be enough to kill off a target altogether. However, if you throw the enemy in a pitless Chasm, then say goodbye to any of the loot on that target.
Guiding Bolt
Spell Level | Level 1 |
Spell School | Evocation Spell |
Effect | 4 to 24 Radiant Damage |
Range | 18m |
The Guiding Bolt is a class-specific spell that can only be learned by Clerics in Baldurs Gate 3. This level 1 Spell shows how influential Clerics are early in the campaign. Therefore, this Spell can give out 4 to 24 Radiant Damage to enemies within the 18m range of a Cleric.
This is the most damage a Level 1 Spell can do alone. Moreover, the Spell will also grant the players an Advantage on the Attack Roll against the target of the Bolt. This effect will last two turns, making this a potent tool against a powerful opponent. Players can also use a Scroll to cast this Spell, although Clerics can cast it anytime using up their Spell Slot.
This is also one of the significant reasons Shadowheart, a Cleric, is often added to many parties.
Healing Word
Spell Level | Level 1 |
Spell School | Evocation School |
Effect | (1 to 4 Heal) + Spellcasting Modifier |
Range | 18m |
The Healing Word might be one of the most essential Spells during a tricky situation. As the name suggests, this Spell can heal any creature you can see. Therefore, players can save a necessary ally from dying in the battle from a safe distance of 18m.
The Spell can heal from 1 to 4 plus whatever your character’s Spellcasting Modifier. Moreover, you can use this Spell on any ally or yourself. This Spell will come in handy in any situation and is a must-have spell for any party, as you could never have enough healing potions.
Clerics, Bards, and Druids are the only classes capable of using this Spell.
Inflict Wounds
Spell Level | Level 1 |
Spell School | Necromancy School |
Effect | 3 to 30 Necrotic Damage |
Range | Melee |
The Inflict Wounds is another Level 1 Spell exclusive to the Cleric class. This Spell allows you to damage the enemies close to you. Moreover, this powerful Spell can be learned very early on and will help you change the direction of Combat in your favor.
The Spell is capable of dealing anywhere from 3 to 30 Necrotic Damage. This, similar to the Guiding Bolt used by Cleric, can give out a significant amount of damage while only being a Level 1 Spell. However, the only drawback of this Spell might be its range. This is a melee Spell, which means that you need to be able to touch the target to use this Spell.
However, this may not always be a drawback, as having a powerful close-ranged Spell will also significantly affect how you engage with every Combat.
Misty Step
Spell Level | Level 2 |
Spell School | Conjuration School |
Effect | Teleport to anywhere you can see. |
Range | 18m |
The Misty Step is one of the most versatile Spells in the game. This Spell might be one of the most potent exploration Spells, making this one of the best spells in Baldurs Gate 3. The Spell grants its user the ability to teleport. Players can transport themselves instantly to any spot within the 18m range.
Therefore, this Spell will take the exploration to the next level, where players can easily access tough spots. Moreover, the Spell is also a great addition to the Combat, as players can teleport themselves to a position that puts them on an Advantage.
This is a level 2 Spell that most Spell Casters can use and is a definite must-have for any party. It is like having a cheat code in the best way possible.
Hellish Rebuke
Spell Level | Level 1 |
Spell School | Evocation School |
Effect | 2 to 20 Fire Damage |
Range | N/A |
The Hellish Rebuke is a Level 1 Evocation Spell exclusive to the Warlock Class. This Spell allows players to use their reaction to give out fire damage to the Attacker. Therefore, this passive Spell can give out 2 to 20 Fire Damage without the need for the player’s direct interference.
As soon as the players get attacked, they can use their reaction to immediately counter-attack without using any Action Resource. Moreover, the target uses Dexterity Throw to save themselves. A successful Dexterity Save will still give out half of the original damage.
This also means that this Spell has practically no range, and it can affect any attacker no matter their distance. Therefore, if you want to give out damage without doing anything, this Spell can help you.
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 |
The Bless is a Cleric and Paladin exclusive Level 1 Spell. This Spell will allow you to grant up to three creatures or any allies +1 to +4 Bonus on their Attack Rolls and Saving Throws. Therefore, not only will your partners be protected during Combat, but they will also be able to give out more damage.
However, the effects of this Spell will last for ten turns only if the caster’s concentration is unbroken. Moreover, the Spell has a 9m range, meaning your allies must be within 9m of you. The Spell has powerful, long-lasting effects that would make a massive difference during the Combat.
Therefore, just cast this Spell on all of your party members at the start of each fight and get rid of your enemies in no time. However, it is still important to remember that this does not guarantee the win. It just significantly increases your chances.
These are some of the best Spells to have in Baldurs Gate 3. The Spells can be an essential asset to players within Combat and when you are out exploring. Moreover, there is a Spell for every situation, and these endless choices and limited Slots can often make this decision overwhelming.
However, specific Spells tower over other Spells in terms of their effects. Therefore, some Spells are strictly to deal damage, while others will give your allies an Advantage during their Rolls and Throws. These Spells are incredibly versatile and can be used in several ways.
Therefore, it is up to the player’s imagination to use Spells creatively to overcome their problems.
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