Class\/Race<\/strong><\/td><\/tr>Animal Friendship<\/td> | Convince a beast to not attack you.<\/td> | Enchantment<\/td> | One Action<\/td> | 10 Turns<\/td> | Bard, Cleric, Eldritch Knight, Sorcerer, Warlock, Wizard, Druid<\/td><\/tr> |
Armour of Agathys<\/td> | Cast a spectral frost over yourself, increasing your hit points by five. Deal five cold damage to any creature that hits you with a melee attack.<\/td> | Abjuration<\/td> | One Action<\/td> | until Long Rest<\/td> | Bard, Sorcerer, Warlock<\/td><\/tr> |
Arms of Hadar<\/td> | Call forth tendrils of dark energy that prevent targets from taking reactions.<\/td> | Conjuration<\/td> | One Action<\/td> | 1 Turn<\/td> | Warlock<\/td><\/tr> |
Bane<\/td> | Target up to 3 creatures. They receive a 1d4 penalty to Attack Rolls and Saving Throws.<\/td> | Enchantment<\/td> | One Action<\/td> | 10 Turns (Concentration)<\/td> | Bard, Cleric<\/td><\/tr> |
Bless<\/td> | Bless up to 3 creatures. They gain a +1d4 bonus to Attack Rolls and Saving Throws.<\/td> | Enchantment<\/td> | One Action<\/td> | 10 Turns (Concentration)<\/td> | Bard, Paladin<\/td><\/tr> |
Burning Hands<\/td> | Each flammable target is hit with 3\u223c18 Fire damage.<\/td> | Evocation<\/td> | One Action<\/td> | Instantaneous<\/td> | Cleric, Eldritch Knight, Sorcerer, Warlock, Wizard<\/td><\/tr> |
Charm Person<\/td> | Charm a person to gain advantages in dialogue and to prevent a potential enemy from attacking.<\/td> | Enchantment<\/td> | One Action<\/td> | 10 Turns<\/td> | Bard, Druid, Sorcerer, Warlock, Wizard<\/td><\/tr> |
Chromatic Orb<\/td> | Launch a sphere of energy which deals damage on impact.<\/td> | Evocation<\/td> | One Action<\/td> | Instantaneous<\/td> | Bard, Eldritch Knight, Sorcerer, Wizard<\/td><\/tr> |
Chromatic Orb: Acid<\/td> | Hurl a sphere of energy that deals 2d8 Acid damage.<\/td> | Evocation<\/td> | One Action<\/td> | Instantaneous<\/td> | Wizard, Sorcerer<\/td><\/tr> |
Chromatic Orb: Cold<\/td> | Hurl a sphere of energy that deals 2d8 Cold damage.<\/td> | Evocation<\/td> | One Action<\/td> | Instantaneous<\/td> | Wizard, Sorcerer<\/td><\/tr> |
Chromatic Orb: Fire<\/td> | Hurl a sphere of energy that deals 2d8 Fire damage.<\/td> | Evocation<\/td> | One Action<\/td> | Instantaneous<\/td> | Wizard, Sorcerer<\/td><\/tr> |
Chromatic Orb: Lightning<\/td> | Hurl a sphere of energy that deals 2d8 Lighting damage.<\/td> | Evocation<\/td> | One Action<\/td> | Instantaneous<\/td> | Wizard, Sorcerer<\/td><\/tr> |
Chromatic Orb: Poison<\/td> | Hurl a sphere of energy that deals 2d8 Poison damage.<\/td> | Evocation<\/td> | One Action<\/td> | Instantaneous<\/td> | Wizard, Sorcerer<\/td><\/tr> |
Chromatic Orb: Thunder<\/td> | Hurl a sphere of energy that deals 3d8 Thunder damage.<\/td> | Evocation<\/td> | One Action<\/td> | Instantaneous<\/td> | Wizard, Sorcerer<\/td><\/tr> |
Colour Spray<\/td> | Blind creatures up to a combined 33 hit points.<\/td> | Illusion<\/td> | One Action<\/td> | 1 Turn<\/td> | Eldritch Knight, Sorcerer, Wizard<\/td><\/tr> |
Command (Halt)<\/td> | Command a creature to flee, move closer, freeze, drop to the ground or drop their weapon.<\/td> | Enchantment<\/td> | One Action<\/td> | 1 Turn<\/td> | Cleric, Paladin, Warlock<\/td><\/tr> |
Compelled Duel<\/td> | Your chosen target must make a wisdom saving throw, and upon a fail must focus their attacks on only you.<\/td> | Enchantment<\/td> | One Bonus Action<\/td> | 3 Turns (Concentration)<\/td> | Paladin<\/td><\/tr> |
Create or Destroy Water<\/td> | Choose to call forth rain or destroy a water-based surface.<\/td> | Transmutation<\/td> | One Action<\/td> | Instantaneous<\/td> | Cleric, Druid<\/td><\/tr> |
Cure Wounds<\/td> | Touch a creature within melee range to heal it with 1d8 hit points.<\/td> | Evocation<\/td> | One Action<\/td> | Instantaneous<\/td> | Bard, Cleric, Druid, Paladin, Ranger<\/td><\/tr> |
Disguise Self<\/td> | Magically change all aspects of your appearance.<\/td> | Illusion<\/td> | One Action<\/td> | until Long Rest<\/td> | Bard, Cleric, Eldritch Knight, Sorcerer, Wizard<\/td><\/tr> |
Dissonant Whispers<\/td> | Force a creature within range to take a Wisdom saving throw by whispering a discordant melody to it. If it fails, the creature takes 3d6 psychic damage and is frightened for two turns.<\/td> | Enchantment<\/td> | One Action<\/td> | 2 Turns<\/td> | Bard, Warlock<\/td><\/tr> |
Divine Favour<\/td> | Deal an additional 1d4 radiant damage with every successful weapon hit.<\/td> | Evocation<\/td> | One Bonus Action<\/td> | 10 Turns (Concentration)<\/td> | Paladin<\/td><\/tr> |
Ensnaring Strike<\/td> | Conjure spiked vines to the location of a target within range, dealing 1d6+3 piercing damage.<\/td> | Conjuration<\/td> | One Bonus Action<\/td> | 10 Turns<\/td> | Paladin, Ranger<\/td><\/tr> |
Entangle<\/td> | Vines sprout from the ground, slowing creatures within and possibly Entangling them.<\/td> | Conjuration<\/td> | One Action<\/td> | Concentration<\/td> | Druid<\/td><\/tr> |
Expeditious Retreat<\/td> | Gain Dash immediately and as a bonus action on each of your turns until this spell ends.<\/td> | Transmutation<\/td> | One Bonus Action<\/td> | until Long Rest (Concentration)<\/td> | Eldritch Knight, Sorcerer, Warlock, Wizard<\/td><\/tr> |
Faerie Fire<\/td> | Encase multiple targets in colorful light. The targets turn visible, and Attack Rolls against the targets have Advantage.<\/td> | Evocation<\/td> | One Action<\/td> | 10 Turns (Concentration)<\/td> | Bard, Cleric, Druid, Drow <\/td><\/tr> |
False Life<\/td> | Gain seven temporary hit points.<\/td> | Necromancy<\/td> | One Action<\/td> | until Long Rest<\/td> | Eldritch Knight, Sorcerer, Wizard<\/td><\/tr> |
Feather Fall<\/td> | Allied creatures within range become immune to fall damage.<\/td> | Transmutation<\/td> | One Bonus Action<\/td> | 10 Turns<\/td> | Bard, Eldritch Knight, Sorcerer, Wizard<\/td><\/tr> |
Find Familiar<\/td> | Gain the service of a familiar, a fey spirit that takes an animal from of your choose.<\/td> | Conjuration<\/td> | One Action<\/td> | until Long Rest<\/td> | Eldritch Knight, Ranger, Warlock, Wizard<\/td><\/tr> |
Final Familiar: Cat<\/td> | Summon a familiar with the form and statistics of a cat that can distract your enemies.<\/td> | Conjuration<\/td> | One Action<\/td> | until Long Rest<\/td> | Wizard<\/td><\/tr> |
Find Familiar: Crab<\/td> | Summon a familiar with the form and statistics of a crab. Its sharp pincers can slow enemies.<\/td> | Conjuration<\/td> | One Action<\/td> | until Long Rest<\/td> | Wizard<\/td><\/tr> |
Find Familiar: Frog<\/td> | Summon a familiar with the form and statistics of a frog. Its skin is covered with dizzying toxins.<\/td> | Conjuration<\/td> | One Action<\/td> | until Long Rest<\/td> | Wizard<\/td><\/tr> |
Find Familiar: Imp<\/td> | Summon a familiar with the form and statistics of an imp. Its barbed tail can inject enemies with a potent poison.<\/td> | Conjuration<\/td> | One Action<\/td> | become invisible until you attack<\/td> | Warlock<\/td><\/tr> |
Find Familiar: Quasit<\/td> | Summon a familiar with the form and statistics of a quasit that can frighten enemies.<\/td> | Conjuration<\/td> | One Action<\/td> | become invisible until you attack<\/td> | Warlock<\/td><\/tr> |
Find Familiar: Rat<\/td> | Summon a familiar with the form and statistics of a rat. Its infectious bite can spread disease.<\/td> | Conjuration<\/td> | One Action<\/td> | until Long Rest<\/td> | Wizard<\/td><\/tr> |
Find Familiar: Raven<\/td> | Summon a familiar with the form and statistics of a raven. It can launch precise attacks.<\/td> | Conjuration<\/td> | One Action<\/td> | until Long Rest<\/td> | Wizard<\/td><\/tr> |
Find Familiar: Spider<\/td> | Summon a familiar with the form and statistics of a spider. Its deadly bite can poison enemies.<\/td> | Conjuration<\/td> | One Action<\/td> | until Long Rest<\/td> | Wizard<\/td><\/tr> |
Fog Cloud<\/td> | Summons a cloud that Blinds and Heavily Obscures creatures within it.<\/td> | Conjuration<\/td> | One Action<\/td> | 10 Turns<\/td> | Druid, Eldritch Knight, Ranger, Sorcerer, Wizard<\/td><\/tr> |
Goodberry<\/td> | Add four magical berries to your inventory or the inventory or an ally. When you eat a berry, regain 1d4 hit points. If the berries are not consumed before a long rest, they disappear.<\/td> | Transmutation<\/td> | One Action<\/td> | until Long Rest<\/td> | Druid, Ranger<\/td><\/tr> |
Grease<\/td> | Cover the ground in grease, slowing creatures within and possibly making them fall Prone.<\/td> | Conjuration<\/td> | One Action<\/td> | 10 Turns<\/td> | Eldritch Knight, Wizard<\/td><\/tr> |
Guiding Bolt<\/td> | Call forth a beam of light that grants Advantage on the next Attack Roll against the target.<\/td> | Evocation<\/td> | One Action<\/td> | 2 Turns<\/td> | Eldritch Knight, Wizard<\/td><\/tr> |
Hail of Thorns<\/td> | During a ranged weapon attack, summon a rain of thorns on the target, dealing additional slashing damage.<\/td> | Conjuration<\/td> | One Bonus Action<\/td> | Instantaneous<\/td> | Ranger<\/td><\/tr> |
Healing Word<\/td> | Allows your target to regain 1d4 hit points.<\/td> | Evocation<\/td> | One Bonus Action<\/td> | Instantaneous<\/td> | Bard, Cleric, Druid<\/td><\/tr> |
Hellish Rebuke<\/td> | The next time you take damage, you use your reaction to surround your attacker in hellish flames.<\/td> | Evocation<\/td> | One Reaction<\/td> | Unknown<\/td> | Bard, Paladin, Warlock<\/td><\/tr> |
Heroism<\/td> | Bolster yourself or an ally with valour and health. The target can no longer be Frightened and gains 5 temporary hit points each turn.<\/td> | Enchantment<\/td> | One Action<\/td> | 10 Turns (Concentration)<\/td> | Bard, Paladin<\/td><\/tr> |
Hex<\/td> | Curses a creature, ensuring that it takes extra damage from your subsequent attacks.<\/td> | Enchantment<\/td> | One Bonus Action<\/td> | 10 Turns<\/td> | Bard, Warlock<\/td><\/tr> |
Hunter’s Mark<\/td> | Mark a creature. This creature will take additional damage from your physical attacks. If the creature dies before the mark expires, you may cast Hunter\u2019s Mark again at no cost.<\/td> | Divination<\/td> | One Bonus Action<\/td> | until Long Rest<\/td> | Ranger<\/td><\/tr> |
Ice Knife<\/td> | Throw a shard of ice that deals 1-10 Piercing damage. It explodes and deals 2-12 Cold damage to anyone nearby. It leaves an ice surface.<\/td> | Conjuration<\/td> | One Action<\/td> | 2 Turns<\/td> | Bard, Druid, Sorcerer, Wizard<\/td><\/tr> |
Inflict Wounds<\/td> | Damage an enemy in melee range with the necrotic energy coursing through your hands.<\/td> | Necromancy<\/td> | One Action<\/td> | Instantaneous<\/td> | Cleric, Paladin<\/td><\/tr> |
Enhance Leap<\/td> | Triple a creature’s jumping distance.<\/td> | Transmutation<\/td> | One Action<\/td> | 10 Turns<\/td> | Druid, Ranger, Sorcerer, Wizard<\/td><\/tr> |
Longstrider<\/td> | Touch a creature to increase its Movement Speed by 3m.<\/td> | Transmutation<\/td> | One Action<\/td> | until Long Rest<\/td> | Bard, Druid, Ranger, Wizard<\/td><\/tr> |
Lunar Mend<\/td> | While in the form of an animal, heal for a portion of your health.<\/td> | N\/A<\/td> | One Bonus Action<\/td> | Instantaneous<\/td> | Druid<\/td><\/tr> |
Mage Armour<\/td> | Touch an unarmored person or creature to set their AC to 13, plus their dexterity modifier.<\/td> | Abjuration<\/td> | One Action<\/td> | Instantaneous<\/td> | Eldritch Knight, Sorcerer, Wizard<\/td><\/tr> |
Magic Missile<\/td> | Shoot 3 magical missiles, each dealing 2-5 Force damage. They always hit their target.<\/td> | Evocation<\/td> | One Action<\/td> | Instantaneous<\/td> | Eldritch Knight, Sorcerer, Wizard<\/td><\/tr> |
Protection From Good and Evil<\/td> | Protect a creature against aberrations, celestials, elementals, fey, fiends, and undead.<\/td> | Abjuration<\/td> | One Action<\/td> | until Long Rest<\/td> | Cleric, Warlock, Wizard<\/td><\/tr> |
Ray of Sickness<\/td> | Fire a beam of sickness energy, damaging the enemy and potentially inflicting poison.<\/td> | Necromancy<\/td> | One Action<\/td> | 2 Turns<\/td> | Eldritch Knight, Sorcerer, Wizard<\/td><\/tr> |
Sanctuary<\/td> | Protect yourself, or an ally against enemy attacks. This lasts until you or your ally harms another being. You can still take AOE damage from enemy spells.<\/td> | Abjuration<\/td> | One Bonus Action<\/td> | 10 Turns<\/td> | Cleric, Paladin<\/td><\/tr> |
Searing Smite<\/td> | Your weapon flares with white-hot intensity as you attack, marking your target with Searing Smite.<\/td> | Evocation<\/td> | One Action \/ Bonus Action<\/td> | 10 Turns<\/td> | Paladin<\/td><\/tr> |
Shield<\/td> | When you are about to be hit by an enemy, increase your Armour Class by 5. You take no damage from Magic Missile.<\/td> | Abjuration<\/td> | One Reaction<\/td> | until Long Rest<\/td> | Eldritch Knight, Sorcerer, Wizard<\/td><\/tr> |
Shield of Faith<\/td> | Surround a creature with a shimmering field of magic that increases its Armour Class by 2.<\/td> | Abjuration<\/td> | One Bonus Action<\/td> | until Long Rest<\/td> | Cleric, Eldritch Knight, Warlock, Wizard<\/td><\/tr> |
Sleep<\/td> | Put a creature to sleep for up to two turns. The creature will wake if they receive damage.<\/td> | Enchantment<\/td> | One Action<\/td> | 2 Turns<\/td> | Bard, Eldritch Knight, Sorcerer, Wizard<\/td><\/tr> |
Speak With Animals<\/td> | Gain the ability to comprehend and verbally communicate with beasts.<\/td> | Divination<\/td> | One Action<\/td> | until Long Rest<\/td> | Bard, Druid, Ranger<\/td><\/tr> |
Tasha’s Hideous Laughter<\/td> | Cause the target to be consumed with laughter, leaving them prone and unable to take action.<\/td> | Enchantment<\/td> | One Action<\/td> | 10 Turns<\/td> | Bard, Eldritch Knight, Wizard<\/td><\/tr> |
Thunderous Smite<\/td> | Your weapon rings with thunder as you strike, pushing your target 3m away and possibly knocking it Prone.<\/td> | Evocation<\/td> | One Action \/ Bonus Action<\/td> | Instantaneous<\/td> | Paladin<\/td><\/tr> |
Thunder Wave<\/td> | Release a wave of thunderous force that pushes away all creatures and objects.<\/td> | Evocation<\/td> | One Action<\/td> | Instantaneous<\/td> | Bard, Druid, Eldritch Knight, Sorcerer, Wizard<\/td><\/tr> |
Wrathful Smite<\/td> | Your weapon absorbs your wrath as you strike, possibly Frightening your target.<\/td> | Evocation<\/td> | One Action \/ Bonus Action<\/td> | Instantaneous<\/td> | Paladin<\/td><\/tr> |
Witch Bolt<\/td> | Link yourself to a target with a bolt of lightning. Deal an additional 1-12 Lightning Damage each turn by activating it.<\/td> | Evocation<\/td> | One Action<\/td> | Instantaneous<\/td> | Eldritch Knight, Sorcerer, Warlock, Wizard<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n That concludes our guide for all Level 1 Spells in Baldur’s Gate 3 (BG3)<\/strong>. We hope you find this helpful, and let us know what your favorite spell set-up is so far.<\/p>\n\n\n\nBe sure to check out all of our other guides, such as all Cantrips in Baldur’s Gate 3<\/a>.<\/p>\n","protected":false},"excerpt":{"rendered":"We’ll spell it out for you.<\/p>\n","protected":false},"author":372,"featured_media":971711,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"ub_ctt_via":"","apple_news_api_created_at":"","apple_news_api_id":"","apple_news_api_modified_at":"","apple_news_api_revision":"","apple_news_api_share_url":"","apple_news_coverimage":0,"apple_news_coverimage_caption":"","apple_news_is_hidden":false,"apple_news_is_paid":false,"apple_news_is_preview":false,"apple_news_is_sponsored":false,"apple_news_maturity_rating":"","apple_news_metadata":"\"\"","apple_news_pullquote":"","apple_news_pullquote_position":"","apple_news_slug":"","apple_news_sections":"\"\"","apple_news_suppress_video_url":false,"apple_news_use_image_component":false,"_article_tier":null},"categories":[30],"tags":[174812,174960,226,2729,170,6174],"internal-label":[],"article_type":[194382],"coauthors":[{"id":372,"display_name":"Stephanie Watel","user_nicename":"stephaniewatel"}],"featured_image_src":"https:\/\/twinfinite.net\/wp-content\/uploads\/2023\/08\/baldur-gate-magic-1.jpg?fit=1200%2C675","author_info":{"display_name":"Stephanie Watel","author_link":"https:\/\/twinfinite.net\/author\/stephaniewatel\/"},"apple_news_notices":[],"jetpack_featured_media_url":"https:\/\/twinfinite.net\/wp-content\/uploads\/2023\/08\/baldur-gate-magic-1.jpg?fit=1200%2C675","_links":{"self":[{"href":"https:\/\/twinfinite.net\/wp-json\/wp\/v2\/posts\/971709"}],"collection":[{"href":"https:\/\/twinfinite.net\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/twinfinite.net\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/twinfinite.net\/wp-json\/wp\/v2\/users\/372"}],"replies":[{"embeddable":true,"href":"https:\/\/twinfinite.net\/wp-json\/wp\/v2\/comments?post=971709"}],"version-history":[{"count":30,"href":"https:\/\/twinfinite.net\/wp-json\/wp\/v2\/posts\/971709\/revisions"}],"predecessor-version":[{"id":971823,"href":"https:\/\/twinfinite.net\/wp-json\/wp\/v2\/posts\/971709\/revisions\/971823"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/twinfinite.net\/wp-json\/wp\/v2\/media\/971711"}],"wp:attachment":[{"href":"https:\/\/twinfinite.net\/wp-json\/wp\/v2\/media?parent=971709"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/twinfinite.net\/wp-json\/wp\/v2\/categories?post=971709"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/twinfinite.net\/wp-json\/wp\/v2\/tags?post=971709"},{"taxonomy":"internal-label","embeddable":true,"href":"https:\/\/twinfinite.net\/wp-json\/wp\/v2\/internal-label?post=971709"},{"taxonomy":"article_type","embeddable":true,"href":"https:\/\/twinfinite.net\/wp-json\/wp\/v2\/article_type?post=971709"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}} |