What are all the Baldur’s Gate 3 spells? While the RPG game is based on Dungeons and Dragons 5th edition, not every 5e spell is available in BG3 – and not every class can use every spell. Therefore, knowing which spells are at your disposal comes in handy.
Sure, you might be able to hurl a Fireball at your enemies – it’s a classic move, after all – but there are hundreds of other spells that might take your Baldur’s Gate 3 foes by surprise, with a variety of positive, negative, and even hilarious results. Whichever of the Baldur’s Gate 3 classes or races you choose to play, you can have the option to cast spells thanks to multiclassing, so knowing which complements your other skills and abilities is essential. That said, here are all the BG3 spells available to magic users.
Best Baldur’s Gate 3 spells
Here are the best BG3 spells:
- Speak with Animals
- Detect Thoughts
- Fireball
- Lesser Restoration
There are over 200 spells at launch, with over 600 confirmed by Larian to be added to the game overall. If you aren’t sure where to start with that, we’ve chosen a few of the best spells to get you started in Baldur’s Gate 3, whichever class you choose.
Speak with Animals
The ability to speak with animals might not be the first thing that springs to mind when considering spells, but thanks to the hilarious and varied gameplay in Baldur’s Gate 3, we can promise you will want Speak with Animals prepared when the time comes. It’s also one of the BG3 ritual spells, meaning you can use it as much as you like outside of combat – without using up valuable skill slots.
Detect Thoughts
Detect Thoughts is often a handy spell in Dungeons and Dragons and Baldur’s Gate, as it can get you out of some tricky situation against deceptive foes. Not sure if someone is with you or against you? Detect thoughts will tell you true…. if your roll succeeds.
Fireball
The classic DnD spell, Fireball has to be included as one of the best for its excellent damage. At just level 3, Fireball can deal up to 8d6 damage, one of the greatest amounts of damage at such a low level. It’s a must-have for any self-respecting sorcerer, wizard, or warlock.
Lesser Restoration
Lesser Restoration is a useful spell to have in your team comp, on your party’s Druid or Cleric. You should not be without some healing capabilities when you head out on an adventure – ensuring you have a low-level spell like Lesser Restoration available will allow anyone on your team to be healed of one status effect or other condition. It can also remove the Bloodless status effect, which might come in handy with Astarion around.
All Baldur’s Gate 3 spells by category
With so many spells in the game, this is a pretty hefty guide, so if you’re after something specific, you can jump straight to a spell category using the links below. We’ve also got a section on how to use BG3 spells. If you need to know which spells your class can use, we’d recommend using your browser search (Ctrl + F), and searching your class.
Cantrips
- Acid Splash
- Blade Ward
- Chill Touch
- Dancing Lights
- Eldritch Blast
- Fire Bolt
- Friends
- Guidance
- Light
- Mage Hand
- Minor Illusion
- Poison Spray
- Produce Flame
- Ray of Frost
- Resistance
- Sacred Flame
- Salune’s Dream
- Shillelagh
- Shocking Grasp
- Thaumaturgy
- Thorn Whip
- True Strike
- Vicious Mockery
1st level spells
- Animal Friendship
- Armour of Agathys
- Arms of Hadar
- Bane
- Bless
- Burning Hands
- Charm Person
- Chromatic Orb
- Colour Spray
- Command
- Compelled Duel
- Create or Destroy Water
- Cure Wounds
- Disguise Self
- Dissonant Whispers
- Divine Favour
- Enhanced Leap
- Ensnaring Strike
- Entangle
- Expeditious Retreat
- Faerie Fire
- False Life
- Feather Fall
- Find Familiar
- Fog Cloud
- Goodberry
- Grease
- Guiding Bolt
- Hail of Thorns
- Healing Word
- Hellish Rebuke
- Heroism
- Hex
- Hunter’s Mark
- Inflict Wounds
- Jump
- Longstrider
- Lunar Mend
- Mage Armour
- Magic Missile
- Protection from Good and Evil
- Ray of Sickness
- Sanctuary
- Searing Smite
- Shield of Faith
- Sleep
- Speak with Animals
- Tasha’s Hideous Laughter
- Thunderous Smite
- Thunderwave
- Wrathful Smite
- Witch Bolt
2nd level spells
- Aid
- Barkskin
- Blindness
- Blur
- Branding Smite
- Calm Emotions
- Cloud of Daggers
- Crown of Madness
- Darkness
- Darkvision
- Detect Thoughts
- Enhance Ability
- Enlarge/Reduce
- Flame Blade
- Flaming Sphere
- Heat Metal
- Hold Person
- Invisibility
- Lesser Restoration
- Magic Weapon
- Melf’s Acid Arrow
- Mirror Image
- Misty Step
- Moonbeam
- Pass Without Trace
- Phantasmal Force
- Prayer of Healing
- Protection from Poison
- Ray of Feeblement
- Scorching Ray
- Shatter
- Silence
- Speak with Dead
- Spike Growth
- Web
3rd level spells
- Animate Dead
- Beacon of Hope
- Bestow Curse
- Blinding Smite
- Call Lightning
- Conjure Barrage
- Counterspell
- Crusader’s Mantle
- Daylight
- Elemental Weapon
- Fear
- Feign Death
- Fireball
- Fly
- Gaseous Form
- Glyph of Warding
- Haste
- Hunger of Hadar
- Hypnotic Pattern
- Lightning Arrow
- Mass Healing Word
- Plant Growth
- Protection from Energy
- Remove Curse
- Revivify
- Sleet Storm
- Spirit Guardians
- Stinking Cloud
- Vampiric Touch
4th Level spells
5th Level spells
- Banishing Smite
- Conjure Elemental
- Contagion
- Cloudkill
- Cone of Cold
- Dispel Evil and Good
- Dominate Person
- Flame Strike
- Greater Restoration
- Hold Monster
- Insect Plague
- Mass Cure Wounds
- Planar Binding
- Seeming
- Telekinesis
- Wall of Stone
6th level spells
- Arcane Gate
- Blade Barrier
- Chain Lightning
- Circle of Death
- Create Undead
- Disintegrate
- Eyebite
- Flesh to Stone
- Globe of Invulnerability
- Harm
- Heal
- Heroes’ Feast
- Otiluke’s Freezing Sphere
- Otto’s Irresistible Dance
- Planar Ally
- Sunbeam
- Wall of Ice
- Wall of Thorns
- Wind Walk
Baldur’s Gate 3 spell descriptions
Acid Splash
Class/Race: Fighter (Eldritch Knight), Sorcerer, Wizard
Level/School: Conjuration Cantrip
Casting time: One action
Range: 18m (2m radius)
Duration: Instantaneous
Throw a bubble of acid to a target within 18 meters, which explodes in a two-meter radius, dealing 1d6 acid damage. Anyone within the splash radius must make a Dexterity saving throw.
Aid
Class/Race: Cleric, Paladin (Oath of Devotion), Paladin (Oath of the Ancients)
Level/School: 2nd-level abjuration
Casting time: One action
Range: 9m
Duration: Until long rest
Choose up to three allies within the range to increase their maximum hit points and current hit points until their next long rest.
Animal Friendship
Class/Race: Bard, Cleric, Druid, Fighter (Eldritch Knight), Sorcerer, Warlock, Wizard
Level/School: 1st-level enchantment
Casting time: One action
Range: 18m
Duration: Ten turns
Charm a creature to stop it from attacking, provided they have an intelligence of three or fewer, and fail a Wisdom saving throw. The target may be hostile when the spell ends, and it ends early if you or an ally hurt the target.
Animate Dead
Class/Race: Cleric, Wizard
Level/School: 3rd-level Necromancy
Casting time: One action
Range: 3m
Duration: Until long rest
Choose to reanimate a small or medium-sized corpse to either a zombie or skeleton, to serve you while you are not in combat. A zombie has 22 hit points and an armor class of 8, while a skeleton has an HP of 17 and an armor class of 10.
Arcane Gate
Class/Race: Sorcerer, Warlock, Wizard
Level/School: 6th-level Conjuration
Casting time: One action
Range: 18m
Duration: Up to ten turns, concentration
Open two portals, one in front of you and one within the maximum spell radius. Any creature that walks in one portal, walks out of the other.
Armour of Agathys
Class/Race: Sorcerer (White Draconic Ancestry), Warlock
Level/School: 1st-level Abjuration
Casting time: One action
Range: Self
Duration: Until long rest
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.
Arms of Hadar
Class/Race: Warlock
Level/School: 1st-level conjuration
Casting time: One action
Range: 9m (3m radius)
Duration: One turn
Force all targets in the area of attack to make a strength saving throw. On a fail, deal 2d6 necrotic damage and prevent them from taking any reactions for that turn.
Bane
Class/Race: Bard, Cleric
Level/School: 1st-level enchantment
Casting time: One action
Range: 9m
Duration: Ten turns, concentration
Target up to three opponents within range to make a charisma saving throw. If they fail, they receive a 1d4 penalty to any attack roll or saving throw for the next ten turns, or until you drop concentration.
Banishing Smite
Class/Race: Paladin
Level/School: 5th-level abjuration
Casting time: One bonus action
Range: Melee
Duration: Instantaneous, concentration
Strike your foe with a magically-empowered blow, dealing extra damage, and potentially banishing them to another plane of existence.
Barkskin
Class/Race: Druid, Ranger
Level/School: 2nd-level transmutation
Casting time: One action
Range: Melee
Duration: Until long rest
Touch a person or creature to toughen their skin, raising their AC.
Beacon of Hope
Class/Race: Cleric
Level/School: 3rd-level abjuration
Casting time: One action
Range: 9m
Duration: Instantaneous
Heal the target to their full HP, and grant them advantages on death saving throws.
Bestow Curse
Class/Race: Bard, Cleric, Wizard
Level/School: 3rd-level abjuration
Casting time: One action
Range: Melee
Duration: Ten turns
Curse a person or creature in melee range for ten turns.
Blade Barrier
Class/Race: Cleric
Level/School: 6th-level evocation
Casting time: One action
Range: 18m
Duration: One turn, concentration
Create a wall of razor-sharp blades, creating cover and also difficult terrain for anyone moving through. Those who do wish to move through the blade barrier must make a saving throw or take slashing damage.
Blade Ward
Class/Race: Eldritch Knight, Sorcerer, Warlock, Wizard
Level/school: Cantrip abjuration
Casting time: One action
Duration: Two turns
Gain a resistance to piercing and slashing damage from physical attacks.
Bless
Class/Race: Cleric, Paladin
Level/school: 1st-level enchantment
Casting time: One action
Range: 9 meters
Duration: Three turns
Bless up to three people or creatures, they gain a bonus to their attack and saving throws.
Blinding Smite
Class/Race: Paladin
Level/school: 3rd-level evocation
Casting time: One bonus action
Range: Self
Duration: Instantaneous, concentration
Attack an enemy in melee range, dealing damage and rendering them unable to move.
Blindness
Class/Race: Bard, Cleric, Sorcerer, Wizard
Level/school: 2nd-level necromancy
Casting time: One action
Range: 18 meters
Duration: Ten turns
Blind a person or creature with a burst of magic.
Blur
Class/Race: Sorcerer, Wizard
Level/school: 2nd-level illusion
Casting time: One action
Range: N/A
Duration: Ten turns
Your entire body becomes blurred, making it much harder for enemies who rely on their sight to hit you.
Branding Smite
Class/Race: Paladin (Oath of the Ancients, Oath of Devotion)
Level/school: 2nd-level evocation
Casting time: One action and one bonus action
Range: Melee
Duration: Up to ten turns, concentration
Imbue your weapon with an astral radiance to deal an additional 2d6 radiant damage on a successful hit. The target must make a Constitution saving throw, and if they fail, they are unable to become invisible.
Burning Hands
Class/Race: Cleric, Fighter (Eldritch Knight), Sorcerer, Warlock (The Fiend), Wizard
Level/school: 1st-level evocation
Casting time: One action
Range: 5 meters
Duration: Instantaneous
Your fingers become the source of a torrent of flame, setting enemies, and flammable surfaces alight.
Call Lightning
Class/Race: Druid
Level/school: 3rd-level conjuration
Casting time: One action
Range: 18 meters
Duration: Instantaneous
Now, and for the new few turns, call down forks of lightning on your enemies, dealing damage.
Calm Emotions
Class/Race: Bard, Cleric
Level/school: 2nd-level enchantment
Casting time: One action
Range: 18 meters, 6-meter radius
Duration: Ten turns
Create an area of calmness, enabling all people inside the area to resist being charmed or frightened.
Chain Lightning
Class/Race: Sorcerer, Wizard
Level/school: 6th-level evocation
Casting time: One action
Range: 18m
Duration: Instantaneous
Hit an enemy, and any others in close proximity with lightning. This attack can leap to multiple targets. Each target must make a Dexterity saving throw, taking 10d8 lightning damage on a fail, and half if successful.
Charm Person
Class/Race: Warlock, Wizard
Level/school: 1st-level enchantment
Casting time: One action
Range: 18 meters
Duration: Ten turns
Charm a person to gain advantages in dialogue and to prevent a potential enemy from attacking.
Chill Touch
Class/Race: Fighter (Eldritch Knight), Sorcerer, Warlock, Wizard
Level/school: Cantrip necromancy
Casting time: One action
Range: 18 meters
Duration: Instantaneous
Deal necrotic damage to an enemy and prevent them from healing for a short amount of time.
Chromatic Orb
Class/Race: Fighter (Eldritch Knight), Sorcerer, Wizard
Level/school: 1st-level evocation
Casting time: One action
Range: 18m (2m radius)
Duration: Instantaneous
Launch a sphere of energy that deals damage on impact. Choose between 3d8 thunder damage, or 2d8 acid, cold, fire, lightning, or poison damage. Can be cast at higher levels to deal additional damage.
Circle of Death
Class/Race: Sorcerer, Warlock, Wizard
Level/school: 6th-level necromancy
Casting time: One action
Range: 18m
Duration: Instantaneous
Create a sphere of negative energy within range to force every creature within the sphere’s radius to make a Constitution saving throw. Upon a fail, deal necrotic damage.
Cloud of Daggers
Class/Race: Bard, Sorcerer, Warlock, Wizard
Level/school: 2nd-level conjuration
Casting time: One action
Range: 18m (2m radius)
Duration: Up to ten turns, concentration
Conjure a cloud of daggers, dealing 4d4 slashing damage to anyone within its area of effect for up to ten turns.
Cloudkill
Class/Race: Sorcerer, Wizard
Level/school: 5th-level conjuration
Casting time: One action
Range: 18m
Duration: One turn, concentration
Conjure a sphere of poisonous fog centered on a point you choose within range, obscuring the area, including around walls. The first time a creature enters the area, or if it starts its turn there, it must make a Constitution saving throw. Deal poison damage.
Colour spray
Class/Race: Fighter (Eldritch Knight), Sorcerer, Wizard
Level/school: 1st-level illusion
Casting time: One action
Range: 5m radius
Duration: One turn
Blind creatures within range with a display of bright colored lights. Creatures within range take a combined total of up to 33 hit points.
Command
Class/Race: Cleric, Paladin, Warlock (The Fiend)
Level/school: 1st-level enchantment
Casting time: One action
Range: 18m
Duration: One turn
Choose a creature within range who must make a Wisdom saving throw. Upon a fail, they are subject to your choice of command on their turn, and nothing else:
- Halt: cannot move or take an action
- Drop: drop their weapon
- Grovel: fall prone
- Flee: move away from you
- Approach: move toward you
Compelled Duel
Class/Race: Paladin
Level/school: 1st-level enchantment
Casting time: One bonus action
Range: 9m
Duration: Up to three turns, concentration
Your chosen target must make a wisdom saving throw, and upon a fail must focus their attacks on only you.
Cone of Cold
Class/Race: Sorcerer, Wizard
Level/school: 5th-level evocation
Casting time: One action
Range: 9m cone
Duration: Instantaneous
Create a cone of cold air in a ranged cone from your position. Any creature in the area of effect must make a Constitution saving throw, taking cold damage.
Conjure Barrage
Class/Race: Ranger
Level/school: 3rd-level conjuration
Casting time: One action
Range: 9m cone
Duration: Instantaneous
Throw a non-magical weapon into the air to create a barrage of identical weapons, all of which fly forward within a ranged cone. Any creature within the area of effect must make a Dexterity saving throw, taking the same damage type as the weapon of choice.
Conjure Elemental
Class/Race: Druid, Wizard
Level/school: 5th-level conjuration
Casting time: One action
Range: 18m
Duration: Until long rest, concentration
Call upon an elemental ally by creating an area of earth, fire, air, or water. The elemental appears within the area, acting as an additional member of your party. The elemental is friendly towards you and your allies, has its own turns, and acts as you wish, otherwise just protects itself against enemies. If the concentration is broken, the elemental becomes hostile.
Contagion
Class/Race: Cleric, Druid
Level/school: 5th-level necromancy
Casting time: One action
Range: Touch
Duration: Until disease is removed
Choose an enemy that is close enough to touch and make an attack roll with your spellcasting modifier. Upon a successful hit, inflict one of the following diseases upon the target:
- Blinding Sickness: blinds the creature and they have disadvantage on Wisdom checks and saving throws.
- Filth Fever: makes the target roll any Strength checks, saving throws, and attack rolls with disadvantage.
- Flesh Rot: makes the creature vulnerable to all damage, and they have disadvantage on charisma checks.
- Mindfire: confuses the target, forcing it to make a wisdom saving throw. Upon failure, the creature cannot take actions, bonus actions, or reactions normally. The target also has disadvantage on Intelligence checks and saving throws.
- Seizure: gives the chosen enemy disadvantage on Dexterity saving throws, attack rolls, and checks.
- Slimy Doom: upon taking damage, the creature is stunned until its next turn, and it makes Constitution checks and saving throws with disadvantage.
The target must make a Constitution saving throw at the end of every turn, recovering from the disease on the third successful save.
Counterspell
Class/Race: Sorcerer, Warlock, Wizard
Level/school: 3rd-level abjuration
Casting time: One reaction
Range: 18m
Attempt to disrupt a creature casting a spell, which is always successful on a level 3 or lower spell, making the spell fail and have no effect.
Create or Destroy Water
Class/Race: Cleric, Druid
Level/school: 1st-level transmutation
Casting time: One action
Range: 9m
Duration: Instantaneous
You can choose to destroy a body of water or call forth rainfall.
Create Undead
Class/Race: Cleric, Warlock, Wizard
Level/school: 6th-level necromancy
Casting time: One action
Range: 18m
Duration: Instantaneous
Choose up to three small or medium corpses within range to become a ghoul. Once animated, use a bonus action to command the ghoul(s), who obey, or just defend themselves if no command is given. Can only be cast at night.
Crown of Madness
Class/Race: Bard, Paladin (Oathbreaker), Sorcerer, Warlock, Wizard
Level/school: 2nd-level enchantment
Casting time: One action
Range: 18m
Duration: Up to three turns, concentration
Choose a humanoid enemy within range to inflict with the crown of madness, forcing them to attack the creature nearest them, ally or enemy. You are the only exception.
Crusader’s Mantle
Class/Race: Paladin
Level/school: 3rd-level evocation
Casting time: One action
Range: Self
Duration: Up to ten turns, concentration
Embolden allies within range, and yourself, to each deal an extra 1d4 radiant damage with a successful weapon hit. The area of effect moves with you, centered around you, until the spell ends.
Cure Wounds
Class/Race: Bard, Cleric, Druid, Paladin, Ranger
Level/school: 1st-level evocation
Casting time: One action
Range: Melee
Duration: Instantaneous
Touch a creature within melee range to heal it with 1d8 hit points.
Dancing Lights
Class/Race: Bard, Fighter (Eldritch Knight), Sorcerer, Wizard
Level/school: Evocation Cantrip
Casting time: One action
Range: 18m (9m radius)
Duration: Up to ten turns, concentration
Create wisps of light to illuminate an area around you of 18m (9m radius).
Darkness
Class/Race: Sorcerer, Warlock, Wizard
Level/school: 2nd-level evocation
Casting time: One action
Range: 18m (5m radius)
Duration: Up to ten turns, concentration
Choose a point within range from which to cast an area of darkness, through which even a creature with Darkvision cannot see, and nonmagical light cannot penetrate.
Darkvision
Class/Race: Druid, Ranger, Sorcerer, Wizard
Level/school: 2nd-level transmutation
Casting time: One action
Range: Melee
Duration: Until long rest
Give Darkvision to a creature within range, allowing them to see in the dark for 12 meters.
Daylight
Class/Race: Cleric, Druid, Paladin, Ranger, Sorcerer
Level/school: 3rd-level evocation
Casting time: One action
Range: 18m (15m radius)
Duration: 100 turns
Summon an area of daylight to dispel darkness. You can either cast the spell on an area or an item. If casting daylight on an item, the light moves with the object.
Detect Thoughts
Class/Race: Bard, Sorcerer, Warlock (The Great Old One), Wizard
Level/school: 2nd-level divination
Casting time: One action
Duration: Until long rest
Read the minds of creatures when you are in conversation with them.
Disguise Self
Class/Race: Bard, Cleric (Trickery Domain), Fighter (Eldritch Knight), Sorcerer, Wizard
Level/school: 1st-level illusion
Casting time: One action
Range: Self
Duration: Until long rest
Change all aspects of your own appearance, including your gender and race (choosing from the following options):
Disintegrate
Class/Race: Sorcerer, Wizard
Level/school: 6th-level transmutation
Casting time: One action
Range: 9m
Duration: Instantaneous
Within the following confines, pointing to a creature or object within range causes it to completely or partly disintegrate into a fine, grey dust.
A targeted creature must succeed in a Dexterity saving throw or take excessive force damage. If the damage reduces the target to zero hit points, they, their clothes, and any non-magical items they are carrying disintegrate.
Casting the spell on a large non-magical object or smaller automatically causes it to disintegrate. Aiming disintegrate at a huge or larger non-magical item automatically disintegrates a smaller portion of the object.
Dispel Evil and Good
Class/Race: Cleric, Paladin
Level/school: 5th-level abjuration
Casting time: One action
Range: Self
Duration: Instantaneous
Cast a shimmering aura around yourself to protect you from fey, undead, celestials, elementals, and fiends, all of which have disadvantage on any attack rolls against you.
Dissonant Whispers
Class/Race: Bard, Warlock
Level/school: 1st-level enchantment
Casting time: One action
Range: 18m
Duration: Two turns
Force a creature within range to take a Wisdom saving throw by whispering a discordant melody to it. Upon failure, the creature takes 3d6 psychic damage and is frightened for two turns, meaning it cannot move, and has disadvantage on attack rolls and ability checks. If the target rolls a successful saving throw, they are not frightened but take half the amount of psychic damage.
Divine Favour
Class/Race: Paladin (Oath of the Ancients, Oath of Devotion)
Level/school: 1st-level evocation
Casting time: One bonus action
Duration: Up to ten turns, concentration
Deal an additional 1d4 radiant damage with every successful weapon hit.
Dominate Person
Class/Race: Bard, Cleric (Trickery Domain), Sorcerer, Warlock (Archfey, The Great Old One), Wizard
Level/school: 5th-level enchantment
Casting time: One action
Range: 18m
Duration: Up to ten turns, concentration
Charm a humanoid within range who fails a Wisdom saving throw. While charmed, you can command the creature to take an action, which it will do its best to perform.
Eldritch Blast
Class/Race: Warlock
Level/school: Evocation Cantrip
Casting time: One action
Range: 18m
Duration: Instantaneous
Conjure a beam of crackling energy to deal 1d10 of force damage to a target within range. At higher levels, you can conjure additional beams.
Elemental Weapon
Class/Race: Paladin
Level/school: 3rd-level transmutation
Casting time: One action
Range: Touch
Duration: Unknown, concentration
A non-magical weapon becomes magical at your touch, dealing +1 bonus damage, and an additional 1d4 damage of whichever of the following damage types you choose to apply to the weapon:
Enhance Ability
Class/Race: Bard, Cleric, Druid, Sorcerer
Level/school: 2nd-level transmutation
Casting time: One action
Range: Melee
Duration: Until long rest
Choose an ally within melee range on which to bestow an additional enhancement, from one of the following options:
- Bear’s Endurance: gives the target advantage on Constitution ability checks and seven temporary hit points.
- Cat’s Grace: provides the chosen ally with advantage on Dexterity ability checks, and they will take half fall damage for the duration.
- Bull’s Strength: doubles the target’s weight limit and they gain advantage on Strength ability checks.
- Eagle’s Splendour: gives the ally advantage on Charisma ability checks.
- Fox’s Cunning: grants the creature with advantage on Intelligence ability checks.
- Owl’s Wisdom: adds advantage to the ally’s Wisdom ability checks.
Enhanced Leap
Class/Race: Druid, Fighter (Eldritch Knight), Ranger, Rogue (Arcane Trickster), Sorcerer, Wizard
Level/school: 1st-level transmutation
Casting time: One action
Range: Melee
Duration: Ten turns
Triple the target creatures jumping distance.
Enlarge/Reduce
Class/Race: Sorcerer, Wizard
Level/school: 2nd-level transmutation
Casting time: One action
Range: 9m
Duration: Unknown, concentration
Choose a creature within range to make a Constitution saving throw. Upon failure, enlarge or reduce the size of the target, which affects their weapon damage, Strength checks, and saving throws accordingly.
Ensnaring Strike
Class/Race: Paladin (Oath of the Ancients), Ranger
Level/school: 1st-level conjuration
Casting time: One bonus action
Range: 18m
Duration: Up to ten turns, concentration
Conjure spiked vines to the location of a target within range, dealing 1d6+3 piercing damage. The target must also succeed on a Strength saving throw, or they will also be inflicted by the Ensnared status effect. For every turn the target begins ensnared, they take an additional 1d6 piercing damage but can use their turn to try and remove the vines.
Entangle
Class/Race: Druid
Level/school: 1st-level conjuration
Casting time: One action
Range: 18m (2m radius)
Duration: Up to ten turns, concentration
Vines sprout from the ground at a chosen point with range, spreading for two meters and entangling any creatures within who fail a Strength saving throw.
Expeditious Retreat
Class/Race: Fighter (Eldritch Knight), Sorcerer, Warlock, Wizard
Level/school: 1st-level transmutation
Casting time: One bonus action
Duration: Until long rest, concentration
Gain the Dash bonus action, enabling you to double your movement speed on the turn used.
Eyebite
Class/Race: Bard, Sorcerer, Warlock, Wizard
Level/school: 6th-level necromancy
Casting time: One action
Range: Self
Duration: Up to 100 turns, concentration
Cast dread power on yourself, turning your eyes into a milky void and forcing a creature of your choice to make a Wisdom saving throw. Upon failure, choose one of the following effects to apply to them. You may choose a new target each turn for the duration of the spell, but cannot target any creature who has previously succeeded in a skill check against this casting of eyebite.
- Asleep: causes the target to fall unconscious, meaning it cannot act or react. They are awoken by damage, or if another creature uses an action to wake them.
- Panicked: results in the creature being frightened of you. It must use its action to dash away from you each turn until it reaches 60 feet when the effect ends.
- Sickened: gives the target disadvantage on attack rolls and ability checks until it makes a successful Wisdom saving throw, which it can attempt at the end of each turn.
Faerie Fire
Class/Race: Bard, Cleric, Druid, Drow (level 3+)
Level/school: 1st-level evocation
Casting time: One action
Range: 18m (6m radius)
Duration: Up to ten turns, concentration
Cover all creatures and objects within the target area in colorful light, making them visible if they aren’t already. If the target fails a Dexterity saving throw, attack rolls against them have advantage. Only allies with Sculpt Spells are excluded.
False Life
Class/Race: Fighter (Eldritch Knight), Sorcerer, Wizard
Level/school: 1st-level necromancy
Casting time: One action
Duration: Until long rest
Gain seven temporary hit points.
Fear
Class/Race: Bard, Cleric (Trickery Domain), Sorcerer, Warlock, Wizard
Level/school: 3rd-level illusion
Casting time: One action
Range: 9m
Duration: Up to three turns, concentration
Choose a target within range to make a Wisdom saving throw. Upon failure, project a terrifying phantasmal image to a target within range, forcing the creature to drop whatever they are holding and gain the fearful status effect. If the target cannot see you at the end of their turn, they can make another saving throw and shake off the effect if successful.
Feather Fall
Class/Race: Bard, Fighter (Eldritch Knight), Sorcerer, Wizard
Level/school: 1st-level transmutation
Casting time: One bonus action
Range: 9m
Duration: Ten turns
Allied creatures within range become immune to fall damage for ten turns, thanks to a slowed rate of falling.
Feign Death
Class/Race: Bard, Cleric, Druid, Wizard
Level/school: 3rd-level necromancy
Casting time: One action
Range: Melee
Duration: Ten turns
Put an ally into a magical coma that mimics death to protect them from harm. They become resistant to all damage except psychic damage, and any poison or disease is removed.
Find Familiar
Class/Race: Fighter (Eldritch Knight), Ranger, Warlock, Wizard
Level/school: 1st-level conjuration
Casting time: One action
Range: 18m
Duration: Unknown
Conjure a fey spirit to take the form of one of the following animals:
- Cat
- Attack: Unarmed strike
- Jump: 4.5m
- Meow: draw enemies within 18m closer
- Crouch
- Dash
- Crab
- Attack: Crippling Pinch (2d4 slashing damage + 1d4 bleeding for three turns)
- Hide
- Dash
- Frog
- Attack: Bufotoxin (1d4 acid damage)
- Jump: 18m
- Hide
- Dash
- Rat
- Attack: Infectious Bite (1 damage, and infects target)
- Hop: 4.5m
- Hide
- Dash
- Raven
- Attack: Rend Vision (1 damage and blind target)
- Fly: 18m
- Hide
- Dash
- Spider
- Attack: Venomous Bite (1 damage with a chance to deal 1d4 poison damage)
- Imp
- Attack: Sting (1d4+3 piercing damage with a chance to deal 1d6 poison damage)
- Attack: Claws (1d4 slashing damage)
- Invisibility (become invisible until you cast a spell or attack)
- Quasit
Fire Bolt
Class/Race: Elf, Half-Elf, Fighter (Eldritch Knight), Sorcerer, Wizard
Level/school: Evocation Cantrip
Casting time: One action
Range: 18m
Duration: Instantaneous
Make a ranged, intelligence spellcasting ability roll and throw a mote of fire at a target within range. Upon a successful hit, the target takes 1d10 fire damage.
Fireball
Class/Race: Sorcerer, Warlock, Wizard
Level/school: 3rd-level evocation
Casting time: One action
Range: 18m (6m radius)
Duration: Instantaneous
Hurl flames towards a point within range which explodes on contact, burning anything within the area of effect. Anything within that radius must make a Dexterity saving throw, taking 8d6 fire damage on a fail, and half on a save.
Flame Blade
Class/Race: Druid
Level/school: 2nd-level evocation
Casting time: One bonus action
Duration: Until dropped, concentration
Summon a flaming blade in your offhand, which deals 3d6 fire damage when used as a normal attack action. The flame also provides light in a 3-meter radius, and dim light for an additional 3 meters.
Flame Strike
Class/Race: Cleric
Level/school: 5th-level evocation
Casting time: One action
Range: Unknown
Duration: Instantaneous
Choose a point of your choice within range and strike the ground with a vertical column of fierce divine fire. Anyone within the radius and height of the cylinder must make a Dexterity saving throw, and take 4d6 fire damage and 4d6 radiant damage on a fail, half upon success.
Flaming Sphere
Class/Race: Druid, Wizard
Level/school: 2nd-level conjuration
Casting time: One action
Range: 18m
Duration: Up to ten turns, concentration
Conjure an orb of fire to a point of your choosing within range. The orb lights a 6-meter radius, providing dim light for an additional 6 meters. Any creatures who come into contact with the sphere must make a Dexterity saving throw, taking 2d6 fire damage on a fail, and half on a save.
Flesh to Stone
Class/Race: Warlock, Wizard
Level/school: 6th-level transmutation
Casting time: One action
Range: 18m
Duration: Up to three turns, concentration
Turn a creature within range to stone. If the creature is made of flesh, it must make a Constitution saving throw and will be restrained while its skin is turned to stone if it fails. The spell fails on a successful saving throw.
Fly
Class/Race: Sorcerer, Warlock, Wizard
Level/school: 3rd-level transmutation
Casting time: One action
Range: Melee
Duration: Up to ten turns, concentration
Choose either yourself or an ally within melee range to gain the ability to fly for up to ten turns, or until concentration is broken.
Fog Cloud
Class/Race: Druid, Fighter (Eldritch Knight), Ranger, Sorcerer, Wizard
Level/school: 1st-level conjuration
Casting time: One action
Range: 18m (4m radius)
Duration: Up to ten turns, concentration
Conjure a cloud of dense fog that expands to an eight-meter wide circle, blinding any creatures within it. No creatures are able to make ranged attacks into or out of the fog.
Friends
Class/Race: Bard, fighter (Eldritch Knight), Sorcerer, Warlock, Wizard
Level/school: Enchantment Cantrip
Casting time: One action
Range: 9m
Duration: Ten turns
Charm a non-hostile creature and gain advantage on Charisma checks against it for ten turns. Once the spell ends, the creature knows they were enchanted.
Gaseous Form
Class/Race: Sorcerer, Warlock, Wizard
Level/school: 3rd-level transmutation
Casting time: One action
Range: Melee
Duration: Until long rest, concentration
Choose either yourself or an ally within melee range to turn into a gaseous form. While in this state, you (or your ally) are unable to attack, cast spells, or talk, but are resistant to all damage, gain advantage on Con, Dex, and Strength saving throws, and become tiny.
Globe of Invulnerability
Class/Race: Sorcerer, Wizard
Level/school: 6th-level abjuration
Casting time: One action
Range: Self (3m radius)
Duration: Up to three turns, concentration
Create a shimmering barrier around yourself with a radius of three meters, which remains until you break concentration. Level 5 or lower spells cannot penetrate the barrier and are therefore unable to affect any creature or object within.
Glyph of Warding
Class/Race: Bard, Cleric, Wizard
Level/school: 3rd-level abjuration
Casting time: One action
Range: 3m (8m radius)
Duration: Until long rest (except Sleep)
Inscribe a glyph on the ground. If an enemy steps on the glyph, they must succeed on a Dexterity saving throw or trigger one of the following effects, depending on the spell cast:
- Sleep: emits soothing magic when triggered, which puts everyone within a four-meter radius to sleep for two turns.
- Detonation: when triggered by an enemy, detonation pushes anyone within a four-meter range backwards with a strong gust of wind.
- Thunder: explodes on contact, dealing 5d8 thunder damage to everyone within a four-meter range. The glyph still explodes on a successful saving throw, dealing half the damage.
- Fire: explodes on contact, dealing 5d8 fire damage to everyone within a four-meter range. The glyph still explodes on a successful saving throw, dealing half the damage.
- Cold: explodes on contact, dealing 5d8 cold damage to everyone within a four-meter range. The glyph still explodes on a successful saving throw, dealing half the damage.
- Lightning: explodes on contact, dealing lightning fire damage to everyone within a four-meter range. The glyph still explodes on a successful saving throw, dealing half the damage.
- Acid: explodes on contact, dealing 5d8 acid damage to everyone within a four-meter range. The glyph still explodes on a successful saving throw, dealing half the damage.
Goodberry
Class/Race: Druid, Ranger
Level/school: 1st-level transmutation
Casting time: Once action
Range: Melee
Duration: Until long rest
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.
Grease
Class/Race: Fighter (Eldritch Knight), Wizard
Level/school: 1st-level conjuration
Casting time: One action
Range: 18m (4m radius)
Duration: Instantaneous
Cover a circular area within range in grease, which slows all creatures within and makes any who fail a Dexterity saving throw fall prone.
Greater Restoration
Class/Race: Bard, Cleric, Druid
Level/school: 5th-level abjuration
Casting time: One action
Range: Self
Duration: Instantaneous
You are able to end the effects of being charmed or petrified or remove one curse, one exhaustion level, or any ability score or HP reduction.
Guidance
Class/Race: Cleric, Druid
Level/school: Divination Cantrip
Casting time: One action
Range: Melee
Duration: Up to ten turns, concentration
By bestowing guidance upon a creature within melee range, they gain a d4 bonus to one ability of their choosing for the duration.
Guiding Bolt
Class/Race: Cleric
Level/school: 1st-level evocation
Casting time: One action
Range: 18m
Duration: Two turns
Gain advantage on an attack roll against the target of the bolt for the next two turns.
Hail of Thorns
Class/Race: Ranger
Level/school: 1st-level conjuration
Casting time: One bonus action
Range: 18m
Duration: Instantaneous
During a ranged weapon attack, summon a rain of thorns on the target, dealing additional slashing damage. Upon contact, the target and any creatures within melee range of them must make a Dexterity saving throw as the thorns explode and splinter. Upon a fail, they take 1d10 piercing damage, half on a successful save.
Harm
Class/Race: Cleric
Level/school: 6th-level necromancy
Casting time: One action
Range: 18m
Duration: Instantaneous
Force a target within range to make a Constitution saving throw. On a fail, they take 14d6 necrotic damage, to a minimum of 1 hit point, meaning the spell cannot kill them. If they succeed in the saving throw, they still take half the damage and, again, cannot be killed.
Haste
Class/Race: Sorcerer, Wizard
Level/school: 3rd-level transmutation
Casting time: One action
Range: 9m
Duration: Up to ten turns, concentration
Apply the hastened status effect on yourself or an ally. This doubles the target’s movement speed, gives them an additional two points to AC, provides advantage to Dexterity saving throws, and allows for an extra action, all for up to ten turns. When the spell ends, the target becomes lethargic.
Heal
Class/Race: Cleric, Druid
Level/school: 6th-level invocation
Casting time: One action
Range: Melee
Duration: Instantaneous
Your target recovers up to 70 hit points, and the spell also removes blindness, deafness, and diseases.
Healing Word
Class/Race: Bard, Cleric, Druid
Level/school: 1st-level evocation
Casting time: One bonus action
Range: 18m
Duration: Instantaneous
Allows your target to regain 1d4 hit points.
Heat Metal
Class/Race: Bard, Druid
Level/school: 2nd-level transmutation
Casting time: One action
Range: 18m
Duration: Up to ten turns, concentration
On the first turn, cause a metal weapon, object, or piece of armor to glow red hot and burn the holder for 2d8 fire damage. The creature must also succeed on a Constitution saving throw or choose to drop the item (except armor) or it has disadvantage on attack rolls and ability checks this turn.
At the start of each of the next nine turns, or until you break concentration, if the target is still holding the weapon or item, they must make another Constitution saving throw or take another 2d8 fire damage. Each time, they can choose to drop the item or continue to have disadvantage on attack rolls and ability checks. Armor cannot be dropped.
Hellish Rebuke
Class/Race: Paladin (Oathbreaker), Warlock
Level/school: 1st-level evocation
Casting time: One reaction
Range: NA
Duration: Instantaneous
When you take damage, cast flames upon your attacker, who must make a Dexterity saving throw. Upon a fail, they take 2d10 fire damage, halved for a successful throw.
Heroes’ Feast
Class/Race: Cleric, Druid
Level/school: 6th-level conjuration
Casting time: One action
Range: NA
Duration: Instantaneous
Conjure up a magnificent feast for multiple creatures, which lasts for a set amount of time. After the feast ends, anyone who consumed the feast is cured of poison and disease and becomes immune to poison and fear. All Wisdom saving throws have advantage, and they can roll 2d10 to increase their maximum hit points by that number, and regain that amount of hit points. All of these benefits expire after a time.
Heroism
Class/Race: Bard, Paladin (Oath of the Ancients, Oath of Devotion)
Level/school: 1st-level enchantment
Casting time: One action
Range: Melee
Duration: Up to ten turns, concentration
Cast heroism on yourself or an ally within melee range to prevent the target from being frightened for ten turns, or until concentration is broken. For each turn under the effects of heroism, the target also gains five temporary hit points.
Hex
Class/Race: Warlock
Level/school: 1st-level enchantment
Casting time: Bonus action
Range: 18m
Duration: Ten turns
Curses a creature, ensuring that it takes extra damage from your subsequent attacks.
Hold Monster
Class/Race: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Level/school: 1st-level enchantment
Casting time: One action
Range: 18m
Duration: Instantaneous
Creatures a magic field around a creature, rendering it unable to move.
Hold Person
Class/Race: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Level/school: 2nd-level enchantment
Casting time: One action
Range: 18m
Duration: Instantaneous
Creatures a magic field around a person, rendering it unable to move.
Hunger of Hadar
Class/Race: Warlock
Level/school: 3rd-level conjuration
Casting time: One action
Range: 18m
Duration: Ten turns
Create a swirling void of energy, housing some of the most horrifying creatures known to man. Creatures who begin their turn inside the cortex take cold, damage, with additional damage given if they end the turn into the mass.
Hunter’s Mark
Class/Race: Ranger
Level/school: 1st-level divination
Casting time: Bonus action
Range: 18m
Duration: Until long rest
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’s Mark again at no additional cost.
Hypnotic Pattern
Class/Race: Bard, Sorcerer, Warlock, Wizard
Level/school: 3rd-level conjuration
Casting time: One action
Range: 18m
Duration: Two turns
Conjure a hypnotic image, any creature who can see this disk is hypnotized and is unable to act.
Inflict Wounds
Class/Race: Cleric, Paladin
Level/school: 1st-level necromancy
Casting time: One action
Range: Melee
Duration: Instantaneous
Damage an enemy in melee range with the necrotic energy coursing through your hands.
Insect Plague
Class/Race: Cleric, Druid, Sorcerer
Level/school: 5th-level conjuration
Casting time: One action
Range: 18m
Duration: Up to ten turns, concentration
Create a ball of locusts at a target location. Enemies within the area take piercing damage.
Invisibility
Class/Race: Bard, Sorcerer, Warlock, Wizard
Level/school: 2nd-level illusion
Casting time: One action
Range: Melee
Duration: Ten turns
Lay hands on a person or creature to turn them invisible.
Jump
Class/Race: Druid, Fighter (Eldritch Knight), Ranger, Sorcerer, Wizard
Level/school: 1st-level transmutation
Casting time: One action
Range: Melee
Duration: Ten turns
Touch a person or creature to dramatically increase their jump distance.
Lesser Restoration
Class/Race: Bard, Cleric, Druid, Ranger
Level/school: 2nd-level abjuration
Casting time: One action
Range: Melee
Duration: Remove one condition from a creature in melee range.
Light
Class/Race: Bard, Cleric, Fighter (Eldritch Knight), Sorcerer, Wizard
Level/school: Cantrip evocation
Casting time: One action
Range: Melee
Duration: 100 turns
Touch an object to infuse it with light.
Lightning Arrow
Class/Race: Ranger
Level/school: 3rd-level transmutation
Casting time: One bonus action
Range: Same as attack
Duration: Instantaneous
On a ranged weapon attack, fire an arrow made purely of lightning, shocking the enemy and dealing lightning damage.
Longstrider
Class/Race: Bard, Druid, Fighter (Eldritch Knight), Ranger, Wizard
Level/school: 1st-level transmutation
Casting time: One action
Range: Melee
Duration: Until long rest
Touch a person or creature to increase their movement range.
Lunar Mend
Class/Race: Druid (Circle of the Moon)
Level/school: 1st-level spell
Casting time: Bonus action
Range: N/A
Duration: Instantaneous
While in the form of an animal, heal for a portion of your health.
Mage Armour
Class/Race: Fighter (Eldritch Knight), Sorcerer, Wizard
Level/school: 1st-level abjuration
Casting time: One action
Range: Melee
Duration: Instantaneous
Touch an unarmored person or creature to set their AC to 13, plus their dexterity modifier.
Mage Hand
Class/Race: Bard, Fighter (Eldritch Knight), Sorcerer, Warlock, Wizard
Level/school: Conjuration Cantrip
Casting time: One action
Range: 18m
Duration: Instantaneous, concentration
Conjure up a magical hand, which can be used to manipulate and interact with objects.
Magic Missile
Class/Race: Fighter (Eldritch Knight), Sorcerer, Wizard
Level/school: 1st-level evocation
Casting time: One action
Range: 18m
Duration: Instantaneous
Fire three magical missiles at your enemy, each dealing damage. This spell cannot miss its target.
Magic Weapon
Class/Race: Wizard
Level/school: 2nd-level transmutation
Casting time: One action
Range: Melee
Duration: Until long rest
Imbue your weapon with magical energy, giving it a bonus to attack and damage rolls.
Mass Cure Wounds
Class/Race: Bard, Cleric, Druid
Level/school: 5th-level conjuration
Casting time: One action
Range: Unknown
Duration: Instantaneous
Cure several creatures or people at once, restoring HP and removing negative status effects.
Mass Healing Word
Class/Race: Cleric
Level/school: 3rd-level evocation
Casting time: Bonus action
Range: 18m
Duration: Instantaneous
Heal up to six creatures at once. This has no effect on undead creatures or those made of non-organic material.
Melf’s Acid Arrow
Class/Race: Wizard
Level/school: 2nd-level evocation
Casting time: One action
Range: 18m
Duration: Instantaneous
Shoot a magical arrow that deals acid damage to the target. The arrow also covers a small area around the target with acid, dealing additional damage at the end of the turn.
Minor Illusion
Class/Race: Bard, Fighter (Eldritch Knight), Sorcerer, Warlock, Wizard
Level/school: Cantrip illusion
Casting time: One action
Range: 18m
Duration: Instantaneous
Create an illusion that can distract nearby enemies. You can remain hidden while casting this spell, and while the spell is active.
Mirror Image
Class/Race: Sorcerer, Warlock, Wizard
Level/school: 2nd-level illusion
Casting time: One action
Range: N/A
Duration: Ten turns
Create three images of yourself, which increase your armor class. Each time you evade an attack, one of the images disappears.
Misty Step
Class/Race: Sorcerer, Warlock, Wizard
Level/school: 2nd-level conjuration
Casting time: Bonus action
Range: 18m
Duration: Instantaneous
Misty Step enables you to teleport to any unoccupied space that you can see, within the 18-meter range.
Moonbeam
Class/Race: Druid
Level/school: 2nd-level evocation
Casting time: One action
Range: 18m
Duration: Ten turns
Call down a pillar of light that damages enemies with the initial cast, then again if any being attempts to move through the area.
Otiluke’s Freezing Sphere
Class/Race: Wizard
Level/school: 6th-level evocation
Casting time: One action
Range: Melee
Duration: Instantaneous
Launch a sphere of ice energy that explodes upon impact, dealing damage and freezing the area.
Otto’s Irresistible Dance
Class/Race: Bard, Wizard
Level/school: 6th-level enchantment
Casting time: One action
Range: 9m
Duration: Up to ten turns, concentration
Charm a creature, forcing them to dance on the spot. The creature is unable to move while dancing and has disadvantages to its saving throws.
Pass Without Trace
Class/Race: Ranger, Druid
Level/school: 2nd-level abjuration
Casting time: One action
Range: N/A
Duration: Until long rest
Shroud yourself and nearby companions in shadow which gives a boost to stealth.
Phantasmal Force
Class/Race: Bard, Sorcerer, Wizard
Level/school: 2nd-level illusion
Casting time: One action
Range: 18m
Duration: Ten turns
Infest a creature’s mind with terrifying visions, causing psychic damage each turn.
Planar Ally
Class/Race: Cleric
Level/school: 6th-level conjuration
Casting time: One action
Range: 18m
Duration: Instantaneous
Summon an otherworldly creature in the hope that it will assist you. The creature is not predetermined and is under no obligation to help you or your party – it must be convinced, or paid, to help.
Planar Binding
Class/Race: Bard, Cleric, Druid, Wizard
Level/school: 5th-level abjuration
Casting time: One action
Range: 18m
Duration: Up to ten turns, concentration
You bind a creature to your party. If the creature fails a charisma check, it must follow your orders as best it can.
Plant Growth
Class/Race: Bard, Druid, Ranger
Level/school: 3rd-level transmutation
Casting time: One action
Range: 18m
Duration: Ten turns
Cover an area with thick plant life, significantly slowing the movement of any creature who wishes to cross.
Poison Spray
Class/Race: Druid, Fighter (Eldritch Knight), Sorcerer, Warlock, Wizard
Level/school: Cantrip conjuration
Casting time: One action
Range: 3m
Duration: Instantaneous
Create a cloud of poisonous gas around an enemy, dealing damage and inflicting poison.
Prayer of Healing
Class/Race: Cleric
Level/school: 2nd-level evocation
Casting time: One action
Range: 9m
Duration: Instantaneous
Heal every ally in vision all at once.
Produce Flame
Class/Race: Druid
Level/school: Cantrip conjuration
Casting time: One action
Range: 10m
Duration: Unknown
Create a small ball of flame in your hands which can be used to illuminate an area for a nine-meter radius, or thrown at an enemy to deal 1d8 fire damage.
Protection from Energy
Class/Race: Cleric, Druid, Ranger, Sorcerer, Wizard
Level/school: 3rd-level abjuration
Casting time: One action
Range: Melee
Duration: Until long rest
Touch a creature to grant it resistance to various types of damage: acid, cold, fire, lightning, or thunder.
Protection from Good and Evil
Class/Race: Cleric, Warlock, Wizard
Level/school: 1st-level abjuration
Casting time: One action
Range: Melee
Duration: Until long rest
Touch a creature to give it protection from otherworldly threats like celestials and even the undead.
Protection from Poison
Class/Race: Cleric, Druid, Ranger
Level/school: 2nd-level abjuration
Casting time: One action
Range: Melee
Duration: Until long rest
Touch a creature, removing any current poison effects and granting it resistance against any further poison attempts.
Ray of Enfeeblement
Class/Race: Warlock, Wizard
Level/school: 2nd-level necromancy
Casting time: One action
Range: 18m
Duration: Instantaneous
Sap a creature of their strength, massively reducing the amount of damage they deal with physical attacks.
Ray of Frost
Class/Race: Fighter (Eldritch Knight), Sorcerer, Wizard
Level/school: Cantrip evocation
Casting time: One action
Range: 18m
Duration: Instantaneous
Fire a beam of pure frost that damages and slows any enemy it hits.
Ray of Sickness
Class/Race: Fighter (Eldritch Knight), Sorcerer, Wizard
Level/school: 1st-level necromancy
Casting time: One action
Range: 18m
Duration: Instantaneous
Fire a beam of sickness energy, damaging the enemy and potentially inflicting poison.
Remove Curse
Class/Race: Cleric, Paladin, Warlock, Wizard
Level/school: 3rd-level abjuration
Casting time: One action
Range: Melee
Duration: Instantaneous
Touch an entity or an object to remove any curses that may be affecting it.
Resistance
Class/Race: Cleric, Druid
Level/school: Cantrip abjuration
Casting time: One action
Range: Melee
Duration: Ten turns
Increase the defense of your target.
Revivify
Class/Race: Cleric, Paladin
Level/school: 3rd-level necromancy
Casting time: One action
Range: 9m
Duration: Instantaneous
Revive a party member or other creature. They come back to life with 1HP.
Sacred Flame
Class/Race: Cleric
Level/school: Cantrip evocation
Casting time: One action
Range: 18m
Duration: Instantaneous
Engulf your target in the sacred flame, dealing damage.
Selune’s Dream
Class/Race: NA
Level/school: NA
Casting time: One action
Range: Melee
Duration: Until long rest
Rather than being available to a class or race, Selune’s Dream is a spell that can be cast by someone holding the Amulet of Selune’s Chosen. The caster is able to heal an ally for 1d8 hit points. However, the spell may put the target into a slumber.
Sanctuary
Class/Race: Paladin
Level/school: 1st-level abjuration
Casting time: Bonus action
Range: 18m
Duration: Ten turns
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.
Scorching Ray
Class/Race: Sorcerer, Warlock (The Fiend), Wizard
Level/school: 2nd-level evocation
Casting time: One action
Range: 18m
Duration: Instantaneous
Direct a scorching ray toward an enemy, they take fire damage.
Searing Smite
Class/Race: Paladin
Level/school: 1st-level evocation
Casting time: One action
Range: Melee
Duration: Instantaneous
Channel intense heat to your weapon, causing your attack to cause fire damage.
Seeming
Class/Race: Bard, Sorcerer, Wizard
Level/school: 5th-level illusion
Casting time: One action
Range: Unknown
Duration: Unknown
Change the appearance of another person or creature.
Shatter
Class/Race: Bard, Sorcerer, Warlock, Wizard
Level/school: 2nd-level evocation
Casting time: One action
Range: 18m
Duration: Instantaneous
Emit a shatteringly loud noise that deals thunder damage to any nearby enemies.
Shield of Faith
Class/Race: Cleric, Fighter (Eldritch Knight), Warlock, Wizard
Level/school: 1st-level abjuration
Casting time: Bonus action
Range: 18m
Duration: Until long rest
Engulf a creature with a magical field, increasing their armor class until their next long rest.
Shillelagh
Class/Race: Druid
Level/school: Cantrip transmutation
Casting time: Bonus action
Range: N/A
Duration: Ten turns
Imbue your blunt weapon with magical energy, causing it to deal additional bludgeoning damage whenever you attack.
Shocking Grasp
Class/Race: Fighter (Eldrich Knight), Sorcerer, Wizard
Level/school: Cantrip evocation
Casting time: One action
Range: Melee
Duration: One turn
Shock your enemy with your touch, inflicting lightning damage and preventing the target from reacting.
Silence
Class/Race: Bard, Ranger, Cleric
Level/school: 2nd-level illusion
Casting time: One action
Range: 18m
Duration: 100 turns
Create a sound-proof bubble. Anyone inside is silenced and immune to thunder damage.
Sleep
Class/Race: Bard, Eldrich Knight, Sorcerer, Wizard
Level/school: 1st-level enchantment
Casting time: One action
Range: 18m
Duration: Two turns
Put a creature to sleep for up to two turns. The creature will wake if it receives damage.
Sleet Storm
Class/Race: Druid, Sorcerer, Wizard
Level/school: 3rd-level conjuration
Casting time: One action
Range: 18m
Duration: Instantaneous
Summon a storm that covers an area in sleet, dousing fires, creating an icy surface, and disrupting the concentration of spellcasters.
Speak with Animals
Class/Race: Barbarian (Wildheart), Bard, Druid, Ranger, Warlock
Level/school: 1st-level divination
Casting time: One action
Range: N/A
Duration: Until long rest
Speak to, and understand animals. Talk to dogs.
Speak with Dead
Class/Race: Bard, Cleric
Level/school: 3rd-level necromancy
Casting time: One action
Range: Unknown
Duration: Five questions
Speak with a corpse that has a mouth and is not undead to ask up to five questions.
Spike Growth
Class/Race: Druid, Ranger
Level/school: 2nd-level transmutation
Casting time: One action
Range: 18m
Duration: Instantaneous
Create an area of sharp spikes on the ground, slowing movement and damaging enemies in the area.
Spirit Guardians
Class/Race: Cleric
Level/school: 3rd-level conjuration
Casting time: One action
Range: 3m
Duration: Instantaneous
Summon several spirits to protect the area around your character.
Staggering Smite
Class/Race: Paladin
Level/school: 1st level evocation
Casting time: One action
Range: Melee
Duration: Ten turns
Strike your enemy with ferocious force, dealing damage and pushing them back.
Stinking Cloud
Class/Race: Bard, Sorcerer, Wizard, Warlock
Level/school: 3rd-level conjuration
Casting time: One action
Range: 3m
Duration: Instantaneous
Create a cloud of noxious gas, preventing characters within from taking actions.
Sunbeam
Class/Race: Unknown
Level/school: 6th-level evocation
Casting time: One action
Range: Unknown
Duration: Instantaneous
Produce a beam of dazzling light from your hands, damaging enemies and inflicting blindness.
Tasha’s Hideous Laughter
Class/Race: Bard, Fighter (Eldritch Knight), Wizard
Level/school: 1st-level enchantment
Casting time: One action
Range: 18m
Duration: Ten turns
Cause the target to be consumed with laughter, leaving them prone and unable to take action.
Telekinesis
Class/Race: Sorcerer, Wizard
Level/school: 5th-level transmutation
Casting time: One action
Range: Unknown
Duration: Unknown
Gain the ability to move objects with the power of your mind.
Thaumaturgy
Class/Race: Cleric, Tiefling
Level/school: Cantrip
Casting time: One action
Range: N/A
Duration: Ten turns
Gain supernatural physical power that grants you advantage on performance and intimidation checks.
Thorn Whip
Class/Race: Druid
Level/school: Cantrip transmutation
Casting time: One action
Range: Unknown
Duration: Instantaneous
Summon a thorned whip to strike at your enemy, dealing damage and pulling them closer.
Thunderous Smite
Class/Race: Paladin
Level/school: 1st-level evocation
Casting time: One action, bonus action
Range: Melee
Duration: Instantaneous
Imbue your weapon with thunder and strike at your enemy, dealing damage and pushing them away.
Thunderwave
Class/Race: Bard, Druid, Eldrich Knight, Sorcerer, Wizard
Level/school: 1st-level evocation
Casting time: One action
Range: 5m
Duration: Instantaneous
Unleash a fierce wave of thunder that damages and pushes enemies away from the point of impact.
True Strike
Class/Race: Bard, Sorcerer, Warlock, Wizard, Fighter, Rogue, Ranger
Level/school: Cantrip
Casting time: One action
Range: 18m
Duration: Instantaneous
Imbue yourself, or another character’s defense to give advantage on the next attack roll against them.
Vampiric Touch
Class/Race: Warlock, Wizard
Level/school: 3rd-level necromancy
Casting time: One action
Range: Melee
Duration: Instantaneous
Lay your hands on an enemy to drain them of their life force, awarding you half of the HP you drain.
Vicious Mockery
Class/Race: Bard
Level/school: Cantrip enchantment
Casting time: One action
Range: 18m
Duration: One turn
Say some mean words and insult an enemy – they take damage and also a disadvantage on their next attack roll.
Wall of Ice
Class/Race: Wizard
Level/school: 6th-level evocation
Casting time: One action
Range: Unknown
Duration: One turn
Create a meter-thick wall of ice that deals cold damage to an enemy if used at their current location, or used as cover if needed.
Wall of Stone
Class/Race: Wizard
Level/school: 6th-level evocation
Casting time: One action
Range: Unknown
Duration: One turn
Create a meter-thick wall of stone that deals physical damage to an enemy if used at their current location, or used as cover if needed.
Wall of Thorns
Class/Race: Wizard
Level/school: 6th-level evocation
Casting time: One action
Range: Unknown
Duration: One turn
Create a meter-thick wall of thorned vines that deals piercing damage to an enemy if used at their current location. Enemies can travel through the Wall of Thorns but will take damage if they fail a dexterity saving throw.
Web
Class/Race: Sorcerer, Wizard
Level/school: 2nd-level conjuration
Casting time: One action
Range: 18m
Duration: Instantaneous
Cover an area in webbing, possibly rendering enemies trapped inside unable to move. The web can also be ignited.
Wind Walk
Class/Race: Druid
Level/school: 6th-level transmutation
Casting time: One action
Range: Unknown
Duration: Unknown
Transform yourself into a wisp, and fly up to ten meters almost instantaneously.
Witch Bolt
Class/Race: Eldrich Knight, Sorcerer, Warlock, Wizard
Level/school: 1st-level evocation
Casting time: One action
Range: 18m
Duration: Instantaneous
Channel a powerful bolt of lightning that links you to an enemy. The enemy will take initial damage, and you can reactivate Witch Bolt to deal additional damage once per turn for up to ten turns.
Wrathful Smite
Class/Race: Paladin
Level/school: 1st-level evocation
Casting time: Bonus action
Range: 3m
Duration: Instantaneous
Imbue your weapon with your own wrath, striking your target, dealing damage, and possibly frightening them.
How to use spells in Baldur’s Gate 3
The first thing to bear in mind with spells is that you cannot cast any spell above at will. You will have the chance to choose a certain spell or spells at various levels of character creation and leveling and will be prompted when you can do so.
As tempting as it might be to hurl these Baldur’s Gate 3 spells around, you’re limited to your spell slots. To be able to use them again, you need to know how to rest in Baldur’s Gate 3. You might also want to check out our Baldur’s Gate 3 proficiency primer to create the best builds possible, and the full list of some of those BG3 status effects you might have read about above.
Additional contributions by Paul Kelly