Summary
- Eldritch Blast is a powerful Cantrip that Warlocks excel in, dealing 1d10 force damage without using spell slots.
- Counterspell is a crucial defensive spell to nullify enemy mages’ spells, helping players in challenging battles.
- Cure Wounds, a Level One Spell, provides substantial 1d8 healing, ideal for restoring hit points in critical combat situations.
Baldur’s Gate 3
is one of the world’s top role-playing strategy games, set in the Dungeons & Dragons
universe of fantasy and adventure. Gamers have the freedom to choose from a variety of races as well as classes that will best fit their playstyle while exploring different environments with their companions.
Many of these classes are spellcasters, and their Magical Schools and the related incantations are plucked straight from the world of Dungeons & Dragons. There is a variety of powerful and entertaining spells to decide from that can make combat against bandits, it’s just about picking the right ones.
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Updated on January 19, 2025, by Kristy Ambrose: Various bug fixes, patches, and mods have given players even more variety when it comes to their spellcasting choices. Patch 8, which is expected to drop in early 2025, includes new subclasses along with a few other new additions for even more character customization. Players have also been adding new mods to the game to add even more choices for their Wizards, Bards, Sorcerers, Warlocks, Clerics, Druids, Rangers, and Paladins.
25
Hold Monster
Level 5 Enchantment Spell
- Effect: If a monster fails a Wisdom saving throw, they are paralyzed for 10 turns and susceptible to critical hits. At the end of each turn, they can roll another save to try and free themselves.
While Hold Person
is a spell used for humanoid foes, Hold Monster
is for absolutely everything else the player encounters. When players experience the third and final act of Baldur’s Gate 3, this is by far one of the best spells for players to use, as it allows many of the spellcaster classes to stop some of the more deadly foes from fighting back.
Players will especially see the use of Hold Monster when taking on Orin. While she might at first seem like a simple Changling during her boss fight, she changes into a horrific form that can only be stopped in place with this spell, allowing countless critical hits.
24
Otto’s Irresistible Dance
Level 6 Enchantment Spell
- Effect: The target is charmed to dance in place, cannot take any actions, and has disadvantage on Dexterity saving throws.
Otto’s Irresistible Dance
is a spell that’s not available until late in the game. It’s not only expensive to buy and difficult to find, but it’s also level 6, and it’s one of the more overpowered spells in the game. Even high-level enemies like Raphael and Orin are vulnerable to this spell because, just like the name says, it’s not possible to resist it — at least not in the first round.
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The spell can last for as long as ten turns, but the more powerful the enemy, the less effective it is. It’s in the Bard and Wizard spellbook, but almost any character with the ability can also read it from a scroll, which might come in handy if the party’s spellcaster is incapacitated.
23
Heroes’ Feast
Level 6 Conjuration Spell
- Effect: Each party member gets the “Thoroughly Stuffed” condition.
Players at later levels, especially when attempting Baldur’s Gate 3‘s Honor Mode, must consider acquiring the spell Heroes’ Feast
. This spell is vital when dealing with bosses who tend to throw various effects at the player’s party.
While it does require a level six spell slot, players should still consider using that slot to keep their party protected at all costs. In addition to giving the party 12 extra hit points, it also prevents party members from being afflicted by the Poisoned, Diseased, or Frightened conditions.
22
Speak With Animals
Level One Divination Spell
- Effect: Allows the player to talk to animals until a Long Rest.
As one of the few spells that work better outside of combat, players who pick up the Speak with Animals
spell are sure to have a different experience while playing Baldur’s Gate 3 compared to others. A big part of Baldur’s Gate 3 is the dialogue, and this can be expanded further with the option to talk to animals.
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This can open up new ways of solving problems and is a fun element to explore. Since it can be learned by the majority of spell-casting classes, such as Bards, Druids, Rangers, and Warlocks, it can easily be selected for a character.
21
Healing Word
Level One Evocation Spell
- Effect: Restores 1d4 hit points, plus the character’s Spellcasting modifier.
It is important for players to keep their hit points high, especially when in combat. This can easily be done by selecting the bard, cleric, or druid class. However, due to the companion Shadowheart being a Trickster cleric, she is also capable of learning this spell.
Healing Word
is by far one of the weakest healing spells available, as it only heals for one four-sided dice plus the character’s spell-casting ability modifier. It can also be used at a longer distance. This means the player doesn’t need to be as close to the characters they want to heal.
20
Chromatic Orb
Level One Evocation Spell
- Effect: Deals 3d8 Thunder damage, or 2d8 damage types of any of the following: Acid, Cold, Fire, Lightning, or Poison damage.
Some of the best spells of Baldur’s Gate 3 are those that can be unlocked early on and only require a level one spell slot to cast. As the player levels up further during their time in the CRPG, they may choose to cast this spell at a higher level to do more damage.
While many of these spells can only achieve one effect, the Chromatic Orb
, which is favored by many Wizards and Sorcerers, gives the player the freedom to select the damage it deals. Depending on the damage chosen, it can even deal damage in an area or directly to an enemy.
19
Bane
Level One Enchantment Spell
- Effect: The target gets a 1d4 penalty to Attack rolls and Saving throws.
Controlling the battlefield and debuffing foes is a crucial role for spell-casting classes. Bane
can target up to three creatures, inflicting them with a four-sided dice penalty on their attack rolls, meaning that they will do less damage to the player’s team.
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The bard, cleric, and warlock classes have the freedom to learn this spell, which can affect a creature for up to ten turns of combat as long as the character can maintain concentration on the spell. Nevertheless, Bane is a brilliant spell to use if players are worried about the amount of damage an enemy can cause.
18
Guiding Bolt
Level One Evocation Spell
- Effect: Deals 4d6 Radiant Damage on hit, and grants the next attack on that target Advantage.
Players can do even better than only inflicting damage on a turn; they can also increase the chance of damage the next time they hit that foe. Guiding Bolt gives Clerics, and possibly Wizards, if they can locate a scroll, the power to do exactly that.
During the player’s turn, by successfully hitting an enemy with Guiding Bolt
, the enemy will take 4d6 worth of radiant damage, which will then grant advantage on the next attack on them. This means it is more likely to hit the enemy.
17
Witch Bolt
Level One Evocation Spell
- Effect: 1d12 Lightning damage hits for free each turn, and can deal an additional 1d12 of damage every following turn without using a spell slot.
Witch Bolt
is a spell that is strictly for damage that can be cast by Warlocks, Wizards, and Sorcerers. A lot of damage can be caused if players successfully hit a foe with it. It not only commits a decent bit of damage but can also be used in future rounds automatically once it has hit.
Players link themselves with an enemy using a bolt of purple lightning. This initially does 1d12 worth of lightning damage. This can then be automatically activated each turn to damage the foe for another possible twelve-sided dice worth of damage as long as concentration on the spell remains.
16
Poison Spray
Conjuration Cantrip
- Effect: 1d12 Poison damage that uses no spell slots. Deals 1d12 Poison damage to a foe unless they succeed a Constitution saving throw.
A simple Cantrip can go a long way, especially ones that are open to a wide range of classes, making it readily available for all players. Druids, warlocks, wizards, and sorcerers all have the freedom to cast this cantrip, inflicting their enemies with a noxious gas that causes one twelve-sided dice worth of damage.
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Unlike other spells that require the player to roll a ranged or melee attack roll, this ability relies on the enemy succeeding on a constitution-saving roll to avoid damage. Players can inspect enemies to see the likelihood of Poison Spray
succeeding before using it, making it a great spell for beginner battles.
15
Sleep
Level One Enchantment Spell
- Effect: Put a number of creatures asleep that equals a total of 24 hit points combined. If the target is attacked, they wake up; otherwise, they sleep for 2 turns.
Besides the spells that a player can cast to heal their companions or deal immense damage to the foes they face, some of the greatest spellcasters will have a handful of spells that simply debuff their opponents in some way. Although another level-one spell, Sleep
is incredibly powerful. It can put multiple enemies in a magical sleep as long as the hit points equal twenty-four all altogether.
Casting this spell with higher-level spell slots will allow the player to put more opponents to sleep. The magical slumber lasts for two turns unless damage is inflicted on the opponent. Therefore, this spell is great for removing some foes from the battlefield while the team deals with the rest.
14
Faerie Fire
Level One Evocation Spell
- Effect: All targets within the light’s radius turn visible, and attack rolls against them have an advantage. They must succeed a dexterity saving throw to ignore this effect.
With the introduction of the Archfey subclass for Warlocks, Faerie Fire
has returned as a favorable spell for a wide range of classes, including Light Domain Clerics. For another spell that only needs a level one spell slot, Faerie Fire is incredibly deadly, and yet it does no damage.
When cast, any enemies found inside the circle of light from the spell become visible to the entire player’s party, and therefore, the attack rolls done against those targeted by Faerie Fire will have Advantage. This gives players an easier time dealing with their opponents.
13
Shield
Level One Abjuration Spell
-
Effect: Players can increase their armor class by 5 for one turn before they get hit. Players can also use this to take no damage from
Magic Missile.
As seen previously, some of the best spells in BG3 are those that allow the player to defend themselves. A great option for this is Shield due to how it allows the player to increase their armor class temporarily, which may save the player’s or a companion’s life from an incredibly lethal hit.
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This spell only requires a first-level spell slot and can only be cast if the player is under attack from an enemy. The reaction notification will appear asking the player if they wish to cast the spell and increase their AC by 5 or allow the attack to hit and to hold onto a spell slot.
12
Hex
Level One Enchantment Spell
- Effect: Deal an additional 1d6 of Necrotic damage to a target and give them Disadvantage on an ability of the player’s choice.
Warlocks get all the best spells and Hex
is one of them. As a spell, which is a bonus action, players can inflict a horrific curse on their foes, damaging them for an additional six-sided dice worth of necrotic damage after hitting them with a normal attack.
This extra damage can really help during teeth-gritting combat, where every bit of damage can mean the difference between victory and defeat. Not only this, but the affected creature will also have disadvantage on a skill of the player’s choice. If the creature dies before the spell is over, the player can reapply it for free.
11
Shatter
Level Two Spell
- Effect: 3d8 Thunder Damage in an area. Any enemies that succeed a Constitution saving throw take half the damage. Any creature made out of an inorganic material like stone has Disadvantage on the saving throw.
Shatter
is another AOE spell that can deal an unrelenting amount of damage to a group of opponents during a battle. Enemies that find themselves within the circle will take three 3d8 of Thunder damage. Like many other spells, this can also be cast at higher levels to do even more damage while shattering skulls.
However, with this level two spell, the opponent will have a chance of saving themselves from the full damage this thunderous attack can do. If they succeed on a constitution saving throw, they will only take half the damage from the spell.
10
Inflict Wounds
Level One Necromancy Spell
- Effect: 3d10 Necrotic Damage on a foe within arm’s length of the player.
It’s surprising to see a cleric spell that causes so much damage to an enemy, but with Inflict Wounds
, players are not messing around. By successfully passing a melee attack roll, a player can cause three ten-sided dice worth of damage.
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This means on an incredibly lucky roll, an enemy could take thirty points of damage, but an issue with this spell is that it must be used up close. This means that a player may be putting their Cleric at risk, especially if they aren’t able to wear heavy armor.
9
Cure Wounds
Level One Evocation Spell
- Effect: 1d8 Healing, plus the user’s spellcasting modifier.
Once again, healing is crucial if players hope to survive intense strategic battles. Cure Wounds
is far more powerful than Healing Word as it blesses characters with 1d8 of healing plus the character’s spell-casting modifier.
However, the spell caster must be near the person they wish to heal, as it has a shorter casting distance. It also takes an entire action to cast over the bonus action of Healing Word. It would be argued by players that both spells are worthwhile as they have situational differences and suit unique scenarios.
8
Fire Bolt
Evocation Cantrip
- Effect: Deal 1d10 Fire damage
Cantrips continue to be some of BG3’s best spells, with them not requiring the player to waste any spell slots to use them. Fire Bolt
is not only incredibly useful for doing such a large amount of fire damage but also because it can be used to set off various other explosives without needing a fire arrow.
Spotting a barrel of gunpowder or setting up explosions can lead to some impressive battles, although Fire Bolt on its own can still do just as much damage, especially during the early game when each spell slot is valuable to hold onto when there isn’t enough food for constant long rests.
7
Globe Of Invulnerability
Level Six Abjuration Spell
- Effect: Create a barrier that makes all creatures and objects inside it immune to damage for 3 turns.
When playing on harder difficulties like Honor mode, it’s important to consider not only the ways of dealing damage but also the best ways to negate damage, too. Once a Sorcerer or Wizard has reached the level at which they unlock level six spell slots, it’s vital for them to learn the Globe of Invulnerability
.
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This globe lasts for three whole turns and makes any character or object within it immune to all damage types. This globe is perfect for scenarios where the enemy makes a charged attack that damages an area, as all allies within the globe will also be fine.
6
Ice Storm
Level Four Evocation Spell
- Effect: 2d8 Bludgeoning with an additional 4d6 Cold damage to anything within a 6m radius of the casting location.
Some of the best spells in BG3 are those that allow players to hit an entire area for damage and, therefore, deal a large amount of damage to multiple foes at once. Therefore, one of the best spells by far is the level four spell known as Ice Storm.
Not only does this spell hit everything in a 6-meter radius, but it also deals both bludgeoning and cold damage. The spell doesn’t stop there either, as it leaves the ground covered in ice, which a player or enemy could slip on if they fail a dexterity saving throw, instantly ending their turn.
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