The release of Patch 8 in Baldur's Gate 3 has marked a final send-off for the game by the devs, adding a number of fixes and new features, including twelve new subclasses. Naturally, players have been jumping right into playing these new options, particularly the various new casters and half-casters available in the game.
In Baldur's Gate 3, finding a build that works for your Tav and each companion is important, as every little thing from stat points, Feat selection, gear, and Spell choice can make all the difference between a successful build and a failure. If you're looking for some good Spells to consider using with one of the new Subclasses, the best Spells for each Baldur's Gate 3 Patch 8 Subclass have been outlined in the guide below.
The Best Spells For Each Baldur's Gate 3 Patch 8 Subclass, Explained
Baldur's Gate 3 Patch 8 marked the final sendoff for the game, complete with twelve new Subclasses for players to experience. These twelve Subclasses are listed below:
- Path of Giants Barbarian
- College of Glamour Bard
- Death Domain Cleric
- Circle of the Stars Druid
- Arcane Archer Fighter
- Way of the Drunken Master Monk
- Oath of the Crown Paladin
- Swarmkeeper Ranger
- Swashbuckler Rogue
- Shadow Magic Sorcerer
- Hexblade Warlock
- Bladesinger Wizard
Of those twelve Subclasses, seven of them are Spellcasters or half-casters. These eight caster classes are narrowed down to Glamour Bard, Death Cleric, Stars Druid, Swarmkeeper Ranger, Shadow Magic Sorcerer, Hexblade Warlock, and the Bladesinger Wizard. However, Patch 8 also introduced a few new Spells and Cantrips, so knowing the best Spells and Cantrips for each of these Classes will come in handy when it comes to setting up your builds.
Best Spells For College of Glamour Bard in Baldur's Gate 3
Best Cantrips
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Vicious Mockery |
60ft |
WIS |
1d4 Psychic |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Blade Ward |
Self |
- |
Take only half damage from Bludgeoning, Piercing, and Slashing damage. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Mage Hand |
60 ft |
- |
Create a spectral hand that can manipulate and interact with objects. |
Best Level 1 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Cure Wounds |
5ft |
- |
1d8 + Spellcasting modifier (healing) |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Healing Word |
60ft |
- |
1d4 + Spellcasting modifier (healing) |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Dissonant Whispers |
60ft |
WIS |
3d6 Psychic |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Speak With Animals |
Self |
- |
Gain the ability to comprehend and communicate with Beasts |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Thunderwave |
5ft/17ft cube |
CON |
2d8 Thunder |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Bane |
30ft |
CHA |
Up to 3 creatures receive a -1d4 penalty to Attack Rolls and Saving Throws. |
Best Level 2 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Hold Person |
60 ft |
WIS |
Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within 3 m / 10 ft are always Critical Hits. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Heat Metal |
60ft |
CON |
2d8 Fire Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage on Attack rolls and Ability Checks. If the creature is only wearing metal armour, it always receives Disadvantage. If the creature is still touching the metal, you can use a bonus action on subsequent turns to deal another 2d8 Fire damage and force the creature to let go or receive Disadvantage. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Shatter |
60 ft/10ft radius |
CON |
3d8 Thunder Damages all nearby creatures and objects. Creatures made of inorganic material, such as ston,e have Disadvantage on their Saving Throw |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Silence |
60ft |
- |
Create a soundproof sphere. All within are Silenced and Immune to Thunder damage. |
Best Level 3 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Hypnotic Pattern |
60ft/30ft radius |
WIS |
Hypnotise creatures that can see the pattern. They cannot attack you. They cannot move nor act. This spell can be cast while you are Silenced. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Stinking Cloud |
60ft |
CON |
Create a cloud of gas so nauseating that it prevents creatures from taking actions. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Speak With Dead |
30ft |
- |
Grant a semblance of life to a corpse, allowing it to answer questions. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Glyph of Warding |
30ft |
DEX |
Sleep: Apply Sleep Detonation: Push enemy back Thunder: 5d8 Thunder Lightning: 5d8 Lightning Fire: 5d8 Fire Cold: 5d8 Cold Acid: 5d8 Acid |
Best Level 4 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Polymorph |
60ft |
WIS |
Transform a creature into a harmless sheep. If the sheep's Hit Points drop to 0, the target reverts to its original form with its original HP. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Dimension Door |
167ft |
- |
Teleport yourself and up to one adjacent ally to a place you can see. The ally cannot be larger than Medium. |
Best Level 5 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Mass Cure Wounds |
60ft |
- |
3d8 + Spellcasting modifier (healing) |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Hold Monster |
60ft |
WIS |
Paralyze a creature. It can't Move, Act, or React Attacks from within 10ft are always critical hits. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Dominate Person |
60ft |
WIS |
Affected entity will follow and fight alongside the caster of this spell. Every time it takes damage, it may break the caster's control over it with a successful Wisdom Save |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Planar Binding |
60ft |
WIS |
Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally. Target must be a Celestial, Elemental, Fey, or a Fiend. |
Best Level 6 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Otto's irresistible Dance |
30ft |
WIS |
Cause a creature to start dancing, making it unable to take Actions or Move. Its attackers have Advantage on Attack rolls. The dancer has Disadvantage on Attack Rolls and Dexterity Saves. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Eyebite |
60ft |
WIS |
Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep. While Concentrating, you may cast Eyebite without expending a spell slot. |
Best Spells For Death Domain Cleric in Baldur's Gate 3
Best Cantrips
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Bursting Sinew |
60ft/10ft radius |
DEX |
Explode a corpse, causing it to impale those around it. 1d10 Piercing |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Guidance |
5ft |
- |
The target gains +1d4 to Ability Checks. |
|
Spell |
Range |
Save |
Damage/Effect |
|
Toll the Dead |
60ft |
WIS |
1d12 Necrotic If the target is at full health, you deal 1d8 Necrotic instead. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Bone Chill |
60ft |
- |
1d8 Necrotic Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack rolls. |
Best Level 1 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Inflict Wounds |
5ft |
- |
3d10 Necrotic |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Sanctuary |
60ft |
- |
You or an ally cannot be targeted until you attack or harm a creature. You can still take damage from area spells. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Cure Wounds |
5ft |
- |
1d8 + Spellcasting modifier (healing) |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Shield of Faith |
60ft |
- |
Increase affected creature's AC by +2 |
Best Level 2 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Hold Person |
60 ft |
WIS |
Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within 3 m / 10 ft are always Critical Hits. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Spiritual Weapon |
60ft |
- |
Summon a floating, spectral weapon that attacks your enemies alongside you. 1d8+1 Force damage on Spiritual Weapon hits |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Silence |
60ft |
- |
Create a soundproof sphere. All within are Silenced and Immune to Thunder damage. |
Best Level 3 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Animate Dead |
10ft |
- |
Animate a corpse to create an undead servant while not in combat. The target must be a Medium or Small corpse. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Mass Healing Word |
60ft |
- |
1d4 + Spellcasting Modifier (healing) |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Spirit Guardians |
10ft |
WIS |
Nearby enemies take 3d8 Radiant or 3d8 Necrotic damage per turn, and their Movement Speed is halved. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Revivify |
30ft |
- |
Revive a companion. They return to life with 1 HP. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Beacon of Hope |
30ft |
- |
Your allies will regain the maximum Hit Points possible when healed. They also gain Advantage on Wisdom Saving throws and Death Saving Throws. |
Best Level 4 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Guardian of Faith |
30ft |
- |
Call forth a divine guardian that attacks nearby enemies. Every time it deals damage, the guardian loses an equal amount of Hit Points. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Banishment |
60ft |
CHA |
Temporarily Banish your target to another plane of existence. |
Best Level 5 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Contagion |
5ft |
CHA |
Filth Fever: Disadvantage on STR Checks, Saves, and Attack Rolls. Flesh Rot: Disadvantage on CHA Ability Checks, and is afflicted with Vulnerability to all damage. Slimy Doom: Disadvantage on CON Ability Checks and Saving Throws. Whenever they are hit, they get Stunned. Seizure: Disadvantage on DEX Ability Checks, Saving Throws, and Attack Rolls. Mindfire: Disadvantage on INT Ability Checks and Saving Throws, and is Befuddled. Blinding Sickness: Disadvantage on Wisdom Ability Checks and Saving Throws, and is Blinded. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Mass Cure Wounds |
60ft |
- |
3d8 + Spellcasting Modifier (Healing) |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Flame Strike |
60ft/10ft radius |
DEX |
5d6 Fire + 5d6 Radiant |
|
Spell |
Range |
Save |
Damage/Effect |
|
Destructive Wave |
30ft |
CON |
Possibly knock targets Prone. 5d6 Thunder + 5d6 Radiant |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Insect Plague |
60ft |
CON |
Swarming, biting locusts fill the air. They do the following: - Deal 4d10 Piercing damage per turn - make the area Difficult Terrain, and impose Disadvantage on Perception Checks |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Telekinesis |
60ft |
STR |
Throw a creature or object up to 60 ft with a thought. Once per turn, you can use Telekinesis again without expending a Spell Slot. |
Best Level 6 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Create Undead |
10ft |
- |
Create a corpse as a heinous mummy that fights by your side. The target must be a Medium or Small corpse. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Harm |
60ft |
CON |
14d6 Necrotic Reduce a target's maximum HP, but never below 1. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Heal |
60ft |
- |
+70 Healing. Remove Blindness and any diseases. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Planar Ally |
60ft |
CHA |
Summon either an Elemental, Celestial, or Fiend to fight for you. (Dijinni, Deva, Cambion) |
Baldur's Gate 3: Best Oath of the Crown Paladin Build
The Oath of the Crown has Paladins devote themselves to Law and Order, and is one of the best defensive subclasses in Baldur's Gate 3.
Best Spells For Circle of the Stars Druid in Baldur's Gate 3
Best Cantrips
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Shillelagh |
Self |
- |
Your staff or club becomes magical: it deals 1d8 Wisdom Modifier Bludgeoning & uses your Spellcasting Modifier for Attack Rolls. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Poison Spray |
10ft |
CON |
1d12 Poison |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Guidance |
5ft |
- |
The target gains +1d4 to Ability Checks. |
Best Level 1 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Cure Wounds |
5ft |
- |
1d8 + Spellcasting Modifier (Healing) |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Ice Knife |
60ft/7ft radius |
DEX |
1d10 Piercing 2d6 Cold |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Thunderwave |
5ft/17ft cube |
CON |
2d8 Thunder |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Fog Cloud |
60ft |
- |
Create a cloud of dense fog to Heavily Obscure and Blind creatures within. |
Best Level 2 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Flaming Sphere |
60ft |
DEX |
2d6 Fire |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Heat Metal |
60ft |
CON |
2d8 Fire Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage on Attack rolls and Ability Checks. If the creature is only wearing metal armour, it always receives Disadvantage. If the creature is still touching the metal, you can use a bonus action on subsequent turns to deal another 2d8 Fire damage and force the creature to let go or receive Disadvantage. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Hold Person |
60 ft |
WIS |
Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within 3 m / 10 ft are always Critical Hits. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Moonbeam |
60ft/3ft radius |
CON |
2d10 Radiant per turn |
Best Level 3 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Call Lightning |
60ft/7ft radius |
DEX |
3d10 Lightning |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Sleet Storm |
60ft |
CON |
Create an Ice Surface: Forces spellcasters to succeed at a Concentration Save in order to maintain Concentration. Difficult Terrain - Half Movement Speed, will fall Prone on failed DEX save. |
Best Level 4 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Blight |
30ft |
CON |
8d8 Necrotic Plants take maximum damage from this spell, and have Disadvantage on the Saving throw against it. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Conjure Minor Elemental |
60ft |
- |
Conjure a minor elemental to fight alongside you. (Azer, Ice Mephits, Mud Mephits) |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Conjure Woodland Being |
60ft |
- |
Conjure a Dryad to fight alongside you. She can use Nature's Step, Entangle enemies, and Summon a Wood Woad. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Ice Storm |
60ft/20ft radius |
DEX |
2d8 Bludgeoning + 4d6 Cold |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Wall of Fire |
60ft |
DEX |
5d8 Fire |
Best Level 5 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Call Lightning |
60ft/7ft radius |
DEX |
3d10 Lightning |
Best Level 6 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Call Lightning |
60ft/7ft radius |
DEX |
3d10 Lightning |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Polymorph |
60ft |
WIS |
Transform a creature into a harmless sheep. If the sheep's Hit Points drop to 0, the target reverts to its original form with its original HP. |
Best Spells For Swarmkeeper Ranger in Baldur's Gate 3
Best Level 1 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Cure Wounds |
5ft |
- |
1d8 + Spellcasting modifier (healing) |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Hunter's Mark |
60ft |
- |
Mark a creature as your quarry to deal an additional 1d6 Weapon damage whenever you hit it with a weapon attack. If the target dies before the spell ends, you can use Reapply Hunter's Mark to mark a new creature. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Hail of Thorns |
60ft |
DEX |
Normal weapon damage + 1d10 Piercing |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Fog Cloud |
60ft |
- |
Create a cloud of dense fog to Heavily Obscure and Blind creatures within. |
Best Level 2 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Silence |
60ft |
- |
Create a soundproof sphere. All within are Silenced and Immune to Thunder damage. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Spike Growth |
60ft |
- |
Shape a piece of ground into hard spikes. A creature walking on the spikes takes 2d4 Piercing damage for every 5ft moved. |
Best Level 3 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Lightning Arrow |
60ft/10ft radius |
DEX |
After the arrow hits, smaller bolts snake out from the target towards nearby creatures. 4d8 Lightning (primary target) +2d8 Lightning |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Conjure Barrage |
Self/30ft cone |
DEX |
Channel your weapon's essence into a destructive, widespread volley. Normal weapon damage + 2d8 weapon damage. |
Best Spells For Shadow Magic Sorcerer in Baldur's Gate 3
Best Cantrips
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Fire Bolt |
60ft |
- |
1d10 Fire |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Ray of Frost |
60ft |
- |
1d8 Cold Reduces the target's Movement Speed by 10ft |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Bone Chill |
60ft |
- |
1d8 Necrotic Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack rolls. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Acid Splash |
60ft/7ft radius |
DEX |
1d6 Acid |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Mage Hand |
60 ft |
- |
Create a spectral hand that can manipulate and interact with objects. |
Best Level 1 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Chromatic Orb |
60ft |
WIS |
3d8 Thunder or: 2d8 Acid, Fire, Cold, Lightning, or Poison |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Burning Hands |
Self/17ft cone |
DEX |
3d6 |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Mage Armor |
5FT |
- |
Increase target's AC to 13+ DEX modifier. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Ice Knife |
60ft/7ft radius |
DEX |
1d10 Piercing 2d6 Cold |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Magic Missile |
60ft |
- |
1d4 Force damage for each missile |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Shield |
Self |
- |
When you are about to be hit by an enemy, use your Reaction to improve your AC by +5. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Witch Bolt |
60ft |
- |
1d12 Lightning While link is active, activate each turn to deal another 1d12 Lightning damage |
Best Level 2 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Hold Person |
60 ft |
WIS |
Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within 3 m / 10 ft are always Critical Hits. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Enlarge/Reduce |
30ft |
- |
Make a creature larger or smaller. Either option has a duration of 10 turns. This affects their weapon damage and Strength Checks + Saves |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Mirror Image |
Self |
- |
Create 3 illusory duplicates of yourself to distract attackers. Each duplicate increases your AC by +3 Whenever you successfully evade an attack, one of the duplicates disappears. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Misty Step |
60ft |
- |
Surrounded by silver mist, you teleport to an unoccupied space you can see. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Scorching Ray |
60ft |
- |
2d6 Fire for each ray. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Shatter |
60 ft/10ft radius |
CON |
3d8 Thunder Damages all nearby creatures and objects. Creatures made of inorganic material, such as ston,e have Disadvantage on their Saving Throw |
Best Level 3 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Counterspell |
- |
- |
Try to stop a spell being cast. If it is higher level than the spell slot you used to Counterspell, you must make a check using your Spellcasting ability. The check's difficulty is equal to 10 plus the level of the spell you are trying to counter. This Spell can be cast while you are Silenced. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Fireball |
60ft/13ft radius |
DEX |
8d8 Fire |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Haste |
30ft |
- |
Hasten yourself or a willing target. +2 AC +1 Action per turn Double Movement Speed Advantage on DEX Saves |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Lightning Bolt |
100ft |
DEX |
8d6 Lightning |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Slow |
60ft |
WIS |
Alter time around up to 6 enemies to Slow them: Half Movement Speed AC & Dex Saves -2 Can only take Action or Bonus Action, not both Can't take Reactions Can not make Extra Attacks |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Stinking Cloud |
60ft |
CON |
Create a cloud of gas so nauseating it prevents creatures from taking actions. |
Best Level 4 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Polymorph |
60ft |
WIS |
Transform a creature into a harmless sheep. If the sheep's Hit Points drop to 0, the target reverts to its original form with its original HP. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Ice Storm |
60ft/20ft radius |
DEX |
2d8 Bludgeoning + 4d6 Cold |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Blight |
30ft |
CON |
8d8 Necrotic Plants take maximum damage from this spell, and have Disadvantage on the Saving throw against it. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Banishment |
60ft |
CHA |
Temporarily Banish your target to another plane of existence. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Wall of Fire |
60ft |
DEX |
5d8 Fire |
Best Level 5 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Cloudkill |
60ft |
- |
5d8 Poison |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Cone of Cold |
Self/30ft cone |
CON |
8d8 Cold |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Hold Monster |
60ft |
WIS |
Paralyze a creature. It can't Move, Act, or React Attacks from within 10ft are always critical hits. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Dominate Person |
60ft |
WIS |
Affected entity will follow and fight alongside the caster of this spell. Every time it takes damage, it may break the caster's control over it with a successful Wisdom Save |
Best Level 6 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Chain Lightning |
60ft |
DEX |
10d8 Lightning |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Circle of Death |
60ft/30ft radius |
CON |
8d6 Necrotic |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Sunbeam |
60ft |
CON |
6d8 Radiant |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Disintegrate |
30ft |
DEX |
10d6 + 40 Force |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Eyebite |
60ft |
WIS |
Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep. While Concentrating, you may cast Eyebite without expending a spell slot. |
Baldur's Gate 3: Best Death Domain Cleric Build
Learn one of the best ways to build the new Death Domain Cleric in Baldur's Gate 3.
Best Spells For Hexblade Warlock in Baldur's Gate 3
Best Cantrips
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Booming Blade |
60ft |
- |
Normal weapon damage +1d8 Thunder |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Eldritch Blast |
60ft |
- |
1d10 Force |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Bone Chill |
60ft |
- |
1d8 Necrotic Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack rolls. |
Best Level 1 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Hex |
60ft |
- |
Make your attacks deal an additional 1d6 Necrotic damage to the target. Give it Disadvantage on an Ability of your choosing. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Shield |
30ft |
DEX |
Make your attacks deal an additional 1d6 Necrotic damage to the target. Give it Disadvantage on an Ability of your choosing. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Wrathful Smite |
- |
- |
Normal Weapon Damage + 1d6 Psychic |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Hellish Rebuke |
- |
- |
2d10 Fire |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Armor of Agathys |
Self |
- |
Gain 5 Temp HP and deal 5 Cold Damage to any creature that hits you with a melee attack. |
Best Level 2 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Hold Person |
60 ft |
WIS |
Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within 3 m / 10 ft are always Critical Hits. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Mirror Image |
Self |
- |
Create 3 illusory duplicates of yourself to distract attackers. Each duplicate increases your AC by +3 Whenever you successfully evade an attack, one of the duplicates disappears. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Shadow Blade |
Self |
- |
2d8 + STR or DEX mod Psychic |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Misty Step |
60ft |
- |
Surrounded by silver mist, you teleport to an unoccupied space you can see. |
Best Level 3 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Counterspell |
- |
- |
Try to stop a spell being cast. If it is higher level than the spell slot you used to Counterspell, you must make a check using your Spellcasting ability. The check's difficulty is equal to 10 plus the level of the spell you are trying to counter. This Spell can be cast while you are Silenced. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Hunger of Hadar |
60ft/20ft radius |
DEX |
Creatures within this black sphere are Blinded. They take 2d6 Cold damage when starting their turn inside. They take 2d6 Acid damage when ending their turn inside. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Vampiric Touch |
5ft |
- |
3d6 Necrotic |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Branding Smite |
- |
- |
Normal Weapon Damage + 2d6 Radiant |
Best Level 4 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Blight |
30ft |
CON |
8d8 Necrotic Plants take maximum damage from this spell, and have Disadvantage on the Saving throw against it. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Dimension Door |
167ft |
- |
Teleport yourself and up to one adjacent ally to a place you can see. The ally cannot be larger than Medium. |
Best Level 5 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Hold Monster |
60ft |
WIS |
Paralyze a creature. It can't Move, Act, or React Attacks from within 10ft are always critical hits. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Elemental Weapon |
60ft |
- |
+1 Attack Rolls +1d4 damage of your selected type on weapon attacks |
Best Level 6 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Circle of Death |
60ft/30ft radius |
CON |
8d6 Necrotic |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Flesh to Stone |
60ft |
CON |
Atrophy a foe, Restraining them until they temporarily turn to stone:
The target will Petrify if it does not succeed its Saving Throw within 3 turns:
|
Best Spells For Bladesinger Wizard in Baldur's Gate 3
Best Cantrips
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Booming Blade |
60ft |
- |
Normal weapon damage +1d8 Thunder |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Fire Bolt |
60ft |
- |
1d10 Fire |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Ray of Frost |
60ft |
- |
1d8 Cold Reduces the target's Movement Speed by 10ft |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Toll the Dead |
60ft |
WIS |
1d12 Necrotic If the target is at full health, you deal 1d8 Necrotic instead. |
Best Level 1 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Chromatic Orb |
60ft |
WIS |
3d8 Thunder or: 2d8 Acid, Fire, Cold, Lightning, or Poison |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Mage Armor |
5FT |
- |
Increase target's AC to 13+ DEX modifier. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Magic Missile |
60ft |
- |
1d4 Force damage for each missile |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Burning Hands |
Self/17ft cone |
DEX |
3d6 |
Best Level 2 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Shadow Blade |
Self |
- |
2d8 + STR or DEX mod Psychic |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Hold Person |
60 ft |
WIS |
Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within 3 m / 10 ft are always Critical Hits. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Misty Step |
60ft |
- |
Surrounded by silver mist, you teleport to an unoccupied space you can see. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Melf's Acid Arrow |
60ft |
- |
4d4 Acid + 2d4 Acid (delayed) |
Best Level 3 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Blink |
Self |
- |
At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world. When you do vanish, your presence here is a representation of the location you'll come back to. You can choose to teleport it up to 20 ft. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Fireball |
60ft/13ft radius |
DEX |
8d8 Fire |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Haste |
30ft |
- |
Hasten yourself or a willing target. +2 AC +1 Action per turn Double Movement Speed Advantage on DEX Saves |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Slow |
60ft |
WIS |
Alter time around up to 6 enemies to Slow them: Half Movement Speed AC & Dex Saves -2 Can only take Action or Bonus Action, not both Can't take Reactions Can not make Extra Attacks |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Lightning Bolt |
100ft |
DEX |
8d6 Lightning |
Best Level 4 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Conjure Minor Elemental |
60ft |
- |
Conjure a minor elemental to fight alongside you. (Azer, Ice Mephits, Mud Mephits) |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Evard's Black Tentacles |
60ft/20ft radius |
STR |
Tentacles sprout from the ground, turning the area into Difficult Terrain and attacking anything inside 3d6 Bludgeoning |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Fire Shield |
Self |
- |
Wreathe your body in flames that shed light in a 10ft radius. Provide Resistance to Fire or Cold damage and retaliate against melee attacks. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Phantasmal Killer |
60ft |
WIS |
Haunt a creature with illusions of its greatest fears, inflcting the following: - Take 4d10 Psychic damage per turn - Can not move - Has Disadvantage on all ability checks and attack rolls. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Wall of Fire |
60ft |
DEX |
5d8 Fire |
Best Level 5 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Conjure Elemental |
- |
- |
Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you. Air Elemental Earth Elemental Fire Elemental Water Elemental Air Myrmidon Earth Myrmidon Fire Myrmidon Water Myrmidon |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Hold Monster |
60ft |
WIS |
Paralyze a creature. It can't Move, Act, or React Attacks from within 10ft are always critical hits. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Cloudkill |
60ft |
- |
5d8 Poison |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Cone of Cold |
Self/30ft cone |
CON |
8d8 Cold |
Best Level 6 Spells
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Arcane Gate |
60ft |
- |
Create two linked teleportation portals within range. All creatures, including enemies, may travel between the two portals as a free action. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Arcane Gate |
60ft |
- |
Create two linked teleportation portals within range. All creatures, including enemies, may travel between the two portals as a free action. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Otiluke's Freezing Sphere |
5ft |
CON |
Create a ball of churning ice that can be launched instantly to generate a frosty explosion or stored for later use. 10d6 Cold damage |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Sunbeam |
60ft |
CON |
6d8 Radiant |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Wall of Ice |
60ft |
DEX |
Raise a wall of solid ice that deals 10d6 Cold damage to anyone standing in its way. When the ice is broken, it leaves behind a cloud of frigid air that deals 10d6 Cold damage per turn to enemies within. |
|
Spell |
Range |
Save |
Damage/Effect |
|---|---|---|---|
|
Otto's irresistible Dance |
30ft |
WIS |
Cause a creature to start dancing, making it unable to take Actions or Move. Its attackers have Advantage on Attack rolls. The dancer has Disadvantage on Attack Rolls and Dexterity Saves. |
-
OpenCritic Reviews
- Top Critic Avg: 96 /100 Critics Rec: 97%
- Released
- August 3, 2023
- ESRB
- M for Mature: Blood and Gore, Partial Nudity, Sexual Content, Strong Language, Violence
- Developer(s)
- Larian Studios
- Publisher(s)
- Larian Studios
- Engine
- Divinity 4.0
- Multiplayer
- Online Co-Op, Local Co-Op
- Cross-Platform Play
- Full cross-platform play.
- Genre(s)
- RPG