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

bg3 spells

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

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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 3shadowheart-baldurs-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)

BG3_Oath of the Crown Build_Feature
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Best Spells For Circle of the Stars Druid in Baldur's Gate 3Baldur's Gate 3 Player Discovers Secret Passageway

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

Minsc 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

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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.

a death cleric in prayer alongside the statue in Reithworn square
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Best Spells For Hexblade Warlock in Baldur's Gate 3

An image of Wyll from 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:

  • Affected entity cannot move as its body begins to petrify over the course of 3 turns.
  • Attack rolls against it have Advantage, while the entity's Attack Rolls and Dexterity Saving throws have Disadvantage.

The target will Petrify if it does not succeed its Saving Throw within 3 turns:

  • Turned to stone. Can't move or take Actions, Bonus Actions, or Reactions.

Best Spells For Bladesinger Wizard in Baldur's Gate 3

Gale as an Eldritch Knight

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.

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Baldur's Gate 3 Tag Page Cover Art
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Top Critic Avg: 96 /100 Critics Rec: 97%
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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.
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WHERE TO PLAY

DIGITAL
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Genre(s)
RPG