Baldurs Gate 3: Warlock Guide - spells Baldurs Gate 3 guide, walkthrough
Last update: 15 October 2020
From this chapter of the guide to Baldur's Gate 3, you will learn the spells available for the Warlock - one of the classes available in the game.
Warlocks, bound by a pact with an all-powerful patron, receive the ability to wield dark and dangerous magic. The spells that can be found on your character are divided into levels, which means that you can only access more powerful spells once you have gained a certain level of experience.
Spells - Level 1
The table below shows all of the Warlock's spells from the first level that are available when creating a new character in Baldur's Gate 3.
Eldritch Blast Effect: summon an energy ray that will cause 1D10 Force damage. Range: 18 meters. | |
Blade Ward Effect: you gain immunity to Bludgeoning, Piercing, and Slashing injuries caused by weapon attacks. | |
Chill Touch Effect: assail a creature with the chill of the grave. The target receives 1d8 Necrotic and cannot regain hit points. Undead creatures also get disadvantage on attack rolls. Range: 18 meters. | |
Friends Effect: enchant a non-hostile creature to gain advantage on Charisma checks against it. Range: 9 meters. Concentration: required | |
Mage Hand Effect: create a spectral hand that can manipulate and interact with objects. Range: 18 meters. Concentration: required | |
Poison Spray Effect: project a puff of noxious gas that deals 1d12 Poison. Range: 3 feet. | |
True Strike Effect: detect the target's defensive properties to have an easier time when attacking it. Range: 18 meters. Concentration: required | |
Armour of Agathys Effect: the hero is covered in frost and gains 5 temporary health points. In addition, the hero causes 5 Cold damage to all creatures that attack them with a melee attack. | |
Arms of Hadar Effect: summon the dark energy. Targets receive 2d6 Necrotic damage and cannot respond. Range: 3 feet. Additional information: after a successful defense throw the target receives only half of the damage. | |
Charm Person Effect: Magically charm a humanoid in your field of vision. Range: 18 meters. Additional information: a charmed creature can't hurt a character casting a spell. | |
Expeditionary Retreat Effect: turn Sprint into an extra action allowing the character to move at extraordinary speed. Concentration: required | |
Hellish Rebuke Effect: the next time your hero gets injured, they will unleash infernal flames, which cause 2d10 Fire damage to the enemy attacking them. Additional information: after a successful defense throw the target receives only half of the damage. | |
Protection from Evil and Good Effect: protect the benevolent being from aberrations, celestial, elementals, fey, fiends, and undead. Range: 1.5 meters. Concentration: required Other information: the attacks of the creatures listed above aimed at this target are hindered and they cannot inflict Charm, Frightened or Possessed statuses. | |
Hex Effect: cast a curse on an enemy to inflict additional 1d6 Necrotic damage with each attack ending with a hit. The target also has difficulties with passing skillchecks for an attribute of your choice. Range: 18 meters. Concentration: required | |
Witch Bolt Effect: the hero summons a beam of energy that causes 1d12 Lightning damage and connects to the target with an electric arc. Range: 18 meters. Concentration: required Additional information: you can activate the arc of lightning in each round to automatically inflict 1d12 electrical injuries. |
Spells - Level 2
The table below shows Warlock's level two spells. Your hero will get access to them after reaching experience Level 3 regardless of the chosen specialization (subclass).
Blindness Effect: magically Blind an enemy creature. Range: 18 meters. Additional information: the blinded creature may try to recover from this condition at the end of each tour. | |
Hold Person Effect: paralyze a humanoid. Range: 18 meters. Concentration: required Additional information: at the end of each round, the creature may try to free itself. | |
Ray of Enfeeblement Effect: the character shots a ray of weakening energy from his or hers hand. Target that is hit can deal half damage of Strength-based weapon attacks. Range: 18 meters. Concentration: required | |
Darkness Effect: a character creates a cloud of magic darkness that will hide and blind creatures inside it. Darkness makes it impossible to perform ranged attacks. Range: 18 meters. Concentration: required | |
Burning Hands Effect: fire shoots from your outstretched fingers. It ignites anything flammable and deals 3d6 Fire. Range: 5 meters. Additional information: after a successful defense throw the target receives only half of the damage. | |
Misty Step Effect: the character becomes surrounded by a dark mist and he or she teleports to a free spot in his or hers sight. Range: 18 meters. | |
Shatter Effect: cause an intense, painful noise that deals 3d8 Thunder damage for creatures and items. Range: 18 meters. Additional information: after a successful defense test, the target receives only half of the initial damage. Inorganic creatures build from materials like rocks will have their defense throws harder. | |
Invisibility Effect: touch a creature to make it invisible. Range: 1.5 meters. Concentration: required Additional information: the spell ends prematurely if a creature attacks or uses magic. |