Baldurs Gate 3: Wizard Guide - spells Baldurs Gate 3 guide, walkthrough
Last update: 26 October 2020
From this chapter of the guide to Baldurs Gate 3, you will learn what are the spells available for the Wizard - one of the classes available in the game.
The Wizards are masters of magic and they have access to more spells than any other character classes available in Baldurs Gate 3. 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 represents all level 1 Wizard spells available when creating a new character in Baldurs Gate 3.
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. | |
True Strike Effect: detect the target's defensive properties to have an easier time when attacking it. Range: 18 meters. Concentration: required | |
Thunderwave Effect: the hero unleashes a wave of deafening power that causes 2d8 Thunder damage and kickbacks creatures and objects. Range: 5 meters. | |
Sleep Effect: magically put the creatures with a total of 24 health points to sleep. Range: 18 meters. Additional information: sleeping creatures will wake up if injured. | |
Shocking Grasp Effect: lightning fires from your hero's hands, causing 1d8 Lightning damage and prevents the target from reacting. Range: 1.5 meters. | |
Ray of Sickness Effect: the hero summons a beam of toxic energy that inflicts 2d8 Poison damage and can cause the target to be poisoned. Range: 18 meters. | |
Ray Of Frost Effect: the hero summons an icy ray of pale blue light that causes 1d8 Cold damage and reduces the target's speed by 3 metres. Range: 18 meters. | |
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 above creatures against this target are at disadvantage and they cannot charm, frighten or possess it. | |
Poison Spray Effect: project a puff of noxious gas that deals 1d12 Poison. Range: 3 feet. | |
Magic Missile Effect: create three darts of magical force, each dealing 1d4+1 Force to its target. Range: 18 meters. | |
Mage Hand Effect: create a spectral hand that can manipulate and interact with objects. Range: 18 meters. Concentration: required | |
Mage Armour Effect: surround the creature with magical energy to enhance its armor class by 3. Range: 1.5 meters. Requirements: no armor. | |
Longstrider Effect: touch a creature to increase its speed by 3 feet. Range: 1.5 meters. | |
Light Effect: Infuse an object with an aura of light. Range: 1.5 meters. | |
Jump Effect: touch a creature to triple its jumping range. Range: 1.5 meters. | |
Grease Effect: cover the selected area with fat, making it difficult terrain, and the creatures found on it can be knocked down. Range: 18 meters. | |
Friends Effect: enchant a non-hostile creature to gain advantage on Charisma checks against it. Range: 9 meters. Concentration: required | |
Fog Cloud Effect: you create a cloud of thick fog. The beings residing in the area of operation of this spell are Heavily Obscured and Blinded. Range: 18 meters. Concentration: required | |
Fire Bolt Effect: you throw a fireball that causes 1d6 Fire damage and creates a flammable surface. Range: 18 meters. | |
Find Familiar Effect: Gain the service of a familiar, a fey spirit that assumes the role of an animal of your choosing. Range: 18 meters. Additional information: you can summon the following animals - Spider, Crow, Rat, Frog, Crab and Cat. Each has a different skill. | |
Feather Fall Effect: the hero can slow down the falling speed of allied heroes/creatures, resulting in immunity from fall damage. Range: 9 meters. | |
False Life Effect: the hero can use this spell to strengthen himself with the necromantic facsimile of life and gain 5 temporary life points. | |
Expeditionary Retreat Effect: turn Sprint into an extra action allowing the character to move at extraordinary speed. Concentration: required | |
Disguise Self Effect: magically change all aspects of your appearance. | |
Dancing Lights Effect: create wisps of light that illuminate in a 12m radius. Range: 18 meters. Concentration: required | |
Colour Spray Effect: creates a dazzling array of flashing, colored lights that Blind creatures up to a combined 33 hit points. Range: 5 meters. | |
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. | |
Charm Person Effect: Magically charm a humanoid in your field of vision. Range: 18 meters. Additional information: a charmed character can't hurt a character casting the spell. | |
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. | |
Blade Ward Effect: you gain immunity to Bludgeoning, Piercing, and Slashing injuries caused by weapon attacks. | |
Acid Splash Effect: hurl a bubble of acid that deals 1d6 Acid to each creature it hits. Range: 18 meters, 2 meters blast radius. |
Spells - Level 2
The table below presents level 2 Wizard spells. Your character will gain access to them once he or she reaches third experience level.
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. | |
Blur Effect: the body of your character becomes blurred, making it harder for your enemies to attack him or her. 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 | |
Darkvision Effect: enables a creature to see in the darkness for up to 18 meters. Range: 1.5 meters. | |
Detect Thoughts Effect: focus to read thoughts of some creatures while speaking with them. Concentration: required | |
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. | |
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. | |
Melf's Acid Arrow Effect: shoot a green arrow that sprays acid and deals 4d4 instant Acid damage and 2d4 additional Acid damage once the turn ends. Range: 18 meters. Additional information: after a successful defense test, the target receives only half of the initial damage. | |
Mirror Image Effect: the character creates three illusory doppelgangers that will distract the opponents. Each copy increases the Hero's KP by 3. Additional information: one of the illusions will disappear whenever you successfully dodge an attack. | |
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. | |
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 | |
Scorching Ray Effect: fire three streams of fire, and each one deals 2d6 Fire damage. 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. | |
Web Effect: cover an area with a thick, flammable web that can tangle creatures within it. Range: 18 meters. Concentration: required Additional information: tangled enemy or ally can use his or hers action to try to break the web. |