Baldur’s Gate 3 Skills & Spells#

Spell System Overview#

Baldur’s Gate 3 uses the D&D 5E rules spell system — spells are split into cantrips (level 0 / cast freely) and level 1-6 spells (which consume spell slots). Short Rests recover some spell slots (Warlock only) — Long Rests recover all of them. Every class has a different spell list — Wizards can learn every spell from scrolls, while Sorcerers and Warlocks can only choose a limited number of known spells. D&D 5E rules — spells split into Cantrips (0-level/free) and level 1-6 (use spell slots). Warlock recovers on short rest — all others on long rest. Each class has different spell lists — Wizard learns all from scrolls, Sorcerer and Warlock pick limited known spells.

Spell Slot Table#

Caster Level 1st 2nd 3rd 4th 5th 6th
3 4 2 - - - -
5 4 3 2 - - -
7 4 3 3 1 - -
9 4 3 3 3 1 -
11 4 3 3 3 2 1
12 4 3 3 3 2 1

Casting Stat by Class#

Class Casting Stat Prepared Casting? Learns from Spellbooks
Wizard Intelligence prepared casting yes — scribes from scrolls
Sorcerer Charisma known spells no
Warlock Charisma known spells no
Cleric Wisdom prepared casting (full list) no
Druid Wisdom prepared casting (full list) no
Bard Charisma known spells no
Paladin Charisma prepared casting no
Ranger Wisdom known spells no

Best Spell Recommendations#

Cantrips#

Cantrip Classes Effect Rating
Fire Bolt Wizard/Sorcerer 1d10 fire damage — can ignite objects S — main ranged damage
Sacred Flame Cleric/Paladin 1d8 radiant — ignores cover — extra damage vs undead A
Vicious Mockery Bard
Mold Earth Druid create obstacles/traps — superb environmental interaction A
Mage Hand all classes (optional) remote interaction/trigger traps/stealing S — the exploration essential
Eldritch Blast Warlock 1d10 force damage — Agonizing Blast adds Charisma damage S — the strongest cantrip in the game
Minor Illusion Wizard/Bard create an illusion to pull enemy attention A — superb for stealth
Ray of Frost Wizard/Sorcerer 1d8 cold — reduces target speed by 10 feet A — slowing control
Acid Splash Wizard/Sorcerer 1d6 acid — two adjacent targets B — group cantrip
Thorn Whip Druid 1d6 piercing — drags the target 10 feet closer A — terrain-kill essential
Guidance Cleric/Druid allies’ skill checks +1d4 S — exploration must-have
Prestidigitation Wizard/Sorcerer assorted small tricks — extinguish/heat/clean B — RPG flavour

Level 1 Spells#

Spell Classes Effect Rating
Chromatic Orb Wizard/Sorcerer 3d8 damage of a chosen element — extremely versatile S — the best level-1 damage
Bless Cleric/Paladin
Cure Wounds Cleric/Druid bonus-action healing — pick up downed allies from range S — the healing essential
Shield Wizard/Sorcerer reaction +5 AC for one round — the Wizard’s survival key S — always bring it
Fog Cloud Wizard/Druid/Sorcerer area concealment — ranged attacks can’t touch you A — high tactical value
Sleep Wizard/Bard puts enemies with 5d8 HP to sleep — superb early clearer A (early) / C (late)
Create Water Cleric/Druid creates water surfaces + Wet — setup for lightning spells A — pairs with lightning
Grease Wizard/Sorcerer slippery ground — enemies fall prone — combos with fire explosions A — environmental control
Sanctuary Cleric the target can’t be attacked directly — protects allies A — the lifesaver
Hunter’s Mark Ranger marks a target — +1d6 damage on every weapon attack A — the Ranger’s core
Thunderous Smite Paladin weapon attack +2d6 thunder — knocks the target back 10 feet A — Paladin burst
Tasha’s Hideous Laughter Wizard/Bard the target collapses laughing — may end each turn A — single-target control

Level 2 Spells#

Spell Classes Effect Rating
Misty Step Wizard/Sorcerer/Warlock bonus-action teleport — ignores opportunity attacks S — mandatory for everyone
Hold Person Wizard/Cleric/Paladin
Scorching Ray Wizard/Sorcerer 3 rays of 2d6 each — even stronger when upcast A — high burst damage
Spiritual Weapon Cleric summons a floating weapon — bonus-action attacks that don’t use your action A — extra Cleric damage
Darkness Warlock/Wizard
Lesser Restoration Cleric/Druid
Shatter Wizard/Sorcerer/Bard 3d8 thunder damage — double vs objects — can destroy walls A — environmental destruction
Enlarge/Reduce Wizard/Sorcerer/Druid enlarge (weapons +1d4)/reduce (harder to hit) B — situational
Hold Person (mass) same as above upcast to 3rd level to hold two people S — key crowd control
Branding Smite Paladin weapon +2d6 radiant — reveals the target (breaks invisibility) A — anti-stealth
Invisibility Wizard/Sorcerer the target turns invisible — ends after an attack/cast A — stealth/escape
Knock Wizard/Sorcerer unlocks automatically — any lock within 100 feet A — exploration essential

Level 3 Spells#

Spell Classes Effect Rating
Fireball Wizard/Sorcerer 8d6 area fire — the most cost-effective AoE in the game S — bar none
Haste Wizard/Sorcerer
Counterspell Wizard/Warlock reaction to negate enemy spells — a must in caster duels S — always bring it
Dispel Magic Wizard/Cleric
Fear Wizard/Sorcerer/Bard cone of fear — enemies drop weapons and flee A — group control
Lightning Bolt Wizard/Sorcerer 8d6 lightning damage — a line that pierces multiple enemies A — a line-shaped Fireball
Prayer of Healing Cleric/Druid heals the party 2d8 + casting modifier — group healing A — post-fight recovery
Blink Wizard/Sorcerer 50% chance per round to shift to the Ethereal Plane — full damage immunity B — defensive but unreliable
Speak with Dead Cleric/Wizard a corpse answers 5 questions — essential for investigations A — the puzzle essential
Call Lightning Druid 3d10 lightning — reusable every round — doubled with Create Water S — the Druid’s core damage
Plant Growth Druid/Bard large-area slow — movement costs 4x A — terrain control

Level 4 Spells#

Spell Classes Effect Rating
Ice Storm Wizard/Sorcerer/Druid 4d8 bludgeoning + 2d8 cold — AoE + ice surface control A — the best level-4 AoE
Dimension Door Wizard/Sorcerer teleport + carry one ally — superb mobility S — high strategic value
Death Ward Cleric/Paladin negates one instant-death effect — revives at 1 HP S — Honour Mode essential
Confusion Wizard/Sorcerer/Bard area confusion — enemies randomly attack/dither/wander A — group control
Conjure Minor Elementals Wizard/Druid summon fire/water/air/earth elementals — meat shield + damage A — an extra party member
Polymorph Wizard/Sorcerer/Bard turn an enemy into a sheep (totally harmless)/turn an ally into a giant bear S — extremely flexible
Freedom of Movement Cleric/Druid/Ranger ignore difficult terrain + immunity to restraint/paralysis/slow A — the answer to specific fights
Greater Invisibility Wizard/Sorcerer invisibility that isn’t broken by attacking — lasts 10 rounds S — a Rogue’s best friend
Fire Shield Wizard/Sorcerer 4d8 fire (melee attackers take fire damage)/ice shield (halves fire damage) A — versatile defence

Level 5 Spells#

Spell Classes Effect Rating
Teleportation Wizard/Sorcerer teleport to discovered waypoints — saves travel time S — exploration essential
Dominate Person Wizard/Sorcerer/Bard control a humanoid enemy — make it fight for you S — the strongest single-target control
Cone of Cold Wizard/Sorcerer 8d8 cold + slow — a huge cone A — the strongest level-5 AoE
Hold Monster Wizard/Sorcerer/Paladin
Greater Restoration Cleric/Druid
Mass Cure Wounds Cleric heals the party 3d8 + casting modifier — huge area A — the big party heal
Conjure Elemental Wizard/Druid summon a greater elemental — powerful meat shield/damage A — the strongest summon before level 6
Raise Dead Cleric/Wizard revive a fallen ally — costs 200 gold S — saves resurrection scrolls
Insect Plague Cleric/Druid 4d10 piercing + area damage over time — massive control A — large sustained damage

Level 6 Spells#

Spell Classes Effect Rating
Chain Lightning Wizard/Sorcerer 10d8 lightning damage — arcs to 4 targets S — the ultimate damage spell
Disintegrate Wizard/Sorcerer 10d6 + 40 force damage — killed targets vanish entirely S — single-target execution
Sunbeam Wizard/Sorcerer/Druid 6d8 radiant — blinds — reusable every round A — sustained damage
Heal Cleric
Mass Heal Cleric heals the whole party for 700 — the ultimate healing spell S — the comeback spell
Finger of Death Wizard/Sorcerer/Warlock 7d8 + 30 necrotic damage — killed targets rise as zombies A — high damage + summon
Planar Ally Cleric summon an otherworldly being to assist — multiple options S — the ultimate summon
Otiluke’s Freezing Sphere Wizard/Sorcerer nullifies spells of 6th level and below — the mage killer A — caster duels

Spell Upcast Effects Table#

Spell Base Per Upcast Level
Fireball 8d6 (3rd) +1d6 per level
Scorching Ray 3 rays (2nd) +1 ray per level
Chromatic Orb 3d8 (1st) +1d8 per level
Hold Person 1 target (2nd) +1 target per level
Hold Monster 1 target (5th) +1 target per level
Hypnotic Pattern 30 feet (3rd) not enhanced by upcasting

Spell Combo Techniques#

Surface + spell combos: cast an ice spell on water = freeze enemies in place (prone/unable to move). Cast lightning on water = the whole area conducts (extra lightning damage). Cast fire on oil = explosion (extra fire damage + burning). Water + Freeze is the strongest control combo — frozen enemies can’t act at all and melee attacks against them have Advantage. Oil + Fire is the strongest early damage combo — oil explodes in a 2m radius for an extra 2d6 fire. Water + Freeze is best CC — frozen enemies can’t act, melee attacks have advantage. Oil + Fire is best early AoE — oil in 2m radius explodes for 2d6 fire.

Advanced Spell Combos#

  1. Haste + Twinned Spell (Sorcerer Metamagic): the Sorcerer Hastens two allies — two Hastened allies = 4 extra actions in a single round — burst doubled
  2. Darkness + Devil’s Sight (Warlock): the Warlock sees normally inside Darkness — enemies can’t see you — your attacks have Advantage and theirs have Disadvantage — nearly unkillable
  3. Create Water + Call Lightning (Druid): Create Water makes every enemy Wet → Call Lightning lands doubled lightning damage — clear a whole pack in two rounds
  4. Hold Person + Divine Smite (Paladin): Hold a humanoid enemy → the Paladin’s melee attacks auto-crit → a crit Divine Smite = 4x smite damage — the highest single hit in the game
  5. Dimension Door + Greater Invisibility (Rogue combo): the Wizard casts Greater Invisibility on the Rogue → the Rogue sneaks in invisible → Dimension Door brings the whole party in — the ultimate stealth-assassin play

Must-Learn Spells by Class#

Class Must-Learn Cantrips Must-Learn Spells
Wizard Fire Bolt, Mage Hand, Guidance Chromatic Orb, Shield, Misty Step, Fireball, Haste, Counterspell, Dimension Door, Chain Lightning
Sorcerer Fire Bolt, Ray of Frost Chromatic Orb, Misty Step, Scorching Ray, Fireball, Haste, Counterspell, Chain Lightning
Warlock Eldritch Blast, Minor Illusion Misty Step, Darkness, Counterspell, Fear, Hold Monster, Finger of Death
Cleric Guidance, Sacred Flame Bless, Cure Wounds, Create Water, Spiritual Weapon, Death Ward, Heal
Druid Mold Earth, Thorn Whip Healing Word, Create Water, Call Lightning, Ice Storm, Conjure Elemental, Plant Growth
Bard Vicious Mockery, Mage Hand Sleep, Tasha’s Hideous Laughter, Fear, Confusion, Dominate Person, Greater Invisibility
Paladin no cantrips Bless, Thunderous Smite, Divine Smite (class ability), Hold Person, Death Ward, Hold Monster

Caster Class Builds#

Wizard: Intelligence 17 (start) → Dexterity 14 → Constitution 15 → the rest wherever. Learn all level-1 spells, then 2 free picks per level, everything else scribed from scrolls. Sorcerer: Charisma 17 → Dexterity 14 → Constitution 15 → choose Draconic Bloodline (extra HP). Fewer spell picks, but focused — concentrate on a few powerful spells and enhance them with Metamagic. Warlock: Charisma 17 → Dexterity 14 → Constitution 15 → choose Pact of the Blade (melee caster) or Pact of the Tome (pure caster). Short-rest spell slot recovery makes the Warlock lean on cantrip damage. Cleric: Wisdom 17 → Constitution 15 → Dexterity 14 → Strength 12 (needed to wear heavy armour). Support first — Bless + Spiritual Weapon + high-level healing spells.

Feat Recommended Classes Effect
Alert all casters +5 initiative — a huge first-strike advantage
War Caster front-line casters advantage on Concentration saves + cast spells as opportunity attacks
Ability Improvement all (priority) main stat to 20 — better spell accuracy/DC
Elemental Adept single-element focused mages ignore resistance + treat 1s on damage dice as 2s
Lucky all 3 rerolls per day — far higher error tolerance
Spell Sniper damage casters double spell attack range + ignore half cover

Spell Selection Strategy#

The Wizard’s core spellbook (must-learn): Mage Hand (cantrip), Fire Bolt (cantrip), Chromatic Orb (1st), Shield (1st), Misty Step (2nd), Scorching Ray (2nd), Fireball (3rd), Haste (3rd), Counterspell (3rd), Ice Storm (4th), Dimension Door (4th), Teleportation (5th), Chain Lightning (6th). Swap the rest depending on the fight — Dispel Magic is a must against enemy mages / Speak with Dead for investigations / Tongues to talk to every NPC without barriers.

Spell Picks by Scenario#

Scenario Recommended Spells Strategy
Trash fights Fireball, Lightning Bolt, Shatter AoE clear — conserve spell slots
Elite fights Hold Person, Hold Monster, Confusion control first — let melee allies land guaranteed crits
Boss fights Haste, Death Ward, Bless buff everyone — full setup before engaging
Puzzles and exploration Speak with Dead, Knock, Dimension Door for exploring — solve environmental problems
Stealth assassination Greater Invisibility, Darkness, Misty Step sneak close — first-strike ambush

Scroll Scribing Guide#

Spell Level Time Gold Cost Recommended Scribing Sources
1st 25 gold + 2 hours free — learned automatically on level up owlbear cave, Druid Grove
2nd 50 gold + 4 hours free — learned automatically on level up Underdark — Arcane Tower
3rd 125 gold + 6 hours some free — buy scrolls for the rest Moonrise Towers, Roah’s Moonglow Tavern
4th 250 gold + 8 hours find scrolls for all of them Baldur’s Gate Lower City
5th 500 gold + 12 hours find scrolls for all of them Gortash’s fortress, Raphael’s home
6th 1000 gold + 24 hours

Sorcerer Metamagic Explained#

Metamagic Cost Effect Best Use Case
Twinned Spell +1 spell slot
Empowered Spell bonus action rerolls damage dice and takes the higher — consumes sorcery points Empowered Fireball — secures high damage
Distant Spell +1 spell slot
Subtle Spell +1 spell slot spells can’t be counterspelled — a must in caster duels key spells (like Haste) can’t be countered
Careful Spell free spells never hurt allies — core for Evocation playstyles Fireball without hitting teammates — fire away
Combo Spell 1 Spell 2 Effect
Double Haste Haste x2 Twinned Spell 4 extra actions for the team — burst doubled
Empowered Fireball Fireball Empowered Spell 8d6 fire damage + empower — secures high damage
Double Hold Hold Person x2 Twinned Spell hold two enemies — double melee crits
Double Teleport Misty Step x2 Twinned Spell teleport two allies at once — full-team mobility

Complete Guide to Scribing Spell Scrolls#

Wizard Scribing Priority#

Priority Spell Level Reason
S Haste
S Counterspell 3 a must in caster duels — stops enemy spells
S Chain Lightning 6 the strongest AoE output — the king of clearing
A Fireball 3 the best-value AoE — never a bad pick
A Dimension Door 4 superb mobility — teleports with an ally
A Ice Storm 4 AoE + control — enemies slip on the ice
B Chromatic Orb 1 multiple elements — great early on
B Misty Step 2 bonus-action teleport — dual use in exploration and combat

内容最后验证于 2026-07