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#
- Haste + Twinned Spell (Sorcerer Metamagic): the Sorcerer Hastens two allies — two Hastened allies = 4 extra actions in a single round — burst doubled
- 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
- Create Water + Call Lightning (Druid): Create Water makes every enemy Wet → Call Lightning lands doubled lightning damage — clear a whole pack in two rounds
- 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
- 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.
Recommended Feats#
| 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 |
| 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 |
|
|
| 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 |
Recommended Sorcerer Spell Combos#
| 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 |
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 |