There are a lot of spells in Baldur’s Gate 3, with more and more accessible as you get more classes, subclasses, scrolls and spell slot levels. The result is an arsenal of spells each with its own flavor of niche, synergy, and more. To guide you through the process of knowing what spells you should be using, prioritizing, or any special notes for spells in BG3, we have made a BG3 Spell Tier List. Read on to check the best spells in BG3, and any relevant note if there are some interesting tactics or items related to them.
Here’s a look at the best Baldur’s Gate 3 Spells via a Tier List.
Baldur’s Gate 3 Spell Tier List¶
If you want to jump to a specific tier, click on one of these links below:
Be aware we are ignoring spells that are typically only class-specific, along with niche role-play spells that are used more for dialogue than anything else. The reason for this is that Smites are only really used by Paladins outside of odd situations, and the niche of each smite has some sort of Crowd Control (CC) or extra damage, which is all situational. The same goes for Ranger spells or other subclass spells like Spore Druid fungal creatures. Of course, we don’t really need to specify how great Bardic Inspiration is either and all of their Songs. Meanwhile, things like Speak to Dead, and Speak to Animals are obviously useful for role play, story, and quests and are worth having somewhere or on scrolls for when you need them, but they are not worth factoring in a BG3 Spell Tier List.
S+ Tier Spells in BG3¶
Hold Person and Hold Monster both allow for an extensive CC chain where the enemy needs to roll saves to escape, or the casters concentration breaks. It can last longer than Petrify, and Polymorph if luck goes your way, and held creatures can be guaranteed crit from spell or melee attacks cast in melee range.
Sleep or other incap effects can’t handle this; thus, its synergy as a CC and damage utility is unrivaled. Combine this with Pally reaction smites and Paladins can top damage in your party with ease. Healing word, on the other hand, is a bonus action that can be upscaled for okay heals, but as a bonus action, it can do some serious action economy damage to reviving allies, trading a bonus action for an action spell slots permitting.
Note that Hold Person is limited to humanoids, requiring the much higher Hold Monster for everything else. Other CC spells like Command,
Banishment, Sleep will have more value until Hold Monster comes into play.
S Tier Spells in BG3¶
Using a range of support and healing spells help makes a good Cleric, regardless of subclass. You’ll often find Cleric’s have access to a lot of the best sells on this Spell tier list too!
Spell | Level | Description | Note |
---|---|---|---|
![]() |
2 | Spell that grants Temporary HP to allies in an area around the caster. | Use it after a long rest and get free temp HP |
![]() |
1 | Provides a thorn-type effect dealing 5 damage per 5 temporary HP. Every spell upscale grants another 5 damage and temp HP for the spell. | Best thorn-type skill in the game with god-tier upscaling. |
![]() |
5 | (2d6 + 6) x 6 Force Damage Spell | A scroll in Act 3 located in the Sorcerer’s Vaults. Wizards can learn this for a very strong spell that is essentially a better arcane missile. |
![]() |
4 | Charisma save CC effect that sends a target to another dimension for 2 turns. | A pretty strong CC effect, but it feels bad if you don’t land it because of its spell cost. |
![]() |
3 | Ensure the maximum possible healing received on a target when you cast a healing spell on them. | Solid healing option for needed burst healing via potions, spells, or other sources. |
![]() |
1 | Bonus 1d4 to attack and saving throws. | God tier spell, made even better by ![]() |
![]() |
2 | 4d4 10 turn damage aura spell for enemies that move or are collided with the spell. | Very strong aura AOE spell that early in the game. |
![]() |
5 | Best summon spell in the game, outside of Woodland Being and ![]() |
– |
![]() |
6 | 10d6 +40 | Strongest single target spell outright on average, as compared to the Force and ![]() |
![]() |
1 | 3d6 Psychic with half damage on save. 1d6 damage per upcast level. Also, Frightens enemies who fail their save. | Strong early-game spell with strong CC capabilities. |
![]() |
3 | 8D6 ![]() |
Very strong spell for a level 3 spell with great upscaling. Only gets out damaged by specific Force spells or Vulnerable to Lightning Spells. |
![]() ![]() |
1/2 | ![]() ![]() |
![]() ![]() ![]() |
![]() |
6 | Creatures inside the Globe are immune to all damage but can still be hit with status effects. | Very strong for the final fight, and for many other Act 3 fights that get challenging. |
![]() |
6 | 70 healing and removes ![]() |
Strongest ![]() |
![]() |
1 | Additional 1d6 when hitting an enemy with a weapon attack. Refresh the skill when the enemy dies to use on another target. | Very strong early and still a solid concentration skill for Fighters and Barbs on certain item pieces like Hunting Shortbow, ![]() |
![]() |
4 | 2d8 ![]() ![]() |
Another great AOE skill, but it can be even better if targets are wet for double damage and AOE terrain issues in certain fights. |
![]() |
5 | 3d8 healing AOE spell, upscale grants an additional 1d8 per level. | Really efficient healing spell, which combos great with ![]() |
![]() |
2 | Target a visible location in range and teleport to it. | Great skill that appears on items, and many classes can learn it: genuinely a great map traversal, and combat skill for defensive and offensive needs. |
![]() |
4 | 5 turn CC spell that turns an enemy into a Sheep with 3 HP. saved on Wisdom save on cast, or ends when the sheep drops to 0 Hp, which they turn into their normal form. | A strong and long-lasting CC effect |
![]() |
2 | 2d6 fire damage per ray and upcasting grants a ray, meaning another 2d6 ray for targeting. | Great upscaling, multi-target and boss shredding. |
![]() |
1 | +2AC to the target. | 2AC is very powerful for lowering the chance of getting hit. |
![]() |
1 | Put targets up to 22 HP to sleep. Gaining 8 per upcast. | Can be a niche use early game, but it means you can put around three or four Goblins to sleep in Act 1 fights, which is very strong. Upscaling loses its scaling potential, but it is still one of the best CC effects early game. |
![]() |
3 | ![]() |
Very powerful CC effect to use against melee units for kiting, or for using it as escape tools for Opportunity ignore. May also use it to make hitting lots of enemies with weapon attacks easier. |
![]() |
1 | Wisdom save spell that can leave someone Prone laughing for ten turns, with each turn rolling a wisdom save. Enemies probe are disadvantaged to attacks. Can only be used on targets with 5+ intelligence. | Strong game starting CC that keeps its niche throughout the entire game as a strong chain cc effect. |
![]() |
3 | Aura that lasts ten turns and can be reactivated as a bonus action to heal yourself and nearby allies for 2d6. | Solid AOE reactivation healing spell on a bonus action akin to the Ancients Oath ![]() |
A Tier Spells in BG3¶
Spell | Level | Description | Note |
---|---|---|---|
![]() |
3 | Grant disadvantage on either attack rolls, or ability checks. | A lot better ways to grant disadvantages on attack or ability checks for less, such as ![]() |
![]() |
4 | 8d8 Necrotic Damage spell that always hits max damage and grants a Disadvantage against plant-themed enemies. | Decent spell for damage, but its niche only really appears in Act 2 against certain haunted wood creatures, which lowers its value considerably. |
![]() |
3 | User temporarily goes into another dimension and cannot be seen or targeted. Can be canceled. | Solid defensive spell for casters. |
![]() |
3 | 3d10 lightning damage, and can be recast following turns for no other spell use. Half damage on Dex save. | The spell can be used for multiple AOE hits in a fight at the cost of 1 spell slot. Also, it can be used by Druids to recast after shapeshifting, granting a lot of strong utility. Damage also doubles if enemies are Wet too! |
![]() |
6 | 10d8 against up to three nearby targets. Dex saves half damage | Potential to do a lot of DPR with this spell, and perhaps the strongest multi-target spell if all enemies are wet and fail save. |
![]() |
1 | Choose from all elemental damage and deal 256 (3d6 if Thunder), and leave a hazard or status effect of that element if applicable. | Great options for creating ice, poison, acid pools, burning effects, or doing large upfront damage with Thunder. Very strong early-game spell with decent upscaling too. |
![]() |
6 | 9-meter 6D6 Necrotic AOE | probably one of the better dedicated AOE skills, especially at 6th level, but it can’t compete against AOE lighting spells against Wet Targets. |
![]() |
5 | Concentration skill that creates a 6 meter wide fog cloud dealing 5d8 poison damage to all enemies inside it per turn. Con save causes half damage. You can reposition it every turn using an action. | Very strong AOE skill that has the benefit of you able to move it. One of the stronger AOE spells in the game only hampered by Concentration. |
![]() |
4 | 6m AOE CC Spell that can cause enemies to skip randomly goes, attack allies, and another disorienting effect. Wisdom save. | Another decent AOE niche CC option in close-range melee fights. |
![]() |
4 | Summons Mephits, Gargoyles and other smaller summon creatures. | Stronger summons than what you have previously, and the Mephit explosions can be brutal in the right settings, but could be better as far as summons are concerned if you play with them poorly. The quality of the spell increases and decreases depending on player’s strategy and build. |
![]() |
4 | Conjure a Woodland creature, with low HP but hard-hitting effects. Can also summon another creature itself, and has a buff aura. | This is better than normal Conjure, and when used properly it can climb to S Tier. It’s Low HP holds it back, though. |
![]() |
3 | Use your reaction to negate a spell cast by an enemy. | – |
![]() |
1 | Create a pool of water, or destroy a pool of water. Upscaling increases the area the pool lands. | Outside of a few niches, it is not useful, unless you’re running a ![]() |
![]() |
5 | Cone ability like ![]() |
Good spell as it’s like Thunder Wave but for Prone, which can be much easier to use against melee enemies for prone, turn misses, and crit opportunities. |
![]() |
5 | 10d6 + 20 with Con save halving damage. | Decent damage spell learnt via Scrolls in Act 3 Sorcerer’s Vault. The average value is fine, with better spells out there, like ![]() |
![]() |
5 | Abberations, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attacks against you. Can also free allies affected by Charm, Frighten or Possess effects. | Worth getting as around level 9, you start fighting plenty of undead and then get more Fiends, Elementals and Undead in Act 3, making it a worthy pick up for a lot of fights. |
![]() |
5 | 10 turn CC spell with Wisdom saves. Forces affected creature to fight for you. | Operates like ![]() |
![]() |
4 | AOE Concentration Hazardous Terrain that deals 3d6 ![]() |
Similar to ![]() ![]() |
![]() |
6 | Concentration spell that can cause Panic, Sickened or Asleep to a target. Last for ten turns and can apply it each new round without using a spell slot. | Decent consistent spell option for CC at the cost of Concentration maintenance, which can make it a decent source of CC for a long period over other spells, granting it a high-cost niche. |
![]() |
1 | Prevents the target from entering Stealth and grants advantage to attack rolls against them. Saved on Dex Save. | Very good source for Advantage in fights that low cost and only anti-stealth niche, against known rogues and the demon in ![]() |
![]() |
1 | 7 Temporary Hit Point to the caster, with an extra 5 per uplevel cast. | Decent Temp life source. However, ![]() |
![]() |
2 | Summon a sphere, dealing 2d6 fire damage to nearby enemies and objects. Also, can Ram, on its turn, deal 2d6 and leave behind fiery patches dealing 2D6 ![]() |
A lot of potential with this summon, especially for a level 2 summon spell and control map builds. |
![]() |
4 | Concentration spell that turns a creature invisible. Attacks against it are Disadvantaged, and attacks it makes have Advantage. ![]() |
Great Stealth tool for combat, especially Rogues and Rangers, and solid map movement tool too. |
![]() |
3 | Target an ally or yourself to become Hastened. Grants +2 Bonus to AC, advantage on Dex saving throws, doubles movement, and grants an additional action. Creature becomes Lethargic after expires, which prevents movement, action, bonus or reactions the next turn. | The spell is good during burst windows or towards the end of fights. Twinspelling with a Sorc grants more value, as does it being used on a War Cleric, Fighter for Adrenaline Surge, and other high burst windows characters. |
![]() |
2 | Choose to heat up a metal piece of armor or weapon, causing the target to drop the weapon. Picking the weapon back up and equipping it grants a Disadvantage. You can recast the skill to deal 2d8 ![]() |
Damage is fine, but the clutch weapon drop is very useful against certain martial enemies in fights. |
![]() |
3 | AOE Hazardous Terrain. Deals 2d6 ![]() ![]() ![]() |
Very large and solid control terrain option, with decent damage for its rank. Generally outperforms most other terrain AOE too, for its double source of damage. |
![]() |
1 | 3d10 Necrotic damage melee range spell. | Arguably a very strong early-game damage spell, capable of one-shotting goblin bosses on higher average rolls. Upscales add 1d10 per spell slot. |
![]() |
2 | Concentration ![]() |
Same as Greater, but breaks much easier. |
Jump-type spells | X | Various Ritual spells or Druid spells capable of causing Triple Jump. | All are fantastic for martial character map movement and combat movement. |
![]() |
3 | Line spell with a wide hitbox and 30m range. Deals 8d6 Lightning Damage to all targets hit, with Dex save halving it. Upscaling grants another 1d6. | Great spell for its rank, with potential double damage against wet targets. It becomes an amazing spell if they are wet. |
![]() |
3 | 1d4 + Spellcasting Modifier to all friendly targets in 18m range. Adds another 1d4 per upscale. | Decent AOE heal for combat efficiency, but worse than ![]() |
![]() |
2 | 4d4 ![]() ![]() ![]() |
Okay damage, but you’re largely doing it to lower AC early on for some easy hits. Great for martial-heavy parties. |
![]() |
2 | Conjures three ![]() |
Incredibly strong defensive skull when appropriate, making it great for lower AC Clerics or casters without shields. |
![]() |
2 | Calls a 1-meter-wide moonbeam on a location, dealing 2d10 Radiant damage immediately, and another on an enemy that start their turn in it. Actions may move the beam. Con saves only take half damage. Additional 1d10 per upscale | Decent source of damage if you get averages. Works even better with Radiant-themed items, and upscale damage is fairly decent too. |
![]() |
2 | +10 to stealth checks for all allies affected. | Very strong group mapping spells to avoid problematic areas. |
![]() |
6 | Summons a Planar being like a Cambion, Deva, and Djinn. | Good summons with some interesting skills. Cambrian can do Charm effects and fire spells, Deva has a CC, Smite, Ress and can cast help, and Djinn is a tank with ![]() |
![]() |
1 | Makes a target un-targetable, but can still be hit with AOE effects and status effects. | Great defensive tool, and can help with certain fight mechanics throughout the game. It’s always worth having this taking a learned spell somewhere. |
![]() |
3 | Creates Ice Surfaces, forces Concentration castes to take Con saves. | Good anti-concentration AOE, and provides similar benefits to ![]() |
![]() |
2 | Causes Spike to erupt, halving creature movement speed. Moving through this terrain for every 1.5 meters causes the user to take 2d4 Piercing Damage. | You can max someone out three times, so it can be 6d4 worth of damage when used consistently. Combo it with ![]() ![]() ![]() ![]() |
![]() |
3 | AOE Aura around the caster that deals 3d8 Radiant and 3D8 Necrotic damager per turn, and lowers movement speed of nearby enemies by half. Upscaling adds another 1d8 of each damage type. | Good aura damage skill, especially for fights against undead. Use ![]() |
![]() |
2 | Bonus action that summons a weapon type to aid you in battle. Each one has weapon skills associated with the weapon type, with around 10 Hp each. | Decent early-game summon, but they do miss a lot more than they should. Use it as an action sponge for better results early game. Upscaling increases their HP by 8, and grants an additional 1d8 Force Damage. |
![]() |
6 | 6d8 Radiant Damage line skill in a 18m width and 60 range line. | When used on the Blood of Lathandar, this spell is S+-Tier all the way through Act 2, but the spell’s power falls off other than in minor bits of Act 3, leaving it a decent A-Tier AOE Spell compared to spells around its level requirement. |
![]() |
1 | 2d8 Thunder damage and can knock enemies back on failed Con save. | Decent early game AOE, and still very useful for reliable strategies for knocking enemies off ledges, Like Ne’re fight, and platform areas. |
![]() |
3 | 3d18 Necrotic damage touch skill, with the user healing for half the damage. | Decent death Knight spell, and has great synergy with Temp HP items, ![]() |
B Tier Spells in BG3¶
Summons are pretty good spells for action economy and can be even better than that in some instances.
Spell | Level | Description | Note |
---|---|---|---|
![]() |
2 | You blur, and enemies gain Disadvanage on attacks against you. | Okay, spell, but there’s a better disadvantage, and AC is arguably better. |
![]() |
1 | 3d6 fire damage to a target, Dex save lowers damage by half. | It can be a good early-game spell, but it is often outclassed by spells like ![]() ![]() |
![]() |
1 | Lots of CC options for Flee, Cower | Good spell early. It does fall off later though. |
![]() |
5 | 8d8 Ice damage in a 9m cone at 30 range. Con save deals half damage. | It can be strong, but it is beaten by more safer ![]() |
![]() |
5 | Creates a Mummy to fight alongside you. | Good spell, and it comes on Crypt Lord’s Ring in Act 3. |
![]() |
3 | 9-meter AOE that empowers ally weapons to deal additional 1d4 Radiant damage. | Can be okay in heavy martial parties, especially dual-wield classes. But it is a niche spell otherwise. |
![]() |
4 | You and a nearby ally teleport to a visible in-range unoccupied location | A great, but more expensive and less practical ![]() |
![]() |
1 | 1D4 Radiant damage on weapons | Decent Early damage buff, but it’s a concentration spell, and falls off pretty hard in a few levels time. |
![]() |
3 | Roll +1 to attack rolls and deal 1d4 damage of your choice. | Okay buff for weapons. |
![]() |
2 | Gain advantage on Ability Checks with a chosen Ability score | Kinda niche, can be useful in map or combat with Dex and Str for Stealth, lockpick and throw rolls. Dialogue checks for Investigation, perception, and other dialogue options it comes in handy. |
![]() |
1 | Use your ranged weapon to attack an enemy, and potentially snare them in place for a duration. | Average root spell, but it can get better with Sharpened Snare Cuirass in Act 2. |
![]() |
1 | Hazardous terrain lasting 10 turns that can root enemies. | Decent early-game terrain spell but is outclassed by other spells of this type. |
![]() |
1 | Summon a creature to aid you, ranging from Crab, Cat, Frog, Rat, Raven, Spider, Imp / Quasit (Warlock only) | Each creature has a niche with its spells. Ravens can blind, Spiders can web, and Frogs can poison. They likely won’t hit, but can be action sponges or some nice utility if they do land. Hard to use properly, thanks to RNG dice rolls. |
![]() |
2 | 3D6 ![]() |
Average spell, but with ![]() |
![]() |
4 | Snap allies out of Stun, prevent paralysis and restraint; difficult terrain can’t slow them down. | Nice map and fight use, but otherwise, not worth taking. |
![]() |
1 | Hazardous terrain that can cause characters to go Prone and skip their turn. | Can be okay, and may even help extend burning fire areas when used well. But as a Hazardous Terrain, it is one of the weaker options. |
![]() |
5 | Negate any Charm, Petrification, Stun or Curse. | Okay spell, but it is unlikely you ever have it learned for most of the game, bar a few fights for veteran players.. |
![]() |
6 | Reduce a target’s Maximum Hitpoints but can’t go below 1. 14d6, with con save halving the value. | It’s strong, but it is mainly better in fights with huge health pools, or against targets that can heal. The best examples are Cazador, Raphael, etc. |
![]() |
1 | 2d10 ![]() |
Okay early game against ranged threats like Goblins, since the average can kill most 7 HP enemies. But, outside of that, it falls off an isn’t worth the spell slot upscaling. |
![]() |
1 | Immune to Frighten and grants 5 Temp hit points. | Solid early game anti-fear and temp boost and can remain useful for most of the game. |
![]() |
1 | Lowers ability score on a target, making it harder to do ability checks. | Best used for strength against enemies that like to push. More advanced players preparing fights can get more out of this spell, though. |
![]() |
3 | 9-meter AOE that affects creatures so they can’t attack the caster. | Decent AOE utility spell to save the caster. |
![]() |
1 | 1d10 and 2d6 ![]() |
Solid early-game damage, but upscaling falls off. |
![]() |
2 | Unlock locked items using a level 2 spell slot. | Solid way for mages to open locks, but at a cost of spell slot and makes noise compared to lockpicking. |
![]() |
2 | Cures Disease, Poison, Paralysis, ![]() |
Useful spell to have learned for fights you know these effects are used. Less experienced players will find less value from it, though. |
![]() |
1 | Gain 3m on movement in a turn. Lasts until Long Rest. | Powerful Ritual skill for martial characters, but isn’t totally needed. |
![]() |
1 | Increase AC to 13 plus Dex modifier, but only works on targets not wearing an armor class item. | Solid spell for most casters, but doesn’t always work depending on build. |
![]() |
1 | 3 attacks dealing 1d4 +1 Force damage. Upscaling adds an additional dart. | Good early and can last slightly Longer with Psychic Dart Amulet in the ![]() |
![]() |
2 | Concentration granting +1 to attack and damage rolls | Weaker ![]() |
![]() |
2 | 1D6 Psychic damage per turn against a target. Damage changes depending on the last damage that hit it. Intelligence Save. Upscaling grants another 1d6. | Pretty niche spell, and doesn’t scale too well, handy for larger HP threats. |
![]() |
4 | 10-40 damage per turn, prevents target from moving, easier to hit with attacks. | Decent spell for hitting key targets you don’t want to Concentrate CC spells on. |
![]() |
5 | Target a Celestial, Fiend, Fey or Undead and make it fight for you. | Decent spell, but only usable in Cazador, Lorroaken, and Raphael encounters of Act 3. |
![]() |
3 | ![]() ![]() |
It’s the strongest kiting hazard in the game and has its niche in heavy swarm and melee fights. But ![]() |
![]() |
3 | ![]() ![]() ![]() ![]() |
Amazing spell to pre-learn before going to a heavy elemental damage fight. Another spell that gets more value from players with more game knowledge. |
![]() |
1 | Abberations, Celestials, Elementals, Fey, Fiends, and undead have disadvantages against warded creatures. The target is also immune Charmed, Frightened, or Possessed by those enemies. | Decent spell for level 1, but you only learn it when you know a fight with those come up. Great for Act 2, but limited in Act 1. Rather hard to use, unlike other hazardous terrain like ![]() |
![]() |
2 | Weaken a foe to do half the damage when using strength-based weapons. | Really good spell against strength-themed martial characters with a large enough HP bar to make it worthwhile. Another spell where better game knowledge makes this better. Think Ogres, high HP bosses with melee weapons. |
![]() |
3 | Removes Curse from a target. | Nice to have learned on a Wizard or Cleric, but only learn it on the character sheet when you need to dispel a curse before a fight you know it happens, or after a fight when you’re cursed. |
![]() |
2 | 3D8 Thunder Damage 3-meter AOE spell, which can be con saved and take half damage. Enemies made of inorganic materials are disadvantaged on their save. | Good spell against ![]() ![]() |
![]() |
1 | Reaction spell to increase AC by 5. The effect lasts till the start of your next turn. | Pretty clutch reaction spell use that can have value more than ![]() ![]() |
![]() |
2 | ![]() |
Niche against spellcasters and requires proper placement to use properly. |
![]() |
4 | Take half damage from bludgeoning, piercing and slashing damage. Concentration Spell. | Niche spell but a great defensive for melee only fights against creatures with commonly found weapon types. |
![]() |
2 | An ally gains +1 to AC and saving throws, and resistances to all damage. If they do take damage, the spellcaster takes the same damage too. | Can be okay as a heavy defense buff, but large hit will make this spell hard to use properly. |
![]() |
2 | Hazardous terrain that can web enemies for a turn with a dex save. Webbed enemies grant an advantage to attackers hitting them. | Good spell for rooting enemies with range weapon attacks, or allies immune to web effects via spells and certain pair of boots from Act 1. |
C Tier Spells in BG3¶
Necromancer summons are good, but their clunkiness and hunger for corpses can make the spell unfun to use at the best of times
Spell | Level | Description | Note |
---|---|---|---|
![]() |
3 | Consume a Corpse to summon a skeleton archer or warrior. | Fairly Low HP summons with okay damage. Think of a goblin with around 15 HP in terms of a character sheet. It can get tedious finding bodies or hauling bodies around. |
![]() |
6 | Creates a portal between two areas to shorten movement distances between those two points. | Only useful where movement is incredibly useful in the very late game, like the epilogue, Raphael’s House of Hope, Iron Throne, etc |
![]() |
2 | Increases target AC to 16. | Only okay really early game, and can get scaled using certain items, Mage Armor, Dex bonus, ![]() |
![]() |
2 | Humanoids cannot be charmed, Frightened, or Enraged. | Another preemptive spell to avoid a character getting feared, or used as a niche to stop an enemy Barbarian from enraging. Not worth a spell slot for it, though, when there are other tools that are better. |
![]() |
1 | Target creatures up to 33 Hit Points and blind them. Upscaling grants 11 per level upcast. | It’s a decent spell for large melee or archer fights early game, but its upscale HP falls off quite hard after Act 1 as other CC tools become much better. |
![]() |
2 | Allows the user to see in the dark up to 12 meters. | On paper, it is good, but ![]() ![]() |
![]() |
3 | Make an item shine bright light or conjure a sphere of light, illuminating ![]() |
Good spell for eliminating ![]() ![]() |
![]() |
2 | Enlarge a creature granting 1D4 weapon damage bonus and advantage on STR Checks and ![]() ![]() |
Blind and other harder CC is a one, and 2 levels are better than this, including ![]() |
![]() |
1 | You and nearby allies in 9m radius gain immunity to fall damage for 10 turns. | Extremely niche spell to learn. You are largely better off carrying it as a scroll when you do fancy doing some long-distance exploring, which you will use every now and then. |
![]() |
3 | Put an ally into a coma, preventing all damage except Psychic for 10 turns. Disease and Poison no longer have any effect. ![]() |
This is a much less practical ![]() ![]() |
![]() ![]() |
4 | Grants resistance to either ![]() ![]() |
Expensive for the damage it gives, and potion resistances are much more efficient in terms of cost. |
![]() |
5 | 5d6 ![]() |
It can be a decent small AOE on multiple targets. It just comes with small AOE placement strategy and some nasty saves, but it is not the worst spell for that out there. |
![]() |
3 | 4 meter AOE you place, which triggers sleep, detonation, or a form of elemental damage at 5d8. | It has its strong moments, and its damage is good for its spell cost. However, using it properly can be hard to predict, and you may need to build and plan around to use it properly. |
![]() |
4 | 6 HP summon that can pull enemies closer towards it. | An incredibly weak summon for the spell cost. But, it can be a good summon for ![]() |
![]() |
4 | 10 turn summon spell with 60 HP. Dealing damage takes 20 HP off it, and it can retaliate like a sentinel if enemies pass through its barrier. | It can be a good spell for damage. However, since it is stationary, it is very easily bypassed and needs using well at the right moment to get good value from it. |
![]() |
5 | Create hazardous terrain in a 6-m radius, causing Disadvantage on stealth checks and can deal 4d10 piercing with half damage on con save. | The spell cost of the spell is worth the damage, yet, the zone is very small and less practical, so we drop it down a tier compared to Black Tentacles and Hadar. |
![]() |
6 | 10d6 ball of ice that you can conjure and then throw for use later. | Decent damage for its spell cost, but low rolls can damage the potential of this spell, and a save completely negates it. It can be good if it rolls high against wet targets, but the outright save lowers its potential drastically. |
![]() |
4 | Place a sphere around a target, blocking all incoming and outgoing damage and reducing movement speed by half. | Feels like a weaker ![]() ![]() |
![]() |
2 | 9-meter AOE heals doing 2d8 + spellcasting modifier to allies outside of combat. | It’s a decent spell early game, but upcasting it doesn’t feel worth it as short rests just get better. |
![]() |
2 | The target creature has all poisons neutralized and get an Advantage on saving throws against poison, along with resistance to poison damage. | It’s a decent niche spell, but again requires a lot of player knowledge to use it before heavy poison fights, which are few and far between for the most part. |
![]() |
2 | See invisible creatures, and if they fail a dex save, they are revealed to other party members. | Good spell, just extremely limited uses bar the demon in ![]() ![]() |
![]() |
3 | Create a cloud, and those inside must make a Con save or become Nauseous, which is a poison effect that prevents all actions while it lasts. | It can be a strong form of CC, but it can make things harder for your melee characters to maneuver fights. Feels like normal ![]() ![]() |
![]() |
5 | Create a wall from one in-range point to another with no blocking features. It creates a line of sight. | I only used this seriously during the final fight, and the LOS helped the channel. There may be other niches and fun to be had, but it feels hard to abuse properly in BG3 compared to 5E rules. |
![]() |
1 | 1d12 Lightning Damage spell can be reactivated through concentration without costing a spell slot. | Good economy early game spell with limited spell slots, and wet helps to make it even better. But it falls off very hard, which is fine for an early-game spell. Still worth picking now and then. |
D Tier Spells in BG3¶
Spell | Level | Description | Note |
---|---|---|---|
![]() |
2 | Lock a chest or door, unable to be reopened with ![]() |
Kinda desperation lock-the-door type thing to buy time, but not once have I ever thought I wish I had this spell learned right now. |
![]() |
2 | Blinds a target, granting them disadvantage on attacks and advantage on your attacks. | It’s okay to use, but Color Blind is cheaper and easy to use, as is ![]() |
![]() |
5 | A target rolls three con saves every turn. On three failed, it gets an affliction of the caster’s choice. Most are Disadvantaged, but Flesh Rot makes them vulnerable to all damage, and the most worthy one to use. | It can be a good spell on very hard bosses. But waiting a few turns to apply it at minimum could be a waste if the fight gets easier over time. |
![]() |
2 | Concentration spell that can make a target hit any of its allies in melee range. | Niche spell early game but never used again when you get better CC tools. |
![]() |
4 | If a target with this buff on them falls to 0, then they survive on 1 HP. | It sounds good on paper, but it is an action and a level 4 spell slot, whereas a level 1 spell slot healing word bonus action can do the same results in terms of action economy damage for significantly less. |
![]() |
2 | Forces a target to look at you, for 10 turns with wisdom saving throws at the start of each turn. | Operates like a taunt, but there’s better taunts in the game via Bear pets, Bear Form, and Paladins. |
![]() |
3 | Turn into a ball of gas and bypass map passageways made for very small creatures. Also grants advantage on all saving throws. | Largely a role-play map maneuver spell which makes it good, but it can be used in combat, but it is an inferior ![]() |
![]() |
1 | Conjure 4 magical berries each healing 1d4 on consumption. | Okay, combat healing, but it is likely not worth the spell slot, and consumes actions in combat, so all potions are flat-out better. Much better in 5e. |
![]() |
2 | Push away clouds and potential knockback targets. | Inferior ![]() ![]() |
![]() |
6 | 10 turn wisdom save CC spell that forces a creature to dance, preventing movement and actions. Attacks made against the character have an Advantage. | Inferior to ![]() |
![]() |
1 | 2d8 Poison damage and may poison an enemy. | Its early game damage is fine, but the lack of guarantee poison kills it, and can be out done by ![]() |
![]() |
3 | Resurrect a target ally from the dead, restoring it to 1 HP. | With Withers in the game, this spell is meh unless you need a clutch spell. You can also get it from scrolls very common too, meaning the Spell itself is often not needed to learn. |
![]() |
5 | Select a target, and on a failed STR save, you can later throw them in a direction. Heavy objects can take more damage from this. | It can be good but it feels like it’s not worth using 5th level spell lost for a funny meme unless that’s your goal. You can get these on a pair of gloves in Act 2 if you do the Githyanki Creche beforehand to make it more worth using it. |
![]() |
6 | 9-Meter AOE ![]() |
Issue is you fairly need a full party to be tiny, and there’s plenty of ways to get ![]() |
No Comments