Baldur’s Gate 3 Guide – Best Spells and Actions

Want an edge in combat or exploration? Here are some of the best spells, actions and skills in Larian Studios' massive RPG.

Posted By | On 21st, Aug. 2023

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Baldur’s Gate 3 has several different spells and actions for players to utilize and is a little overwhelming when finding the best options. It doesn’t matter too much when playing Explorer difficulty, but on Balanced and especially Tactician, it helps to know. Let’s look at the best spells and actions in Larian Studios’ massive RPG and which classes can use them.

Best Spells and Actions

Globe of Invulnerability

A level 6 Abjuration Spell available to Sorcerers and Wizards, it creates a barrier that makes all creatures and objects inside invulnerable to damage. It has a range of three meters and requires Concentration, but only lasts for three turns. If you sense some big damage coming or want to stand and deliver on some heavy enemies without fear of retaliation, it’s the way to go.

Eyebite

Available to Bard, Sorcerer, Warlock and Wizard, this level 6 Necromancy Spell inflicts dread, sickness and sleep on enemies, lasting 100 turns. It requires a Wisdom Save to avoid, and while Concentration, you can cast this without expending a Spell Slot. With a range of 18 meters, it’s great for crowd control.

Disintegrate

So you have some decent defenses and want to inflict obscene damage. Disintegrate is a good option, available for Wizards and Sorcerers. It’s a level 6 Transmutation spell, which deals 10d6+40 Force damage and can outright reduce a target to ashes if you one-hit kill them with it. Its range is only nine meters, and Dexterity Saves can annul its effects, but it’s still devastating, dealing a minimum of 46 damage and maxing out at 100.

Chain Lightning

With how easy it is to create wet surfaces, lightning spells can be strong, and Chain Lightning is no exception. A level 6 Evocation spell available to Wizards and Sorcerers, Chain Lightning deals 10d8 damage on an enemy and sends out three more bolts in an 18-meter radius, shocking three more targets. Even if enemies make the Dexterity Save, they’ll still take half damage. Best of all, no Concentration is required.

Magic Missile

A level 1 Evocation spell available to Bard (and its College of Lore subclass), Eldritch Knight, Arcane Trickster, Sorcerer and Wizard), Magic Missile fires three bolts with an 18-meter range. Each deals a bit of Force damage, but they’re guaranteed to hit their targets, making them good for mopping up any weak foes or getting reliable chip damage.

Mage Armor

Though it only works on targets that don’t have armor, Mage Armor is a strong defensive option. It increases a target’s Armor Class to 13 (while adding the Dexterity modifier) and lasts until a Long Rest. As a level 1 Abjuration spell, it’s available to Sorcerer, Wizard, Arcane Trickster and Eldritch Knight. If you have Karlach, she’s a perfect target for this spell.

Silence

The best way to deal with spellcasters is to remove their ability to cast. Silence works wonders in this regard, at least for verbal spells, and is available for Bard, Ranger, Cleric, and Oath of Devotion Paladin. It creates a barrier that silences enemies while rendering them immune to Thunder damage, lasting 100 turns. Concentration is required, but it’s always prepped, and while enemies could walk outside of it, this is still good for catching them by surprise without any way to fight back.

Counterspell

Available to Warlock, Wizard and Sorcerer, this level 3 Abjuration spell can nullify an opposing spell as a reaction if it’s level 3 or lower. If the latter is higher level, you must pass a Skill Check, which becomes more difficult based on the hostile spell’s level.

Hold Person

A level 2 Enchantment spell that holds a human enemy still for ten turns. Requires Concentration and can be thwarted with a Wisdom Save, but if successful, they can’t move, act or react. Attacks within three meters are also guaranteed Critical Hits, which is nice. It’s available for Bard, Sorcerer, Warlock, Cleric, Wizard and Druid.

Hold Monster

Much like Hold Person, this prevents a monster (undead enemies not included) from acting, moving or reacting, and all attacks within three meters of it are guaranteed Critical Hits. It also lasts ten turns and can be thwarted with a Wisdom Save while being available at level 5 for Bard, War Domain Cleric, Oath of Vengeance Paladin, Sorcerer, Warlock and Wizard.

Cloud of Daggers

Level 2 Conjuration spell for Bard, Sorcerer, Warlock and Wizard, Cloud of Daggers creates a sphere of daggers that attacks those within. It requires Concentration and lasts for ten turns, dealing 4d4 Slashing damage each time. Good against tightly bunched enemies, and there’s no save against it. Use it with a crowd control spell or cantrip for free damage on foes each turn.

Spiritual Weapon

One of the stronger Evocation spells in the game, and you get it at level 2. It creates a floating weapon that will attack enemies, dealing 1d8 (plus whatever your spellcasting ability modifier) damage for ten turns. With a range of 18 meters and serving as a bonus action, it’s very potent and a great way to deal damage while your Cleric heals and supports.

Scorching Ray

A level 2 Evocation spell is available for Sorcerers, Wizards, Light Domain Clerics and Warlocks aligned with The Fiend, Scorching Ray fires three beams dealing 6d6 Fire damage. It doesn’t require Concentration, and there’s no Saving Throw. With a range of 18 meters, it’s a good option for dealing with hefty targets and finishing them off with Magic Missile.

Speak With Dead

While it’s not an attack, Speak With Dead is extremely valuable to glean more information from the world. You can cast it on a corpse (if it still has a mouth) and ask it five questions. It’s used to learn more about what happened in an area with no living witnesses. Of course, sometimes the deceased won’t want to speak with you (especially if you’re their killer). Use Disguise Self to get around this. Speak With Dead is available for Bard, Cleric and Warlock at level 3.

Metamagic: Twinned Spell

It isn’t a Spell per se but rather an action available to Sorcerers. Using it in combination with, say, Haste, allows for hastening two targets. It’s pretty nuts if used on two melee combatants since they’ll run in and tear the place up. Twinned Spell is one of the things that makes Sorcerer so good. If you have Gale, equip it as soon as possible on him.

Faerie Fire

This level 1 Evocation spell is available to several classes – like Bard, Cleric and Druid – and subclasses like College of Lore/Valor Bard, Light Domain Cleric, Circle of Moon/Spores/Land Druid and Archfey Warlock. The Drow also gets it at level 3 as a racial ability. It casts a light that illuminates a six-meter area, providing an Advantage against any illuminated targets. Concentration is required, and it requires a Dexterity Saving Throw. Still, with a ten-turn duration, it’s a good substitute for Dancing Lights.

Longstrider

Having more movement speed, especially if you’re a Bard, Druid, Ranger or Wizard, is good, so Longstrider is recommended. It’s a level 1 Transmutation spell that increases movement speed by three meters until your next Long Rest.

Spirit Guardian

There’s nothing like summoning Spirits to walk right through enemies and decimate them. Spirit Guardian is a level 3 Conjuration spell for Cleric, which requires Concentration. It summons Spirits that will deal 3d8 Radiant or Necrotic damage per turn (depending on the variant chosen) to nearby enemies while reducing their movement speed by 50 percent. Even if targets succeed in the Wisdom Save, they take half damage, which is still pretty good, and it lasts for ten turns, which is absurd.

Create Sorcery Points

A bonus action that allows for spending Spell Slots to gain Sorcery Points. Available to Sorcerer at level 2, along with the Wild Magic and Draconic Bloodline subclasses.

Create Spell Slot

Spends two Sorcery Points to create a Spell Slot. Available to Sorcerer at level 2 and the Wild Magic and Draconic Bloodline subclasses.

Hamstring Shot

Early on, Hamstring Shot is useful in controlling the battlefield, especially against melee combatants. It’s an inherent action on short bows and longbows, which hampers an enemy’s movement speed by 50 percent and recharges every Short Rest. Targets need to use Ranged Attack and Constitution Saves to deal with it.

Healing Radiance

Available to Oath of the Ancients Paladin and Shadowheart, Healing Radiance can be a bonus action, healing you and allies in a three-meter radius for 5 Hit Points (and another five on the next turn). Decent enough early on when you need some healing for the whole party.

Hunter’s Mark

A level 1 Divination spell, also a bonus action, Hunter’s Mark is available to Ranger and Oath of the Vengeance Paladin. It marks a target and deals an extra 1d6 slashing damage whenever you hit them with weapon attacks.

Disarming Strike

If you’re a melee combatant and a Battle Master at level 3, or take the Martial Adept feat for the subclass’s maneuvers, Disarming Strike is one of the best choices. It spends a Superiority Die that takes your Strength and the weapon used, added to 1d8 for damage which causes enemies to potentially drop their weapons. If you’re having trouble against melee fighters, remove their main source of damage and watch them flounder.

Riposte

Of course, the other strong Battle Master maneuver is Riposte. It’s also available at level 3, either with the subclass or Martial Adept, and expends Superiority Die to counter-attack if an enemy misses their melee attack on you. Your counter will deal an extra 1d8 damage.

Hunger of Hadar

Available to Warlocks at level 3, this Conjuration Spell lasts ten turns and requires Concentration. It has a range of 18 meters and does a lot. A sphere is created, with enemies within taking 2d6 Cold damage when starting their turn. When their turns end, they can potentially take 2d6 Acid damage. If that’s not enough, enemies within the spell’s radius are blinded and on Difficult Terrain. Unless they succeed in the Dexterity Save, Hunger of Hadar is ideal for dealing with numerous bunched-up foes or a single target quickly.

Chromatic Orb

While Grease is good for tripping up enemies, Chromatic Orb offers some early elemental damage options. This level 1 Evocation spell is available for Bard, Eldritch Knight, Arcane Trickster, Sorcerer and Wizard, throwing out a sphere that deals 3d8 damage. You can choose between Cold, Fire, Lightning, Acid, Thunder or Poison damage, creating a two-meter surface. Concentration isn’t required either, and when upcast, the spell deals more damage while the effect lasts longer.

Haste

Haste is a level 3 Transmutation Spell, which requires Concentration and is available to Wizards and Sorcerers. Allows for hastening yourself or an ally for ten turns. They’re tougher to hit and quicker but become Lethargic once the effect ends.

Guiding Bolt

A level 1 Evocation spell that deals 4d6 Radiant damage. It has an 18-meter range, and the caster gains an Advantage on the next Attack Roll against the same target lasting two turns. Available to Clerics, Bards and College of Lore Bards.

Darkness

Available to Oathbreaker Paladins, Warlocks, Sorcerers and Wizards, Darkness is a level 2 Evocation that creates a five-meter cloud that blinds and heavily obscures targets. It lasts ten turns, and it’s impossible to use ranged attacks inside or fire them into it from the outside. While it requires Concentration, but quite good for crowd control, especially if you have melee characters with Darkvision that can go in and wreak havoc.

Mind Sanctuary

Does Mind Sanctuary make you look ugly? Probably, but it’s also overpowered. It’s only available once per Long Rest and requires Psionic Backlash and Astral-Touched Tadpole to unlock from the Illithid Powers. However, it creates a 9-meter nexus that allows everyone within to take multiple actions for three turns.

Misty Step

For a level 2 Conjuration spell, Misty Step is very good. It’s available to Oath of the Ancients Paladin, Warlock, Circle of the Land Druid, Sorcerer and Wizard, and allows for teleporting to a free space. The range is 18 meters, making it a very good “get out of jail free” card.

Baldur’s Gate 3 is available for PC – check out our official review here. It launches on September 6th for PS5, so check out our guides for the best Legendaries and how to find them, the best cantrips, Feats and Traits, and how to earn Gold quickly. Knowing how to level up quickly also doesn’t hurt since the really good stuff is available at the higher levels.


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