Magic is a powerful tool, capable of altering fates, shaping social interactions, and turning the tide in critical combat encounters.

BG3 Spells span from life-saving healing to devastating pyrotechnics, are the backbone of adventurers’ journeys. In this guide, we delve into these arcane arts, unveiling the hidden secrets of the game.

Whether you’re a seasoned caster or a fledgling mage, join us as we explore the spells in Baldur’s Gate 3 and unravel their mystical purposes.

Cantrips

Cantrips, the foundation of spellcasting, grant spellcasters an array of versatile abilities.

These minor spells include staples like “Mage Hand” for manipulating objects and “Eldritch Blast” for ranged combat.

While cantrips lack the explosive power of higher-level spells, they provide valuable tools for daily adventuring and can be cast at will.

CantripSchoolCasting TimeDamage / EffectDurationClasses
Acid SplashConjurationAction1d6 (1~6) Damage (Acid)InstantaneousSorcerer, Wizard, Eldritch Knight
Blade WardAbjurationActionHalf damage from Bludgeoning, Piercing, Slashing2 TurnsCollege of Lore Bard, College of Valour Bard, Sorcerer, Warlock, Wizard, High Elf, High Half-Elf, Eldritch Knight, Bard,Arcane Trickster
Bone ChillNecromancyAction1d8 (1~8) Damage (Necrotic), Prevents healing1 TurnSorcerer, Warlock, Wizard
Dancing LightsEvocationActionIlluminate a 9m radius10 TurnsCollege of Lore Bard, College of Valour Bard, Sorcerer, Wizard, Eldritch Knight
Eldritch BlastEvocationAction1d10 (1~10) Damage (Force)InstantaneousWarlock
Fire BoltEvocationAction1d10 (1~10) Damage (Fire)InstantaneousWizard, Sorcerer, Eldritch Knight
FriendsEnchantmentActionAdvantage on Charisma Checks1 TurnCollege of Lore Bard, College of Valour Bard, Sorcerer, Warlock, Wizard, Eldritch Knight
Githyanki Psyonics: Mage HandConjurationActionCreate an invisible spectral handGithyanki
GuidanceDivinationAction+1d4 bonus to Ability Checks10 TurnsCleric, Druid
LightEvocationActionInfuse an object with an aura of lightUntil Long RestVarious Classes (see below)
Mage HandConjurationActionCreate a spectral hand for object manipulation10 TurnsVarious Classes (see below)
Minor IllusionIllusionActionCreate an illusory image that distracts10 TurnsVarious Classes (see below)
Poison SprayConjurationAction1d12 (1~12) Damage (Poison)InstantaneousDruid, Eldritch Knight, Sorcerer, Warlock, Wizard
Produce FlameConjurationActionCreate a flickering flame for damageCleric, Druid
Ray of FrostEvocationAction1d8 (1~8) Damage (Cold), Reduces Movement Speed1 TurnEldritch Knight, Sorcerer, Wizard
ResistaceAbjurationAction+1d4 (1~4) bonus to Saving Throws10 TurnsCleric, Druid
Sacred FlameEvocationAction1d8 (1~8) Damage (Radiant)InstantaneousCleric
Selûne’s DreamEvocationAction1d8 (1~8) DamageAmulet of Selûne’s Chosen wearer
ShillelaghTransmutationBonus ActionEnhances staff or club for melee combat10 TurnsDruid
Shocking GraspEvocationAction1d8 (1~8) Damage (Lightning), No reactions, Advantage vs. metal armor1 TurnEldritch Knight, Sorcerer, Wizard
ThaumaturgyTransmutationActionAdvantage on Intimidation and Performance checksCleric (Tiefling Zariel, Asmodeus)
Thorn WhipTransmutationAction1d6 (1~6) Damage (Piercing), Pulls target closerDruid
True StrikeDivinationActionGain Advantage on your next Attack Roll2 TurnsCollege of Lore Bard, College of Valour Bard, Sorcerer, Warlock, Wizard, Eldritch Knight, Arcane Trickster, Mage Breaker Ranger
Vicious MockeryEnchantmentAction1d4 (1~4) Damage (Psychic), Disadvantage on next Attack Roll1 TurnBard

Level 1 Spells

At the first level of spells, adventurers gain access to the foundational magic that can make or break their early adventures.

These spells include simple but versatile options like “Mage Armor” for protection and “Magic Missile” for reliable damage.

Level 1 spells are the bread and butter of spellcasters, and they offer crucial support for any party.

Spell NameSchoolCasting TimeDamage / EffectDurationClasses
Animal FriendshipEnchantmentActionConvince a beast not to attack you.10 TurnsBard, Nature Domain Cleric, Druid, Ranger
Armor of AgathysAbjurationActionGain 5 temporary hit points and deal 5 Cold Damage to attackers.Until Long RestBard, College of Lore, Warlock
Arms of HadarConjurationAction2d6 (2~12) Damage, prevent reactions.1 TurnWarlock
BaneEnchantmentAction-1d4 penalty to Attack Rolls and Saving Throws for up to 3 creatures.1 TurnBard, Oath of Vengeance, Cleric
BlessEnchantmentAction+1d4 bonus to Attack Rolls and Saving Throws for up to 3 creatures.10 TurnsBard, College of Lore, Life Domain Cleric, Paladin
Burning HandsEvocationAction3d6 (3~18) Fire damage to flammable targets, half damage on save.InstantaneousLight Domain Cleric, Eldritch Knight, Arcane Trickster, Sorcerer, Warlock, Wizard
Charm PersonEnchantmentActionCharm a humanoid, gain Advantage on Charisma Checks,10 TurnsBard, Trickery Domain Cleric, Druid, Sorcerer, Warlock, Wizard
Chromatic OrbEvocationActionHurl a sphere of energy, deals 2d8 (2~16) damage of Acid, Cold, Fire, Poison, Thunder, or Lightning damage.InstantaneousBard, Eldritch Knight, Arcane Trickster, Sorcerer, Wizard
Colour SprayIllusionActionBlind creatures up to a combined 33 hit points.1 TurnCollege of Lore, Paladin
Command(HALT)EnchantmentActionCommand a creature to flee, move closer, freeze, drop to the ground, or drop their weapon.1 TurnCleric, Paladin
Compelled DuelEnchantmentBonus ActionCompel an enemy to attack only you.3 TurnsPaladin
Create or Destroy WaterTransmutationActionCall forth rain or destroy water-based.InstantaneousCleric, Druid, Storm Sorcery
Cure WoundsEvocationAction3~8 HealingInstantaneousBard, Life Domain Cleric, Druid, Paladin, Ranger
Disguise SelfIllusionActionChange appearance (Lasts until the end of a long rest).1 Hour (Concentration)Bard, Trickery Domain Cleric, Gloom Stalker, Sorcerer, Wizard
Dissonant WhispersEnchantmentAction3d6 (3~18) Psychic Damage, Frighten target.2 TurnsBard, The Great Old One
Divine FavorEvocationBonus ActionWeapon attacks deal +1d4 (1∼4) Radiant Damage.3 TurnsWar Domain Cleric Cleric, Paladin
Ensnaring StrikeConjurationAction (Bonus)Ensnare target, target makes a STR Save.1 TurnOath of the Ancients, Ranger
EntangleConjurationActionSlow and possibly Entangle creatures.1 Minute (Concentration)Druid
Expeditious RetreatTransmutationBonus ActionGain Dash immediately and as a bonus action on each turn until spell ends.10 Minutes (Concentration)Eldritch Knight, Sorcerer, Warlock, Wizard
Faerie FireEvocationActionTargets turn visible, Attack Rolls against them have Advantage.10 TurnsBard, Light Domain Cleric Cleric, Druid
False LifeNecromancyActionGain 7 temporary hit points.Until Long RestBard, College of Lore, Sorcerer, Wizard
Feather FallTransmutationBonus ActionImmunity to Falling damage for you and nearby allies.10 Minutes (Concentration)Bard, Sorcerer, Wizard
Find FamiliarConjurationActionGain the service of a familiar.InstantaneousWizard, Ranger
Find Familiar: CatConjurationActionSummon a cat familiar (Lasts until the end of a long rest).InstantaneousWizard
Find Familiar: CrabConjurationActionSummon a crab familiar (Lasts until the end of a long rest).InstantaneousWizard
Find Familiar: FrogConjurationActionSummon a frog familiar (Lasts until the end of a long rest).InstantaneousWizard
Find Familiar ImpConjurationActionSummon an imp familiar.InstantaneousWarlock
Find Familiar: QuasitConjurationActionSummon a quasit familiar.InstantaneousWarlock
Find Familiar: RatConjurationActionSummon a rat familiar (Lasts until the end of a long rest).InstantaneousWizard
Find Familiar: RavenConjurationActionSummon a raven familiar (Lasts until the end of a long rest).InstantaneousWizard
Find Familiar: SpiderConjurationActionSummon a spider familiar (Lasts until the end of a long rest).InstantaneousWizard
Fog CloudConjurationActionBlinds and Heavily Obscures creatures within the cloud.10 TurnsTempest Domain Cleric, Druid, Ranger, Sorcerer, Wizard
GoodberryTransmutationActionConjure four magical berries into your or a companion’s inventory.Until Long RestDruid, Ranger
GreaseConjurationActionSlows creatures, may cause them to fall Prone10 TurnsWizard, Eldritch Knight
Guiding BoltEvocationAction2d4 Radiant damage, grants Advantage on next attack22 TurnsBard, Cleric
Hail of ThornsConjurationBonus Action1d10 Piercing + 1d10 Piercing explosionInstantRanger
Healing WordEvocationBonus Action1d4 HealingInstantBard, Cleric, Druid
Hellish RebukeEvocationReaction2d10 Fire damage on attackerInstantBard, Warlock
HeroismEnchantmentActionImmune to Frightened, gains temp HP10 TurnsBard, Paladin
HexEnchantmentBonus ActionCurse target, additional damage, Disadvantage on checksConcentration, 18mBard, Warlock
Hunter’s MarkDivinationBonus ActionAdditional 1d6 Slashing Damage on targetUntil Long RestOath of Vengeance, Ranger
Ice KnifeConjurationAction1d10 Piercing + 2d6 Cold explosionInstantaneousBard, Druid, Sorcerer, Wizard
Inflict WoundsNecromancyAction3d10 Necrotic damageInstantaneousCleric
JumpTransmutationActionTriple jumping distance of creature10 TurnsDruid, Ranger, Sorcerer, Wizard, Arcane Trickster
LongstriderTransmutationActionIncreases Movement Speed by 3mUntil Long RestBard, Druid, Ranger, Wizard
Lunar MendBonus ActionRegain hit points in Wild ShapeInstantaneousCircle of the Moon (Druid Subclass)
Mage ArmorAbjurationActionIncreases AC to 13 + Dex modifierUntil Long RestSorcerer, Wizard
Magic MissileEvocationAction3 darts dealing 2-5 Force damage eachInstant, 18mBard, Sorcerer, Wizard
Protection from Good and EvilAbjurationActionProtects from specific creature typesInstantaneousCleric, Eldritch Knight, Paladin, Warlock, Wizard
Ray of SicknessNecromancyAction2d8 Poison damage, possibly Poisons2 TurnsEldritch Knight, Sorcerer, Wizard
SanctuaryAbjurationBonus ActionPrevents targeting until attacking or harming10 TurnsCleric, Oath of Devotion
Searing SmiteEvocationBonus Action (plus Action to make the attack)8d6 Fire damage, sets target on fire10 TurnsPaladin
ShieldAbjurationReactionIncrease AC by 5, immune to Magic MissileInstantaneousSorcerer, Wizard
Shield of FaithAbjurationBonus ActionIncreases AC by 2Until Long RestCleric, Eldritch Knight, Paladin, Warlock, Wizard
SleepEnchantmentActionPuts creatures to sleep up to 24 HP total2 TurnsBard, Sorcerer, Wizard
Speak with AnimalsDivinationActionComprehend and communicate with beastsUntil Long RestBard, Druid, Ranger
Tasha’s Hideous LaughterEnchantmentActionCauses creature to be Prone and unable to get up10 TurnsBard, Wizard
Thunderous SmiteEvocationBonus Action (plus Action to make the attack)2d6 Thunder damage, pushes target and may knock ProneInstantPaladin
ThunderwaveEvocationAction2d8 Thunder damage, pushes creatures awayInstant, 5m radiusBard, Druid, Sorcerer, Wizard
Wrathful SmiteEvocationBonus Action (plus Action to make the attack)1d6 Psychic damage, may Frighten and immobilizeConcentration, MeleePaladin
Witch BoltEvocationAction1d12 Lightning damage, additional damage each turn10 TurnsBard, Sorcerer, Wizard

Level 2 Spells

Stepping into the realm of Level 2 spells, casters unlock more potent abilities.

These spells can provide crowd control with options like “Hold Person” or enhance the party’s defenses with “Mirror Image.”

Level 2 spells expand the repertoire, giving adventurers the tools to face more challenging foes and situations.

Spell NameSchoolCasting TimeDamage / EffectDurationClasses
AidAbjurationActionBolster your allies and increase their current and maximum hit points by 5. When cast with a 3rd level spell slot or higher, the hit points are increased by 5 for each slot level above 2nd.Until Long RestOath of Devotion, Oath of the Ancients, Cleric
Arcane LockAbjurationActionClose a door or container with a magical lock. It can no longer be lockpicked or opened with Knock.10 TurnsWizard
BarkskinTransmutationActionProtect a creature from attacks: increase its Armour Class up to 16.Until Long RestRanger, Druid
BlindnessNecromancyActionLimit a foe’s sight range. It is easier to hit, and the creature will miss more often. Attack Rolls against it have Advantage and the foe attacks with Disadvantage.10 turnsBard, Sorcerer, The Fiend, Cleric, Wizard
BlurIllusionActionAttackers have Disadvantage on Attack rolls against you. Doesn’t affect creatures that don’t rely on sight or that can see through illusions.10 turns
Branding SmiteEvocationBonus Action (plus Action to make the attack)2d6 Radiant + 2d6 Radiant10 turnsOath of Devotion, Oath of the Ancients
Calm EmotionsEnchantmentActionSuppress strong emotions in an area, making all humanoids immune to being Charmed or Frightened.10 turnsBard, Cleric
Cloud of DaggersConjurationAction4d4 Slashing10 turns, ConcentrationBard, Sorcerer, Warlock, Wizard
Crown of MadnessEnchantmentActionInstil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it’s allied.3 turnsBard, Sorcerer, Warlock, Wizard, Oathbreaker
DarknessEvocationActionCreate a cloud of magical darkness that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of it.10 turnsSorcerer, Warlock, Wizard, Oathbreaker
DarkvisionTransmutationActionGrant a creature the ability to see in the dark out to a range of 12m.1 Until Long RestRanger, Sorcerer, Wizard, Druid
Detect ThoughtsDivinationActionFocus your mind to read the thoughts of certain creatures while talking to them.1 Until Long RestBard, Sorcerer, The Great Old One, Wizard
Enhance AbilityTransmutationActionBestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability.ConcentrationBard, Sorcerer, Cleric, Druid
Enlarge – ReduceTransmutationActionMake a creature larger or smaller to affect their weapon damage and Strength Checks and Saving Throws.ConcentrationSorcerer, Wizard
Flame BladeEvocationBonus ActionConjure a flaming scimitar in your hand that deals 3d6 Fire damage and sheds bright light in a 3m radius and dim light in a 6m radius. The blade can be unequipped and equipped again, but has to stay on the spellcaster’s person.ConcentrationDruid
Flaming SphereConjurationAction2d6 Fire + 2d6 Fire10 turns, ConcentrationWizard, Druid
Gust of WindEvocationActionSummon a strong wind that clears all clouds and pushes creatures back 5m, forcing them Off Balance.InstantaneousDruid, Sorcerer, Wizard
Heat MetalTransmutationAction2d8 Fire + 2d8 Fire (Subsequent turns)10 turns, ConcentrationBard, Druid
Hold PersonEnchantmentActionHold a humanoid enemy still. They can’t move, act, or react. Attacks from within 3m are always Critical Hits.2 turnsBard, Sorcerer, Warlock, Cleric, Wizard, Druid
InvisibilityIllusionActionTouch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage.10 turnsBard, Sorcerer, Warlock, Wizard
KnockTransmutationActionUnlock an object that is held shut by a mundane lock.Range: 18mSorcerer, Bard, Wizard
Lesser RestorationAbjurationActionCure a creature from disease, poison, paralysis, or blindness.MeleeBard, Oath of Devotion, Oath of the Ancients, Ranger, Cleric, Druid
Magic WeaponTransmutationActionInfuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls.Until Long RestOath of Devotion, Oath of the Ancients, Wizard
Melf’s Acid ArrowEvocationAction2d8 Acid + 2d4 Acid (Delayed)InstantaneousWizard
Mirror ImageIllusionActionCreate 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. Whenever you successfully evade an attack, one of the duplicates disappears.10 turnsSorcerer, Warlock, Wizard, Circle of the Land
Misty StepConjurationBonus ActionSurrounded by silver mist, you teleport to an unoccupied space you can see.InstantaneousOath of the Ancients, Warlock, Circle of the Land, Sorcerer, Wizard
MoonbeamEvocationAction2d10 Radiant + 1d10 Radiant (Subsequent turns)10 turns, ConcentrationOath of the Ancients, Druid
Pass Without TraceAbjurationActionCall forth a veil of shadows and silence that grants a +10 bonus to Dexterity (Stealth) Checks and makes it easier to avoid detection.Until Long RestRanger, Druid
Phantasmal ForceIllusionActionCreate an illusion that affects a creature’s senses, making them believe in the existence of an object or event.1 Until Long RestBard, Sorcerer, The Great Old One, Wizard
Prayer of HealingEvocationAction2d8 HealingNoCleric
Protection from PoisonAbjurationActionGrant a creature advantage on Saving Throws against being poisoned and resistance to poison damage.Until Long RestOath of Devotion, Oath of the Ancients, Ranger, Cleric, Druid
Ray of EnfeeblementNecromancyAction1d8 NecroticInstantaneousWarlock, Wizard
See InvisibilityDivinationActionFor 1 hour, you can see invisible creatures and objects, and see into the Ethereal Plane, up to a range of 30m.Until Long RestBard, Sorcerer, Warlock, Wizard

Level 3 Spells

Level 3 spells introduce a new level of power, allowing spellcasters to turn the tide of battle with some of the best spells in Baldur’s Gate 3.

Spells such as “Fireball,” which can decimate groups of enemies while “Counterspell” can foil the plans of opposing spellcasters.

These spells are often pivotal in facing formidable adversaries.

Spell NameSchoolCasting TimeDamage / EffectDurationClasses
Animate DeadNecromancyActionCreate an undead servant from a corpse.InstantaneousCleric, Wizard
Beacon of HopeAbjurationActionAllies regain maximum hit points when healed.10 TurnsCleric, Paladin
Bestow CurseNecromancyActionCurse a creature with Disadvantage or other effects.10 turnsBard, Cleric, Wizard
Blinding SmiteEvocationBonus Action (plus Action to make the attack)1d8 Radiant + 3d8 Radiant (Blind)InstantaneousPaladin
BlinkTransmutationActionTeleport to the Ethereal Plane briefly.10 TurnsSorcerer, Wizard
Call LightningConjurationAction3d10 Lightning10 TurnsDruid, Sorcerer
Conjure BarrageConjurationAction1d8 + 2d8 Slashing (On Save: Half damage)NoRanger
CounterspellAbjurationReactionNullify spells 3rd level or lower.InstantaneousSorcerer, Warlock, Wizard
Crusader’s MantleEvocationActionAllies’ weapon attacks deal extra Radiant damage.10 TurnsPaladin
DaylightEvocationActionDispels darkness, bright light, or sphere of light.Until Long RestCleric, Druid, Paladin, Ranger, Sorcerer
Elemental WeaponTransmutationActionWeapon gains +1 to Attack Rolls, extra 1d4 damage.ConcentrationDruid (Optional), Paladin, Ranger (Optional)
FearIllusionActionFrighten targets, imposing disadvantages.3 TurnsBard, Sorcerer, Warlock, Wizard
Feign DeathNecromancyActionImitate death, gain resistance, no actions.10 TurnsBard, Cleric, Druid, Wizard
FireballEvocationAction8d6 Fire (On Save: Half damage)InstantaneousSorcerer, Wizard
Gaseous FormTransmutationActionTransform into gas form, no actions.Until Long RestSorcerer, Warlock, Wizard
Glyph of WardingAbjurationActionCreate glyph-triggered magical effects.Range: 3mBard, Cleric, Wizard
Grant FlightTransmutationActionGrant self or ally the ability to fly.10 TurnsSorcerer, Warlock, Wizard
HasteTransmutationActionGain extra action, speed, harder to hit.10 TurnsSorcerer, Wizard
Hunger of HadarConjurationAction2d6 Cold + 2d6 Acid (On Save: Half damage)10 TurnsWarlock
Hypnotic PatternConjurationActionHypnotize creatures, immobilizing them.2 TurnsBard, Sorcerer, Warlock, Wizard
Lightning ArrowTransmutationAction6~48 Damage (2d8 Slashing on Save)InstantaneousRanger
Lightning BoltEvocationAction8d6 Lightning (On Save: Half damage)Range: 30mSorcerer, Wizard
Mass Healing WordEvocationBonus Action1d4+3 HealingInstantaneousCleric
Plant GrowthTransmutationActionCreate difficult terrain with overgrown plants.InstantaneousBard, Druid, Ranger
Protection from EnergyAbjurationActionGrant Resistance to specific energy damage.InstantaneousCleric, Druid, Ranger, Sorcerer, Wizard
Remove CurseAbjurationActionRemove curses and hexes affecting a target.InstantaneousCleric, Paladin, Warlock, Wizard
RevivifyNecromancyActionRevive a companion with 1 hit point.InstantaneousCleric, Paladin
Sleet StormConjurationActionDisrupt concentration, create ice surface.10 TurnsDruid, Sorcerer, Wizard
SlowTransmutationActionSlow up to 6 enemies, reduce their actions.10 TurnsSorcerer, Wizard
Spirit GuardiansConjurationActionDeal Radiant or Necrotic damage to enemies.3m RadiusCleric
Stinking CloudConjurationActionCreate a nauseating cloud that hinders actions.10 TurnsBard, Sorcerer, Wizard
Vampiric TouchNecromancyAction3~18 (3d6 Necrotic, heal caster half the damage)10 TurnsWarlock, Wizard
Warden of VitalityTransmutationActionCast Restore Vitality as a bonus action to heal.10 TurnsPaladin

Level 4 Spells

As adventurers reach Level 4 spells, they gain access to spells that can reshape the battlefield.

Spells like “Dimension Door” offer unparalleled mobility, while “Blight” can devastate foes with necrotic energy.

Level 4 spells are versatile and can be game-changers in the right circumstances.

Spell NameSchoolCasting TimeDamage / EffectDurationClasses
BlightNecromancyAction8d8 necrotic damageInstantaneousDeath Domain, Druid, Sorcerer, Warlock, Wizard, Grave Domain
ConfusionEnchantmentActionBefuddle creatures, causing random actionsInstantaneousBard, Druid, Sorcerer, Wizard, Oath of Treachery
Conjure Minor ElementalConjurationActionConjure a minor elemental to fight alongside youInstantaneousDruid, Wizard
Conjure Woodland BeingsConjurationActionSummon fey creatures based on CRInstantaneousDruid, Ranger
Death WardAbjurationActionRestore target to 1 HP when dropped to 0 HPInstantaneousCleric, Paladin, Warlock, Grave Domain
Dimension DoorConjurationActionTeleport yourself and an adjacent allyInstantaneousBard, Sorcerer, Warlock, Wizard
Dominate BeastEnchantmentActionMake a beast fight alongside you10 TurnsNature Domain, Druid, Sorcerer, Archfey, Strength Domain
Dominate PersonEnchantmentActionMake a humanoid fight alongside you10 TurnsBard, Sorcerer, Wizard
Evard’s Black TentaclesConjurationActionDamage and restrain creatures with tentacles10 turnsThe Great Old One, Wizard, Warlock
Fire ShieldEvocationActionGain resistance, deal damage to attackersInstantaneousWizard, Celestial, Undying Light Patron
Freedom of MovementAbjurationActionUnaffected by difficult terrain, spells, or waterInstantaneousBard, Cleric, Druid, Ranger, Zeal Domain
Grasping VineConjurationActionPull target toward the vineInstantaneousNature Domain, Druid, Ranger
Greater InvisibilityIllusionActionTurn creature invisible with advantage10 TurnsBard, Sorcerer, Wizard
Guardian of FaithConjurationActionDamages creatures within radiusInstantaneousCleric, Oath of Devotion, Celestial
Ice StormEvocationActionBludgeoning and cold damage, difficult terrain2 TurnsTempest Domain, Druid, Sorcerer, Wizard
Kereska’s FavourEvocationActionImbue yourself with elemental energyInstantaneousAlways Prepared (Short Rest)
Otiluke’s Resilient SphereEvocationActionEnclose target within a sphereInstantaneousWizard, Protection Domain
Phantasmal KillerIllusionActionCause fear and psychic damage to targetInstantaneousWizard, Hexblade
PolymorphTransmutationActionTransform a creature into a harmless sheep5 TurnsBard, Druid, Sorcerer, Wizard
Staggering SmiteEvocationBonus Action (plus Action to make the attack)Deal extra psychic damage, impose disadvantageInstantaneousPaladin, Hexblade, Stone Origin
StoneskinAbjurationActionThe target gains Resistance (takes half damage) to all non-magical Bludgeoning, Slashing, and Piercing damage.Until Long RestWar Domain, Druid, Ranger, Sorcerer, Wizard
Wall of FireEvocationActionCreate a wall of fire with damageInstantaneousLight Domain, Druid, Sorcerer, The Fiend, Wizard, Celestial, Forge Domain

Level 5 Spells

Level 5 spells are among the most potent magical abilities available.

With spells like “Teleportation Circle” for long-range travel and “Cone of Cold” for overwhelming damage, casters wield incredible power.

These spells are the hallmark of experienced spellcasters.

Spell NameSchoolCasting TimeDamage / EffectDurationClasses
CloudkillConjurationAction5d8 (5∼40) Poison damage per turn. You can reposition the cloud every turn.Instantaneous, ConcentrationDeath Domain Cleric, Circle of the Underdark, Sorcerer, Wizard
Cone of ColdEvocationAction8d8 Cold damage. On save: Targets still take half damage.InstantaneousCircle of the Arctic, Sorcerer, Wizard, Hexblade
Conjure ElementalConjurationActionBend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you.InstantaneousDruid, Circle of the Coast, Wizard
ContagionNecromancyActionIf the spell attack hits, target is afflicted with a disease to choose from 6 proposed.InstantaneousCleric, Druid, Oath of the Oathbreaker, Undying
Destructive WaveEvocationAction5d6 Thunder + 5d6 Radiant damage. Create a shockwave of either divine or malevolent thunder that damages nearby creatures and possibly knocks them Prone. On Save: Targets still take half damage.InstantaneousTempest Domain Cleric, Paladin, Hexblade, Strength Domain, Zeal Domain
Dispel Good and EvilAbjurationActionEnd a condition (charmed, frightened, or possessed) or bannish a creature to its home plane (Cha. save).Instantaneous Cleric, Paladin
Dominate PersonEnchantmentActionMake a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom Saving Throw against your domination. Allies cannot be dominated.10 Turns, ConcentrationBard, Trickery Domain Cleric, Oath of the Oathbreaker, Sorcerer, Archfey, The Great Old One, Wizard, Oath of Treachery, Ambition Domain
Flame StrikeEvocationAction+5d6 Radiant damage. Make a pillar of divine fire roar down from the heavens like the wrath of affronted angels. On Save: Targets still take half damage.InstantaneousLight Domain Cleric, War Domain, Oath of Devotion, The Fiend, Celestial, Undying Light Patron, Zeal Domain

Level 6 Spells

At the pinnacle of spellcasting, Level 6 spells offer game-altering magic.

Spells like “True Seeing” and “Mass Heal” can shape the outcome of epic battles or intricate quests.

Level 6 spells represent the pinnacle of magical mastery, reserved for the most seasoned adventurers.

Spell NameSchoolCasting TimeDamage / EffectDurationClasses
Arcane GateConjurationActionCreate two linked teleportation portals.10 TurnsSorcerer, Warlock, Wizard
Blade BarrierEvocationActionSummons a wall of razor-sharp blades, causing damage and turning the area into Difficult Terrain.1 TurnCleric
Chain LightningEvocationActionStrike an enemy with lightning, which then jumps to other nearby enemies.InstantaneousSorcerer, Wizard
Circle of DeathNecromancyActionCreate a sphere of entropic energy, dealing damage to the target and surrounding creatures.InstantaneousSorcerer, Warlock, Wizard
Create UndeadNecromancyActionRaise a corpse as a mummy to fight by your side.Until Long RestCleric, Warlock, Wizard
DisintegrateTransmutationActionShoot a ray of force, disintegrating the target if it reduces them to 0 hit points.InstantaneousSorcerer, Wizard
EyebiteNecromancyActionInflict dread, sickness, or sleep on creatures with your gaze.100 TurnsBard, Sorcerer, Warlock, Wizard
Flesh to StoneTransmutationActionPetrify a target if they fail a saving throw within 3 turns.3 TurnsWarlock, Wizard
Globe of InvulnerabilityAbjurationActionCreate a barrier that makes creatures and objects inside it immune to all damage.3 TurnsSorcerer, Wizard
HarmNecromancyActionReduce a target’s maximum hit points, but never below 1.Until Long RestCleric
HealEvocationActionHeal a target’s wounds, remove blindness and diseases (no effect on undead and constructs).InstantaneousCleric, Druid
Heroes’ FeastConjurationActionProduce a feast for 12 guests that cures diseases, immunizes to poison, and increases HP for 24 hours.InstantaneousCleric, Druid
Otiluke’s Freezing SphereEvocationActionCreate a ball of ice that can be launched to generate a frosty explosion or stored for later use.InstantaneousWizard
Otto’s Irresistible DanceEnchantmentActionCause a creature to start dancing, making it unable to take actions or move.10 TurnsBard, Wizard
Planar AllyConjurationActionSummon a deva, djinn, or cambion to help until a long rest.Until Long RestCleric
SunbeamEvocationActionFire a beam of brilliant light that blinds and damages creatures in its path.10 TurnsDruid, Sorcerer, Wizard
Wall of IceEvocationActionRaise a wall of solid ice, damaging those in its way and creating a damaging cloud.InstantaneousWizard
Wall of ThornsConjurationActionCreate a wall of brush that slows movement and can inflict piercing damage.InstantaneousDruid
Wind WalkTransmutationActionTransform yourself and nearby party members into mist clouds to avoid attacks.Until Long RestDruid