Here’s a list of all the Level 3 Spells in Baldur’s Gate 3. Click on the Spell in the table below to learn more. Each post shows a tooltip with more information including Spell properties and other helpful information.

Description

Animate Dead

Animate a corpse to create an undead servant while not in combat. The target must be a medium or small corpse.

Beacon of Hope

Targets gain advantage on Wis. saving throws and death saving throws, and regain the maximum number of hp from healing.

Bestow Curse

Curse a creature with your touch.

Call Lightning

Call down lightning to hit all targets within range. Each turn, can call down lightning again without expending a spell slot.

3d10 Lightning

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Counterspell

Interrupt a creature in the process of casting a spell, making it fail so it has no effect. The higher the level of the spell being cast, the harder it is to interrupt. You can always interrupt spells of 3rd level or lower.

Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.

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Project a phantasmal image so frightening it makes targets drop whatever they are holding and become Fearful. If the target ends their turn where they can’t see you, they can make another Saving Throw to shake off their fear.

Feign Death

Put an ally in a protective, magical coma deep enough to imitate death. The Ally becomes Resistant to all damage except psychic damage, and disease and poison no longer have any effect.

Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity.

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Bestow the ability to Fly upon yourself or an ally.

Gaseous Form

Transform yourself or an ally into a cloud of mist to avoid attacks. The target becomes Resistant to all damage, gains Advantage on Constitution, Dexterity, and Strength Saving Throws, and becomes tiny in size.

Glyph of Warding

Inscribe a circle of arcane glyphs on the ground that trigger a magical effect when stepped on by an enemy.

Target yourself or an ally to become Hastened. The creature has a +2 bonus to Armour Class, Advantage on Dexterity Saving Throws, its Movement Speed is doubled, and can take one additional Action per turn.

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Hunger of Hadar

Create a sphere of cold blackness, teeming with unknown horrors. Creatures starting their turn in the take 2d6 Cold damage. Creatures ending their turn in the area possibly take 2d6 Acid damage. The area is Difficult Terrain and creatures within are Blinded.

Hypnotic Pattern

Create a twisting pattern of colours that Hypnotises all creatures within area that can see the pattern.

Mass Healing Word

Call out words of restoration to heal up to 6 creatures for 1d4 + Spellcasting Modifier hit points. No effect on undead and constructs.

1d4+3 Healing

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Plant Growth

Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered.

Protection from Energy

Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage.

Remove Curse

Touch a creature or object to remove all Curses affecting it.

Revive a companion. They return to life with 1 hit point. Can only target a companion character who is dead. The target of Revivify can be relocated within the spell’s are of effect.

Sleet Storm

Call forth a storm of sleet that douses fires, creates an ice surface, and disrupts the concentration of spellcasters.

Speak with Dead

Grant a semblance of life to a corpse, allowing it to answer questions. Skeleton and creatures killed with Acid, Fire, Lightning, Necrotic, or Radiant damage no longer have a mouth and can’t be made to talk using this spell.

Spirit Guardians

Call forth spirits to protect the area around you. Nearby enemies take 3d8 Radiant damage or 3d8 Necrotic damage per turn, and their Movement Speed is halved.

Stinking Cloud

Create a cloud of gas so nauseating it prevents creatures from taking Actions, if they fail a Constitution Saving Throw.

Vampiric Touch

Touch an enemy to syphon their life force. You regain half as many hit points as hit points as the damage they take. For 10 turns, you can use Vampiric Touch again without expending an additional spell slot.

3d6 Necrotic