Baldur's Gate 3 is not only one of the best games of the year but also one of the best games of all time. It gives the player the freedom to role-play and experiment with a real sense of freedom and immersion. The number of available spells is a great example of this freedom, but for new players, it can also be a little overwhelming.

Spells are a key part of Baldur's Gate 3 and can turn the party's fortunes in an instant. Whether players want to heal, protect, traverse, deal damage, or otherwise weaken their opponents, spells will play a vital role. As players level up, they can also cast more powerful versions of earlier spells, meaning those learned at the start of the game will continue to be of great importance as the storyline progresses. Of course, some spells are more worthwhile than others.

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10 Blindness

Baldur's Gate 3 Blindness spell description

Blindness is a Level 2 Necromancy spell. It can be learned by Bards, Clerics, Druids, Warlocks, and Wizards. It limits the affected enemy's sight range, meaning they can only make ranged attacks, including spells, from within 3m. The accuracy of their attacks is also reduced, and they roll with Disadvantage. Attacks made against them have Advantage, and the spell's effect lasts until the target succeeds with a Constitution Saving Throw.

Higher levels of the spell enable the caster to target multiple enemies. Blindness is a useful early-game spell as it can help to control the battlefield. By making key opponents both vulnerable to incoming damage and weaker in terms of their damage dealt, players can quickly turn the tide of battle with this spell in their spellbook.

9 Cloud of Daggers

Baldur's Gate 3 Cloud of Daggers spell description

Cloud of Daggers is a Level 2 Conjuration spell that can be learned by Bards, Warlocks, and Wizards. It's an area of effect (AOE) attack with a decent radius that deals 4d4 of Slashing damage to anyone inside, including allies. It requires Concentration to sustain, meaning enemies can take multiple hits from it if they remain inside its AOE. Spellcasters can only focus on one Concentration spell at a time, meaning the first will stop if another is cast. They can also lose Concentration if they fail a Constitution Saving Throw upon taking damage.

Cloud of Daggers is one of the best early-game AOE spells for several reasons. It deals a decent amount of damage, but it also impacts a wider radius than other similar spells. The fact that it can be sustained for up to 10 turns, provided the spellcaster maintains Concentration, also has the potential to be devastating, especially when cast on sleeping or otherwise immobile opponents.

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8 Guiding Bolt

Baldur's Gate 3 Guiding Bolt spell description

Guiding Bolt is a Level 1 Evocation Spell that can be learned exclusively by Bards and Clerics. Not only does it deal 4d6 of Radiant damage when it hits, but it also gives Advantage to the next attack role made against the target. As a result, it's one of the best offensive spells that players can learn right from the off.

If players saved Shadowheart from the Nautiloid pod at the very start of Baldur's Gate 3, then they'll immediately have a strong Cleric who's ready to add Guiding Bolt to her spellbook. Although they're usually a support class focused on healing and protecting, their ability to use Guiding Bolt also makes Clerics a viable offensive option. Using Guiding Bolt before attacking with Advantage with a heavy-hitting character is a great way to deal a lot of damage early in the game.

7 Healing Word

Baldur's Gate 3 Healing Word spell description

Healing Word is a Level 1 Evocation spell. It can be learned by Bards, Clerics, and Druids. Healing potions aren't overly common in Baldur's Gate 3, so healing spells will be vital for keeping the party alive during longer dungeons and tougher battles. Healing Word is available right from the start and is one of the most useful in this regard. Although it doesn't heal as much as Cure Wounds, for example, unlike the latter, it can be cast from a distance to heal allies that aren't necessarily within touching distance of the spellcaster. It also uses a bonus action rather than a main action.

It's useful to have several different healing spells on hand for each occasion. Cure Wounds is a more effective Level 1 spell for when the target is within safe reach of the caster. The Level 3 Mass Healing Word is also incredibly useful because it can heal several party members at once. Ultimately, healing spells will generally be vital, so players should make sure they have them ready for the fights ahead.

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6 Hex

Baldur's Gate 3 Hex spell description

Hex is a Level 1 Enchantment spell that can only be learned by Warlocks, such as Wyll. It might not immediately strike players as the most useful spell, but its effects shouldn't be underestimated. Casting Hex on a target means the Warlock's future attacks against that same target deal an additional 1-6 Necrotic damage, making it ideal for tougher enemies where repeatedly dealt bonus damage will be incredibly useful. It uses Concentration to maintain.

Hex also gives the target Disadvantage on Ability Checks. Unfortunately, this doesn't also extend to Saving Throws or Attack Rolls. Therefore, it's almost always best to Hex an opponent's Strength because it will make them more vulnerable to Shove. Given the verticality of many of Baldur's Gate 3's fights, the option to Shove an opponent off a height to deal fall damage or even instant death can prove a very powerful tactic. Finally, if the Hexed target dies before the caster loses Concentration, it can be passed on to a new opponent without using a spell slot.

5 Invisibility

Baldur's Gate 3 Invisibility spell description

Invisibility is a Level 2 Illusion spell that does exactly what it says on the tin. It can be learned by Bards, Sorcerers, Warlocks, and Wizards. The caster can use it on a character they can touch, including themselves, to turn it invisible. In this state, opponent attacks have Disadvantage, while the invisible character's attacks have Advantage. The character must pass Stealth checks when attacking, casting spells, or interacting with items in order to remain invisible, while the caster must maintain Concentration.

Although the combat benefits are obvious, Invisibility is perhaps most useful directly before engaging in battle. In real-time, Invisibility can quickly wear off, but in turn-based mode, which players can toggle on and off, it lasts for 10 turns, which is quite a long time. When approaching a group of enemies, players should switch on turn-based mode and become invisible to set their characters up in position before attacking from Stealth, dealing extra damage, and gaining Initiative. Invisibility can also be used to access restricted areas when exploring.

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4 Magic Missile

Baldur's Gate 3 Magic Missile spell description

Magic Missile is a Level 1 Evocation spell that crucially never misses its target. It can be learned by Sorcerers and Wizards, as well as the Arcane Trickster Rogue subclass and Eldritch Knight Fighter subclass. It shoots three magic missiles, which each deal 1d4+1 of Force damage. At later levels, casters can fire an increasing number of missiles, dealing more damage as a result.

Although Magic Missile is not the strongest spell in terms of raw damage dealt, the fact that it never misses makes it a staple spell for any eligible spellbook. It's perfect for finishing off enemies with guaranteed hits to clear up the battlefield. But, most usefully, it's vital for dealing steady damage to enemies that are otherwise difficult to hit due to terrain advantage or other factors. Magic Missile's relatively low damage shouldn't put players off, as it's comfortably one of the most useful early-game offensive spells.

3 Misty Step

Baldur's Gate 3 Misty Step spell description

Misty Step is a Level 2 Conjuration spell that can be learned by Sorcerers, Warlocks, and Wizards, alongside a host of other subclasses. Githyankis can also gain the ability once they reach Level 5. It uses a bonus action to teleport the caster to any unoccupied space that they can see, making it massively useful in a variety of situations.

Firstly, in combat, it's great for getting a character out of a tight spot where they might be threatened by a number of enemies, for example, as it doesn't trigger reactions. It can also help players to reach advantage points, such as darkness or higher ground. But its importance doesn't end there. Outside of combat, Misty Step is incredibly useful for exploration. Not only can it help characters to reach places that are too far to jump, but it can also be used to go through locked gates or trapped areas, as long as the character can see through to the other side.

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2 Moonbeam

Baldur's Gate 3 Moonbeam spell description

Moonbeam is a Level 2 Evocation spell that can be maintained with Concentration and is perhaps the most powerful early-game offensive spell. It can only be learned by Druids or Paladins with the Oath of the Ancients subclass. When cast, it calls down a beam of light that deals 2d10 of Radiant damage to any targets that enter the beam or start their turn within its radius, which is very slim compared to other AOE attacks. However, the damage it's capable of dealing more than makes up for this slight drawback.

It's worth noting that in Baldur's Gate 3, unlike in Dungeons & Dragons 5e, Moonbeam also deals damage immediately when it's cast, meaning it essentially deals double damage as enemies inside are then hurt again upon starting their next turn in the beam. Another reason that Moonbeam is so powerful is that enemies still take half damage, even if they pass a save check against the beam. The biggest benefit of casting Moonbeam, though, is that the caster can spend an action once already concentrated on the spell to move the beam without using another spell slot, making it both incredibly powerful in combat and useful for saving limited spell slots early on.

1 Sleep

Baldur's Gate 3 Sleep spell description

Sleep is a Level 1 Enchantment spell that can be learned by Bards, Fighters, Rogues, Sorcerers, and Wizards. It can put to sleep any opponent with 24HP or less, and the effect lasts two turns. Higher-level versions can cause enemies with higher HP to also succumb to its effects. Thankfully, players can see their opponent's HP in Baldur's Gate 3, meaning they won't accidentally waste the spell on overly strong enemies.

When asleep, targets are easier to hit, and every landed hit is upgraded to a critical hit. As expected, asleep targets are also unable to act. This double-pronged impact makes Sleep a valuable early-game spell. The only downside is that enemies can use the Shove bonus action to wake up an ally, so it's best to target more isolated enemies who are less likely to be awoken.