Baldur's Gate 3: The Guide to Magic, Magic Classes, and Spells

Everything you need to know about magic, spells and all the magical classes in Baldur's Gate 3: detailed analysis of every mechanic and every character who casts spells.

Taking inspiration from the fifth edition of Dungeons & Dragons, Larian Studios has grafted its traditional systems into the folds of Baldur's Gate 3, creating a title in which everything is possible. And if you can actually carry out every action that comes into your head, it is thanks to the contribution of magic, in the form of over one hundred spells that constitute the backbone of the gameplay.



The Spell system manages to be both extremely intuitive and very complex: if using them is the simplest thing possible, fully understanding the mechanics is decidedly more complicated. Precisely for this reason we created the complete guide to magic, spells, and magical classes: on this page you will find an extensive and detailed analysis of everything you need to know about these mechanics, including the differences between the various classes and the technical rules that manage magic in Baldur's Gate 3.



Gl Enchantment in Baldur's Gate 3

Baldur's Gate 3: The Guide to Magic, Magic Classes, and Spells
Spells are a key resource in Baldur's Gate 3

- Spells - translation of the original Spell - represent almost all of the magical abilities available to the characters of Baldur's Gate 3. There are dozens and dozens of different spells, and they are not just elemental slashes capable of wounding the enemy: Sleep allows you to put a creature to sleep, Calm Emotions allows you to appease hostile beings, Dimensional Door grants the ability to teleport the user and an ally to any visible location. A very important thing to take into account is that Spells can be used in and out of combat, effectively turning them into indispensable tools even during exploration, infiltration, or as support for any illegal activity you are trying to carry out.

There are several Classes that have access to Spells, and they are the so-called Spellcaster. Normally different Classes can draw on different lists of Spells that respect the imagery linked to the character, but all of them are subject to unique mechanics, so there are big exceptions to this rule. Below we will answer any questions you may have about Spells, explaining in detail how they work and thoroughly covering all the classes that use them. The first topic to start from is undoubtedly that of Spell Slots.



Spell Slots

Baldur's Gate 3: The Guide to Magic, Magic Classes, and Spells
To cast Spells you first need a Spell Slot

- Slot Enchantment they are the resource used by spell casters to cast spells: it is precisely within their borders that you will assign Spells to be exploited on the battlefield, slowly consuming them until they are exhausted. Once Spell Slots are depleted, they can only be refilled through a Long Rest, with the following important exceptions:

  • Some classes such as the Wizard and some Druid subclasses have the ability to regain a small number of Spell Slots once per Long Rest.
  • I Warlock they only need a Short Rest to fully regain their Spell Slots.
  • I Tricks They don't consume any spell slots so they are effectively an infinite resource.

Each Spell Slot is marked with a Level that corresponds to maximum spell level which can be cast using that particular slot. A Level 1 slot, for example, can cast a maximum of one Level 1 spell, while a Level 5 slot can accommodate variants ranging from Level 1 to 5.



Due to the particular unique mechanics that govern the class, a Warlock's spell slots are marked differently and colored purple instead of blue: Warlock spell slot in fact, they are all of the same level, which corresponds to the highest spell slot available up to Level 5, which is the maximum level available for this class. Why is this mechanic so important?

The answer lies inUpcasting: This is a condition that occurs when you decide to use a higher level spell slot to cast a lower level spell. Many spells gain increased dice to deal damage, perhaps gaining an area of ​​effect, the ability to hit more targets, or other particular characteristics depending on the level of the slot used. The spells cast by the Warlocks, consequently, are always automatically raised to the highest level available, and it is precisely this mechanic that makes it a fearsome force in the advanced stages of the adventure.

Il total number of Slots Spell available for each class depends on them effective level from Spellcaster. For pure magical classes, i.e. Bards, Clerics, Druids, Sorcerers and Wizards this "effective level" always corresponds to their class level. But there are also many classes considered hybrid, so the mechanics work very differently: Rangers and Paladins become Spellcasters only once they reach Class Level 2, and at that point their Spellcaster level corresponds to exactly half their Class Level ; a Level 4 Paladin, for example, will have a Spellcaster level 2. Finally, there are classes for which magic is even more marginal, namely Arcane Thieves and Wizard Knights, who will only be considered Spellcasters at Class Level 3, at which point their Spellcaster level will be 1. This means that a Class Level 6 Wizard Knight will have a Spellcaster level of 2.

We know, it seems complicated, but in reality it isn't: starting from these bases you can start from what your Effective Spellcaster Level will be and easily calculate the Spell Slots by consulting the table (created by the guys from the BG3 Community Wiki) that you can find following:

Effective Level Spell Level Slot
1 2 - - - - -
2 3 - - - - -
3 4 2 - - - -
4 4 3 - - - -
5 4 3 2 - - -
6 4 3 3 - - -
7 4 3 3 1 - -
8 4 3 3 2 - -
9 4 3 3 3 1 -
10 4 3 3 3 2 -
11 4 3 3 3 2 1
12 4 3 3 3 2 1

All clear? A Level 12 Paladin, therefore, will have access to 4 Level 1, 3 Level 2 and 3 Level 3 Slots. A Level 12 Wizard Knight, however, 4 Level 1 and 3 Level 2.

Concentration

Baldur's Gate 3: The Guide to Magic, Magic Classes, and Spells
Concentration Spells are different from all others

La Concentration it is a particular kind of resource that every Spellcaster is equipped with and must always take into account. Basically there are spells that require the caster to stay focused on the spell in order to keep it active; they are clearly indicated by a particular icon and are precisely Concentration spells. The caster can still perform other actions while concentrating, he runs the risk of losing it at any moment: losing it the spell ends immediately. You cannot use more than one Concentration spell at a time, and that spell will always be shown as an icon right next to the caster's portrait.

When a character engaged in these spells is hit by any attack, he must make a Constitution roll to maintain Concentration. The result must be equal to or greater than 10 or half the damage taken, whichever is greater. Let's see how you lose concentration:

  • Failing a Concentration check taking damage
  • By casting another Concentration Spell
  • Becoming the object of conditions such as Sleep and so on
  • By clicking on the icon next to the portrait to voluntarily stop it

Types of Magical Classes and Spells

Baldur's Gate 3: The Guide to Magic, Magic Classes, and Spells
There are fundamental differences between the magical classes

First of all every class has gods modifiers of one's ability to cast Spells that grow based on certain characteristics, and these are different for each class capable of casting magic:

  • Intelligence: Mages, Thieves and Warriors
  • Wisdom: Clerics, Druids, Rangers and Monks
  • Charisma: Sorcerers, Warlocks, Bards and Paladins

also the how to learn spells they change profoundly depending on the class. A Wizard, for example, cannot only learn Spells from his list, but has the more unique than rare possibility of transcribing the contents of the scrolls into his book by paying a small sum, effectively learning new Spells. A Sorcerer, on the other hand, will learn new spells only by leveling up, drawing from a specific list of Spells dedicated to his class. The functioning of classes such as the Cleric is even different, as on paper they "already know" all the class Spells, and simply need to reach the necessary Class Level to be able to use them.

In principle they exist two fundamental types of Spellcaster, that is, those who need to prepare Spells and those who know them constantly.

  • Clerics, Druids, Paladins and Wizards they must prepare Spells in advance, and this can only be done outside of combat, ideally in camp. The bonus they get, on the other hand, is to have direct access to all the Spells they can cast based on their Class Level. Essentially, a Cleric will be able to choose and prepare Spells from the complete list of Spells available for his level. The only exception to this rule is the Wizard, but as we mentioned he is also the only class capable of actually learning new spells that he doesn't know simply by transcribing scrolls.
  • Sorcerers, Warlocks, Bards, Rangers, Rogues and Warriors instead they are limited to the Spells they have memorized. This means that, as they level up, they will be able to choose Spells to permanently add to their arsenal, being able to count on a reduced number of options to select at each level up at the end of the day. To make up for this lack, every time you level up you can replace a known Spell with another from the list.
  • The last note concerns the Spells that derive from certain subclasses, such as the Paladin's Oaths and the Cleric's Domains, which are considered an integral part of the character and therefore are always prepared.

Guide to Magical Classes

Baldur's Gate 3: The Guide to Magic, Magic Classes, and Spells
Let's get down to business: the guide to magical classes

In this section we will analyze the distinctive mechanics of the main magical classes of Baldur's Gate 3, essentially talking about their unique abilities, how they interact with magic and the privileges granted by the different subclasses. As always, we remind you that in the latest game from Larian Studios the balance works properly, so our advice is to simply play the fantasy you prefer, without worrying too much about min-maxing. However, if you intend to tackle the Tactical adventure, you will have to pay more attention to the effectiveness of your group.

In this guide we will only talk about mechanics, so if you want to get a more precise and comprehensive idea of ​​the classes we refer you to our guide to the Baldur's Gate 3 classes.

sorcerer


Baldur's Gate 3: The Guide to Magic, Magic Classes, and Spells
The Sorcerer is a natural caster

The Sorcerer is a very powerful Spellcaster who gives up the variety guaranteed by the Wizard to embrace greater power and a series of unique interactions with spells. Its basic mechanics, in fact, is the Metamagia: basically the Sorcerers' heritage allows them to modify the very nature of spells, granting additional effects that make a huge difference when you find yourself in combat. Let's look at some concrete examples:

  • The Precise Spell Metamagic allows you to cast a Spell even with an area effect without damaging your companions in any way. It may seem trivial, but many of the strongest Level 5 and 6 Spells will often end up affecting the rest of the party as well.
  • The Quick Spell Metamagic instead allows you to cast two Spells per turn, and we believe there is no need to explain why it is so strong.
  • The Distant Spell metamagic greatly increases the range of the Spell
  • The Double Spell Metamagic allows you to select two targets for the Spell you are casting

This is a small taste of what undoubtedly represents the greatest strength of the Sorcerers. To use Metamagic it is necessary to take advantage of Sorcery Points which are recharged simply by resting. The price to pay for using this power obviously lies in the reduced arsenal compared to, for example, a Wizard, since it will be limited to the choices you make as you level up. Let's instead see the three subclasses, which profoundly change the functioning of Sorcerers:

  • Wild Magic: Basically, every time you cast a Spell it will have random additional effects. They can be positive or negative, and range from turning yourself into cows to healing all party members to the maximum, so it's ideal if you like to gamble. As you level up, the variance is reduced: you will gradually gain the possibility to choose between more effects and limit the chance, in such a way as to make the class a superpower.
  • Draconic Ancestry: This is undoubtedly the most balanced and probably the strongest subclass. Basically it provides a bonus to armor and above all a bonus to health which becomes really significant once you reach level 12. Furthermore, you can choose your affinity with a particular dragon, obtaining benefits related to specific elements, such as increased damage and resistances . Since there are tons of Fire-type Spells in Baldur's Gate 3, a Sorcerer with this affinity turns into an unstoppable war machine capable of resisting hits much more than other pure casters.
  • Storm Sorcery: It is a subclass embroidered around the element of Lightning. Basically, whenever you cast a Lightning Spell you will be free to use Flight to reach any visible position; you can therefore play in two ways: either by firing Spells and then repositioning yourself in safety, or - and it is the choice that pays the most - by taking advantage of the flight to throw yourself into the thick of the action and unleash the real storm. In fact, by leveling up, this subclass gains innate powers that cause enormous Lightning damage to nearby enemies. The problem? If your opponent is immune or resistant to Lightning, you won't be able to even give him a scratch, but everyone else will be reduced to ashes.

Warlock


Baldur's Gate 3: The Guide to Magic, Magic Classes, and Spells
Wyll is a Warlock

The Warlock is a Spellcaster bound by a pact with a particular type of powerful creature that grants him the use of special abilities. As we have briefly explained, the Warlock's main strength lies in its special Spell Slots, which always reach the highest level among those available. This means that all the Spells you learn will always be "upgraded" to the highest level you have available, making them very strong in the final stages of the adventure. The penalty, just like for the Sorcerer, lies in the amount of Spells available: you will only be limited to what you choose to learn when you level up, with some important exceptions.

There is in fact more: the Warlock, for example, starts with Occult Blast already in his arsenal, a very powerful ray deriving from his pact that can be used infinitely and which is nothing short of devastating in the initial phases. Furthermore, by leveling up it is possible to increase the depth of the pact with the creature that regulates the Warlock's powers, gaining access to active and passive abilities of all kinds, including particular evocations. In fact, the choice of subclass ends up influencing what the Warlock can and cannot do, opening up a range of unique capabilities:

  • If the pact is with a Unclean the skills will be based on Fire, Poison, Miasmas and many other options of this kind.
  • If the pact is with a Great Ancient You'll get several Control Spells as well as options to read minds and psychically target opponents.
  • If the pact is with a Fey you will have access to Charm Spells, invisibility, the ability to tame beasts and many other such options.

Wizard


Baldur's Gate 3: The Guide to Magic, Magic Classes, and Spells
Dear Gale

Since the Wizard is the embodiment of knowledge gained through study and dedication, it is the only class that can actually learn new Spells within the game world, learning the scrolls it comes across. This, in fact, makes it the only class of this type that is capable of learning every single spell available, creating a gigantic arsenal from which, however, the best options must be chosen from time to time. It is therefore a class that rewards careful preparation of the individual clash. Another fundamental characteristic of the Wizard lies in the ability to recharge the uses of the Spells in the respective Slots, allowing him to stay in battle for much longer than his magical counterparts. For the rest the class is quite straight and simple, and together with the Sorcerer it has no difficulty in casting Level 6 Spells, the most powerful in Baldur's Gate 3.

Rather than opting for a subclass, the Wizard can choose between eight different schools of magic in which to obtain important active and passive bonuses: these are Abjuration, Evocation, Enchantment, Illusion, Divination, Necromancy, Transmutation and Enchantment. Choosing a school confers a series of unique benefits that are not limited only to combat: basically each school halves the gold cost required to learn the corresponding scrolls, and also grants abilities and perks that change certain approaches to gameplay. The most effective example is that of the Transmutation school, which instead of bringing big innovations into battle allows you to significantly enhance alchemy and the ability to create potions, doubling what you get in the crafting phase.

Cleric


Baldur's Gate 3: The Guide to Magic, Magic Classes, and Spells
Shadowheart is a somewhat strange cleric

As we explained in the previous paragraphs, the Cleric is a unique class in the sense that he already knows all the Spells related to his class. This means that every time you level up a Cleric, the amount of Spell options you can prepare at camp will grow dramatically, allowing you to equip the best options from time to time. Obviously the Clerics rely on a list of spells that is very different from the others, since they embody the classic imagery of the divine prelate: they put healing, protection and debilitation magic into play, they allow you to forcefully hit creatures such as the undead and to create both sacred grounds and impenetrable barriers. That said, they don't despise direct combat at all, and are also excellent fighters. A particular mechanic lies in the possibility of Channeling the Divinity, accessing powerful Spells linked to the Domain of the Cleric in question. What does it mean?

Very simply, just like the Wizard, the Cleric must also make his choice between which Domains Life, Light, Deception, Knowledge, Nature, Storm and War. In this case, however, things work differently: each Domain makes the Cleric permanently learn particular Spells, which are considered Innate and therefore do not need to be prepared. The Nature Cleric, for example, always has Animal Friendship and Talk to Animals available. But there are not only active benefits: Life and War Clerics, for example, gain proficiency in Heavy Armor, therefore they can equip items that would usually be reserved for Warriors and Paladins. Practically every single domain offers the possibility of getting your hands on two or more unique Spells, the possibility of Channeling Divinity, and passive benefits strictly linked to the single Domain.

Let's take a closer look at the Cleric's Divine Domains:

  • Life grants proficiency in heavy armor, also opens up the Blessing and Cure Wounds Domain Spells.
  • Luce grants a unique ability that allows you to protect yourself with divine light and blind potential attackers, as well as granting Light, Burning Hands and Fairy Fire.
  • Hoax offers a blessing that increases your or an ally's stealth capabilities, before opening up the possibility of disguising your appearance and enchanting opposing creatures.
  • Knowledge it allows you to increase your skills, learn languages, and also makes spells such as Command and Sleep innate.
  • Natura brings greater communion with nature to the table, allowing you to talk to animals and enchant them at any time.
  • Storm harks back to the fantasy of the Sorcerer equivalent, providing offensive elemental abilities that shine when fighting at close range.
  • WarFinally, it is dedicated to tanks: in addition to giving proficiency in heavy armor, it renders Innate defensive spells such as Divine Favor and Shield of Faith.

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