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Spells

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Spells are magical energies from the multiverse conjured by spellcasters (Wizard, Sorcerer, Druid, Warlock, etc.) through experience, knowledge, or innate ability to create magical Effects, deal damage to enemies, or heal their allies.

All spellcasters are proficient with Spell Attacks. When they make an Attack Roll with a Spell, they roll against the target's Armour Class:

D20.png d20 + Proficiency Bonus + Spellcasting Ability Modifier

Spell Slots

Spell Slots are the spellcasters' Resource used to cast Spells. Once Spell Slots are depleted, they can only be regained through a Long Rest, with the following notable exceptions:

  • Certain classes like Wizard and some Druid subclasses have the ability to regain a small number of Spell Slots once per day.
  • Warlocks only need to take a Short Rest to fully regain their Spell Slots.

Spell Slot Levels

Each Spell Slot has a level that corresponds to the level of spells that can be cast using that slot: 4 Level 1 Spell Slots.png Level 1, 2 Level 2 Spell Slots.png Level 2, 2 Level 3 Spell Slots.png Level 3, and so on.

Cantrips Cantrips Icon.png do not consume any spell slots and are effectively an infinite resource.

Upcasting

Upcasting refers to when a spellcaster chooses to use a higher level spell slot to cast a lower level spell. Many spells gain additional damage dice, area of effect, targets, or other effects when upcast, but some spells gain no additional benefit. Warlock spells are always upcast to their highest known spell level.

Spellcasting Ability Modifier

Your Spellcasting Ability Modifier affects your chance of success with certain spells, and sometimes how powerful they are. See the Saving Throw and Attack Roll pages for detailed explanations of how the spellcasting ability modifier is applied.

Each class uses a different Ability Modifier for spellcasting:

Concentration

Main page: Concentration

Concentration Spells require the caster to put focus into the spell in order to maintain its effects. If the caster loses Concentration, the spell ends prematurely. A caster can only concentrate on one spell at a time.

When the caster takes damage, they make a Constitution Saving Throw D20.png d20 + Constitution Modifier to maintain Concentration. The result must match or exceed a DC of 10 or half the number of damage they received.

  • Ways you can lose Concentration while maintaining Concentration Spells:
    • Failing a Concentration Check by taking damage.
    • Casting another Concentration Spell.
    • Being affected by Conditions such as Downed, Sleeping, Rage, etc.

Prepared Spells

Prepared Spells are Spells that certain spellcasting classes must prepare in order to cast. In exchange, these classes know many Spells at low levels and will eventually learn all Spells from their class's Spell List.

Prepared Spells can be swapped at any time outside of combat.

The number of Prepared Spells each class can have at a time is equal to Spellcasting Ability Modifier + Class Level (Minimum of 1 spell).

  • Classes that use Prepared Spells:

Known Spells

Known Spells are Spells memorized by certain spellcasting classes. These Spells are Always Prepared. In exchange, these classes know fewer Spells at low levels and will be unable to learn every Spell from their class's Spell List.

Additionally, Spells granted by Races or by certain Subclasses (such as Cleric Domains) are Always Prepared.

List of Spells

All Spells

List of Spells and Cantrips
Cantrips Level 1 Spells Level 2 Spells Level 3 Spells

All Spells (Including Variants)

Cantrips

Cantrips are Spells that can be cast at will without expending Spell Slots.

Level 1 Spells

Level 1 Spells are Spells that consume Level 1 Spell Slots when cast.

Level 2 Spells

Level 2 Spells are Spells that consume Level 2 Spell Slots when cast.

Level 3 Spells

Level 3 Spells are Spells that consume Level 3 Spell Slots when cast.

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