Any fantasy game wouldn’t be complete without any spells and Baldur’s Gate 3 has a lot of them. Spells can help players a lot as some of them are offensive while others are defensive. There are a lot of spells in Baldur’s Gate 3 for the players to choose from and our Baldur’s Gate 3 Cantrip Spells Guide will help players with all of the Cantrip spells in the game.
Baldur’s Gate 3 Cantrip Spells
Spells in Baldur’s Gate 3 are categorized by levels, classes, and schools. Not every character class has access to all of the spells in the game. Each spell belongs to a specific school, can be used by a specific class, and each spell has a level.
In our Baldur’s Gate 3 Cantrip Spells guide, we will be listing Cantrip spells that players can use in the game. The following are the Cantrip spells that players can use in the game along with their effects, school, and classes.
Cantrip Spells
Cantrip spells in Baldur’s Gate 3 are the most basic of spells which are quite easy to use. Players can acquire these Cantrip spells through Features and Classes. The following is the full list of Cantrip Spells in Baldur’s Gate 3 along with their classes, schools, and effects.
Spell | School | Classes | Concentration | Effect | Casting Time |
Acid Splash | Conjuration | Wizard, Sorcerer | No | Hits target with a bubble of Acid that deals 1d6 Acid. | 1 Action |
Blade Ward | Abjuration | Wizard, Sorcerer, Warlock, Bard | No | Grants resistance from Bludgeoning, Piercing, and Slashing weapon attacks. Also, inflicts Blade Ward. | 1 Action |
Chill Touch | Necromancy | Wizard, Sorcerer, Warlock | No | Hits target with 1d8 Necrotic and can’t regain hit points. Undead enemies also get disadvantage on attack rolls.
Inflicts Chill Touch |
1 Action |
Dancing Lights | Evocation | Wizard, Sorcerer, Bard | Yes | Creates a wisps that acts as a light source. Can illuminate a 12m radius | 1 Action |
Druidcraft | Transmutation | Druid | No | Provides small nature related effects like weather forecast, flowering, sensory effect, and more | 1 Action |
Eldritch Blast | Evocation | Warlock | No | Conjures a beam of energy that deals 1d10 Force. | 1 Action |
Fire Bolt | Evocation | Wizard, Sorcerer | No | Hits the target with a mote of fire that deals 1d6 Fire and creates a flammable surface. | 1 Action |
Friends | Enchantment | Wizard, Sorcerer, Warlock, Bard | Yes | This spell will enchant a non-hostile creature to gain advantage on Charisma checks against it. | 1 Action |
Mage Hand | Conjuration | Bard, Warlock, Sorcerer, Wizard | No | Creates an invisible hand that can interact and manipulate objects | 1 Action |
Githyanki Psionics: Mage Hand | Conjuration | Githyanki | Yes | Creates an invisible hand that can interact and manipulate objects | 1 Action |
Guidance | Divination | Cleric, Druid | Yes | Grants guidance to the target which receives a d4 bonus to an ability check of its choice. | 1 Action |
Light | Evocation | Bard, Cleric, Sorcerer, Wizard | No | Infuse an object with Light aura. | 1 Action |
Mending | Transmutation | Bard, Cleric, Sorcerer, Wizard | No | Repair broken or torn objects like broken chain link, two halves of a broken key, and torn cloak, leaking wineskin. | 1 Action |
Minor Illusion | Illusion | Bard, Warlock, Sorcerer, Wizard | No | Creates an illusion that distracts creatures and compels then to investigate. | 1 Action |
Poison Spray | Conjuration | Druid, Warlock, Sorcerer, Wizard | No | Hurls a puff of gas that deals 1d12 Poison. | 1 Action |
Prestidigitation | Transmutation | Bard, Warlock, Sorcerer, Wizard | No | Minor magical trick (sensory effect, light a torch, clean an object, warm, make a symbol appear, create a trinket, etc). | 1 Action |
Produce Flame | Conjuration | Druid | No | If the spell hits it target, it deals 1d8 fire damage. Illuminates bright light in a 10 ft radius and another 10 ft radius is illuminated by dim light. | 1 Action |
Ray Of Frost | Evocation | Sorcerer, Wizard | No | Call a beam of light that deals 1d8 Cold and reduces the target’s speed by 3m. | 1 Action |
Resistance | Abjuration | Druid, Cleric | Yes | Magically boosts a creature’s defence and grants d4 bonus to saving throws. | 1 Action |
Sacred Flame | Evocation | Cleric | No | Call a flame like radiance that deals 1d8 Radiant. | 1 Action |
Shillelagh | Transmutation | Druid | No | Magically infuses a wooden weapon. The caster can use spellcasting ability instead of Strength for the attack and damage rolls. The weapon’s damage is d8 for the duration of the spell. | 1 Bonus Action |
Shocking Grasp | Evocation | Sorcerer, Wizard | No | Calls on lightning from the caster hands that deals 1d8 Lightning and prevents the target from taking reactions. Also inflicts Shocking Grasp | 1 Action |
Spare the Dying | Necromancy | Cleric | No | A living creature with 0 hit points becomes stable. This spell has no effect on the undead. | 1 Action |
Thaumaturgy | Transmutation | Cleric | No | Manifest a sign of supernatural power that grants you advantage on Intimidation and Performance checks. | 1 Action |
Thorn Whip | Transmutation | Druid | No | If the spell hits the target, deals 1d6 piercing damage and pulls the target large or small up to 10 ft. | 1 Action |
True Strike | Divination | Bard, Sorcerer, Warlock, Wizard | Yes | detect the target’s defensive properties to get an advantage on attack rolls against it.. | 1 Action |
Vicious Mockery | Enchantment | Bard | No | The target must succeed on Wisdom. Save or take 1d4 psychic damage and take a disadvantage on its attack roll. | 1 Action |
That is all for our Baldur’s Gate 3 Cantrip Spells Guide with tips on their casting time, classes, and schools. For more on the game, also see our Subclasses Guide and Companion Quests Walkthrough Guide.