Any fantasy game wouldn’t be complete without spells and Baldur’s Gate 3 is no different. 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 pick the best Cantrip spells.
Updated on July 31, 2023: After years of early access testing, updates, and changes, Baldur’s Gate 3 is finally ready for its full release. The game will be available on August 3rd which means it was time to update our Cantrip spells guide to prepare newcomers as well as give a refresher to veterans. Baldur’s Gate 3 Best spells guide is now updated with more details, clarity, and content that will help you get started on the right foot.
Baldur’s Gate 3 Best 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.
Spell | School | Classes | Concentration | Effect | Casting Time |
---|---|---|---|---|---|
Mage Hand | Conjuration | Wizard, Warlock, Sorcerer | No | Creates a spectral hand that can manipulate objects | 1 action |
Guidance | Divination | Cleric, Druid | Yes | Grants a +1d4 bonus to ability checks | 1 action |
Light | Evocation | Cleric, Wizard, Sorcerer | No | Infuses an object with an aura of light | 1 action |
Sacred Flame | Evocation | Cleric | No | Deals 1d8 radiant damage, target must succeed on a Dexterity saving throw | 1 action |
Mage Hand
Mage Hand is a conjuration cantrip available in Baldur’s Gate 3. It allows the caster to create a spectral hand that can manipulate objects, open doors, or hold, carry, and retrieve items up to 10 pounds. The spectral hand appears at a point chosen within range and lasts for the duration or until dismissed.
The hand vanishes if it is ever more than 30 feet away from the caster or if the caster casts this spell again. The hand can’t attack, activate magic items, or carry more than 10 pounds. The spell is available to several classes, including Wizard, Warlock, and Sorcerer, and it can also be cast by using certain items like the Arcane Trickster’s Gloves. The spell is particularly useful for manipulating objects at a distance, whether for solving puzzles or for gaining an advantage in combat situations.
Guidance
Guidance is a divination cantrip in Baldur’s Gate 3. It allows the caster to bestow guidance upon an ally, granting them a +1d4 bonus to ability checks for a duration of 10 turns. The spell requires melee range and concentration to cast, and it doesn’t require a saving throw.
The spell can be acquired by Clerics and Druids, and it can also be cast by using certain items like the Rusty Necklace. The bonus from guidance can be easy to miss as it’s applied silently. When you move your mouse over the dice roll, you’ll notice an unidentified bonus being implemented.. In Baldur’s Gate 3, guidance affects all ability checks during the duration rather than just one, which is a difference from D&D 5th Edition.
Light
Light is an evocation cantrip spell in Baldur’s Gate 3. It allows the caster to infuse an object with an aura of light, illuminating the surrounding area. The spell can target an object that is not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
The light can be colored as the caster likes, and it lasts for an hour. The spell ends if the caster casts it again or dismisses it as an action. The spell is available to several classes, including Cleric, Wizard, and Sorcerer, and it can also be cast by using certain items like the Light of Creation. The light spell is particularly useful in dark environments, helping the party to see and avoid potential dangers.
Sacred Flame
Sacred Flame is a another evocation cantrip spell in Baldur’s Gate 3. It allows the caster to summon a flame-like radiance that descends on a creature that the caster can see within range. The target is required to pass a Dexterity saving throw, or they will receive 1d8 radiant damage.
For this particular saving throw, the target cannot take advantage of any cover benefits. The spell is available to Clerics and it can also be cast by using certain items like the Holy Symbol of Selûne. Sacred Flame is a powerful combat spell, particularly effective against undead and creatures vulnerable to radiant damage.
Minor Illusion
Minor Illusion is an Illusion Cantrip in Baldur’s Gate 3. This spell allows the caster to create an illusory image that distracts nearby creatures, compelling them to investigate. A unique feature of this spell is that the caster can remain hidden while casting it, which can be useful for stealthy characters or situations.
The spell can be acquired by Bards, Sorcerers, Warlocks, Wizards, Eldritch Knights, and Arcane Tricksters. The illusion created by this spell can be used to distract enemies, potentially allowing the party to sneak past them or gain a tactical advantage in combat.
In the tabletop version of D&D, Minor Illusion is known for its versatility and creativity, allowing the caster to create a sound or an image of an object within range that lasts for the duration. However, in Baldur’s Gate 3, the implementation of the spell is somewhat different. As far as players have reported, all Minor Illusion does in BG3 is force the enemies to look at it, and once they do, it disappears.
Despite this, the spell can still be used strategically in the game. For instance, it can be used to get enemies to turn away from you, providing a bonus to hit for being directly behind an enemy. It can also be used to allow a teammate a moment to Hide via a Bonus Action to gain Advantage on an attack. However, since it takes a full Action to cast, it’s best saved as a ‘nothing better to do this turn’ option.
All 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 best spells list with tips on their casting time, classes, and schools. For more on the game, see our Subclasses Guide and Companion Quests Walkthrough Guide.