Baldur’s Gate 3 Cantrip Spells Guide

Baldur’s Gate 3 Cantrip Spells Guide

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.

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