Choosing the right spells in Baldur’s Gate 3 can elevate a good adventurer into a legendary one. With each class offering its own spellbook—and each spell demanding careful timing and positioning—the art of spell selection is as tactical as any sword swing. But don’t worry, we’ve sorted the standouts. Whether you’re playing a pyromancer wizard or a dagger-throwing bard, this guide unpacks the best spells for every class, giving you an edge in every encounter.
Ready to sharpen your spell list? Let’s break it down, class by class.
Top Spells:
Fireball (Level 3): Reliable area-of-effect damage. Burn through clustered enemies in one glorious blast.
Counterspell (Level 3): The ultimate trump card. Interrupts enemy spells, keeping your party alive.
Mage Armor (Level 1): Essential early game defense boost for squishy robes.
Magic Missile (Level 1): Guaranteed hit, perfect for finishing off low-HP enemies.
Fly (Level 3): Map-breaking mobility, both in and out of combat.
Wizards bring sheer range. Stack control spells, nukes, and a few defensive tools to cover every scenario.
Top Spells:
Twinned Haste (Level 3 with Metamagic): Buff two allies at once. Double the trouble.
Chromatic Orb (Level 1): Choose your element, tailor your damage type.
Scorching Ray (Level 2): Spread or stack damage. Great for focus-fire or chipping multiple threats.
Disguise Self (Level 1): Social stealth. Enter rooms, avoid fights, or unlock new dialogue options.
With Metamagic customization, sorcerers turn utility into art. Build around flexibility and you'll always feel prepared.
Top Spells:
Eldritch Blast (Cantrip): The cornerstone. With the right invocations, it’s a machine gun.
Hex (Level 1): Debuff enemies while enhancing your own output.
Armor of Agathys (Level 1): Tanky, icy revenge. Perfect for frontline warlocks.
Hunger of Hadar (Level 3): Battlefield denial. Blind and damage enemies in an eerie void.
Warlocks are short-rest specialists. Build for synergy with your pact—blade, chain, or tome—and stack crowd control or utility as needed.
Top Spells:
Spirit Guardians (Level 3): Massive area damage around you. Best used mid-mob.
Guiding Bolt (Level 1): Early-game sniper shot with a tasty buff for your next ally.
Bless (Level 1): Team-wide accuracy boost. Simple, powerful, always welcome.
Revivify (Level 3): Insurance policy. A must-have for any party-focused build.
Clerics can tank, heal, or blast depending on domain. Don’t sleep on their offensive toolkit.
Top Spells:
Entangle (Level 1): Terrain control at its finest.
Moonbeam (Level 2): Drop it on foes, move it around. High versatility, solid damage.
Spike Growth (Level 2): Punish enemy movement. Pair with forced movement spells for pain.
Healing Word (Level 1): Bonus action heals. Always good to have.
Pair your spells with wild shapes to adapt fluidly between healing, damage, and support.
Top Spells:
Hold Person (Level 2): Paralyze a humanoid. A stunned enemy is a dead one.
Dissonant Whispers (Level 1): Force movement and deal psychic damage. Bonus: triggers attacks of opportunity.
Faerie Fire (Level 1): Light up enemies for advantage. Great in darkness or against stealthy foes.
Tasha’s Hideous Laughter (Level 1): Drops a single enemy with a giggle. Ideal early-game shutdown.
Bards shine when manipulating the battlefield and charming crowds. Add healing or buffs as needed.
Top Spells:
Divine Favor (Level 1): Boost weapon attacks with radiant damage.
Shield of Faith (Level 1): +2 AC—helpful early and late game.
Command (Level 1): One-word shutdown. “Drop,” “Flee,” or “Approach” for strategic edge.
Bless (Level 1): Shared with clerics, but still excellent.
While most of a paladin’s punch comes from smites, spell slots help add tactical flavor.
Top Spells:
Hunter’s Mark (Level 1): Track and increase damage output.
Spike Growth (Level 2): Crowd control meets punishment.
Pass Without Trace (Level 2): Turn your party into ghostly ninjas.
Goodberry (Level 1): Healing and roleplay flair.
Rangers balance bowplay with buffs. Lean into mobility and tracking for best results.
Top Spells:
Mage Hand (Cantrip): Remote interaction, theft, or trap-triggering.
Disguise Self (Level 1): Helps with infiltration missions.
Sleep (Level 1): Excellent in early fights against weaker mobs.
Silent Image (Level 1): Deception made visual. Use it creatively.
Magic gives the rogue more tricks—and new ways to stay out of trouble.
Wizard: Fireball, Counterspell, Mage Armor, Magic Missile, Fly
Sorcerer: Twinned Haste, Chromatic Orb, Scorching Ray, Disguise Self
Warlock: Eldritch Blast, Hex, Armor of Agathys, Hunger of Hadar
Cleric: Spirit Guardians, Guiding Bolt, Bless, Revivify
Druid: Entangle, Moonbeam, Spike Growth, Healing Word
Bard: Hold Person, Dissonant Whispers, Faerie Fire, Tasha’s Hideous Laughter
Paladin: Divine Favor, Shield of Faith, Command, Bless
Ranger: Hunter’s Mark, Spike Growth, Pass Without Trace, Goodberry
Rogue (Arcane Trickster): Mage Hand, Disguise Self, Sleep, Silent Image
Spell selection in Baldur’s Gate 3 is personal. While these picks serve as a powerful base, the real magic comes from tailoring your spellbook to how you like to play. Want your bard to be all fireballs and fury? Go for it. Prefer your cleric silent and stealthy? Build it that way.
No matter what you choose, make sure your journey starts strong. Grab your Baldur’s Gate 3 Steam CD Key from RoyalCDKeys and step into a world where your next spell could change everything.
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