by baabuska | Jul 14, 2026 | BG3 Wiki, Spells
Level 2 Evocation spell available to Clerics. It summons a floating spectral weapon that fights alongside you for ten turns. Because it costs a Bonus Action to cast and a Bonus Action to swing, Spiritual Weapon gives a Cleric a second attack every round without ever touching their Action — which is why it is arguably the best Level 2 slot a Cleric will ever spend.
Spell description: Summon a floating, spectral weapon that attacks your enemies alongside you.
Spell properties
- Damage: 1d8 + 1 + Spellcasting Modifier Force
- Damage type: Force
- Range: 18m (60ft)
- Duration: 10 turns
- Conditions applied: Varies by weapon (see variants below)
- Cost: Bonus Action + Spell Slot
- Recharge: Per action
Spell upcasting
For every two spell slot levels above the 2nd, the weapon gains 8 hit points and deals an additional 1d8 Force damage. In practice this means a Level 4 slot gives 2d8, and a Level 6 slot gives 3d8.
How to obtain Spiritual Weapon
- Cleric at Class level 3
- College of Lore (Bard) at Class level 6 via Magical Secrets
- Bard at Class level 10 via Magical Secrets
Source items: Sethan, Harper Sacredstriker. There is no Scroll of Spiritual Weapon in the game.
Spiritual Weapon variants
When casting Spiritual Weapon you choose the form the spectral weapon takes. All seven deal the same Force damage — the difference is the condition each one applies on hit. Force damage is resisted by almost nothing in the game, so the choice is purely about the rider.
1. Spiritual Weapon: Mace
The default form. No rider condition, but no drawbacks either.
Damage:
2-9 + Spellcasting Modifier
1d8 + 1, Force
Summon a floating, spectral mace that attacks your enemies alongside you.
2. Spiritual Weapon: Greataxe
Applies Bleeding on hit.
Damage:
2-9 + Spellcasting Modifier
1d8 + 1, Force
Summon a floating, spectral greataxe that attacks your enemies and leaves them Bleeding.
- The creature loses hit points at the start of each of its turns.
- Cannot regain hit points while Bleeding.
- Healing removes the condition.
3. Spiritual Weapon: Greatsword
Also applies Bleeding on hit. Mechanically identical to the Greataxe — pick whichever you prefer the look of.
Damage:
2-9 + Spellcasting Modifier
1d8 + 1, Force
Summon a floating, spectral greatsword that attacks your enemies and leaves them Bleeding.
4. Spiritual Weapon: Halberd
Applies Bleeding on hit, with the reach of a polearm.
Damage:
2-9 + Spellcasting Modifier
1d8 + 1, Force
Summon a floating, spectral halberd that attacks your enemies and leaves them Bleeding.
5. Spiritual Weapon: Maul
Applies Dazed on hit — the strongest rider of the seven, because a Dazed enemy loses its Reaction.
Damage:
2-9 + Spellcasting Modifier
1d8 + 1, Force
Summon a floating, spectral maul that attacks your enemies and leaves them Dazed.
- The creature cannot take Reactions.
- Its Movement Speed is reduced.
6. Spiritual Weapon: Spear
Applies Gaping Wounds on hit.
Damage:
2-9 + Spellcasting Modifier
1d8 + 1, Force
Summon a floating, spectral spear that attacks your enemies and inflicts Gaping Wounds.
7. Spiritual Weapon: Trident
Also applies Gaping Wounds. Identical to the Spear in everything but appearance.
Damage:
2-9 + Spellcasting Modifier
1d8 + 1, Force
Summon a floating, spectral trident that attacks your enemies and inflicts Gaping Wounds.
When to cast Spiritual Weapon
Cast it on turn one, before anything else. It is not Concentration, so it stacks with Bless, Spirit Guardians, or anything else you want running — and for ten turns afterwards your Cleric attacks twice a round for free.
The weapon can be moved and swung with the same Bonus Action, so it will chase a fleeing enemy across the battlefield without costing you anything. Use it to finish off low-health targets your Action can’t reach, or to harass an enemy caster you can’t get to in melee.
Take the Maul unless you have a reason not to. Dazed strips Reactions, which shuts down opportunity attacks and enemy Counterspells, and that is worth more than a few points of Bleeding damage.
by baabuska | May 7, 2026 | Spells
Level 1 Evocation spell available to Warlock and a few other sub-classes. It allows the spellcaster to punish attackers by surrounding them in hellfire that deals Fire damage.
Spell description: React to your next attacker with flames that deal 2d10 Fire damage.
Spell properties
- Damage: 2d10 Fire
- Damage type: Fire
- Save: DEX save
- Attack type: Range
- Cost: Reaction
- Recharge: Per turn
Spell upcasting
Deals an additional 1d10 Fire damage per level.
How to obtain Hellish Rebuke
- Warlock at Class level 1
- Oathbreaker (Paladin) at Class level 3
- Asmodeus T ieflings at Character level 3
- College of Lore (Bard) at Class level 6 via Magical Secrets
- Bard at Class level 10 via Magical Secrets
- Granted by Features: Magic Initiate: Warlock
Damage:
2-20
2d10 Fire
Shoot a bright flame from your finger that explodes upon contact, torching everything from your vicinity.
On save: Target still takes half damage
by baabuska | May 7, 2026 | Spells
Level 1 Conjuration spell available to Ranger. It allows the spellcaster to make a ranged attack that creates a Piercing damage explosion and also deals normal weapon damage.
Spell description: Shoot a volley of exploding thorns. The thorns deal Weapon Damage Slashing Damage to the target and shatter, dealing an additional 1d10 Piercing Damage to the target and surrounding creatures.
Spell properties
- Damage: 1d10 Piercing + Normal weapon damage
- Damage type: Piercing
- Range: 18m (60ft)
- Area: 2m (7ft) radius
- Save: DEX save
- Attack type: Range
- Cost: Action + Bonus Action + Spell Slot
- Recharge: Per turn
Spell upcasting
The extra AoE damage increases by 1d10 Piercing for each spell level above the 1st.
How to obtain [Spell Name]
- Ranger at Class level 1
- Source item: Gloves of Hail of Thorns
Damage:
Piercing + Weapon damage
1d10 Piercing
Shoot a volley of exploding thorns. The thorns deal Weapon Damage Slashing Damage to the target and shatter, dealing an additional 1d10 Piercing Damage to the target and surrounding creatures.
On save: Targets still take half damage from the explosion. ON MISS: Thorns still explode.
by baabuska | Apr 26, 2026 | Spells
Fire Bolt is an Evocation Cantrip available to Sorcerer, Wizards, and several other sub-classes. High Elfs and High Half-Elfs can also choose it as a Cantrip from the Wizard spell list.
Spell description: Hurl a mote of fire.
Spell properties
- Damage: 1d10 Fire
- Damage type: Fire
- Range: 18m (60ft)
- Area: —
- Duration: —
Concentration
- Ritual: 0
- Save: —
- Attack type: Attack roll
- Conditions applied: —
- Cost: Action
- Recharge: Per action
Spell at higher levels
At character level 5, damage increases to 2d10 Fire. At character level 10, damage increases to 3d10 Fire.
How to obtain [Spell Name]
- Sorcerer, Wizard at Class level 1
- Arcane Trickster (Rogue) and Eldritch Knight (Fighter) at Class level 3
- High Elf and High Half-Elf at Character level 1
- College of Lore (Bard) At Class level 6 via Magical Secrets.
- Bard at Class level 10 via Magical Secrets.
- Granted by features: Magic Initiate: Sorcerer, Magic Initiate: Wizard, Spell Sniper
- Granted by items: Incandescent Staff, Gold Wyrmling Staff
Damage:
1-10
1d10, Fire
Hurl a mote of fire.
by baabuska | Apr 26, 2026 | Spells
Level 1 Transmutation spell available to Bard, Sorcerer, Wizard and other sub-classes. It allows the spellcaster to make themselves or their allies light as a feather, preventing damage when falling from extreme heights.
Spell description: Slow the rate of descent of allied creatures. They become Immune to Falling damage.
Spell properties
- Range: Self
- Area: 9m (30ft) radius
- Duration: 10 turns
- Ritual spell

- Conditions applied: Rate of falling is slowed, grants immunity to fall damage.
- Cost: Bonus Action + Spell Slot
- Recharge: Per action
Spell upcasting
No extra benefits.
How to obtain Feather Fall
- Bard, Sorcerer, Wizard at Class level 1
- Draconic Bloodlone (Sorcerer) at Class level 1
- Arcane Trickster (Rogue) and Eldritch Knight (Fighter) at Class Level 3
- Granted by features: Magic Initiate: Bard, Magic Initiate: Sorcerer, Magic Initiate: Wizard
- [Extra details about the spell must be added manually here]
- Feather Fall can also be cast using the following items: Mystra’s Grace & Corvid Token
Shoot a bright flame from your finger that explodes upon contact, torching everything from your vicinity.