by baabuska | Apr 24, 2026 | Spells
Dancing Lights is an Evocation Cantrip that is available to most classes in Baldur’s Gate. It is also immediately available as a Cantrip from the Wizard Spell list for High Elves, High Half Elves, Drows, and Drow Half Elves.
Spell description: Create wisps of light that illuminate a 9m radius.
Properties
- Range: 18m (60ft)
- Area: 9m radius
- Duration: 10 turns
Concentration
- Ritual: 0
- Save: —
- Cost: Action
- Recharge: Per action
How to obtain
- Bard, Sorcerer, and Wizard at Class level 1
- Eldritch Knight (Fighter) and Arcane Trickster (Rogue) at Class level 3
- Druid (via Wild Shape: Deep Rothe) at Class level 5
- High Elf, High Half-Elf, Drow, Drow Half-Elf at Character Level 1
- Granted by features: Magic Initiate: Bard, Magic Initiate: Sorcerer, Magic Initiate: Wizard
- Source item: Komira’s Locket
by baabuska | Apr 24, 2026 | Spells
Create or Destroy Water is a level 1 Transmutation spell that allows caster to conjure or destroy a body of water, including other water-like surfaces. It is available to Clerics, Druids, and other sub-classes.
Spell description: Choose to call forth rain or destroy a water-based surface.
Properties
- Range: 9m (30ft)
- Area: 4m (13ft) radius
- Conditions applied: -
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
When the spell is cast at a higher spell level, the area that you can create or destroy water in increased by 2m (7ft) for each spell slot above the first.
How to obtain Create or Destroy Water
- Cleric, Druid at Class level 1
- Conjuration School (Wizard) at Class level 2, as a Minor Conjuration
- Storm Sorcery (Sorcerer) at Class level 6, as a Storm Spell
- Granted by features: Magic Initiate: Cleric, Magic Initiate: Druid
Source item: Rain Dancer, Wavemother's Robe (once per Short rest)
Choose to call forth rain or destroy a water-based surface.
Create or Destroy Water spell variants
Call forth rain. It extinguishes exposed flames and forms a Water surface.
AoE: 4m (13ft) Radius
Type: Surface
Douses unprotected flames. Can be electrified or frozen.
Duration: 3 turns
– Immune to

Burning and

Wild Magic: Burning
– Resistant to

Fire damage
– Vulnerable to

Lightning and

Cold Damage
Cause water-based surfaces (such as Water, Steam Cloud, Ice, Blood, and Simple Toxin) to vanish.
Spell notes
- The Create Water spell variant applies Wet condition, which provides double damage to Cold and Lightning spells. Lightning spells cast on water surfaces cause Shocked condition.
- Casting a Fire spell over Electrified water causes Electrified Steam, which resets Shocked and Wet conditions.
- Casting a Cold spell over water or mist creates an Ice surface, which creates Difficult Terrain and may cause Prone.
by baabuska | Apr 24, 2026 | Spells
Colour Spray is a level 1 Illusion spell in Baldur’s Gate 3 available to Sorcerers, Wizards, and other sub-classes. It allows the spellcaster to temporarily blind enemies with coloured light, making their attacks miss and shortening their range.
Spell description: Creates a dazzling array of flashing, colored lights that Blinds creatures up to a combined 33 hit points.
Spell properties
- Range: Self
- Area: 5m (17ft)
- Conditions applied: Blind creatures up to a combined 33HP.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting at a higher level increases the combined HP by 11 for each spell slot above the 1st.
How to obtain Colour Spray
- Sorcerer, Wizard at Class level 1
- Arcane Trickster (Rogue), Eldritch Knight (Fighter) at Class level 3
- Granted by features: Magic Initiate: Sorcerer, Magic Initiate: wizard
Source item: Ring of Colour Spray (found in the Harpy Nest behind the Druid Temple)
Shoot a bright flame from your finger that explodes upon contact, torching everything from your vicinity.
Condition: Colour Spray (Has Disadvantage on Attack Rolls. Range of attacks and spells is reduced to 3m. Attack Rolls against Blinded creatures have Advantage).
by baabuska | Apr 24, 2026 | Spells
Cure Wounds is a level 1 Evocation spell in Baldur’s Gate 3 available to Bards, Clerics, Druids, and other sub-classes. It allows the caster to call forth divine magic to heal allies.
Spell description: A creature you touch regains 1d8 (healing) + Spellcasting Modifier hit points. This spell has no effect on undead or constructs.
Spell properties
- Damage: 1d8 Healing + WIS/CHA
- Damage type: Healing
- Range: 1.5m (5ft)
- Attack type: Melee
- Conditions applied: No effect on undead and constructs
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Heals an additional 1d8 HP for each spell slot level above 1st.
How to obtain Cure Wounds
Available to: Bard, Cleric, Druid
Source item: —
Damage:
1-8
1d8, Healing + WIS/CHA
Heal a creature you can touch.
by baabuska | Apr 24, 2026 | Spells
Compelled Duel is a level 1 Paladin Enchantment Spell that gives a divine command to compel an enemy to attack only you.
Spell description: Force an enemy to attack only you, giving it Disadvantage against other targets.
Properties
- Range: 9m (30ft)
- Duration: 3 turns
Concentration
- Save: WIS save
- Conditions applied: Compelled duel
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting at higher levels provides no extra benefit.
How to obtain Compelled Duel
- Paladin at Class level 2
- Oath of the Crown (Paladin) at Class level 3 as an Oath spell
Source item: —
Compel an enemy to attack only you. You cannot attack other creatures.
Condition: Compelled Duel (Duration: 3 turns. Has Disadvantage on Attack Rolls against anyone but the spellcaster).