Dancing Lights

Dancing Lights

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

DANCING LIGHTS

Evocation Cantrip

Illuminate a 9m radius.

Range: 18m (60ft)
Create or Destroy Water

Create or Destroy Water

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)

CREATE OR DESTROY WATER

Level 1 Transmutation Spell

Choose to call forth rain or destroy a water-based surface.

Range: 9m (30ft)

Create or Destroy Water spell variants

CREATE WATER

Level 1 Transmutation Spell

Call forth rain. It extinguishes exposed flames and forms a Water surface.

Range: 9m (30ft) AOE: 4m (13ft) Radius

SURFACE: WATER

AoE: 4m (13ft) Radius
Type: Surface
Douses unprotected flames. Can be electrified or frozen.

Condition: Wet

Duration: 3 turns
– Immune to Burning and Wild Magic: Burning
– Resistant to Fire damage
– Vulnerable to Lightning and Cold Damage

DESTROY WATER

Level 1 Transmutation Spell

Cause water-based surfaces (such as Water, Steam Cloud, Ice, Blood, and Simple Toxin) to vanish.

Range: 9m (30ft) AOE: 4m (13ft) Radius

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.
Colour Spray

Colour Spray

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)

COLOUR SPRAY

Level 1 Illusion Spell

Shoot a bright flame from your finger that explodes upon contact, torching everything from your vicinity.

Range: 5m Duration: 1 turn

Condition: Colour Spray (Has Disadvantage on Attack Rolls. Range of attacks and spells is reduced to 3m. Attack Rolls against Blinded creatures have Advantage).

Cure Wounds

Cure Wounds

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:

Cure Wounds

Level 1 Evocation Spell
Damage: 1-8
1d8, Healing + WIS/CHA

Heal a creature you can touch.

Melee range: 1.5m
Compelled Duel

Compelled Duel

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:

COMPELLED DUEL

Level 1 Enchantment Spell

Compel an enemy to attack only you. You cannot attack other creatures.

Range: 9m (30ft) Save: WIS save

Condition: Compelled Duel (Duration: 3 turns. Has Disadvantage on Attack Rolls against anyone but the spellcaster).