Blur

Level 2 Illusion spell available to Sorcerers and Wizards. Your outline shimmers and every Attack Roll against you has Disadvantage for ten turns. No save, no cleverness required, and it roughly halves the number of hits you take.

Spell description: Your body becomes blurred. Attackers have Disadvantage on Attack Rolls against you.

Spell properties

  • Range: Self
  • Duration: 10 turns
  • Concentration spell
  • Conditions applied: Disadvantage on Attack Rolls against you.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Blur at higher levels provides no additional benefits.

How to obtain Blur

  • Sorcerer, Wizard at Class level 3

Source items: Cloak of Displacement, Shifting Corpus Ring, Scroll of Blur

BLUR

Level 2 Illusion Spell

Your body becomes blurred. Attackers have Disadvantage on Attack Rolls against you.

Range: Self Duration: 10 turns

CONDITION: BLURRED

Duration: 10 turns

Condition: Blurred

  • Attack Rolls against the creature have Disadvantage.
  • Does not affect attackers that do not rely on sight.

When to cast Blur

Disadvantage is worth about 5 points off the attacker’s roll, and unlike Armour Class it does not care how enormous their bonus is. Against the Act 3 heavy hitters who clear 20 AC without blinking, Blur is doing more for you than any amount of armour.

The cost is Concentration, and that is the whole decision. A Wizard running Blur is not running Web, Hold Person, or Haste. If your caster’s job is control, Mirror Image gives you a comparable defence for free, and the two are not really competing spells so much as competing for your Concentration.

So Blur belongs on the caster who intends to stand in the fight and stay there: a sword-and-spell Wizard, an Eldritch Knight, a Sorcerer with nothing else worth concentrating on. Cast it before combat and most of the ten turns will still be there when the first arrow arrives.

The Cloak of Displacement does the same thing for free while you are undamaged, which is often the better route. Take the cloak, keep your Concentration.

Warden of Vitality

Level 3 Evocation spell available to Paladins. Sets up an aura that lets you heal 2d6 as a Bonus Action, every turn, for ten turns, without spending another slot. One slot buys you an entire fight’s worth of healing.

Spell description: While this aura lasts, you can cast Restore Vitality as a Bonus Action to heal yourself or nearby allies.

Spell properties

  • Range: Self
  • Duration: 10 turns
  • Healing: 2d6 per Restore Vitality
  • Conditions applied: Warden of Vitality
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Warden of Vitality at higher levels provides no additional benefits.

How to obtain Warden of Vitality

  • Paladin at Class level 9

Source item: None. No item in the game grants Warden of Vitality.

WARDEN OF VITALITY

Level 3 Evocation Spell

While this aura lasts, you can cast Restore Vitality as a Bonus Action to heal yourself or nearby allies.

Range: Self Duration: 10 turns

CONDITION: WARDEN OF VITALITY

Duration: 10 turns

Condition: Warden of Vitality

  • Cast Restore Vitality as a Bonus Action to heal 2d6.
  • Can be used every turn for the duration.
  • No additional Spell Slot is required for each heal.
  • Not Concentration.

When to cast Warden of Vitality

It is not Concentration, and the healing is a Bonus Action. Both of those matter more than the 2d6. Your Paladin can heal every single turn while still attacking at full strength, and nothing you do can break it.

Compare it to Lay on Hands, which is a finite pool you will run dry. This is ten turns of healing from one slot, and in a long fight it comfortably out-heals everything else a Paladin has.

It also saves the Paladin from the usual dilemma, which is choosing between smiting and keeping someone alive. With Warden of Vitality up, you do both, every turn.

The catch is Class level 9 and the Action to set it up. Cast it on turn one of a fight you expect to grind, and do not bother in a fight that will be over in three rounds.

Stinking Cloud

Level 3 Conjuration spell available to Bards, Sorcerers, and Wizards. A 6m cloud of gas that makes enemies Nauseous, and Nauseous creatures cannot take Actions. No damage, and it does not need to do any.

Spell description: Create a cloud of gas so nauseating it prevents creatures from taking actions.

Spell properties

  • Range: 18m (60ft)
  • Area: 6m (20ft) radius
  • Duration: 10 turns
  • Concentration spell
  • Save: CON save
  • Conditions applied: Nauseous
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Stinking Cloud at higher levels provides no additional benefits.

How to obtain Stinking Cloud

  • Bard, Sorcerer, Wizard at Class level 5

Source item: Scroll of Stinking Cloud

STINKING CLOUD

Level 3 Conjuration Spell

Create a cloud of gas so nauseating it prevents creatures from taking actions.

On save: The creature is not Nauseous.

Range: 18m (60ft) Save: CON save AoE: 6m (20ft) Radius Duration: 10 turns

AREA: STINKING CLOUD

Duration: 10 turns
AoE: 6m (20ft) Radius
A cloud of nauseating gas. Creatures inside must save each turn or be Nauseous.

Condition: Nauseous

CON Save
  • The creature cannot take Actions.
  • It can still move and take Bonus Actions.
  • The save repeats each turn the creature remains in the cloud.

When to cast Stinking Cloud

Losing your Action is losing your turn. An enemy in a Stinking Cloud cannot attack, cannot cast, and cannot do anything except shuffle out of it, and they have to save again every turn they stay. For one slot that is a lot of enemy turns deleted.

The Constitution save is the problem. It is the save that brutes are best at, which means this lands beautifully on casters and archers and gets shrugged off by exactly the ogre currently walking towards you.

So use it on the backline. Enemy casters and archers have poor Constitution and no reason to leave, and a Stinking Cloud parked on top of them removes them from the encounter without a single point of damage.

It is a cloud, so it can be blown away by Gust of Wind, and it will be if the enemy has one. It is also Concentration. Protect the caster and it holds all fight.

Vampiric Touch

Level 3 Necromancy spell available to Warlocks and Wizards. 3d6 Necrotic on touch and you heal for half of it, and then you can do it again every turn for ten turns without spending another slot. It is free sustain, if you are brave enough to be in melee.

Spell description: Touch an enemy to siphon their life force and regain half as many Hit Points. For 10 turns, you can use Vampiric Touch again without expending an additional Spell Slot.

Spell properties

  • Range: Melee: 1.5m (5ft)
  • Duration: 10 turns
  • Concentration spell
  • Damage: 3d6 Necrotic
  • Attack type: Melee spell Attack Roll
  • Conditions applied: Vampiric Touch
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Vampiric Touch at a higher level deals an extra 1d6 Necrotic damage for each spell slot level above the 3rd.

How to obtain Vampiric Touch

  • Warlock, Wizard at Class level 5

Source item: Scroll of Vampiric Touch

VAMPIRIC TOUCH

Level 3 Necromancy Spell

Touch an enemy to siphon their life force and regain half as many Hit Points. For 10 turns, you can use Vampiric Touch again without expending an additional Spell Slot.

Range: Melee (1.5m) Duration: 10 turns

CONDITION: VAMPIRIC TOUCH

Duration: 10 turns

Condition: Vampiric Touch

  • For 10 turns you can cast Vampiric Touch again without expending a Spell Slot.
  • You heal for half the Necrotic damage dealt.
  • Concentration.

When to cast Vampiric Touch

One slot, ten castings, and every one of them heals you. On paper that is the most efficient sustain a Wizard has, and the free recast structure means a long fight costs you nothing extra.

The problem is written on the card. It is Touch range, which means your Wizard has to stand in melee for ten turns to get the value, and a Wizard standing in melee for ten turns is a dead Wizard. The spell fights its own class.

So it belongs on someone who was going to be there anyway: a Hexblade-style Warlock, a Wizard with Shadow Blade and armour proficiency, or anything multiclassed into a body that can take a punch. In those builds it is genuinely good.

It is Concentration, and you are taking hits, so it will break. Which is the real verdict here: an efficient spell in a build that can hold it, and a trap in the one that usually has it.

Spirit Guardians

Level 3 Conjuration spell available to Clerics. Spirits swirl around you dealing 3d8 a turn to every enemy within 3m and halving their movement. It turns your Cleric into a walking area of denial, and it is the best Level 3 spell in the game for anyone who can cast it.

Spell description: Call forth spirits to protect you. Nearby enemies take damage per turn, and their Movement Speed is halved.

Spell properties

  • Range: Self
  • Area: 3m (10ft) radius
  • Duration: 10 turns
  • Concentration spell
  • Save: WIS save
  • Damage: 3d8 Radiant or 3d8 Necrotic per turn
  • Conditions applied: Movement Speed halved. Caster cannot become Invisible.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Spirit Guardians at a higher level increases the damage by 1d8 Radiant or 1d8 Necrotic for each spell slot level above the 3rd.

How to obtain Spirit Guardians

  • Cleric at Class level 5
  • College of Lore (Bard) at Class level 6 via Magical Secrets
  • Bard at Class level 10 via Magical Secrets

Source item: None. No item in the game grants Spirit Guardians.

SPIRIT GUARDIANS

Level 3 Conjuration Spell

Call forth spirits to protect you. Nearby enemies take damage per turn, and their Movement Speed is halved.

On save: The creature takes half damage.

Range: Self Save: WIS save AoE: 3m (10ft) Radius Duration: 10 turns

AREA: SPIRIT GUARDIANS

Duration: 10 turns
AoE: 3m (10ft) Radius
3d8 Radiant or Necrotic damage to enemies in the area each turn. Their Movement Speed is halved.

Notes

  • Damage type depends on your Cleric’s alignment of domain: Radiant for most, Necrotic for others.
  • The caster cannot become Invisible while it is active.
  • Concentration.

When to cast Spirit Guardians

Cast it and then walk at people. The spirits damage every enemy in range every turn without you spending anything, so your Action is still free to swing a mace, cast Spiritual Weapon, or heal somebody. It is 3d8 a turn to everyone nearby, for free, for ten turns.

Halved movement is the other half of the spell, and it is what makes a Cleric a wall. Enemies trying to reach your backline have to cross the aura at half speed, taking 3d8 every turn they are in it. Most of them do not get through.

Stand in a doorway. This is the single most effective thing a Cleric can do in Baldur’s Gate 3 and it borders on parody. One Cleric with Spirit Guardians in a corridor can hold an entire encounter on their own.

It is Concentration, so armour up and stay standing. And it prevents you turning Invisible, which occasionally matters. Upcast it freely: +1d8 per slot level on a per-turn effect is much better scaling than it looks.