Dispel Evil and Good

Level 5 Abjuration spell available to Clerics. Ten turns where undead, fiends, fey, elementals, and celestials attack you with Disadvantage, plus a touch that clears Charm, Fear, and Possession from allies. It is a self-buff for one specific kind of fight.

Spell description: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on Attack Rolls against you. You can also break Enchantments that Charm, Frighten, or Possess allies.

Spell properties

  • Range: Self
  • Duration: 10 turns
  • Concentration spell
  • Conditions applied: Dispel Evil and Good. Otherworldly creatures have Disadvantage on Attack Rolls against you, and you gain Break Enchantment to free Charmed, Frightened, or Possessed allies.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Dispel Evil and Good at higher levels provides no additional benefits.

How to obtain Dispel Evil and Good

  • Cleric at Class level 9

DISPEL EVIL AND GOOD

Level 5 Abjuration Spell

Aberrations, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on Attack Rolls against you. You can also break Enchantments that Charm, Frighten, or Possess allies.

Range: Self Duration: 10 turns

CONDITION: DISPEL EVIL AND GOOD

Duration: 10 turns

Condition: Dispel Evil and Good

  • Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on Attack Rolls against you.
  • Grants Break Enchantment: touch an ally to remove Charm, Fear, or Possession caused by an otherworldly creature.
  • Despite the description, it currently does nothing against Aberrations.

When to cast Dispel Evil and Good

Cast it when the enemy roster is mostly undead or fiends and your Cleric is going to be in the middle of them. Act Two is full of undead, the House of Hope is full of devils, and Disadvantage on every attack against you is a real defensive layer for a frontline Cleric.

The Break Enchantment part is the emergency use. A Dominated or Frightened ally can be snapped out of it with a touch, which matters against things like the Fiend-style charm effects and the Possession in Act Three.

It is Concentration and it only protects the caster. If you would rather Concentrate on Spirit Guardians, which you usually would, this loses. It works best on a Cleric who does not have a better Concentration spell running.

The Aberration part of the description is not implemented, so it does nothing against mind flayers, intellect devourers, or anything from the colony. Do not plan around it for those.

Dispel Evil and Good – Baldur’s Gate 3 Spell

Spell properties

Level
Level 5
School
Abjuration
Casting resource
Action + Spell Slot
Damage type

Range
Self
Duration
10 turns
Notes & sources

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Spell mechanics, descriptions and values are based on Baldur’s Gate 3 version 4.1.1.7209685 and may change with future patches. Where applicable, sources are cited within each article.

Copyright disclaimer & licensing
Some or all of this work is © Larian Studios.
Some spell icons and game data are property of Larian Studios and used here under their fan content policy. Any fan-created works using content from Larian fall under: Larian Fan Content Policy and / or Baldur’s Gate 3 Fan Content Terms. Some of the icons used in these spell cards were downloaded from Sammy8932 on NexusMods.

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