Inflict Wounds

Inflict Wounds

Level 1 Necromancy spell available to Clerics. A melee touch for 3d10 Necrotic, the biggest single hit any Level 1 spell can land. A burst option for a Cleric willing to get close.

Spell description: Putrefy a creature with the Necrotic energy filling your hands.

Spell properties

  • Damage: 3d10 Necrotic
  • Damage type: Necrotic
  • Range: Melee (1.5m)
  • Attack type: Melee spell Attack Roll
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Inflict Wounds at a higher level deals an additional 1d10 Necrotic damage for each spell slot level above the 1st.

How to obtain Inflict Wounds

  • Cleric at Class level 1
  • Oathbreaker (Paladin) at Class level 3
  • Granted by features: Magic Initiate: Cleric
  • Source item: Blackguard’s Gauntlets

Inflict Wounds

Level 1 Necromancy Spell

Putrefy a creature with the Necrotic energy filling your hands.

Range: Melee (1.5m)

When to cast Inflict Wounds

3d10 is the biggest single hit any Level 1 spell can deal, which makes Inflict Wounds a genuine burst option for a melee-leaning Cleric. Land it and you can delete a low-health enemy or take a huge chunk out of a big one.

The problems are the range and the attack roll: you have to be in melee, and it can miss entirely, which for a fragile Cleric is a real risk. It is a gamble spell, best on a build that is already comfortable up close.

Ray of Sickness

Ray of Sickness

Level 1 Necromancy spell available to Sorcerers and Wizards. It deals 2d8 Poison and may Poison the target, handing it Disadvantage on attacks and checks. Good where Poison is not resisted.

Spell description: Call forth a ray of sickening energy. Deals 2d8 Poison damage and possibly Poisons the target. When Poisoned, the target suffers Disadvantage on Attack Rolls and Ability Checks.

Spell properties

  • Damage: 2d8 Poison
  • Damage type: Poison
  • Range: 18m (60ft)
  • Save: CON save
  • Attack type: Ranged
  • Conditions applied: Poisoned for 2 turns.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Ray of Sickness at a higher level deals an additional 1d8 Poison damage for each spell slot level above the 1st.

How to obtain Ray of Sickness

  • Sorcerer, Wizard at Class level 1
  • Death Domain (Cleric) at Class level 1, as a Domain Spell
  • Draconic Bloodline (Green, Poison ancestry) Sorcerer at Class level 1
  • Arcane Trickster (Rogue) and Eldritch Knight (Fighter) at Class level 3
  • Granted by features: Magic Initiate: Sorcerer, Magic Initiate: Wizard
  • Source items: Markoheshkir, Staff of Crones

Ray of Sickness

Level 1 Necromancy Spell

Call forth a ray of sickening energy. Deals 2d8 Poison damage and possibly Poisons the target. When Poisoned, the target suffers Disadvantage on Attack Rolls and Ability Checks.

Range: 18m (60ft) Save: CON save

When to cast Ray of Sickness

2d8 for a Level 1 slot is a decent hit, and the Poisoned rider is the bonus: a poisoned enemy attacks and checks at Disadvantage, which is a real debuff on a dangerous target for the next couple of turns.

The weakness is the damage type. Poison is one of the most commonly resisted types in the game, so against a lot of enemies you get half or nothing. Where it lands unresisted it is good; check the target before you rely on it.

Thunderwave

Thunderwave

Level 1 Evocation spell available to Bards, Druids, Sorcerers, and Wizards. It deals 2d8 Thunder in a 5m cube and pushes everything 8m away. Devastating with a cliff at your back.

Spell description: Release a wave of thunderous force that pushes away all creatures and objects.

Spell properties

  • Damage: 2d8 Thunder
  • Damage type: Thunder
  • Range: Melee (1.5m)
  • Area: 5m (17ft) cube
  • Save: CON save
  • Conditions applied: Pushed back 8m.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Thunderwave at a higher level deals an additional 1d8 Thunder damage for each spell slot level above the 1st.

How to obtain Thunderwave

  • Bard, Druid, Sorcerer, Wizard at Class level 1
  • Tempest Domain (Cleric) at Class level 1, as a Domain Spell
  • Arcane Trickster (Rogue) and Eldritch Knight (Fighter) at Class level 3
  • Storm Sorcery (Sorcerer) at Class level 6
  • Granted by features: Magic Initiate: Bard, Druid, Sorcerer, or Wizard
  • Source items: Ring of Absolute Force, Thunderpalm Strikers

Thunderwave

Level 1 Evocation Spell

Release a wave of thunderous force that pushes away all creatures and objects.

Range: Melee (1.5m) AoE: 5m (17ft) cube

When to cast Thunderwave

Thunderwave is damage plus a big shove: 2d8 to everything in a 5m cube and an 8m push on a failed save. Stand with your back to a ledge, let the enemies close, and blast the whole group off the edge for a Level 1 slot.

The push is the point, so cast it where the terrain does the killing, a chasm, a cliff, a hazard, rather than into open ground. In the right spot it is one of the highest-value Level 1 spells in the game; on flat terrain it is just a small area nuke.

Witch Bolt

Witch Bolt

Level 1 Evocation spell available to Sorcerers, Warlocks, and Wizards. It links you to a target and auto-deals 1d12 Lightning each turn you spend an Action on it. Niche, and demanding of your turns.

Spell description: Call forth a beam of crackling energy and link yourself to the target through an arc of lightning. Each turn, you can activate the arc to automatically deal an additional 1d12 Lightning damage.

Spell properties

  • Damage: 1d12 Lightning initial, then 1d12 each turn
  • Damage type: Lightning
  • Range: 18m (60ft)
  • Duration: 10 turns
  • Concentration spell
  • Attack type: Ranged
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Witch Bolt at a higher level increases the initial damage by 1d12 Lightning for each spell slot level above the 1st. The damage on subsequent turns is always 1d12 Lightning.

How to obtain Witch Bolt

  • Sorcerer, Warlock, Wizard at Class level 1
  • Draconic Bloodline (Blue, Lightning ancestry) Sorcerer at Class level 1
  • Arcane Trickster (Rogue) and Eldritch Knight (Fighter) at Class level 3
  • Granted by features: Magic Initiate: Sorcerer, Warlock, or Wizard

Witch Bolt

Level 1 Evocation Spell

Call forth a beam of crackling energy and link yourself to the target through an arc of lightning. Each turn, you can activate the arc to automatically deal an additional 1d12 Lightning damage.

Range: 18m (60ft)

When to cast Witch Bolt

The pitch is guaranteed repeat damage: after the initial hit, you spend an Action each turn to auto-deal another 1d12 with no attack roll. Against a single tough target that keeps you in range, the total damage over several turns is respectable.

The problem is that it eats your whole Action every turn to maintain, and it ends if you move out of range or lose Concentration, so those follow-up turns are turns you cast nothing else. It is a niche pick that shines against one big, stationary enemy and struggles everywhere else.

Speak with Animals

Speak with Animals

Level 1 Divination spell available to Bards and Druids, and a Ritual. It lets you talk to beasts, which unlocks a surprising amount of quest content, lore, and shortcuts.

Spell description: Gain the ability to comprehend and verbally communicate with beasts.

Spell properties

  • Range: Self
  • Duration: Until Long Rest
  • Ritual spell
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Speak with Animals at higher levels provides no additional benefits.

How to obtain Speak with Animals

  • Bard, Druid at Class level 1
  • Nature Domain (Cleric) at Class level 1, as a Domain Spell
  • Ranger at Class level 2
  • Oath of the Ancients (Paladin) and Wildheart (Barbarian) at Class level 3
  • Knowledge Domain (Cleric) at Class level 6
  • Forest Gnome at Character level 1
  • Granted by features: Magic Initiate: Bard or Druid, Ritual Caster
  • Source item: Potion of Animal Speaking

Speak with Animals

Level 1 Divination Spell

Gain the ability to comprehend and verbally communicate with beasts.

Range: Self Duration: Until Long Rest

When to cast Speak with Animals

It is a Ritual, so out of combat it costs you nothing but a moment, and Baldur’s Gate 3 is stuffed with talking animals that hand you quests, secrets, lore, and the occasional shortcut. Keeping it prepared quietly opens a lot of content.

There is no combat use whatsoever, so it lives entirely in the exploration and dialogue half of the game. If you have a Druid or Bard, cast it and forget it, because it lasts until Long Rest and pays off constantly.