by Claude Helper | Apr 24, 2026 | Spells
Armour of Agathys is a Level 1 Abjuration Spell in Baldur’s Gate 3 available to Warlocks, Sorcerers of the White Draconic Bloodline Ancestry, and a few other sub-classes at higher levels. It allows the spellcaster to create an armor of frost that provides additional HP and damages attackers.
Spell description: A spectral frost covers you. Gain 5 temporary hit ponts and deal 5 Cold Damge to any creature that hits you with a melee attacks.
Spell properties
- Damage: 5 temporary HP and 5 Cold damage
- Damage type: Cold
- Range: Self
- Duration: Until long rest
- Conditions applied: Can only have temporary HP from one source.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Temporary hit points and reflection damage increased by 5 per spell level.
How to obtain Armour of Agathys
- Warlock at Class level 1
- Draconic Bloodline: White (Sorcerer) at Class level 1
- College of Lore (Bard) at Class level 6 via Magical Secrets
- Bard at Class level 10 via Magical Secrets
- Granted by features: Magic Initiate: Warlock
Source item: Icebite Robe (once per Long rest)
Gain 5 temporary hit points and deal 5 Cold damage to any creature that hits you with a melee attack.
Can only have temporary hit points from one source
by Claude Helper | Apr 24, 2026 | Spells
A level 1 Enchantment spell in Baldur’s Gate 3 available to Bard, Druid, Rangers, and other sub-classes. It allows the spellcaster to charm a beast and convince it that they mean no hartm.
Description: Charm a beast and convince it not to attack you.
Spell properties
- Range: 18m (60ft)
- Duration: 10 turns
- Save: WIS save
- Conditions:
- The creature must have an Intelligence of 3 or less.
- Condition ends early if you or an ally hurt the target.
- In higher difficulty modes, the target may become hostile when the spell ends.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Animal Friendship at a higher level provides no additional benefits.
How to obtain Animal Friendship
- Bard, Druid, and Nature Domain (Cleric) at Class level 1
- Ranger at Class level 2
- Granted by features: Magic Initiate: Bard, Magic Initiate: Druid
- Source items: Beastmaster’s Chain
Convince a beast not to attack you.
The creature must have an Intelligence of 3 or less.
Charmed
Condition:
CHARMED (The beast cannot attack the spellcaster. The spellcaster has advantage on Charisma Checks in dialogue.)
by Claude Helper | Apr 24, 2026 | Spells
Charm Person is a level 1 Enchantment Spell available to most classes and sub-classes in Baldur’s Gate 3. It allows the spellcaster to temporarily charm a humanoid and gain Advantage on Charisma Checks.
Spell description: Magically Charm a humanoid to gain Advantage on Ability Checks in dialogue and prevent it from attacking. Enemies have Advantage on Saving Throws against being Charmed. When the spell ends, the target might accuse you of Charming them.
Spell properties
- Range: 18m (60ft)
- Duration: 10 turns
- Save: WIS save
- Conditions applied: Charmed (Can’t attack the spellcaster. Spellcaster has advantage on all checks in dialogues). In higher difficulty modes, the target may accuse you of enchanting them.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Affects an extra target for each spell slot level above the 1st.
How to obtain Charm person
- Bard, Druid, Sorcerer, Warlock, Wizard at Class level 1
- Trickery Domain (Cleric) at Class level 1
- Arcane Trickster (Rogue) and Eldritch Knight (Fighter) at Class level 3
- Granted by Features: Magic Initiate: Bard, Magic Initiate: Druid, Magic Initiate: Sorcerer, Magic Initiate: Warlock, Magic Initiate: Wizard
- Source item: Shar’s Temptation
Charm a humanoid to prevent it from attacking you.
You gain Advantage on Charisma Checks in dialogue.
Enemies have Advantage on Saving Throws against being Charmed.
10 turns
Condition ends early if you or an ally hurt the target
by Claude Helper | Apr 24, 2026 | Spells
Chromatic Orb is a level 1 Evocation spell available to Sorcerer, Wizards, and other sub-classes later on in the game. It allows the caster to hurl a sphere of energy of the chosen damage type in an area of effect.
Spell description: Hurl a sphere of energy. It deals 3d8 Thunder damage, or deals 2d8 Acid, Cold; Fire, Lightning, or Poison damage and creates a surface.
Spell properties
- Damage: 3d8 Thunder or 2d8 Element
- Damage type: Thunder, Acid, Cold, Fire, Lightning, or Poison (see variations below)
- Range: 18m (60ft)
- Area: Varies
- Duration: Varies
- Save: Varies
- Attack type: Ranged
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Deals an extra 1d8 damage of the chosen type for each spell slot above the 1st.
How to obtain Chromatic Orb
- Sorcerer, Wizard at Class level 1
- Arcane Trickster (Rogue) and Eldritch Knight (Fighter) at Class level 3
- College of Lore (Bard) at Class level 6 via Magical Secrets
- Bard at Class level 10 via Magical Secrets
- Granted by features: Magic Initiate: Sorcerer, Magic Initiate: Wizard
- Can also be learned by Warlocks who choose the Eldritch Invocation, Book of Ancient Secrets. Can be cast once per Long Rest without expending Spell Slots.
Chromatic Orb spell variants
Chromatic Orb: Acid
The Acid variant of Chromatic Orb creates an Acid Area.
Damage:
2-16
2d8, Acid
Hurl a sphere of energy that deals 2d8 Acid damage and creates an Acid surface.
Attack roll
Creates area: Acid
Chromatic Orb: Cold
The Cold variant of Chromatic Orb creates an Ice area.
Damage:
2-16
2d8, Cold
Hurl a sphere of energy that deals 2d8 Cold damage and creates an Ice surface.
Attack roll
Creates area: Ice
Chromatic Orb: Fire
The Fire variant of Chromatic Orb creates a burning area with multiple conditions applied.
Damage:
2-16
2d8, Fire
Hurl a sphere of energy that deals 2d8 Fire damage aind creates a Fire surface.
Attack roll
Creates area: Acid
Chromatic Orb: Lightning
The Lightning variant of Chromatic orb creates an area of Electrified water that damages units.
Damage:
2-16
2d8, Lightning
Hurl a sphere of energy that deals 2d8 Lightning damage and creates an Electricified Water surface.
Attack roll
Creates area: Electrified Water
Duration: 2 turns
AoE: 2 m (7 ft) Radius
Type: Surface
Deals 1d4 Lightning damage per turn.
Takes 1d4 Lightning damage at the start of each turn.
Chromatic Orb: Poison
The Poison variant of Chromatic Orb creates an area with simple toxins that poison units.
Damage:
2-16
2d8, Poison
Hurl a sphere of energy that damages the target and creates a bubbling surface to Poison creatures.
Attack roll
Creates area: Simple Toxin
Duration: 2 turns
AoE: 2 m (7 ft) Radius
Type: Surface
Applies Poisoned.
CON Save (Spell save DC)
Affected entity takes 1d4 Poison damage at the end of its next turn.
Chromatic Orb: Thunder
The Thunder version of Chromatic Orb doesn’t create an area of effect but deals more damage than other variants.
Damage:
3-24
3d8, Thunder
Hurl a sphere of energy that deals 3d8 Thunder damage.
Attack roll
by Claude Helper | Apr 1, 2026 | Spells
Level 3 Evocation spell available to Sorcerers and Wizards. 8d6 Fire in a big radius, Dexterity save for half, at 18m range. This is the spell every arcane caster levels up for, and it stays useful until the credits.
Spell description: Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity.
Spell properties
- Damage: 8d6 Fire
- Damage type: Fire
- Range: 18m (60ft)
- Area: 6m (20ft) radius
- Save: DEX save (half damage on success)
- Conditions applied: Ignites flammable surfaces and objects.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Fireball at a higher level deals an additional 1d6 Fire damage for each spell slot level above the 3rd.
How to obtain Fireball
- Sorcerer, Wizard at Class level 5
- Light Domain (Cleric) and The Fiend (Warlock) at Class level 5
- Eldritch Knight (Fighter) and Arcane Trickster (Rogue) at Class level 13
Source items: Incandescent Staff, Markoheshkir, Necklace of Fireballs, Scroll of Fireball
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity.
When to cast Fireball
Cast it into the biggest cluster of enemies you can find. 8d6 is an average of 28 damage to every single creature in the blast, which deletes most groups of normal enemies outright and softens up the rest for the melee.
It ignites the ground, so a Fireball into a Grease puddle or a room full of oil barrels does a lot more than 8d6. It also ignites your own party, so get them out of the radius first. The radius is bigger than it looks.
Fire is the most commonly resisted damage type in the game, and Act 2 in particular is full of things that shrug it off. When it lands unresisted it is the best damage per slot you have. When it does not, Lightning Bolt does the same job.
Do not upcast it unless you have nothing better to do with the slot. One extra d6 per level is poor value next to the Level 4 and 5 spells you could be casting instead.