Learn about the best of the best spells to cast in BG3.
Baldur’s Gate 3 is an enchanted world where your arcane spells and mystical energies will dictate the course of your adventures. These spells wield tremendous influence, bestowing power and strategy on those who can control them. Here, we will go in-depth on some of the best spells you can count on in Baldur’s Gate 3 and reveal their mysteries and impact on the game’s story and gameplay.
Each of these spells exemplifies the art of spellcasting that defines the enthralling world of D&D as well. Even though these spells are not weapons, they are instruments of innovation, providing inventive methods to overcome obstacles and enhancing your appeal to this magical universe. The ranks of classes such as Sorcerers, Warlocks, Wizards, Bards, Druids, and Clerics unlock the potential of these arcane marvels. Now, without further, let’s get to know more about these top spells. Hop in!
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Top 7 Best Spells in BG3
7. Speak With Animals
Baldur’s Gate 3 offers players the “Talk with Animals” spell, allowing them to engage in brief, meaningful conversations with monsters and animals. Quite expected as we can hardly touch the grass by ourselves, let alone breathe air. However, this Divination Level 1 spell enhanced my gaming experience by interacting with animals in non-combat settings.
This unique experience also provided a new layer of innovation and discovery. The spell’s adaptability outside of battle will allow you to learn it from various classes, such as Bard, Druid, Ranger, and Warlock. Apart from enriching the experience by allowing players to communicate with non-human creatures, you can also expand the story’s potential and discover new challenges.
6. Guiding Bolt
The First-level Evocation spell Guiding Bolt unleashes a dazzling flash of light that can be guided to a specific target within 120 feet. This can cause 4d6 radiant damage and leave behind an aura of magical light. The spell’s effectiveness increases proportionally to the spell slot used, with damage done increasing by 1d6 for every slot level above the first used.
Guiding Bolt provides instant damage and increases the likelihood of further assaults on the same foe. The spell also clears the path for the secondary strikes, increasing the odds of hitting the targeted foe. Clerics and Wizards can access this spell through scrolls.
5. Scorching Ray
The Scorching Ray is a level 2 Evocation spell that unleashes scorching fire at enemies within a 120-feet range. Casting this powerful spell requires only a single rapid motion that will allow you to construct and send three separate rays of scorching fire. You can focus the rays on a single foe or spread them across a wider area.
Scorching Ray’s versatility allows it to be used for more than just single foes. Moreover, it can even set fire to inanimate objects using combustible ingredients like Grease. Its ability to do massive damage and change the tide of battle is a testament to its incredible power—one of the best for Wizard, Sorcerer, and Light Domain Cleric.
4. Hex
The Hex is vital for spellcasters to place a dark curse on a specific foe that will cause necrotic damage. This necrotic damage is devastating in fierce combat, as every hit counts. Hex’s impact goes beyond increasing damage, as it reduces the effectiveness of a creature’s abilities, making it more vulnerable.
Its adaptability is quite impressive as well, as it allows for easy relocation of the curse to another foe if the target dies before its normal duration. Hex’s ability to amplify damage while hindering opponents makes it a vital weapon for spellcasters, especially Warlocks, allowing them to delicately alter the flow of combat and ultimately come out on top.
3. Chromatic Orb
The Chromatic Orb is a devastating 1st-level Evocation orb that can be used in a wide variety of spells to release destructive energy. Casting the spell is instantaneous, although it does need the player’s undivided attention. It has a range of 18 meters and may be used to engage foes from a safe distance.
The Chromatic Orb also comes in 18 different forms. When hit, the energy orb in Baldur’s Gate 3 explodes in a five-foot radius, delivering massive damage to the target species. The spell’s flexibility highlights the malleability of spellcasting and affords a tactical edge in battle by either taking advantage of an opponent’s vulnerabilities or overwhelming them with force.
2. Misty Step
The Misty Step is a strategic teleportation spell granted to Warlocks and Sorcerers. By immersing in a silver mist, you can teleport to any empty spot within your range of sight. This mobility aid allows for rapid, wide-ranging movement without mental effort and can be cast up to 18 meters away.
Misty Step allows casters to traverse great distances and overcome challenges, providing strategic benefits beyond traversal. Its elevation allows casters to swiftly acquire important spots and escape danger or tactically plan attacks.
1. Fireball
The Fireball spell is a deadly arcane skill that explodes within a 20-foot radius, and it makes its debut in Baldur’s Gate 3. This third-level spell shines in situations when the enemies hiding behind obstacles. The Evocation School, which deals with elemental energies and the manipulation of raw energy, is where it all began.
The Action-required Fireball may travel up to 18 meters before exploding in a 6-meter radius. It takes an Action to cast this spell, and those caught in its path can make a Dexterity saving throw against its devastating effects. Only those of the Sorcerer, Wizard, or Warlock classes who share their passion for the destructive beauty of fire can cast the Fireball spell.
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