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    Baldur's Gate 3 Evocation Spells

    Baldurs Gate 3

    Below you will find a Baldur's Gate 3 Evocation Spells List, and this list will include Level Requirments, Cost, and a description of what they do.We also list every Class and Subclass that can use Evocation spells in BG3.

    Evocation Spells BG3

    Baldur's Gate 3 Evocation Spells List

    A complete Baldur's Gate 3 Evocation Spells List, and you can view what level is required to learn the spells such as Burning Hands, Cure Wounds, Guiding Bolt and the Cost to use it. We also included what classes can use these Evocation spells and the description of what it does in-game.

    SpellLevelClassesCostDescription
    Dancing LightsCantripBard, Sorcerer, Wizard1 Action

    Create wisps of light that illuminate a 12m radius. Yes

    Eldritch BlastCantripWarlock1 Action

    Constitutionjure a beam of crackling energy that deals 1d10 Force. No

    Fire BoltCantripSorcerer, Wizard1 Action

    Hurl a mote of fire that deals 1d6 Fire and creates a flammable surface. No

    LightCantripBard, Cleric, Sorcerer, Wizard1 Action

    Infuse an objet with an aura of light. No

    Ray of FrostCantripSorcerer, Wizard1 Action

    Call forth a frigid beam of blue-white light. Deals 1d8 Cold and reduces the targe's speed by 3m Inflicts Ray of Frost No

    Sacred FlameCantripCleric1 Action

    Constitutionjure a flame-like radiance that deals 1d8 Radiant. No

    Shocking GraspCantripSorcerer, Wizard1 Action

    Lightning springs from your hand. It deal 1d8 Lightning and prevents the target from taking reactions. Inflicts Shocking Grasp No

    Burning HandsLevel 1Light Domain, Sorcerer, The Fiend, Wizard, Celestial, Undying Light Patron1 Action

    Fire shoots from your outstretched fingers. It ignites anything flammable and deals 3d6 Fire. On successfull save, targets only take half damage. No

    Chromatic OrbLevel 1Sorcerer, Wizard1 Action

    If the spell attack hits, deals 3d8 damage of a previously determined type [Damage + Level] No

    Cure WoundsLevel 1Bard, Cleric, Life Domain, Druid, Paladin, Ranger, Celestial1 Action

    A creature you touch regains 1d8+0 hit points. This spell has no effect on undead or constructs. No

    Divine FavorLevel 1War Domain, Paladin, Strength Domain1 Bonus Action

    If a weapon attack hits, deals an extra 1d4 radiant damage. Yes

    Faerie FireLevel 1Bard, Light Domain, Druid, Archfey1 Action

    Encase multiple targets in colourful light. The targets turns visible, and attack rolls against the targets have advantage. Yes

    Guiding BoltLevel 1Cleric, Solidarity Domain1 Action

    Call forth a beam of light. deals 4d6 Radiant and grants advantage on the next attack agains the target. Inflic Guiding Bolt. No

    Healing WordLevel 1Bard, Cleric, Druid1 Bonus Action

    A creature you can see ragains 1d4+0 hit points. This spell has no effect on Undead or Constitutionstructs. No

    Hellish RebukeLevel 1Oath of the Oathbreaker, Warlock1 Reaction

    The next time you take damage, you use your reaction to surround you attacker in hellish flames that deal 2d10 Fire. On a succesful save, the target only takes half damage. No

    Magic MissileLevel 1Arcana Domain, Sorcerer, Wizard1 Action

    Create three darts of magical force, each dealing 1d4+1 Force to its target No

    Searing SmiteLevel 1Paladin, Forge Domain, Stone Origin, Zeal Domain1 Bonus Action

    If the attack hits, deals an extra 1d6 fire damage and ignite the target [Damage + Level]. Yes

    Thunderous SmiteLevel 1Paladin, Stone Origin, Zeal Domain1 Bonus Action

    If the attack hits, deals an extra 2d6 thunder damage, and target must succeed on a Strength. save or be pushed and knocked prone. Yes

    ThunderwaveLevel 1Bard, Tempest Domain, Druid, Sorcerer, Wizard1 Action

    Release a wave of thunderous force. It deals 2d8 Thunder and pushes away creatures and objets. No

    Witch BoltLevel 1Sorcerer, Warlock, Wizard1 Action

    Call forth a beam of crackling, purple energy. Deals 1d12 Lightning and links you to the target through an arc of lightning. Each turn, you can activate the arc to automatically deal 1d12 Lightning. Inflicts Witch Bolt Yes

    Wrathful SmiteLevel 1Paladin, Hexblade, Stone Origin1 Bonus Action

    If the attack hits, deals an extra 1d6 psychic damage and the target must succeed on a Wisdom. save or be frightened. Yes

    Branding SmiteLevel 2Paladin, Hexblade, Stone Origin1 Bonus Action

    If a weapon attack hits, deals an extra 2d6 radiant damage and the target sheds dim light in 5-ft radius [Damage + Level]. Yes

    Continual FlameLevel 2Cleric, Wizard1 Action

    Create a flame that produces a light equivalent in brightness to a torch, but does not emit any heat. No

    DarknessLevel 2Circle of the Swamp, Oath of the Oathbreaker, Sorcerer, Warlock, Wizard1 Action

    Create a cloud of magical darkness to Heavily Obscure and Blind creatures within. Creatures cannot make ranged attacks into or out of the darkness. Yes

    Flame BladeLevel 2Druid1 Bonus Action

    If the spell attack hits, deals 3d6 fire damage [Damage + Level]. Shed bright light in 10 ft and dim light in additional 10 ft. Yes

    Gust of WindLevel 2Tempest Domain, Druid, Sorcerer, Wizard1 Action

    Creatures on a 60-ft-long, 10-ft-wide line mus succeed on a Strength. save or be pushed 15 ft away. Yes

    Melf's Acid ArrowLevel 2Circle of the Swamp, Wizard1 Action

    Shoot a green arrow that bursts in a spray of acid. Deals 4d4 Acid immdiatly and 2d4 Acid at the end of the target's turn. On succesful save, the target only takes half the initial damage. No

    MoonbeamLevel 2Druid, Oath of Ancients1 Action

    Creatures in a 5-ft-radius, 40-ft-high cylinder must succeed on a Constitution. save or take 2d10 radiant damage [Damage + Level]. Yes

    Prayer of HealingLevel 2Cleric10 Minutes

    All allied creatures you can see each regain 2d8+2 hit ponts. This Spell has no effect on undead or constructs, and can only be used outside of combat. No

    Scorching RayLevel 2Light Domain, Sorcerer, The Fiend, Wizard1 Action

    Hurl three rays of Fire. Each ray deals 2d6 Fire. No

    ShatterLevel 2Bard, Tempest Domain, Sorcerer, Warlock, Wizard, Zeal Domain1 Action

    Generate a painfully intense ringing noise that deals 3d8 Thunder to creates and objects. On a successful save, creatures only takes half damage. Creatures made of inorganic material such as stone have disadvantage on their saving throw. No

    Spiritual WeaponLevel 2Cleric, Life Domain, War Domain, Raven Queen1 Bonus Action

    If the spell attack hits, deals 1d8+Ability.Mod force damage [Damage + Level]. A bonus action allows another attack. No

    Aura of VitalityLevel 3Paladin, Oath of Crown1 Action

    One target in a 30-ft radius regains 2d6 HP. Yes

    Blinding SmiteLevel 3Paladin, Stone Origin1 Bonus Action

    If the attack hits, deals an extra 3d8 radiant damage and the target must succeed on a Constitution. save or be blinded. Yes

    Crusader's MantleLevel 3War Domain, Paladin, Solidarity Domain1 Action

    Friendly creatures in a 30-ft radius deal an extra 1d4 radiant damage when they hit with a weapon attack. Yes

    DaylightLevel 3Cleric, Light Domain, Druid, Circle of the Grassland, Paladin, Ranger, Sorcerer, Celestial, Undying Light Patron1 Action

    Create a sphere that sheds bright light in a 60-ft radius and dim light in an additional 60-ft radius. No

    FireballLevel 3Light Domain, Sorcerer, The Fiend, Wizard, Zeal Domain1 Action

    Creatures in a 20-ft radius must succeed on a Dexterity. save or take 8d6 fire damage [Damage + Level]. No

    Leomund's Tiny HutLevel 3Bard, Wizard1 Minute

    Create a 10-ft-radius dome that can shelter and protect 9 Medium creatures with the caster. No

    Lightning BoltLevel 3Circle of the Mountain, Sorcerer, Wizard, City Domain1 Action

    Creatures on a 100-ft-long, 5-ft-wide line must succeed on a Dexterity. save or take 8d6 lightning damage [Damage + Level]. No

    Mass Healing WordLevel 3Cleric1 Bonus Action

    Up to 6 creatures regain 1d4+Ability. No

    SendingLevel 3Cleric, The Great Old One, Wizard, Seeker1 Action

    Send a 25-words message to a creature you are familiar with, regardless of the distance or the plan. It can answer it. No

    Wind WallLevel 3Nature Domain, Druid, Ranger1 Action

    Create a 50-ft-long, 15-ft-high, 1-ft-thick wall of wind. Small flying creatures can't pass. Arrows and bolts are deflected. Yes

    Fire ShieldLevel 4The Fiend, Wizard, Celestial, Undying Light Patron, Zeal Domain1 Action

    The caster gains resistance to cold or fire damage, and deals 2d8 damage to attackers who hit him within 5 ft. No

    Ice StormLevel 4Tempest Domain, Druid, Circle of the Arctic, Oath of Ancients, Sorcerer, Wizard, Raven Queen1 Action

    Creatures in a 20-ft-radius, 40-ft-high cylinder must succeed on a Dexterity. save or take 2d8 bludgeoning damage and 4d6 cold damage. No

    Otiluke's Resilient SphereLevel 4Wizard, Protection Domain1 Action

    The Large size or smaller target must succeedd on a Dexterity. save or be enclosed for the spell duration. Yes

    Staggering SmiteLevel 4Paladin, Hexblade, Stone Origin1 Bonus Action

    If the attack hits, deals an extra 4d6 pyschic damage and the target must succeed on a Wisdom. save or have a disadvantage. Yes

    Wall of FireLevel 4Light Domain, Druid, Sorcerer, The Fiend, Wizard, Forge Domain, Celestial1 Action

    Create a 60 x 20 x 1 ft wall of fire. Creatures inside or within 10ft of one side of the wall take 5d8 fire damage [Damage + Level]. Yes

    Bigby's HandLevel 5Wizard1 Action

    Create a Large hand with a Strengthength of 26 that can strike 4d8 force damage, push, grapple, or protect [Damage + Level]. Yes

    Cone of ColdLevel 5Circle of the Arctic, Sorcerer, Wizard, Hexblade1 Action

    Creatures in a 60-ft cone must succeed on a Constitution. save or take 8d8 cold damage [Damage + Level]. No

    Destructive WaveLevel 5Tempest Domain, Paladin, Hexblade, Strength Domain, Zeal Domain1 Action

    Targets in a 30-ft radius must succeed on a Constitution. save or take 5d6 thunder damage and 5d6 radiant or necrotic damage. No

    Flame StrikeLevel 5Cleric, Light Domain, War Domain, Oath of Devotion, The Fiend, Celestial, Undying Light Patron, Zeal Domain1 Action

    Creatures in a 10-ft-radius, 40-ft-high cylinder must succeed on a Dexterity. save or take 4d6 fire and 4d6 radiant [Damage + Level]. No

    HallowLevel 5Cleric, The Fiend24 hours

    Prevent celestials, elementals, fey, The Fiends, and undead to enter a 60-ft-radius area and protect/handicap the targets. No

    Mass Cure WoundsLevel 5Bard, Cleric, Life Domain, Druid, Solidarity Domain1 Action

    Up to 6 creatures regain 3d8+Spell.Ability. No

    Wall of ForceLevel 5Wizard, Protection Domain1 Action

    Create a physically insurmountable wall of force [ten 10-ft panels] immune to all types of damage. Yes

    Wall of StoneLevel 5Druid, Circle of the Desert, Circle of the Mountain, Sorcerer, Wizard1 Action

    Create a nonmagical wall of stone [ten 10-ft panels] that can be damaged. Yes

    Blade BarrierLevel 6Cleric1 Action

    Create a 100 x 20 x 5 ft wall that provides three-quarters cover and can inflict 6d10 slashing damage if passed through. Yes

    Chain LightningLevel 6Sorcerer, Wizard1 Action

    Up to 4 different targets must succeed on a Dexterity. save or take 10d8 lightning damage [+1 target + Level ]. No

    ContingencyLevel 6Wizard10 Minutes

    Constitutiondition the activation of a 5th level spell or lower that can target the caster. No

    HealLevel 6Cleric, Druid1 Action

    1 creature regains 70 HP and are cured of diseases, blindness, and deafness [+10 HP + Level ]. No

    Otiluke's Freezing SphereLevel 6Wizard1 Action

    Creatures in a 60-ft-radius sphere must succeed on a Constitution. save or take 10d6 cold damage [Damage + Level]. No

    SunbeamLevel 6Druid, Sorcerer, Wizard1 Action

    Creatures on a 5-ft-wide, 60-ft-long line must succeed on a Constitution. save or take 6d8 radiant damage and be blinded. Yes

    Wall of IceLevel 6Wizard1 Action

    Create a wall of ice [ten 10-ft panels] that can be damaged and can inflict 5d6 cold damage if passed through [Damage + Level]. Yes

    Delayed Blast FireballLevel 7Sorcerer, Wizard1 Action

    Creatures in a 20-ft-radius sphere must succeed on a Dexterity. save or take 12d6 fire damage [Damage + Level]. Yes

    Divine WordLevel 7Cleric1 Bonus Action

    Targets must succeed on a Charisma. save or suffer an effect [deafened, blinded, etc]. Some creatures are banned. No

    Fire StormLevel 7Cleric, Druid, Sorcerer1 Action

    Creatures in ten 10-ft cube must succeed on a Dexterity. save or take 7d10 fire damage. No

    ForcecageLevel 7Bard, Warlock, Wizard1 Action

    Creates a 20-ft cage or a 10-ft box of magical force that traps a creature. Escape by magicial means only. No

    Mordenkainen's SwordLevel 7Bard, Wizard1 Action

    If the spell attack hits, deals 3d10 force damage. The sword can move. Yes

    Prismatic SprayLevel 7Sorcerer, Wizard1 Action

    Creatures in a 60-ft cone must succeed on a Dexterity. save or take 10d6 damage of a randomly determined type. No

    EarthquakeLevel 8Cleric, Druid, Sorcerer1 Action

    Creatures in a 100-ft radius must succeed on a Dexterity. save or be knocked prone. Cause damage to structures. Yes

    SunburstLevel 8Druid, Sorcerer, Wizard1 Action

    Creatures in a 60-ft radius must succeed on a Constitution. save or take 12d6 radiant damage and be blinded for 1 min. No

    TelepathyLevel 8Wizard1 Action

    Comunicate via telepathy with a known and willing creature on the same plane of existence. No

    Mass HealLevel 9Cleric1 Action

    Several creatures regain a total of 700 ph and are cured of diseases, blindness, and deafness. No

    Meteor SwarmLevel 9Sorcerer, Wizard1 Action

    Creatures in a 40-ft-radius sphere must succeed on a Dexterity. save or take 20d6 fire damage and 20d6 bludgeoning damage. No

    Power Word HealLevel 9Bard1 Action

    The target regains all its HP and charmed, frightened, paralyzed, and stunned conditions end. No

    You can view other List of Spells for every Class in BG3 by Clicking the Links below.

    • Ranger
    • Wizard
    • Sorcerer
    • Warlock
    • Bard
    • Druid
    • Cleric
    • Paladin
    • Abjuration
    • Conjuration
    • Divination
    • Enchantment
    • Evocation
    • Illusion
    • Necromancy
    • Transmutation

    • Related
    • List
    • Spells

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