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.
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.
Spell | Level | Classes | Cost | Description |
---|---|---|---|---|
Dancing Lights | Cantrip | Bard, Sorcerer, Wizard | 1 Action | Create wisps of light that illuminate a 12m radius. |
Eldritch Blast | Cantrip | Warlock | 1 Action | Constitutionjure a beam of crackling energy that deals 1d10 Force. |
Fire Bolt | Cantrip | Sorcerer, Wizard | 1 Action | Hurl a mote of fire that deals 1d6 Fire and creates a flammable surface. |
Light | Cantrip | Bard, Cleric, Sorcerer, Wizard | 1 Action | Infuse an objet with an aura of light. |
Ray of Frost | Cantrip | Sorcerer, Wizard | 1 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 |
Sacred Flame | Cantrip | Cleric | 1 Action | Constitutionjure a flame-like radiance that deals 1d8 Radiant. |
Shocking Grasp | Cantrip | Sorcerer, Wizard | 1 Action | Lightning springs from your hand. It deal 1d8 Lightning and prevents the target from taking reactions.
Inflicts Shocking Grasp |
Burning Hands | Level 1 | Light Domain, Sorcerer, The Fiend, Wizard, Celestial, Undying Light Patron | 1 Action | Fire shoots from your outstretched fingers. It ignites anything flammable and deals 3d6 Fire.
On successfull save, targets only take half damage. |
Chromatic Orb | Level 1 | Sorcerer, Wizard | 1 Action | If the spell attack hits, deals 3d8 damage of a previously determined type [Damage + Level] |
Cure Wounds | Level 1 | Bard, Cleric, Life Domain, Druid, Paladin, Ranger, Celestial | 1 Action | A creature you touch regains 1d8+0 hit points.
This spell has no effect on undead or constructs. |
Divine Favor | Level 1 | War Domain, Paladin, Strength Domain | 1 Bonus Action | If a weapon attack hits, deals an extra 1d4 radiant damage. |
Faerie Fire | Level 1 | Bard, Light Domain, Druid, Archfey | 1 Action | Encase multiple targets in colourful light. The targets turns visible, and attack rolls against the targets have advantage. |
Guiding Bolt | Level 1 | Cleric, Solidarity Domain | 1 Action | Call forth a beam of light. deals 4d6 Radiant and grants advantage on the next attack agains the target.
Inflic Guiding Bolt. |
Healing Word | Level 1 | Bard, Cleric, Druid | 1 Bonus Action | A creature you can see ragains 1d4+0 hit points.
This spell has no effect on Undead or Constitutionstructs. |
Hellish Rebuke | Level 1 | Oath of the Oathbreaker, Warlock | 1 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. |
Magic Missile | Level 1 | Arcana Domain, Sorcerer, Wizard | 1 Action | Create three darts of magical force, each dealing 1d4+1 Force to its target |
Searing Smite | Level 1 | Paladin, Forge Domain, Stone Origin, Zeal Domain | 1 Bonus Action | If the attack hits, deals an extra 1d6 fire damage and ignite the target [Damage + Level]. |
Thunderous Smite | Level 1 | Paladin, Stone Origin, Zeal Domain | 1 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. |
Thunderwave | Level 1 | Bard, Tempest Domain, Druid, Sorcerer, Wizard | 1 Action | Release a wave of thunderous force. It deals 2d8 Thunder and pushes away creatures and objets. |
Witch Bolt | Level 1 | Sorcerer, Warlock, Wizard | 1 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 |
Wrathful Smite | Level 1 | Paladin, Hexblade, Stone Origin | 1 Bonus Action | If the attack hits, deals an extra 1d6 psychic damage and the target must succeed on a Wisdom. save or be frightened. |
Branding Smite | Level 2 | Paladin, Hexblade, Stone Origin | 1 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]. |
Continual Flame | Level 2 | Cleric, Wizard | 1 Action | Create a flame that produces a light equivalent in brightness to a torch, but does not emit any heat. |
Darkness | Level 2 | Circle of the Swamp, Oath of the Oathbreaker, Sorcerer, Warlock, Wizard | 1 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. |
Flame Blade | Level 2 | Druid | 1 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. |
Gust of Wind | Level 2 | Tempest Domain, Druid, Sorcerer, Wizard | 1 Action | Creatures on a 60-ft-long, 10-ft-wide line mus succeed on a Strength. save or be pushed 15 ft away. |
Melf's Acid Arrow | Level 2 | Circle of the Swamp, Wizard | 1 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. |
Moonbeam | Level 2 | Druid, Oath of Ancients | 1 Action | Creatures in a 5-ft-radius, 40-ft-high cylinder must succeed on a Constitution. save or take 2d10 radiant damage [Damage + Level]. |
Prayer of Healing | Level 2 | Cleric | 10 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. |
Scorching Ray | Level 2 | Light Domain, Sorcerer, The Fiend, Wizard | 1 Action | Hurl three rays of Fire. Each ray deals 2d6 Fire. |
Shatter | Level 2 | Bard, Tempest Domain, Sorcerer, Warlock, Wizard, Zeal Domain | 1 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. |
Spiritual Weapon | Level 2 | Cleric, Life Domain, War Domain, Raven Queen | 1 Bonus Action | If the spell attack hits, deals 1d8+Ability.Mod force damage [Damage + Level]. A bonus action allows another attack. |
Aura of Vitality | Level 3 | Paladin, Oath of Crown | 1 Action | One target in a 30-ft radius regains 2d6 HP. |
Blinding Smite | Level 3 | Paladin, Stone Origin | 1 Bonus Action | If the attack hits, deals an extra 3d8 radiant damage and the target must succeed on a Constitution. save or be blinded. |
Crusader's Mantle | Level 3 | War Domain, Paladin, Solidarity Domain | 1 Action | Friendly creatures in a 30-ft radius deal an extra 1d4 radiant damage when they hit with a weapon attack. |
Daylight | Level 3 | Cleric, Light Domain, Druid, Circle of the Grassland, Paladin, Ranger, Sorcerer, Celestial, Undying Light Patron | 1 Action | Create a sphere that sheds bright light in a 60-ft radius and dim light in an additional 60-ft radius. |
Fireball | Level 3 | Light Domain, Sorcerer, The Fiend, Wizard, Zeal Domain | 1 Action | Creatures in a 20-ft radius must succeed on a Dexterity. save or take 8d6 fire damage [Damage + Level]. |
Leomund's Tiny Hut | Level 3 | Bard, Wizard | 1 Minute | Create a 10-ft-radius dome that can shelter and protect 9 Medium creatures with the caster. |
Lightning Bolt | Level 3 | Circle of the Mountain, Sorcerer, Wizard, City Domain | 1 Action | Creatures on a 100-ft-long, 5-ft-wide line must succeed on a Dexterity. save or take 8d6 lightning damage [Damage + Level]. |
Mass Healing Word | Level 3 | Cleric | 1 Bonus Action | Up to 6 creatures regain 1d4+Ability. |
Sending | Level 3 | Cleric, The Great Old One, Wizard, Seeker | 1 Action | Send a 25-words message to a creature you are familiar with, regardless of the distance or the plan. It can answer it. |
Wind Wall | Level 3 | Nature Domain, Druid, Ranger | 1 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. |
Fire Shield | Level 4 | The Fiend, Wizard, Celestial, Undying Light Patron, Zeal Domain | 1 Action | The caster gains resistance to cold or fire damage, and deals 2d8 damage to attackers who hit him within 5 ft. |
Ice Storm | Level 4 | Tempest Domain, Druid, Circle of the Arctic, Oath of Ancients, Sorcerer, Wizard, Raven Queen | 1 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. |
Otiluke's Resilient Sphere | Level 4 | Wizard, Protection Domain | 1 Action | The Large size or smaller target must succeedd on a Dexterity. save or be enclosed for the spell duration. |
Staggering Smite | Level 4 | Paladin, Hexblade, Stone Origin | 1 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. |
Wall of Fire | Level 4 | Light Domain, Druid, Sorcerer, The Fiend, Wizard, Forge Domain, Celestial | 1 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]. |
Bigby's Hand | Level 5 | Wizard | 1 Action | Create a Large hand with a Strengthength of 26 that can strike 4d8 force damage, push, grapple, or protect [Damage + Level]. |
Cone of Cold | Level 5 | Circle of the Arctic, Sorcerer, Wizard, Hexblade | 1 Action | Creatures in a 60-ft cone must succeed on a Constitution. save or take 8d8 cold damage [Damage + Level]. |
Destructive Wave | Level 5 | Tempest Domain, Paladin, Hexblade, Strength Domain, Zeal Domain | 1 Action | Targets in a 30-ft radius must succeed on a Constitution. save or take 5d6 thunder damage and 5d6 radiant or necrotic damage. |
Flame Strike | Level 5 | Cleric, Light Domain, War Domain, Oath of Devotion, The Fiend, Celestial, Undying Light Patron, Zeal Domain | 1 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]. |
Hallow | Level 5 | Cleric, The Fiend | 24 hours | Prevent celestials, elementals, fey, The Fiends, and undead to enter a 60-ft-radius area and protect/handicap the targets. |
Mass Cure Wounds | Level 5 | Bard, Cleric, Life Domain, Druid, Solidarity Domain | 1 Action | Up to 6 creatures regain 3d8+Spell.Ability. |
Wall of Force | Level 5 | Wizard, Protection Domain | 1 Action | Create a physically insurmountable wall of force [ten 10-ft panels] immune to all types of damage. |
Wall of Stone | Level 5 | Druid, Circle of the Desert, Circle of the Mountain, Sorcerer, Wizard | 1 Action | Create a nonmagical wall of stone [ten 10-ft panels] that can be damaged. |
Blade Barrier | Level 6 | Cleric | 1 Action | Create a 100 x 20 x 5 ft wall that provides three-quarters cover and can inflict 6d10 slashing damage if passed through. |
Chain Lightning | Level 6 | Sorcerer, Wizard | 1 Action | Up to 4 different targets must succeed on a Dexterity. save or take 10d8 lightning damage [+1 target + Level ]. |
Contingency | Level 6 | Wizard | 10 Minutes | Constitutiondition the activation of a 5th level spell or lower that can target the caster. |
Heal | Level 6 | Cleric, Druid | 1 Action | 1 creature regains 70 HP and are cured of diseases, blindness, and deafness [+10 HP + Level ]. |
Otiluke's Freezing Sphere | Level 6 | Wizard | 1 Action | Creatures in a 60-ft-radius sphere must succeed on a Constitution. save or take 10d6 cold damage [Damage + Level]. |
Sunbeam | Level 6 | Druid, Sorcerer, Wizard | 1 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. |
Wall of Ice | Level 6 | Wizard | 1 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]. |
Delayed Blast Fireball | Level 7 | Sorcerer, Wizard | 1 Action | Creatures in a 20-ft-radius sphere must succeed on a Dexterity. save or take 12d6 fire damage [Damage + Level]. |
Divine Word | Level 7 | Cleric | 1 Bonus Action | Targets must succeed on a Charisma. save or suffer an effect [deafened, blinded, etc]. Some creatures are banned. |
Fire Storm | Level 7 | Cleric, Druid, Sorcerer | 1 Action | Creatures in ten 10-ft cube must succeed on a Dexterity. save or take 7d10 fire damage. |
Forcecage | Level 7 | Bard, Warlock, Wizard | 1 Action | Creates a 20-ft cage or a 10-ft box of magical force that traps a creature. Escape by magicial means only. |
Mordenkainen's Sword | Level 7 | Bard, Wizard | 1 Action | If the spell attack hits, deals 3d10 force damage. The sword can move. |
Prismatic Spray | Level 7 | Sorcerer, Wizard | 1 Action | Creatures in a 60-ft cone must succeed on a Dexterity. save or take 10d6 damage of a randomly determined type. |
Earthquake | Level 8 | Cleric, Druid, Sorcerer | 1 Action | Creatures in a 100-ft radius must succeed on a Dexterity. save or be knocked prone. Cause damage to structures. |
Sunburst | Level 8 | Druid, Sorcerer, Wizard | 1 Action | Creatures in a 60-ft radius must succeed on a Constitution. save or take 12d6 radiant damage and be blinded for 1 min. |
Telepathy | Level 8 | Wizard | 1 Action | Comunicate via telepathy with a known and willing creature on the same plane of existence. |
Mass Heal | Level 9 | Cleric | 1 Action | Several creatures regain a total of 700 ph and are cured of diseases, blindness, and deafness. |
Meteor Swarm | Level 9 | Sorcerer, Wizard | 1 Action | Creatures in a 40-ft-radius sphere must succeed on a Dexterity. save or take 20d6 fire damage and 20d6 bludgeoning damage. |
Power Word Heal | Level 9 | Bard | 1 Action | The target regains all its HP and charmed, frightened, paralyzed, and stunned conditions end. |
You can view other List of Spells for every Class in BG3 by Clicking the Links below.