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    Baldur's Gate 3 Sorcerer Spells

    Baldurs Gate 3

    Below you will find a Baldur's Gate 3 Sorcerer Spells List, and this list will include Level Requirments, Cost, and a description of what they do.The Sorcerer Class and its Subclasses Draconic Bloodline, Wild Magic use Charisma as it's Primary Ability with a d6 hit die and proficiency in Daggers, Darts, Slings, Quarterstaffs, Light Crossbows with a saving throw proficiency in Constitution & Charisma.

    Sorcerer Spells BG3

    Baldur's Gate 3 Sorcerer Spells List

    A complete Baldur's Gate 3 Sorcerer Spells List, and you can view what level is required to learn the spells such as Mage Hand, Message, Prestidigitation, and the Cost to use it. We also included what school it is from, along with the description of what it does in-game.

    SpellLevelSchoolCostDescription
    Acid SplashCantripConjuration1 Action

    Hurl a bubble of acid that deals 1d6 Acid to each creature it hits. No

    Blade WardCantripAbjuration1 Action

    Gain resistance to Bludgeoning, Piercing, and Slashing damage from weapon attacks. Inflicts Blade Ward No

    Chill TouchCantripNecromancy1 Action

    Assail a creature with the chill of the grave. It takes 1d8 Necrotic and cannot regain hit points. Undead creatures also get disadvantage on attack rolls. Inflicts Chill Touch No

    Dancing LightsCantripEvocation1 Action

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

    Fire BoltCantripEvocation1 Action

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

    FriendsCantripEnchantment1 Action

    Enchant a non-hostile creature to gain advantage on Charismarisma checks agianst it. Yes

    LightCantripEvocation1 Action

    Infuse an objet with an aura of light. No

    Mage HandCantripConjuration1 Action

    Create a spectral hand that can manipulate and interact with objects. No

    MendingCantripTransmutation1 Minute

    Repair break or tear in an object [broken chain link, two halves of a broken key, torn cloak, leaking wineskin, etc]. No

    MessageCantripTransmutation1 Action

    The caster whispers a message to a creature within 120 ft who will be the only one to hear it. It can reply the same way. No

    Minor IllusionCantripIllusion1 Action

    Create an illusory image that distracts nearby creatures, complelling them to investigate. You can remain hidden while casting this spell. No

    Poison SprayCantripConjuration1 Action

    Project a puff of noxious gas that deals 1d12 Poison. No

    PrestidigitationCantripTransmutation1 Action

    Minor magical trick [sensory effect, light a torch, clean an object, warm, make a symbol appear, create a trinket, etc]. No

    Ray of FrostCantripEvocation1 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

    Shocking GraspCantripEvocation1 Action

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

    True StrikeCantripDivination1 Action

    Divine a character's defences to give you advantage on attack rolls against it. Yes

    Burning HandsLevel 1Evocation1 Action

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

    Charm PersonLevel 1Enchantment1 Action

    Magically charm a humanoid that you can see. A charmer has advantage on Charismarmisma checks agains the creature. No

    Chromatic OrbLevel 1Evocation1 Action

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

    Color SprayLevel 1Illusion1 Action

    Creates a dazzling array of flashing, colored lights that Blinds creatures up to a combined 33 hit points. No

    Comprehend LanguagesLevel 1Divination1 Action

    The caster understands any spoken and written [1 min/page] language. Doesn't decode secret messages. No

    Detect MagicLevel 1Divination1 Action

    The caster senses the presence of magic in a 30-ft radius and learns its school of magic. Yes

    Disguise SelfLevel 1Illusion1 Action

    Magically change all aspects of your appearance. No

    Expeditious RetreatLevel 1Transmutation1 Bonus Action

    Turn Dash into a bonus action, allowing you to move at and increadible pace. Inflicts Expeditious Retrat Yes

    False LifeLevel 1Necromancy1 Action

    Bolster yourself with a necromantic facsimile of life to gain 5 temporary hit points. Inflicsts False Life No

    Feather FallLevel 1Transmutation1 Reaction

    Slow the rate of descent of allied creatures. Grants immunity to Falling damage. Inflicts Feather Fall No

    Fog CloudLevel 1Conjuration1 Action

    Create a cloud of dense frog. Creatures submerged in the fog are Heavily Obscured and Blinded. Yes

    JumpLevel 1Transmutation1 Action

    Touch a creature to triple its jumping distance. No

    Mage ArmourLevel 1Abjuration1 Action

    Surround a creature in a protective magical force. Its Armour Class increases by 3. Prerequisite: not wearing armour. No

    Magic MissileLevel 1Evocation1 Action

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

    Ray of SicknessLevel 1Necromancy1 Action

    Call forth a ray of sickening energy. Deals 2d8 Poison and possibly Poinons the target. Inflicts Poisoned No

    ShieldLevel 1Abjuration1 Reaction

    In reaction, the caster gains a +5 bonus to AC and take no damage from the magic missile spell. No

    Silent ImageLevel 1Illusion1 Action

    Create the image of an object or a creature [without sound and no larger than a 15-ft cube] and lets it move. Yes

    SleepLevel 1Enchantment1 Action

    Put creatures up to a combined 24 hit points into a magical slumber. Sleeping creatures awaken if they take damege. Inflicts Sleeping No

    ThunderwaveLevel 1Evocation1 Action

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

    Witch BoltLevel 1Evocation1 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

    Alter SelfLevel 2Transmutation1 Action

    Give a new form depending on the chosen option [Aquatic Adaptation, Charismange Appearance, or Natural Weapons]. Yes

    Blindness - DeafnessLevel 2Necromancy1 Action

    Magically blind an enemy creature. A blinded creatue can try to shake off the effect at the end of each turn. Inflicts Blindness No

    BlurLevel 2Illusion1 Action

    Your body becomes blurred. Attackers have disadvantage on attack rolls against you. Doesn't affect creatures that don't rely on sight or that can see through illusions. Inflicts Blurred Yes

    Cloud of DaggersLevel 2Conjuration1 Action

    Creatures in a 5-ft cube take automatically 4d4 slashing damage [Damage + Level]. Yes

    Crown of MadnessLevel 2Enchantment1 Action

    The target must succeed on a Wisdom. save or be charmed. It then can attack a target designated by the caster. Yes

    DarknessLevel 2Evocation1 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

    DarkvisionLevel 2Transmutation1 Action

    Grant a creature the ability to see in the dark out to a range of 18m. No

    Detect ThoughtsLevel 2Divination1 Action

    Focus your mind to read the thoughts of certain creatures while talking to them. Yes

    Enhance AbilityLevel 2Transmutation1 Action

    The target gains advantage on ability checks for one predefined ability, and other bonuses in such cases [+1 Creature + Level]. Yes

    Enlarge - ReduceLevel 2Transmutation1 Action

    Double or halve the size of a creature or an object. Yes

    Gust of WindLevel 2Evocation1 Action

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

    Hold PersonLevel 2Enchantment1 Action

    Paralyze a humanoid creature. At the end of each of its turns, the creature can try to free itself. Inflicts Hold Person Yes

    InvisibilityLevel 2Illusion1 Action

    Touch a creature to turn it Invisible. The spell ends early it hte creature attacks or casts a spell. Yes

    KnockLevel 2Transmutation1 Action

    Unlock or unbar 1 object [door, chest, padlock, set of manacles, etc] or suppressed the arcane lock spell for 10 Minutes. No

    LevitateLevel 2Transmutation1 Action

    1 creature or object that weighs up to 500 pounds rises vertically up to 20 ft then remains suspended. Yes

    Mirror ImageLevel 2Illusion1 Action

    Creates 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. Whenever you successfully evade an attack, one of the illusions disappears. Inflicts Mirror Image No

    Misty StepLevel 2Conjuration1 Bonus Action

    Surrounded by black mist, you telepart to an unoccupied space you can see. No

    Phantasmal ForceLevel 2Illusion1 Action

    Tha target must succeed on an Intelligence. save or perceive as real an object or creature created by the caster [with sound]. Yes

    Scorching RayLevel 2Evocation1 Action

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

    See InvisibilityLevel 2Divination1 Action

    The caster sees invisible creatures and objects, and into the Ethereal Plane. No

    ShatterLevel 2Evocation1 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

    Spider ClimbLevel 2Transmutation1 Action

    The target can move along vertical surfaces while leaving its hands free and gains climbing speed. Yes

    SuggestionLevel 2Enchantment1 Action

    The target must succeed on a Wisdom. save or follow the suggestion given by the caster in one or two sentences. Yes

    WebLevel 2Conjuration1 Action

    Cover an area in thick, flammeble webbing that can Enweb creatures within. An Enwebbed creature or ally can use its action to try and tear away the webs. Yes

    BlinkLevel 3Transmutation1 Action

    The caster has 50% of chance to switch to the Ethereal Plane, then returns to the space he vanished from on the next turn. No

    ClairvoyanceLevel 3Divination10 Minutes

    Create an invisible sensor in a familiar location within 1 mile, allowing to see or to hear. Yes

    CounterspellLevel 3Abjuration1 Reaction

    In reaction, fail a spell of 3rd level or lower. Ability check if the spell is 4th level or higher. No

    DaylightLevel 3Evocation1 Action

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

    Dispel MagicLevel 3Abjuration1 Action

    End spells of 3rd level 3 or lower on a target. Ability check for each spell of 4th level or higher. No

    FearLevel 3Illusion1 Action

    Creatures in a 30-ft cone must succeed on a Wisdom. save or drop whatever they are holding, become frightened and move away. Yes

    FireballLevel 3Evocation1 Action

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

    FlyLevel 3Transmutation1 Action

    The target gets a flying speed of 60 ft [+1 creature + Level ]. Yes

    Gaseous FormLevel 3Transmutation1 Action

    The target turns into a cloud, gets a flying speed of 10 ft, and can pass through small holes. Yes

    HasteLevel 3Transmutation1 Action

    Target's speed is doubled. It also gains a +2 bonus to AC, advantage to Dexterity. saves and 1 additional action. Yes

    Hypnotic PatternLevel 3Illusion1 Action

    Creatures in a 30-ft cube must succeed on a Wisdom. save or be charmed and incapacitated, with a speed of 0. Yes

    Lightning BoltLevel 3Evocation1 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

    Major ImageLevel 3Illusion1 Action

    Create the image of an animated object or creature, with sounds and smells. Yes

    Protection from EnergyLevel 3Abjuration1 Action

    The target gains resistance to one damage type [acid, cold, fire, lightning, or thunder]. Yes

    Sleet StormLevel 3Conjuration1 Action

    Creatures in a 20-ft-radius, 20-ft-tall cylinder [heavily obscured] must succeed on a Dexterity. save or fall prone. Yes

    SlowLevel 3Transmutation1 Action

    Up to 6 targets must succeed on a Wisdom. save, or have their speed and actions reduced and -2 to CA and Dexterity. saves. Yes

    Stinking CloudLevel 3Conjuration1 Action

    Creatures in a 20-ft-radius sphere must succeed on a Constitution. save or spend their action that turn retching and reeling. Yes

    TonguesLevel 3Divination1 Action

    The target understands and speaks any spoken language it hears. No

    Water BreathingLevel 3Transmutation1 Action

    Up to 10 creatures gets the ability to breathe underwater. No

    Water WalkLevel 3Transmutation1 Action

    Up to 10 creatures can move on a liquid surface [water, acid, mud, lava, etc] as if it were harmless solid ground. No

    BanishmentLevel 4Abjuration1 Action

    The target must succeed on a Charisma. save or be banished to a harmless demiplane [+1 creature + Level ]. Yes

    BlightLevel 4Necromancy1 Action

    The target must succeed on a Constitution. save or take 8d8 necrotic damage [Damage + Level]. No

    ConfusionLevel 4Enchantment1 Action

    Creatures in a 10-ft-radius sphere must succeed on a Wisdom. save or can't take actions normally [+ 5-ft-radius + Level ]. Yes

    Dimension DoorLevel 4Conjuration1 Action

    The caster and another creature of the same size are teleported to a maximum of 500 feet. No

    Dominate BeastLevel 4Enchantment1 Action

    A beast within 60 ft must succeed on a Wisdom. save or be charmed and obey the launcher [Duration + Level ]. Yes

    Greater InvisibilityLevel 4Illusion1 Action

    The target becomes invisible for 1 Minute. Yes

    Ice StormLevel 4Evocation1 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

    PolymorphLevel 4Transmutation1 Action

    Transform a target into a new beast form whose CR/level is equal to or less than the target's CR/level. Yes

    StoneskinLevel 4Abjuration1 Action

    The target gets resistance to nonmagical bludgeoning, piercing, and slashing damage. Yes

    Wall of FireLevel 4Evocation1 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

    Animate ObjectsLevel 5Transmutation1 Action

    Animate up to 10 non-magic objects and control their actions up to 500 ft [+2 items + Level]. Yes

    CloudkillLevel 5Conjuration1 Action

    Creatures in a 20-ft-radius sphere must succeed on a Constitution. save or take 5d8 poison damage [Damage + Level]. Yes

    Cone of ColdLevel 5Evocation1 Action

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

    CreationLevel 5Illusion1 Minute

    Create a non-living object made of vegetable matter or mineral and no larger than a 5-ft cube [+5 ft + Leve l]. No

    Dominate PersonLevel 5Enchantment1 Action

    One humanoid must succeed on a Wisdom. save or be charmed and obey the caster [Duration + Level]. Yes

    Hold MonsterLevel 5Enchantment1 Action

    Target must succeed on a Wisdom. save or be paralyzed. Yes

    Insect PlagueLevel 5Conjuration1 Action

    Creatures in a 20-ft-radius sphere must succeed on a Constitution. save or take 4d10 piercing damage [Damage + Level]. Yes

    SeemingLevel 5Illusion1 Action

    Charismange physical appearance as well as clothing and equipment of targets. No

    TelekinesisLevel 5Transmutation1 Action

    Move a creature [Huge or smaller] or object [up to 1,000 pounds] by thought in case of successful contest. Yes

    Teleportation CircleLevel 5Conjuration1 Minute

    Create a circle that allows anyone to be teleported to another teleportation circle known to the caster. No

    Wall of StoneLevel 5Evocation1 Action

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

    Arcane GateLevel 6Conjuration1 Action

    Create 2 portals [max 500 ft between them] and allow teleport from one to the other. Yes

    Chain LightningLevel 6Evocation1 Action

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

    Circle of DeathLevel 6Necromancy1 Action

    Creatures in a 60-ft-radius sphere must succeed on a Constitution. save or take 8d6 necrotic damage [Damage + Level]. No

    DisintegrateLevel 6Transmutation1 Action

    The target must succeed on a Dexterity. save or take 10d6+40 force damage [Damage + Level]. An Large or smaller object is disintegrated. No

    EyebiteLevel 6Necromancy1 Action

    The target in a 60-ft radius must succeed on a Wisdom. save or take on a the following effects: asleep, panicked or sickened. Yes

    Globe of InvulnerabilityLevel 6Abjuration1 Action

    Block 5th level spells or lower within a 10-ft radius. Yes

    Mass SuggestionLevel 6Enchantment1 Action

    Up to 12 targets must succeed on a Wisdom. save or follow the suggestion given by the caster [Duration + Level]. No

    Move EarthLevel 6Transmutation1 Action

    Shape dirt, sand, or clay, but not stone [raise, lower, flatten, create a trench, etc] in a 40-ft square in 10 min. Yes

    SunbeamLevel 6Evocation1 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

    True SeeingLevel 6Divination1 Action

    The target gets truesight, sees magic secret doors and in the Ethereal Plane. No

    Delayed Blast FireballLevel 7Evocation1 Action

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

    EtherealnessLevel 7Transmutation1 Action

    The caster is projected into the Ethereal Plane. No

    Finger of DeathLevel 7Necromancy1 Action

    The target must succeed on a Constitution. save or take 7d8+30 necrotic damage. If killed, becomes a zombie under the caster command. No

    Fire StormLevel 7Evocation1 Action

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

    Plane ShiftLevel 7Conjuration1 Action

    The caster and up to 8 creatures are transported to another plane of existence, or a creature is banished. No

    Prismatic SprayLevel 7Evocation1 Action

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

    Reverse GravityLevel 7Transmutation1 Action

    Invert gravity in a 50-ft-radius, 100-ft-high cylinder. Yes

    TeleportLevel 7Conjuration1 Action

    The caster and 8 creatures are teleported anywhere on the same plane. Risk of failure depending on the destination familiarity. No

    Dominate MonsterLevel 8Enchantment1 Action

    The target must succeed on a Wisdom. save or be charmed and obey the caster [Duration + Level]. Yes

    EarthquakeLevel 8Evocation1 Action

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

    Incendiary CloudLevel 8Conjuration1 Action

    Creatures in a 20-ft-radius sphere must succeed on a Dexterity. save or take 10d8 fire damage. Yes

    Power Word StunLevel 8Enchantment1 Action

    The target [150 HP or fewer] is stunned until it succeeds on a Constitution. save. No

    SunburstLevel 8Evocation1 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

    GateLevel 9Conjuration1 Action

    Create a portal to another plan. Also allows to summon a creature from another plane. Yes

    Meteor SwarmLevel 9Evocation1 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 KillLevel 9Enchantment1 Action

    The target [100 HP or fewer] dies! No

    Time StopLevel 9Transmutation1 Action

    Stop the time during 1d4+1 turns for everyone except for the caster. No

    WishLevel 9Conjuration1 Action

    Duplicate a 8th level spell or lower without components, or create another effect at the MD discretion. 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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