Highlights
- Equip useful level 1 spells like Longstrider, Sanctuary, and Grease for powerful effects in Baldur’s Gate 3 gameplay.
- Don’t miss out on spells like Armor of Agathys, Bane, and False Life to defend, hinder enemies, and gain temporary hit points.
- Use spells like Chromatic Orb, Sleep, and Magic Missile strategically to deal damage, control enemies, and ensure hits in battles.
Baldur’s Gate 3 has all sorts of spells for players to learn as they level up. Certain spellcasting classes have spells that are only known to them, while other classes share spells with others. As players level up, they unlock higher-level spell slots that allow them to use even more powerful magic.
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However, some of these spells that players learn, which only require a level 1 spell slot, can be just as powerful as any cantrip or later-level spell. When a player first makes their character or plans their party’s spells, these are the level 1 spell slot spells a player should always have equipped.
Updated April 11, 2024 by Megan Smith: While Baldur’s Gate 3 may have been the Game of the Year in 2023, many players have since come to learn that the well-received RPG title will not be receiving any further new content such as DLCs. This may also mean that players shouldn’t expect any new spells unless they were to be added by mods.
That leaves the spells that are currently in the game for players to experiment with. When creating a character with the best level 1 spells in mind, any player should consider these options.
15 Longstrider
Increase Movement Speed
- Bard
- Druid
- Ranger
- Wizard
- Rogue (Arcane Trickster)
- Fighter (Eldritch Knight)
- Ritual Caster Feat
Some of the best level 1 spells in BG3 are those that buff the player and their party. One great option that a variety of spellcasters’ classes can learn is the Longstrider spell. When cast on an ally or the player, the unit is allowed to walk a further 3 meters.
This means they can get across the map quicker and close gaps that may have not been possible before. Besides this, players can cast it outside of combat without using a spell slot due to it also being a ritual cast.
Type |
Action |
---|---|
Distance |
On Touch |
Effect |
Increases the units’ movement speed by 3m until a long rest. |
Does it require concentration? |
No |
14 Sanctuary
Cannot Be Targeted For Ten Turns
- Cleric
- Paladin (Oath of Devotion)
- Bard (Magical Secrets)
Sanctuary is an interesting spell, as players may feel that it becomes useless in many situations. However, if a player is required to keep a specific NPC alive in a battle, then Sanctuary will become the player’s best friend.
Casting this level 1 spell will protect the person from any direct incoming attacks, as an enemy isn’t allowed to target them. This spell only ends once that character has taken damage or attempted to hit someone. This spell can only be used by Clerics and those who have chosen to be a Paladin of Devotion, and therefore, few can use it in the player’s party.
Type |
Bonus Action |
---|---|
Distance |
18m |
Effect |
The player or an ally cannot be targeted by attacks unless the unit deals damage. This effect lasts 10 turns. |
Does it require concentration? |
No |
13 Grease
Slow Enemies Or Make Them Slip
- Wizard
- Rogue (Arcane Trickster)
- Fighter (Eldritch Knight)
- Sorcerer (Draconic Bloodline: Black)
Another level 1 spell that doesn’t directly injure an opponent but is still incredibly useful must be the spell known as Grease. This spell can be cast by a variety of classes in Baldur’s Gate 3 though a player will likely have it selected for their Wizards.
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As the name suggests, casting this spell puts a puddle of grease on the ground; when an opponent or an ally walks through this puddle, they must succeed on a dexterity saving throw or fall prone in the grease. Besides this, a player can then ignite the puddle of grease using a fire spell that will then cause a burning explosion, damaging all that find themselves within it.
Type |
Action |
---|---|
Distance |
18m |
Effect |
Covers the ground with grease in a 5m radius. Foes that fail a dexterity saving throw while in the grease will fall prone. |
Does it require concentration? |
No |
12 Armor Of Agathys
Defend And Deal 5 Cold Damage
- Warlock
- Sorcerer (Draconic Bloodline: White)
As seen, not all level 1 spells need to deal damage for them to be great spells. In some cases, the best level 1 spells for wizards and the like in BG3 are those that defend them from deadly hits. One great example of this is Armor of Agathys.
With this cast, it lasts until a long rest or once all five temporary hit points have been used. Every time the unit is hit with this spell cast, the enemy that hit them with a melee attack will take five cold damage.
Type |
Action |
---|---|
Distance |
Self |
Effect |
The unit gains 5 temporary hit points and deals 5 cold damage to any creature that hits it with a melee attack. |
Does it require concentration? |
No |
11 Bane
Three Creatures Have A 1d4 Penalty To Attack & Saving Rolls
- Bard
- Cleric
- Warlock (Thief of Five Fates)
- Paladin (Oath of Vengeance)
Some of the greatest level 1 spells are not those that deal damage but those that give the opponents a disadvantage. A great spell that does this in BG3 is Bane; this is another spell that can be used by a large variety of spellcasters in the game, and therefore at least one person should have it equipped.
For ten turns, as long as the caster can stay concentrated, a player can target three enemies in a circle that will receive a d4 penalty to both their attack and saving rolls. This, therefore, means whenever an enemy attempts to do one of these things, they will also have to take away a d4 amount from their original roll.
Type |
Action |
---|---|
Distance |
9m |
Effect |
Up to 3 creatures receive a 1d4 penalty to their attack and saving throws. If they succeed a charisma saving throw they don’t receive this penalty. |
Does it require concentration? |
Yes |
10 False Life
Gain Seven Temporary Hit Points
- Sorcerer
- Wizard
- Rogue (Arcane Trickster)
- Fighter (Eldritch Knight)
- Warlock (Fiendish Vigour)
Besides healing spells, there are other ways for players to gain an extra bit of health. With the spell False Life, players can increase the amount of health the caster has by seven hit points. This doesn’t have to be cast during battle, and therefore, after a long rest, the player can quickly use one of their level 1 spells.
4:56
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Seven hit points may not sound like a lot, but in some situations, these extra hit points can be the difference between life and death. Not to forget to mention that these spells can also be cast with a higher-level spell slot that will then give the player even more extra hit points.
Type |
Action |
---|---|
Distance |
Self |
Effect |
Gain 7 temporary hit points until a long rest. |
Does it require concentration? |
No |
9 Ray Of Sickness
2d8 Poison Damage That Lingers
- Wizard
- Sorcerer
- Rogue (Arcane Trickster)
- Fighter (Eldritch Knight)
Few level 1 spells deal enough damage to make them worthwhile options in the long run of Baldur’s Gate 3. However, Ray of Sickness is one that every player should consider for not only its initial damage but also the possibility of poisoning an opponent.
When first hit by the Ray of Sickness, the opponent takes two d8 of poison damage. If they then fail a constitution saving throw, they will proceed to be poisoned for the next two turns, where they will continue to take damage.
Type |
Action |
---|---|
Distance |
18m |
Effect |
The foe is harmed for 2d8 of poison damage. If they fail the constitution saving throw they are also poisoned. |
Does it require concentration? |
No |
8 Shield
Cause Foes To Miss
- Sorcerer
- Wizard
- Fighter (Eldritch Knight)
Like Shield of Agathys, this level 1 spell protects the player or the unit that has the spell from oncoming damage from the foe they face. When they are hit, the player is given the option to use a reaction, which is the Shield spell, to automatically increase their armor class by 5.
This could mean a spell or melee attack could miss that unit, allowing them another chance to survive. This spell is also great when dealing with wizards, as it also allows a player to take no damage from Magic Missile.
Type |
Reaction |
---|---|
Distance |
Self |
Effect |
Increases the player’s armor class by 5 for 1 turn as well as allowing them to take no damage from Magic Missile. |
Does it require concentration? |
No |
7 Inflict Wounds
3d10 Necrotic Damage On Touch
- Cleric
- Paladin (Oathbreaker)
An alternative spell that can deal a decent amount of damage, even at level 1, is Inflict Wounds. As this class is limited to both Clerics and Oathbreaker Paladins, players are likely to miss out on this incredible spell that deals Necrotic damage.
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Even while using only a level 1 spell slot, this spell has the chance of dealing a max of thirty damage to an opponent as it rolls three d10s. The only problem with Inflict Wounds is that it requires a player to be close to their opponent to use it. However, this would be no issue for an Oathbreaker Paladin and their heavy armor.
Type |
Action |
---|---|
Distance |
On Touch |
Effect |
Players attack a foe they touch for 3d10 of necrotic damage. |
Does it require concentration? |
No |
6 Burning Hands
3d6 Fire Damage In A Cone
- Wizard
- Sorcerer
- Rogue (Arcane Trickster)
- Fighter (Eldritch Knight)
- Cleric (Light Domain)
- Warlock (The Fiend)
Classes that are predominantly spellcasters may struggle with keeping their distance away from opponents. They will struggle to use spells when an enemy is close to them as they feel threatened, not to mention that it is also harder to cast projectile spells from a shorter distance.
Thankfully, Burning Hands is a level 1 spell that will keep players and their party protected in these situations. When cast, it creates a cone of fire in front of the player. These flames deal three d6 of damage unless they succeed in a dexterity saving throw, where they will instead only take half.
Type |
Action |
---|---|
Distance |
5m |
Effect |
Players shoot fire 5m away from them in a cone that deals 3d6 fire damage to each target it strikes. If the foe succeeds a dexterity saving throw they take half damage. |
Does it require concentration? |
No |
5 Chromatic Orb
Deals Various Elemental Damage Of The Player’s Choice
- Wizard
- Sorcerer
- Rogue (Arcane Trickster)
- Fighter (Eldritch Knight)
The Chromatic Orb is another great level 1 spell that players may find themselves using often, especially during the beginning of their playthrough. This spell allows players to shoot an orb of elemental power at an enemy that does various effects besides damage depending on what was cast. For example, an ice chromatic orb may free the ground under the enemy, making them prone to slipping.
While players may be able to choose from various elemental attacks, the best of the bunch is actually the Thunder Chromatic Orb as it does 3d8 Thunder damage instead of the usual 2d8 of the others.
Type |
Action |
---|---|
Distance |
18m |
Effect |
Players throw an orb of elemental damage of their choice, thunder does 3d8 damage while every other does 2d8. |
Does it require concentration? |
No |
4 Sleep
Possibly Put Multiple Enemies To Sleep
- Bard
- Sorcerer
- Wizard
- Warlock (Archfey)
- Rogue (Arcane Trickster)
- Fighter (Eldritch Knight)
In some battles, a player requires better control over the battlefield. Thankfully Sleep is a great spell for postponing the turns of others, so the rest of the party can concentrate on other enemies.
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At level 1, this spell can only target several enemies that equal twenty-four hit points; though this may seem like a small amount, at the start of the game, this is all a player will need. This level 1 spell can then be used with greater level spell slots to increase the number of hit points it can sleep up to.
Type |
Action |
---|---|
Distance |
18m |
Effect |
Players can put a number of foes to sleep equaling up to 24 hit points in total for two turns, unless the foe takes damage. |
Does it require concentration? |
No |
3 Thunderwave
2d8 Thunder That Pushes Back
- Bard
- Druid
- Sorcerer
- Wizard
- Fighter (Eldritch Knight)
- Cleric (Tempest Domain)
- Rogue (Arcane Trickster)
Returning to the issue of foes getting too close to spellcasters, an alternative way they can be dealt with is by pushing them back. Wizards, Bards, and Sorcerers tend to be quite weak, however, and therefore, the spell Thunderwave is a great alternative for this.
Not only does this spell do two d8 of thunder damage to any opponent it hits, but if the foe fails a constitution saving throw, then they are thrown back to make space between the caster and the opponent. At higher levels, this spell can do even more damage though even at its lowest, it’s a perfect choice.
Type |
Action |
---|---|
Distance |
5m |
Effect |
Release a wave of thunder that deals 2d8 thunder damage and pushes foes back who fail a constitution saving throw, these foes also take half the damage. |
Does it require concentration? |
No |
2 Magic Missile
3d4 Force Damage That Always Hits
- Wizard
- Sorcerer
- Rogue (Arcane Trickster)
- Fighter (Eldritch Knight)
Magic Missile is arguably one of the best spells a player should have equipped on their Wizard at all times. This spell with a level 1 spell slot may at first appear as if it won’t do much damage, but casting it with higher ones is guaranteed to make any enemy fall.
Unlike other spells that have the chance of missing, Magic Missile is a confirmed hit every time. Even when using a level 1 spell slot, players will cast three magic missiles that they can either shoot at one or multiple enemies. This can make some fights in Honour Mode far easier.
Type |
Action |
---|---|
Distance |
18m |
Effect |
Shoots 3 magic darts that deal 3d4 each, they also hit their target. |
Does it require concentration? |
No |
1 Cure Wounds
Heal 1d8 Hit Points
- Bard
- Cleric
- Druid
- Ranger
- Paladin
Out of all the level-one spells available in Baldur’s Gate 3, it’s of no surprise to see that one of the greatest used by players is Cure Wounds. This spell is favored by all clerics as it allows the spellcaster to support their party without needing to waste potions.
At level 1, this spell simply heals one d8 plus their spellcasting modifier of health. This spell will continue to be useful as the player progresses as the spell can then be used with higher-level spell slots to heal an even greater amount of hit points.
Type |
Action |
---|---|
Distance |
On Touch |
Effect |
Heals the player or an ally for 1d8 plus their Wisdom/Charisma modifier. |
Does it require concentration? |
No |