Baldur’s Gate 3 throws so many spells at you that by Act 3 you start wondering if you are meant to be a wizard or a walking spreadsheet. Some spells change entire fights. Others feel like they were added because someone in Larian’s office said, what if we make a spell that lets you talk to birds again. This guide ranks the most important spells across the game by actual impact, not theoretical tabletop arguments.
If a spell consistently wins fights, solves quests, or turns you into the local menace, it ranks high. If it only looks pretty while doing nothing useful, it deserved what it got.
Prepare your spell slots and your sense of judgement. We are judging everything.
S Tier: Spells That Shape Entire Playthroughs
Haste
Turns one character into a caffeine powered nightmare. The extra action ruins encounter balance in the best way. Every boss fight becomes, well, less of a boss fight.
Counterspell
The spell that stops other spells. Watching an enemy mage wind up a devastating cast then letting it fizzle out gives the same satisfaction as turning off a light switch with your elbow. Zero effort, perfect results.
Spirit Guardians
A walking blender of radiant pain. Clerics become the centre of gravity on the battlefield. Anything that comes near you regrets its life choices.
Hypnotic Pattern
A whole encounter goes still, like you pressed pause. You can pick off enemies one by one, loot the place, or have a snack. Completely unfair. Completely essential.
Bless
Math says it is strong. Experience says it is stronger. The small bonuses stack into huge momentum over long fights.
A Tier: Spells That Carry Hard If You Play Them Right
Fireball
Old, iconic, still the drama queen of AoE damage. You cast it once and immediately feel like you should apologise to the environment.
Eldritch Blast
Warlocks know. Everyone else wishes they knew. Infinite range, reliable force damage, and the option to knock enemies off cliffs is peak cosmic energy.
Fly
Movement wins battles and solves puzzles. Also, it makes you feel superior in every conversation.
Web
Sticky chaos. Controls entire rooms if you drop a fire spell into it afterwards. Beautiful teamwork with your party’s pyromaniac.
Silence
If cast on a mage heavy fight, it turns the enemy into disappointed librarians. Also stops Sirens from ruining your day.
B Tier: Spells That Work Great in the Right Party
Hold Person
Paralysis on humanoids is wild, but the target restrictions stop it reaching higher tiers. Still, nothing beats guaranteed crits on frozen targets.
Moonbeam
You drag a giant cylinder of radiant judgement across the field. Good for chasing shapeshifters and running laps around trolls.
Invisibility
Essential for stealth missions or general chaos. Less useful in straight combat, but perfect for making your rogue feel like the main character.
Ray of Enfeeblement
More niche but clutch against heavy hitting monsters.
C Tier: Spells With Situational Goodness and Frequent Disappointment
Grease
When it works, enemies skid around like toddlers on polished floors. When it does not, you wonder why you are carrying a bottle of magical cooking oil.
Charm Person
Makes dialogue fun but unreliable in combat. Also, people get grumpy when it wears off which feels very on brand for Baldur’s Gate.
Create Water
Useful in fire based encounters. Not much else. Sorry.
Speak with Dead
Amazing for story moments, useless in combat, but worth keeping prepared if you want more gossip than the average tavern.
D Tier: Spells That Exist Because Someone Had to Fill the List
Jump
It is cute. That is all.
Blade Ward
You will always think, maybe this time I should cast it. You should not.
Gust of Wind
Moves smoke and pushes goblins off ledges. Sadly that is not most fights.
F Tier: Spells You Take Once for Fun Then Never Touch Again
Friends
The instant hostility after casting is comedy, but not helpful when the whole area decides they hate you.
Poison Spray
Short range, weak damage, and enemies love resisting poison more than they love tax fraud.
Alarm
Yes, it technically works. No, it has no place in a game where the real alarm is your own poor decisions.
Seven Swords Takeaway
The truth is simple. The best spells in Baldur’s Gate 3 are the ones that give you options. Options to break enemy formations, options to sprint across rooftops, options to turn a panic situation into a victory lap.
The weakest spells are the ones you forget you have. If a spell sits in your toolbar like an unused gym membership, it is time to let it go.
