B3
build 5 min read · Updated June 29, 2026

Best BG3 Spells for Beginners: Every Class's Must-Have Spells Ranked

The definitive guide to the best BG3 spells for new players. Tier-ranked lists for Cleric, Wizard, Warlock, Paladin, and Ranger. Learn which spells to always prepare and which to skip.

Advertisement

Spellcaster’s Golden Rules for Beginners

  1. Concentration matters. You can only concentrate on ONE spell at a time. Casting a second concentration spell drops the first. Pick one concentration spell at the start of each fight and build around it.

  2. Saving throw spells vs attack roll spells. Spells that require an attack roll can miss. Spells that require a saving throw always deal half damage on a successful save (if the spell says so). Against high-AC enemies, use saving throw spells.

  3. Upcasting. Many spells can be cast using higher-level spell slots for bonus effects. Healing Word at Level 3 heals more than Healing Word at Level 1. Fireball at Level 5 deals 10d6 instead of 8d6.

  4. Never waste a spell slot on healing in combat unless reviving a downed ally. Healing 7 HP from Cure Wounds won’t save anyone. Killing the enemy faster will. Use Healing Word (Bonus Action, ranged) exclusively for picking up downed allies.


S-Tier Spells: Always Prepare These

SpellLevelClassesWhy It’s S-Tier
Healing Word1Cleric, Bard, DruidBonus Action, ranged revive. The only healing spell you need.
Bless1Cleric, Paladin+1d4 to all attack rolls and saves for 3 allies. Best level 1 concentration.
Spirit Guardians3Cleric15ft radiant damage aura for 10 turns. Walk through enemies like a lawnmower.
Fireball3Wizard, Sorcerer8d6 fire, 20ft radius. The classic encounter-ender.
Haste3Wizard, SorcererGive a martial character +2 AC, double movement, and an extra action every turn.
Counterspell3Wizard, Sorcerer, WarlockReaction to cancel an enemy spell. Use on anything dangerous.
Misty Step2Most castersBonus Action teleport. Escape danger or reach high ground instantly.
Hunger of Hadar3WarlockMassive area blind + cold damage. Enemies can’t shoot out, you can shoot in.

Best Spells by Level — Beginner Priority

Cantrips (Level 0, Unlimited Uses)

CantripBest ForNotes
GuidanceShadowheart+1d4 to all skill checks. Cast before every dialogue and lockpick.
Eldritch BlastWarlock1d10 force damage. With Agonizing Blast invocation, adds CHA mod. Best cantrip.
Fire BoltWizard/Sorcerer1d10 fire. Reliable ranged damage for casters.
Minor IllusionAny casterDistract enemies for stealth positioning. Free, no save.

Level 1 Spells

SpellPriorityWhy
BlessMust-have+1d4 to attacks and saves. This turns 65% hit rates into 80%+.
Healing WordMust-haveRanged Bonus Action revive.
ShieldHighReaction for +5 AC. Prevents hits after seeing the attack roll.
Magic MissileHighAuto-hit, 3d4+3 force. Kills low-HP targets guaranteed.
Guiding BoltHigh4d6 radiant + gives Advantage on next attack. Shadowheart’s opener.
Faerie FireMediumAoE Advantage enabler. Targets DEX saves which many enemies are bad at.
GreaseMediumNo-concentration prone field. Combo with Fire Bolt for explosion.

Level 2 Spells

SpellPriorityWhy
Misty StepMust-haveBonus Action teleport. Escape, reposition, reach high ground.
Cloud of DaggersHigh4d4 slashing in a doorway. Enemies walk through and die. No save.
Spiritual WeaponHighBonus Action summon. Floats and attacks each turn without concentration.
Hold PersonHighParalyze a humanoid. Melee attacks auto-crit. Fight-ending vs bosses.
DarknessMediumBlind enemies inside. Devil’s Sight Warlocks see through it.

Level 3 Spells (The Power Spike)

SpellPriorityWhy
Spirit GuardiansMust-haveCleric’s best spell. 3d8 radiant AoE for 10 turns.
FireballMust-haveThe classic. 8d6 in 20ft radius.
HasteMust-haveTwinned Haste (Sorcerer) on two martials wins fights alone.
CounterspellMust-haveCancel enemy Fireballs, Hold Persons, etc.
Hunger of HadarHighWarlock’s best spell. Blind + difficult terrain + cold damage.

Level 4-6 Spells (Late Game Preview)

  • Level 4: Banishment (remove one enemy from fight), Wall of Fire (zone control)
  • Level 5: Hold Monster (paralyze anything), Cone of Cold (8d8 cold), Greater Restoration
  • Level 6: Globe of Invulnerability, Chain Lightning, Heroes’ Feast

Best Spells by Class — Quick Reference

Cleric (Shadowheart)

Always prepare: Guidance, Bless, Healing Word, Spiritual Weapon, Spirit Guardians, Mass Healing Word Situational: Sanctuary, Silence, Guardian of Faith, Revivify

Wizard (Gale)

Always prepare: Shield, Magic Missile, Misty Step, Fireball, Haste, Counterspell Learn from scrolls: Everything. That’s the Wizard’s job.

Warlock (Wyll)

Always prepare: Eldritch Blast, Hex, Hunger of Hadar, Counterspell Invocations: Agonizing Blast, Devil’s Sight, Repelling Blast

Paladin

Don’t cast spells. Use spell slots exclusively for Divine Smite. Only exception: Bless at the start of combat.

Ranger

Always prepare: Hunter’s Mark, Longstrider, Spike Growth, Pass Without Trace


Spells to Avoid as a Beginner

SpellWhy Avoid
True StrikeCosts an action to give Advantage on next attack. Just attack twice instead.
Witch BoltConcentration for mediocre damage. Enemy walks out of range, spell ends.
Feign DeathExtremely niche. You’ll use it zero times.
Find TrapsDoesn’t actually find traps. Just reveals that traps exist (you already know).
Mordenkainen’s SwordA level 7 spell that deals less damage than a level 2 Spiritual Weapon.
Advertisement

Frequently Asked Questions

What is the single best spell in BG3?

Fireball (Level 3, Wizard/Sorcerer) is the most universally powerful spell. It deals 8d6 fire damage in a massive 20ft radius and ends most encounters when used at the right moment. However, Spirit Guardians (Level 3, Cleric) is arguably better for sustained value — 3d8 radiant damage to every enemy within 15ft for 10 turns.

What are ritual spells?

Ritual spells can be cast without consuming a spell slot when cast outside of combat. Essential rituals for any party: Longstrider (permanent +3m movement), Speak with Animals (talk to every creature), Speak with Dead (question corpses), and Feather Fall (negate fall damage).

Related Guides