Rogue (Arcane Trickster) Spells in Baldur's Gate 3 are regulated forms of magic energy. In BG 3, there are certain classes can cast spells to damage enemies, buff companions or create other effects. Wizards and Clerics have different sets of spells, while characters of other classes may cast a spell using scrolls.
All Rogue Spells in Baldurs Gate 3
You can search by Name, Level, School and Casting Time. Just type into the search box what you are looking for.
Quick Search of All Spells
| Name | Level | School | Casting time | Description |
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Cantrip | Conjuration | 1~6 Damage Throw a bubble of acid that damage each creature it hits. |
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Cantrip | Necromancer | 1~8 Damage Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls. |
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Cantrip | Evocation | 1~10 Damage Hurl a mote of fire. |
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Cantrip | Conjuration | 1~12 Damage Project a puff of noxious gas. |
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Cantrip | Evocation | 1~8 Damage Reduce the target's Movement Speed by 3m. |
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Cantrip | Evocation | 1~8 Damage The target cannot use reactions. This spell has Advantage on creatures with metal armour. |
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Cantrip | Abjuration | Take only half the damage from Bludgeoning, Piercing, and Slashing attacks. |
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Cantrip | Enchantment | Gain Advantage on Charisma Checks against a non-hostile creature. |
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Cantrip | Evocation | Illuminate a 9m radius. |
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Cantrip | Evocation | Infuse an object with an aura of light. |
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Cantrip | Conjuration | Create a spectral hand that can manipulate and interact with objects. |
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Cantrip | Illusion | Create an illusion that compels nearby creatures to investigate 10 turns |
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Cantrip | Divination | Gain Advantage on your next Attack Roll. |
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Level 1 | Enchantment | Level 1 Spell Slot |
Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue and prevent it from attacking. Enemies have Advantage on Saving Throws against being Charmed. When the spell ends, the target might accuse you of Charming them. |
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Level 1 | Evocation | Level 1 Spell Slot |
3~18 Damage
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Level 1 | Evocation | Level 1 Spell Slot |
3~24 Damage |
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Level 1 | Illusion | Level 1 Spell Slot |
Blind creatures up to a combined 33 hit points. |
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Level 1 | Illusion | Level 1 Spell Slot |
Magically change all aspects of your appearance. |
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Level 1 | Transmutation | Level 1 Spell Slot |
Triple a creature's jumping distance. |
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Level 1 | Transmutation | Level 1 Spell Slot |
Gain Dash immediately and as a bonus action on each of your turns until this spell ends. |
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Level 1 | Necromancy | Level 1 Spell Slot |
Gain 7 temporary hit points. |
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Level 1 | Transmutation | Level 1 Spell Slot |
You and nearby allies Immunity to Falling damage. |
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Level 1 | Conjuration | Level 1 Spell Slot |
Summon a familiar, a fey spirit that takes an animal form of your choosing. |
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Level 1 | Conjuration | Level 1 Spell Slot |
The cloud Blinds and Heavily Obscures creatures within it. 10 Turns |
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Level 1 | Conjuration | Level 1 Spell Slot |
Cover the ground in grease, slowing creatures within and possibly making them fall Prone. |
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Level 1 | Conjuration | Level 1 Spell Slot |
Throw a shard of ice that deals 1∼10 Piercing damage. It explodes and deals 2∼12 Cold damage to anyone nearby. It leaves an ice surface. 2 turns
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Level 1 | Transmutation | Level 1 Spell Slot |
Increase a creature‘s movement speed by 3m. |
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Level 1 | Abjuration | Level 1 Spell Slot |
Protect a target from attacks: increase its Armour Class to 13 + its Dexterity modifier. |
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Level 1 | Evocation | Level 1 Spell Slot |
6~15 Damage Shoot 3 magical darts, each dealing 2∼5 Force damage. They always hit their target. |
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Level 1 | Abjuration | Level 1 Spell Slot |
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead. |
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Level 1 | Necromancy | Level 1 Spell Slot |
1~16 Damage Possibly Poisons the target. |
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Level 1 | Abjuration | Level 1 Spell Slot |
When you are about to be hit by an enemy, increase your Armour Class by 5. You take no damage from Magic Missile. |
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Level 1 | Enchantment | Level 1 Spell Slot |
Put creatures into a magical slumber. Select targets up to a combined 24 hit points. |
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Level 1 | Enchantment | Level 1 Spell Slot |
Leave a creature Prone with laughter, without the ability to get up. |
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Level 1 | Evocation | Level 1 Spell Slot |
2~16 Damage
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Level 1 | Evocation | Level 1 Spell Slot |
1~12 Damage |
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Level 2 | Abjuration | Level 2 Spell Slot |
Close a door or container with a magical lock. It can no longer be lockpicked or opened with Knock. |
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Level 2 | Necromancy | Level 2 Spell Slot |
Limit a foe's sight range. It is easier to hit, and the creature will miss more often. |
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Level 2 | Illusion | Level 2 Spell Slot |
Attackers have Disadvantage on Attacks Rolls against you. |
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Level 2 | Conjuration | Level 2 Spell Slot |
4~16 Damage Conjure a cloud of spinning daggers that attack anyone inside. |
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Level 2 | Enchantment | Level 2 Spell Slot |
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied. |
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Level 2 | Evocation | Level 2 Spell Slot |
Create a dark shroud that Heavily Obscures and Blinds creatures within. |
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Level 2 | Transmutation | Level 2 Spell Slot |
Grant a creature the ability to see in the dark out to a range of 12m. |
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Level 2 | Divination | Level 2 Spell Slot |
Focus your mind to read the thoughts of certain creatures while talking to them. |
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Level 2 | Transmutation | Level 2 Spell Slot |
Make a creature larger or smaller to affect their weapon damage and Strength.
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Level 2 | Conjuration | Level 2 Spell Slot |
2~12 Damage Summon a flaming sphere that damages nearby enemies and objects. You can move the sphere. It emits a bright light. |
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Level 2 | Evocation | Level 2 Spell Slot |
Summon a strong wind that clears all sounds and pushes creatures back 5m, forcing them Off Balance. |
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Level 2 | Enchantment | Level 2 Spell Slot |
Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits. |
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Level 2 | Illusion | Level 2 Spell Slot |
Touch a creature to turn it Invisible. |
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Level 2 | Transmutation | Level 2 Spell Slot |
Unlock an object that is held shut by a mundane lock. |
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Level 2 | Transmutation | Level 2 Spell Slot |
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls. |
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Level 2 | Evocation | Level 2 Spell Slot |
4~16 damage + 2~8 damage Shoot a green arrow that covers the target and the ground with acid. |
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Level 2 | Illusion | Level 2 Spell Slot |
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. |
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Level 2 | Conjuration | Level 2 Spell Slot |
Surrounded by silver mist, you teleport to an unoccupied space you can see.
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Level 2 | Illusion | Level 2 Spell Slot |
Deal damage to a creature each turn. The type of damage changes to the last type the creature suffered. |
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Level 2 | Necromancy | Level 2 Spell Slot |
Weaken a foe: they deal half damage with weapon attacks using Strength.
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Level 2 | Evocation | Level 2 Spell Slot |
2~36 Damage Hur1 3 rays of fire. Each ray deals 2∼12 Fire damage. |
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Level 2 | Divination | Level 2 Spell Slot |
Become able to see invisible creatures, and possibly reveal them to others. |
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Level 2 | Evocation | Level 2 Spell Slot |
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving Throw. On Save: Targets still take half damage. |
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Level 2 | Conjuration | Level 2 Spell Slot |
Cover an area in thick, flammable webbing that slows creatures within and possibly Enwebs them.
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All Rogue Spells Gallery
Rogue Cantrips
Lvl 1 Rogue Spells
Lvl 1 Rogue Expanded Spell List
Lvl 2 Rogue Spell List
Lvl 1 & 2 Rogue Spell List Expanded
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