Here's a list of all the Cantrips in Baldur's Gate 3. Click on the Spell in the table below to learn more. Each post shows a tooltip with more information including Spell properties and other helpful information.

Icon

Name

Description

Damage

Acid Splash

Hurl a bubble of acid that hurts to each creature it hits.

1d6 Acid

Blade Ward

Gain Resistance to Bludgeoning, Piercing, and Slashing damage from weapon attacks.

Chill Touch

Assail a creature with the chill of the grave and prevent it from regaining hit points. Undead also receive Disadvantage on Attack Rolls.

1d8 Necrotic

Dancing Lights

Create wisps of light that illuminate a 9m radius.

Eldritch Blast

Conjure 1 beam(s) of crackling energy.

1d10 Force

Fire Bolt

Hurl a mote of fire.

1d10 Fire

Friends

Enchant a non-hostile creature to gain Advantage on Charisma Checks against it. Once the spell ends, the creature knows it was Charmed and might accuse the spellcaster.

Guidance

Bestow guidance upon an ally. They gain a +1d4 bonus to Ability Checks.

Light (Spell)

Infuse an object with an aura of light.

Mage Hand

Create a spectral hand that can manipulate and interact with objects.

Minor Illusion

Create an illusory image that distracts nearby creatures, compelling them to investigate. You can remain hidden while casting this spell.

Poison Spray

Project a puff of noxious gas.

1d12 Poison

Produce Flame

Inflicts Produce Flame. A flickering flame appears in your hand. It sheds bright light in a 3m radius and deals 1d8 Fire damage when thrown. Throwing the flame immediately after you conjure it does not cost an action. Extinguishing or throwing it on subsequent turns costs an action

Ray of Frost

Call forth a frigid beam of blue-white light and reduce the target's Movement Speed by 3m.

1d8 Cold

Resistance

Magically bolster a creature's defences. It receives a +1d4 bonus to Saving Throws.

Sacred Flame

Conjure a flame-like radiance that deals 1d8 Radiant.

1d8 Radiant

Shillelagh

Imbue your staff or club with nature's power. It becomes magical, deals 1d8+2 Bludgeoning damage, and uses your Spellcasting Ability for Attack Rolls.

Shocking Grasp

Lightning springs from your hand and prevents the target from taking reactions. You have Advantage when using this spell on creatures wearing metal armour.

1d8 Lightning

Thaumaturgy

Manifest a sign of supernatural power that grants you advantage on Intimidation and Performance checks.

Thorn Whip

Strike at a target with a thorny, vine-like whip. It deals 1d6 Piercing damage and pulls the target 3m closer to you if it is Large or Smaller in size.

True Strike

Divine a character's defences to give you Advantage on your next Attack Roll against it.

Vicious Mockery

Unleash a string of enchanted insults at a creature. It takes damage and receives Disadvantage on its next Attack Roll.

1d4 Psychic