Summary

In the chaos ofBaldur’s Gate 3’s toughest battles, where a single misstep could send your party to the grave, concentration spells are literally lifesavers. Imagine them as the ultimate buffs and debuffs of Faerûn. Each one is a calculated gamble that demands focus, positioning, and a keen understanding of the battlefield. Maintaining concentration on these spells means the caster can’t just sit in the middle of the battlefield — because it only takes one nasty hit to shatter the enchantment.

With each caster only able to use one concentration spell at a time, picking the right spell is a high-stakes decision — get it right, and the entire party will thank you for it. From the subtle genius ofGuidanceto the relentless punishment ofSpirit Guardians, this list ranks the best concentration spells that everyBaldur’s Gate 3player needs in their arsenal.

Bane Baldur’s Gate 3

9Bane – Level 1 Enchantment

The Spell That Cripples Foes

Don’t sleep onBane. This level 1 spell forces up to three creatures within range to make a Saving throw or take a minus 1d4 penalty to attack rolls and saves for 10 turns. Clerics, Bards, and VengeancePaladins cast it early, and it’s a sneaky powerhouse.

That d4 makes enemies miss shots they’d land and fail saves against other nastier spells likeHold PersonorFireball. While it requires enemies to fail a save initially, hitting multiple targets increases the odds of it affecting at least one or two opponents.

Hold Person Baldur’s Gate 3

8Hold Person – Level 2 Enchantment

The Spell That Neutralizes Threats

Facing a tough humanoid?Hold Personshuts them down. Thislevel 2 spellparalyzes one target (more if upcast) on a failed Wisdom save for 10 turns, with an advantage on attacks against them. Land it on a boss, and Paladins or Rogues can simply obliterate them.

The spell only works on humanoids, so beasts and fiends remain unbothered, and the target gets to repeat the saving throw each turn. This means it’s not always guaranteed to last long, especially against opponents with high Wisdom. It’s situational, sure, but when it hits, it’s a fight-ender that obliterates its threats.

The Cloud of Daggers spell in Baldur’s Gate 3

7Cloud Of Daggers – Level 2 Conjuration

The Spell That Shreds Enemies

When players want to shred someone, and they are certain about the specific spot they’re standing in, then Cloud of Daggers is the perfect choice. This level 2 spell fills a tiny 2-meter radius with blades, dealing 4d4 slashing damage.

Any creature that starts its turn within the cloud or enters it for the first time takes hefty slashing damage. No saving throw, just pure, unadulterated pain.This spell is perfectfor ambushes or pinning key targets, a low-level terror that keeps delivering as long as players don’t miss the mark.

Slow in Baldur’s Gate 3

6Slow – Level 3 Transmutation

The Spell That Slows Momentum

When the enemy’s coming in strong,Slowslams the brakes on them. This level 3 spell hits up to six targets in a 40-foot cube, forcing a Wisdom save. Those who fail suffer a minus 2 penalty to AC and Dexterity saving throws, they can’t take reactions, and they can only take either an actionora bonus action on their turn, not both.

Wizards and Sorcerers wield it at level 5, and it’s the best when it comes to crowd-control. It’s the ultimate control spell for dominating the battlefield when facing numerous foes, giving your party breathing room and a massive tactical advantage.

Spike Growth spell in Baldur’s Gate 3

5Spike Growth – Level 2 Transmutation

The Spell That Punishes Movement

Spike Growth is where battlefield control gets truly nasty. This level 2 spell blankets a 20-foot radius with spikes for 100 turns, dealing 2d4 piercing damage per 5 feet moved, and reduces movement speed for anyone trying to cross it.

This spell wreaks havoc when placed correctly. Funnel enemies through a chokepoint covered in Spike Growth and watch their health bars melt. The damage potential is immense in this one, especially against groups that need to traverse the area.

Bless Baldur’s Gate 3

4Bless – Level 1 Enchantment

The Spell That Blesses Allies

Sometimes the simplest spells hit the hardest, andBless proves it. This level 1 beauty buffs up to three allies with a plus 1d4 to attack rolls and saving throws for the duration of the concentration.

In combat, that d4 means more hits land — crucial for multi-attackers like fighters — and more saves succeed against nasty effects like fireballs or charms. Maintaining concentration on Bless throughout a tough fight provides reliable background-level support. It’s a proactive buff that enhances both offense and defense for multiple party members with a single, low-level spell slot.

The Spirit Guardians spell in Baldur’s Gate 3

3Spirit Guardians – Level 3 Conjuration

The Spell That Guards

This Level 3 Conjuration spell is a signatureability for Clericsand is arguably one of the most powerful concentration spells in the entire game. The spell conjures a 3-meter aura of spirits around the caster, and the enemies entering must make a Wisdom saving throw. On failure, they take 3d8 radiant or necrotic damage, and their movement speed is halved.

Even on a successful save, they still take half the damage. Pair it with Spiritual Weapon (no concentration needed) for a one-two punch that leaves the opponents reeling. Players can upcast it for more damage, and it scales into late-game mayhem.

Haste

2Haste – Level 3 Transmutation

The Spell That Hastens Victory

When the fight’s heating up and needs a knockout punch,Hasteis the spell that shifts gears into overdrive. Thislevel 3 gemgrants an ally doubled movement speed, plus 2 AC, an advantage on Dexterity saves, and an extra action per turn for 10 turns.

Cast it on a fighter, and they’re swinging twice as hard. The catch? When it ends, the target is lethargic for a turn, so timing’s critical. Pair it with War Caster to keep it humming, and watch martial builds like Paladins or Barbarians shred their opponents.

Guidance Spell

1Guidance – Cantrip Divination

The Cantrip That Guides Success

Picture this: your party’s staring down a trap that could end your run. EnterGuidance, the cantrip that’s less a spell and more a lifeline. It slaps a +1d4 bonus onto any ability check for 10 turns, and since it costs no spell slots, players can spam it like there’s no tomorrow.

Boosting dialogue rolls, stealth checks, or lockpicking attempts,Guidancehelps to ensure players ace those moments. Its infinite casts mean it’s always ready, and items like the Silver Pendant let even non-casters join the fun. Clerics and Druids grab it at level 1, making it a staple for any squad.

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