The release of Patch 8 inBaldur’s Gate 3has marked a final send-off for the game by the devs, adding a number of fixes and new features, including twelve new subclasses. Naturally, players have been jumping right into playing these new options, particularly the various new casters and half-casters available in the game.

InBaldur’s Gate 3, finding a build that works for your Tav andeach companionis important, as every little thing from stat points, Feat selection, gear, and Spell choice can make all the difference between a successful build and a failure. If you’re looking for some good Spells to consider using with one of the new Subclasses,the best Spells for eachBaldur’s Gate 3Patch 8 Subclasshave been outlined in the guide below.

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The Best Spells For Each Baldur’s Gate 3 Patch 8 Subclass, Explained

Baldur’s Gate 3Patch 8 marked the final sendoff for the game, complete with twelve new Subclasses for players to experience.These twelve Subclasses are listed below:

Of thosetwelve Subclasses, seven of them are Spellcasters or half-casters. These eight caster classes are narrowed down to Glamour Bard, Death Cleric, Stars Druid, Swarmkeeper Ranger, Shadow Magic Sorcerer, Hexblade Warlock, and the Bladesinger Wizard. However, Patch 8 also introduced a few new Spells and Cantrips, so knowing the best Spells and Cantrips for each of these Classes will come in handy when it comes to setting up your builds.

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60ft

1d4 Psychic

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Take only half damage from Bludgeoning, Piercing, and Slashing damage.

Baldur’s Gate 3 Player Discovers Secret Passageway

60 ft

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

Minsc in Baldur’s Gate 3

5ft

1d8 + Spellcasting modifier (healing)

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1d4 + Spellcasting modifier (healing)

3d6 Psychic

An image of Wyll from Baldur’s Gate 3

Gain the ability to comprehend and communicate with Beasts

5ft/17ft cube

Gale as an Eldritch Knight

2d8 Thunder

30ft

Baldur’s Gate 3 Tag Page Cover Art

CHA

Up to 3 creatures receive a -1d4 penalty to Attack Rolls and Saving Throws.

WIS

Hold a humanoid enemy still. They can’t Move, Act, or React.

Attacks from within 3 m / 10 ft are always Critical Hits.

CON

2d8 Fire

Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage on Attack rolls and Ability Checks.

If the creature is only wearing metal armour, it always receives Disadvantage. If the creature is still touching the metal, you can use a bonus action on subsequent turns to deal another 2d8 Fire damage and force the creature to let go or receive Disadvantage.

60 ft/10ft radius

3d8 Thunder

Damages all nearby creatures and objects.

Creatures made of inorganic material, such as ston,e haveDisadvantageon their Saving Throw

Create a soundproof sphere. All within are Silenced and Immune to Thunder damage.

60ft/30ft radius

Hypnotise creatures that can see the pattern. They cannot attack you. They cannot move nor act. This spell can be cast while you are Silenced.

Create a cloud of gas so nauseating that it prevents creatures from taking actions.

Grant a semblance of life to a corpse, allowing it to answer questions.

DEX

Sleep: Apply Sleep Detonation: Push enemy back Thunder: 5d8 Thunder Lightning: 5d8 Lightning Fire: 5d8 Fire Cold: 5d8 Cold Acid: 5d8 Acid

Transform a creature into a harmless sheep.

If the sheep’s Hit Points drop to 0, the target reverts to its original form with its original HP.

167ft

Teleport yourself and up to one adjacent ally to a place you may see.

3d8 + Spellcasting modifier (healing)

Paralyze a creature. It can’t Move, Act, or React

Affected entity will follow and fight alongside the caster of this spell.

Every time it takes damage, it may break the caster’s control over it with a successful Wisdom Save

Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally.

Target must be a Celestial, Elemental, Fey, or a Fiend.

Cause a creature to start dancing, making it unable to take Actions or Move.

The dancer has Disadvantage on Attack Rolls and Dexterity Saves.

Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep.

While Concentrating, you may cast Eyebite without expending a spell slot.

60ft/10ft radius

1d10 Piercing

1d12 Necrotic

If the target is at full health, you deal 1d8 Necrotic instead.

1d8 Necrotic

3d10 Necrotic

You or an ally cannot be targeted until you attack or harm a creature.

Increase affected creature’s AC by +2

Summon a floating, spectral weapon that attacks your enemies alongside you.

1d8+1 Force damage on Spiritual Weapon hits

10ft

Animate a corpse to create an undead servant while not in combat. The target must be a Medium or Small corpse.

1d4 + Spellcasting Modifier (healing)

Nearby enemies take 3d8 Radiant or 3d8 Necrotic damage per turn, and their Movement Speed is halved.

Your allies will regain the maximum Hit Points possible when healed. They also gain Advantage on Wisdom Saving throws and Death Saving Throws.

Call forth a divine guardian that attacks nearby enemies. Every time it deals damage, the guardian loses an equal amount of Hit Points.

Filth Fever:Disadvantage on STR Checks, Saves, and Attack Rolls.Flesh Rot:Disadvantage on CHA Ability Checks, and is afflicted with Vulnerability to all damage.Slimy Doom:Disadvantage on CON Ability Checks and Saving Throws. Whenever they are hit, they get Stunned.Seizure: Disadvantage on DEX Ability Checks, Saving Throws, and Attack Rolls.Mindfire: Disadvantage on INT Ability Checks and Saving Throws, and is Befuddled.Blinding Sickness: Disadvantage on Wisdom Ability Checks and Saving Throws, and is Blinded.

3d8 + Spellcasting Modifier (Healing)

5d6 Fire + 5d6 Radiant

Possibly knock targets Prone. 5d6 Thunder + 5d6 Radiant

Swarming, biting locusts fill the air. They do the following: - Deal 4d10 Piercing damage per turn - make the areaDifficult Terrain, and impose Disadvantage on Perception Checks

STR

Throw a creature or object up to 60 ft with a thought. Once per turn, you may use Telekinesis again without expending a Spell Slot.

Create a corpse as a heinous mummy that fights by your side. The target must be a Medium or Small corpse.

14d6 Necrotic Reduce a target’s maximum HP, but never below 1.

+70 Healing. Remove Blindness and any diseases.

Summon either an Elemental, Celestial, or Fiend to fight for you. (Dijinni, Deva, Cambion)

Self

Your staff or club becomes magical: it deals 1d8 Wisdom Modifier Bludgeoning & uses your Spellcasting Modifier for Attack Rolls.

1d12 Poison

1d8 + Spellcasting Modifier (Healing)

60ft/7ft radius

1d10 Piercing 2d6 Cold

Create a cloud of dense fog to Heavily Obscure and Blind creatures within.

2d6 Fire

2d8 Fire Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage on Attack rolls and Ability Checks. If the creature is only wearing metal armour, it always receives Disadvantage. If the creature is still touching the metal, you can use a bonus action on subsequent turns to deal another 2d8 Fire damage and force the creature to let go or receive Disadvantage.

60ft/3ft radius

2d10 Radiant per turn

3d10 Lightning

Create an Ice Surface: Forces spellcasters to succeed at a Concentration Save in order to maintain Concentration. Difficult Terrain - Half Movement Speed, will fall Prone on failed DEX save.

8d8 Necrotic Plants take maximum damage from this spell, and have Disadvantage on the Saving throw against it.

Conjure a minor elemental to fight alongside you. (Azer, Ice Mephits, Mud Mephits)

Conjure a Dryad to fight alongside you. She can use Nature’s Step, Entangle enemies, and Summon a Wood Woad.

60ft/20ft radius

2d8 Bludgeoning + 4d6 Cold

5d8 Fire

Mark a creature as your quarry to deal an additional 1d6 Weapon damage whenever you hit it with a weapon attack. If the target dies before the spell ends, you may use Reapply Hunter’s Mark to mark a new creature.

Normal weapon damage + 1d10 Piercing

Shape a piece of ground into hard spikes. A creature walking on the spikes takes 2d4 Piercing damage for every 5ft moved.

After the arrow hits, smaller bolts snake out from the target towards nearby creatures. 4d8 Lightning (primary target) +2d8 Lightning

Self/30ft cone

Channel your weapon’s essence into a destructive, widespread volley. Normal weapon damage + 2d8 weapon damage.

1d10 Fire

1d8 Cold Reduces the target’s Movement Speed by 10ft

1d6 Acid

3d8 Thunder or: 2d8 Acid, Fire, Cold, Lightning, or Poison

Self/17ft cone

3d6

5FT

1d4 Force damage for each missile

When you are about to be hit by an enemy, use your Reaction to improve your AC by +5.

1d12 Lightning While link is active, activate each turn to deal another 1d12 Lightning damage

Make a creature larger or smaller. Either option has a duration of 10 turns. This affects their weapon damage and Strength Checks + Saves

Create 3 illusory duplicates of yourself to distract attackers. Each duplicate increases your AC by +3 Whenever you successfully evade an attack, one of the duplicates disappears.

Surrounded by silver mist, you teleport to an unoccupied space you can see.

Try to stop a spell being cast. If it is higher level than the spell slot you used to Counterspell, you must make a check using your Spellcasting ability. The check’s difficulty is equal to 10 plus the level of the spell you are trying to counter. This Spell can be cast while you are Silenced.

60ft/13ft radius

8d8 Fire

Hasten yourself or a willing target. +2 AC +1 Action per turn Double Movement Speed Advantage on DEX Saves

100ft

8d6 Lightning

Alter time around up to 6 enemies to Slow them:Half Movement SpeedAC & Dex Saves -2 Can only take Action or Bonus Action, not both Can’t take Reactions Can not make Extra Attacks

Create a cloud of gas so nauseating it prevents creatures from taking actions.

5d8 Poison

8d8 Cold

10d8 Lightning

8d6 Necrotic

6d8 Radiant

10d6 + 40 Force

Normal weapon damage +1d8 Thunder

1d10 Force

Make your attacks deal an additional 1d6 Necrotic damage to the target. Give it Disadvantage on an Ability of your choosing.

2d10 Fire

Gain 5 Temp HP and deal 5 Cold Damage to any creature that hits you with a melee attack.

2d8 + STR or DEX mod Psychic

Creatures within this black sphere are Blinded. They take 2d6 Cold damage when starting their turn inside. They take 2d6 Acid damage when ending their turn inside.

3d6 Necrotic

+1 Attack Rolls +1d4 damage of your selected type on weapon attacks

Atrophy a foe, Restraining them until they temporarily turn to stone:

The target will Petrify if it does not succeed its Saving Throw within 3 turns:

4d4 Acid

  • 2d4 Acid (delayed)

At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane.

While there, you’re able to’t be harmed or seen in this world.

When you do vanish, your presence here is a representation of the location you’ll come back to. you may choose to teleport it up to 20 ft.

Alter time around up to 6 enemies to Slow them: Half Movement Speed AC & Dex Saves -2 Can only take Action or Bonus Action, not both Can’t take Reactions Can not make Extra Attacks

Tentacles sprout from the ground, turning the area into Difficult Terrain and attacking anything inside 3d6 Bludgeoning

Wreathe your body in flames that shed light in a 10ft radius.Provide Resistanceto Fire or Cold damage and retaliate against melee attacks.

Haunt a creature with illusions of its greatest fears, inflcting the following: - Take 4d10 Psychic damage per turn - Can not move - Has Disadvantage on all ability checks and attack rolls.

Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you.

Create two linked teleportation portals within range. All creatures, including enemies, may travel between the two portals as a free action.

Create a ball of churning ice that can be launched instantly to generate a frosty explosion or stored for later use. 10d6 Cold damage

Raise a wall of solid ice that deals 10d6 Cold damage to anyone standing in its way. When the ice is broken, it leaves behind a cloud of frigid air that deals 10d6 Cold damage per turn to enemies within.