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Wednesday, September 9, 2026

12 Best Cleric Spells In Baldur's Gate 3 (& How To Use Them)

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Baldur's Gate 3 has a host of magically inclined classes to choose from when looking to adventure along the Sword Coast; however, the cleric seems to be often the most overlooked. Usually seen as mere healers, this class can frequently blend martial and spellcasting with plenty of spells beyond mending wounds. Knowing which spells to keep an eye out for on a spell list can make all the difference and help make the most out of any clerics in the party.

Most who play Baldur's Gate 3 will know about some of a cleric's best-known low-level spells and cantrips, such as guidance and cure wounds. But there is far more to clerics than just acting as passive healers, and there are some great combat and utility spells for them to choose from. From keeping enemy spellcasters at bay to a little extra help on the battlefield, these spells are always worth keeping prepared.

12 Slow (Level Three Transmutation)

Slow spell text displayed in Baldur's Gate 3.

Slow isn't a broadly available spell for clerics, but it deserves a mention for the one subclass that can access it. At level five, Knowledge Domain clerics can pick up this transmutation, and it might be one of the most beneficial options for a cleric to have on hand.

Using slow targets up to six creatures, and it doesn't use an area of effect, making it easy to hand-select enemies without accidentally catching any allies in the effect. All affected creatures suffer in a variety of ways. Their movement speed is cut in half and their armour class and Dexterity saving throws are reduced by two.

Slow also reduces the efficacy of its targets' turns, eliminating the use of reactions and multiple attacks. Instead, targets can only take an action or bonus action. Ultimately, this spell grants plenty of additional battlefield control, allowing a cleric to swing the balance of action heavily in their party's favor.

11 Silence (Level Two Illusion)

Can Be Ritual Cast & Requires Concentration

Baldur's Gate 3 Party Trapped In Entombed Scribe's Silence Field In Dank Crypt

At level three, clerics will gain access to second-level spells and the illusion spell Silence. This spell does exactly what it describes and creates a zone of complete silence. All creatures within the six-meter/20-foot radius are silenced, making them immune to thunder damage but, more importantly, during combat, preventing any spells with verbal components from being cast. Silence is great for crowd control, especially when facing off against enemy spellcasters, with the only limitation being that the silenced zone is fixed and enemies leave the area.

Silence is also an excellent way for the party to remain unnoticed when performing actions that create noise and draw attention, such as breaking walls down. Trapping a target in the silenced zone can also prevent them from calling for reinforcements. Silence also pairs very well with a rogue's sneak attack when stealthing up to sleeping enemies to take them out without alerting anyone.

Silence can nullify the harpies song in Act 1, making it easier to save Mirkon by keeping the party within the silenced area and attacking from range.

10 Contagion (Level Five Necromancy)

Contagion BG3 spell symbol

Contagion isn't of great use against the average enemy, as its efficacy takes some time. Infecting an enemy with the spell does have the immediate advantage of applying disadvantage to attack rolls and checks, but its other effects take time. Once hit with the spell, a creature will have to roll a Constitution saving throw every turn until they get three successes or three failures

Three successes will negate any effect of contagion, but three failures will result in infection. At this point, the cleric can choose between six different diseases, all of which impose severe debuffs.

While a fifth level spell slot can be a lot to dedicate to contagion, it's worth the investment for many clerics. You might not need it in your spell list at all times, but whenever a boss fight is clearly coming up in the final stretch of the game, equipping it could be a great idea.

9 Guiding Bolt (Level One Evocation)

duergar character affected by guiding bolt in baldur's gate 3

Guiding bolt is often seen as the go-to damage spell for clerics, and it's easy to see why. As well as dealing a decent 4d6 radiant damage, the spell has the added benefit of granting advantage to the next attack. Any target hit by a Guiding Bolt will have to make a Wisdom saving throw, which, if failed, will grant an advantage for two turns or until the next attack hits them.

Guiding bolt, while offering good damage, works best when used alongside other party members to give them an advantage on attacks. One of the most obvious uses is to use the spell to set up an advantage for a rogue to allow them to gain a sneak attack. Dealing radiant damage means that few enemies in the game are immune or resistant, allowing the Guiding Bolt to be consistently damaging throughout BG3.

8 Hold Person (Level Two Enchantment)

Requires Concentration & Upcasting Affects

Starting Baldurs Gate 3 combat with Hold Person

Another fantastic crowd control spell in BG3 is Hold Person, which allows the cleric to hold a targeted humanoid in place. A second-level hold person can incapacitate an enemy for ten turns while concentration is maintained or the target succeeds on a Wisdom saving throw at the end of their turn. If cast at higher levels, Hold Person can affect additional targets by increasing one target per level.

While incapacitated targets can't move or take any actions, bonus actions, or reactions, all attacks against them have an advantage. Even better, if those attacks land, they will automatically be critical hits if the attacker is within three meters/10 feet. Held targets also automatically fail all Strength and Dexterity saving throws, leaving them vulnerable to AOE damage from other party members.

7 Speak With Dead (Level Three Necromancy)

Can Be a Ritual Cast

Using Speak With Dead On Lae'zel in Baldur's Gate 3

Speak With Dead is perhaps one of the most useful spells in BG3 as it allows the party to gain information from characters they otherwise might not have access to. This spell allows quests to be advanced or even gained by talking to corpses. Once awoken, the cleric can ask five questions: who they are, who killed them, and if there is any loot nearby.

It should be noted that corpses will refuse to speak with the cleric if they are killed by the party. This can sometimes be overcome by using a disguise, either with Disguise Self or a Disguise Kit. Once it has been cast, speak with Dead grants the ability to Recast Speak with Dead, which allows the spell to be used again without using a spell slot until the next long rest.

Speak With The Dead cannot be used on creatures that don't have a mouth, such as those whose bodies are damaged by acid, lightning, or fire.

6 Bless (Level One Enchantment)

Requires Concentration & Upcasting Affects

Baldur's Gate 3 Isobel Cleric Of Selune Blessing Party Of Adventurers With Glowing Magic

Another great cleric spell that is especially well known to many Dungeons & Dragons players is Bless. Bless is a classic buff that can help up to three party members and more if upcast at higher levels. Bless will last ten turns while maintaining concentration, allowing those affected to add 1d4 to any attack rolls and saving throws.

While that might not sound like a lot at first, it can make all the difference in crucial fights, tipping fights in the party’s favor and potentially preventing harmful spells with the boost to saving throws. Bless is available at level one and is extremely helpful for beginners during early game BG3. This usefulness can drop off at later levels as blessing requires concentration, and by late game, there are more options for clerics to utilize.

5 Sanctuary (Level One Abjuration)

Bonus Action To Cast

The sanctuary spell description in Baldur's Gate 3

Sanctuary is an excellent spell for a cleric to have in their roster, as it allows them to prevent a party member or ally from being targeted for attack. Lasting for ten turns, Sanctuary stops enemies from directly attacking the affected character, although they could still take AOE damage. The only downside is that Sanctuary will drop early if the affected character attacks or harms another. However, there are still several spells and actions that can be used alongside Sanctuary, such as buffs and healing.

There can be times during a fight when party members or allies fall and must be healed or helped to get them back on their feet. This can often leave them vulnerable, especially in Tactician Mode, as their low hit points will make them obvious targets for the enemy. Sanctuary is perfect for these situations, allowing them to heal up more and reposition.

Sanctuary is also fantastic for keeping essential NPCs alive during crucial quests, such as rescuing Duke Ravengard in Act 3 or saving Rolan in BG3.

4 Glyph Of Warding (Level Three Abjuration)

Various Effects With Upcasting Some Dealing Additional 1d8 Damage Per Level

Baldur's Gate 3 Player Using Scroll Of Glyph Of Warding In Dungeon

Glyph of Warding is a very versatile spell that is essentially seven spells for the price of one. This third-level abjuration spell allows the cleric to place a glyph on the ground, triggered when an enemy steps on it. Once placed, the glyphs last until the next long rest or until they are triggered and are not concentrated, meaning multiple glyphs can be placed or even stacked.

Glyph

Effect

Acid

Deals 5d8 acid damage

Cold

Deals 5d8 cold damage

Detonation

Pushes enemies back

Fire

Deals 5d8 fire damage

Lightning

Deals 5d8 lightning damage

Sleep

Puts enemies to sleep for two turns

Thunder

Deals 5d8 thunder damage

There are seven types to choose from, with five dealing 5d8 of a specific damage type, such as fire, cold, or acid. Enemies must make Dexterity saving throws, usually taking half damage on a success. The glyph for sleep will put all enemies within the four-meter/13-foot radius to sleep, except those immune to magical sleep on a failed save. Finally, the glyph for detonation will push enemies back and is excellent for crowd control and keeping groups away in a certain area.

3 Planar Ally (Level Six Conjuration)

Summonable Ally That Will Last Until Next Long Rest

Shadowheart casting Planar Ally in Baldur's Gate 3.

Getting extra help in a tough fight can make all the difference, and there are some great creatures that can be summoned in Baldur's Gate 3. Clerics gain the ability to summon some of the best at level 11 with the spell planar ally that has the choice between a Djinni, Deva, or Cambion. The summoned ally will last until the next long rest or until they are defeated.

Entity

Abilities

Cambion

Rays of fire, draining kiss, fiendish charm, and can fly

Deva

Wrathful smite, revivify, and can fly

Djinni

Slashing & poison damage from scimitar, thunderwave, drunken inhale, sweetplum gales, shifting winds

Each summoned being has its own abilities, along with strengths and weaknesses. Overall, the Deva is the best choice due to its ability to help downed allies and cast Revivify, and its Wrathful Smite deals an impressive amount of damage with the possibility to frighten targets for two turns. On the other hand, the Djinni is excellent for crowd control, and its Drunken Inhale deals poison damage, making all affected targets drunk.

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