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Baldurs Gate 3 Guide, Walkthrough by gamepressure.com

Baldurs Gate 3 Guide, Walkthrough

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Baldurs Gate 3: Cleric Guide - spells Baldurs Gate 3 guide, walkthrough

This chapter of the Baldurs Gate 3 guide describes what spells are available to Cleric - one of the character classes available in the game.

Clerics are the embodiment of divine power, and their boundless devotion to certain deities gives them the ability to cast extraordinary spells. The spells that can be found on your character are divided into levels, which means that you can only access more powerful spells once you have gained a certain level of experience.

Spells - Level 1

The table below shows all of the first level Cleric's spells, which are available when a new character is created in Baldurs Gate 3.

Resistance - Baldurs Gate 3: Cleric Guide - spells - Cleric - Baldurs Gate 3 Guide, Walkthrough

Resistance

Effect: magically strengthen the creature's defense to assign its D4 bonus to the defensive throws.

Range: 1.5 meters.

Concentration: required

Light - Baldurs Gate 3: Cleric Guide - spells - Cleric - Baldurs Gate 3 Guide, Walkthrough

Light

Effect: Infuse an object with an aura of light.

Range: 1.5 meters.

Guidance - Baldurs Gate 3: Cleric Guide - spells - Cleric - Baldurs Gate 3 Guide, Walkthrough

Guidance

Effect: give guidance to a creature - it receives a d4 bonus to their chosen trait test.

Range: 1.5 meters.

Concentration: required

Sacred Flame - Baldurs Gate 3: Cleric Guide - spells - Cleric - Baldurs Gate 3 Guide, Walkthrough

Sacred Flame

Effect: summon a fiery glow that causes 1d8 Radiant damage.

Range: 18 meters.

Thaumaturgy - Baldurs Gate 3: Cleric Guide - spells - Cleric - Baldurs Gate 3 Guide, Walkthrough

Thaumaturgy

Effect: the character receives a bonus to Intimidation and Performance tests.

Create Water - Baldurs Gate 3: Cleric Guide - spells - Cleric - Baldurs Gate 3 Guide, Walkthrough

Create Water

Effect: summon rain to extinguish the exposed fire and create a surface of water.

Range: 9 meters.

Guiding Bolt - Baldurs Gate 3: Cleric Guide - spells - Cleric - Baldurs Gate 3 Guide, Walkthrough

Guiding Bolt

Effect: summon a beam of light that will cause 4d6 Radiant damage and allow for the next attack against the chosen target.

Range: 18 meters.

Shield of Faith - Baldurs Gate 3: Cleric Guide - spells - Cleric - Baldurs Gate 3 Guide, Walkthrough

Shield of Faith

Effect: surround the creature with a flickering magic field that will increase its armor class by 2.

Range: 18 meters.

Concentration: required

Bane - Baldurs Gate 3: Cleric Guide - spells - Cleric - Baldurs Gate 3 Guide, Walkthrough

Bane

Effect: target a maximum of 3 creatures that will receive a D4 penalty to attack and defensive rolls.

Range: 9 meters.

Concentration: required

Command Halt - Baldurs Gate 3: Cleric Guide - spells - Cleric - Baldurs Gate 3 Guide, Walkthrough

Command Halt

Effect: order the creature to stop, preventing it from moving and taking action.

Range: 18 meters.

Soothing Word - Baldurs Gate 3: Cleric Guide - spells - Cleric - Baldurs Gate 3 Guide, Walkthrough

Soothing Word

Effect: a creature in your hero's field of vision recovers 1d4 x (x - depending on the character's level) health points.

Range: 18 meters.

Additional information: required.

Inflicting Wounds - Baldurs Gate 3: Cleric Guide - spells - Cleric - Baldurs Gate 3 Guide, Walkthrough

Inflicting Wounds

Effect: saturate your hands with putrefying energy, which deals 3d10 Necrotic damage.

Range: 1.5 meters.

Protection from Evil and Good - Baldurs Gate 3: Cleric Guide - spells - Cleric - Baldurs Gate 3 Guide, Walkthrough

Protection from Evil and Good

Effect: protect the benevolent being from aberrations, celestial, elementals, fey, fiends, and undead.

Range: 1.5 meters.

Concentration: required

Other information: the attacks of the above creatures against this target are at disadvantage and they cannot charm, frighten or possess it.

Bless - Baldurs Gate 3: Cleric Guide - spells - Cleric - Baldurs Gate 3 Guide, Walkthrough

Bless

Effect: bless up to 3 creatures who will receive a D4 bonus to attack and defensive rolls.

Range: 9 meters.

Concentration: required

Additional information: the magic of the domain is always ready.

Cure Wounds - Baldurs Gate 3: Cleric Guide - spells - Cleric - Baldurs Gate 3 Guide, Walkthrough

Cure Wounds

Effect: the affected creature regains 1d8 health points.

Range: 1.5 meters.

Additional information: the magic of the domain is always ready. The spell doesn't work on the undead and the constructs.

Spells - Level 2

The following table shows the level 2 Cleric spells. Your hero will get access to them after reaching experience Level 3 regardless of the chosen specialization (subclass).

Blindness - Baldurs Gate 3: Cleric Guide - spells - Cleric - Baldurs Gate 3 Guide, Walkthrough

Blindness

Effect: magically Blind an enemy creature.

Range: 18 meters.

Additional information: the blinded creature may try to recover from this condition at the end of each tour.

Hold Person - Baldurs Gate 3: Cleric Guide - spells - Cleric - Baldurs Gate 3 Guide, Walkthrough

Hold Person

Effect: paralyze a humanoid.

Range: 18 meters.

Concentration: required

Additional information: at the end of each round, the creature may try to free itself.

Prayer of Healing - Baldurs Gate 3: Cleric Guide - spells - Cleric - Baldurs Gate 3 Guide, Walkthrough

Prayer of Healing

Effect: all allied creatures in your character's field of vision regain 2d8 x (x - depending on the character's level) health points.

Range: 9 meters.

Concentration: this spell has no effect on the undead and constructs. It can't be used in combat.

Silence - Baldurs Gate 3: Cleric Guide - spells - Cleric - Baldurs Gate 3 Guide, Walkthrough

Silence

Effect: the protagonist creates a soundproof sphere. Creatures and objects within the sphere are silenced and unaffected by Thunder.

Range: 18 meters.

Concentration: required

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