Best Spells at Character Level 3 in BG3 — Tier List for Every Caster

S-Tier Spells Available at Character Level 3
| Spell | Level | Classes | Why S-Tier |
|---|---|---|---|
| Hold Person | 2nd | Bard, Cleric, Sorcerer, Warlock, Wizard | WIS save or paralyzed. Paralyzed targets auto-crit from melee within 1.5m. Game-winning |
| Misty Step | 2nd | Sorcerer, Warlock, Wizard, Vengeance Paladin | Bonus Action 18m teleport, no concentration. Mobility solves dozens of fights |
| Spiritual Weapon | 2nd | Cleric | Conjure a floating weapon, attack with it as Bonus Action for 10 turns. Free damage every turn |
| Web | 2nd | Sorcerer, Wizard | 6m AoE Restrained on failed DEX save. Save DC 13+ at level 3. Lasts 10 turns. Concentration |
| Mirror Image | 2nd | Sorcerer, Warlock, Wizard | 3 illusory copies absorb attacks. No concentration. Adds ~30 HP equivalent survivability |
| Sleet Storm | — | Available at character level 5 (3rd-level spell) | See best-level-5-spells article — listed for context |
| Faerie Fire | 1st | Bard, Druid, Light Cleric, Lolth-Drow | AoE mark — all attacks against marked enemies have Advantage. Concentration |
| Bless | 1st | Cleric, Paladin | Concentration, 4 allies gain +1d4 to attack rolls and saves. Concentrated through Lv 12 |
A-Tier Spells at Character Level 3
| Spell | Level | Classes | Use Case |
|---|---|---|---|
| Healing Word | 1st | Bard, Cleric, Druid, Ranger | Bonus Action heal at range, 1d4 + WIS. Revives downed allies without using Action |
| Cloud of Daggers | 2nd | Bard, Sorcerer, Warlock, Wizard | 4d4 damage to each enemy in 1.5m square each turn. Stacks with Spike Growth |
| Detect Thoughts | 2nd | Bard, Sorcerer, Wizard | Dialogue insight — see enemy intent and learn secrets. Massive RP value |
| Invisibility | 2nd | Bard, Sorcerer, Warlock, Wizard | Hide an ally for ambush setup. Concentration. Astarion gets a lot of value |
| Aid | 2nd | Cleric, Paladin | Multi-target +5 max HP boost. Lasts until long rest. Stack daily |
| Lesser Restoration | 2nd | Bard, Cleric, Druid, Paladin, Ranger | Cure paralysis/poison/disease. Critical for breaking Hold Person on allies |
| Magic Weapon | 2nd | Cleric, Paladin, Wizard | +1 attack and damage on weapon. Concentration. Niche — most weapons already enchanted |
| Moonbeam | 2nd | Druid | 5m radius beam, 2d10 radiant per turn. Concentration. Druid's best damage spell |
| Heat Metal | 2nd | Bard, Druid | Disadvantage on attack rolls + 2d8 damage to metal-armor enemies. Brutal against Fighters and Paladins |
| Silence | 2nd | Bard, Cleric, Ranger | Suppress all sound and spellcasting in 3m. Counters enemy casters completely |
| Suggestion | 1st (BG3 lists it as 2nd Enchantment) | Bard, Sorcerer, Warlock, Wizard | Compel target action via WIS save. Dialogue tool |
| Crown of Madness | 2nd | Bard, Sorcerer, Warlock, Wizard | Force enemy to attack ally. Concentration. Niche but situationally amazing |
Best 1st-Level Spells (Still Useful at Level 3)
| Spell | Classes | Why It Holds Up |
|---|---|---|
| Shield | Sorcerer, Wizard, Eldritch Knight | +5 AC reaction. Negates most attacks that would otherwise hit. Mandatory for casters. |
| Bless | Cleric, Paladin | +1d4 attack and saves for 4 allies. Best 1st-level concentration buff |
| Faerie Fire | Bard, Druid, Light Cleric | Party Advantage on attacks against marked. Concentration |
| Hex | Warlock | Bonus Action mark, +1d6 necrotic per hit. Concentration. Replaceable with Hunter's Mark on Ranger dip |
| Healing Word | Bard, Cleric, Druid | Bonus Action heal. Revives downed allies at range without using Action |
| Magic Missile | Sorcerer, Wizard | 3 darts of 1d4+1 force. Auto-hit (no attack roll). Bypasses Mirror Image but each dart can trigger Shield |
| Sleep | Bard, Sorcerer, Wizard | Knockout enemies with low HP. Strong at level 1-3, drops off fast |
| Thunderwave | Bard, Druid, Sorcerer, Wizard | 3m AoE 2d8 thunder + push 4.5m. Excellent for shoving off ledges |
| Color Spray | Sorcerer, Wizard | Blind cone AoE. Lower HP target threshold than Sleep |
| Witch Bolt | Sorcerer, Warlock, Wizard | 1d12 lightning per turn while concentration holds. Single target but consistent |
| Guiding Bolt | Cleric | 4d6 radiant + next attacker gets Advantage. Spell-attack roll. Solid burst |
| Searing Smite | Paladin, Ranger | On hit, add 1d6 fire + Burning. Concentration. Stacks with Divine Smite |
Why Character Level 3 Is a Power Spike for Casters
Character level 3 is the first major spell power spike. Bards and Clerics unlock 2nd-level spell slots at class level 3 (which is character level 3 if pure-classed). Sorcerers and Warlocks unlock 2nd-level at class level 3. Wizards already have 1st-level spells from level 1 but at level 3 they have access to more cantrips and a Wizard subclass feature. Druids unlock 2nd-level at class level 3. So by character level 3, every caster has access to the 2nd-level spell pool — which includes some of the strongest spells in the entire BG3 spellbook.
The reason 2nd-level spells matter so much: they include several game-winning crowd-control effects. Hold Person paralyzes a humanoid on a failed WIS save. Paralyzed targets in BG3 cannot move, act, or react, and any melee attack against them within 1.5m automatically crits. This means casting Hold Person sets up your entire martial party to deal double damage on every hit next turn. A single 2nd-level Hold Person can end an Honour Mode boss fight in one round if the boss is humanoid and fails the save.
Misty Step is the other obvious S-tier pick. Bonus Action 18m teleport to any visible point — pass through walls, jump over enemies, escape Difficult Terrain, reposition out of an enemy's reach. Concentration-free. Available once per slot use. Misty Step solves more fights than any other 2nd-level spell because mobility solves problems that damage cannot.
Spiritual Weapon is Cleric-exclusive but extraordinary value: a 10-turn floating weapon you attack with as a Bonus Action each turn. It deals 1d8 + WIS modifier on hit. Over 10 turns of combat (across multiple encounters), Spiritual Weapon adds ~80 damage total for one 2nd-level slot. No other 2nd-level spell offers this damage-per-slot return.
Class-by-Class Recommended Spell Picks at Level 3
- Wizard (prep 6 spells): Shield (1st), Magic Missile (1st), Sleep (1st), Misty Step (2nd), Web (2nd), Mirror Image (2nd). Cantrips: Fire Bolt, Mage Hand, Light, Ray of Frost.
- Sorcerer (knows 4 spells, prepares 2 cantrips + 4 spells): Shield (1st), Magic Missile (1st), Misty Step (2nd), Mirror Image (2nd). Cantrips: Fire Bolt, Ray of Frost.
- Cleric (prep WIS mod + Cleric level): Bless (1st), Cure Wounds (1st), Healing Word (1st), Sanctuary (1st), Hold Person (2nd), Spiritual Weapon (2nd), Lesser Restoration (2nd). Domain spells: vary by subclass.
- Druid (prep WIS mod + Druid level): Faerie Fire (1st), Healing Word (1st), Thunderwave (1st), Moonbeam (2nd), Heat Metal (2nd), Pass Without Trace (2nd).
- Bard (knows 6 spells, no prep): Faerie Fire (1st), Healing Word (1st), Thunderwave (1st), Detect Thoughts (2nd), Hold Person (2nd), Heat Metal (2nd).
- Warlock (knows 4 spells): Hex (1st), Armor of Agathys (1st), Hold Person (2nd), Misty Step (2nd). Cantrips: Eldritch Blast, Mage Hand.
- Paladin (prep CHA + half Paladin level): Bless (1st), Cure Wounds (1st), Searing Smite (1st), Aid (2nd), Lesser Restoration (2nd), Magic Weapon (2nd).
- Ranger (prep WIS + half Ranger level): Hunter's Mark (1st), Cure Wounds (1st), Pass Without Trace (2nd), Spike Growth (2nd), Lesser Restoration (2nd).
- Eldritch Knight Fighter (3 spells known at level 3, all from Wizard list): Shield (1st), Magic Missile (1st), or Misty Step (2nd) if you have a 2nd-level slot.
- Arcane Trickster Rogue: Same as Eldritch Knight but with more focus on Charm and Illusion spells.
Hold Person Strategy — The Most Important Level 3 Spell
Hold Person paralyzes a humanoid target who fails a WIS saving throw. The DC at character level 3 is 8 + Proficiency Bonus (+2) + Spell Modifier (+3 with stat 16) = DC 13. Most enemies at level 3-5 have WIS saves around +0 to +2, giving a 50-60% chance of success. The save repeats at the start of each of the target's turns, so the paralysis isn't permanent — but even one turn of paralysis is game-changing.
Paralyzed targets in BG3: cannot move, cannot take actions, cannot use reactions, and all melee attacks against them within 1.5m auto-crit. This means landing Hold Person on a tough melee enemy and letting your martial allies pound them deals massive damage. Karlach with Frenzy + Reckless Attack hitting a paralyzed enemy: 3 attacks per turn, all auto-crit, all dealing doubled weapon dice + GWM bonus = ~120 damage in one turn against the paralyzed target.
Upcasting Hold Person at a higher level targets multiple humanoids: 3rd-level slot targets 2 humanoids, 4th-level targets 3, 5th-level targets 4. At character level 5 with a 3rd-level slot, you can Hold Person on two humanoid enemies in one cast — incredible value for slot economy.
Limitation: Hold Person only works on humanoids. It does not work on undead, fiends, dragons, beasts, monstrosities, or aberrations. For non-humanoids at level 3+, you don't have many alternatives until Hold Monster (5th-level spell at character level 9+). So Hold Person's effectiveness depends on the enemy composition — it's S-tier in fights with humanoid enemies (most early Act 1 fights) and useless in Act 2's undead-heavy areas.
Hold Person vs. Web vs. Sleep (Crowd Control at Level 3)
| Spell | Save Type | Effect | Best Use |
|---|---|---|---|
| Hold Person | WIS save | Paralyzed (auto-crit from melee, no actions) | Single humanoid boss, set up melee burst |
| Web | DEX save | Restrained (no movement, Disadvantage on attack rolls, attackers Advantage) | Cluster of 3+ enemies, persistent zone |
| Sleep | No save (HP threshold) | Unconscious (drops weapon, ends on damage) | Low-HP enemies, ambush setup |
| Hypnotic Pattern (level 5) | WIS save | Incapacitated AoE 9m | Multiple non-humanoid enemies |
| Suggestion | WIS save | Compelled action (single target) | Boss dialogue or surprise effect |
Verdict: Hold Person dominates single-target humanoid CC. Web dominates group CC in DEX-low enemy compositions. Sleep is best early but drops off by level 4-5. Pick Hold Person and Web as your primary CC pickups at level 3.
Damage vs Utility 2nd-Level Spells
| Spell | Damage Output | Utility Output | Verdict |
|---|---|---|---|
| Cloud of Daggers | ~14 per turn per enemy in 1.5m square | Forces repositioning | Damage + zoning |
| Moonbeam (Druid) | 2d10 = ~11 per turn radiant | Persistent area damage | Druid's best damage spell |
| Mirror Image | 0 damage | +30 effective HP for caster | Pure defense |
| Heat Metal | 2d8 = ~9 per turn metal-armor only | Disadvantage on attack rolls | Brutal against armored enemies |
| Silence | 0 damage | Cancels enemy spells in 3m radius | Counters enemy casters completely |
| Spiritual Weapon (Cleric) | 1d8+WIS = ~7 per turn | Free Bonus Action attack | Damage + action economy |
Verdict: Cloud of Daggers and Moonbeam are the best pure damage 2nd-level spells. Mirror Image and Silence are the best pure utility. Spiritual Weapon (Cleric only) combines both — damage every turn plus Bonus Action use. Take Spiritual Weapon on every Cleric.
Common Spell-Pick Mistakes at Level 3
- Picking Sleep at level 5+ : Sleep's HP threshold (5d8 HP affected, +2d8 per upcast level) drops off fast. By Act 2, most enemies have 30+ HP and Sleep affects only 1 enemy. Use Hold Person or Hypnotic Pattern instead.
- Not preparing Misty Step : Sorcerers, Warlocks, Wizards, and Vengeance Paladins all have Misty Step access. It's the single most-used spell across all caster classes. Always prep it.
- Skipping Shield on Sorcerer/Wizard : Shield (1st-level) is a reaction that adds +5 AC against one incoming attack. It's slot-cheap, casts as a reaction (no action cost), and saves caster lives every fight. Prep it.
- Picking Witch Bolt on Warlock : Warlock has limited spells known (4 at level 3) and limited slots (2 at level 3). Spending one of those on Witch Bolt — a single-target concentration spell with sub-Eldritch Blast damage — is wasted. Pick Hold Person, Hex, or Mirror Image instead.
- Forgetting Spiritual Weapon on Cleric : Spiritual Weapon costs 1 Bonus Action to summon, then a Bonus Action each turn to attack with — but it lasts 10 turns and persists across multiple combats. It's the single highest damage-per-slot 2nd-level Cleric spell. Mandatory.
- Using Magic Weapon when you have +1 weapons : Magic Weapon spell adds +1 to attack and damage. If your character is already wielding a +1 enchanted weapon, the spell does nothing (the bonuses don't stack). Reserve Magic Weapon for unenchanted weapons only.
- Picking Detect Thoughts only for combat : Detect Thoughts (2nd-level Bard/Sorcerer/Wizard) reveals enemy thoughts AND unlocks new dialogue options in many BG3 conversations. It's more valuable for narrative content than combat. Make sure to use it outside of fights too.
- Concentration on multiple spells : You can only concentrate on one spell at a time. Concentrating on Bless and then casting Hold Person drops Bless. Plan concentration: usually Bless turn 1 (4 ally buff), drop Bless for Hold Person turn 2 (single-target paralysis).
Frequently asked questions
What's the single best 2nd-level spell in BG3?
Hold Person and Misty Step tie for the title of best 2nd-level spell. Hold Person wins on raw damage impact — paralyzing a humanoid boss enables a chain of auto-crit attacks from your martial allies, often deleting the target in one round. Misty Step wins on universality — Bonus Action 18m teleport that solves positioning problems no other spell can solve. Spiritual Weapon (Cleric only) is the best slot-efficiency 2nd-level spell, providing 10 turns of free Bonus Action attacks for one slot. Different roles favor different spells.
Should I prepare more 2nd-level spells or stick with 1st-level?
Prepare both. At character level 3, you have limited spell slots (2-3 first level, 2-3 second level depending on class). Prepare 2 first-level and 2-3 second-level spells. First-level Bless or Healing Word remain useful throughout the game and don't require precious 2nd-level slots. Second-level Hold Person, Misty Step, Spiritual Weapon are upgrades. The optimal mix: 60% second-level prep, 40% first-level prep, leaving cantrip slots for at-will damage.
How does spell-slot scaling work in BG3?
BG3 follows D&D 5e slot progression. At character level 3, you have: 4 first-level slots (Wizard/Cleric/Druid/Bard), 2 second-level slots (same), 1 spells known limit if Sorcerer/Warlock. Slots upcast: you can cast a 1st-level spell using a 2nd-level slot for slightly stronger effect (e.g., Cure Wounds 1st = 1d8 healing, Cure Wounds 2nd = 2d8 healing). Hold Person upcast at higher slots targets multiple humanoids. Always upcast healing and damage spells if you have a higher slot available.
Is Web really worth a 2nd-level slot?
Yes. Web creates a 6m square Difficult Terrain zone where enemies must save DEX or be Restrained (no movement, Disadvantage on attack rolls, attackers have Advantage). The Restrained condition lasts until they save. Web also persists for 10 turns (concentration). A single Web cast on a cluster of 3+ enemies, especially low-DEX enemies like Orcs or Trolls, can lock down an entire enemy group. The slot cost is high but the impact is enormous. Web is the best multi-target CC spell at character level 3.
Can I cast Cantrips infinitely in BG3?
Yes. Cantrips (level 0 spells) are at-will — no slot cost. The best damage cantrips are Eldritch Blast (Warlock, 1d10 + CHA at level 5+), Fire Bolt (any, 1d10 fire), and Sacred Flame (Cleric, 1d8 radiant + DEX save). Cantrip damage scales at character levels 5 and 11 (extra die added). At character level 3, cantrips deal 1d10 = ~5.5 average. Cantrips are your fallback when you've spent all spell slots — important for long dungeons without rest opportunities.
Which 1st-level spells should I keep prepared at level 3?
Shield (Sorcerer/Wizard) — reaction +5 AC, mandatory. Bless (Cleric/Paladin) — concentration buff, prep one slot. Healing Word (Cleric/Druid/Bard) — Bonus Action heal, revive downed allies. Hex (Warlock) — concentration mark for sustained Eldritch Blast bonus damage. Hunter's Mark (Ranger/Vengeance Paladin) — concentration mark for sustained weapon damage. Magic Missile (Sorcerer/Wizard) — auto-hit 3d4+3 force damage. Searing Smite (Paladin) — bonus fire damage on hit. Keep 2-3 of these prepared as 1st-level options.
What about Counterspell — when does that come online?
Counterspell is a 3rd-level spell, available at character level 5 for full casters (Wizard, Sorcerer, Warlock, Bard at level 5). It's NOT available at character level 3 — you need to wait until level 5 to access 3rd-level slots. Counterspell is the single most important reaction spell in BG3, completely shutting down enemy spell casts. Many players consider character level 5 the second big power spike for caster classes specifically because Counterspell becomes available then.
Do Eldritch Knight Fighters have 2nd-level spells at character level 3?
No. Eldritch Knight is an 'one-third caster' — they get 1st-level spells at Fighter 3 (character level 3 if pure Fighter) and 2nd-level spells at Fighter 7 (character level 7). So at character level 3 a pure Fighter EK has only 1st-level spell access. Pick Shield (mandatory reaction +5 AC), Magic Missile (3d4+3 reliable damage), and Find Familiar or Mage Armor. The Eldritch Knight's spell selection lags behind full casters by 4-6 character levels.
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Continue this guide path
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