Summary

  • Use spells like Witch Bolt to maximize damage output by re-casting without burning additional spell slots.
  • Save resources with Vampiric Touch by stealing life force and regaining half the points, while keeping healer spell slots.
  • Control the battlefield with spells like Telekinesis to move enemies and objects, or inflict status effects with Eyebite and Sunbeam.

As anyone who's gone for too long without Long Resting in Baldur's Gate 3 knows, Spell Slots are an important resource, especially in places where the camp isn't available. Ideally, you want to be able to minimize how many resources you're using while maximizing your damage output.

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The good news is that not every spell in the game requires you to use a spell slot every time you cast it. Instead, you can get the benefit of re-casting, re-positioning, and re-targeting for the far more replenishable cost of a new turn. These are all the spells in the game that allow you to use only one spell slot while still using the spell multiple times.

11 Witch Bolt

Type

Single-Target Re-Castable Spell

Class

Sorcerer, Warlock, Wizard, Rouge (Arcane Trickster), Fighter (Eldrich Knight)

Damage Inflected

1d12 Lightening

Duration

10 Turns

Upcast Benefit

An Additional 1d12 Lightening per Level

This is a good spell for enemies that have a high health bar, because once you cast it you can keep activating it each turn without burning another spell slot. Since it links you to one opponent, you want to choose someone that won't die after only a few turns, to get the maximum use out of it.

Plus, each time you activate it, the spell deals additional lighting damage. So Witch Bolt is an easy way to turn one spell slot into multiple turns of damage.

10 Vampiric Touch

Type

Single-Target Re-Castable Spell

Class

Warlock, Wizard, Druid (Circle of Land), Bard (College of Lore or via Magical Secrets)

Damage Inflected

3d6 Necrotic

Duration

10 Turns

Upcast Benefit

An Additional 1d6 Necrotic per Level

Make sure you're going to be fighting in close quaters before using this spell, which allows you to touch an enemy and steal their life force (via damage, of course). The best part? Half as many points as you steal, you regain.

Since you can keep re-casting it without expanding another spell slot, you're not only saving yourself spell slots, you're saving your healer spell slots. The only downside is that being so close to the person you're attacking might make it easier for them to return the favor, breaking your concentration.

9 Telekinesis

Type

Single-Target Re-Castable Spell

Class

Sorcerer, Wizard, Cleric (Knowledge Domain), Warlock (Great Old One)

Damage Inflected

Depends on the Caster and the Environment

Duration

10 Turns

Upcast Benefit

None

Telekinesis is best used to help you control the battlefield. With it, you can move a creature (or object) up to 60 feet. This makes throwing difficult (and heavy) enemies off of edges much easier (provided they don't roll a Strength Saving Throw).

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It also makes creating barricades, moving enemies away from vulnerable allies, and causing fall damage easier. Luckily, it's possible to do all of the above in one battle, because Telekinesis is re-castable!

8 Eyebite

Type

Multi-Target Re-Castable Spell

Class

Bard, Warlock, Sorcerer, Wizard

Status Effects

Panicked (Inflict Fear), Sickened (Disadvantage on Attack Rolls and Ability Checks), Asleep (Inflicts Sleep)

Duration

10 Turns

Upcast Benefit

None

Eyebite can take away the ability for targets to use their turns (Panicked or Asleep), or it can be used to weaken them (Sickened). Either way, the spell, once activated, can be used multiple times without using up additional spell slots.

That way, if you have multiple actions, you have the potential to knock out more than one enemy before they can act. This is a great support move, especially if you have harder hitters in your party.

7 Call Lightening

Type

Multi-Target Re-Castable Spell

Class

Druid, Cleric (Tempest Domain), Warlock (Pact of the Tome), Sorcerer (Storm Sorcery), Bard (College of Lore)

Damage Inflected

3d10 Lightening

Duration

10 Turns

Upcast Benefit

An Additional 1d12 Lightening

Once you've decided to call down lighting to smite your enemies, Larian Studios thought that you should be able to commit to that choice and keep doing it. So, as long as you hold your concentration, you can call down lightning for ten turns without using another spell slot on it.

A better version of Witch Bolt, and one that hits a lot more targets, this is a powerful spell that will satisfy any casters looking for a spell with a solid AOE. Especially if you're doing crowd control and have the ability to make the surface you're casting on wet, for additional damage.

6 Moonbeam

Type

Multi-Target Re-Castable Spell

Class

Druid, Paladin (Oath of Ancients)

Damage Inflected

2d10 Radiant

Duration

10 Turns

Upcast Benefit

An Additional 1d10 Radiant

This spell allows casters to summon a beam of moonlight that causes damage to any targets entering it or starting their turn in it. Since it stays on the battlefield between turns, it deals passive damage.

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Once you're cast it, you can't re-cast it, but you do gain the ability to move it, no extra spell slot needed, making it difficult for enemies to truly flee the light. This is particularly useful in Act 2, where you fight a lot of enemies weak to radiant damage.

5 Sunbeam

Type

Multi-Target Re-Castable Spell

Class

Druid, Sorcerer, Wizard

Damage Inflected

6d8 Radiant

Duration

10 Turns

Upcast Benefit

None

Like the name suggests, this spell casts a blinding ray of sunlight on enemies, dealing radiant damage to everyone you hit. And, yes, we do mean literally blinding. Another benefit of this spell is that it blinds those it hits, making it difficult for them to hit back.

Once cast, you guessed it, it can be re-cast as long as you maintain your concentration for all ten turns. No more spell slots needed.

4 Warden Of Vitality

Type

Multi-Target Re-Castable Spell

Class

Bard (College of Lore or via Magical Secrets), Paladin

Healing Granted

2d6 Hit Points

Duration

10 Turns

Upcast Benefit

None

Warden of Vitality gives you the ability to use Restore Vitality, which heals both yourself and any allies near you. The best part of this particular healing spell is that it doesn't just allow you to re-cast it; it allows you to re-cast it as a bonus action.

And it's not a concentration spell. So you'll still have your full arsenal at the ready outside your duty to your team as a healer. This way, you can save your spell slots for attacks.

3 Cloudkill

Type

Multi-Target Re-Castable Spell

Class

Druid (Circle of Spores/Land), Sorcerer, Wizard

Damage Inflected

5d8 Poison

Duration

10 Turns

Upcast Benefit

None

Cloudkill is a great spell for crowd control, especially if you're able to cast it in a bottleneck spot such as a hallway. But, even if you're not, the spell comes with a fantastic feature that makes it difficult to escape for even the fastest enemies.

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Once you've cast Cloudkill, you can re-position the spell up to ten times (provided you're concentrating, of course), which makes this a headache to avoid. It also has the benefit of Heavily Obscuring everything within, furthering debilitating oncoming attacks.

2 Hex

Type

Re-Cast When Target Dies

Class

Warlock, Bard (College of Lore or via Magical Secrets)

Damage Inflected

Disadvantage on Checks and One Ability + 1d6 Necrotic on your Attacks

Duration

Until Long Rest

Upcast Benefit

None

To make the most of Hex, make sure you understand which ability is being used to counter the attacks that your party favors. For example, if an enemy needs to make a Strength Saving Throw to take half damage, then a Hex that lowers their Strength will make that attack land better.

Once an enemy dies, Hex can re-applied to a new target for as long as your concentration holds, for no additional spell slot. If used in tandem with attacks by other party members, it's well worth the bonus action it takes to cast it.