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Magic is incredibly powerful in Baldur’s Gate 3, with higher-level magic becoming over the top in the best way possible. Despite bigger numbers often meaning better results, some Cantrips manage to maintain their usefulness throughout the game. These iddy-biddy spells pack a lot of bang for their buck.
A Cantrip is a simple spell that, whilst costing an Action to use, does not affect how many spells you can cast per Rest. This makes them very useful in a pinch, although their effects are often limited. Despite all of that, these manage to pull their weight the entire game.
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Light/Dancing Lights
Whilst it may not be immediately apparent, light in Baldur’s Gate is very important – especially if you are running a team that lacks racial abilities like Darkvision. Of course, you could always whip out a torch, but that takes up a hand, and frankly, that’s just a wasted hand. Later in the game, light becomes pivotal to your survival, so you need a solution.
This is where Light and Dancing Lights come into play. Light allows the caster (such as a Cleric) to imbue an object with continuous light. This could be something in the environment or a weapon. Dancing Lights on the other hand allows a Rogue or Druid to imbue themselves with light. Neither spell is great for stealth, but sometimes you need the power of sight, so it’s a sacrifice willingly paid.
Eldritch Blast
When it comes to raw power, not Cantrip matches the bone-crushing might of Eldritch Blast. This spell is exclusive to the Warlock, and it only gets more powerful over time. Capable of sending out multiple blasts of dark energy, Eldritch Blast can deal weak damage to multiple foes, or heavy damage to a single enemy.
What’s more, as the Warlock grows in power, Eldritch Blast gains new abilities, such as knockback. This adds much-needed utility to an otherwise damage-orientated Cantrip. Because of Eldritch Blasts’ high damage, it is ideal for blowing up doors and chests if you want to bypass the use of a Rogue.
Ray Of Frost
Another damage-based spell, Ray Of Frost is one of the best purely due to its utility. The Cantrip fires out a single beam of energy that deals middling damage to one target. However, the target also suffers a substantial decrease in their movement speed if they fail a Spell Save.
This allows the caster to control the flow of battle more so than any other Cantrip on this list. Not only that, it can be used to freeze surfaces. This has the added benefit of causing enemies to potentially go prone, leaving them wide open for future turns.
Fire Bolt
You might find it odd that we have included yet another flavour of damage Cantrip, however, Fire Bolt deserves its spot. Fire Bolt is the most damaging Cantrip (besides Eldritch Bolt which is a special case), which immediately skyrockets its use as a default ranged attack for mages.
Not only that but since it deals fire damage, it is very effective against a range of enemies, such as the ludicrously common Undead. Finally, Fire Bolt is the cheapest way to ignite flammable surfaces and objects, such as Grease and oil barrels. This leads to explosive results, increasing the damage of Fire Bolt even further.
Mage Hand
Mage Hand is as useful as you are creative. Whilst not everything can be manipulated by its spectral phalanges, most things can. On a very basic level, you could throw items off of trapped pedestals, have it carry a torch for your party, or yeet explosive barrels at enemies for the fun of it.
The world is your oyster with Mage Hand, and the more we used it, the more we realised we always wanted to use it. Who doesn’t want an incorporeal hand following them around?
Shocking Grasp
The final damage spell on our list, Shocking Grasp might seem like a bit of an odd duck. Unlike every other spell on this list, it can only be used in close combat. This limits its use as you will only be throwing this out once an enemy gets close to your mage. However, once you can use it, it’s rather magnificent.
It deals decent damage for Cantrip, which is always nice, but it also suffers no penalties when casting in close combat, unlike Fire Bolt, Ray of Frost, or Eldritch Blast. Finally, this spell can also turn off an enemy’s ability to React. This is the main draw as you can cast this spell, and then freely run away to safety.
Guidance
Guidance is easily the best Cantrip in the game – arguably the best spell in the game. This spell adds 1D4 to any skill check in the game, and that’s it. You can cast it on the Dice Roll screen, you can cast it for free, and you can cast it from level 1. Everything in Baldur’s Gate 3 is easier when Guidance is in your repertoire. You will feel its absence the moment you run a party without it.
That’s all we have for Baldur’s Gate 3 for now. Be sure to check out our other guides and lists for more Baldur’s Gate content.