As with most fantasy games, magic plays a large role in Baldur’s Gate 3, be it during exploration or in combat. To be expected for a game that adapts the magic system within Dungeons and Dragons, Baldur’s Gate 3 boasts a wide selection of arcane schools and damage types. Of all the damage types, lightning may be one of the most visually striking and visceral, leaving a player’s enemies obliterated and smoldering.
Ranging from cantrips to level six, lightning spells are predominantly suited to the sorcerer or wizard class. However, most classes can get their hands on lightning magic if players know how, the only exceptions being Barbarian and Monk. While most lightning spells are fun and effective to use, some will give players more of an edge in combat than others.
Updated December 9, 2023, by Nyah Payne: With the 2023 Game Awards just around the corner, excitement is brewing for fans of Baldur’s Gate 3. Alongside Alan Wake 2, Baldur’s Gate 3 has received the most nominations at a whopping eight, including a nomination for the prestigious Game of the Year award. No matter how many awards the RPG ends up winning, it’s the perfect time to replay the game, or give it a go if it is still on the ‘to play’ list.
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8 Chromatic Orb
Low-Level Ranged Spell with a Small Area of Effect
- Damage: 2d8 (2-16) lightning
- Level: 1
- School: Evocation
- Casting Time: Action
- Range: 18 m
- Requires Concentration: No
- Saving Throw: None
Chromatic Orb is a jack-of-all-trades spell, allowing players to pick their damage type from multiple options. Lightning is one of these options. The versatility makes this spell handy for facing enemies with damage resistances, as players can specifically choose damage types that the enemy isn’t resistant to. However, there are some drawbacks to Chromatic Orb.
First of all, as a level one spell, its damage output can be quite low. Secondly, it is a ranged attack spell but has a small area of effect around the targeted creature or object, electrocuting enemies standing in it for subsequent rounds. While this can be helpful, it often limits the number of enemies the player can target, as any allies caught in the area of effect will also be electrocuted. Chromatic Orb is an evocation spell available to Sorcerers and Wizards. Players can also choose Chromatic Orb as an Eldritch Knight Fighter subclass, Arcane Trickster Rogue subclass, or as a Bard’s magical secret.
7 Elemental Weapon
Imbue a Blade With Electric Energy
- Damage: 1d4 lightning
- Level: 3
- School: Transmutation
- Casting Time: Action
- Range: Touch
- Requires Concentration: Yes
- Saving Throw: None
Elemental Weapon is a spell exclusive to Paladins, and the only one that allows these divine warriors to wield the power of lightning. While it isn’t the flashiest lightning spell out there, it doesn’t need to be. It is tailored to the class that uses it.
Paladins are primarily a martial class, using their limited selection of spells to support this. Elemental Weapon is a great example. As with Chromatic Orb, this level three Transmutation spell allows players to choose from a variety of elemental damage types, including lightning. The paladin’s weapon then gains a +1 to attack rolls and deals an additional d4 damage of the chosen type.
6 Lightning Arrow
Ranger Spell Adds Lightning AoE to Ranged Attack
- Damage: 4d8 + 2d8 (6-48) lightning
- Level: 3
- School: Transmutation
- Casting Time: Bonus Action
- Range: Touch
- Requires Concentration: No
- Saving Throw: Dexterity
Unique to the Ranger class, Lightning Arrow is a Transmutation spell that adds lightning damage to a ranger’s ranged weapon attacks, with smaller bolts of lightning damaging nearby creatures within a rather large area of effect. While it is useful and unique, it does fall into a similar category to Chromatic Orb. It can be hard to find opportunities to use Lightning Arrow without damaging allies in the fray.
Rangers are primarily a ranged weapon class, and shouldn’t rely on their spellcasting. Since Lightning Arrow is a level three spell, the highest level that a Ranger can get, it does quite a large amount of damage and is worth using when an opportunity arises, but it isn’t the go-to lightning spell. It simply allows rangers the chance to harness the power of lightning!
5 Shocking Grasp
Strong Cantrip Prevents Enemies from Taking Reactions
- Damage: 1d8 (1-8) lightning
- Level: 0
- School: Evocation
- Casting Time: Action
- Range: Touch
- Requires Concentration: No
- Saving Throw: None
It may only be a cantrip, but Shocking Grasp is not to be underestimated. It may not do as much damage as the beloved Fire Bolt cantrip (1d8 as opposed to 1d10), but it has a nifty trick up its sleeve. Successfully hitting a target with Shocking Grasp will prevent it from taking reactions, meaning players can dart in, deal damage, and make their retreat without provoking an opportunity attack.
It is a melee spell attack, and it is often highly likely to strike true since attacks against opponents wearing metal armor have advantage. Being a melee spell attack is its primary drawback, as it does require the caster to be quite close to their target. Shocking Grasp available to Wizards, Sorcerers, Arcane Trickster Rogues, and Eldritch Knight Fighters.
4 Witch Bolt
High Damage Concentration Spell
- Damage: 1d12 (1-12) lightning
- Level: 1
- School: Evocation
- Casting Time: Action
- Range: 18m
- Requires Concentration: Yes
- Saving Throw: None
Witch Bolt is a ranged spell attack that connects the caster to their target with a beam of lightning for a maximum of ten turns. Once connected, the caster can administer the damage each turn without expending a spell slot and without needing to make another attack roll.
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While it can feel like a waste of a spell slot if the attack misses or if concentration is lost early, Witch Bolt does a surprising amount of damage even on its initial beam, let alone when the caster applies that damage each round. Even better, it’s only a level-one spell. Witch Bolt is available to Wizards, Sorcerers, and Warlocks. It is also available to a few subclasses: Eldritch Knight fighters, and Arcane Trickster rogues.
3 Call Lightning
Like ‘Witch Bolt’, But an Area of Effect Spell
- Damage: 3d10 (3-30) lightning
- Level: 3
- School: Conjuration
- Casting Time: Action
- Range: 18m
- Requires Concentration: Yes
- Saving Throw: Dexterity
Call Lightning is like Witch Bolt if it was an area-of-effect spell and could never miss its mark. It allows casters to call a lightning strike within an area of effect, potentially damaging multiple enemies. It can often be easier to maneuver this spell around allies as well, since it targets a certain area as opposed to a specific target.
A Dexterity save is required by anyone caught in its area, and targets still take half the damage on a success. Following the initial strike, casters can then maintain concentration to conjure the storm again, choosing a new location if they like, without expending a spell slot. Call Lightning is available to Druids, Sorcerers, Tempest Clerics, Pact of the Tome Warlocks, and Bards using their magical secrets.
2 Lightning Bolt
High Damage Spell Can Target Many Enemies
- Damage: 8d6 (8-48) lightning
- Level: 3
- School: Evocation
- Casting Time: Action
- Range: 30 m (line)
- Requires Concentration: No
- Saving Throw: Dexterity
Lightning Bolt is perhaps the simplest lightning spell in Baldur’s Gate 3, yet it’s still one of the most impressive. It is a bolt of lightning that is fired in a thirty-meter line extending from the caster. Anyone caught in the beam must make a dexterity save to avoid the full brunt of the spell, taking half the damage on a success.
The beam is somehow wide enough that players can get many enemies caught in it, while slim enough that it’s not too hard to fire in between allies. It is a high-damage spell available to Sorcerers and Wizards, as well as Bards with magical secrets. It is a great addition to any spellcaster’s repertoire.
1 Chain Lightning
Maximum Level Lightning Spell
- Damage: 10d8 (10-80) lightning
- Level: 6
- School: Evocation
- Casting Time: Action
- Range: 18m
- Requires Concentration: No
- Saving Throw: Dexterity
It may not come as a surprise that there is a large level difference between the number one spot and the other lightning spells. Chain Lightning is three levels higher than the previous highest lightning spell, and the maximum level that spellcasters can reach in Baldur’s Gate 3. Casters make a ranged attack against a target, and the target must make a dexterity saving throw, taking half damage on a success.
The ‘chain’ part of the spell consists of a maximum of three bolts of lightning that can leap off the target, damaging up to three enemies within an eighteen-meter radius. It has everything the perfect lightning spell should be: high damage, lots of range, area of effect, half damage even on a successful save, and striking visuals. Available to Sorcerers and Wizards, it is certain to leave their foes sparking and smoldering.