Warlocksare always strapped for spell slots inBaldur’s Gate 3; it’s the nature of how this class works. Over the course of theirlevel-ups, Warlocks get access to some incredible spells, both forutilityand for damage.
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Warlocks are not prepared casters and need to choose which spells they are going to have access to at every level up. Knowing which spell suits your Warlock best is necessary knowledge to have to optimize to build.
Updated by Hamza Haq on August 03, 2025:New links have been incorporated into the content to reflect the most recent information available for Baldur’s Gate 3.

15Minor Illusion
Since Warlocks need to be frugal with their spell slots, they tend to favor spells that use a smaller spell slot over the ones that require a major investment.Minor Illusionbeing acantripmeans that they don’t need to expend any spell slots to use this spell at any point in the game.
Minor Illusion sees the most use outside of combat when you are sneaking and need to distract enemies or split them up away from the main group in order to pick them off quickly. The utility, combined with the lack of cost, makes this an attractive option for Warlocks.

14Cloud Of Daggers
AoE spells in Baldur’s Gate 3 are incredibly useful to have on any character.Cloud of Daggerscreates a relatively small zone of area denial with a tornado of knives that cuts anyone who walks into it twice on every turn. Once when it is cast and again when it’s the enemy’s turn to move inside it.
A nifty feature about Cloud of Daggers is that since it’s aConcentration spellthat lasts for multiple turns, Warlocks can save on their spell slots if they’re smart about the spell’s placement, and enemies have to walk through the spell to get somewhere.

13Mirror Image
If you’re facing AC problems and enemies are targeting your Warlock first to take him out of the equation as soon as the fight begins,Mirror Imagemight be the perfect solution for you. Mirror Image creates three shadows of the caster that travel with him wherever he goes.
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Each shadow increasesACby 3, giving you an extra 9 AC with all three shadows. Every time an enemy targets you and misses you, one of the shadows dissipates. And since Mirror Image requires a level 2 spell slot, it’s a bit of an investment for Warlock but worth it if it means keeping the character alive.
12Hold Person
Hold Personis incredibly powerful to have in a party, and at least one spell caster in your party should definitely learn this spell. Hold Person essentially locks any character in place for ten turns if they fail a WISsaving throw.
While something like aClericor aWizardmight be more suited to saving a spell slot to use Hold Person, Warlocks become excellent carriers of this spell if they have the War Caster feat, which significantly reduces the chances of them losing concentration when casting that category of spells.

11Invisibility
A must-have forany party,Invisibilitydoes what it says on the tin, turns you invisible. What this means is that stealth is significantly easier, and on higher levels, you can even cast it on multiple characters at the same time, converting it into an AoE spell.
With the way stealth works in Baldur’s Gate 3, Invisibility turns any lumbering giant into a master thief, making it unnoticeable to the eyes of the enemy. If you’re unwilling to bringAstariontosneak pastNPCs, Invisibility is a great alternative.
10Darkness
By itself,Darknessis an excellent spell to have as it blinds enemies and heavily obscures anything within. This is useful for area denial, preventing enemy casters from seeing you and changing the rules of the fight.
But what makes it fantastic for Warlocks is the level 2 feature all Warlocks naturally get, Devil’s Sight. Devil’s Sight allows Warlocks to see through Darkness, and the magic doesn’t prevent them from casting spells into or out of the area the spell affects. Warlocks get all of the benefits and none of the drawbacks of this spell.
9Counterspell
A must-have for any spellcaster,Counterspellallows you to nullify the effects of any spell cast by an enemy caster as a reaction. This means that if you have spell slots to spare, you’re able to render an enemy totally useless throughout the fight.
Related:Baldur’s Gate 3: Tips For Inventory ManagementThe best part of Counterspell is that since it’s a reaction, you get to choose whether or not to use it. Is the enemy casting aFire Bolt? Don’t react; let it fly. But is the enemy casting a Dimension Door to slip away? Nullify it to keep them locked in place.
8Misty Step
Obtained very early on,Misty Stepis the best form of teleportation available to casters for a significant portion of the game. Misty Step allows the caster to instantly teleport to any spot within 18 meters and within their line of sight.
Use this to get elevation on your enemies and get out of range of melee attackers easily. 18 meters is a lot of distance when most characters only have the movement speed of 9 meters. Misty Step is also a bonus action meaning you can cast itafteryou launch an attack.
7Armour Of Agathys
Warlocks can easily chooseArmour of Agathysat level 1, gaining access to it right from the start of the game. It is an abjuration spell that creates an armor of ice around the caster, giving them extra hit points and dealing backlash damage to enemies who hit the caster in melee range.
What makes Armour of Agathys incredible is the fact that it gets a massive jump in both extra HP and return damage whenupcast. This means you want to cast this spell at the highest level spell slot available to get the maximum value.
6Flame Strike
A level 5 spell,Flame Strikecan only be obtained fairly late into the game, at around the tail end of Act 2. Casting this spell allows the caster to deal 5d6 fire and 5d6 radiant damage in a small AoE within a range of 18 meters.
While the size of the area affected by the spell is about half that of Fireball, Flame Strike shines when cast against enemies with lots of resistance. Fire resistance is an extremely common trait among enemies in the game, making Flame Strike the more versatile choice.