Spells We Miss in Baldur's Gate 3 and Hope to See in Baldur's Gate 4
The highly anticipated Baldur's Gate 4 must reintroduce beloved D&D spells like Druidcraft and Charm Monster to enhance role-playing authenticity and expand creative, non-combat solutions for players.
With the monumental success of Baldur's Gate 3 now firmly in the rearview mirror as of 2026, the gaming community's gaze has shifted toward the future—specifically, the recently confirmed Baldur's Gate 4. While Larian Studios delivered a masterclass in adapting Dungeons & Dragons to a digital format, the sheer breadth of spells in the tabletop game meant some classics were inevitably left on the cutting room floor. Now, as a new studio prepares to take up the mantle, there's a chorus of hopeful whispers from adventurers across Faerûn: "Bring back our spells!" From the humble cantrips that add a touch of flavor to the high-level magic that could redefine party dynamics, here are the incantations we're crossing our fingers to see in the next chapter.
Druidcraft: Some Harmless Flavor For More Authentic Druids
Let's be real, sometimes a druid just wants to make a flower bloom or predict if it's going to rain without getting into a fight. That's where Druidcraft comes in—a cantrip that's all about the little things. In the tabletop game, it's the ultimate role-playing tool, letting you create sensory effects, predict the weather, or instantly light (or snuff out) a tiny flame. In BG3, we saw a similar cantrip, Thaumaturgy, get simplified to just granting advantage on Intimidation checks. Poor thing got a bit of a downgrade, didn't it?

For Baldur's Gate 4, maybe Druidcraft could get a similar, streamlined treatment. Imagine it giving a little boost to Animal Handling, Nature, or Survival checks. It wouldn't be game-breaking, but it would make our nature-loving characters feel more... well, in tune with nature. It's the little details that count, you know?
Charm Monster: With Charm Person And Animal Friendship, It Feels Only Natural To Have This Too
BG3 gave us Charm Person for humanoids and Animal Friendship for beasts. But what about everything else? Goblins, minotaurs, angry earth elementals? They all have feelings too, probably. Charm Monster is the spell that bridges that gap, allowing you to befriend (or at least pacify) a much wider array of creatures.

This spell wouldn't rewrite the combat manual, but it would open up a whole new toolbox for creative problem-solving. Trying to sneak past a guardian beast? Maybe you can talk it down instead of fighting it. Facing a pack of monstrosities? Turning one against the others could be a game-changer. It's about options, baby!
Prestidigitation: The Best Quality-Of-Life Cantrip
If Druidcraft is for nature lovers, Prestidigitation is for the wizard who's a bit of a neat freak—or a glorious slob. This cantrip is the Swiss Army knife of minor magic: clean your clothes, soil your enemy's, warm your tea, chill your wine, or create a temporary trinket. It's pure, unadulterated flavor.

How could this work in a game? One neat idea is making it a toggle for visual effects. If BG4 continues Larian's tradition of characters getting visibly dirty or bloodied, Prestidigitation could be your instant clean-up spell. Poof! Good as new. Or, you know, make your armor look extra intimidating before an important conversation. Vanity is a valid combat strategy.
Find Steed: Make Traveling A Bit Easier
Okay, let's address the elephant—or rather, the horse—in the room. Traveling the vast maps of BG3 on foot, especially as a halfling or gnome, could feel like a marathon. Find Steed, a classic paladin spell, summons a loyal magical mount. In BG4, why limit it to just paladins? Let wizards find a spectral steed, or let rangers bond with a unique beast!

This spell could be a fun and thematic solution to overworld travel, especially if the next game features even larger areas. Just imagine galloping across an open plain on your summoned warhorse. Of course, the developers would have to ensure the world is still worth exploring on foot, but a little help getting from A to B never hurt anybody. My feet are still sore from the Sword Coast.
Healing Spirit: A More Interactive Healing Spell
Healing in BG3 often boiled down to "cast spell, regain HP." Healing Spirit could mix things up. This Level 2 spell summons a spectral entity that flits around the battlefield, healing any ally who ends their turn near it. It's a healing zone that you can actually move with a bonus action!

This adds a fantastic tactical layer. Do you position it to heal your frontline fighter, or move it back to save your wounded wizard? It encourages positioning and turn-planning beyond just dealing damage. For support-focused players, it would be a breath of fresh, healing air.
Flock Of Familiars: Three Is Better Than One
Find Familiar gave us one adorable (or creepy) companion. Flock of Familiars says, "Why stop at one?" This Level 2 spell lets you summon three familiars at once. The sheer chaotic potential is glorious. A murder of crows, a cluster of cats, a trio of poisonous snakes—the possibilities are endless.

Sure, controlling three extra creatures might be a handful. The BG4 team could cleverly simplify it by having the "flock" act as a single entity for commands. The main appeal? The role-playing spectacle. Strolling into Baldur's Gate with an entourage of tiny dragons? Now that's making an entrance.
Water Walk: This Spell Could Fit Better In BG4
Remember tiptoeing around lava in the Grymforge? Water Walk would have been a lifesaver. This Level 3 spell lets you treat liquids—water, acid, lava, even quicksand—as solid ground. It's the ultimate exploration and puzzle-solving tool.

For BG4, this spell could unlock secret shortcuts, hidden islands, or treasure chests stranded in the middle of a toxic swamp. It encourages players to look at the environment in a new way and rewards creative spell usage. It's not overpowered; it's just clever.
Arcane Eye: Spy On Your Enemies Without Detection
Scouting in BG3 often meant sending a familiar or wild-shaped druid into danger. Arcane Eye offers a more subtle approach. This spell creates an invisible, mobile sensor you can pilot through keyholes and down corridors.

The tactical advantages are huge. Plan an ambush by counting enemies, find hidden levers or traps without setting them off, or discover secret rooms without risking a single hit point. It's the perfect spell for the cautious adventurer or the devious tactician. Knowledge is power, after all.
Detect Magic: Simple, But Very Effective
This one seems like a no-brainer. Detect Magic is a foundational Level 1 spell that reveals magical auras. In a world brimming with enchanted items, illusions, and hidden glyphs, it's an adventurer's best friend.

In BG4, it could function as an alternative to Perception or Investigation checks specifically for magical secrets. Is that merchant's wares genuinely magical, or just clever fakes? Is that doorway protected by a rune? The spell could add a whole layer of depth to exploration and social interactions, making the world feel more alive and mysterious.
Rary’s Telepathic Bond: Who Needs A Tadpole?
Ah, the famous illithid tadpole—BG3's built-in party chat. With that unlikely source of telepathy presumably gone in the next adventure, how will the party communicate silently? Enter Rary's Telepathic Bond, a Level 5 spell that creates a psychic network for up to eight creatures.

The role-playing potential is immense. Imagine coordinating a complex heist with silent, instantaneous communication. Or having a private group conversation in the middle of a tense negotiation with a villain. It could enable unique dialogue options and party banter that were impossible before. It wouldn't just replace a mechanic; it could create entirely new ones.
The legacy of Baldur's Gate is built on rich, dynamic worlds where player choice and creativity reign supreme. These ten spells, from the whimsically practical to the strategically profound, represent more than just missed opportunities from BG3; they are seeds of potential for Baldur's Gate 4. They promise a world where magic feels even more woven into the fabric of exploration, combat, and storytelling. The new studio has big boots to fill, but by embracing the vast, quirky, and wonderful arsenal of Dungeons & Dragons, they could craft an experience that feels both familiar and thrillingly new. Here's hoping our spellbooks get a little thicker next time around.