Baldur's Gate 3's final update, Patch 8, introduces a range of exciting new content to wrap up the game's post-launch support. Each playable class receives a brand-new subclass, while the game also gains long-awaited features like Photo Mode and Crossplay. Alongside these additions, players will find several new spells designed to enhance existing playstyles and synergize with the newly introduced subclasses. While some are level-based, others are powerful cantrips that greatly expand tactical options. Below is a breakdown of all five new spells added in Patch 8, their uses, and unique mechanics.
Booming Blade: A Tactical Cantrip for Melee Casters
Booming Blade is a much-needed weapon attack cantrip tailored for spellcasting melee builds such as Eldritch Knight Fighters, Arcane Trickster Rogues, Hexblade Warlocks, Bladesinging Wizards, and Bards in the College of Valor or Swords. It allows a character to strike an enemy with a weapon attack, then imbue them with unstable energy that explodes for 1d8 Thunder damage if they move before the start of the caster's next turn.
The spell scales well with level progression: at level 5, it deals 1d8 Thunder damage upfront, plus 2d8 if the target moves; and at level 11, it increases to 2d8 upfront and 3d8 on movement. This makes it an essential pick for hybrid builds that blend magic and melee.
However, there are some current limitations and bugs. Despite its thunder theme, Booming Blade does not properly interact with several Thunder-damage-based items and abilities, such as the Storm Sorcerer's Heart of the Storm, Tempest Domain Cleric's Destructive Wrath, and Necklace of Elemental Augmentation. These synergies are not triggering as intended. Oddly, some item effects—like the Ring of Elemental Infusion or Elemental Weapon buffs—do apply if the weapon has another elemental source.
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Toll the Dead: Classic Necrotic Burst
Toll the Dead is a new Necromancy Cantrip offering consistent necrotic damage, particularly effective on already-wounded enemies. With a range of 18 meters (60 feet), it deals 1d12 Necrotic damage to injured targets or 1d8 to healthy ones if they fail a Wisdom saving throw. As the caster levels up, damage increases to 2d12/2d8 at level 5 and 3d12/3d8 at level 11.
Available to Clerics, Warlocks, and Wizards, this spell shines in the hands of a Death Domain Cleric or Necromancy Wizard. The latter can also take advantage of the Reaper subclass feature for additional effectiveness. Toll the Dead is a reliable choice for dealing solid damage without consuming spell slots.
Bursting Sinew: Explosive Corpse Utility
Bursting Sinew is a unique Necromancy Cantrip that detonates a corpse within 18m, dealing 1d10 Piercing damage to all creatures within a 3-meter radius, unless they succeed on a Dexterity saving throw. At higher levels, this spell becomes even more devastating, making it a staple for any necromancer looking to maximize their area-of-effect capabilities. Players interested in experiencing the full range of what necromancers and other classes can do in Baldur's Gate 3 might consider purchasing an account. Finding a buy Baldur's Gate 3 account option could provide instant access to a well-developed character setup, allowing you to explore the depths of these powerful spells right away.
This spell is particularly effective for Death Domain Clerics, Necromancy Wizards, and even Sorcerers who want an efficient AOE tool. Creative players can use Mage Hand, Telekinesis, or physically toss corpses using a strong ally (like a Barbarian) to reposition them and maximize impact.
Shadow Blade: Illusion-Powered Melee Dominance
Previously available only through a special item, Shadow Blade now becomes a learnable Level 2 Illusion Spell. Casting it summons a blade made of shadow that deals 2d8 Psychic damage and grants advantage on attacks against creatures in dim light or darkness. Interestingly, this advantage seems to extend to all attack rolls made by the wielder—including spell attacks.
The blade persists until the next long rest and can be upcast for more damage: 3d8 at level 3–4, and 4d8 at level 5–6. It's a strong option for Hexblade Warlocks, Shadow Sorcerers, Bladesingers, and Arcane Tricksters. Even Eldritch Knights can use it effectively in off-hand builds. The Dual Wielder feat enhances its flexibility, letting casters pair it with a staff or another weapon for interesting combos.
Staggering Smite: High-Level Psychic Control
Staggering Smite is a powerful Level 4 Evocation Spell originally exclusive to select NPCs. While it's traditionally a Paladin spell, Paladins in BG3 never reach level 4 spells due to the level cap. As of Patch 8, only Hexblade Warlocks can access this spell.
When cast, it uses both an Action and a Bonus Action to perform a weapon attack that deals 4d6 Psychic damage. If the target fails a Wisdom saving throw, they become Staggered, suffering disadvantage on attack rolls and ability checks, and losing the ability to make reactions for one turn. It's an excellent control tool for shutting down tough enemies, although currently limited to specific Warlock builds.
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Conclusion
The new spells in Patch 8 not only expand tactical depth but also enhance the flavor and mechanics of new subclasses introduced in Baldur's Gate 3's final major update. From corpse explosions to shadowy blades and smiting psychic strikes, players now have more options to customize their characters and builds. While a few bugs still need patching—particularly with Booming Blade's thunder interactions—the added variety enriches the experience for both new and returning players alike.