Verified on Patch 8 (April 15, 2025) — the final major patch for Baldur’s Gate 3.
Standard BG3 tier lists get Honour Mode wrong. They rank spells on damage output, upcasting value, and action economy in a vacuum. None of them account for the mechanic that actually separates Honour Mode from Tactician: legendary actions — free triggered abilities that fire outside the normal turn order and have broken more Honour Mode runs than bad RNG.
This list ranks 20 spells by how useful they are specifically in Honour Mode. That means spells that counter legendary actions move up significantly. A few staples get demoted because they actively trigger dangerous legendary action responses. And a cantrip appears in A-tier because it solves a problem nothing else does.

Quick Start: The 5 Non-Negotiable Picks
If you’re about to start an Honour Mode run and don’t want to read the full list, get these five spells on your party and you’ll survive most fights long enough to learn the rest:
- Bless — keeps your party’s attack rolls and saving throws competitive in every act
- Hold Person — paralyzes humanoid bosses and shuts down their legendary actions entirely
- Counterspell — the only way to stop a boss from using a spell-based legendary action before it fires
- Haste — lets your strongest attacker kill bosses faster than their legendary actions accumulate
- Hypnotic Pattern — keeps add waves locked so minion-death legendary actions never trigger
Why Honour Mode Reshuffles Every Tier List
Honour Mode adds legendary actions to over 30 boss fights across all three acts [1]. These aren’t bonus attacks or higher stats — they’re free triggered abilities that fire at the end of your turn, after your action has resolved.
Each legendary action has a specific trigger condition. Auntie Ethel’s Weird Magic Surge fires after any spell is cast — meaning your own spellcasters are pulling the trigger on her [1]. The Shambling Mound’s Wretched Growth fires when a creature ends its turn within 5 meters of it, dealing 3d10 necrotic and restraining with vines [1]. W’wargaz in Crèche Y’llek gets two legendary actions per round — one for his turn and one as a reaction — making him twice as punishing as standard solo bosses [1].
The critical point: legendary actions don’t care about your action economy. You can’t end your turn to avoid them — they fire when your turn ends. You can’t hold them off with a defensive posture — they trigger off your offensive moves. The only solutions are control that prevents the boss from acting at all, or spells that interrupt the action before it fires.
That’s why this tier list looks different from every other one. Spells that shut down the trigger mechanism entirely rank higher. Spells that fire into a reactive boss and generate three legendary action responses per round rank lower.
S-Tier: Legendary Action Shutdowns
These five spells either prevent legendary actions from triggering, interrupt them mid-fire, or provide defensive coverage so strong that legendary action damage becomes irrelevant.
1. Counterspell (Level 3 Abjuration)
In standard Tactician play, Counterspell is a solid B-tier pick — useful, expensive, and limited by reaction economy. In Honour Mode it is S-tier without argument [13].
The reason is simple: legendary actions that are spell casts — like Auntie Ethel’s Weird Magic Surge, which summons illusory duplicates after any spell is cast [1] — can be intercepted with Counterspell as a reaction before the effect resolves. At Level 3, it auto-counters any spell of that level or below. Upcast to Level 4 or 5 and you counter anything without a check. At higher levels requiring a check, the game uses your Intelligence modifier rather than your spellcasting ability — a documented bug worth knowing before you commit to a high-DC counter [5].
Counterspell also cannot itself be counterspelled, can be cast while Silenced, and works on enemy cantrips [5]. One Sorcerer or Wizard with a spare Level 3 slot is your insurance policy against any spell-based legendary action in the game.
Who gets it: Sorcerers, Warlocks, Wizards at class level 5. College of Lore Bards via Magical Secrets.
2. Hold Person (Level 2 Enchantment)
A paralyzed creature cannot use reactions. Legendary actions are mechanically reaction-adjacent — triggered responses to events. Paralyze the boss with Hold Person and the entire legendary action system shuts off while the effect holds [2].
On top of that: all attack rolls against a paralyzed target automatically succeed, and any attack from within 3 meters is an automatic critical hit. That means your martials aren’t just hitting — they’re doubling damage on every swing while the boss sits locked [2]. The Wisdom save repeats each turn, so this isn’t a permanent solution, but even two or three turns of paralysis while your party focuses the boss down is often enough to decide a fight.
Upcast to Level 3 and you can paralyze two humanoid bosses simultaneously. Level 4 hits three targets — useful for encounters with multiple humanoid enemies like the Inquisitor fight. Hold Person only affects humanoids, so plan accordingly for non-humanoid bosses in Acts 2 and 3 [2].
Who gets it: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard at class level 3. Oath of Vengeance Paladin at level 5.
3. Hold Monster (Level 5 Enchantment)
Identical legendary action shutdown to Hold Person, but works on any creature type except undead [3]. This distinction matters enormously in Acts 2 and 3. The Shambling Mound, Phase Spider Matriarch, Apostle of Myrkul, Mystic Carrion, Balthazar — none of them are humanoids. Hold Person does nothing. Hold Monster ends the fight the same way.
The Level 5 slot cost is steep, but the math is straightforward: one successfully cast Hold Monster against a non-humanoid Honour Mode boss shuts off their legendary action and grants your melee characters auto-crits for up to 10 turns [3]. No other Level 5 spell has a higher ceiling against the specific bosses that make Acts 2-3 Honour Mode runs fail.
Note the upcast bug: casting at higher levels can technically target the same creature multiple times, requiring separate saves. Not reliable but worth knowing if you have a spare slot [3].
Who gets it: Bard, Sorcerer, Warlock, Wizard, War Domain Cleric at class level 9.
4. Bless (Level 1 Enchantment)
The most efficient spell in the game by slot cost, and it’s Level 1 [9]. Bless gives up to three creatures a +1d4 bonus (averaging +2.5) to both attack rolls and saving throws for 10 turns. That’s not just offensive improvement — the saving throw bonus is what makes it S-tier in Honour Mode specifically.
Legendary actions frequently force saving throws: Gerringothe Thorm’s Sublimation requires a Constitution save or the target is incapacitated for four turns as gold [1]. Raphael’s Beguiling Rebuke forces saves against charming [1]. Kar’niss’s Fanatic Retaliation applies Silence on a failed save [1]. Bless running on your front-line characters means every one of these forced saves lands at +1d4 — consistently shifting the odds without spending a high-level slot. Upcast to Level 2 for a fourth blessed character if your party runs four front-liners [9].
Who gets it: Cleric at Level 1 (Life Domain native), Paladin at Level 2. Magic Initiate: Cleric feat for any class.
5. Globe of Invulnerability (Level 6 Abjuration)
Complete damage immunity for every creature inside the 3-meter radius, plus advantage on all saving throws, for three turns [8]. The community shorthand is accurate: this spell is a cheat code for Honour Mode’s hardest fights.
The strategic use isn’t defensive sitting — it’s a tactical window. When a boss’s legendary action is about to burst your party (Raphael’s Soul Ascension, Cazador’s Vampiric Swarm, Kar’niss’s 6d10 psychic retaliation), drop Globe on the turn before and force the boss to watch your party take zero damage while you continue the kill. The three-turn duration requires positioning — the 3-meter radius is small — but against Act 3 bosses with multiple legendary actions per round, those three turns can flip a losing fight [8].
Concentration requirement means you can’t combine it with Hold Monster or Bless from the same caster, so this is your second spellcaster’s job. One Wizard holds the offensive control spell; another Wizard or Sorcerer holds Globe when the situation demands it.
Who gets it: Sorcerer and Wizard at class level 11.

A-Tier: Battlefield Shapers
These seven spells earn their place by solving specific Honour Mode problems that standard guides don’t address — or by providing action economy advantages that directly reduce how many legendary actions you face before the boss dies.
6. Silence (Level 2 Illusion)
Silence doesn’t appear in most utility tier lists. In Honour Mode it belongs in A-tier because it hard-counters multiple specific legendary actions [6].
Auntie Ethel’s Weird Magic Surge fires after any spell with a verbal component [1]. Drop Silence on Ethel’s position and her spell-based legendary action cannot trigger. The Owlbear mother’s Call Consort — summoning her mate — is sound-based; Silence prevents it (usable only once per combat) [13]. Beyond legendary action counters, Silence stops enemy spellcasters from casting any verbal-component spell, shutting down a large portion of mage encounters in Acts 2-3.
The practical advantage: Warlocks get Silence for free via the Book of Ancient Secrets invocation — no spell slot, recharges on short rest [6]. It’s also a ritual spell for Clerics and Bards, meaning it costs no slot when cast outside combat. The concentration requirement is the only real cost.
Who gets it: Bard and Cleric at Level 3. Ranger and Devotion Paladin at Level 5. Warlock free via Book of Ancient Secrets.
7. Hypnotic Pattern (Level 3 Illusion)
A 9-meter radius incapacitation on a Wisdom save that prevents targets from attacking, moving, or acting [4]. In standard play this is already strong. In Honour Mode it has two specific uses that no competitor guide covers.
First: boss-level legendary action suppression. Oliver’s Vengeful Playmate fires when a summoned shadow is slain [1]. Balthazar’s Dead Wastes triggers when any creature dies near him [1]. A Hypnotised boss cannot take actions, bonus actions, or reactions [4] — legendary actions fall into this category. Hypnotic Pattern the boss directly. While Oliver is hypnotised, killing his shadows doesn’t trigger Vengeful Playmate, because the boss cannot react. Keep concentration up and clean up the adds before the pattern expires.
Second: Wave crowd control to reduce the number of enemies generating attack-trigger legendary actions each round. Fewer attackers means fewer chances for the boss’s reactive LA to fire.
Know the immunities: undead (except zombies), constructs, and doppelgangers don’t roll the WIS save — they’re flat immune [4]. In BG3, the Hypnotised condition lasts 2 turns, not the 1 minute of tabletop 5e — plan refreshing concentration accordingly [4].
Who gets it: Bard, Sorcerer, Warlock, Wizard at Level 5. Circle of the Land (Desert) Druid.
8. Haste (Level 3 Transmutation)
In Honour Mode, legendary actions extend boss survivability by generating free damage and control outside your action economy. The answer to that is killing the boss faster. Haste gives your strongest attacker a second action per turn — the cleanest DPS multiplier in the game at Level 3 [10].
In Honour Mode specifically, that extra Haste action is restricted to Dash, Disengage, or a single weapon attack (matching the tabletop ruleset) [10]. That’s still a second weapon attack on a Great Weapon Master Paladin or a Rogue’s Sneak Attack proc. The +2 AC and advantage on DEX saves provide meaningful defensive value against legendary action burst damage.
The trap: dropping another concentration spell while Hastened immediately triggers Lethargy, costing the affected character their entire next turn [10]. Decide before casting what concentration spell your Hasted character will run — don’t plan to swap mid-fight.
Who gets it: Sorcerer and Wizard at Level 5. Circle of the Land (Mountain) Druid.
9. Banishment (Level 4 Abjuration)
For two turns, the target disappears from the plane of existence entirely — no attacks, no legendary actions, no reactions, no targeting [7]. In fights with multiple dangerous legendary action bosses (Raphael plus his adds, Sarevok’s Murderous Retort plus Orin’s Sanguine Lash in simultaneous phases), Banishment lets you isolate one while eliminating the other.
The weakness is the Charisma save — many Act 3 bosses have high CHA [7]. Pair with Heightened Spell metamagic (disadvantage on the save) for reliable success against resistant targets. Upcast to Level 5 for a second target if you have the slot.
Who gets it: Cleric, Sorcerer, Warlock, Wizard at class level 7. Bard at Level 10 via Magical Secrets.
10. Slow (Level 3 Transmutation)
Slow removes reactions from affected creatures [11]. Many Honour Mode legendary actions function as reaction-type triggers — specifically, the ones that fire in response to being attacked. Slow’s reaction removal theoretically affects these triggered responses, making it a candidate for fights against reactive-LA bosses like Bernard (Leaping Static fires after being attacked) and Sarevok (Murderous Retort fires after being attacked) [1].
On top of the legendary action consideration, Slow halves movement speed, applies -2 to AC and DEX saves, and limits targets to one action or bonus action per turn — not both [11]. Against six-creature encounters in Act 3, a successful Slow cast at Level 3 can cripple an entire group’s offensive output. The Wisdom save repeats each turn, but even 2-3 turns of Slowed conditions reshapes the action economy in your favor [11].
Who gets it: Sorcerer and Wizard at Level 5.
11. Hunger of Hadar (Level 3 Conjuration)
The Shambling Mound’s Wretched Growth is one of Honour Mode’s most dangerous proximity legendary actions — 3d10 necrotic damage plus entangling vines for any creature ending its turn within 5 meters [1]. Hunger of Hadar solves this in two ways: it blinds and applies difficult terrain in a 6-meter radius, forcing the Shambling Mound to spend movement navigating through it; or it creates an exclusion zone your party simply doesn’t enter [12].
Place Hunger of Hadar centered on the Shambling Mound itself. Your party stays outside the 6-meter sphere. The mound is Blinded, slowed, and takes 2d6 Cold at the start of its turn plus 2d6 Acid at the end [12]. The proximity legendary action never triggers because your party never gets within 5 meters while the field is active.
Also useful against Ch’r’ai Har’rak (the Githyanki commander who protects allies from incapacitation) — the difficult terrain and blind keep your casters outside the protection aura’s effective range [1].
Who gets it: Warlock at Level 5 (primary). Markoheshkir staff grants it on short rest recharge. Bard via Magical Secrets.
12. Minor Illusion (Cantrip)
This cantrip appears in no standard spell tier list. It ranks here because of proximity legendary action mechanics [13]. Minor Illusion creates a sound or small image that enemies investigate — spending movement to reach the illusion’s location. Against proximity-trigger bosses like the Shambling Mound, repositioning the boss 10 meters away from your party resets the proximity check, buying a turn before Wretched Growth can fire again.
Cast Minor Illusion beyond the boss’s proximity trigger range. The boss spends its movement investigating. Your party attacks freely without triggering Wretched Growth. Repeat next turn. No spell slot. No concentration. The mechanic is thoroughly documented in Honour Mode community guides as foundational positioning strategy [13].
Who gets it: Sorcerer, Warlock, Wizard as a class cantrip.
B-Tier: Situational Heroes
These eight spells range from essential for specific fights to reliably useful across the campaign. None are mandatory, but most appear in effective Honour Mode parties.
| Spell | Level | HM Role | Avoid If |
|---|---|---|---|
| Command | 1 | Cheap prone for melee advantage; upcast for multi-target | Enemy has legendary Prone immunity or you need the L1 slot for Bless |
| Misty Step | 2 | Bonus action escape from proximity legendary action zones | You’re running a no-concentration build and need the slot for damage |
| Grease | 1 | Prone + difficult terrain for bottleneck control; fire synergy | Party includes melee fighters who will slip in it |
| Spiritual Weapon | 2 | Bonus action damage with zero concentration cost; frees slot for Bless or Hold | You already have high-value bonus actions (Pact Magic, off-hand) |
| Fireball | 3 | Strong AoE vs adds; DEMOTED against bosses with attack-based LAs | Boss has retaliation LA (Bernard, Sarevok, Raphael) — Fireball pulls their counter every time |
| Scorching Ray | 2 | Three separate attacks on a paralyzed boss = three auto-crits | Boss isn’t paralyzed — mediocre without the auto-crit interaction |
| Guidance | Cantrip | Pre-buff CON saves before Gerringothe; WIS saves before Hypnotic Pattern | Combat has already started — only works outside combat or before initiative |
| Heroes’ Feast | 6 | WIS save advantage party-wide; +2d10 HP; fear immunity before Raphael | Costs a Level 6 slot — same as Globe of Invulnerability; plan carefully which L6 spell your party actually needs most in each act |
The Fireball Demotion — Why It Matters
Fireball is usually A or S-tier in BG3 guides. In Honour Mode it drops to B because bosses with attack-triggered legendary actions fire their response once per round as soon as you deal damage [1]. Bernard fires Leaping Static — chain lightning — every round your party attacks him without shutting him down first. Fireball deals damage but doesn’t control the boss, so he gets a free chain lightning hit every single round. Hold Person stops Bernard from acting entirely; the chain lightning never fires. That’s the gap Fireball can’t close: it’s not about how much damage you deal, it’s about whether the boss gets to use their legendary action at all. Use control spells to shut off the trigger first; then clean up with AoE once the boss is locked.
Full Tier Comparison Table
| Spell | Level | Standard Tier | HM Tier | HM Shift Reason |
|---|---|---|---|---|
| Counterspell | 3 | B | S | Directly counters spell-based legendary actions |
| Hold Person | 2 | A | S | Paralysis shuts off all legendary actions; auto-crits from melee |
| Hold Monster | 5 | A | S | Same as Hold Person for non-humanoid Act 2/3 bosses |
| Bless | 1 | A | S | +1d4 saves counters multiple LA-forced save mechanics |
| Globe of Invulnerability | 6 | A | S | Damage immunity during multi-LA burst phases |
| Silence | 2 | C | A | Counters verbal legendary actions (Ethel, Owlbear) |
| Hypnotic Pattern | 3 | A | A | Prevents minion-death LA triggers (Oliver, Balthazar) |
| Haste | 3 | A | A | DPS race wins before LAs accumulate; HM restricts extra action |
| Banishment | 4 | B | A | Removes boss from play; no LAs while banished |
| Slow | 3 | B | A | Removes reactions; may limit reactive-trigger LAs |
| Hunger of Hadar | 3 | B | A | Counters proximity LAs (Shambling Mound) |
| Minor Illusion | Cantrip | Unranked | A | Repositions proximity-trigger bosses; no slot cost |
| Command | 1 | B | B | No change — cheap control remains reliable |
| Misty Step | 2 | A | B | Slight demotion — positioning value exists but not LA-specific |
| Grease | 1 | B | B | No change — area control utility persists |
| Spiritual Weapon | 2 | A | B | Slightly demoted — freeing concentration for control spells is better |
| Fireball | 3 | A | B | Triggers attack-based LAs on reactive bosses |
| Scorching Ray | 2 | B | B | No change — strongest only when Hold is already active |
| Guidance | Cantrip | B | B | No change — pre-combat saves buffing is niche |
| Heroes’ Feast | 6 | A | B | Valuable WIS advantage, but concentration-free — slot that to Globe instead |
Starter Pack: The 5-Spell Honour Mode Core
For players building their first Honour Mode party, these five spells work together across all three acts without creating conflicts. You want them on two characters — ideally a Cleric and a Sorcerer or Wizard.
- Bless (Cleric, Level 1) — runs all fight, always active, frees up your Cleric’s concentration for this alone
- Hold Person / Hold Monster (Sorcerer, Level 2 and 5) — the primary boss-shutdown tool; your Sorcerer concentrates on this
- Counterspell (Sorcerer, Level 3) — reaction interrupt on your Sorcerer; costs no concentration
- Haste (Wizard, Level 3) — goes on your strongest melee attacker once the boss is locked by Hold
- Hypnotic Pattern (Wizard, Level 3) — Wave control so your Cleric and Sorcerer can focus the boss without add interference
This core covers S-tier legendary action shutdown (Hold, Counterspell), survival (Bless), DPS amplification (Haste), and add management (Hypnotic Pattern) — the four things every Honour Mode boss fight demands. For a deeper look at the builds that run these spells most effectively, see our BG3 Best Builds 2026 guide, and our Storm Sorcerer build — the class that carries both Counterspell and Haste at the same time.
Player Type Recommendations
| Player Type | Priority Spells | Avoid |
|---|---|---|
| New to Honour Mode | Bless + Hold Person + Counterspell — easy trio that covers most Act 1 fights | Globe of Invulnerability (you won’t have it until Act 3); Banishment (CHA save reliability requires practice) |
| Casual / just wants to survive | Bless + Hypnotic Pattern + Haste — add Silence for Auntie Ethel; nothing else needed to beat the campaign | Slow (concentration competition with better options); Minor Illusion (tactical overhead not worth learning mid-run) |
| Hardcore optimiser | Full 20-spell knowledge; swap Hunger of Hadar for Shambling Mound, Minor Illusion for positioning, Scorching Ray specifically after Hold | Heroes’ Feast if you’re running Globe — they compete for the L6 mental slot |
| Completionist / all bosses | Need all five S-tier spells available; Globe for Act 3 only; ensure Hold Monster on party before Act 2 | Running a single-caster party without Counterspell — spell-based LAs will catch you eventually |
Frequently Asked Questions
Does Counterspell actually stop legendary actions?
Only if the legendary action is a spell cast. Auntie Ethel’s Weird Magic Surge fires as a spell after any spell is cast nearby — yes, Counterspell intercepts it [5]. But non-spell legendary actions like Grym’s Adamantine Reverberation (doubled movement when struck) cannot be Counterspelled — it’s not a spell, it’s a triggered passive [1].
Does Slow prevent legendary actions?
Slow removes reactions from affected creatures [11]. Some legendary actions function as reaction-type triggers. Community testing suggests Slow reduces reactive-trigger legendary actions in some encounters [13], but this is Tier 3 evidence — test in your specific encounter before relying on it for a single-save boss fight.
Why does Fireball rank below Hold Person when it deals more damage?
Because in Honour Mode, the boss fires their legendary action once per round whenever they are attacked — and Fireball doesn’t stop that trigger. Against Bernard, Fireball deals damage but Bernard still fires Leaping Static chain lightning that round [1]. Hold Person + 4 melee attacks generates zero legendary action responses — the paralysis blocks the trigger entirely [2]. The question isn’t “how much damage does this spell deal?” It’s “does this spell prevent the boss from getting a free action?” Control wins; damage is how you close out after control is established.
Does Banishment prevent legendary actions?
Yes. A Banished creature is fully removed from the plane of existence — it cannot act, move, or be targeted, and there is no trigger for it to respond to [7]. Banishment is one of three clean legendary action shutdowns alongside Hold Person and Hold Monster.
Can Hypnotic Pattern stop the Honour Mode legendary action from bosses that react to spell casts?
Yes — a Hypnotised creature cannot cast spells or use reactions [4]. Hypnotic Pattern on Auntie Ethel stops Weird Magic Surge from firing. The limitation is the 2-turn duration in BG3 [4], so maintain concentration and plan to end the fight or reapply the pattern before the condition expires.
Sources
- [1] Legendary Actions — bg3.wiki
- [2] Hold Person — bg3.wiki
- [3] Hold Monster — bg3.wiki
- [4] Hypnotic Pattern — bg3.wiki
- [5] Counterspell — bg3.wiki
- [6] Silence — bg3.wiki
- [7] Banishment — bg3.wiki
- [8] Globe of Invulnerability — bg3.wiki
- [9] Bless — bg3.wiki
- [10] Haste — bg3.wiki
- [11] Slow — bg3.wiki
- [12] Hunger of Hadar — bg3.wiki
- [13] Volo’s Guide to Honour Mode — Steam Community
- [14] All Honour Mode Boss Fight Changes — TheGamer
- [15] Patch 8 — bg3.wiki
I've been playing video games for over 20 years, spanning everything from early PC titles to modern open-world games. I started Switchblade Gaming to publish the kind of accurate, well-researched guides I always wanted to find — built on primary sources, tested in-game, and kept up to date after patches. I currently focus on Minecraft and Pokémon GO.
