Have you been looking for exactly what casting time and abilities certain spells do in Baldur’s Gate 3? Look no further! Here we have the comprehensive list of spells in Baldur’s Gate 3. We have divided them into spell level for ease as Larian Studio really have packed Baldur’s Gate 3 with as much content as physically possible.
In the mystical world of Baldur’s Gate 3, spells serve as the very essence of magic, weaving a tapestry of power and wonder that shapes the fate of adventurers. From the flicker of a mage’s arcane missile to the thunderous roar of a cleric’s divine intervention, spells are the tools that illuminate the darkness, mend the wounds, and shatter the boundaries of reality. Let’s dive into all the options you have to explore.
How does spellcasting work?
In Baldur’s Gate 3 and Dungeons and Dragons, as your character progresses in levels, you will unlock access to higher level spells. However, these spell levels are not tied to your character’s overall level. For example, just because you reach level 3 does not mean that you will automatically have access to level 3 spells.
These spell slots will vary between classes, some classes will have access to level 6 spell slots earlier than others etc etc, it completely depends on the class you choose.
If you are struggling from the get-go, we have another handy article on how to cast spells in BG3.
Baldur’s Gate 3 Spell list Cantrips
A cantrip in Baldur’s Gate 3 (BG3) is a spell that can be cast at will, without using a spell slot and without being prepared in advance like Melee attacks. Cantrips are typically weaker than higher-level spells, but they are still very useful in a variety of situations.
Cantrips can be used for a variety of purposes, including:
- Dealing damage: Some cantrips, such as Fire Bolt and Eldritch Blast, can be used to deal damage to enemies.
- Creating illusions: Cantrips like Minor Illusion and Prestidigitation can be used to create illusions that can be used for a variety of purposes, such as distracting enemies or creating cover.
- Manipulating objects: Cantrips like Mage Hand and Thaumaturgy can be used to manipulate objects, such as opening doors or moving objects around.
- Influencing others: Cantrips like Friends and Charm Person can be used to influence the behaviour of others.
Cantrips are a valuable tool for any spellcaster in BG3. They are always available, they don’t require any preparation, and they can be used for a variety of purposes. If you are playing a spellcaster in BG3, be sure to choose cantrips that will be useful for your play style.
Here is a list of the Cantrip Spells in Baldur’s Gate 3
Name | Level | School | Casting time | Description | Classes |
---|---|---|---|---|---|
ACID SPLASH | Cantrip | Conjuration | Action | 1d6 Acid Throw a bubble of acid that damage each creature it hits. 18m DEX Save | Sorcerer, Wizard, Eldritch Knight |
BLADE WARD | Cantrip | Abjuration | Action | Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks. 2 Turns | College of Lore, College of Valour, Sorcerer, Warlock, Wizard, High Elf, High Half-Elf, Eldritch Knight |
BONE CHILL | Cantrip | Necromancy | Action | 1d8 Necrotic Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls. 1 turn 18m INT | Sorcerer, Warlock Wizard, High Elf, High Half-Elf , Eldritch Knight |
DANCING LIGHTS | Cantrip | Evocation | Action | Illuminate a 9m radius. 10 Turns 18m Concentration | College of Lore, College of Valour, Sorcerer, Wizard, Eldritch Knight |
ELDRITCH BLAST | Cantrip | Evocation | Action | 1d10 Force Conjure beam(s) of crackling energy. The spell creates more than one beam when you reach higher levels: two beams at 5th level and three beams at 11th level. Each beam is rolled separately. 18m Attack Roll | Warlock |
FIRE BOLT | Cantrip | Evocation | Action | 1d10 Fire Hurl a mote of fire. 18m | Wizard Elf (High Elf) Half-Elf (High Half-Elf) Eldritch Knight (Fighter) Sorcerer |
FRIENDS | Cantrip | Enchantment | Action | Gain Advantage on Charisma Checks against a non-hostile creature. Once the spell ends, the creature knows it was Charmed and might accuse the spellcaster. 10 Turns In higher difficulty modes, the target might accuse you of enchanting them. 9m Concentration | Bard College of Lore (Bard Sub-Class) College of Valour (Bard Sub-Class) Sorcerer Warlock Wizard Eldritch Knight |
GITHYANKI PSIONICS: MAGE HAND | Cantrip | Conjuration | Action | Create an invisible spectral hand that can manipulate and interact with objects. Concentration 18m | Githyanki |
GUIDANCE | Cantrip | Divination | Action | Bestow guidance upon an ally. They gain a +1d4 bonus to Ability Checks. 10 turnsMelee Concentration | Cleric Druid |
LIGHT | Cantrip | Evocation | Action | Infuse an object with an aura of light. Until Long Rest Melee DEX Save | Bard College of Lore (Bard Sub-Class) College of Valour (Bard Sub-Class) Cleric Sorcerer Wizard Elf (High Elf) Half-Elf (High Half-Elf) Eldritch Knight |
MAGE HAND | Cantrip | Conjuration | Action | Create a spectral hand that can manipulate and interact with objects. 10 Turns 18m | Bard College of Lore (Bard Sub-Class) College of Valour (Bard Sub-Class) Sorcerer Warlock Wizard Eldritch Knight |
MINOR ILLUSION | Cantrip | Illusion | Action | Create an illusory image that distracts nearby creatures, compelling them to investigate. You can remain hidden while casting this spell. 10 turns 18m | Bard College of Lore (Bard Sub-Class) College of Valour (Bard Sub-Class) Eldritch Knight Sorcerer Warlock Wizard |
POISON SPRAY | Cantrip | Conjuration | Action | 1d12 Poison Project a puff of noxious gas. 3m CON Save | Druid Eldritch Knight Sorcerer Warlock Wizard |
PRODUCE FLAME | Cantrip | Conjuration | Action | Inflicts Produce Flame A flickering flame appears in your hand. It sheds bright light in a 3m radius and deals 1d8 Fire damage when thrown. Throwing the flame immediately after you conjure it does not cost an action. Extinguishing or throwing it on subsequent turns costs an action | Druid |
RAY OF FROST | Cantrip | Evocation | Action | 1d8 Cold Reduce the target’s Movement Speed by 3m. 1 turn 18m | Eldritch Knight Sorcerer Wizard |
RESISTANCE | Cantrip | Abjuration | Action | Magically bolster a creature’s defences. It receives a +1d4 bonus to Saving Throws.10 turns Melee Concentration | Cleric Druid |
SACRED FLAME | Cantrip | Evocation | Action | 1d8 Radiant Conjure a flame-like radiance that deals 1d8 Radiant. 18m DEX Save | Cleric |
Selûne’s Dream | Cantrip | Evocation | Action | 1d8 An ally you touch regains 1d8+0 hit points, but potentially falls into a slumber. This spell has no effect on undead or constructs. Melee Concentration | Amulet of Selûne’s Chosen wearer. |
SHILLELAGH | Cantrip | Transmutation | Bonus Action | Imbue your staff or club with nature’s power. It becomes magical, deals 1d8+2 Bludgeoning damage, and uses your Spellcasting Ability for Attack Rolls. 10 turns | Druid |
SHOCKING GRASP | Cantrip | Evocation | Action | 1d8 Lightning The target cannot use reactions. This spell has Advantage on creatures wearing metal armour. 1 turn Melee | Eldritch Knight Sorcerer Wizard |
THAUMATURGY | Cantrip | Transmutation | Action | Manifest a sign of supernatural power that grants you advantage on Intimidation and Performance checks. | Cleric Tiefling (Zariel, Asmodeus) |
THORN WHIP | Cantrip | Transmutation | Action | Strike at a target with a thorny, vine-like whip. It deals 1d6 Piercing damage and pulls the target 3m closer to you if it is Large or Smaller in size. | Druid |
TRUE STRIKE | Cantrip | Divination | Action | Gain Advantage on your next Attack Roll. 2 turns 18m Concentration | Bard Sorcerer Warlock Wizard Eldritch Knight Arcane Trickster Ranger (Mage Breaker) |
VICIOUS MOCKERY | Cantrip | Enchantment | Action | 1d4 Psychic Unleash a string of enchanted insults at a creature. It takes damage and receives Disadvantage on its next Attack Roll. 1 turn 18m WIS Save | Bard College of Lore (Bard Sub-Class) College of Valour (Bard Sub-Class) |
Baldur’s Gate 3 Spell list Level 1
A level 1 spell in Baldur’s Gate 3 (BG3) is a spell that can be cast by a character who has reached at least level 1. Level 1 spells are typically weaker than higher-level spells, but they are still very useful in a variety of situations.
Level 1 spells can be used for a variety of purposes, including:
- Dealing damage: Some level 1 spells, such as Magic Missile and Chromatic Orb, can be used to deal damage to enemies.
- Creating illusions: Level 1 spells like Faerie Fire and Sleep can be used to create illusions that can be used for a variety of purposes, such as distracting enemies or creating cover.
- Healing: Level 1 spells like Cure Wounds and Healing Word can be used to heal allies.
- Buffing allies: Level 1 spells like Bless and Heroism can be used to buff allies, making them stronger and more resilient.
- Debuffing enemies: Level 1 spells like Charm Person and Tasha’s Hideous Laughter can be used to debuff enemies, making them weaker and easier to defeat.
Here is a list of the 1st Level Spells in Baldur’s Gate 3
Name | Level | School | Casting time | Description | Classes |
---|---|---|---|---|---|
ENSNARING STRIKE | 1 | Conjuration | Action Bonus Action Spell Slot | Your attack summons thorny vines that possibly Ensnare your target. 10 Turns Melee STR Save Concentration | Ranger |
ENTANGLE | 1 | Conjuration | Action Spell Slot | Vines sprout from the ground, slowing creatures within and possibly Entangling them. 18m 2m DEX Save Concentration | Druid |
EXPEDITIOUS RETREAT | 1 | Transmutation | Bonus Action Spell Slot | Gain Dash immediately and as a bonus action on each of your turns until this spell ends. Until Long Rest Concentration | Eldritch Knight, Sorcerer, Warlock, Wizard |
FAERIE FIRE | 1 | Evocation | Action Spell Slot | Encase multiple targets in colourful light. The targets turns visible, and Attack Rolls against the targets have Advantage. 10 Turns Range: 18m/60ft 6mDEX Save Concentration | Bard, Cleric, College of Lore, College of Valour, Druid |
FALSE LIFE | 1 | Necromancy | Action Spell Slot | Gain 7 temporary hit points. Until Long Rest Can only have temporary hit points from one source. | Eldritch Knight, Sorcerer, Wizard |
FEATHER FALL | 1 | Transmutation | Bonus Action Spell Slot | You and nerby allies Immunity to Falling damage. 10 Turns 9m | Bard, College of Lore, College of Valour, Eldritch Knight, Sorcerer, Wizard |
FIND FAMILIAR | 1 | Conjuration | Action Level 1 Spell Slot | Gain the service of a familiar, a fey spirit that takes an animal from of your choose. Range: 18m | Wizard, Ranger, Fighter (Eldritch Knight), Warlock |
FIND FAMILIAR: CAT | 1 | Conjuration | Action Level 1 Spell Slot | Summon a familiar with the form and statistics of a cat that can distract your enemies. (Lasts until the end of a long rest) Range: 18m/60ft | Wizard |
FIND FAMILIAR: CRAB | 1 | Conjuration | Action Level 1 Spell Slot | Summon a familiar with the form and statistics of a crab. Its sharp pincers can slow enemies. (Lasts until the end of a long rest) Range: 18m/60ft | Wizard |
FIND FAMILIAR: FROG | 1 | Conjuration | Action Level 1 Spell Slot | Summon a familiar with the form and statistics of a frog. Its skin is covered with dizzying toxins. (Lasts until the end of a long rest) Range: 18m/60ft | Wizard |
FIND FAMILIAR: IMP | 1 | Conjuration | Action Level 1 Spell Slot | Summon a familiar with the form and statistics of an imp. Its barbed tail can inject enemies with a potent poison. Range: 18m/60ft | Warlock |
FIND FAMILIAR: QUASIT | 1 | Conjuration | Action Level 1 Spell Slot | Summon a familiar with the form and statistics of a quasit that can frighten enemies. Range: 18m/60ft | Warlock |
FIND FAMILIAR: RAT | 1 | Conjuration | Action Level 1 Spell Slot | Summon a familiar with the form and statistics of a rat. Its infectious bite can spread disease. (Lasts until the end of a long rest) Range: 18m/60ft | Wizard |
FIND FAMILIAR: RAVEN | 1 | Conjuration | Action Level 1 Spell Slot | Summon a familiar with the form and statistics of a raven. It can launch precise attacks. (Lasts until the end of a long rest) Range: 18m/60ft | Wizard |
FIND FAMILIAR: SPIDER | 1 | Conjuration | Action Level 1 Spell Slot | Summon a familiar with the form and statistics of a spider. Its deadly bite can poison enemies. (Lasts until the end of a long rest) Range: 18m/60ft | Wizard |
FOG CLOUD | 1 | Conjuration | Action Level 1 Spell Slot | The cloud Blinds and Heavily Obscures creatures within it. 10 Turns 5m18m Concentration | Ranger, Wizard |
GOODBERRY | 1 | Transmutation | Action Level 1 Spell Slot | 4d4 Conjure four magical berries into your or a companion’s inventory. Creatures who eat a berry regain 1~4 hit points. Berries disappear after a Long Rest. Until Long Rest Melee | Druid, Ranger |
GREASE | 1 | Conjuration | Action Spell Slot | Cover the ground in grease, slowing creatures within and possibly making them fall Prone. 10 Turns 18m4m DEX Save | Wizard, Eldritch Knight |
GUIDING BOLT | 1 | Evocation | Action Spell Slot | 4d6 Radiant Call forth a beam of light that grants Advantage on the next Attack Roll against the target. 2 Turns. 18m/60ft | Cleric |
HAIL OF THORNS | 1 | Conjuration | Action Bonus Action Level 1 Spell Slot | 1d10Piercing The thorns deal Weapon Damage to the target and then explode. The explosion deals an additional 1~10 Piercing damage to the target and surrounding creatures. On Miss: Thorns still explode. On Save: Targets still take half damage from the explosion. 18m DEX Save | Ranger |
HEALING WORD | 1 | Evocation | Bonus Action Level 1 Spell Slot | 1d4 Heal a creature you can see. No effect on undead and constructs. 18m | Cleric, Bard |
HELLISH REBUKE | 1 | Evocation | Spell Slot | 2~20 Damage 2d10Fire (Delayed) The next time you take damage, you use your reaction to surround your attacker in hellish flames. On Save: Target still takes half damage. DEX Save | Warlock, Bard, Oath of Devotion, Oath of the Ancients (Paladin Sub Class) |
HEROISM | 1 | Enchantment | Action Level 1 Spell Slot | Make yourself or a target immune to Frightened and gains 5 temporary hit points each turn. 10 Turns Can only have temporary hit points from one source. MeleeConcentration | Bard, Oath of Devotion, Oath of the Ancients (Paladin Sub Class) |
HEX | 1 | Enchantment | Bonus Action Warlock Spell Slot | 1~6 Damage 1d6Necrotic (Conditional) Curse a creature so it takes additional damage whenever you attack it and to inflic Disadvantage on Ability Checks with an Ability of your choosing. If the target dies before the spell ends. you can Hex a new creature without expending a spell slot. 18mConcentration | Warlock |
HUNTER’S MARK | 1 | Divination | Bonus Action Spell Slot | 1~6 Damage 1d6Slashing (Conditional) Mark a creature as your quarry to deal an additional 1d6 Slashing Damage whenever you hit it with a weapon attacks. If the target dies before the spell ends, you can mark a new creature without expending a Spell Slot. Until Long Rest 18mConcentration | Ranger |
ICE KNIFE | 1 | Conjuration Spell | Action Spell Slot | 1d10 Piercing +2d6 Cold Throw a shard of ice that deals 1∼10 Piercing damage. It explodes and deals 2∼12 Cold damage to anyone nearby. It leaves an ice surface. 2 turns On Miss: The shard of ice still explodes. 2m18mDEX Save | Druid, Sorcerer, Wizard |
INFLICT WOUNDS | 1 | Necromancy | Action Spell Slot | 3d10 Necrotic Putrfy a creature with the nectrotic energy filling your hands. Melee | Cleric, Oathbreaker (Paladin Subclass) |
LONGSTRIDER | 1 | Transmutation | Action Spell Slot | Touch a creature to increase its Movement Speed by 3m. Until Long Rest Melee | Bard, College of Lore, College of Valour, Druid, Eldritch Knight, Ranger, Wizard |
LUNAR MEND | 1 | – | Bonus Action Spell Slot | Expend spell slots to regain hit points while wild shaped. Yor regain 1d8 hit points per level of the spell slot. | Circle of the Moon (Druid Sub Class) |
MAGE ARMOUR | 1 | Abjuration | Action Spell Slot | Protec a target from attacks: increase its Armour Class to 13 + its Dexterity modifier. Until Long Rest The target can’t be wearing armour Mele | Sorcerer, Wizard, Arcane Trickster, Eldritch Knight |
MAGIC MISSILE | 1 | Evocation | Action Spell Slot | 3d4+3 Force Shoot 3 magical dsarts, each dealing 2∼5 Force damage. They always hit their target. Range: 18m | Sorcerer, Wizard, Eldritch Knight, Arcane Trickster |
PROTECTION FROM EVIL AND GOOD | 1 | Abjuration | Action Level 1 Spell Slot | Protect a creature against aberrations, celestials, elementals, fey, fiends, and undead. The target can’t be Charmed, Frightened, or possessed by them, and when these creatures attack it, they do so with disadvantage. Until Long Rest Melee Concentration | Cleric, Warlock, Wizard |
RAY OF SICKNESS | 1 | Necromancy | Action Spell Slot | 2d8Poison Possibly Poisons the target. 2 Turns 18m CON Save | Eldritch Knight, Sorcerer, Wizard |
SANCTUARY | 1 | Abjuration | Bonus Action Spell Slot | You or an ally cannot be target until you attack or harm a creature. You can still take damage from area spells. Until the affected entity attacks or harms another creature, it cannot be targeted by enemy attacks. However, it can still take damage from spells that influence a large area. 10 Turns 18m Always Prepared | Paladin |
SEARING SMITE | 1 | Evocation | Action Bonus Action Spell Slot | 1d6Fire Deal an extra 1~6 Fire Damage and set your target on fire: it takes 1~6 Fire damage every turn. 10 Turns Melee Concentration | Paladin |
SHIELD | 1 | Abjuration | Reaction Level 1 Spell Slot | When you are about to be hit by an enemy, increase your Armour Class by 5. You take no damage from Magic Missile. Until Long Rest | Sorcerer, Wizard, Fighter |
SHIELD OF FAITH | 1 | Abjuration | Bonus Action Spell Slot | Protect a creature from attacks: increases its Armour Class by 2. Until Long Rest 18m/60ftConcentration | Cleric, Eldritch Knight, Warlock, Wizard, Oath of the Ancients and Oath of Devotion (Paladin Sub Class) |
SLEEP | 1 | Enchantment | Action Spell Slot | Put creatures into a magical slumber. Select targets up to a combined 24 hit points. 2 Turns The condition ends upon taking damage. 18m | Bard, College of Lore, College of Valour, Eldritch Knight, Sorcerer, Wizard |
SPEAK WITH ANIMALS | 1 | Divination | Action Spell Slot | Until Long Rest Gain the ability to comprehend and verbally communicate with beasts. | Ranger, Wildheart |
TASHA’S HIDEOUS LAUGHTER | 1 | Enchantment | Action Spell Slot | Leve a creture Prone with laughter, without the ability to get up. 10 turns The creature must have an Intelligence of 5 or more. The target can try to shake off the effect each time it takes damage. 18mWIS SaveConcentration | Bard, Eldritch Knight, Wizard, Sorcerer |
THUNDEROUS SMITE | 1 | Evocation | Action Bonus Action Spell Slot | 2d6 Thunder Pushes your target 3m away and possibly knocks it Prone. 1 turn Melee STR Save Action Bonus Action Level 1 Spell Slot | Paladin |
THUNDERWAVE | 1 | Evocation | Action Spell Slot | 2d8 Thunder Release a wave of thunderous force that pushes away all creatures and objects. 5mCON Save | Bard, College of Lore, College of Valour, Druid, Eldritch Knight, Sorcerer, Wizard |
WITCH BOLT | 1 | Evocation | Action + Spell Slot | 1~12 Damage 1d12 Lightning Link yourself to a target with a bolt of lightning. Deal an additional 1∼12 Lightning Damage each turn by activating it. 10 Turns 18mConcentration | Eldritch Knight, Sorcerer, Warlock, Wizard |
WRATHFUL SMITE | 1 | Evocation | Action Bonus Action Spell Slot | 1d6Psychic Possibly Frightens your target. They will be easier to hit and cannot move. 2 Turns Melee WIS Save Concentration | Oath of the Ancients and Oath of Devotion (Paladin Sub Class) |
Baldur’s Gate 3 Spell list Level 2
A level 2 spell in Baldur’s Gate 3 (BG3) is a spell that can be cast by a character who has reached at least level 2. Level 2 spells are typically more powerful than level 1 spells, but they also require more resources to cast.
Level 2 spells can be used for a variety of purposes, including:
- Dealing damage: Some level 2 spells, such as Scorching Ray and Hold Person, can be used to deal a significant amount of damage to enemies.
- Creating illusions: Level 2 spells like Phantasmal Force and Mirror Image can be used to create illusions that can be used for a variety of purposes, such as distracting enemies or creating cover.
- Healing: Level 2 spells like Lesser Restoration and Prayer of Healing can be used to heal allies for a significant amount of health.
- Buffing allies: Level 2 spells like Enhance Ability and Enlarge/Reduce can be used to buff allies, making them stronger and more resilient.
- Debuffing enemies: Level 2 spells like Blindness/Deafness and Ray of Enfeeblement can be used to debuff enemies, making them weaker and easier to defeat.
Here is a list of the 2nd Level Spells in Baldur’s Gate 3
Name | Level | School | Casting Time | Description | Classes |
---|---|---|---|---|---|
AID | 2 | Abjuration | Action Level 2 Spell Slot | 5 Healing Bolster your allies with toughness and resolve to heal and increase their hit point maximum. Until Long Rest Range: 9m Radius: 9m Concentration | Oath of Devotion, Oath of the Ancients, Cleric |
ARCANE LOCK | 2 | Abjuration | Action Level 2 Spell Slot | Close a door or container with a magical lock.It can no longer be lockpicked or opened with Knock. 10 Turns Melee | Wizard |
BARKSKIN | 2 | Transmutation | Action Level 2 Spell Slot | Protect a creature from attacks: increase its Armour Class up to 16. Until Long Rest Melee Concentration | Druid, Ranger |
BLINDNESS | 2 | Necromancy | Action Level 2 Spell Slot | Limit a foes sight range. It is easier to hit, and the creature will miss more often. Attack Rolls against it have Advantage and the foe attacks with Disadvantage. 10 turns Range: 18mCON Save | Bard, Sorcerer, The Fiend, Cleric, Wizard |
BLUR | 2 | Illusion | Action Level 2 Spell Slot | Attackers have Disadvantage on Attack rolls against you. Doesn’t affect creatures that don’t rely on sight or that can see through illusions. 10 turns Concentration | Sorcerer, Wizard |
BRANDING SMITE | 2 | Evocation | Action Bonus Action Level 2 Spell Slot | 2d6 Radiant Your weapon gleams with astral radiance as you strike and possibly marks your target with light, preventing it from turning Invisible. 10 turns Melee CON Save Concentration | Oath of Devotion, Oath of the Ancients |
CALM EMOTIONS | 2 | Enchantment | Action Level 2 Spell Slot | Suppress strong emotions in an area, making all humanoids immune to being Charmed or Frightened. 10 turns Range: 18m Radius: 6m Concentration | Bard, Cleric |
CLOUD OF DAGGERS | 2 | Conjuration | Action Level 2 Spell Slot | 4~16 Damage 4d4 Slashing Conjure a cloud ofspinning daggers that attack anyone inside. 10 turns Range: 18mConcentration | Bard, Sorcerer, Warlock, Wizard |
CROWN OF MADNESS | 2 | Enchantment | Action Level 2 Spell Slot | Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it’s allied. 3 turns Range: 18mWIS SaveConcentration | Bard, Sorcerer, Warlock, Wizard, Oathbreaker |
DARKNESS | 2 | Evocation | Action Level 2 Spell Slot | Create a cloud of magical darkness that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of it. 10 Turns 5m 18m Concentration | Sorcerer, Warlock, Wizard, Oathbreaker |
DARKVISION | 2 | Transmutation | Action Level 2 Spell Slot | Grant a creature the ability to see in the dark out to a range of 12m. Until Long Rest Melee | Ranger, Sorcerer, Wizard, Druid |
DETECT THOUGHTS | 2 | Divination | Action Level 2 Spell Slot | Focus your mind to read the thoughts of certain creatures while talking to them. Until Long Rest Concentration | Bard, Sorcerer, The Great Old One, Wizard |
ENHANCE ABILITY | 2 | Transmutation | Action Level 2 Spell Slot | Bestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability. Melee Concentration | Bard, Sorcerer, Cleric, Druid |
ENLARGE – REDUCE | 2 | Transmutation | Action Level 2 Spell Slot | Make a creature larger or smaller to affect their weapon damage and Strength Checks and Saving Throws. 9mCON Saven Concentration | Sorcerer, Wizard |
FLAME BLADE | 2 | Evocation | Bonus Action Action Level 2 Spell Slot | Conjure a flaming scimitar in your hand that deals 3d6 Fire damage and sheds bright light in a 3m radius and dim light in a 6m radius. The blade can be unequipped and equipped again, but has to stay on the spellcaster’s person. Concentration | Druid |
FLAMING SPHERE | 2 | Conjuration | Action Level 2 Spell Slot | 2d6 Fire Summon a flaming sphere that damages nearby enemies and objects. The sphere sheds bright light in a 6m radius, and dim light for an additional 6m. 10 turns 18m 2mDEX SaveConcentration | Wizard, Druid |
GUST OF WIND | 2 | Evocation | Action Level 2 Spell Slot | Summon a strong wind that clears all clouds and pushes creautes back 5m, forcing them Off Balance. 1 Turn 12mSTR Save | Druid, Sorcerer, Wizard |
HEAT METAL | 2 | Transmutation | Action Level 2 Spell Slot | 2d8 Fire Cause a metal weapon or armour to glow red-hot and force the creature touching it to let go or receive Disadvantage on Attack Rolls and Ability Checks. If the creature is only wearing metal armour, it always rcccivcs Disadvantage. If the creature is still touching the metal, you can use a bonus action on subsequent turns to deal another 2d8 Fire damage and force the creature to let go or receive Disadvantage. 10 turns 18mCON SaveConcentration | Bard, Druid |
HOLD PERSON | 2 | Enchantment | Action Level 2 Spell Slot | Hold a humanoid enemy still. They can’t move, act or react. Attacks from within 3m are always Critical Hits. 10 turns 18mWIS SaveConcentration | Bard, Sorcerer, Warlock, Cleric, Wizard, Druid |
INVISIBILITY | 2 | Illusion | Action Level 2 Spell Slot | Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage. 10 turns Condition ends early if the creature attacks or casts a spell. MeleeConcentration | Bard, Sorcerer, Warlock, Wizard |
KNOCK | 2 | Transmutation | Action Level 2 Spell Slot | Unlock an object that is held shut by a mundane lock. 18m | Sorcerer, Bard, Wizard |
LESSER RESTORATION | 2 | Abjuration | Action Level 2 Spell Slot | Cure a creature from disease, poison, paralysis or blindness. Melee | Bard, Oath of Devotion, Oath of the Ancients, Ranger, Cleric, Druid |
MAGIC WEAPON | 2 | Transmutation | Action Level 2 Spell Slot | Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls. Until Long Rest MeleeConcentration | Oath of Devotion, Oath of the Ancients, Wizard |
MELF’S ACID ARROW | 2 | Evocation | Action Level 2 Spell Slot | 4d4 Acid + 2d4 Acid (Delayed) Shoot a green arrow that covers the target and the ground with acid. Deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of the target’s turn. 1 turn On Missing: Targets still takes half the initial damage. 18m | Wizard |
MIRROR IMAGE | 2 | Illusion | Action Level 2 Spell Slot | Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. Whenever you successfully evade an attack, one of the duplicates disappears. 10 turns | Sorcerer, Warlock, Wizard, Circle of the Land |
MOONBEAM | 2 | Evocation | Action Level 2 Spell Slot | 2d10 Radiant Call down a silvery beam ofpale light that damages any creature that enters the beam or starts its turn in the light. You can use an action to move the beam 18m. 10 turns Range: 18mRadius: 1mCON SaveConcentration | Oath of the Ancients, Druid |
PASS WITHOUT TRACE | 2 | Abjuration | Action Level 2 Spell Slot | Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth checks. Until Long Rest Concentration | Ranger, Druid |
PHANTASMAL FORCE | 2 | Illusion | Action Level 2 Spell Slot | 1d6Phychic Deal damage to a creature each turn. The type of damage changes to the last type the creature suffered. 10 turns Range: 18 INT Save Concentration | Bard, Sorcerer, The Great Old One, Wizard |
PRAYER OF HEALING | 2 | Evocation | Action Level 2 Spell Slot | 2d8 Heal all allies you can see. Range: 9m Radius: 9m | Cleric |
PROTECTION FROM POISON | 2 | Abjuration | Action Level 2 Spell Slot | Touch a creature to grant it protection against poisonious influences. You neutralise all poisons affecting it, grant it Advantage on Saving Throws against being Poisoned, and grant it Resistance to Poison damage. Until Long Rest Melee | Oath of Devotion, Oath of the Ancients, Ranger, Cleric, Druid |
RAY OF ENFEEBLEMENT | 2 | Necromancy | Action Level 2 Spell Slot | Weaken a Foe: they deal half damage with weapon attacks using Strength. 10 Turns 18m Concentration | Warlock, Wizard |
SCORCHING RAY | 2 | Evocation | Action Level 2 Spell Slot | 6d6 Fire Hur1 3 rays offire. Each ray deals 2∼12 Fire damage. 18m | Sorcerer, The Fiend, Wizard |
SEE INVISIBILITY | 2 | Divination | Action Level 2 Spell Slot | Become able to see Invisible creatures, and possibly reveal them to others. Untial Long Rest 9mDex Save | Bard, Sorcerer, Wizard |
SHATTER | 2 | Evocation | Action Level 2 Spell Slot | 3d8 Thunder Damage all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving Throw. On Save: Targets still take half damage. Range: 18m CON Save | Bard, Sorcerer, Warlock, Wizard |
SILENCE | 2 | Illusion | Action Level 2 Spell Slot | Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage. 100 turns Using this spell might turn targets hostile. Range: 18m Concentration | Bard, Oath of Devotion, Ranger, Cleric |
SPIKE GROWTH | 2 | Transmutation | Action Level 2 Spell Slot | 2~8 Damage 2d4 Piercing Shape a piece of ground into hard spikes. Movement is halved. A creature walking on the spikes takes 2-8 Piercing damage for every 1.5m it moves. 100 turns Range: 18m Radius: 6m Concentration | Druid, Ranger |
WEB | 2 | Conjuration | Action Level 2 Spell Slot | Cover an area in thick, flammable webbing that slows creatures within and possibly Enwebs them. Range: 18m Radius: 4m DEX Save Concentration | Wizard, Sorcerer |
ENTHRAL | 2 | Enchantment Spell | Action Warlock Spell Slot | Reduce a creature’s peripheral vision and make it look at you. 10 turns Range: 6m | Warlock |
MISTY STEP | 2 | Conjuration | Bonus Action Level 2 Spell Slot | Surrounded by silver mist, you teleport to an unoccupied space you can see. 18m | Oath of the Ancients, Warlock, Circle of the Land, Sorcerer, Wizard |
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Baldur’s Gate 3 Spell list Level 3
A level 3 spell in Baldur’s Gate 3 (BG3) is a spell that can be cast by a character who has reached at least level 3. Level 3 spells are typically more powerful than level 2 spells, but they also require more resources to cast.
Level 3 spells can be used for a variety of purposes, including:
- Dealing damage: Some level 3 spells, such as Fireball and Haste, can be used to deal a significant amount of damage to enemies.
- Creating illusions: Level 3 spells like Conjure Animals and Cloud of Daggers can be used to create illusions that can be used for a variety of purposes, such as distracting enemies or creating cover.
- Healing: Level 3 spells like Revivify and Mass Cure Wounds can be used to heal allies for a significant amount of health.
- Buffing allies: Level 3 spells like Beacon of Hope and Protection from Energy can be used to buff allies, making them stronger and more resilient.
- Debuffing enemies: Level 3 spells like Counterspell and Dispel Magic can be used to counter enemy spells or remove magical effects from allies.
Level 3 spells are a valuable tool for any spellcaster in BG3. They are not as powerful as higher-level spells, but they are still very useful and can be used to great effect in a variety of situations.
Here is a list of the 3rd Level Spells in Baldur’s Gate 3
Name | Level | School | Casting Time | Description | Classes |
---|---|---|---|---|---|
ANIMATE DEAD | 3 | Necromancy | Action Level 3 Spell Slot | Create an undead servant from a corpse. The target must be a Medium or Small corpse. 3m | Cleric, Wizard |
BEACON OF HOPE | 3 | Abjuration | Action Level 3 Spell Slot | Targets gain advantage on Wis. saving throws and death saving throws, and regain the maximum number of hp from healing. | Cleric |
BESTOW CURSE | 3 | Necromancy | Action Level 3 Spell Slot | Curse a creature with your touch. The curse either bestows Disadvantage on checks and Saving Throws or attacks, lets you deal additional damage to the target, or robs it of its actions. 10 turns Melee WIS Save Concentration | Bard, Cleric, Wizard, |
BLINDING SMITE | 3 | Evocation | Bonus Action Level 3 Spell Slot | If the attack hits, deals an extra 3d8 radiant damage and the target must succeed on a Con. save or be blinded. | Paladin |
BLINK | 3 | Transmutation | Action Level 3 Spell Slot | At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can’t be harmed or seen in this world. 10 Turns | Sorcerer, Wizard |
CALL LIGHTNING | 3 | Conjuration | Action Level 3 Spell Slot | 3d10 Lightning Lightning strikes all targets within range. Then for 10 turns, you can call down lightning again without expending a spell slot. 10 Turns 18mDEX Save Concentration | Druid |
CONJURE BARRAGE | 3 | Conjuration | Action Level 3 Spell Slot | 2d8 Slashing Channel your weapons essence into a destructive, widespread volley. On Save: Targets still take half damage. 9m Dex Save | Ranger |
COUNTERSPELL | 3 | Abjuration | Reaction Level 3 Spell Slot | Nullify another creature’s spell as a reaction. The spell must be 3rd level or lower. If it is higher, you must succed a Check to nullify it, the difficulty of which is based on the spell’s Level. 18m | Sorcerer, Warlock, Wizard |
CRUSADER’S MANTLE | 3 | Evocation | Action Level 3 Spell Slot | Friendly creatures in a 30-ft radius deal an extra 1d4 radiant damage when they hit with a weapon attack. | Paladin |
DAYLIGHT | 3 | Evocation | Action Level 3 Spell Slot | Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. Until Long Rest 18m | Cleric, Druid, Paladin, Ranger, Sorcerer |
ELEMENTAL WEAPON | 3 | Transmutation | Action Level 3 Spell Slot | A weapon becomes magical with a +1 bonus to attack rolls and deal an extra 1d4 damage of a chosen type (bonus/lvl). | Druid (Optional), Paladin, Ranger (Optional) |
FEAR | 3 | Illusion | Action Level 3 Spell Slot | Project an image so frightening it makes targets drop everything and become Fearful. They will be easier to hit and cannot move. 3 Turns 1 Turn 9m WIS Save Concentration | Bard, Sorcerer, Warlock, Wizard |
FEIGN DEATH | 3 | Necromancy | Action Level 3 Spell Slot | Put an ally in a protective, magical coma deep enough to imitate death. The Ally becomes Resistant to all damage except psychic damage, and disease and poison no longer have any effect. 10 Turns Melee | Bard, Cleric, Druid, Wizard |
FIREBALL | 3 | Evocation | Action Level 3 Spell Slot | 8d6 Fire Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity. On Save: Targets still take half damage. 18m 6m DEX Save | Sorcerer, Wizard |
FLY | 3 | Transmutation | Action Level 3 Spell Slot | Bestow the ability to Fly upon yourself or an ally. 10 Turns Melee Concentration | Sorcerer, Warlock, Wizard |
GASEOUS FORM | 3 | Transmutation | Action Level 3 Spell Slot | Transform yourself or an ally into a tiny gas cloud. It can’t fall, and fits through small openings. It is very hard to damage. Until Long Rest While transformed, the target won’t be able to attack, cast spells, or talk. MeleeConcentration | Sorcerer, Warlock, Wizard |
GLYPH OF WARDING | 3 | Abjuration | Action Level 3 Spell Slot | Inscribe a circle of arcane glyphs on the ground that trigger a magical effect when stepped on by an enemy. 3m 8m Dex Save | Bard, Cleric, Wizard |
GRANT FLIGHT | 3 | Transmutation | Action Level 3 Spell Slot | Bestow the ability to Fly upon yourself or an ally. 10 Turns 10 Turns Melee Concentration | Sorcerer, Warlock, Wizard |
HASTE | 3 | Transmutation | Action Level 3 Spell Slot | Target yourself or an ally to become Hastened: gain an action, become faster and harder to hit. 10 Turns When the condition ends, become Lethargic. 9mConcentration | Sorcerer, Wizard |
HUNGER OF HADAR | 3 | Conjuration | Action Level 3 Spell Slot | 2d6 +2d6 Create a sphere of cold blackness, teeming with unknown horrors. Creatures starting their turn in the take 2d6 Cold damage. Creatures ending their turn in the area possibly take 2d6 Acid damage. The area is Difficult Terrain and creatures within are Blinded. 10Turns 18m 6m DEX Save Concentration | Warlock |
HYPNOTIC PATTERN | 3 | Conjuration | Action Level 3 Spell Slot | Hypnotise creatures that can see the pattern. They cannot attack you. They cannot move or act. 2 Turns 18m WIS Save Concentration | Bard, Sorcerer, Warlock, Wizard |
LIGHTNING ARROW | 3 | Transmutation | Action Level 3 Spell Slot | 6~48 Damage 4d8+2d8 Lightning After the arrow hits, smaller bolts snake out from the target toward nearby creatures. Melee | Ranger |
LIGHTNING BOLT | 3 | Evocation | Action Level 3 Spell Slot | 8d6Lightning Call forth a blast of lightning that hits all creatures in the line of the eruption. On save: Targets still take half damage. 30m DEX Save | Sorcerer, Wizard |
MASS HEALING WORD | 3 | Evocation | Bonus Action Level 3 Spell Slot | 1d4+3 Call out words of restoration to heal up to 6 creatures. No effect on undead and constructs. 18m 18m | Cleric |
PLANT GROWTH | 3 | Transmutation | Action Level 3 Spell Slot | Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered. 18m 6m | Bard, Druid, Ranger |
PROTECTION FROM ENERGY | 3 | Abjuration | Action Level 3 Spell Slot | Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. Melee Concentration | Cleric, Druid, Ranger, Sorcerer, Wizard |
REMOVE CURSE | 3 | Abjuration | Action Warlock Spell Slot | Touch a creature or object to remove all Curses and Hexes affecting it. Melee | Cleric, Paladin, Warlock, Wizard |
REVIVIFY | 3 | Necromancy | Action Level 3 Spell Slot | Revive a companion. They return to life with 1 hit point. 9m 9m | Cleric, Paladin |
SLEET STORM | 3 | Conjuration | Action Level 3 Spell Slot | Call forth a storm that disrupts the Concentration of spellcasters, douses fires, and creaates an ice surface. 10 Turns 18m CON Save Concentration | Druid, Sorcerer, Wizard |
SLOW | 3 | Transmutation | Action Level 3 Spell Slot | Alter time around up to 6 enemies to Slow them. They won’t get far, they can’t do much, and they’re easier to hit. 10 Turns 18m WIS Save Concentration | Sorcerer, Wizard, Warlock |
SPIRIT GUARDIANS | 3 | Conjuration | Action Level 3 Spell Slot | Call forth spirits to protect the area around you. Nearby enemies take 3d8 Radiant damage or 3d8 Necrotic damage per turn, and their Movement Speed is halved. On Save: Targets still take half damage. 3m 3m WIS Save Concentration | Cleric |
STINKING CLOUD | 3 | Conjuration | Action Level 3 Spell Slot | Create a cloud of gas so nauseating it prevents creatures from taking actions. 10 Turns 3m 8m Dex Save Concentration | Bard, Sorcerer, Wizard |
VAMPIRIC TOUCH | 3 | Necromancy | Action Level 3 Spell Slot | 3~18 3d6 Necrotic Touch an enemy to syphon their life force. You regain half as many hit points as hit points as the damage they take. For 10 turns, you can use Vampiric Touch again without expending an additional spell slot. 10 Turns Melee Concentration | Warlock, Wizard |
Baldur’s Gate 3 Spell list Level 4
A level 4 spell in Baldur’s Gate 3 (BG3) is a spell that can be cast by a character who has reached at least level 4. Level 4 spells are typically more powerful than level 3 spells, but they also require more resources to cast.
Level 4 spells can be used for a variety of purposes, including:
- Dealing damage: Some level 4 spells, such as Ice Storm and Greater Invisibility, can be used to deal a significant amount of damage to enemies.
- Creating illusions: Level 4 spells like Polymorph and Stone Shape can be used to create illusions that can be used for a variety of purposes, such as distracting enemies or creating cover.
- Healing: Level 4 spells like Death Ward and Greater Restoration can be used to heal allies for a significant amount of health.
- Buffing allies: Level 4 spells like Freedom of Movement and Stoneskin can be used to buff allies, making them stronger and more resilient.
- Debuffing enemies: Level 4 spells like Banishment and Wall of Fire can be used to debuff enemies, making them weaker and easier to defeat.
Here is a list of the 4th Level Spells in Baldur’s Gate 3
Name | Level | School | Casting Time | Description | Classes |
---|---|---|---|---|---|
BANISHMENT | 4 | Abjuration | Action Level 4 Warlock Spell Slot | Temporarily Banish your target to another plane of existence. | Warlock |
BLIGHT | 4 | Necromancy | Action Level 4 Warlock Spell Slot | 8~64 8d8 Necrotic Plants are more susceptible to this spell: they roll with Disadvantage, and still take half of all the damage if they succeed the roll. On Save: Target still takes half damage. 9m CON Save | Warlock |
CONJURE MINOR ELEMENTAL | 4 | Conjuration | Action Level 3 Spell Slot | Conjure a minor elemental to fight alongside you. 18m | Wizard, Druid |
DIMENSION DOOR | 4 | Conjuration | Action Level 4 Warlock Spell Slot | Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium. | Warlock |
DOMINATE BEAST | 4 | Enchantment | Action Level 4 Warlock Spell Slot | Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom Saving Throw against your domination. | Warlock |
EVARD’S BLACK TENTACLES | 4 | Conjuration | Action Level 4 Warlock Spell Slot | 3~18 Damage 3d6 Bludgeoning Tentacles sprout from the ground, turning the area into Difficult Terrain, attacking and Smothering creatures within. 10 turns 6m 18m WIS Save Concentration | Warlock |
STAGGERING SMITE | 4 | Evocation | Bonus Action Level 4 Spell Slot | If the attack hits, deals an extra 4d6 pyschic damage and the target must succeed on a Wis. save or have a disadvantage. | Paladin |
Baldur’s Gate 3 Spell list Level 5
A level 5 spell in Baldur’s Gate 3 (BG3) is a spell that can be cast by a character who has reached at least level 5. Level 5 spells are typically the most powerful spells available to spellcasters in BG3. They require a lot of resources to cast, but they can be incredibly effective in the right situations.
Level 5 spells can be used for a variety of purposes, including:
- Dealing damage: Some level 5 spells, such as Cone of Cold and Dominate Person, can be used to deal a significant amount of damage to enemies or control their minds.
- Creating illusions: Level 5 spells like Wall of Force and Telekinesis can be used to create illusions that can be used for a variety of purposes, such as trapping enemies or moving objects around.
- Healing: Level 5 spells like Heal and Resurrection can be used to heal allies for a significant amount of health or bring a dead creature back to life.
- Buffing allies: Level 5 spells like Greater Restoration and Mass Suggestion can be used to buff allies, making them stronger and more resilient.
- Debuffing enemies: Level 5 spells like Hold Monster and Power Word Stun can be used to debuff enemies, making them weaker and easier to defeat.
Here is a list of the 5th Level Spells in Baldur’s Gate 3
Name | Level | School | Casting Time | Description | Classes |
---|---|---|---|---|---|
BANISHING SMITE | 5 | Abjuration | Bonus Action Level 5 Spell Slot | If the weapon attack hits, deal an extra 5d10 force damage. Target reduced to 50 hp or fewer this way are banished. | Paladin |
CLOUDKILL | 5 | Conjuration | Action Level 5 Spell Slot | 5d8 Poison Creatures in a 20-ft-radius sphere must succeed on a Con. save or take 5d8 poison damage (damage/lvl). | Sorcerer, Wizard |
CONE OF COLD | 5 | Evocation | Action Level 5 Spell Slot | Creatures in a 60-ft cone must succeed on a Con. save or take 8d8 cold damage (damage/lvl). | Sorcerer, Wizard |
CONJURE ELEMENTAL | 5 | Conjuration | Action Level 5 Spell Slot | Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you. 18m | Druid, Wizard |
CONTAGION | 5 | Necromancy | Action Level 5 Spell Slot | Necrotic If the spell attack hits, target is afflicted with a disease to choose from 6 proposed. Blinding Sickness: Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. Filth Fever: A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. Flesh Rot: The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. Mindfire: The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat. Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. | Cleric, Druid |
DESTRUCTIVE WAVE | 5 | Evocation | Action Level 5 Spell Slot | Targets in a 30-ft radius must succeed on a Con. save or take 5d6 thunder damage and 5d6 radiant or necrotic damage. | Paladin |
DISPEL EVIL AND GOOD | 5 | Abjuration | Action Level 5 Spell Slot | End a condition (charmed, frightened, or possessed) or banish a creature to its home plane (Cha. save). | Cleric, Paladin |
DOMINATE PERSON | 5 | Enchantment | Action Level 5 Spell Slot | Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom Saving Throw against your domination. Allies cannot be dominated. 10 Turns 18mWIS SaveConcentration | Bard, Sorcerer, Wizard |
FLAME STRIKE | 5 | Evocation | Action Level 5 Spell Slot | Creatures in a 10-ft-radius, 40-ft-high cylinder must succeed on a Dex. save or take 4d6 fire and 4d6 radiant (damage/lvl). | Cleric |
GREATER RESTORATION | 5 | Abjuration | Action Level 5 Spell Slot | End one condition (charmed or petrified), one curse, any ability scores or hp reduction, or one exhaustion level. | Bard, Cleric, Druid |
HOLD MONSTER | 5 | Enchantment | Action Level 5 Spell Slot | Paralyse a creature. It can’t move, act or react. Attacks from within 3m are always Critical Hits. 10 Turns No affect on undead. 18m WIS SaveConcentration | Bard, Sorcerer, Warlock, Wizard |
INSECT PLAGUE | 5 | Conjuration | Action Level 5 Spell Slot | Creatures in a 20-ft-radius sphere must succeed on a Con. save or take 4d10 piercing damage (damage/lvl). | Cleric, Druid, Sorcerer |
MASS CURE WOUNDS | 5 | Evocation | Action Level 5 Spell Slot | Up to 6 creatures regain 3d8+Spell.Ability.Mod (+1d8 hp/lvl). | Bard, Cleric, Druid |
PLANAR BINDING | 5 | Abjuration | Action Level 5 Spell Slot | Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally. 10 Turns Target must be a celestial, an elemental, a fey, or a fiend. 18m WIS SaveConcentration | Bard, Cleric, Druid, Wizard |
SEEMING | 5 | Illusion | Action Level 5 Spell Slot | Change physical appearance as well as clothing and equipment of targets (saving throw for unwilling). | Bard, Sorcerer, Wizard |
TELEKINESIS | 5 | Transmutation | Action Level 5 Spell Slot | Throw a creature or object up to 18m with a thought. Once per turn, you can use Telekinesis again without expending a spell slot. Heavier items deal more damage. 10 Turns STR Save Concentration | Sorcerer, Wizard |
WALL OF STONE | 5 | Evocation | Action Level 5 Spell Slot | Create a nonmagical wall of stone (ten 10-ft panels) that can be damaged. | Druid, Sorcerer, Wizard |
Baldur’s Gate 3 Spell list Level 6
A level 6 spell in Baldur’s Gate 3 (BG3) is a spell that can be cast by a character who has reached at least level 6. Level 6 spells are typically even more powerful than level 5 spells, but they also require even more resources to cast.
Level 6 spells can be used for a variety of purposes, including:
- Dealing damage: Some level 6 spells, such as Disintegrate and Chain Lightning, can be used to deal a significant amount of damage to enemies.
- Creating illusions: Level 6 spells like Mass Polymorph and Sunbeam can be used to create illusions that can be used for a variety of purposes, such as turning enemies into animals or creating a beam of light that blinds and damages enemies.
- Healing: Level 6 spells like Mass Cure Wounds and Raise Dead can be used to heal allies for a significant amount of health or bring a dead creature back to life.
- Buffing allies: Level 6 spells like Mass Suggestion and True Seeing can be used to buff allies, making them stronger and more resilient.
- Debuffing enemies: Level 6 spells like Circle of Death and Dominate Monster can be used to debuff enemies, making them weaker and easier to defeat.
Here is a list of the 6th Level Spells in Baldur’s Gate 3
Name | Level | School | Casting Time | Description | Classes |
---|---|---|---|---|---|
ARCANE GATE | 6 | Conjuration | Action Level 6 Spell Slot | Create two liked teleportation portals. 10 Turns. 18mConcentration | Sorcerer, Warlock, Wizard |
BLADE BARRIER | 6 | Evocation | Action Level 6 Spell Slot | Create a 100 x 20 x 5 ft wall that provides three-quarters cover and can inflict 6d10 slashing damage if passed through. | Cleric |
CHAIN LIGHTNING | 6 | Evocation | Action Level 6 Spell Slot | 1d8 Lightning Strike an enemy with lightning. Three more bolts will leap from the target, electrifying as many as three other enemies within 18m. On Save: Targets still take half damage. 18mDEX Save | Sorcerer, Wizard |
CHAIN LIGHTNING | 6 | Evocation | Action Level 6 Spell Slot | 1d8 Lightning Strike an enemy with lightning. Three more bolts will leap from the target, electrifying as many as three other enemies within 18m. On Save: Targets still take half damage. 18mDEX Save | Sorcerer, Wizard |
CIRCLE OF DEATH | 6 | Necromancy | Action Level 6 Spell Slot | 8d6 Necrotic Sculpt a massive sphere of entropic energy around a creature. Devastate the target and all surrounding creatures. On Save: Targets still take half damage. 18mCON Save | Sorcerer, Warlock, Wizard |
CREATE UNDEAD | 6 | Necromancy | Action Level 6 Spell Slot | Raise a corpse as a heinous mummy that fights by your side. Until Long Rest The target must be a Medium or small corpse. 18m | Cleric, Warlock, Wizard |
DISINTEGRATE | 6 | Transmutation | Action Level 6 Spell Slot | 10d6 + 40Force Shoot a thin green ray from your finger. If the 50∼100 Force damage reduces the target to 0 hit points, it disintegrates into a crumbly ash. 9mDEX Save | Sorcerer, Wizard |
EYEBITE | 6 | Necromancy | Action Level 6 Spell Slot | Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep. While Concentrating, you may cast Eyebite without expending a spell slot. 100 Turns 18mWIS SaveConcentration | Bard, Sorcerer, Warlock, Wizard |
FLESH TO STONE | 6 | Transmutation | Action Level 6 Spell Slot | Atrophy a foe, Restraining them until they temporarity turn to stone. Target will Petrify if it does not succed its Saving Thorw within 3 turns. 3 Turns 18mCON SaveConcentration | Druid (Optional), Sorcerer (Optional), Warlock, Wizard |
FREEZING SPHERE | 6 | Evocation | Action Level 6 Spell Slot | Creatures in a 60-ft-radius sphere must succeed on a Con. save or take 10d6 cold damage (damage/lvl). | Wizard |
GLOBE OF INVULNERABILITY | 6 | Abjuration | Action Level 6 Spell Slot | Creates a barrier that makes creatures and objetcs inside it Immune to all damage. 3 Turns 3mConcentration | Sorcerer, Wizard |
HARM | 6 | Necromancy | Action Level 6 Spell Slot | 14d6 Necrotic The target must succeed on a Con. save or take 14d6 necrotic damage. The spell can’t kill it, however. | Cleric |
HEAL | 6 | Evocation | Action Level 6 Spell Slot | 1 creature regains 70 hp and are cured of diseases, blindness, and deafness (+10 hp/lvl). | Cleric, Druid |
HEROES’ FEAST | 6 | Conjuration | Action Level 6 Spell Slot | Produce a feast for 12 guests that cures diseases, immunizes to poison and increases hp by 2d10 for 24 hours. | Cleric, Druid |
IRRESISTIBLE DANCE | 6 | Enchantment | Action Level 6 Spell Slot | The target must succeed on a Wis. save or dance (disadvantage on Dex. save and attack rolls). | Bard, Wizard |
OTILUKE’S FREEZING SPHERE | 6 | Evocation | Action Level 6 Spell Slot | 10d6 Cold Create a ball of churning ice that can be lauched instantly to generete a frosty explosion or store for later use. Melee CON Save | Wizard |
OTTO’S IRRESISTIBLE DANCE | 6 | Transmutation | Action Level 6 Spell Slot | Cause a creature to start dancing, making it unable to take actions or move. It attackers have Advantage on Attack Rolls. The dancer has Disadvantage on Attack Rolls and Dexterity Saving Throws. 10 Turns 9m WIS SaveConcentration | Bard, Wizard |
PLANAR ALLY | 6 | Conjuration | Action Level 6 Spell Slot | Summon a celestial, elemental, or fiend that will help the caster in exchange for payment (1000 gp/h, sacrifice, quest, etc). | Cleric |
SUNBEAM | 6 | Evocation | Action Level 6 Spell Slot | 6d8 Radiant A beam fo brilliant light sears and Blinds all creatures in its path. Until the spell ends, you can recast Sunbeam without expending a spell slot. 10 Turns On save: Targets still take half damage. 18m CON SaveConcentration | Druid, Sorcerer, Wizard |
WALL OF ICE | 6 | Evocation | Action Level 6 Spell Slot | 10d6 Cold +10d6 Cold (Conditional) Raise a wall of solid ice that deals 10∼60 Cold Damage to anyone standing in its way. When the ice is broken, it leaves behind a cloud of frigid air that deals 10∼60 Cold damage per turn to creatures within. 18m DEX Save Concentration | Wizard |
WALL OF THORNS | 6 | Conjuration | Action Level 6 Spell Slot | Create a 60-ft-long, 10-ft-high, 5-ft-thick wall of brush that slows movement and can inflict 7d8 piercing damage (damage/lvl). | Druid |
WIND WALK | 6 | Transmutation | Action Level 6 Spell Slot | The caster and up to 10 creatures assume gaseous form (flying speed of 300 ft and resistance to damage from nonmagical weapon). | Druid |
Whether you’re looking to build the best wizard of ancient tomes, a warlock forging pacts with eldritch entities, or a sorcerer whose bloodline ignites with raw power, the world of Baldur’s Gate 3 beckons with an enchanting array of spells waiting to be discovered, mastered, and unleashed. As you traverse the realms of possibility, level up to the max, and plunge into the unknown, may your incantations resonate with the very heartbeat of this fantastical realm, reminding us that in a world where spells shape destinies, the magic truly lies within our imagination.
So, fellow adventurers, as you ready your somatic gestures, verbal incantations, and material components, remember that the weave of magic is as intricate and diverse as the threads of fate themselves. May your journeys be spellbound, your encounters enchanting, and your legacy woven into the eternal tapestry of Baldur’s Gate 3.