Baldur’s Gate 3 Ultimate Spell list

Gale looking at his Baldur's Gate 3 Spell list

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

NameLevelSchoolCasting timeDescriptionClasses
ACID SPLASHCantripConjurationAction1d6 Acid
Throw a bubble of acid that damage each creature it hits.
18m DEX Save
Sorcerer, Wizard, Eldritch Knight
BLADE WARDCantripAbjurationActionTake 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 CHILLCantripNecromancyAction1d8 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 LIGHTSCantripEvocationActionIlluminate a 9m radius.
10 Turns
18m Concentration
College of Lore, College of Valour, Sorcerer, Wizard, Eldritch Knight
ELDRITCH BLASTCantripEvocationAction1d10 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 BOLTCantripEvocationAction1d10 Fire
Hurl a mote of fire.
18m
Wizard
Elf (High Elf)
Half-Elf (High Half-Elf)
Eldritch Knight (Fighter)
Sorcerer
FRIENDSCantripEnchantmentActionGain 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 HANDCantripConjurationActionCreate an invisible spectral hand that can manipulate and interact with objects.
Concentration 18m
Githyanki
GUIDANCECantripDivinationActionBestow guidance upon an ally. They gain a +1d4 bonus to Ability Checks.
10 turnsMelee Concentration
Cleric
Druid
LIGHTCantripEvocationActionInfuse 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 HANDCantripConjurationActionCreate 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 ILLUSIONCantripIllusionActionCreate 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 SPRAYCantripConjurationAction1d12 Poison
Project a puff of noxious gas.
3m CON Save
Druid
Eldritch Knight
Sorcerer
Warlock
Wizard
PRODUCE FLAMECantripConjurationActionInflicts 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 FROSTCantripEvocationAction1d8 Cold
Reduce the target’s Movement Speed by 3m.
1 turn
18m
Eldritch Knight
Sorcerer
Wizard
RESISTANCECantripAbjurationActionMagically bolster a creature’s defences. It receives a +1d4 bonus to Saving Throws.10 turns
Melee Concentration
Cleric
Druid
SACRED FLAMECantripEvocationAction1d8 Radiant

Conjure a flame-like radiance that deals 1d8 Radiant.
18m DEX Save
Cleric
Selûne’s DreamCantripEvocationAction1d8
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.
SHILLELAGHCantripTransmutationBonus ActionImbue 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 GRASPCantripEvocationAction1d8 Lightning
The target cannot use reactions. This spell has Advantage on creatures wearing metal armour.
1 turn
Melee
Eldritch Knight
Sorcerer
Wizard
THAUMATURGYCantripTransmutationActionManifest a sign of supernatural power that grants you advantage on Intimidation and Performance checks.Cleric
Tiefling (Zariel, Asmodeus)
THORN WHIPCantripTransmutationActionStrike 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 STRIKECantripDivinationActionGain Advantage on your next Attack Roll.
2 turns
18m Concentration
Bard
Sorcerer
Warlock
Wizard
Eldritch Knight
Arcane Trickster
Ranger (Mage Breaker)
VICIOUS MOCKERYCantripEnchantmentAction1d4 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

NameLevelSchoolCasting timeDescriptionClasses
ENSNARING STRIKE1ConjurationAction

Bonus Action

Spell Slot
Your attack summons thorny vines that possibly Ensnare your target.
10 Turns
Melee STR Save Concentration
Ranger
ENTANGLE1ConjurationAction

Spell Slot
Vines sprout from the ground, slowing creatures within and possibly Entangling them.
18m 2m DEX Save Concentration
Druid
EXPEDITIOUS RETREAT1TransmutationBonus 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 FIRE1EvocationAction

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 LIFE1NecromancyAction

Spell Slot
Gain 7 temporary hit points.
Until Long Rest
Can only have temporary hit points from one source.
Eldritch Knight, Sorcerer, Wizard
FEATHER FALL1TransmutationBonus 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 FAMILIAR1ConjurationAction

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: CAT1ConjurationAction

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: CRAB1ConjurationAction

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: FROG1ConjurationAction

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: IMP1ConjurationAction

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: QUASIT1ConjurationAction

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: RAT1ConjurationAction

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: RAVEN1ConjurationAction

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: SPIDER1ConjurationAction

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 CLOUD1ConjurationAction

Level 1 Spell Slot
The cloud Blinds and Heavily Obscures creatures within it.
10 Turns
5m18m Concentration
Ranger, Wizard
GOODBERRY1TransmutationAction

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
GREASE1ConjurationAction

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 BOLT1EvocationAction

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 THORNS1ConjurationAction

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 WORD1EvocationBonus Action

Level 1 Spell Slot
1d4
Heal a creature you can see.
No effect on undead and constructs.
18m
Cleric, Bard
HELLISH REBUKE1EvocationSpell Slot2~20 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)
HEROISM1EnchantmentAction

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)
HEX1EnchantmentBonus 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 MARK1DivinationBonus 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 KNIFE1Conjuration SpellAction

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 WOUNDS1NecromancyAction

Spell Slot
3d10 Necrotic
Putrfy a creature with the nectrotic energy filling your hands.
Melee
Cleric, Oathbreaker (Paladin Subclass)
LONGSTRIDER1TransmutationAction

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 MEND1Bonus 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 ARMOUR1AbjurationAction

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 MISSILE1EvocationAction

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 GOOD1AbjurationAction

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 SICKNESS1NecromancyAction

Spell Slot
2d8Poison
Possibly Poisons the target.
2 Turns
18m CON Save
Eldritch Knight, Sorcerer, Wizard
SANCTUARY1AbjurationBonus 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 SMITE1EvocationAction

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
SHIELD1AbjurationReaction

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 FAITH1AbjurationBonus 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)
SLEEP1EnchantmentAction

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 ANIMALS1DivinationAction

Spell Slot
Until Long Rest

Gain the ability to comprehend and verbally communicate with beasts.
Ranger, Wildheart
TASHA’S HIDEOUS LAUGHTER1EnchantmentAction

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 SMITE1EvocationAction

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
THUNDERWAVE1EvocationAction

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 BOLT1EvocationAction
+

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 SMITE1EvocationAction

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

NameLevelSchoolCasting TimeDescriptionClasses
AID2AbjurationAction

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 LOCK2AbjurationAction

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
BARKSKIN2TransmutationAction

Level 2 Spell Slot
Protect a creature from attacks: increase its Armour Class up to 16.
Until Long Rest

Melee Concentration
Druid, Ranger
BLINDNESS2NecromancyAction

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
BLUR2IllusionAction

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 SMITE2EvocationAction

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 EMOTIONS2EnchantmentAction

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 DAGGERS2ConjurationAction

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 MADNESS2EnchantmentAction

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
DARKNESS2EvocationAction

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
DARKVISION2TransmutationAction

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 THOUGHTS2DivinationAction

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 ABILITY2TransmutationAction

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 – REDUCE2TransmutationAction

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 BLADE2EvocationBonus 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 SPHERE2ConjurationAction

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 WIND2EvocationAction

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 METAL2TransmutationAction

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 PERSON2EnchantmentAction

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
INVISIBILITY2IllusionAction

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
KNOCK2TransmutationAction

Level 2 Spell Slot
Unlock an object that is held shut by a mundane lock.
18m
Sorcerer, Bard, Wizard
LESSER RESTORATION2AbjurationAction

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 WEAPON2TransmutationAction

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 ARROW2EvocationAction

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 IMAGE2IllusionAction

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
MOONBEAM2EvocationAction

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 TRACE2AbjurationAction

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 FORCE2IllusionAction

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 HEALING2EvocationAction

Level 2 Spell Slot
2d8

Heal all allies you can see.

Range: 9m Radius: 9m
Cleric
PROTECTION FROM POISON2AbjurationAction

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 ENFEEBLEMENT2NecromancyAction

Level 2 Spell Slot
Weaken a Foe: they deal half damage with weapon attacks using Strength.
10 Turns
18m Concentration
Warlock, Wizard
SCORCHING RAY2EvocationAction

Level 2 Spell Slot
6d6 Fire

Hur1 3 rays offire. Each ray deals 2∼12 Fire damage.

18m
Sorcerer, The Fiend, Wizard
SEE INVISIBILITY2DivinationAction

Level 2 Spell Slot
Become able to see Invisible creatures, and possibly reveal them to others.
Untial Long Rest
9mDex Save
Bard, Sorcerer, Wizard
SHATTER2EvocationAction

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
SILENCE2IllusionAction

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 GROWTH2TransmutationAction

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
WEB2ConjurationAction

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
ENTHRAL2Enchantment SpellAction

Warlock Spell Slot
Reduce a creature’s peripheral vision and make it look at you.
10 turns
Range: 6m
Warlock
MISTY STEP2ConjurationBonus 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

NameLevelSchoolCasting TimeDescriptionClasses
ANIMATE DEAD3NecromancyAction

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 HOPE3AbjurationAction

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 CURSE3NecromancyAction

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 SMITE3EvocationBonus 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
BLINK3TransmutationAction

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 LIGHTNING3ConjurationAction

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 BARRAGE3ConjurationAction

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
COUNTERSPELL3AbjurationReaction

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 MANTLE3EvocationAction

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
DAYLIGHT3EvocationAction

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 WEAPON3TransmutationAction

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)
FEAR3IllusionAction

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 DEATH3NecromancyAction

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
FIREBALL3EvocationAction

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
FLY3TransmutationAction

Level 3 Spell Slot
Bestow the ability to Fly upon yourself or an ally.
10 Turns
Melee Concentration
Sorcerer, Warlock, Wizard
GASEOUS FORM3TransmutationAction

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 WARDING3AbjurationAction

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 FLIGHT3TransmutationAction

Level 3 Spell Slot
Bestow the ability to Fly upon yourself or an ally.
10 Turns
10 Turns
Melee Concentration
Sorcerer, Warlock, Wizard
HASTE3TransmutationAction

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 HADAR3ConjurationAction

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 PATTERN3ConjurationAction

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 ARROW3TransmutationAction

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 BOLT3EvocationAction

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 WORD3EvocationBonus 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 GROWTH3TransmutationAction

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 ENERGY3AbjurationAction

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 CURSE3AbjurationAction

Warlock Spell Slot
Touch a creature or object to remove all Curses and Hexes affecting it.
Melee
Cleric, Paladin, Warlock, Wizard
REVIVIFY3NecromancyAction

Level 3 Spell Slot
Revive a companion. They return to life with 1 hit point.
9m 9m
Cleric, Paladin
SLEET STORM3ConjurationAction

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
SLOW3TransmutationAction

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 GUARDIANS3ConjurationAction

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 CLOUD3ConjurationAction

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 TOUCH3NecromancyAction

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

NameLevelSchoolCasting TimeDescriptionClasses
BANISHMENT4AbjurationAction

Level 4 Warlock Spell Slot
Temporarily Banish your target to another plane of existence.Warlock
BLIGHT4NecromancyAction

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 ELEMENTAL4ConjurationAction

Level 3 Spell Slot
Conjure a minor elemental to fight alongside you.

18m
Wizard, Druid
DIMENSION DOOR4ConjurationAction

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 BEAST4EnchantmentAction

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 TENTACLES4ConjurationAction

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 SMITE4EvocationBonus 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

NameLevelSchoolCasting TimeDescriptionClasses
BANISHING SMITE5AbjurationBonus 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
CLOUDKILL5ConjurationAction

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 COLD5EvocationAction

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 ELEMENTAL5ConjurationAction

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
CONTAGION5NecromancyAction

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 WAVE5EvocationAction

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 GOOD5AbjurationAction

Level 5 Spell Slot
End a condition (charmed, frightened, or possessed) or banish a creature to its home plane (Cha. save).Cleric, Paladin
DOMINATE PERSON5EnchantmentAction

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 STRIKE5EvocationAction

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 RESTORATION5AbjurationAction

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 MONSTER5EnchantmentAction

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 PLAGUE5ConjurationAction

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 WOUNDS5EvocationAction

Level 5 Spell Slot
Up to 6 creatures regain 3d8+Spell.Ability.Mod (+1d8 hp/lvl).Bard, Cleric, Druid
PLANAR BINDING5AbjurationAction

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
SEEMING5IllusionAction

Level 5 Spell Slot
Change physical appearance as well as clothing and equipment of targets (saving throw for unwilling).Bard, Sorcerer, Wizard
TELEKINESIS5TransmutationAction

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 STONE5EvocationAction

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

NameLevelSchoolCasting TimeDescriptionClasses
ARCANE GATE6ConjurationAction

Level 6 Spell Slot
Create two liked teleportation portals.
10 Turns.
18mConcentration
Sorcerer, Warlock, Wizard
BLADE BARRIER6EvocationAction

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 LIGHTNING6EvocationAction

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 LIGHTNING6EvocationAction

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 DEATH6NecromancyAction

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 UNDEAD6NecromancyAction

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
DISINTEGRATE6TransmutationAction

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
EYEBITE6NecromancyAction

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 STONE6TransmutationAction

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 SPHERE6EvocationAction

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 INVULNERABILITY6AbjurationAction

Level 6 Spell Slot
Creates a barrier that makes creatures and objetcs inside it Immune to all damage.
3 Turns

3mConcentration
Sorcerer, Wizard
HARM6NecromancyAction

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
HEAL6EvocationAction

Level 6 Spell Slot
1 creature regains 70 hp and are cured of diseases, blindness, and deafness (+10 hp/lvl).Cleric, Druid
HEROES’ FEAST6ConjurationAction

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 DANCE6EnchantmentAction

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 SPHERE6EvocationAction

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 DANCE6TransmutationAction

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 ALLY6ConjurationAction

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
SUNBEAM6EvocationAction

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 ICE6EvocationAction

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 THORNS6ConjurationAction

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 WALK6TransmutationAction

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.

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