call lightning icon baldurs gate 3 wiki guide 150px

Call Lightning

Level 3 Conjuration Spell

3~30 Damage

3d10 lightning icon bg3 wiki 48px3d10damage lightning icon bg3 wiki guideLightning

Lightning strikes all targets within range. Then for 10 turns, you can call down lightning again without expending a spell slot.

call lightning icon baldurs gate 3 wiki guide 25px10 turns

On Save: Targets still take half damage.

icon range bg3 wiki guide18m saving throw icon baldursgate3 wiki guide 48pxDEX Save icon concentration bg3 wiki guideConcentration

 action icon baldursgate3 wiki guide 25pxAction spell slot icon baldursgate3 wiki guide 25pxLevel 3 Spell Slot  

Call Lightning is a Spell in Baldur's Gate 3. Call Lightning is a Lvl 3 Spell from the Conjuration school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the environment.

Baldur's Gate 3 Call Lightning Information

  • Description: Lightning strikes all targets within range. Then for 10 turns, you can call down lightning again without expending a spell slot.
  • Level: Lvl 3 spell
  • School: Conjuration School
  • Casting Time: action icon baldursgate3 wiki guide 25pxAction
  • Range: icon range bg3 wiki guide18m radius icon action bg3 wiki 48px2m
  • Requires Concentration: Yes
  • Saving Throw: DEX Save

 

How to Acquire Call Lightning in BG 3

Call Lightning Tips & Notes for BG 3

  • A target with the wet iconWet status is Vulnerable to Cold/Lightning damage and will sustain double damage from this spell.

 

Lvl 3 Spells
Animate Dead  ♦  Beacon of Hope  ♦  Bestow curse  ♦  Blinding Smite  ♦  Blink  ♦  Celestial Haste  ♦  Conjure Barrage  ♦  Counterspell  ♦  Crusader's Mantle  ♦  Daylight  ♦  Elemental Weapon  ♦  Fear  ♦  Feign Death  ♦  Fireball  ♦  Fly  ♦  Gaseous Form  ♦  Glyph of Warding  ♦  Grant Flight  ♦  Haste  ♦  Hunger of Hadar  ♦  Hypnotic Pattern  ♦  Lightning Arrow  ♦  Lightning Bolt  ♦  Mass Healing Word  ♦  Paralyzing Ray  ♦  Plant Growth  ♦  Protection from Energy  ♦  Remove Curse  ♦  Revivify  ♦  Scorching Ray Shot  ♦  Sleet Storm  ♦  Slow  ♦  Speak with Dead  ♦  Spirit Guardians  ♦  Stinking Cloud  ♦  Vampiric Touch

 




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    • Anonymous

      I normally don't enjoy spellcasters due to strict, inflexible spell slot economy but this spell is so insanely efficient, it pretty much saved it for me. This spell is basically a mini fireball you can cast 10 times in a row for the cost of 1 as long as you don't lose concentration. Also, if the enemy is wet, it will do far more damage than fireball per cast.

      • Anonymous

        I actually prefer this to Lightning Bolt. If I'm not Concentrating on Haste or some CC like Web or Sleet Storm, Call Lightning is a very damage efficient spell for the slot you spend.

        • Anonymous

          Can you recall this spell two times on the same turn if you have two actions or three times if you use meta magic quickened spell + speed potion?

          • Anonymous

            So wait a minute. If you upcast this as level 6 it becomes 6d10 but if you upcast lightning bolt as lvl 6 it's 11d6. Not to mention the level 6 slot should be used by chain lightning instead. However call lightning is free to cast as well so you can spam it like 20 times if you got haste from someone else.

            Now play as tempest cleric and you have forced max damage lightning per divination charge. Then multi into draconic sorcerer for metamagic.

            Essentially you close the gap towards lightning bolt's damage each higher spell level unlocked. 1 shot burst half the encounters with wet and divinity charges. Save spell slots thanks to call lightning recast to then recover sorc points with at level 8-9+.

            If you were to do this as storm sorc, sure you get metamagic early but need level 8 to do single divine charge fights with lightning bolt. So you are 2 levels late to the lightning party and losing 1 divination charge really lowers the damage even with draconic ancestry bonus. On the other side cleric setup gets the metamagic going while you gotta wait max level for the final divinity charge.

            Not even gonna talk about extra divinity charge amulet and Markoheshkir staff where both parties end up with the same spells by the very end but cleric start had a much comfier campaign at way earlier levels.

            • Anonymous

              It says sorcerer can cast it but when i click on the sorcerer page it doesn't show up in the list - is it a subclass of sorcerer that can cast it?

              • Anonymous

                If it were a bonus action to cast OR didn't require concentration but still cost an action it would be good. Definitely not good now it's been limited to one per turn. Rather concentrate on a Twinned Haste and cast Chain Lightning or Lightning Bolt.

                • Anonymous

                  were is a bag, if u have multy cler/sorc
                  u have +wisdom only at 1st cast
                  all next "10 turns casts" u get charisma bonus ;(
                  i tried 5 cler 1 sorc 1 cler, change nothin, if u go only cler - wis for all cheks

                  • Anonymous

                    Companion throws or creates water on enemy, you drink speed potion and cast 2 times 2x max dmg spell.
                    Melt things in instant (don't forget it can also be critical hit)

                    • Anonymous

                      Is there a magic item that grants a casting of this per long rest? I really wish my wizard tav could cast it

                      • Anonymous

                        Probably the best lightning spell. Sure chain lightning deals more damage and larger range but you can only use it once per long rest. (Unless you do the arcane battery exploit which allows you to cast spell for free every turn). Able to do 6d10 damage every turn(12d10 if you quicken it too) is just too good.

                        • Anonymous

                          This spell is available for College of Lore bards at level 6 (through Magical Secrets). It's a great option for Lores because this subclass has few options to deal sustained damage, and 3d10 per action at level 6 for 10 turns, costing only one level 3 spell slot once, is much better than shooting a crossbow, for instance. It does cost concentration, but that's part of the balance that Bards need to deal with. Couple this with Warden of Vitality (which doesn't require concentration), and you have optional Action and Bonus Action sustained by magic, while still being able to use non-concentration stuff such as Glyph of Warding, Blindness and Plant Growth. Not a bad choice at all.

                          • Anonymous

                            Answering to ''I guess the main downside of this spell is that it requires concentration. Many cool stuff with concentration could net in more damage. But it surely is cost-effective.''

                            beginning at 6thlvl, a tempest cleric can cast this spell and deal garanteed maximized damage on it (which is 30 on a failed save, 15 on a succesful save) as an AoE for 2 turns. if you throw a water bottle or your druid cast something to make the ennemies wet before that, you double that damage, hence its 60/30 on an AoE.

                            At the beginning of the 11th lvl, you can upcast this spell to deal 6d10 instead of 3d10 damage, hence with the previously stated combo you can deal 120/60 garanteed damage on a 2m radius. I don't think any class allows you to deal 240/120 damage consistently on 2 turns.

                            Channel divinity restores on a short rest, it's only your spellslot that limit you from abusing the damage from that. ( I would probably pick up the elemental adept feat to forgo lightning resistances. don't know if immunities to lightning are frequent in this game, I would assume not since I don't think you'd encounter blue or brass dragons that often.

                            to answer ''Is the re-call each turn a cantrip, like witch bolt, or is it a proper spell ? To know if you can use it each turn to fly.''

                            as it is the same instance of the spell, I believe the wording would mean that you wouldn't be able to use your bonus action to fly on each turn with the tempest sorcerer.

                            • Anonymous

                              I guess the main downside of this spell is that it requires concentration. Many cool stuff with concentration could net in more damage. But it surely is cost-effective.

                              • Anonymous

                                Currently, reactivating Call Lighting and Moonbeam does not break Sanctuary, even if you damage an enemy with it. This will probably be patched, as it stands, you could have 4 Tempest Clerics all under Sanctuary

                                • Anonymous

                                  one of the best spells in the game, i spell slot per fight for up to 10 casts, upcasting increases by an additional d10. wet condition doubles the damage. gives tempest cleric and storm sorcerer much more spell slot sustain

                                  • Anonymous

                                    Is the re-call each turn a cantrip, like witch bolt, or is it a proper spell ? To know if you can use it each turn to fly.

                                    • Anonymous

                                      If I get this as tempest cleric but also multiclass into sorc, does call lightning scale with charisma or wisdom? I want it to scale with charisma but I’m unsure if it does if you pick it up as a cleric

                                      • Anonymous

                                        Spell is only available to sorcerers with "storm sorcery" - subclass at LV 6.
                                        Can be used multiple times per round with "Quickened Spell" or additional actions (Haste etc.) especially strong in combination with "wet"- condition and if upcasted (+1d10/per spell slot above 3).

                                        • Anonymous

                                          Storm Sorcerer staple. Cast this and fly around. Continue to spam and run until the opponent is dead.

                                          Dex save kinda sucks but even so being able to cast this continuously without expending a spell slot other than the initial, the spell moves from a shittier version of lightning bolt into a completely different beast.

                                          But if you don't have immediate ways to fly, continuously misty step, or become undetectable, you should probably skip this.

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