Spells in Baldur's Gate 3 are regulated forms of magic energy. In BG 3, there are certain classes can cast spells to damage enemies, buff companions or create other effects. Wizards and Clerics have different sets of spells, while characters of other classes may cast a spell using scrolls.
ALL LVL 5 SPELLS IN BALDURS GATE 3
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Quick Search of All Lvl 5 Spells
Spell | School | Casting Time | Concentration | Description | Classes |
---|---|---|---|---|---|
Animate Objects | Transmutation | 1 Action | Yes | Animate up to 10 non-magic objects and control their actions up to 500 ft (+2 items/lvl). | Bard, Sorcerer, Wizard, Forge Domain |
Antilife Shell | Abjuration | 1 Action | Yes | Prevent creatures other than undead and constructs from entering in a 10-ft radius. | Death Domain, Druid, Protection Domain, Grave Domain |
Awaken | Transmutation | 8 hours | No | Give a beast or plant (Intelligence 3 or less) the ability to speek and senses similar to a human's for 30 days. | Bard, Druid |
Banishing Smite | Abjuration | 1 Action bonus | Yes | If the weapon attack hits, deal an extra 5d10 force damage. Target reduced to 50 hp or fewer this way are banised. | Paladin |
Bigby's Hand | Evocation | 1 Action | Yes | Create a Large hand with a Strength of 26 that can strike (4d8 force damage), push, grapple, or protect (damage/lvl). | Wizard |
Circle of Power | Abjuration | 1 Action | Yes | Friendly creatures in a 30-ft radius have advantage on saving throws against spells and other magicial effects. | Paladin, Oath of Crown, Solidarity Domain |
Cloudkill | Conjuration | 1 Action | Yes | Creatures in a 20-ft-radius sphere must succeed on a Con. save or take 5d8 poison damage (damage/lvl). | Death Domain, Circle of the Underdark, Sorcerer, Wizard |
Commune | Divination | 1 Minute | No | Allow to obtain from a divine entity the answers (yes or no) to 3 questions. | Cleric, Oath of Devotion, Raven Queen |
Commune with Nature | Divination | 1 Minute | No | The caster gets 3 informations about the surrounding territory. Doesn't function in dungeons or towns. | Druid, Circle of the Arctic, Circle of the Forest, Oath of Ancients, Ranger |
Cone of Cold | Evocation | 1 Action | No | Creatures in a 60-ft cone must succeed on a Con. save or take 8d8 cold damage (damage/lvl). | Circle of the Arctic, Sorcerer, Wizard, Hexblade |
Conjure Elemental | Conjuration | 1 Minute | Yes | Summon 1 elemental of CR 5, friendly (CR +1/lvl). | Druid, Circle of the Coast, Wizard |
Conjure Volley | Conjuration | 1 Action | No | Creatures in a 40-ft-radius, 20-ft-high cylinder must succeed on a Dex. save or take 8d8 damage from the weapon/ammunition used. | Ranger |
Contact Other Plane | Divination | 1 Minute | No | Contact an extraplanar entity to ask it 5 questions if an Int. save is successful. Otherwise, 6d6 psychic damage. | Warlock, Wizard |
Contagion | Necromancy | 1 Action | No | If the spell attack hits, target is afflicted with a disease to choose from 6 proposed. | Cleric, Druid, Oath of the Oathbreaker, Undying |
Creation | Illusion | 1 Minute | No | Create a non-living object made of vegetable matter or mineral and no larger than a 5-ft cube (+5 ft/lvl). | Sorcerer, Wizard, Forge Domain |
Destructive Wave | Evocation | 1 Action | No | Targets in a 30-ft radius must succeed on a Con. save or take 5d6 thunder damage and 5d6 radiant or necrotic damage. | Tempest Domain, Paladin, Hexblade, Strength Domain, Zeal Domain |
Dispel Evil and Good | Abjuration | 1 Action | Yes | End a condition (charmed, frightened, or possessed) or bannish a creature to its home plane (Cha. save). | Cleric, Paladin |
Dominate Person | Enchantment | 1 Action | Yes | One humanoid must succeed on a Wis. save or be charmed and obey the caster (duration/lvl). | Bard, Trickery Domain, Oath of the Oathbreaker, Sorcerer, Archfey, The Great Old One, Wizard, Oath of Treachery, Ambition Domain |
Dream | Illusion | 1 Minute | No | Shape the dreams of a sleeping creature who can take 3d6 psychic damage if it fails on a Wis. save. | Bard, Circle of the Grassland, Warlock, Wizard |
Flame Strike | Evocation | 1 Action | No | 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, Light Domain, War Domain, Oath of Devotion, The Fiend, Celestial, Undying Light Patron, Zeal Domain |
Geas | Enchantment | 1 Minute | No | The target must succeed on a Wis. save or be charmed and take 5d10 psychic if it doesn't obey (duration/lvl). | Bard, Cleric, Druid, Paladin, Oath of Crown, Wizard |
Greater Restoration | Abjuration | 1 Action | No | End one condition (charmed or petrified), one curse, any ability scores or hp reduction, or one exhaustion level. | Bard, Cleric, Druid, Celestial |
Hallow | Evocation | 24 hours | No | Prevent celestials, elementals, fey, The Fiends, and undead to enter a 60-ft-radius area and protect/handicap the targets. | Cleric, The Fiend |
Hold Monster | Enchantment | 1 Action | Yes | Target must succeed on a Wis. save or be paralyzed (+1 creature/lvl). | Bard, War Domain, Oath of Vengeance, Sorcerer, Warlock, Wizard |
Insect Plague | Conjuration | 1 Action | Yes | Creatures in a 20-ft-radius sphere must succeed on a Con. save or take 4d10 piercing damage (damage/lvl). | Cleric, Nature Domain, Tempest Domain, Druid, Circle of the Desert, Circle of the Grassland, Circle of the Swamp, Circle of the Underdark, Sorcerer, Strength Domain |
Legend Lore | Divination | 10 Minutes | No | The caster obtains information about a person, place, or object. The lore consist of tales or stories. | Bard, Cleric, Knowledge Domain, Undying, Wizard, Seeker |
Mass Cure Wounds | Evocation | 1 Action | No | Up to 6 creatures regain 3d8+Spell.Ability.Mod (+1d8 hp/lvl). | Bard, Cleric, Life Domain, Druid, Solidarity Domain |
Mislead | Illusion | 1 Action | Yes | The caster becomes invisible and creates a double that moves, acts and speaks. The caster can see and hear through this double. | Bard, Wizard |
Modify Memory | Enchantment | 1 Action | Yes | The target must succeed on a Wis. save or be charmed and its memory altered (seniority of memories/lvl). | Bard, Trickery Domain, Wizard, Ambition Domain |
Passwall | Transmutation | 1 Action | No | Open a 5-ft wide, 8-ft tall, 20-ft deep passage through stone, wood or plaster. | Circle of the Mountain, Wizard, Seeker, Oath of Treachery |
Planar Binding | Abjuration | 1 Hour | No | The target (celestial, elemental, fey, or The Fiend) must succeed on a Cha. save or serve the caster (duration/lvl). | Bard, Cleric, Arcana Domain, Druid, Wizard |
Raise Dead | Necromancy | 1 Hour | No | Take back to life (1 hp) a creature died for no longer than 10 days. Doesn't restore missing body parts. | Bard, Cleric, Life Domain, Paladin, Grave Domain |
Rary's Telepathic Bond | Divination | 1 Action | No | Create a telepathic link between up to 8 people in a 30-ft radius for 1 Hour. | Wizard |
Reincarnate | Transmutation | 1 Hour | No | Reincarnate the soul of an humanoid died for no longer than 10 days. The race of the new body is determined at random. | Druid |
Scrying | Divination | 10 Minutes | Yes | Allow you to see and hear a specific creature (can also target a location) on the same plane (Wis. save). | Bard, Cleric, Knowledge Domain, Light Domain, Druid, Circle of the Coast, Circle of the Swamp, Oath of Vengeance, Warlock, Wizard |
Seeming | Illusion | 1 Action | No | Change physical appearance as well as clothing and equipment of targets (saving throw for unwilling). | Bard, Sorcerer, Archfey, Wizard |
Swift Quiver | Transmutation | 1 Bonus Action | Yes | Make a quiver to produce an endless supply of nonmagical ammunition, allowing 2 attacks per round with a bonus action. | Ranger |
Telekinesis | Transmutation | 1 Action | Yes | Move a creature (Huge or smaller) or object (up to 1,000 pounds) by thought in case of successful contest. | Sorcerer, The Great Old One, Wizard |
Teleportation Circle | Conjuration | 1 Minute | No | Create a circle that allows anyone to be teleported to another teleportation circle known to the caster. | Bard, Arcana Domain, Sorcerer, Wizard |
Tree Stride | Conjuration | 1 Action | Yes | The caster can move from one tree to another tree of the same kind (500 ft max between both) using 5 ft. | Nature Domain, Druid, Circle of the Forest, Oath of Ancients, Ranger |
Wall of Force | Evocation | 1 Action | Yes | Create a physically insurmountable wall of force (ten 10-ft panels) immune to all types of damage. | Wizard, Protection Domain |
Wall of Stone | Evocation | 1 Action | Yes | Create a nonmagical wall of stone (ten 10-ft panels) that can be damaged. | Druid, Circle of the Desert, Circle of the Mountain, Sorcerer, Wizard |
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I don't see telekinesis in the list of spells my lvl5 draconic bloodline sorcerer can select. is that normal?
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