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 6 Spells in Baldurs Gate 3
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Quick Search of All Lvl 6 Spells
Spell | School | Casting Time | Concentration | Description | Classes |
---|---|---|---|---|---|
Arcane Gate | Conjuration | 1 Action | Yes | Create 2 portals (max 500 ft between them) and allow teleport from one to the other. | Sorcerer, Warlock, Wizard |
Blade Barrier | Evocation | 1 Action | Yes | 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 | Evocation | 1 Action | No | Up to 4 different targets must succeed on a Dex. save or take 10d8 lightning damage (+1 target/lvl). | Sorcerer, Wizard |
Circle of Death | Necromancy | 1 Action | No | Creatures in a 60-ft-radius sphere must succeed on a Con. save or take 8d6 necrotic damage (damage/lvl). | Sorcerer, Warlock, Wizard |
Conjure Fey | Conjuration | 1 Minute | Yes | Summon 1 fey of CR 6, friendly (CR +1/lvl). | Druid, Warlock |
Contingency | Evocation | 10 Minutes | No | Condition the activation of a 5th level spell or lower that can target the caster. | Wizard |
Create Undead | Necromancy | 1 Minute | No | Up to 3 Medium or Small humanoids corpses become a ghoul who obey the caster for 24 h (nbr and type of creatures/lvl). | Cleric, Warlock, Wizard |
Disintegrate | Transmutation | 1 Action | No | The target must succeed on a Dex. save or take 10d6+40 force damage (damage/lvl). An Large or smaller object is disintegrated. | Sorcerer, Wizard |
Drawmij's Instant Summons | Conjuration | 1 Minute | No | Mark a 10 pounds or less object and allow to teleport it into the caster hand, wherever it is, if not held. | Wizard |
Eyebite | Necromancy | 1 Action | Yes | The target in a 60-ft radius must succeed on a Wis. save or take on a the following effects: asleep, panicked or sickened. | Bard, Sorcerer, Warlock, Wizard |
Find the Path | Divination | 1 Minute | Yes | Determine the shortest and most direct physical path to reach a known destination. | Bard, Cleric, Druid |
Flesh to Stone | Transmutation | 1 Action | Yes | The target within 60 ft must succeed on a Con. save or be restrained, or petrified after 3 failures. | Warlock, Wizard |
Forbiddance | Abjuration | 10 Minutes | No | Prevent teleporting to the protected area and inflicts 5d10 radiant or necrotic damage to some type of creatures. | Cleric |
Globe of Invulnerability | Abjuration | 1 Action | Yes | Block 5th level spells or lower within a 10-ft radius (threshold/lvl). | Sorcerer, Wizard |
Guards and Wards | Abjuration | 10 Minutes | No | Create a ward that protect a 50-ft square. Can set a password to immunize individuals. | Bard, Wizard |
Harm | Necromancy | 1 Action | No | The target must succeed on a Con. save or take 14d6 necrotic damage. The spell can't kill it however. | Cleric |
Heal | Evocation | 1 Action | No | 1 creature regains 70 hp and are cured of diseases, blindness, and deafness (+10 hp/lvl). | Cleric, Druid |
Heroes' Feast | Conjuration | 10 Minutes | No | Produce a feast for 12 guests that cures diseases, immunizes to poison and increases hp by 2d10 for 24 hours. | Cleric, Druid |
Magic Jar | Necromancy | 1 Minute | No | The caster projects his soul into an urn and then returns to his body or possesses a humanoid body. | Wizard |
Mass Suggestion | Enchantment | 1 Action | No | Up to 12 targets must succeed on a Wis. save or follow the suggestion given by the caster (duration/lvl). | Bard, Sorcerer, Warlock, Wizard |
Move Earth | Transmutation | 1 Action | Yes | Shape dirt, sand, or clay, but not stone (raise, lower, flatten, create a trench, etc) in a 40-ft square in 10 min. | Druid, Sorcerer, Wizard |
Otiluke's Freezing Sphere | Evocation | 1 Action | No | Creatures in a 60-ft-radius sphere must succeed on a Con. save or take 10d6 cold damage (damage/lvl). | Wizard |
Otto's Irresistible Dance | Enchantment | 1 Action | Yes | The target must succeed on a Wis. save or dance (disadvantage on Dex. save and attack rolls). | Bard, Wizard |
Planar Ally | Conjuration | 10 Minutes | No | Summon a celestial, elemental, or The Fiend that will help the caster in exchange for payment (1000 gp/h, sacrifice, quest, etc). | Cleric |
Programmed Illusion | Illusion | 1 Action | No | Create the image of an animated object or creature, with sounds, for 5 min, with a triggering condition. | Bard, Wizard |
Sunbeam | Evocation | 1 Action | Yes | Creatures on a 5-ft-wide, 60-ft-long line must succeed on a Con. save or take 6d8 radiant damage and be blinded. | Druid, Sorcerer, Wizard |
Transport via Plants | Conjuration | 1 Action | No | The caster can move from one plant to another plant (Large or larger) using 5 ft. | Druid |
True Seeing | Divination | 1 Action | No | The target gets truesight, sees magic secret doors and in the Ethereal Plane. | Bard, Cleric, Sorcerer, Warlock, Wizard |
Wall of Ice | Evocation | 1 Action | Yes | Create a wall of ice (ten 10-ft panels) that can be damaged and can inflict 5d6 cold damage if passed through (damage/lvl). | Wizard |
Wall of Thorns | Conjuration | 1 Action | Yes | Create an 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 | Transmutation | 1 Minute | No | The caster and up to 10 creatures assume gaseous form (flying speed of 300 ft and resistance to damage from nonmagical weapon). | Druid |
Word of Recall | Conjuration | 1 Action | No | The caster and up to 5 other creatures are teleported to a previously designated sanctuary. | Cleric |
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