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

 

 

 

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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