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 7 Spells in Baldurs Gate 3

 

 

Spell School Casting Time Concentration Description Classes
Conjure Celestial Conjuration 1 Minute Yes Summon 1 celestial of CR 4, friendly (CR +1/lvl). Cleric
Delayed Blast Fireball Evocation 1 Action Yes Creatures in a 20-ft-radius sphere must succeed on a Dex. save or take 12d6 fire damage (damage/lvl). Sorcerer, Wizard
Divine Word Evocation 1 Bonus Action No Targets must succeed on a Cha. save or suffer an effect (deafened, blinded, etc). Some creatures are banned. Cleric
Etherealness Transmutation 1 Action No The caster is projected into the Ethereal Plane (nbr of creatures/lvl). Bard, Cleric, Sorcerer, Warlock, Wizard
Finger of Death Necromancy 1 Action No The target must succeed on a Con. save or take 7d8+30 necrotic damage. If killed, becomes a zombie under the caster command. Sorcerer, Warlock, Wizard
Fire Storm Evocation 1 Action No Creatures in ten 10-ft cube must succeed on a Dex. save or take 7d10 fire damage. Cleric, Druid, Sorcerer
Forcecage Evocation 1 Action No Creates a 20-ft cage or a 10-ft box of magical force that traps a creature. Escape by magicial means only. Bard, Warlock, Wizard
Mirage Arcane Illusion 10 Minutes No Tansform the appearance (sight, sound, smell and feel) of a 1 mile square. Bard, Druid, Wizard
Mordenkainen's Magnificent Mansion Conjuration 1 Minute No Create an extradimensional mansion with all the comforts that can shelter the caster and other creatures. Bard, Wizard
Mordenkainen's Sword Evocation 1 Action Yes If the spell attack hits, deals 3d10 force damage. The sword can move. Bard, Wizard
Plane Shift Conjuration 1 Action No The caster and up to 8 creatures are transported to another plane of existence, or a creature is banished (Cha. save). Cleric, Druid, Sorcerer, Warlock, Wizard
Prismatic Spray Evocation 1 Action No Creatures in a 60-ft cone must succeed on a Dex. save or take 10d6 damage of a randomly determined type. Sorcerer, Wizard
Project Image Illusion 1 Action Yes Create a copy of the caster that mimics him, moves and emits sounds. The caster can see and hear through this double. Bard, Wizard
Regenerate Transmutation 1 Minute No The target regains 4d8+15 hp then 1 hp per round and its severed members are restored. Bard, Cleric, Druid
Resurrection Necromancy 1 Hour No Take back to life (all hp) a creature died for no longer than 100 years (except of old age). Restore any missing body parts. Bard, Cleric
Reverse Gravity Transmutation 1 Action Yes Invert gravity in a 50-ft-radius, 100-ft-high cylinder. Druid, Sorcerer, Wizard
Sequester Transmutation 1 Action No Protect a willing creature (who becomes invisible and unconscious) or an object from Divination spells. Wizard
Simulacrum Illusion 12 hours No Create a duplicate of a beast or humanoid with the same abilities, half of the hp and without equipment. Wizard
Symbol Abjuration 1 Minute No Set the trigger and the effect of a glyph on an object (death, discord, fear, hopelessness, insanity, pain, sleep, etc). Bard, Cleric, Wizard
Teleport Conjuration 1 Action No The caster and 8 creatures are teleported anywhere on the same plane. Risk of failure depending on the destination familiarity. Bard, Sorcerer, Wizard



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