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
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Quick Search of All Lvl 7 Spells
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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