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 8 SPELLS IN BALDURS GATE 3

 

You can search by Name, Level, School, Casting Time and Class. Just type into the search box what you are looking for.

Quick Search of All Lvl 8 Spells 

Spell School Casting Time Concentration Description Classes
Animal Shapes Transmutation 1 Action Yes Willing targets within 30 ft turn into beasts of FP 4 or lower. Druid
Antimagic Field Abjuration 1 Action Yes Create a 10-ft-radius sphere in which spells and magic items no longer work. Cleric, Wizard
Antipathy - Sympathy Enchantment 1 Hour No Attract or repel (Wis. save in order to not be attracted or scared) a kind of creature designated within 60 ft. Druid, Wizard
Clone Necromancy 1 Hour No Create in 120 days the inert double of a living creature. If the original creature dies, its soul is transferred to the clone. Wizard
Control Weather Transmutation 10 Minutes Yes Modify gradually the climatic conditions outdoors (precipitation, temperature and wind force). Cleric, Druid, Wizard
Demiplane Conjuration 1 Action No Create a door that leads to a demiplane (30-ft cube). Creatures still in the demiplane at the end of the spell are trapped. Warlock, Wizard
Dominate Monster Enchantment 1 Action Yes The target must succeed on a Wis. save or be charmed and obey the caster (duration/lvl). Bard, Sorcerer, Warlock, Wizard
Earthquake Evocation 1 Action Yes Creatures in a 100-ft radius must succeed on a Dex. save or be knocked prone. Cause damage to structures. Cleric, Druid, Sorcerer
Feeblemind Enchantment 1 Action No The target take 4d6 psychic damage and must succeed on an Int. save or his Charisma and Intelligence scores become 1. Bard, Druid, Warlock, Wizard
Glibness Transmutation 1 Action No Give 15 to a Charisma check and hides the lies during a magic detection. Bard, Warlock
Holy Aura Abjuration 1 Action Yes Targets in a 30-ft radius have advantage on saving throws. Other creatures have disadvantage on attack rolls against them. Cleric
Incendiary Cloud Conjuration 1 Action Yes Creatures in a 20-ft-radius sphere must succeed on a Dex. save or take 10d8 fire damage. Sorcerer, Wizard
Maze Conjuration 1 Action Yes Banish a creature into a labyrinthine demiplane. Intelligence check to escape before the end of the spell. Wizard
Mind Blank Abjuration 1 Action No The target is immune to psychic damage, reading thoughts, Divination spells, and the charmed condition. Bard, Wizard
Power Word Stun Enchantment 1 Action No The target (150 hp or fewer) is stunned until it succeeds on a Con. save. Bard, Sorcerer, Warlock, Wizard
Sunburst Evocation 1 Action No Creatures in a 60-ft radius must succeed on a Con. save or take 12d6 radiant damage and be blinded for 1 min. Druid, Sorcerer, Wizard
Telepathy Evocation 1 Action No Comunicate via telepathy with a known and willing creature on the same plane of existence. Wizard
Tsunami Conjuration 1 Minute Yes Creatures in a 300-ft-long, 300-ft-high, 50-ft-thick area must succeed on a Str. save or take 6d10 bludgeoning damage. Druid



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