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
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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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