Summary
- Players in Baldur's Gate 3 should consider exploring AOE spells beyond Fireball for tactical advantage in combat encounters.
- Spells like Sunbeam and Flame Strike offer unique utility and damage options that can shape the battlefield in the player's favor.
- From controlling enemy advances with Insect Plague to dealing multi-hit damage with Chain Lightning, diverse spell choices are key.
Fans of Dungeons & Dragons who play Baldur’s Gate 3 may be eager to create a Wizard and have them use 3rd Level Fireball to wreak absolute havoc on enemies. This preference for the spell is a common meme in D&D circles, where it remains one of the more practical AOE spells to use due to its sheer damage output. However, those who play through Baldur's Gate 3 may soon realize that spells beyond Fireball can help manipulate the battle to the player’s favor.
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In Baldur's Gate 3, where players get into combat encounters all the time, they don’t have immediate access to Fireball as an AOE finisher. Thankfully, the game offers a slate of other go-to AOE spells that players can use not just for damage but for utility purposes as well.
Updated on April 16, 2024 by Rhenn Taguiam: With Baldur’s Gate 3 once again earning accolades for its remarkable gameplay at the 2024 BAFTA Awards, fans and newcomers to the acclaimed RPG may be interested in just how its turn-based mechanics can transform gameplay sessions into fun moments. Funny enough, a lot of the shenanigans in Baldur’s Gate 3 come as a result of tinkering with Spells - and for players who want to wreak as much havoc as possible, these are often in the form of AOE Spells that can affect many targets at once. When it comes to AOE Spells that aren’t immediately the burning heat of Fireball, players may want to consider the other AOE spells on this list, including those written in for its latest update, which include various ways of raining hellish or divine fire onto opponents, a deployable nuke, or even a massive blast of energy.
20 Sunbeam (6th-Level Evocation)
Release The Power Of The Sun For 10 Turns
|
Casting Time |
1 Action |
|---|---|
|
Range |
18m |
|
Requires Concentration |
Yes |
|
Saving Throw |
CON |
Compared to most other higher-level Spells in Baldur’s Gate 3,
Sunbeam (6th-Level Evocation) can become one of the most powerful due to its insane 6d8 Radiant Damage opportunity. Even if targets succeed its required CON Save and take half damage, the halfway maximum of 32 Damage can still eliminate most mobs in a single hit.
What makes Sunbeam especially interesting to use is the overall nature of its casting. When cast, Sunbeam releases a pillar of light that Blinds all creatures in its path on top of its damage. The Spell itself lasts for 10 turns, constantly damaging and inflicting Blind on anyone remotely attempting to pass it. In turn, Sunbeam can become quite a nifty Spell to position in tunnels and tight spaces, ensuring players have a means to escape while enemies risk damage just for pursuing them.
19 Flame Strike (5th-Level Evocation)
Unleash The Wrath Of The Heavens Into An Area
|
Casting Time |
1 Action |
|---|---|
|
Range |
18m |
|
Requires Concentration |
No |
|
Saving Throw |
DEX |
Despite this Baldur’s Gate 3 Spell only being available to the Field Warlock and Clerics,
Flame Strike (5th-Level Evocation) can become a powerful damaging ability when used properly. After its activation, Flame Strike will release a divine pillar from the skies to deal 5d6 Fire Damage + 5d6 Radiant Damage to anyone in the immediate zone. Should targets succeed in their DEX Saves, they still take half damage.
The limited area of Flame Strike can make it a not-so ideal Spell to cast, especially when players could theoretically release attacks close to 60 Damage with their Multiclass combos. However, Flame Strike is a convenient way to drop this much damage quickly on multiple foes at once, making this a decent AOE when players are heavily outnumbered.
18 Otiluke’s Freezing Sphere (6th-Level Evocation)
Deploy A Blast Of Cold Damage For A Nasty Nuke
|
Casting Time |
1 Action |
|---|---|
|
Range |
Melee |
|
Requires Concentration |
No |
|
Saving Throw |
CON |
Players who want more strategic ways of dominating their Baldur’s Gate 3 gameplay should consider using
Otiluke's Freezing Sphere (6th-Level Evocation). This Spell is worthy of its high-level classification, as players can store frosty energies for an immediate attack or for later use. When triggered, the sphere explodes into an AOE that can deal 10d6 Cold Damage or half as much damage when targets succeed a DEX Save.
In the larger context of the game, Otiluke’s Freezing Sphere can be used to create tactical nukes that a Mage Hand or even a companion can carry into the battlefield for a self-detonating charge. The sphere acts like an object until deployed, meaning a character can throw the bomb much in the same way they can release a projectile.
17 Destructive Wave (5th-Level Evocation)
Unleash A Wave Of Thunder And Radiance On Opponents
|
Casting Time |
1 Action |
|---|---|
|
Range |
6m |
|
Requires Concentration |
No |
|
Saving Throw |
CON |
When players acquire the Markoheshkir or become a Tempest Domain Cleric, they may be able to unleash one of the most powerful wave-esque effects in the game:
Destructive Wave (5th-Level Evocation). Upon activation, this Spell creates a shockwave that can deal up to 5d6 Thunder Damage + 5d6 Radiant Damage to opponents and even knock them Prone for a turn. Should enemies succeed with their DEX Saves, they still take half damage.
This effect makes Destructive Wave function similarly and as a higher-level counterpart to Thunderwave (1st-Level) and Shatter (2nd-Level). While the Spell is limited to either the Markoheshkir or the Tempest Domain Cleric, players can easily tailor-fit a build into the latter - especially since the Cleric can still become a powerful asset to the battlefield.
16 Ice Storm (4th-Level Evocation)
Rain Ice On Opponents For Cold Damage
|
Casting Time |
1 Action |
|---|---|
|
Range |
18m Range, 6m Radius |
|
Requires Concentration |
No |
|
Saving Throw |
DEX |
Instead of going for a classic Fireball against opponents, players can simply switch things up with a bit of Cold in their Baldur’s Gate 3 gameplay. With Ice Storm (4th-Level Evocation), players have the means to summon a storm of ice from the sky, raining icicles and hail on the ground to crush opponents and destroy objects within their immediate range. The storm itself lasts for two turns, with targets taking 2d8 Bludgeoning + 4d6 Cold Damage. This is halved if they succeed a DEX Save.
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If targets are Wet before the Spell is cast, they become Vulnerable to Cold and Lightning Damage. It’s during these moments that Ice Storm becomes a very dangerous weapon, as it can technically deal double damage to opponents.
15 Insect Plague (5th Level Conjuration)
Delay Enemy Advances With Difficult Terrain, Constant Damage
|
Level and School |
(5th-Level Spell, Conjuration) |
|---|---|
|
Casting Time |
1 Action |
|
Range and/or Radius |
Range: 18m Radius: 6m |
|
Special Factors |
Concentration, Constitution Save |
Sometimes, the most efficient Spells in Baldur’s Gate 3 gameplay are those that can manipulate the environment to the player’s advantage - something
Insect Plague (5th-Level Conjuration) can pull off for Spellcasters. When activated, the Spell releases locusts that attack everyone within its range, transforming any location within 18 meters of the player into Difficult Terrain.
Should creatures inside the casting point fail a CON Save, they take 4d10 Piercing Damage. The area also forces Disadvantage towards Perception Checks to those affected, making Insect Plague an effective tool to cast while attempting to jump the gun on opponents before making a surprise attack.
14 Eyebite (6th Level Necromancy)
Deal AOE Frights Against Advancing Foes
|
Level and School |
(6th-Level Spell, Necromancy) |
|---|---|
|
Casting Time |
1 Action |
|
Range and/or Radius |
Range: 18m Radius: - |
|
Special Factors |
Concentration, WIS Save |
When players use
Eyebite (6th-Level Necromancy) in Baldur’s Gate 3, their eyes turn into teethed walls of darkness that send fear straight into their opponent’s hearts. All opponents within 18 meters of the caster's vision can be affected by Eyebite unless they succeed in a WIS Save. Those affected can either be Panicked (drop weapons, run away from the caster, Disadvantaged Ability Checks and Attacks), Sickened (Disadvantaged Ability Checks and Attacks), or Asleep (auto-fail DEX and STR Saves, cannot Move and Act, Advantaged against Attack Rolls, gets auto-crit within 1.5m).
What makes Eyebite especially useful is its other prerequisite, where it can be cast for free should the caster already have themselves Concentrating on another Spell. This perk transforms Eyebite into an efficient deterrent against foes who might try to distract the spellcaster to force them into a Concentration Check.
13 Mass Cure Wounds (5th Level Evocation)
Provide Convenient Multi-Target Healing
|
Level and School |
(5th-Level Spell, Evocation) |
|---|---|
|
Casting Time |
1 Action |
|
Range and/or Radius |
Range: 18m Radius: - |
|
Special Factors |
- |
The best area effects in a tactical RPG like Baldur’s Gate 3 may involve healing and not damage, which is something
Mass Cure Wounds achieves. Effectively the direct upgrade of Cure Wounds on a larger scale, Mass Cure Wounds can affect players and allies within 18 meters.
When activated, all affected creatures are healed by the 3d8+WIS/CHA Modifier, healing for as much as 3 to 24 Hit Points. While evidently costly for its 5th-level Spell Slot, the prospect of healing as much as 24 HP can give players a much-needed combat boost to outlast their foes.
12 Chain Lightning (6th Level Evocation)
Deal A Multi-Hit Attack With Just A Single Target
|
Level and School |
(6th-Level Spell, Evocation) |
|---|---|
|
Casting Time |
1 Action |
|
Range and/or Radius |
Range: 18m Radius: - |
|
Special Factors |
Dexterity Save |
Among the 6th-level Spells in a player’s arsenal in Baldur’s Gate 3 gameplay,
Chain Lightning (6th-level Evocation) may be one of the most efficient with its environmental interactions. When cast, any target within 18 meters of the player will have to pull off a DEX Save or tank the entirety of 10d8 Lightning Damage. However, the Spell doesn’t end there, as up to three targets within 18 meters of the original one will have to do the same Save or risk receiving 10d8 Lightning Damage as well.
What makes Chain Lightning especially more useful than other 6th-Level Spells is its potential interactions with other environmental conditions. Simply creating a wet area around enemies can impose Vulnerability towards Lightning Damage, making Chain Lightning especially more potent against them.
11 Evard’s Black Tentacles (4th Level Conjuration)
Slow Enemy Advances With A Stronger Attack
|
Level and School |
(4th-Level Spell, Conjuration) |
|---|---|
|
Casting Time |
1 Action |
|
Range and/or Radius |
Range: 18m Radius: 6m |
|
Special Factors |
Concentration, Wisdom Save |
Warlocks who want to show their enemies just how ferocious the unknown could be may rely on
Evard's Black Tentacles (4th-Level Conjuration), affecting a 6-meter radius within 18 meters with an eldritch field that summons tentacles from the ground.
Not only does this 4th-Level Spell cause that 6-meter radius to become Difficult Terrain, but enemies in the area have to pull off a STR Save or become Smothered by the tentacles, suffering 3d6 Bludgeoning Damage. This effect lasts for 10 turns, potentially delaying an enemy’s advance toward the player when paired with other zoning abilities such as a Black Hole (Illithid Power).