Summary

  • Level 6 Spells in Baldur's Gate 3 are game-breaking, turning battles with powerful effects.
  • Some Level 6 Spells like "Harm" can debilitate opponents and reduce their sustainability.
  • Using spells like "Wind Walk" and "Wall of Ice" strategically can provide tactical advantages in combat.

Among the available spells in Baldur’s Gate 3 are Level 6 Spells that serve as the pinnacle of the Magic Schools they represent. In the world of D&D, 6th-level Spells are some of the most powerful magical abilities spellcasters have access to, allowing them to conjure effects that are usually only dreamt of in a person’s wildest dreams.

Baldur's-Gate-3-12-Best-Rings-You-Can-Get-In-Act-2,-Ranked
Baldur's Gate 3: 12 Best Rings You Can Get In Act 2, Ranked

There are plenty more enchanted rings to pick up in act 2 of Baldur's Gate 3 that are sure to give players an edge following on from the first act.

By 

In Baldur's Gate 3 gameplay, 6th-level Spells are spells that others might consider game-breaking, boasting effects that can turn the tide of battle in a single turn. However, not all Level 6 Spells in the D&D adaptation are worth the cast, especially with some of them being extremely situational. But for players who know how to use certain spells to their advantage, a Level 6 Spell makes all the difference in a losing battle.

Updated on November 24, 2024 by Rhenn Taguiam: With Hotfix #29 giving console-only players better mod stability and a 100-mod limit to their installations, fans of Baldur’s Gate 3 should have smoother gameplay with their installed additions when playing on non-PC platforms. This becomes all the more festive knowing their more action-packed Spellcasters can dish out more Spells - both original and fan-made - without worrying if their consoles can handle the firepower. Such a worry could be extended to Level 6 Spells, some of which are grand by design - with others capable of turning the tide of battle for players who want to become juggernauts in the battlefield. Such Spells include unique summons exclusively found in a weapon, as well as upgraded summons of a much weaker Spell.

24 Conjure Shadow Lantern Wraith

Obtain A Unique Companion

Shadow Lantern Wraith

Casting Time

Action

Range

18m

Requires Concentration

No

Saving Throw

None

When players acquire the Shadow Lantern throughout the events of Act 2, players can use it to summon the mangled pixie lying inside. This spell uses dark magic from within the Shadow Lantern to transform its dead denizen into ghastly figure, appearing as a humanoid mass of darkness that fights for the player’s side.

What makes this spell rather interesting isn’t just its acquisition but the nature of the Shadow summon. Despite having 13 AC, 24 HP, and +3 Initiative, it can turn Invisible when obscured, has Darkvision, and cannot be shoved or thrown. Its Necrotic Claws can deal 2d8 + 3 + 2d4 Necrotic Damage, with Strength Drain dealing not just 3d8 Necrotic but even reduce its Strength by 3 on a failed STR Save. If an enemy loses all of its Strength, it dies instantly. Should the Shadow die, it leaves a Shadow Vestige with a unique descriptor and may be summoned after a Long Rest.

23 Conjure Elemental: Air Myrmidon

Stun And Silence Makes For Perfect Mage Counters

Air Myrmidon

Casting Time

Action

Range

18m

Requires Concentration

No

Saving Throw

None

When players upcast Conjure Elemental, they can upgrade their Air Elemental into Conjure Elemental: Air Myrmidon. This summons a being of air with swirling metallic armor which, alongside its hefty 18 AC and 117 HP, also packs quite a punch in terms of its innate properties and spells. At its core, the Air Myrmidon can turn Invisible, teleport to anywhere in sight (Elemental Warp), or Fly as an alternate way of moving around.

However, when the Air Myrmidon gets a target, they can become quite an effective deterrent. They can wield the fury of lightning to cast Electrified Flail, which deals 1d10 Lightning Damage and Stunts its target. If stunning isn’t enough, the Myrmidon can cast Raging Vortex to summon powerful winds that deal 2d8 Bludgeoning and Silences opponents, perfect for dealing with pesky mages.

22 Conjure Elemental: Water Myrmidon

Summon An Efficient Support Unit

Water Myrmidon

Casting Time

Action

Range

18m

Requires Concentration

No

Saving Throw

None

Upcasting the Conjure Elemental Spell can give them access to more potent versions of elementals, with the water-themed variant being the more ferocious Conjure Elemental: Water Myrmidon that can become quite a support asset to a Spellcaster who chooses to summon it. Boasting decent 18 AC and 127 HP, the Water Myrmidon can teleport to anywhere on its sight (Elemental Warp) or fly to a location of its choice (Fly), allowing it to support teams wherever they may need assistance.

Armed with its trident and donning a sea-themed armor, it’s no surprise that the Water Myrmidon can pack a punch. After all, its Heimal Strike that deals 1d10 Cold and Chill can slow opponents on their tracks, while Explosive Icicle deals 3d8 Cold Damage on an AOE and creates ice surfaces for slipping on impact. However, perhaps most helpful in its kit is its Healing Vapours that can heal for 2d8 Hit Points. If the player is poisoned, the water is tainted and therefore deals 2d8 Poison Damage to surrounding targets - perfect for targets surrounded by opponents.

21 Animate Dead: Ghoul Pack

The More Minions, The Merrier

Animate Dead - Ghoul Pack

Casting Time

Action

Range

3m

Requires Concentration

No

Saving Throw

-

Although a Spellcaster can technically start using Animate Dead as a 3rd-Level Necromancy Spell, upcasting it with a 6th-Level Spell Slot allows players to summon more minions compared to just on at a time. One such example would be Animated Dead: Ghoul Pack, a 6th-Level variant of the Spell that allows players to summon up to three (3) Ghouls simultaneously. These Ghouls specialize in melee combat, with their 17 AC and 36 HP allowing even the whole Pack to overwhelm a high-value target with the right persistence.

best gale build companion race class subclass baldur's gate 3 bg3
Baldur's Gate 3: Best Gale Build

Baldur's Gate 3's Gale might feel a bit weak at first, but with the correct build, the true potential of the Wizard of Waterdeep is unleashed.

By 

As a unit, each Ghoul in the Pack can use Claws to deal 2d4 + 3 Slashing Damage with a chance of Paralyzing the target. When in danger, Ghouls can also use Devour on a weak target to instantly kill them while enjoying plentiful healing. While it’s true that the alternate variant of the Ghoul Pack is fliers via the Flying Ghoul Flock, the latter’s lower HP makes them not as ideal as cannon fodder.

20 Arcane Gate (Conjuration)

A Portal For Easy Access To Locations

Arcane Gate

Casting Time

1 Action

Range

18m

Requires Concentration

Yes

Saving Throw

None

While Dimension Door allows players of Baldur’s Gate 3 to gain access to an area within their field of vision, Arcane Gate mixes things up with the ability to create portals that connect extremely distant locations. Technically speaking, Arcane Gate can only work between two locations that are at most 120 feet apart, compared to the 30m or 98ft teleportation distance available to Dimension Door. Players are given an area of effect where they can choose two points within their visual range.

This expanded distance might not seem like much in terms of practical uses for a 6th-Level Spell, except perhaps for players who want a quick means of escaping a situation without having to reload a Save. Arcane Gate becomes a way to “break” some quests that are rather time-sensitive or location-sensitive, such as when saving Hope.

Best Uses Of Arcane Gate

Despite Arcane Gate’s rather limited range making it a risky spend of a 6th-Level Spell Slot, players should reserve the Spell for situations where room for movement becomes extremely limited. The instant 120-foot range of the Arcane Gate is a lifesaver when other mobility skills land players within the attack range of other opponents. This does mean Arcane Gate is more of a situational Spell than a trusty Level 6 Spell, but its presence is the insurance of a guaranteed teleport without the hassle.

19 Flesh To Gold (Transmutation)

A More Attractive Punishment For Opponents

Signed Trade Visa

Casting Time

1 Action

Range

18m

Requires Concentration

Yes

Saving Throw

CON

While similar in name to its fellow Transmutation Spell Flesh to Stone, the Flesh to Gold variant is a rarer and more alluring version of the Spell. When cast, its effects are identical to its Stone variant: a target is Restrained and will be transformed into a hard substance if they fail their CON Saves for three turns. In the case of Flesh to Gold, the target "Goldifies," or transforms into gold with the third failed CON Save.

Despite its appealing visual effect, Flesh to Gold isn’t as ideal to be used against opponents due to its rare nature. It can only be acquired from Gerringothe Thorm in the Reithwin Town Tollhouse for a minimum of 5000 Gold. After doing this, players acquire the Signed Trade Visa, which is essentially going to act as a scroll to release the Spell.

Best Uses Of Flesh To Gold

Unlike other Spells, using Flesh to Gold should be done with care as its effects on NPCs can be irreversible to the game. This is especially the case with some Major NPCs, as their actual “movement” can be crucial to the storyline. For instance, using the Spell on Ketheric won’t be able to remove the Shadow Curse, while turning Gortash can result in extremely hostile NPCs with no further progression in Act 3.

18 Flesh To Stone (Transmutation)

Incapacitate A Foe Until They Turn Into Stone

Flesh to Stone

Casting Time

1 Action

Range

18m

Requires Concentration

Yes

Saving Throw

CON

It’s one thing to incapacitate an opponent to stop them from fighting in Baldur’s Gate 3's combat, and Flesh to Stone proves it’s another thing entirely to slowly transform them into stone. When this Spell is cast, a foe is Restrained until they slowly turn into rock. In game terms, this translates into a Petrify Status unless they pass a CON Save within three turns.

When used in conjunction with Bane and other Save-affecting debuffs, Flesh to Stone can be a dangerous Spell to use against most opponents. While the CON Save requirement might make this more difficult to use against bosses, this Spell can still take care of pesky weaker opponents who try to get the player’s attention.

Best Uses Of Flesh To Stone

Players who want game-breaking kills should use Flesh to Stone when tackling difficult bosses, especially if they target opponents with low enough CON Saves. This is because Flesh to Stone only triggers aggression on non-hostile targets by the time they succeed in their Save or become Petrified. By the time they get their status, it’s too late and players can maneuver around their target. Should players find a quick way to reduce the Petrified target’s Hit Points down to zero, it’s an easy kill without much effort.

17 Blade Barrier (Evocation)

Secure An Area With Deadly Blades

Blade Barrier

Casting Time

1 Action

Range

18m

Requires Concentration

Yes

Saving Throw

DEX

There’s nothing that screams “none shall pass” more to an enemy than razor-sharp blades of pure magic floating in the air, and this is exactly what Blade Barrier does to an area. When cast in a Baldur’s Gate 3 session, a Spellcaster can summon forth a wall of arcane blades to an area, transforming the space into Difficult Terrain that also damages anyone already in the location or who tries to pass them.

Aside from the transformation of an area into Difficult Terrain, Blade Barrier is an especially nasty Spell in Baldur’s Gate 3 due to its damaging nature. The blades themselves can cause up to 6d10 Slashing Damage to those who try to pass through them, and half as much damage to those that pass its DEX Save. This alone can make areas debilitating to opponents, especially when they realize how dangerous it is to cross over to the player party’s relatively safer area.

Best Uses Of Blade Barrier

Spellcasters should try Blade Barrier in spaces where they control ingress and egress, such as tight corridors or small rooms where the rest of the party can prepare their attack, and the Spell being the only way between them and the enemies. The game’s AI will often have enemies try to rush through the Blade Barrier, which of course often results in easy kills.

16 Circle Of Death (Necromancy)

Devastate A Location With A Blast Of Deathly Energies

Circle Of Death

Casting Time

1 Action

Range

18m

Requires Concentration

No

Saving Throw

CON Save

Players who want to add that extra tinge of darkness to their Spells could go for Circle of Death for a nasty AOE. When cast, players sculpt deathly energies into a ball that they release around a creature, devastating them and those surrounding them with a living ball of death.

Baldur's-Gate-3-Best-Gloves-(&-How-To-Get-Them)
Baldur's Gate 3: Best Gloves (& How To Get Them)

Baldur's Gate 3 has a robust selection of armor pieces, including a range of gloves. Here is how to find the best ones.

1

All creatures within range of the target need to make a CON Save or risk taking as much as 8d6 Necrotic Damage, and still take half as much damage on a success. While 24 Damage on half doesn’t seem much, remember that this can apply to all targets within the range of the original target. When aimed at a cluster of foes, Circle of Death could stop mobs from rushing players and allow them to focus on their intended target.

Best Uses Of Circle Of Death

One of the best uses of Circle of Death is when paired with Staff of Cherished Necromancy (Very Rare Quarterstaff) located in Philgrave’s Mansion and looted from the Mystic Carrion. This Quarterstaff has Life Essence Harvest, an effect that grants users with Life Essence whenever they kill an opponent with a Spell. Thanks to Life Essence, the Staff’s wielder can use any Necromancy Spell without spending Spell Slots, essentially allowing players to spam Circle of Death as long as they kill enemies with it. Despite the Spell’s inherent weakness, its decent range can make it an annoying death trap against multiple enemies.

15 Eyebite (Necromancy)

Multi-Targeted Fright To Debilitate Opponents

Eyebite in Baldur's Gate 3

Casting Time:

1 Action

Range:

18m

Requires Concentration:

Yes

Saving Throw:

WIS Save

When a spellcaster casts Eyebite in Baldur’s Gate 3, their very eyes become teethed corridors of darkness that inflict the darkest forms of fear onto targets. The Spell can affect targets up to 18 feet, where only a WIS Save can help them avoid its effects that can last up to 10 turns. Unfortunately for targets, a spellcaster’s ally that can cast a convenient Bane (1st-Level Enchantment) could put creatures with high Wisdom at a Disadvantage and suffer its effects.

Affected Eyebite targets may be Panicked (Disadvantaged Ability Checks and Attack Rolls with no Action but to run away), Sickened (Disadvantaged Ability Checks and Attack Rolls), or Asleep (auto-fail DEX and STR Saves, Advantaged against Attacks, auto-crits when hit at 1.5m). What makes Eyebite especially deadly is its ability to be freecast without expending a Spell Slot should the caster be Concentrating on another Spell, practically making Eyebite a deterrent for enemies who would try to distract them.

Best Uses Of Eyebite

Eyebite works remarkably well when paired with Staff of Cherished Necromancy, especially when killing opponents will allow players to not only use Fear on bosses to stop them from moving but at the same time give the party enough room to eliminate mobs without worrying about a multi-hitting opponent. Similar to Circle of Death, Eyebite is best used with the Staff in areas with a lot of enemies, like when fighting Raphael in the House of Hope.