Here’s a list of all the Level 6 Spells in Baldur’s Gate 3. Click on the Spell in the table below to learn more. Each post shows a tooltip with more information including Spell properties and other helpful information.
Description
Arcane Gate
Create two linked teleportation portals.
Blade Barrier
Summon a wall of razor-sharp blades that turns the area into Difficult Terrain and damages anyone foolish enough to come close.
6d10 Slashing
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Chain Lightning
Strike an enemy with lightning. Three more bolts will leap from the target, electrifying as many as three other enemies within 60ft.
Circle of Death
Sculpt a massive sphere of entropic energy around a creature. Devastate the target and all surrounding creatures.
8d6 Necrotic
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Conjure Elemental: Air Myrmidon
The myrmidon can cast Invisibility, Electrified Flail, and Raging Vortex.
Conjure Elemental: Earth Myrmidon
The myrmidon can cast Muck to Metal, Sludgy Sling, and Burrow.
Conjure Elemental: Fire Myrmidon
The myrmidon can cast Scorching Strike, Myrmidon’s lmmolation, and Cinderous Swipe.
Conjure Elemental: Water Myrmidon
The myrmidon can cast Hiemal Strike, Healing Vapours, and Explosive Icicle.
Create Undead
Raise a corpse as a heinous mummy that fights by your side.
Disintegrate
Shoot a thin green ray from your finger. If the 50-100 Force damage reduces the target to 0 hit points, it disintegrates into a crumbly ash.
Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep. While Concentrating, you may cast Eyebite without expending a spell slot.
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Eyebite: Sickened
Attlict a creature with Disadvantage on Attack Rolls and Ability Checks.
Eyebite: Panicked
Strike Fear deep into a creature’s heart.
Eyebite: Asleep
Put a creature to sleep
Flesh to Stone
Atrophy a foe, Restraining them until they temporarily turn to stone. The target will Petrify if it does not succeed its Saving Throw within 3 turns.
Globe of Invulnerability
Create a barrier that makes creatures and objects inside it Immune to all damage.
Reduce a target‘s maximum hit points, but never below 1.
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14d6 Necrotic
Heal a target’s wounds and remove Blindness and any diseases.
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Heroes' Feast
You and everyone around can’t be poisoned, diseased, or frightened. Your HP increases, and you make Wisdom Saves with Advantage.
Otiluke’s Freezing Sphere
Create a ball of chuming ice that can be launched instantly to generate a frosty explosion or stored for later use.
Otto’s Irresistible Dance
Cause a creature to start dancing, making it unable to take actions or move. lts attackers have Advantage on Attack Rolls. The dancer has Disadvantage on Attack Rolls and Dexterity Saving Throws.
Planar Ally
Beseech one of these otherworldly entities for aid.
A beam of brilliant light seats and Blinds all creatures in its path. Until the spell ends, you can recast Sunbeam without expending a spell slot.
6d8 Radiant
Wall of Ice
Raise a wall ofsolid ice that deals 10~60 Cold damage to anyone standing in its way. When the ice is broken, it leaves behind a cloud of frigid air that deals 10~60 Cold damage per turn to creatures within.
Wall of Thorns
Create a wall of pliable, twisted thorns surrounded by Entangling vines. Creatures can move through the wall, but they take 7~56 Piercing damage per turn, and their movement speed is quartered.
7d8 Piercing
Transform yourselfand all nearby party members into tiny clouds of mist to avoid attacks. You become Resistant to non—magical damage, gain Advantage on Constitution, Dexterity and Strength Saving Throws, and become tiny in size.