Here’s a list of all the Level 5 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
Craft a large cloud that inflicts 5~40 Poison damage per turn. You can reposition the cloud every turn. The cloud Heavily Obscures everything within it.
5d8 Poison
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Cone of Cold
Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands.
Conjure Elemental
Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you.
Poison a target and possibly afflict them with a disease of your choice.
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Contagion: Blinding Sickness
The target receives Disadvantage on Wisdom Checks and Saving Throws, and is Blinded. Hot fingers of pain push through the creature‘s eyes, impairing its Wisdom.
Contagion: Filth Fever
The target receives Disadvantage on Strength Checks, Saving Throws, and Attack Rolls that use Strength. Fever squeezes huge drops of thick oily sweat from the creature’s pores, impairing its Strength.
Contagion: Flesh Rot
The target receives Disadvantage on Charisma Checks and is alflicted with Vulnerability to all damage. The creature begins to mortify, becoming a festering flesh sack propped up by bones, impairing its Charisma.
Contagion: Mindfire
The target receives Disadvantage on Intelligence Checks and Saving Throws, and is Befuddled. The creature’s brain begins to cook in a rancid stew of hot sour blood, impairing its Intelligence.
Contagion: Seizure
The target receives Disadvantage on Dexterity Checks, Saving Throws, and Attack Rolls. Spasms rack the creature, impairing its Dexterity.
Contagion: Slimy Doom
The target receives Disadvantage on Constitution Checks and Saving Throws. Whenever they are hit, they get Stunned. Fever squeezes huge drops of thick oily sweat from the creature’s pores, impairing its Strength.
Destructive Wave
Create a shockwave of either divine or malevolent thunder that damages nearby creatures and possibly knocks them Prone.
5d6 Thunder
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Dispel Evil and Good
Aberrations, celestials, elementals, fey, fiends, and undead have Disadvantage on Attack Rolls against you. You can also Break Enchantments that Charm, Frighten, or Possess allies.
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Dominate Person
Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom Saving Throw against your domination. Allies cannot be dominated.
Flame Strike
Make a pillar of divine fire roar down from the heavens like the wrath of affronted angels.
Greater Restoration
Touch a creature and negate any Charm, Petrification, Stun, or curse afflicting it.
Hold Monster
Paralyse a creature. It can‘t move, act or react. Attacks from within 3m are always Critical I-Iits.
Insect Plague
Locusts attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception Checks.
4d10 Piercing
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Mass Cure Wounds
Unleash a soothing hum of energy that heals you and nearby allies.
Planar Binding
Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally.
Disguise up to 4 members ofyour adventuring party.
Telekinesis
Throw a creature or object up to 60ft with a thought.Once per turn, you’re able to use Telekinesis again without expending a spell slot. Heavier items deal more damage.
Wall of Stone
Raise a wall of non—magical, solid stone.
Conjure Elemental: Air Elemental
The air elemental can use Primordial Gales, Gushing Air, and can Shock your foes.
Conjure Elemental: Earth Elemental
The earth elemental can use Seismic Strike, Soil-Clogged Slam, and can create sludgy mud surfaces while walloping your foes.
Conjure Elemental: Fire Elemental
The fire elemental can use Smouldering Touch, Erupting Cinder, and can make your foes Burn.
Conjure Elemental: Water Elemental
The water elemental can use Winter’s Breath, Slam, and can mete out cold punishment upon foes with its fists.