Here is a list of all the spells in Baldur’s Gate 3. For a specific type of skills, use the links below to navigate to their respective pages.
CantripsLevel 1Level 2Level 3Level 4Level 5Level 6
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AbjurationConjurationDivinationEnchantmentEvocationIllusionNecromancyTransmutation
Description
Acid Splash
Hurl a bubble of acid that hurts to each creature it hits.
Blade Ward
Gain Resistance to Bludgeoning, Piercing, and Slashing damage from weapon attacks.
Chill Touch
Assail a creature with the chill of the grave and prevent it from regaining hit points. Undead also receive Disadvantage on Attack Rolls.
1d8 Necrotic
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Dancing Lights
Create wisps of light that illuminate a 9m radius.
Eldritch Blast
Conjure 1 beam(s) of crackling energy.
1d10 Force
Hurl a mote of fire.
Enchant a non-hostile creature to gain Advantage on Charisma Checks against it. Once the spell ends, the creature knows it was Charmed and might accuse the spellcaster.
Bestow guidance upon an ally. They gain a +1d4 bonus to Ability Checks.
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Light (Spell)
Infuse an object with an aura of light.
Create a spectral hand that can manipulate and interact with objects.
Minor Illusion
Create an illusory image that distracts nearby creatures, compelling them to investigate. You can remain hidden while casting this spell.
Poison Spray
Project a puff of noxious gas.
1d12 Poison
Produce Flame
Inflicts Produce Flame. A flickering flame appears in your hand. It sheds bright light in a 3m radius and deals 1d8 Fire damage when thrown. Throwing the flame immediately after you conjure it does not cost an action. Extinguishing or throwing it on subsequent turns costs an action
Ray of Frost
Call forth a frigid beam of blue-white light and reduce the target’s Movement Speed by 3m.
Resistance
Magically bolster a creature’s defences. It receives a +1d4 bonus to Saving Throws.
Sacred Flame
Conjure a flame-like radiance that deals 1d8 Radiant.
1d8 Radiant
Shillelagh
Imbue your staff or club with nature’s power. It becomes magical, deals 1d8+2 Bludgeoning damage, and uses your Spellcasting Ability for Attack Rolls.
Shocking Grasp
Lightning springs from your hand and prevents the target from taking reactions. You have Advantage when using this spell on creatures wearing metal armour.
1d8 Lightning
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Thaumaturgy
Manifest a sign of supernatural power that grants you advantage on Intimidation and Performance checks.
Thorn Whip
Strike at a target with a thorny, vine-like whip. It deals 1d6 Piercing damage and pulls the target 3m closer to you if it is Large or Smaller in size.
True Strike
Divine a character’s defences to give you Advantage on your next Attack Roll against it.
Vicious Mockery
Unleash a string of enchanted insults at a creature. It takes damage and receives Disadvantage on its next Attack Roll.
1d4 Psychic
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Level 1 Spells
Animal Friendship
Charm a beast and convince it not to attack you.
Armour of Agathys
A spectral frost covers you. Gain 5 temporary hit ponts and deal 5 Cold Damge to any creature that hits you with a melee attacks.
Arms of Hadar
Call forth tendrils of dark energy that prevent targets from taking reactions.
2d6 Necrotic
Target up to 3 creatures. They receive a 1d4 penalty to Attack Rolls and Saving Throws.
Bless up to 3 creatures. They gain a +1d4 bonus to Attack Rolls and Saving Throws.
Burning Hands
Shoot fire from your outstretched fingers and ignite anything flammable.
Charm Person
Magically Charm a humanoid to gain Advantage on Ability Checks in dialogue and prevent it from attacking. Enemies have Advantage on Saving Throws against being Charmed. When the spell ends, the target might accuse you of Charming them.
Chromatic Orb
Hurl a sphere of energy. It deals 3d8 Thunder damage, or deals 2d8 Acid, Cold; Fire, Lightning, or Poison damage and creates a surface.
Colour Spray
Creates a dazzling array of flashing, colored lights that Blinds creatures up to a combined 33 hit points.
Command a creature to flee, move closer, freeze, drop to the ground, or drop their weapon. The effect of the command is based on the variant selected.
Compelled Duel
Use a divine command to compel an enemy to attack only you.
Create or Destroy Water
Choose to call forth rain or destroy a water-based surface.
Create Water
Call forth rain. It extinguishes exposed flames and forms a water surface.
Destroy Water
Cause water-based surfaces (such as water, steam, ice, blood and poison) to vanish.
Cure Wounds
A creature you touch regains 1d8 (healing) + Spellcasting Modifier hit points. This spell has no effect on undead or constructs.
1d8 Healing
Disguise Self
Magically change all aspects of your appearance. (Lasts until the end of a long rest)
Dissonant Whispers
Whisper a discordant melody to a creature. It takes 3d6 Psychic damage and becomes Frightened.
3d6 Psychic
Divine Favour
Your prayer empowers you with divine radiance. Your weapon attacks deal an additional 1d4 Radiant Damage.
Ensnaring Strike
Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6 Piercing damage at the start of each turn. An ally can use its help action to try and tear away the vines.
1d6 Piercing
Ensnaring Strike (Melee)
Ensnaring Strike (Ranged)
Vines sprout from the ground, slowing creatures within and possibly Entangling them.
Expeditious Retreat
Gain Dash as bonus acton, allowing you to move at an incredible pace.
Faerie Fire
Encase multiple targets in colourful light. The targets turns visible, and Attack Rolls against the targets have Advantage.
False Life
Bolster yourself with a necromantic facsimile of life to gain 7 temporary hit points.
Feather Fall
Slow the rate of descent of allied creatures. They become Immune to Falling damage.
Find Familiar
Gain the service of a familiar, a fey spirit that takes an animal from of your choose.
Create a cloud of dense fog that Heavily Obscures and Blinds creatures within.
Conjure four magical berries for youself or a companion. Creatures who eat a berry regain 1d4 hit points. The berries appear in the targeted creature’s inventory and disappear after a Long Rest.
Guiding Bolt
Call forth a beam of light. Deals 4d6 Radiant damage and grants Advantage on the next Attack Roll against the target.
4d6 Radiant
Cover the ground in grease, slowing creatures within and possibly making them fall Prone.
Hail of Thorns
Shoot a volley of exploding thorns. The thorns deal Weapon Damage Slashing Damage to the target and shatter, dealing an additional 1d10Piercing Damage to the target and surrounding creatures.
1d10 Piercing
Healing Word
Heal a creature you’re able to see. No effect on undead and constructs.
1d4 Healing
Hellish Rebuke
The next time you take damage, you use your reaction to surround your attacker in hellish flames.
Bolster yourself or an ally with valour and health. The target can no longer be Frightened and gains 5 temporary hit points each turn.
Curse a creature so it takes additional damage whenever you attack it and to inflict Disadvantage on Ability Checks with an Ability of your choosing. If the target dies before the spell ends, you can use a bonus action to hex a new creature.
1d6 Necrotic
Hunter’s Mark
Mark a creature as your quarry to deal an additional 1d6 Slashing Damage whenever you hit it with a weapon attacks. If the target dies before the spell ends, you can mark a new creature without expanding a Spell Slot.
2d6 Slashing
Inflict Wounds
Putrefy a creature with the nectrotic energy filling your hands.
3d10 Necrotic
Touch a creature to triple its jumping distance.
Longstrider
Touch a creature to increase its Movement Speed by 3m.
Mage Armour
Surround an unarmoured creature in a protective magical force. Its Armour Class increases to 13 + its Dexterity modifier.
Magic Missile
Create 3 darts of magical force, each dealing 1d4+1 Force to its target. The darts always hit their target.
1d4+1 Force
Protection from Evil and Good
Protect a creature against aberrations, celestials, elementals, fey, fiends, and undead. The target can’t be Charmed, Frightened, or possessed by them, and when these creatures attack it, they do so with disadvantage. Inflicts Protection from Evil and Good
Ray of Sickness
Call forth a ray of sickening energy. Deals 2d8 Poison damage and possibly Poisons the target. When Poisoned, the target suffers Disadvantage on Attack Rolls and Ability Checks.
2d8 Poison
Ward yourself or an ally against enemy attacks. Until the affected entity attacks or harms another creature, it cannot be targeted by enemy attacks. However, it can still take damage from spells that influence a large area.
Searing Smite
Your weapon flares with white-hot intensity. It deals an extra 1d6 Fire damage and marks the target with Searing Smite. A target with Searing Smite takes 1d6 Fire damage every turn, until it succeeds on a Constitution Saving Throw. If the spellcaster misses the initial Attack, the spell slot and Bonus Action are not consumed.
Shield of Faith
Surround a creature with a shimmering field of magic that increases its Armour Class by 2.
Put creatures up to a combined 24 hit points into a magical slumber. Sleeping creatures awaken if they take damege.
Speak with Animals
Gain the ability to comprehend and verbally communicate with beasts.
Tasha’s Hideous Laughter
Inflict a creature with fits of laughter, leaving it Prone without the ability to get up. At the end of its turn or when it takes damage, the creature can try to shake off the effect.
Thunderous Smite
Your weapon rings with thunder as you strike, pushing your target 3m away and possibly knocking it Prone. If the spellcaster misses the initial Attack, the spell slot and Bonus Action are not consumed.
2d6 Thunder
Thunderwave
Release a wave of thunderous force that pushes away all creatures and objects.
2d8 Thunder
Witch Bolt
Call forth a beam of crackling energy and link yourself to the target through an arc of lightning. Each turn, you can activate the arc to automatically deal an additional 1d12 Lightning Damage.
1d12 Lightning
Wrathful Smite
Your weapon absorbs your wrath as you strike, possibly Frightening your target. If the spellcaster misses the initial Attack, the spell slot and Bonus Action are not consumed.
1d6 Psychic
Level 2 Spells
Bolster your allies with toughness and resolve to heal and increase their hit point maximum.
Touch a willing creature to toughen its skin and increase its Amiour Class up to 16.
Magically blind an enemy creature.
Your body becomes blurred. Attackers have Disadvantage on Attack rolls against you. Doesn’t affect creatures that don’t rely on sight or that can see through illusions.
Branding Smite
Your weapon gleams with astral radiance as you strike and possibly marks your target with light, preventing it from turning Invisible. If the spellcaster misses the initial Attack, the spell slot and Bonus Action are not consumed. This spell will work with Ranged weaponry.
2d6 Radiant
Calm Emotions
Suppress strong emotions in an area, making all humanoids immune to being Charmed or Frightened.
Cloud of Daggers
Conjure a cloud of spinning daggers that lasts for 10 turns. Anyone inside the whirlwind takes 4d4 Slashing damage each turn.
4d4 Slashing
Crown of Madness
Instill madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it’s allied.
Create a cloud of magical darkness that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of the darkness.
Darkvision
Grant a creature the ability to see in the dark out to a range of 12m.
Detect Thoughts
Focus your mind to read the thoughts of certain creatures while talking to them.
Enhance Ability
Bestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability.
Enlarge/Reduce
Make a creature larger or smaller. This affects their weapon damage and Strength Checks and Saving Throws.This affects their weapon damage and Strength Checks and Saving Throws.
Flame Blade
Conjure a flaming scimitar in your hand that deals 3d6 Fire damage and sheds bright light in a 3m radius and dim light in a 6m radius. The blade can be unequipped and equipped again, but has to stay on the spellcaster’s person.
Flaming Sphere
Summon a flaming sphere that deals 2d6 Fire damage to nearby enemies and objects. It also sheds bright light in a 6m radius, and dim light for an additional 6m. On a successful save, enemy creatures still take half damage.
Heat Metal
Cause a metal weapon or armour to glow red-hot and force the creature touching it to let go or receive Disadvantage on Attack Rolls and Ability Checks. If the creature is only wearing metal armour, it always rcccivcs Disadvantage. If the creature is still touching the metal, you may use a bonus action on subsequent turns to deal another 2d8 Fire damage and force the creature to let go or receive Disadvantage.
Hold Person
Paralyse a humanoid creature, making it unable to move or act. At the end of each turns, the creature can try to free itself.
Invisibility
Touch a creature to turn it Invisible. The spells ends early if the creature attacks or casts a spell.
Lesser Restoration
Remove one disease or condition afflicting a creature.
Magic Weapon
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls.
Melf’s Acid Arrow
Shoot a green arrow that covers the target and the ground with acid. Deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of the target’s turn. If the spell misses, the target still takes half the initial damage.
Mirror Image
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. Whenever you successfully evade an attack, one of the duplicates disappears.
Misty Step
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Call down a silvery beam of pale light that deals 2d10 Radiant damage to any creatures that enters it or starts its turn in the light. You can use an action to move the beam 18m. On a successful save, targets still take half damage.
2d10 Radiant
Pass Without Trace
Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth checks.
Phantasmal Force
Flood a creature‘s mind with an illusion of the last thing that attacked it. Each turn, it takes 1d6 Psychic damage. Each time it takes damage from another source, the damage type of Phantasmal Force changes to that damage type.
Prayer of Healing
Heal all allies you can see within range 2d8 + Spellcasting Modifier hit points. Can only be used outside of combat. This spell has no effect on undead and constructs.
2d8 Healing
Protection from Poison
Touch a creature to grant it protection against poisonious influences. You neutralise all poisons affecting it, grant it Advantage on Saving Throws against being Poisoned, and grant it Resistance to Poison damage.
Ray of Enfeeblement
A beam of enervating energy springs from your fingers to weaken a foe. The target deals half damage with Weapon Attacks using Strength.
Scorching Ray
Hurl three rays of fire. Make a ranged spell attack for each ray. For each ray that hits, you deal 2d6 Fire damage. You can hurl the rays at one target or several.
Generate a painfully intense ringing noise that deals 3d8 Thunder damage to all nearby creatures and objects. Affected creatures made of inorganic material such as stone have disadvantage on their saving throws. On a successful save, creatures still take half damage.
3d8 Thunder
Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage.
Spike Growth
Shape a piece of ground into hard spikes. A creature walking on the spikes takes 2d4 Piercing damage for every 1.5m it moves. The spikes are difficult terrain, halving a creature’s Movement Speed.
2d4 Piercing
Cover an area in thick, flammable webbing that can Enweb creatures within. An ally can use its Help action to try and tear away the webs.
Level 3 Spells
Animate Dead
Animate a corpse to create an undead servant while not in combat. The target must be a medium or small corpse.
Beacon of Hope
Targets gain advantage on Wis. saving throws and death saving throws, and regain the maximum number of hp from healing.
Bestow Curse
Curse a creature with your touch.
Call Lightning
Call down lightning to hit all targets within range. Each turn, can call down lightning again without expending a spell slot.
3d10 Lightning
Counterspell
Interrupt a creature in the process of casting a spell, making it fail so it has no effect. The higher the level of the spell being cast, the harder it is to interrupt. you may always interrupt spells of 3rd level or lower.
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.
Project a phantasmal image so frightening it makes targets drop whatever they are holding and become Fearful. If the target ends their turn where they can’t see you, they can make another Saving Throw to shake off their fear.
Feign Death
Put an ally in a protective, magical coma deep enough to imitate death. The Ally becomes Resistant to all damage except psychic damage, and disease and poison no longer have any effect.
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity.
Bestow the ability to Fly upon yourself or an ally.
Gaseous Form
Transform yourself or an ally into a cloud of mist to avoid attacks. The target becomes Resistant to all damage, gains Advantage on Constitution, Dexterity, and Strength Saving Throws, and becomes tiny in size.
Glyph of Warding
Inscribe a circle of arcane glyphs on the ground that trigger a magical effect when stepped on by an enemy.
Target yourself or an ally to become Hastened. The creature has a +2 bonus to Armour Class, Advantage on Dexterity Saving Throws, its Movement Speed is doubled, and can take one additional Action per turn.
Hunger of Hadar
Create a sphere of cold blackness, teeming with unknown horrors. Creatures starting their turn in the take 2d6 Cold damage. Creatures ending their turn in the area possibly take 2d6 Acid damage. The area is Difficult Terrain and creatures within are Blinded.
Hypnotic Pattern
Create a twisting pattern of colours that Hypnotises all creatures within area that can see the pattern.
Mass Healing Word
Call out words of restoration to heal up to 6 creatures for 1d4 + Spellcasting Modifier hit points. No effect on undead and constructs.
1d4+3 Healing
Plant Growth
Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered.
Protection from Energy
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage.
Remove Curse
Touch a creature or object to remove all Curses affecting it.
Revive a companion. They return to life with 1 hit point. Can only target a companion character who is dead. The target of Revivify can be relocated within the spell’s are of effect.
Sleet Storm
Call forth a storm of sleet that douses fires, creates an ice surface, and disrupts the concentration of spellcasters.
Speak with Dead
Grant a semblance of life to a corpse, allowing it to answer questions. Skeleton and creatures killed with Acid, Fire, Lightning, Necrotic, or Radiant damage no longer have a mouth and can’t be made to talk using this spell.
Spirit Guardians
Call forth spirits to protect the area around you. Nearby enemies take 3d8 Radiant damage or 3d8 Necrotic damage per turn, and their Movement Speed is halved.
Stinking Cloud
Create a cloud of gas so nauseating it prevents creatures from taking Actions, if they fail a Constitution Saving Throw.
Vampiric Touch
Touch an enemy to syphon their life force. You regain half as many hit points as hit points as the damage they take. For 10 turns, you can use Vampiric Touch again without expending an additional spell slot.
3d6 Necrotic
Level 4 Spells
Banishment
Temporarily Banish your target to another plane of existence.
Plants are more susceptible to this spell: they roll with Disadvantage, and still take halfof all the damage ifthey succeed the roll.
8d8 Necrotic
Befiiddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip tums in the stupor.
Conjure Minor Elemental
Conjure a minor elemental to fight alongside you.
Conjure Minor Elemental: Azer
Conjure an azer from the Plane of Fire. It deals both Bludgeoning and Fire damage with its warhammer and can Overheat.
Conjure Minor Elemental: Ice Mephits
Conjure two ice mephits from the Elemental Chaos. They can Hurl and Exhale ice, and Explode when they die.
Conjure Minor Elemental: Mud Mephits
Conjure two mud mephits from the Elemental Chaos. They can Breathe Mud and Explode when they die.
Conjure Woodland Being
Conjure a dryad to fight alongside you. She can use Nature’s Step, Entangle enemies, and Summon a wood woad.
Death Ward
Protect a creature from death. The next time damage would reduce it to 0 hit points, it remains conscious with 1 hit point left.
Dimension Door
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium.
Dominate Beast
Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom Saving Throw against your domination.
Evard’s Black Tentacles
Tentacles sprout from the ground, turning the area into Difficult Terrain, attacking and Smothering creatures within.
Fire Shield
Wreathe your body in flames that shed light in a 10ft radius, provide Resistance to Fire or Cold damage, and retaliate against melee attacks.
Freedom of Movement
Snap an ally out of any Stun. Difficult Terrain can‘t slow them down, and they can’t be magically Paralysed or Restrained. If the target is Restrained by non-magical means, it can spend 5ft of movement to Free itself.
Grasping Vine
Summon a giant vine capable of dragging creatures toward itself.
Greater Invisibility
Turn a creature Invisible. Attacks against it have Disadvantage. It attacks with Advantage. Invisibility breaks when you fail increasingly harder Stealth Checks on attacking, casting spells or interacting with items.
Guardian of Faith
Call forth a divine guardian that attacks nearby enemies. Every time it deals damage, the guardian loses an equal amount of hit points.
Impel a storm ofhail and ice to crash from the sky, covering the ground and striking all objects and creatures within range.
Otiluke’s Resilient Sphere
Enclose a target in a sphere of shimmering force, reducing its movement speed by half, and blocking all incoming and outgoing damage.
Phantasmal Killer
Haunt a creature with illusions of its greatest fears. It takes 4~40 Psychic damage per turn, can no longer move, and will be easier to hit.
4d10 Psychic
Transform a creature into a harmless sheep. If the sheep’s hit points drop to 0, the target reverts to its original form with its original hit points.
Turn a creature’s flesh hard as stone. It takes only half the damage ofall non- magical Bludgeoning, Piercing, and Slashing damage.
Wall of Fire
Create a blazing wall of fire, burning anyone who dares stand too close.
Level 5 Spells
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
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.
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
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.
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
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.
Level 6 Spells
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
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
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.
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.
14d6 Necrotic
Heal a target’s wounds and remove Blindness and any diseases.
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.