Summary

Among the available spells inBaldur’s Gate 3are Level 6 Spells that serve as the pinnacle of the Magic Schools they represent. In the world ofD&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.

InBaldur’s Gate 3gameplay, 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 theD&Dadaptation 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.

Shadow Lantern Wraith

Updated on May 23, 2025 by Rhenn Taguiam:With Hotfix #29 giving console-only players better mod stability and a 100-mod limit to their installations, fans ofBaldur’s Gate 3should 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.

18m

Air Myrmidon

Saving Throw

None

When players acquire the Shadow Lantern throughout the events of Act 2, players can use it tosummon 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.

Water Myrmidon

When players upcast Conjure Elemental, they can upgrade their Air Elemental intoConjure 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.

Animate Dead - Ghoul Pack

Upcasting theConjure Elemental Spellcan give them access to more potent versions of elementals, with the water-themed variant being the more ferociousConjure Elemental: Water Myrmidonthat 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.

Arcane Gate

3m

-

Signed Trade Visa

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 beAnimated 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.

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.

Flesh to Stone

While Dimension Door allowsplayers ofBaldur’s Gate 3to gain access to an area within their field of vision,Arcane Gatemixes 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.

Blade Barrier

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.

CON

While similar in name to its fellow Transmutation Spell Flesh to Stone, theFlesh to Goldvariant 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.

Circle Of Death

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.

It’s one thing to incapacitate an opponent to stop them fromfighting inBaldur’s Gate 3’scombat, andFlesh to Stoneproves 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.

Eyebite in Baldur’s Gate 3

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.

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 whatBlade Barrierdoes to an area. When cast inaBaldur’s Gate 3session, 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 inBaldur’s Gate 3due 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.

CON Save

Players who want to add that extra tinge of darkness to their Spells could go forCircle of Deathfor 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.

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 ofCircle of Deathis 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.

Saving Throw:

WIS Save

When a spellcaster castsEyebiteinBaldur’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). Whatmakes Eyebite especially deadlyis 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.