These 5th-Level spells are great for Baldur’s Gate 3 and can’t be used wrong.
In Baldur’s Gate 3, progress stops at Level 12. In the D&D adaptation, spellcasters who hit this coveted level can later use stronger spells. While 6th-Level spells can definitely do a lot of damage to enemies and bosses in Baldur’s Gate 3, players might want to use Level 5 spells instead, which are cheaper but might have just as much power.
5th-Level spells still take up a lot of spell slots, but if they’re used correctly, they can have benefits that make the cost worth it for casters. When players need to save their 6th-level spells for future use in dangerous situations, 5th-level spells can be a good replacement for more strategic moves.
Table of Contents
ToggleSeeming (Illusion)
At certain points in Baldur’s Gate 3, places can become hostile to the player’s party right away, especially if they do something that can hurt their image in a chain reaction. Say players attack Dror Ragzlin in the Shattered Sanctum, all the Goblins inside and those in the Goblin Camp outside will turn against them.
Seeming should be able to help players get out of this sticky position, in theory. As soon as Seeming is cast, it can hide up to four members of the player’s adventure party as a more real being that foes can deal with. Also, party members who are masked can use other spells, like “Speak With Dead,” to help, especially if the dead person won’t talk to the person who killed them.
Planar Binding (Abjuration)
The majority of Baldur’s Gate 3 takes place in Faerun, but players may eventually go on adventures to otherworldly places that fit the setting of the Forgotten Realms game. And since spells like “Conjure Elemental” let animals have friends from other worlds, it’s not surprising that these beings will find their way to Faerun in some way.
Players can use Planar Binding to make an extraplanar being submit to their will instead of calling in that being to fight for them. Elementals, Feys, and Fiends are the only things this spell can hit, and it only works if they fail their Wisdom Save. But the fact that it lasts for 10 turns can make a losing fight interesting, especially if the beings being targeted are separate and not allies of an enemy caster.
Dominate Person (Enchantment)
A lot of the bosses in Baldur’s Gate 3 are humanoid, which makes them harder to beat because they have the same armor, weapons, and even spells that the player characters do. When the enemy is already down, Dominate Person can turn the tide of the fight, especially if the enemy has so little Wisdom that they can’t make a WIS Save against it.
Since Dominate Person is an Enchantment power, it doesn’t do a lot of damage. The target will fight for the player for 10 turns instead. The target only tries to WIS Save against the control when they get hit, which is hard for bosses with high AC and stats like Dexterity that help them avoid attacks.
Flame Strike (Evocation)
When it comes to attacks in Baldur’s Gate 3, nothing beats a strong AOE, and Flame Strike is one of the best 5th-Level Evocation skills. When this spell is cast, it calls up a shaft of fire that roars from the sky with the gods’ anger. Even though its targets need a DEX Save, it does 5d6 Fire Damage + 5d6 Radiant Damage, which is enough to kill most mobs in a small area and may weaken bosses.
Even though Flame Strike isn’t always the best Evocation spell for DPS, it is the most useful of its 5th-Level peers. Destructive Wave is an improvement to Thunderwave, but you still have to be willing to fight, while Cone of Cold only affects a much smaller area.
Curriculum Of Strategy: Artistry Of War (Evocation)
In Baldur’s Gate 3, having a Legendary item can give you access to strong attacks and boosts. For example, The Red Knight’s Final Stratagem looks like a book. Curriculum of Strategy: Artistry of War is a 5th-level evocation spell that can be cast from this red and gold book. It calls forth six ghostly planners who deal 18–78 Force Damage.
In the D&D game, players can learn other spells normally, but they can’t learn Artistry of War until they find the Final Strategem in Ramazith’s Tower. Its Force damage can make it a good attacking spell, especially since other 5th-Level spells of the same level don’t even come close in terms of DPS.
Dethrone (Necromancy)
Ramazith’s Tower is a great recreation of a classic wizard tower from D&D stories because it has a lot of useful items. This is the case with The Annals of Karsus, another Legendary Book that can be found in a room close to where the Final Stratagem is in Baldur’s Gate 3. After getting past traps and Silverhand, Evocation, and Silver Doors, players can find a key that opens the Karsus Vault and finds this book inside.
For your safety, this book only gives you access to a paper. This means that the Dethrone spell can only be used once. This is a 5th-Level Necromancy spell that does 38 to 80 Necrotic Damage. Even at its lowest level, this spell does a lot of damage compared to other 5th-Level Evocation spells that control large groups of people. Wizards, like Gale, can learn Dethrone forever thanks to the way their class works.
Hold Monster (Enchantment)
People who play Baldur’s Gate 3 sometimes face monsters instead of humans that are more dangerous. Because they have a lot of different skills and like to attack with more than one move, they are harder to beat, especially when bigger monsters start to fight. Hold Monster might be just what players need in these cases.
A enemy you choose must make a Wisdom Save or be paralyzed for up to 10 turns in order for the spell to work. Since Wisdom is often a dump stat, it shouldn’t be too hard to cast Hold Monster. The secondary effect of Hold Monster is very dangerous: enemies in melee range always score Critical Hits. This makes Hold Monster a quick way to kill boss monsters, especially when Astarion is on the team as a Rogue.
Conjure Elemental (Conjuration)
In RPGs like Baldur’s Gate 3, where a four-person party faces many enemies, having extra hands can help turn the tide against huge disadvantages. There are Familiars that can be summoned with spells like Find Familiar (1st-Level Conjuration), but they aren’t very good at heavy fighting because they only have a few skills. In this case, Conjure Elemental really shines because it lets spellcasters break through the barrier between the Planes and call an elemental to help them.
Elemental Familiars are stronger and deal more damage than most Familiars, so the extra 5th-Level cost was well worth it. Based on the spell slot used and the player’s needs at the time of casting, Conjure Elemental can turn any of the four elements into either an Elemental or a Myrmidon.
Telekinesis (Transmutation)
One of the most frustrating things about Baldur’s Gate 3 and even Spacebar Clicker is that players can change the environment to their liking, which lets them end battles quickly by using traps, surfaces, and cliffs to push their opponents off. Telekinesis lets players throw things, even living things, with just their thoughts.
When cast, Telekinesis is a 10-turn spell that lets players throw an item or a monster up to 18 meters away from where it was. Animals must pass on a Strength Save or be affected by this spell. The person casting it can throw the animal to a different area or even toward another animal. Players can cast Telekinesis once for a 5th-Level spell slot, and then they can cast it again once every turn for free for as long as the spell lasts.
Mass Cure Wounds (Evocation)
Later-level enemies in Baldur’s Gate 3 make battle harder, so spellcasters should not only worry about doing the most damage, but also about making sure their team can stay alive. Mass Cure Wounds is one of the best ways to heal in the game, and it’s part of the Evocation School. Most healing skills come from the Abjuration School.
Mass Cure Wounds is a different spell that “upcasts” regular Cure Wounds to attack more than one target, as the name suggests. Mass Cure Wounds can heal up to six creatures for 3d8 + 1d8 HP/level + the spell’s ability modifier when it’s used. Even though it costs a lot, Mass Cure Wounds can be used in an emergency, like when the chosen healer has used up all of their skills.