Here’s a list of all the Level 4 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

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

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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 may 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.

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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

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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.

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Wall of Fire

Create a blazing wall of fire, burning anyone who dares stand too close.

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