This tier list is the ranking of Level 5 spells in Baldur's Gate 3, delving into each spell's utility, power, and limitations. The analysis shows spells for combat practicality, strategic value, and potential drawbacks, considering factors like area effect, damage output, and versatility. The final rankings, based on our personal gameplay experience and strategy, offer insights for optimizing spell choices, highlighting the diverse capabilities of each spell.
Tier | Spell Name | Short Description |
---|---|---|
D | Contagion | Inflicts disease on target. |
D | Dethrone | Removes target from power. |
D | Dispel Evil And Good | Dispels evil and good entities. |
D | Greater Restoration | Heals and removes afflictions. |
C | Insect Plague | Summons damaging insect swarm. |
C | Mass Cure Wounds | Heals multiple allies. |
B | Cloudkill | Creates poisonous gas cloud. |
B | Flame Strike | Calls down fire, area damage. |
B | Planar Binding | Binds creature to service. |
B | Wall Of Stone | Creates defensive stone wall. |
A | Banishing Smite | Banishes and damages target. |
A | Cone of Cold | Freezing blast, area damage. |
A | Seeming | Alters appearance of creatures. |
A | Telekinesis | Manipulates objects/creatures. |
S | Conjure Elemental | Summons elemental for aid. |
S | Curriculum Of Strategy: Artistry Of War | Enhances combat adaptability. |
S | Hold Monster | Paralyzes a creature. |
S | Sights Of The Seelie: Summon Deva | Summons celestial being. |
Banishing Smite (Tier A)
Banishing Smite | Details |
---|---|
Level | Level 5 |
School | Abjuration |
Damage | 5~50 Damage (5d10 Force) |
Range | Weapon Range |
Casting Time | Action + Bonus Action |
Concentration | Yes |
Saving Throw | No |
Classes | Bard (Magical Secrets) at Level 10 |
Banishing Smite, a powerful spell, banishes a target under 50 HP to another plane. It deals additional force damage, making it highly effective in combat. This spell is particularly useful for removing key enemies from the battlefield, significantly altering the dynamics of a fight. Its ability to deal extra damage while controlling enemy positioning makes it a valuable asset in a player's arsenal.
Cloudkill (Tier B)
Cloudkill | Details |
---|---|
Level | Level 5 |
School | Conjuration |
Damage | 5~40 Damage (5d8 Poison) |
Duration | 1 turn |
Range | 18m |
Concentration | Yes |
Casting Time | Action |
Classes | Sorcerer, Wizard, Circle of the Spores, Circle of the Land: Swamp, Underdark |
Cloudkill creates a poisonous gas cloud, causing damage over time to those within its area. This spell excels in area control and dealing sustained damage to multiple enemies. It's especially effective in confined spaces or against groups, gradually weakening foes. However, its impact is less pronounced in open areas or against enemies with high poison resistance, limiting its versatility.
Cone of Cold (Tier A)
Cone of Cold | Details |
---|---|
Level | Level 5 |
School | Evocation |
Damage | 8~64 Damage (8d8 Cold) |
Range | 9m |
Casting Time | Action |
Classes | Sorcerer, Wizard, Arctic (Circle of the Land Druid) |
Cone of Cold emits a freezing blast in a cone shape, dealing damage and potentially freezing enemies. This spell is notable for its area effect and ability to impact multiple targets simultaneously. It's particularly useful for controlling the battlefield and hindering enemy movement. The freezing effect adds an extra layer of utility, making it a strong choice for crowd control.
Conjure Elemental (Tier S)
Conjure Elemental | Details |
---|---|
Level | Level 5 |
School | Conjuration |
Range | 18m |
Casting Time | Action |
Classes | Druid, Circle of the Coast, Wizard, Warlock (Invocation), Bard (Magical Secrets at level 10) |
Conjure Elemental summons an elemental to aid in battle, offering significant tactical advantages. The elemental can engage enemies, distract them, or block paths. This spell's versatility lies in the variety of elementals available, each with unique abilities and resistances. It's a strategic choice for diversifying combat options and creating additional pressure on the battlefield.
Contagion (Tier D)
Contagion | Details |
---|---|
Level | Level 5 |
School | Necromancy |
Casting Time | Action |
Range | Melee |
Concentration | No |
Classes | Cleric, Circle of the Spores (Druid Subclass), Druid |
Contagion inflicts a disease on the target with various effects, depending on the chosen illness. While it offers a range of potential debuffs, its impact is often delayed, reducing immediate effectiveness. This spell is more situational, requiring strategic planning to maximize its potential. It can be pivotal in long battles or against specific types of enemies.
Curriculum Of Strategy: Artistry Of War (Tier S)
Curriculum of Strategy: Artistry of War | Details |
---|---|
Level | Level 5 |
School | Evocation |
Damage | 18~78 Damage (12d6+6 Force) |
Range | 18m |
Casting Time | Action |
Classes | Can be learned from the scroll in Sorcerous Vault |
Curriculum Of Strategy: Artistry Of War is a unique spell with limited availability but significant strategic utility. It offers a range of tactical options, enhancing a player's ability to adapt to various combat situations. This spell's strength lies in its versatility and the creative potential it unlocks, allowing for innovative approaches to battles.
Dethrone (Tier D)
Dethrone | Details |
---|---|
Level | Level 5 |
School | Necromancy |
Damage | 30~80 Damage (10d6+20 Necrotic) |
Range | 30m |
Casting Time | Action |
Concentration | No |
Classes | Can be learned by a wizard using the Scroll of Dethrone in the Karsus section of the Sorcerous Vault |
Dethrone is a specialized spell designed to remove a target from power. Its specific use case limits its general applicability but makes it highly effective in certain scenarios. The spell is ideal for missions or battles where the objective is to depose a particular enemy, offering a direct and efficient solution.
Dispel Evil And Good (Tier D)
Dethrone | Details |
---|---|
Level | Level 5 |
School | Necromancy |
Damage | 30~80 Damage (10d6+20 Necrotic) |
Range | 30m |
Casting Time | Action |
Concentration | No |
Classes | Can be learned by a wizard using the Scroll of Dethrone in the Karsus section of the Sorcerous Vault |
Dispel Evil And Good is a protective spell that dispels evil and good entities. Its utility is primarily defensive, offering a way to counteract specific types of enemies or effects. While not universally applicable, it shines in encounters against celestial, elemental, fey, fiendish, or undead adversaries, providing a significant advantage in these situations.
Flame Strike (Tier B)
Flame Strike | Details |
---|---|
Level | Level 5 |
School | Evocation |
Damage | 10~60 Damage (5d6 Fire + 5d6 Radiant) |
Range | 18m |
Casting Time | Action |
Saving Throw | DEX Save (half damage on successful save) |
Classes | Cleric, The Fiend (Warlock) |
Flame Strike calls down a column of fire, dealing area damage. This spell is effective for targeting groups of enemies or delivering significant damage to a single target. Its area effect and high damage output make it a valuable choice for dealing with clustered foes or as a powerful offensive option in a player's spell repertoire.
Greater Restoration (Tier D)
Greater Restoration | Details |
---|---|
Level | Level 5 |
School | Abjuration |
Casting Time | Action |
Range | Melee |
Concentration | No |
Classes | Bard, Cleric, Druid, Celestial |
Greater Restoration heals and restores, removing various afflictions. This spell is crucial for countering debilitating effects like petrification, curses, or significant damage. While not directly offensive, its ability to sustain and recover allies makes it an essential tool in maintaining a party's combat effectiveness, especially in prolonged or challenging encounters.
Hold Monster (Tier S)
Hold Monster | Details |
---|---|
Level | Level 5 |
School | Enchantment |
Duration | 10 turns |
Range | 18m |
Concentration | Yes |
Casting Time | Action |
Classes | Bard, Sorcerer, Warlock, Wizard, War Domain |
Hold Monster paralyzes a creature for the duration of the spell, rendering them unable to act. This control effect is extremely powerful, allowing players to neutralize key threats or take enemies out of the fight temporarily. Its effectiveness in disabling powerful foes or turning the tide of battle makes it a top-tier choice for strategic control.
Insect Plague (Tier C)
Insect Plague | Details |
---|---|
Level | Level 5 |
School | Conjuration |
Damage | 4~40 Damage (4d10 Piercing) |
Duration | 10 turns |
Range | 18m |
Concentration | Yes |
Casting Time | Action |
Classes | Cleric, Druid, Sorcerer |
Insect Plague summons a swarm of insects, causing area damage and control. This spell is effective for disrupting enemy formations and dealing sustained damage over time. Its area of effect and the disorienting nature of the swarm make it useful for controlling the battlefield, although its impact can be mitigated by enemies with high resistances or mobility.
Mass Cure Wounds (Tier C)
Mass Cure Wounds | Details |
---|---|
Level | Level 5 |
School | Evocation |
Healing | 3~24 Healing (3d8+WIS/CHA) |
Effect | Heals you and nearby allies, no effect on undead and constructs. |
Range | 18m |
Casting Time | Action |
Concentration | No |
Classes | Bard, Cleric, Life Domain, Druid, Solidarity Domain |
Mass Cure Wounds heals multiple allies within its area, making it a vital spell for sustaining a party during combat. Its ability to heal several targets simultaneously offers significant tactical advantages, especially in situations where multiple party members are injured. This spell is a key component in maintaining a team's longevity and resilience in battle.
Planar Binding (Tier B)
Planar Binding | Details |
---|---|
Level | Level 5 |
School | Abjuration |
Duration | 10 turns |
Range | 18m |
Concentration | Yes |
Casting Time | Action |
Classes | Bard, Cleric, Druid, Wizard |
Planar Binding binds a creature to service, offering unique strategic opportunities. This spell allows players to turn enemies into allies, adding their strengths to the party's arsenal. Its effectiveness depends on the creature bound and the situation, making it a versatile tool for creative problem-solving and enhancing combat capabilities.
Seeming (Tier A)
Seeming | Details |
---|---|
Level | Level 5 |
School | Illusion |
Effect | Disguises up to 4 members of your adventuring party |
Range | 18m |
Casting Time | Action |
Classes | Bard, Sorcerer, Archfey, Wizard |
Seeming alters the appearance of any number of creatures, providing significant utility both in and out of combat. This spell excels in deception, infiltration, and disguise, opening up a range of tactical and role-playing possibilities. Its non-combat applications are particularly valuable, allowing for creative solutions to various challenges.
Sights Of The Seelie: Summon Deva (Tier S)
Sights of the Seelie: Summon Deva | Details |
---|---|
Level | Level 5 |
School | Conjuration |
Casting Time | Action + Level 5 Spell Slot |
Range | 18m / 60ft |
Classes | Can be learned by a Wizard scribing it from a Scroll of Bestial Communion, found in the Sorcerous Vault |
Sights Of The Seelie: Summon Deva brings a powerful celestial being to aid in battle. The summoned deva offers formidable combat abilities and can significantly impact the course of a fight. This spell is a strategic choice for enhancing a party's offensive and defensive capabilities, providing a powerful ally with diverse skills.
Telekinesis (Tier A)
Telekinesis | Details |
---|---|
Level | Level 5 |
School | Transmutation |
Effect | Throw a creature or object up to 18m. Can be used once per turn without expending a spell slot. Heavier items deal more damage. |
Duration | 10 turns |
Range | 18m |
Saving Throw | STR Save |
Concentration | Yes |
Casting Time | Action |
Classes | Sorcerer, Wizard, The Great Old One |
Telekinesis allows for the manipulation of objects or creatures with the mind. This spell offers immense utility, enabling players to move, disarm, or impede enemies. Its versatility extends beyond combat, allowing for creative problem-solving in various situations. The control it provides over the environment and enemies makes it a valuable addition to any spellcaster's repertoire.
Wall Of Stone (Tier B)
Wall of Stone | Details |
---|---|
Level | Level 5 |
School | Evocation |
Effect | Raises a wall of non-magical, solid stone |
Range | 18m |
Casting Time | Action |
Concentration | Yes |
Classes | Druid, Circle of the Desert, Circle of the Mountain, Sorcerer, Wizard |
Wall Of Stone creates a stone wall, which can be used for defense or control. This spell excels in shaping the battlefield, blocking enemy movements, or creating barriers for protection. Its strategic value lies in its ability to alter the terrain to the caster's advantage, providing both defensive and offensive opportunities.
More Baldur's Gate 3:
- Balthazar's Loot Drops
- Max Level Cap Explained
- Save Karlach in Baldur's Gate 3
- Isobel's Fate
- Karmic Dice Explained