A Comprehensive Guide to Level 5 Spells in Baldur’s Gate 3
Are you ready to delve into the powerful world of Level 5 spells in Baldur’s Gate 3? These spells can turn the tide of battle and provide you with breathtaking abilities to overcome any challenge. In this guide, we will explore each Level 5 spell, its description, and how it can be utilized effectively. So, grab your spellbooks and let’s get started!
Cloudkill: Unleash the Poisonous Power
Craft a large cloud that inflicts 5-40 Poison damage per turn. The unique feature of this spell is that you can reposition the cloud every turn. Additionally, the cloud heavily obscures everything within it, providing you with a strategic advantage. The image below showcases the sheer power of this spell.
Cone of Cold: Embrace the Frosty Fury
Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands. This spell creates a cone-shaped burst of freezing energy, dealing significant damage to your foes. Embrace the power of the cold and freeze your enemies in their tracks.
Conjure Elemental: Summon the Forces of Nature
Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you. With Conjure Elemental, you can summon different elemental creatures, each with unique abilities:
- Air Elemental: Primordial Gales, Gushing Air, and Shocking attacks.
- Earth Elemental: Seismic Strike, Soil-Clogged Slam, and the ability to create sludgy mud surfaces.
- Fire Elemental: Smouldering Touch, Erupting Cinder, and the power to Burn your foes.
- Water Elemental: Winter’s Breath, Slam, and the ability to mete out cold punishment with its fists.
Contagion: Inflict Mysterious Afflictions
This spell allows you to poison a target and potentially afflict them with a chosen disease. Contagion offers various disease options, each with its own unique effects:
- Blinding Sickness: Disadvantage on Wisdom Checks and Saving Throws, and Blinded condition.
- Filth Fever: Disadvantage on Strength Checks, Saving Throws, and Attack Rolls that use Strength.
- Flesh Rot: Disadvantage on Charisma Checks and Vulnerability to all damage.
- Mindfire: Disadvantage on Intelligence Checks and Saving Throws, and Befuddled condition.
- Seizure: Disadvantage on Dexterity Checks, Saving Throws, and Attack Rolls.
- Slimy Doom: Disadvantage on Constitution Checks and Saving Throws, and Stunned condition.
Destructive Wave: Unleash Divine Thunder
Create a shockwave of either divine or malevolent thunder that damages nearby creatures and can knock them prone. With this spell, you can send a wave of destructive energy through your enemies, leaving them reeling.
Dispel Evil and Good: Ward off Malevolent Forces
Aberrations, celestials, elementals, fey, fiends, and undead have Disadvantage on Attack Rolls against you. Additionally, you can break enchantments that charm, frighten, or possess your allies. This spell provides powerful protection against evil forces and ensures the safety of your comrades.
Dominate Person: Forge Powerful Alliances
Make a humanoid fight alongside you, dominating their will. However, note that every time the dominated creature takes damage, it must make a Wisdom Saving Throw against your domination. Your allies cannot be dominated, ensuring that you maintain control over the battlefield.
Flame Strike: Divine Wrath Unleashed
Make a pillar of divine fire roar down from the heavens, immolating your enemies. This spell channels the wrath of affronted angels and deals devastating damage to those caught in its path.
Greater Restoration: Cleanse the Afflicted
Touch a creature and negate any charm, petrification, stun, or curse afflicting it. With Greater Restoration, you have the power to alleviate your allies’ suffering and restore them to their full potential.
Hold Monster: Paralyze Your Foes
Paralyze a creature, rendering it unable to move, act, or react. Attacks against the paralyzed creature within 3 meters are always critical hits. This spell can immobilize powerful enemies and give you an advantage in combat.
Insect Plague: Unleash a Swarm
Summon a swarm of locusts to attack everyone within range. The area affected becomes difficult terrain, hindering your enemies’ movement, and imposes disadvantage on perception checks. Unleash this plague and watch as your foes struggle to escape its relentless onslaught.
Mass Cure Wounds: Heal and Soothe
Unleash a soothing hum of energy that heals you and nearby allies. With Mass Cure Wounds, you can provide much-needed healing to your party, ensuring their continued resilience in battle.
Planar Binding: Forge an Otherworldly Bond
Target an otherworldly creature and attach its consciousness to your own. The creature becomes your ally and follows you into battle. Use this spell to gain powerful allies from different planes and enhance your chances of success.
Seeming: Conceal and Disguise
Disguise up to four members of your adventuring party. This spell allows you to change their appearances, making it easier to navigate dangerous situations without attracting attention.
Telekinesis: Control Objects with the Mind
Throw a creature or object up to 60 feet with a thought. Additionally, you can use Telekinesis again without expending a spell slot once per turn. The heavier the object you control, the more damage it can deal.
Wall of Stone: Create a Solid Defense
Raise a wall of non-magical, solid stone to protect yourself and your allies. This spell provides a sturdy barrier that can hinder enemy movement and protect you from harm.
With this comprehensive guide to Level 5 spells in Baldur’s Gate 3, you are now equipped with the knowledge to harness these incredible powers. Choose your spells wisely and conquer the challenges that lay before you!