Highlights

  • Level 4 spells in Baldur's Gate 3 provide strategic advantages without overwhelming firepower like higher-level spells.
  • Middle ground spells like Blight, Freedom of Movement, and Dominate Beast offer specific benefits for players in challenging fights.
  • Using spells like Stoneskin, Death Ward, and Conjure Woodland Being can enhance defense, survivability, and ally support in combat.

While spells in Baldur’s Gate 3 gameplay go all the way up to 6th-Level, their sheer firepower may feel a bit overkill when used haphazardly in the D&D adaptation. However, measly Cantrips and 1st-level spells do seem tame in comparison to the effects of the most powerful Baldur's Gate 3 spells. Spellcasters looking for a decent middle ground may want to consider Level 4 spells, which are at a rank close to 6th-Level spells but have reasonable effects for their cost.

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When cast, most 4th-level spells can create effects that don’t necessarily break combat but instead give players a more specific edge. They don’t immediately deal wanton devastation on the battlefield, but instead facilitate strategies that secure the advantage for players, especially in challenging fights that demand more tactical prowess.

Updated April 15, 2024 by Rhenn Taguiam: As Baldur’s Gate 3 makes waves yet again by winning Game of the Year at the 2024 BAFTA Awards, fans and newcomers to the popular RPG may be interested in doing yet another playthrough of the D&D adaptation. And while Spellcasters are a popular choice among players who want to dabble in crazy antics, higher-level play means players have to be more careful with managing their resources.

With Level 4 Spells being past the halfway point across leveled Spells, fans may be interested in figuring out just which of these abilities fit their arsenal best. Among recommended Level 4 Spells for players may also include different forms of unleashing deadly magic on foes, guaranteeing that an ally can move despite restraints, the ability to pacify a beast, and a sphere that encases a target for better or for worse.

19 Blight (Necromancy)

Debilitate An Enemy With Necrotic Damage

Blight

Casting Time

1 Action

Range

9m

Requires Concentration

No

Saving Throw

CON

At first glance, Blight seems like a particularly specific 4th-Level Spell given its maximum damage against plants and plant life. Such is the anti-plant nature of this Spell that targeting plants imposes Disadvantage on its CON Save, while not having any effects against Undead and Constructs. This oddly specific nature of the Spell might imply that it’s situational, but this isn’t necessarily the case.

At its core, Blight can deal as much as 8d8 Necrotic Damage to those who fail its CON Save in Baldur’s Gate 3 gameplay, and half as much damage to those who succeed. This is still up to 4d8 Necrotic Damage to most targets who can win its CON Save, which might still be enough to eliminate minions and sub-bosses when timed correctly.

18 Freedom Of Movement (Abjuration)

Guarantee Movement For Allies

Freedom of Movement

Casting Time

1 Action

Range

Melee

Requires Concentration

No

Saving Throw

None

In perilous situations, even a Spell like Freedom of Movement that forces an ally to move can be integral to the party’s overall survival. When activated, a target ally immediately snaps out of crowd control effects. This is a particular deterrent against Stun effects, effective resistances against Restrained and Paralyzed effects, and even disable the hindrances of Difficult Terrain.

When used on an ally under the effect of non-magical restraint, the ally can even get 1.5m worth of free movement solely to free themselves. Despite the mundane nature of this Spell, Freedom of Movement is a guarantee that an ally can move within their limits without any hindrances - something useful when push comes to shove.

17 Dominate Beast (Enchantment)

Create An Instant Ally

Dominate Beast

Casting Time

1 Action

Range

18m

Requires Concentration

Yes

Saving Throw

WIS Save

Considering how Baldur’s Gate 3 combat often pits players against an overwhelming number of opponents, Dominate Beast can turn the tide when a beast is within the enemy ranks. With this Spell, a Spellcaster can force a beast to fight on the player’s behalf. It’s only when the beast takes damage that it makes a Wisdom Save against the player’s control.

While the Wisdom Save adds an element of risk for the beast, especially when they’re positioned close to allies, debuffs could ensure they consistently fail their Saves. The commonality of beasts throughout the game world can also incentivize using Dominate Beast more strategically, as beasts often have lower WIS scores compared to humanoids.

16 Otiluk’s Resilient Sphere (Evocation)

Slow A Target And Block All Damage

Otiluke's Resilient Sphere

Casting Time

1 Action

Range

9m

Requires Concentration

Yes

Saving Throw

DEX Save

Sometimes, a player may simply need a Spell to cast to stop someone from either taking or dishing out damage. This is where Otiluk’s Resilient Sphere comes in, a 4th-Level Evocation Spell designed to slow down a target by halving their speed in half and stopping all damage from going to them or getting out of them.

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This shimmering sphere essentially becomes an emergency save for allies or a debilitating effect on powerful enemies. The 3-turn timer for the Resilient Sphere could be enough for allies to recover and prepare their counterattack, especially if a boss is inside the Sphere. An ally inside it could also use this time to recover or even partially retreat.

15 Ice Storm (Evocation)

Maximize Chilling Hell With Wet Interactions

The Ice Storm spell in the inventory screen in Baldur's Gate 3

Casting Time:

1 Action

Range:

6m, 18m

Requires Concentration:

No

Saving Throw:

DEX Save

Wet is one of the easiest interactions to trigger in Baldur’s Gate 3 combat, especially when players position targets close to sources of water and rain-chilling hell with Ice Storm (4th-Level Evocation). When activated, Ice Storm sends a rain of icicles falling from the sky, striking all creatures and objects within the range of its 6-meter radius and from 18 meters away.

While enemies who can pull off a DEX Save can take half of the original 2d8 Bludgeoning + 4d6 Cold Damage computation, an ally who can cast a convenient Bane (1st-Level Enchantment) on an opponent can force them to tank the Ice Storm’s attack. Not to mention, splashing water on an opponent to get them Wet will make them vulnerable to Ice Storm’s Cold Damage.

14 Wall Of Fire (Evocation)

Split The Battlefield With A Fire Barrier

Wall of Fire Baldur's Gate 3

Casting Time:

1 Action

Range:

18m

Requires Concentration:

Yes

Saving Throw:

DEX Save

Should fans of Dungeons & Dragons want to skip the Fireball (3rd-Level Evocation) in place of something more visually intense, then Wall of Fire (4th-Evocation) could get the job done with some environmental alterations. When cast, Wall of Fire creates an aforementioned blazing wall that forces everyone close to it to pull off a DEX Save or risk-taking 5d8 Fire Damage.

While enemies can theoretically attempt to brave the Wall of Fire’s heat, the Spell can be an efficient environmental deterrent for players who need a quick break to recover, regroup, or retreat. Moreover, the right positioning of other flammables such as barrels can deal more damage to surrounding foes simply by being triggered upon hitting the Wall of Fire.

13 Guardian Of Faith (Conjuration)

Summon A Stationary Bodyguard

Guardian of Faith in Baldur's Gate 3

Casting Time:

1 Action

Range:

9m

Requires Concentration:

No

Saving Throw:

-

Given how much of Baldur’s Gate 3 combat pits players against foes more than their four-person team, a Spell that creates a temporary ally like the Guardian of Faith (4th-Level Conjuration) gives the team a much-needed damage sponge. Upon casting, the Guardian of Faith summons the aforementioned being that has 60 Hit Points.

Given the Guardian’s stationary nature, proper positioning with the Spell’s 9-meter radius is paramount, encouraging players to put the being directly in the line of fire of opponents. Whenever an enemy comes close to the Guardian’s range, it hits them with an attack. The Guardian loses Hit Points as it damages foes and disappears as soon as it uses all of its health.

12 Evard’s Black Tentacles (Conjuration)

Slow Down Enemies With Tentacle Terrain

Evard's Black Tentacles in Baldur's Gate 3

Casting Time:

1 Action

Range:

18m, 6m radius

Requires Concentration:

Yes

Saving Throw:

WIS Save

Considered as more or less the sibling of Hunger of Hadar (3rd-Level Conjuration) for Spellcasters in the Dungeons & Dragons game, Evard’s Black Tentacles (4th-Level Conjuration) is a terrain-altering Spell that can give players much-needed breathing room in dangerous situations. When cast, players can choose a 6-meter area within 18 meters that becomes Difficult Terrain, sprouting tentacles that attack creatures within it.

Unless creatures pull off an STR Save inside Evard’s Black Tentacles, they receive 3d6 Bludgeoning Damage. While this damage is by no means lethal for most opponents, this should be enough to slightly deter an advancing group of melee fighters that are targeting some of the party’s non-physical combatants.

11 Stoneskin (Abjuration)

Boost Natural Defenses

Stoneskin in Baldur's Gate 3

Casting Time:

1 Action

Range:

Melee

Requires Concentration:

Yes

Saving Throw:

No

Despite many spells in Baldur’s Gate 3 being capable of eliminating characters in just a few uses, most other characters will likely resort to traditional melee attacks to deal damage. And for spellcasters who can’t pack a high-enough Armor Class, they don’t always have to leave their fate to a low damage roll.

Thanks to Stoneskin, players who don't have access to AC can compensate by penalizing actual damage numbers. When cast, Stoneskin transforms its target’s flesh to make it hard as stone. In the game, this halves all incoming Bludgeoning, Piercing, and Slashing damage from all non-magical sources until a Long Rest. While some creatures can still roll high damage output, the auto-half effect can still extend the caster’s lifespan.

10 Death Ward (Abjuration)

Avoid The Icy Embrace Of The Grim Reaper

Death Ward in Baldur's Gate 3

Casting Time:

1 Action

Range:

1.5m

Requires Concentration:

No

Saving Throw:

None

Death can be one of the most inconvenient things a player can face in their Baldur’s Gate 3 experience, especially since aiding a knocked-down ally can cost valuable time that could be used to defeat opponents. Thanks to Death Ward (Abjuration), an ally in need may not need immediate aid. When activated, the target will restore themselves to 1 HP as soon as they hit 0 HP, practically giving them a one-time second chance in life.

However, despite Death Ward’s efficiency, players may still find the occasional Help and healing spell more effective in aiding a downed ally. Even if said character dies, players with access to Death Ward likely have access to the much-cheaper Revivify (3rd-Level Necromancy), making Death Ward more of a last resort than an immediate support spell.

9 Conjure Minor Elemental (Conjuration)

Capitalize On Elements With Summons

Conjure Minor Elemental in Baldur's Gate 3

Casting Time:

1 Action

Range:

18m

Requires Concentration:

No

Saving Throw:

No

With players only having access to four party members in their Baldur’s Gate 3 gameplay, allies such as Familiars can give gamers an unprecedented advantage. And while the early game gives players access to Find Familiar (1st-Level Conjuration) and Spiritual Weapon (2nd-Level Divination), their limited HP and combat abilities make them a little unreliable for extended encounters.

This is where Conjure Minor Elemental comes in. The 4th-level Conjuration spell might be costly at first glance. However, the boosted HP and more diverse attack options of Minor Elementals serve as a middle-ground before players duke it out with stronger but costlier 5th-level to 6th-level Familiars.

8 Confusion (Enchantment)

Break Through Enemy Lines While Avoiding Attacks

Confusion Spell in Baldur's Gate 3

Casting Time:

1 Action

Range:

18m

Requires Concentration:

Yes

Saving Throw:

WIS Save

Fans of games within the Pokemon franchise know that Confusion can be pretty annoying, especially since it can make Pokemon hit themselves or skip turns. A similar effect is achieved by Confusion, only this time, the Baldur’s Gate 3 spell affects multiple opponents. When used, opponents within a cluster who fail their WIS Save will be magically charmed to be utterly confused about their current situation.

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This magical befuddlement will force these targets to wander the battlefield for three turns. During this spell, targets can attack creatures randomly or even skip their turns entirely. When used against a mob or even a boss, Confusion can give players much room to retreat or reposition.

7 Banishment (Abjuration)

Send Pesky Enemies Away For A While

Banishment in Baldur's Gate 3

Casting Time:

1 Action

Range:

18m

Requires Concentration:

Yes

Saving Throw:

CHA Save

Players fighting a tough enemy in Baldur’s Gate 3 combat know how much of a relief it could be to just get that boss-level foe out of the way so the rest of the party can eliminate surrounding mobs in the area first. This effect is something that Banishment accommodates, wherein a target that fails a CHA Save will be temporarily Banished to another plane of existence.

This Banishment is a two-turn effect, which can last the entire duration for as long as the caster maintains Concentration. Despite its short duration, Banishment can give the party more than enough time to clear or even deal significant damage to mobs, making them more than ready to take care of the boss upon their return.

6 Conjure Woodland Being (Conjuration)

Summon A Potent Dryad For Backup

Conjure Woodland Being in Baldur's Gate 3

Casting Time:

1 Action

Range:

18m

Requires Concentration:

No

Saving Throw:

No

Building upon the premise of the Guardian of Faith’s benefit as an extra party member, Conjure Woodland Being (4th-Level Conjuration) upgrades the toolkit of a summoned creature with its benefits. Upon activation, Conjure Woodland Beings summons a Dryad to help the player's party, possessing Nature’s Step and abilities to Entangle foes and Summon their own Wood Toad.

Unlike the Divine Guardian, the Dryad herself has a full slate of Actions to use for the party’s benefit. She can deal 3d6 + STR Mod (Twisted Oak Crook) or 4d8 + Spellcasting Ability (Strengthened Shillelagh) Bludgeoning Damage with a chance to slow down foes (Grasp of the Forest). She can also transform the ground into spikes that halve movement and deal 2d4 Piercing (Spike Growth), summon a Wood Toad ally (Fallen Lover), and ensure they and other allies have Resistance to Poison and Immunity to being Restrained, Paralyzed, and burdened by Difficult Terrain (Nature’s Step).

5 Phantasmal Killer (Illusion)

Guarantee Faraway Frights To Stop Foes

Phantasmal Killer in Baldur's Gate 3

Casting Time:

Action

Range:

18m

Requires Concentration:

Yes

Saving Throw:

Wisdom

When it comes to powerful spells in Baldur’s Gate 3, fans may prefer straightforward damaging attacks. Such is the case of Phantasmal Killer, a 4th-Level Illusion spell that gets straight to the point. Casting this will force enemies to make a Wisdom Save, the failing of which will Frighten enemies. Not only that, a target affected by Phantasmal Killer takes 4d10 Psychic Damage on each of their turns.

Being Frightened enough can become quite an inconvenient condition, as this holds the risk of the affected targets not acting during their turn. Moreover, Phantasmal Killer requiring a WIS Save, arguably one of the dump stats in D&D, can make it quite the effective spell against most targets.

4 Fire Shield (Evocation)

Secure Defenses Against Fire

Fire Shield in Baldur's Gate 3

Casting Time:

1 Action

Range:

3m

Requires Concentration:

No

Saving Throw:

None

Sometimes, the best combat spells in D&D are guaranteed hits. This is why Magic Missile is such a popular Wizard spell, as its rather weak damage is compensated by the fact that its attacks never miss their targets. The Fire Shield boasts a similar benefit as a 4th-level spell, this time targeting the caster instead of an enemy.

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When cast, the spellcaster gains Resistance to Cold or Fire damage, essentially halving all damage from these sources. However, its more useful effect is its 10-turn reflection aura. Whenever an enemy hits a caster with Fire Shield, the shield immediately retaliates with 2d8 Fire damage. What makes Fire Shield such a nifty shield is that its retaliatory attacks against any number of viable opponents don’t cost Reactions, leaving the caster with room to make Opportunity Attacks on opponents who try to disengage.

3 Dimension Door (Conjuration)

Get Access To Quick Teleportation

Using Dimension Door Spell in Baldur's Gate 3

Casting Time:

1 Action

Range:

Melee

Requires Concentration:

No

Saving Throw:

None

In a tactical RPG like Baldur’s Gate 3, access to mobility options can spell the difference between an easy and a difficult combat encounter. After all, characters become more reliable when players know they can get in and out of sticky situations, with glass cannons like spellcasters being more efficient with Dimension Door.

Unlike lower-level spells such as Misty Step, Dimension Door has the advantage of a spellcaster bringing an adjacent ally with them for the ride. Also, the spell lets them teleport to a location they can see, meaning that only cover hinders Dimension Door’s teleporting capacity. This nifty mobility spell allows players to retreat with an ally or reposition much more easily with them.

2 Greater Invisibility (Illusion)

Facilitate Sneak Attacks Much Faster

Greater Invisibility in Baldur's Gate 3

Casting Time:

1 Action

Range:

Melee

Requires Concentration:

Yes

Saving Throw:

None

Invisibility can become a game-changer in Baldur’s Gate 3 playthroughs for players who know how to use the status effect, especially since attacking with this condition immediately grants Advantage to the roll. While ordinary Invisibility will stop this condition as soon as players make an attack or an item interaction, Greater Invisibility doesn’t cease that easily.

When used, Greater Invisibility gives a creature Advantage over its attacks and Disadvantage to attacks against it. However, when a creature under Greater Invisibility makes an attack, it makes a Stealth Check to see if it stays invisible. This starts at DC 15 and gets a +1 difficulty whenever this condition is triggered. With buffs such as Pass Without Trace (+10 to Stealth Checks), Greater Invisibility can make Rogues such as Astarion extremely efficient in combat.

1 Polymorph (Transmutation)

Transform Enemies Into Useless Critters

Polymorph in Baldur's Gate 3

Casting Time:

1 Action

Range:

18m

Requires Concentration:

Yes

Saving Throw:

WIS Save

Players enjoying their Baldur’s Gate 3 gameplay who played their fair share of Dungeons & Dragons know not all conflicts should be resolved with traditional combat. And even if players have to face enemies in a fight, it doesn’t mean they have to go toe-to-toe with an all-powerful boss. After all, if a Baldur’s Gate 3 player has access to Polymorph, why should they be afraid of a boss who became a sheep?

With Polymorph, a target has to fail a Wisdom Save to risk becoming a sheep. This is similar to the Chicken Claw skill in Divinity: Original Sin 2, which can transform even the strongest of bosses into a chicken if their stats are low enough. When it comes to efficient 4th-level spells, Polymorph is by far one of the most overkill to use, especially if players dish out enough debuffs to their target.

baldurs-gate-3-cover
Baldur's Gate 3

Platform(s)
PC , macOS , PS5 , Xbox Series X
Released
August 3, 2023
Developer(s)
Larian Studios
Genre(s)
RPG