Summary
Fans ofDungeons & Dragonswho playBaldur’s Gate 3may be eager to create a Wizard and have them use 3rd Level Fireball to wreak absolute havoc on enemies. This preference for the spell is a common meme inD&Dcircles, where it remains one of the more practical AOE spells to use due to its sheer damage output. However, those who play throughBaldur’s Gate 3may soon realize that spells beyond Fireball can help manipulate the battle to the player’s favor.
InBaldur’s Gate 3,where players get into combat encounters all the time, they don’t have immediate access to Fireball as an AOE finisher. Thankfully, the game offers a slate of other go-to AOE spells that players can use not just for damage but for utility purposes as well.

Updated on July 11, 2025 by Rhenn Taguiam:With Baldur’s Gate 3 once again earning accolades for its remarkable gameplay at the 2024 BAFTA Awards, fans and newcomers to the acclaimed RPG may be interested in just how its turn-based mechanics can transform gameplay sessions into fun moments. Funny enough, a lot of the shenanigans in Baldur’s Gate 3 come as a result of tinkering with Spells - and for players who want to wreak as much havoc as possible, these are often in the form of AOE Spells that can affect many targets at once. When it comes to AOE Spells that aren’t immediately the burning heat of Fireball, players may want to consider the other AOE spells on this list, including those written in for its latest update, which include various ways of raining hellish or divine fire onto opponents, a deployable nuke, or even a massive blast of energy.
18m

Saving Throw
CON
Compared to most other higher-level SpellsinBaldur’s Gate 3,Sunbeam(6th-Level Evocation)can become one of the most powerful due to its insane 6d8 Radiant Damage opportunity. Even if targets succeed its required CON Save and take half damage, the halfway maximum of 32 Damage can still eliminate most mobs in a single hit.
What makes Sunbeam especially interesting to use is the overall nature of its casting. When cast, Sunbeam releases a pillar of light that Blinds all creatures in its path on top of its damage. The Spell itself lasts for 10 turns, constantly damaging and inflicting Blind on anyone remotely attempting to pass it. In turn, Sunbeam can become quite a nifty Spell to position in tunnels and tight spaces, ensuring players have a means to escape while enemies risk damage just for pursuing them.

DEX
Despite thisBaldur’s Gate 3Spell only being available to the Field Warlock and Clerics,Flame Strike(5th-Level Evocation)can become a powerful damaging ability when used properly. After its activation, Flame Strike will release a divine pillar from the skies to deal 5d6 Fire Damage + 5d6 Radiant Damage to anyone in the immediate zone. Should targets succeed in their DEX Saves, they still take half damage.
The limited area of Flame Strike can make it a not-so ideal Spell to cast, especially when players could theoretically release attacks close to 60 Damage with their Multiclass combos. However, Flame Strike is a convenient way to drop this much damage quickly on multiple foes at once, making this a decent AOE when players are heavily outnumbered.

Players who want more strategic ways ofdominating theirBaldur’s Gate 3gameplayshould consider usingOtiluke’s Freezing Sphere(6th-Level Evocation). This Spell is worthy of its high-level classification, as players can store frosty energies for an immediate attack or for later use. When triggered, the sphere explodes into an AOE that can deal 10d6 Cold Damage or half as much damage when targets succeed a DEX Save.
In the larger context of the game, Otiluke’s Freezing Sphere can be used to create tactical nukes that a Mage Hand or even a companion can carry into the battlefield for a self-detonating charge. The sphere acts like an object until deployed, meaning a character can throw the bomb much in the same way they can release a projectile.

6m
When players acquire the Markoheshkir or become a Tempest Domain Cleric, they may be able to unleash one of the most powerful wave-esque effects in the game:Destructive Wave(5th-Level Evocation). Upon activation, this Spell creates a shockwave that can deal up to 5d6 Thunder Damage + 5d6 Radiant Damage to opponents and even knock them Prone for a turn. Should enemies succeed with their DEX Saves, they still take half damage.

This effect makes Destructive Wave function similarly and as a higher-level counterpart to Thunderwave (1st-Level) and Shatter (2nd-Level). While the Spell is limited to either the Markoheshkir or the Tempest Domain Cleric, players can easilytailor-fit a build into the latter- especially since the Cleric can still become a powerful asset to the battlefield.
18m Range, 6m Radius

Instead of going for a classic Fireball against opponents, players can simply switch things up with a bit of Cold in theirBaldur’s Gate 3gameplay. WithIce Storm (4th-Level Evocation), players have the means to summon a storm of ice from the sky, raining icicles and hail on the ground to crush opponents and destroy objects within their immediate range. The storm itself lasts for two turns, with targets taking 2d8 Bludgeoning + 4d6 Cold Damage. This is halved if they succeed a DEX Save.
If targets are Wet before the Spell is cast, they become Vulnerable to Cold and Lightning Damage. It’s during these moments that Ice Storm becomes a very dangerous weapon, as it can technically deal double damage to opponents.

Level and School
Range: 18m Radius: 6m

Special Factors
Concentration, Constitution Save
Sometimes, the most efficient Spells inBaldur’s Gate 3gameplayare those that can manipulate the environment to the player’s advantage - somethingInsect Plague(5th-Level Conjuration)can pull off for Spellcasters. When activated, the Spell releases locusts that attack everyone within its range, transforming any location within 18 meters of the player into Difficult Terrain.
Should creatures inside the casting point fail a CON Save, they take 4d10 Piercing Damage. The area also forces Disadvantage towards Perception Checks to those affected, making Insect Plague an effective tool to cast while attempting to jump the gun on opponents before making a surprise attack.

Range: 18m Radius: -
Concentration, WIS Save
When players useEyebite(6th-Level Necromancy)inBaldur’s Gate 3, their eyes turn into teethed walls of darkness that send fear straight into their opponent’s hearts. All opponents within 18 meters of the caster’s vision can beaffected by Eyebiteunless they succeed in a WIS Save. Those affected can either be Panicked (drop weapons, run away from the caster, Disadvantaged Ability Checks and Attacks), Sickened (Disadvantaged Ability Checks and Attacks), or Asleep (auto-fail DEX and STR Saves, cannot Move and Act, Advantaged against Attack Rolls, gets auto-crit within 1.5m).
What makes Eyebite especially useful is its other prerequisite, where it can be cast for free should the caster already have themselves Concentrating on another Spell. This perk transforms Eyebite into an efficient deterrent against foes who might try to distract the spellcaster to force them into a Concentration Check.
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The best area effects ina tactical RPGlikeBaldur’s Gate 3may involve healing and not damage, which is somethingMass Cure Woundsachieves. Effectively the direct upgrade of Cure Wounds on a larger scale, Mass Cure Wounds can affect players and allies within 18 meters.
When activated, all affected creatures are healed by the 3d8+WIS/CHA Modifier, healing for as much as 3 to 24 Hit Points. While evidently costly for its 5th-level Spell Slot, the prospect of healing as much as 24 HP can give players a much-needed combat boost to outlast their foes.
Dexterity Save
Among the6th-level Spellsin a player’s arsenal inBaldur’s Gate 3gameplay,Chain Lightning(6th-level Evocation)may be one of the most efficient with its environmental interactions. When cast, any target within 18 meters of the player will have to pull off a DEX Save or tank the entirety of 10d8 Lightning Damage. However, the Spell doesn’t end there, as up to three targets within 18 meters of the original one will have to do the same Save or risk receiving 10d8 Lightning Damage as well.
What makes Chain Lightning especially more useful than other 6th-Level Spells is its potential interactions with other environmental conditions. Simply creating a wet area around enemies can impose Vulnerability towards Lightning Damage, making Chain Lightning especially more potent against them.
Concentration, Wisdom Save
Warlocks who want to show their enemies just how ferocious the unknown could be may rely onEvard’s Black Tentacles(4th-Level Conjuration), affecting a 6-meter radius within 18 meters with an eldritch field that summons tentacles from the ground.
Not onlydoes this 4th-Level Spellcause that 6-meter radius to become Difficult Terrain, but enemies in the area have to pull off a STR Save or become Smothered by the tentacles, suffering 3d6 Bludgeoning Damage. This effect lasts for 10 turns, potentially delaying an enemy’s advance toward the player when paired with other zoning abilities such as a Black Hole (Illithid Power).