I am but a stripling level 4 sorcerer in Baldur's Gate 3, still learning to distinguish my Magic Missiles from my Chromatic Orbs, my Cantrips from my Colour Sprays (or at least, restore my memories of these concepts from my long-ago Baldur's Gate 2 playthrough). I've just discovered the finer applications of Mage Hands, which are a great antidote to goblin archers - simply spawn one behind the offender, use it to hurl them from the cliff they're standing on, and chuck a nearby crate after them for good measure. Magical indeed! Or so I thought, before I read about the real spells that lurk at the top of the level-up ladder in the D&D player handbook.
These feats of wizardry make Mage Handing seem about as otherworldly as setting an alarm clock. Take Wish, a ninth level conjuration that allows you to "alter the very foundations of reality in accord with your desires", up to and including generating pricey equipment from nothing and rewinding time. Or how about Prismatic Wall, which spawns an ephemeral barrier 90-feet long, made up of seven layers that inflict a different effect on any creature passing through, from poison to petrification? Spicy enough for you, goblin archers? Sadly, it doesn't sound like either of these spells is hidden away anywhere in Baldur's Gate 3, which caps progression at level 12. And it's far from certain that they'll be added in the shape of an expansion pack. There's a good reason for this: higher level D&D spells and abilities are so potent it's hard to include them without turning Baldur's Gate 3 characters into gods.
"[Level 12-20] adventures require a different way of doing things, in terms of antagonists you're going to have to deal with, which require a lot of development to do them
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