aid spell baldursgate3 wiki guide 150px 2

Lvl 2 Abjuration

5 Healing

Heal your allies and increase their hit point maximum by 5 hit points.

aid spell baldursgate3 wiki guide 35px 1Until Long Rest

range icon baldursgate3 wiki guide 25px9m

action icon baldursgate3 wiki guide 25pxActionspell slot icon baldursgate3 wiki guide 25pxLevel 2 Spell Slot

Aid is a Spell in Baldur's Gate 3. Aid is a Lvl 2 Spell from the Abjuration school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the environment.

Baldur's Gate 3 Aid Information

  • Description: Heal your allies and increase their hit point maximum by 5 hit points.
  • Level: Lvl 2 spell
  • School: Abjuration School
  • Casting Time: action icon baldursgate3 wiki guide 25pxAction
  • Duration: Until Long Rest
  • Range: 9m + 9m (radius)
  • Requires Concentration: No
  • Saving Throw: None

How to Acquire Aid in BG3

Aid Tips & Notes for BG3

  • Upcast: When cast with a 3rd level spell slot or higher, the hit points are increased by 5 for each slot level above 2nd.
  • It is generally considered one of the most efficient spells to upcast and a very good way to start you day of adventuring.
  • This health maximum isn't considered temporary hit points and stack with such sources, e.g. the Battle Master Rally.
  • For any non-summon spell that lasts until Long Rest, the caster does not need to be in your party once you leave camp as long as the spell does not require concentration. Therefore, you can easily cast this spell on any party members you plan to use while leaving the caster back in camp.
  • If the caster of this spell removes it from their prepared spells list, the spell's effect will end immediately.
  • In D&D5e Aid is limited to 3 targets, in BG3 there's no such numerical limitation, so any pet or summon will also benefit.


Lvl 2 Spells
Arcane Lock  ♦  Barkskin  ♦  Blindness  ♦  Blur  ♦  Branding Smite  ♦  Calm Emotions  ♦  Chromatic Orb: Acid (Lvl 2)  ♦  Chromatic Orb: Cold (Lvl 2)  ♦  Chromatic Orb: Fire (Lvl 2)  ♦  Chromatic Orb: Lightning (Lvl 2)  ♦  Chromatic Orb: Poison (Lvl 2)  ♦  Chromatic Orb: Thunder (Lvl 2)  ♦  Cloud of Daggers  ♦  Crown of Madness  ♦  Darkness  ♦  Darkvision  ♦  Detect Thoughts  ♦  Enhance Ability  ♦  Enlarge - Reduce  ♦  Enthrall  ♦  Flame Blade  ♦  Gust of Wind  ♦  Heat Metal  ♦  Hold Person  ♦  Invisibility  ♦  Knock  ♦  Lesser Restoration  ♦  Magic Weapon  ♦  Melf's Acid Arrow  ♦  Mirror Image  ♦  Misty Step  ♦  Moonbeam  ♦  Pass without Trace  ♦  Phantasmal Force  ♦  Prayer of Healing  ♦  Protection from Poison  ♦  Ray of Enfeeblement  ♦  Scorching Ray  ♦  See Invisibility  ♦  Shatter  ♦  Silence  ♦  Spike Growth  ♦  Spiritual Weapon  ♦  Warding Bond  ♦  Web  ♦  Zephyr Break

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    • Anonymous

      The 5 hitpoint increase is also a heal. If you cast this with the shield or amulet, then unequip them, you will lose the max hp, but keep the 5/10 heal.

      • Anonymous

        Technically a way to heal Undead since it "increases" their health instead of "healing" them. Can be cast multiple times to "heal" a zombie swarm if you've got the spell slots for it. Makes a learned Paladin or Cleric a crucial part of any respectable Necromancer's party and can help to alleviate the strain of having to find fresh corpses.

        • Anonymous

          Does not heal although it says "10 Healing" - Other commenters are saying wiki should be updated but from the wording it seems like a bug IMO

          • Anonymous

            Decent spell to use at start of day when first obtained.
            Becomes amazing when uplifted (the health increase is increased by 5 per uplift level).

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