![]() Arcane LockLevel 2 Abjuration Spell Close a door or container with a magical lock. It can no longer be lockpicked or opened with Knock.
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Arcane Lock is a Spell in Baldur's Gate 3. Arcane Lock 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.
Arcane Lock Information
- Description: Close a door or container with a magical lock. It can no longer be lockpicked or opened with Knock.
- Level: Lvl 2 spell
- School: Abjuration School
- Casting Time:
Action
- Range:
Melee
- Requires Concentration: No
- Saving Throw: No
How to Acquire Arcane Lock
- Arcane Lock can be acquired by the following classes:
- Wizard
- Abjuration School (Wizard Subclass)
- Necromancy School (Wizard Subclass)
- Conjuration School (Wizard Subclass)
- Enchantment School (Wizard Subclass)
- Divination School (Wizard Subclass)
- Illusion School (Wizard Subclass)
- Transmutation School (Wizard Subclass)
- Arcane Lock can be cast by using the following Items:
- ???
Arcane Lock Tips & Notes
- You can very well separate half of the enemies from a fight with this spell
- Anonymous
cant open cazadors door since the new hotfix :// saw on reddit that this spell could help but I sadly play a drow and as far as I understand spell scrolls dont exist of this spell :(
- Anonymous
I wouldn't say this spell is entirely useless but it certainly doesn't feel worth using a 2nd level spell and an action for. Maybe if it was at least a ranged spell, but the fact that it requires you to be in melee range of the door makes it even more needlessly niche.
- Anonymous
- Anonymous
- Anonymous
It might seem niche, but you'll come to find that it's very useful to be able to separate enemies. It's really not as niche as you think. It has few applications in act 1 aside from the creche. In act 2 it's useful inside the tower, but that's about it. But act 3 is a cityscape. There are doors everywhere. You can very well separate half of the enemies from a fight with a spell which doesn't occupy concentration. Throw in a cloud kill, and now you might not even need to fight. This is a thing you can do far more often than one might think. This spell is very far from being useless. It's not always easy to use, however, and you need to be aware of its applications and the environment before starting the fight.
I can give you a good example, but I'll be vague to avoid spoilers. In act 3, there's a castle. You might've seen it in the loading screens. The castle has many rooms. There's a very dangerous opponent in a very dangerous room up high. This room is not very large. The room only has one exit. The dangerous opponent is a lot less dangerous outside the dangerous room, and without the minions. Or maybe the minions are more digestible without the dangerous opponent? Does this ring a bell, perhaps?
- Anonymous
Let me take this F tier spell to the maybe 3 useful situations in the entire gsme to make ot barely D tier
- Anonymous
Even if its worthless - they included it anyway - gotta respect that
- Anonymous
Precast haste, mobile flourish the target out of a room, flourish followup, lock the rest of the enemies in the room, kill isolated target. 10/10 spell
- Anonymous
Lmao I used minor illusion to lure the guard in the Wyrm's Rock prison into the open room, then locked the door with an arcane lock and while the 10 turns were ticking barricaded the door with junk boxes from the area. The dude never left, it was hilarious. Would be good to have an infinite duration though, or at lease to have the regular lock remain after the duration expires. Would make the out of combat utility much much better.
- Anonymous
I see how people can label this 'useless' right away. I guess those are same people watching sin tee videos for 100d100 damage combos. Nothing wrong with that, but hear me out on this one. Arcane Lock is an amazing spell to have at the ready all the time at least on one character. It solely saved my hide during the certain Inquisitor encounter where there is a huge door separating you from the room of VERY dangerous enemies. They rolled better Initiative and left my comp at the death's door, then I just pulled my party back and Arcane Locked the door, replenished ALL resources and managed to set several traps on the trail. A superb spell if the opportunity arrives.
- Anonymous
It could be a funny troll spell, locking people out of rooms, or locking their chests if it would have an effect.
It would also be quite useful in combat to lock people in other rooms. However, the with the spell lasting only 10 turns, there might be a downgrade to this.
Sure, hopefully most fights are over within 10 runs, but some might take longer, especially if you want to prepare for the next wave. (or they just break down the door, who knows)
- Anonymous
- Anonymous
- Anonymous
I wonder if you can use this to reseal the cache with the Iron Flask ...
- Anonymous
Smartest use would be to seperate enemies in dungeons with doors, though I don't know whether they break down the door
I was hoping there was a strategy that made this a useful spell other than to lock Ethel out of her basement, but it's really nothing that a well-placed chest can't do.
Separate enemies from each other by locking doors? Place a chest in the doorway, same effect and more durability.
Slow enemies down by giving them an obstacle to get past? Place chests in choke points, but also use open areas to create chest mazes. As long as you stay out of a certain range they won't jump over.
Chests are the MVP of this game. Chest in choke points + assassin hiding around the corner after every shot = win. Or use darkness/fog and snipe before popping back in and hiding. Still haven't found a use for this spell that chests can't do without wasting an action and spell slot. :(
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