Arcane Lock

arcanelock spell bg3 wiki guide 150px

Lvl 2 Abjuration

Close a door or container with a magical lock. It can no longer be lockpicked or opened with Knock

arcanelock spell bg3 wiki guide 64px10 turns

icon weapon type bg3 wiki guideMelee

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

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 icon baldursgate3 wiki guide 25pxAction
  • Range: icon weapon type bg3 wiki guideMelee
  • Requires Concentration: No
  • Saving Throw: No


 How to Acquire Arcane Lock


Arcane Lock Tips & Notes

  • You can very well separate half of the enemies from a fight with this spell


Lvl 2 Spells
Aid  ♦  Alter Self  ♦  Animal Messenger  ♦  Augury  ♦  Barkskin  ♦  Beast Sense  ♦  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  ♦  Continual Flame  ♦  Cordon of Arrows  ♦  Crown of Madness  ♦  Darkness  ♦  Darkvision  ♦  Detect Thoughts  ♦  Enhance Ability  ♦  Enlarge - Reduce  ♦  Enthrall  ♦  Find Traps  ♦  Flame Blade  ♦  Gentle Repose  ♦  Gust of Wind  ♦  Heat Metal  ♦  Hold Person  ♦  Invisibility  ♦  Knock  ♦  Lesser Restoration  ♦  Levitate  ♦  Locate Animals or Plants  ♦  Locate Object  ♦  Magic Mouth  ♦  Magic Weapon  ♦  Melf's Acid Arrow  ♦  Mirror Image  ♦  Misty Step  ♦  Moonbeam  ♦  Nystul's Magic Aura  ♦  Pass without Trace  ♦  Phantasmal Force  ♦  Prayer of Healing  ♦  Protection from Poison  ♦  Ray of Enfeeblement  ♦  Rope Trick  ♦  Scorching Ray  ♦  See Invisibility  ♦  Shatter  ♦  Silence  ♦  Spider Climb  ♦  Spike Growth  ♦  Spiritual Weapon  ♦  Suggestion  ♦  Warding Bond  ♦  Web  ♦  Zephyr Break  ♦  Zone of Truth


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    • 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

          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

                  Smartest use would be to seperate enemies in dungeons with doors, though I don't know whether they break down the door

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