barkskin spell baldursgate3 wiki guide 150px

Barkskin

Level 2 Transmutation Spell

Protect a creature from attacks: increase its Armour Class up to 16.

barkskin spell baldursgate3 wiki guide 35pxUntil Long Rest

icon weapon type bg3 wiki guideMelee concentration icon 1 baldursgate3 wiki guide 25pxConcentration

 action icon baldursgate3 wiki guide 25pxAction spell slot icon baldursgate3 wiki guide 25pxLevel 2 Spell Slot  

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

 

Barkskin Information

  • Description: Protect a creature from attacks: increase its Armour Class up to 16.
  • Level: Lvl 2 spell
  • School: Transmutation School
  • Casting Time: action icon baldursgate3 wiki guide 25pxAction
  • Duration: Until Long Rest
  • Range: Melee
  • Requires Concentration: Yes
  • Saving Throw: None

 

How to Acquire Barkskin

Barkskin can be acquired by the following classes:

Barkskin can be cast by using the following Items:

 

Barkskin Tips & Notes

  • Notes & Tips go here

 

Lvl 2 Spells
Aid  ♦  Arcane Lock  ♦  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  ♦  Shadow Blade (Spell)  ♦  Shatter  ♦  Silence  ♦  Spike Growth  ♦  Spiritual Weapon  ♦  Warding Bond  ♦  Web  ♦  Whossa Large Fellow  ♦  Zephyr Break

 




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    • Note that this spell does not set your BASE AC to 16. Instead, it adds enough bonus AC to set you to 16, if you're below that. But if you're already at or above 16, it does absolutely nothing.

      And note, this is how it works in DnD 5e, so that's intended. It's just that the description in BG3 is terrible.

      • Anonymous

        Man this used to just give you two Ac an be flat better then mage armour
        Guess what guys Natural armour is meant to stack its like having tough skin mixed with a shell
        Your supposed to where bearskin with armour and mage armour if you really wanted

        • Anonymous

          But backskin on my wrath of righteous light armour sorceror to get 20ac an I also have light shield proficiency changing my chances to cast succesfuly by 5% in exchange for 22 Ac... at 3rd level man Varksin is an utter joke compared to what it used to be

          • Anonymous

            Concentration makes this Spell a waste of resources, especially when you realize that Mage Armor doesn't require Concentration.

            • Anonymous

              Only really worthwhile on mid difficulty, or in the very-early game. On Tactician every single enemy has a bonus to their accuracy, to the point where 16 AC is barely an improvement over 14 or 12, especially once you get past Act 1.

              • Anonymous

                AC 16 is not that high? I am not even done with Act1 and i got AC 16+ on all my chars, why should we every use this skill?

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