Enlarge - Reduce

enlarge reduce spell baldurs gate3 wiki guide 150px

Lvl 2 Transmutation

Make a creature larger or smaller to affect their weapon damage and Strength Checks and Saving Throws.

range icon baldursgate3 wiki guide 25px9m saving throw icon baldursgate3 wiki guide 48pxCON Save concentration icon 1 baldursgate3 wiki guide 25pxConcentration

10 turns

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

Enlarge - Reduce is a Spell in Baldur's Gate 3. Enlarge - Reduce 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.

Enlarge - Reduce Information

  • Effect:  Make a creature larger or smaller to affect their weapon damage and Strength Checks and Saving Throws.
  • Level: Lvl 2 spell.
  • School: Transmutation school.
  • Casting Time: action icon baldursgate3 wiki guide 25pxAction
  • Duration: 10 turns
  • Range: range icon baldursgate3 wiki guide 25px 9m
  • Requires Concentration: Yes
  • Saving Throw: CON Save (unwilling target)

How to Acquire Enlarge - Reduce

  • Enlarge - Reduce can be acquired by the following classes or races:
  • Enlarge - Reduce can be cast by using the following Items:
    • ???

Enlarge - Reduce Tips & Notes

  • A small creature may sometimes be able to access areas a larger creature could not.
  • If you're still too large, use this in conjunction with Disguise Self and pick a small race to become tiny.


Lvl 2 Spells
Aid  ♦  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  ♦  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  ♦  Zephyr Break


Tired of anon posting? Register!
    • Anonymous

      I'm esger to play a Duergar BM Fighter, duelling fighting style with PAM & Sentinel. Looking at 4d4+8 bonus dmg a turn on top of your attacks, perhaps even 5d4+10 if you can get a reactional attack, which is likely with riposte/PAM/Sentinel!

      • Anonymous

        For those confused like I was, both Enlarge and Reduce last for 10 turns. It tells you that when you select which variant of the spell you're casting.

        • Anonymous

          You can shrink yourself to make yourself small enough to fit through holes. If you're still too big, you can try a smaller race size such as a halfling, or disguise yourself as one.

          • Anonymous

            Do attack rolls with Strength-based weapons count as Strength checks for the purposes of Enlarge/Reduce? My DM interprets it that way, but I'm not sure if that's true to the rules

            • Anonymous

              Enlarge gives advantage on STR (AKA push and be pushed) and also +1D4 for melee attacks - so it's a pretty good buff for a 2 wielder, specially a rogue, for potential 3D4 more damage per turn.

            Load more
            ⇈ ⇈