Spells in Baldur's Gate 3 are regulated forms of magic energy. In BG 3, there are certain classes can cast spells to damage enemies, buff companions or create other effects. Wizards and Clerics have different sets of spells, while characters of other classes may cast a spell using scrolls.
All Lvl 2 Spells in Baldurs Gate 3
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Quick Search of All Lvl 2 Spells
|Aid||Abjuration||1 Action||No||Bolster your allies with toughness and resolve. Heals and increases the hit point maximum by 5 hit points.
|Cleric, Paladin, Protection Domain, Solidarity Domain|
|Alter Self||Transmutation||1 Action||Yes||Give a new form depending on the chosen option (Aquatic Adaptation, Change Appearance, or Natural Weapons).||Sorcerer, Wizard|
|Animal Messenger||Enchantment||1 Action||No||A Tiny beast travels to deliver a 25 words message to a target (+48 h/lvl).||Bard, Druid, Ranger|
|Arcane Lock||Abjuration||1 Action||No||Lock an objet (door, window, chest, etc) and the caster can set a password to suppresses the spell for 1 Minute.||Wizard|
|Augury||Divination||1 Minute||No||The caster obtains an omen about the result of an action within the next 30 min (weal, woe, both or nothing).||Cleric, Knowledge Domain|
|Barkskin||Transmutation||1 Action||Yes||Touch a willing creature to toughen its skin and increase its Armor Class up to 16.||Nature Domain, Druid, Circle of the Forest, Ranger|
|Bear’s Endurance||Transmutation||1 Action||Yes||???||Druid|
|Beast Sense||Divination||1 Action||Yes||The caster can see/hear/feel through the senses of a willing beast.||Druid, Ranger|
|Blindness||Necromancy||1 Action||No||Magically blind an enemy creature.
A blinded creatue can try to shake off the effect at the end of each turn.
|Bard, Cleric, Death Domain, Sorcerer, The Fiend, Undying, Wizard|
|Blur||Illusion||1 Action||Yes||Your body becomes blurred. Attackers have disadvantage on attack rolls against you.
Doesn't affect creatures that don't rely on sight or that can see through illusions.
|Circle of the Desert, Sorcerer, Wizard|
|Branding Smite||Evocation||1 Bonus Action||Yes||If a weapon attack hits, deals an extra 2d6 radiant damage and the target sheds dim light in 5-ft radius (damage/lvl).||Paladin, Hexblade, Stone Origin|
|Calm Emotions||Enchantment||1 Action||Yes||Creatures in a 20-foot-radius sphere must succeed on a Cha. save or no longer be charmed/frightened, or be indifferents.||Bard, Cleric, Archfey|
|Cloud of Daggers||Conjuration||1 Action||Yes||Conjure a cloud of spinning daggers that lasts for 10 turns. Anyone inside the whirlwind takes 4d4 Slashing damage each turn.||Bard, Sorcerer, Warlock, Wizard|
|Continual Flame||Evocation||1 Action||No||Create a flame that produces a light equivalent in brightness to a torch, but does not emit any heat.||Cleric, Wizard|
|Cordon of Arrows||Transmutation||1 Action||No||4 ammunition deal 1d6 piercing damage if the target doesn't succeed on a Dex. save (nbr of ammunition/lvl).||Ranger|
|Crown of Madness||Enchantment||1 Action||Yes||Instill madness in an enemy, making them attack the creature closest to them, even if it's allied.||Bard, Oath of the Oathbreaker, Sorcerer, Warlock, Wizard|
|Darkness||Evocation||1 Action||Yes||Create a cloud of magical darkness to Heavily Obscure and Blind creatures within. Creatures cannot make ranged attacks into or out of the darkness.||Circle of the Swamp, Oath of the Oathbreaker, Sorcerer, Warlock, Wizard|
|Darkvision||Transmutation||1 Action||No||Grant a creature the ability to see in the dark out to a range of 18m.||Druid, Ranger, Sorcerer, Wizard|
|Detect Thoughts||Divination||1 Action||Yes||Focus your mind to read the thoughts of certain creatures while talking to them.||Bard, Sorcerer, The Great Old One, Wizard|
|Enhance Ability||Transmutation||1 Action||Yes||Bestow a magical enhancement upon an ally.||Bard, Cleric, Druid, Sorcerer, Strength Domain|
|Enlarge - Reduce||Transmutation||1 Action||Yes||Make a creature larger or smaller.||Sorcerer, Wizard|
|Entangle||Conjuration||1 Action||Yes||Vines sprout from the ground, turing it into difficult terrain and possibly Entangling creatures within. Entangled creatures cannot move. An ally can use its help action to try and tear away the vines.||Druid|
|Enthrall||Enchantment||1 Action||No||Targets must succeed on a Wis. save or have disadvantage on Wisdom (Perception) checks to perceive others creatures.||Bard, Warlock|
|Find Steed||Conjuration||10 Minutes||No||Summon a spirit that assumes the form a steed (horse, elk, etc) telepathically linked to the caster.||Paladin|
|Find Traps||Divination||1 Action||No||The caster senses the presence of any trap in a 120-fr radius, but the spell don't give their location.||Cleric, Druid, Ranger|
|Flame Blade||Evocation||1 Bonus Action||Yes||Conjure a flaming scimitar in your hand that deals 3d6 Fire damage. It sheds bright light in a 3m radius and dim light in a 6m radius.
The blade can be unequipped and equipped again, but has to stay on the spellcaster's person.
|Flaming Sphere||Conjuration||1 Action||Yes||Summon a flaming sphere that deals 2d6 Fire damage to nearby enemies and objets. It also sheds bright ligh in a 6m radius, and dim light for an additional 6m. On a successful save, enemy creatures still take half damage. The sphere is immune to damage.||Light Domain, Druid, Wizard, Celestial, Undying Light Patron|
|Gentle Repose||Necromancy||1 Action||No||Protect a corpse from decay or to become undead.||Cleric, Wizard, Grave Domain|
|Gust of Wind||Evocation||1 Action||Yes||Creatures on a 60-ft-long, 10-ft-wide line mus succeed on a Str. save or be pushed 15 ft away.||Tempest Domain, Druid, Sorcerer, Wizard|
|Heat Metal||Transmutation||1 Action||Yes||Cause a metal weapon you can see to glow red-hot. The creature holding the weapon takes 2d8 Fire damage and receives disadvantage on attack rolls and ability checks until the start of your next turn. You can use a bonus action on subsequent turns to deal another 2d8 Fire damage and impose disadventage for another turn.||Bard, Druid, City Domain, Forge Domain|
|Hold Person||Enchantment||1 Action||Yes||Paralyze a humanoid creature.
At the end of each of its turns, the creature can try to free itself.
Inflicts Hold Person
|Bard, Cleric, Druid, Circle of the Arctic, Oath of Vengeance, Sorcerer, Warlock, Wizard|
|Invisibility||Illusion||1 Action||Yes||Touch a creature to turn it Invisible.
The spell ends early it hte creature attacks or casts a spell.
|Bard, Circle of the Grassland, Sorcerer, Warlock, Wizard, Oath of Treachery|
|Knock||Transmutation||1 Action||No||Unlock or unbar 1 object (door, chest, padlock, set of manacles, etc) or suppressed the arcane lock spell for 10 Minutes.||Bard, Sorcerer, Wizard|
|Lesser Restoration||Abjuration||1 Action||No||Remove one disease or condition afflicting a creature.||Bard, Cleric, Life Domain, Druid, Paladin, Oath of Devotion, Ranger, Celestial|
|Levitate||Transmutation||1 Action||Yes||1 creature or object that weighs up to 500 pounds rises vertically up to 20 ft then remains suspended.||Sorcerer, Wizard, Seeker|
|Locate Animals or Plants||Divination||1 Action||No||Give the direction and distance to a kind of beast or plant within 5 miles.||Bard, Druid, Ranger|
|Locate Object||Divination||1 Action||Yes||The caster senses the direction to the location of an object you are familiar with, within a 1000 ft radius.||Bard, Cleric, Druid, Paladin, Ranger, Wizard, Seeker|
|Magic Mouth||Illusion||1 Minute||No||Creates a magical mouth that will repeat a message of up to 25 words when a trigger condition is met.||Bard, Wizard|
|Magic Weapon||Transmutation||1 Bonus Action||Yes||Turn a weapon into a +1 magic weapon for attack rolls and damage rolls (+2 or +3 bonus/lvl).||Arcana Domain, War Domain, Paladin, Wizard, Forge Domain, Hexblade, Stone Origin, Zeal Domain|
|Melf's Acid Arrow||Evocation||1 Action||No||Shoot a green arrow that bursts in a spray of acid. Deals 4d4 Acid immediately and 2d4 Acid at the end of the target's turn.
On successful save, the target only takes half the initial damage.
|Circle of the Swamp, Wizard|
|Mirror Image||Illusion||1 Action||No||Creates 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3.
Whenever you successfully evade an attack, one of the illusions disappears.
Inflicts Mirror Image
|Trickery Domain, Circle of the Coast, Sorcerer, Warlock, Wizard, Oath of Treachery, Ambition Domain|
|Misty Step||Conjuration||1 Bonus Action||No||Surrounded by black mist, you teleport to an unoccupied space you can see.||Circle of the Coast, Oath of Ancients, Oath of Vengeance, Sorcerer, Warlock, Wizard|
|Moonbeam||Evocation||1 Action||Yes||Call down a silvery beam of pale light. Any creature that enters the beam or starts its turn in the light, takes 2d10 Radiant Damage. On a successful save, targets still take half damage. You can use your action to move the beam 18m.||Druid, Oath of Ancients|
|Nystul's Magic Aura||Illusion||1 Action||No||Reveal false information about a creature or an object that would be the target of a Divination spell.||Arcana Domain, Wizard|
|Pass without Trace||Abjuration||1 Action||Yes||Pass without lirtte Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth checks.
Inflicts Aura: Pass without Trace
|Trickery Domain, Druid, Circle of the Grassland, Ranger|
|Phantasmal Force||Illusion||1 Action||Yes||Tha target must succeed on an Int. save or perceive as real an object or creature created by the caster (with sound).||Bard, Sorcerer, Archfey, The Great Old One, Wizard|
|Prayer of Healing||Evocation||10 Minutes||No||All allied creatures you can see each regain 2d8+2 hit points.
This Spell has no effect on undead or constructs, and can only be used outside of combat.
|Protection from Poison||Abjuration||1 Action||No||Touch a creature to neutralise all poisons affecting it, to grant it advantage on saving throws against being Poisoned, and to grant it resistance to Poison damage.||Cleric, Druid, Paladin, Ranger, Strength Domain|
|Ray of Enfeeblement||Necromancy||1 Action||Yes||A beam of enervating energy springs from your fingers. The target deals half damage with weapopn attacks using Strength.||Death Domain, Warlock, Wizard, Grave Domain, Ambition Domain|
|Rope Trick||Transmutation||1 Action||No||Vertically raise a rope that lead to an extradimensional space that can hold 8 Medium creatures.||Wizard|
|Scorching Ray||Evocation||1 Action||No||Hurl three rays of Fire. Each ray deals 2d6 Fire.||Light Domain, Sorcerer, The Fiend, Wizard|
|See Invisibility||Divination||1 Action||No||The caster sees invisible creatures and objects, and into the Ethereal Plane.||Bard, Sorcerer, Wizard|
|Shatter||Evocation||1 Action||No||Generate a painfully intense ringing noise that deals 3d8 Thunder to creates and objects.
On a successful save, creatures only takes half damage. Creatures made of inorganic material such as stone have disadvantage on their saving throw.
|Bard, Tempest Domain, Sorcerer, Warlock, Wizard, Zeal Domain|
|Silence||Illusion||1 Action||Yes||Create a sound-proof sphere. Creatures and objets within are Silenced and immune to Thunder damage.||Bard, Cleric, Circle of the Desert, Ranger, Undying, Raven Queen|
|Spider Climb||Transmutation||1 Action||Yes||The target can move along vertical surfaces while leaving its hands free and gains climbing speed.||Circle of the Forest, Circle of the Mountain, Circle of the Underdark, Sorcerer, Warlock, Wizard|
|Spike Growth||Transmutation||1 Action||Yes||Shape a piece of ground into hard spikes. A creature walking on the spikes takes 1d4 Piercing damage for every 1.5m it moves.
The spikes are difficult terrain, halving a creature's movement speed.
|Nature Domain, Druid, Circle of the Arctic, Circle of the Mountain, Ranger|
|Spiritual Weapon||Evocation||1 Bonus Action||No||If the spell attack hits, deals 1d8+Ability.Mod force damage (damage/lvl). A bonus action allows another attack.||Cleric, Life Domain, War Domain, Raven Queen|
|Suggestion||Enchantment||1 Action||Yes||The target must succeed on a Wis. save or follow the suggestion given by the caster in one or two sentences.||Bard, Knowledge Domain, Sorcerer, Warlock, Wizard|
|Warding Bond||Abjuration||1 Action||No||The target gains +1 on AC, +1 on saving throws and resistance to all damage, but the caster shares damage.||Cleric, Oath of Crown, Solidarity Domain|
|Web||Conjuration||1 Action||Yes||Cover an area in thick, flammeble webbing that can Enweb creatures within.
An Enwebbed creature or ally can use its action to try and tear away the webs.
|Circle of the Underdark, Sorcerer, Wizard|
|Zone of Truth||Enchantment||1 Action||No||Creatures within a 15-ft-radius sphere must succeed on a Cha. save or can not lie.||Bard, Cleric, Paladin, Oath of Devotion, Oath of Crown|