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 

Spell School Casting Time Concentration Description Classes
Aid Abjuration 1 Action No Bolster your allies with toughness and resolve. Heals and increases the hit point maximum by 5 hit points.
Inflicts Aid
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.
Inflicts Blindness
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.
Inflicts Blurred
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

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