Magic Weapon

magic weapon spell transmutation bg3 wik 150px 

Lvl 2 Transmutation

Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls.

magic weapon spell transmutation bg3 wik 64pxUntil Long Rest

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

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

Magic Weapon is a Spell in Baldur's Gate 3. Magic Weapon 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.


BG3 Magic Weapon Information

  • Description: Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls.
  • 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 Magic Weapon in Baldur's Gate 3

Magic Weapon can be acquired by the following classes:

Magic Weapon can be cast by using the following Items:

  • ???


Magic Weapon Tips & Notes in BG3

  • Notes & Tips go here


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  ♦  Enlarge - Reduce  ♦  Enthrall  ♦  Flame Blade  ♦  Gust of Wind  ♦  Heat Metal  ♦  Hold Person  ♦  Invisibility  ♦  Knock  ♦  Lesser Restoration  ♦  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  ♦  Shatter  ♦  Silence  ♦  Spike Growth  ♦  Spiritual Weapon  ♦  Warding Bond  ♦  Web  ♦  Zephyr Break


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    • Anonymous

      Notes that although both this one and pact of the blade says "making the weapon magical", this one does not actually make your weapon scale with spellcasting ability.

      • Anonymous

        You can twin magic weapon and upcast it to Level 4 (+2 to attack/damage roll) or Level 6 (+3 to attack/damage roll). With bless/advantage and twinned cast of this on two front line warriors. Its a huge boon to accuracy. I went from 64% with advantage to 75% with advantage (Without any bless) on the first battle of Act 3 with Great weapon master enabled. Its pretty good now when twinned (But lets be honest. Twinned haste is much better). It does stack with Pact Weapon labeled weapons so that pact weapon automatically gets a +1 added to it which stacks with this and the weapons inherit bonus.

        So you could in theory have a +6 weapon at Level 11. (Two fighters cast with this is just nuts, and negates the great weapon master if they can get advantage. You can just drink potion of heroism, and get perm bless and this and then with advantage you can negate any penalties of great weapon master.

        But you can do both spec Wyll as Level 5 Sorc and he can twin haste you, and at Level 10 he can twin haste every short rest without expending Level 3 spell slots, and instead using warlock level 3 spell slots. (5 Warlock/5 Sorcerer). Then you can go to town clearing the Trash from the Map.

        • Anonymous

          Ok i've been trying and testing things so replying to my last comment (just below) I was able to find 2 interesting facts about Magic Weapon:

          1) You can apply it to dual weapons by aplying Magic weapon with one caster to your main hand (remember it needs concentration) then swapping the weapons (dragging and dropping on the opposite hand) without unequipping it and applying Magic weapon again with other caster. Basically it will always target your main hand but as long as you don't unequip it and mantain concentration the effect persists.

          2) In my translation of the game it says it doesn't gain benefits by upscaling the spell lvl (it's a lvl 2 spell but you can upscale it to 3, 4, 5 etc.) but that isn't true, i found that upcasting this spell at lvl 4 gives you a +2 to all weapon rolls and damage. Now we're talking!

          I can't cast spells above 4th circle for now, if anyone can confirm if it works at 5th or 6th level for a +3 that would be awesome.
          Remember that it stacks with the inherent + lvl of the weapon: having a Natural +3 weapon (most legendaries) and using Magic Weapon upscaled would be a total of +6 to attack and damage rolls! Or +5 at the current 4th spell lvl i've been able to test it.

          • Anonymous

            How to target the offhand weapon of an ally with this spell? I've tried from Tab window and it doesn't work. I wanted to buff both of my hand crossbows with another support character.

            • Anonymous

              It's rather hard to maintain this spell, since anything could break it. Any tips on maintaining concentration for this spell?

              • Anonymous

                Not terrible. It's adding one to your attack and damage ROLLS. Sometimes this is just enough to push you over an opponents AC. But as you get into the Underdark, you probably find yourself using this less and less. Ideally you work at exploiting advantage or inflicting statuses that render AC useless. But if you can't climb that wall just yet, this will tide you over.

                • Anonymous

                  can this be disabled by losing concentration by being hit?
                  I ask because some things with the concentration tag, that last until a long rest, do and some dont

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