Prayer of Healing

prayer of healing spell baldursgate3 wiki guide 150px 2

Lvl 2 Evocation

5~19 Healing

1d8 dice icon baldursgate3 wiki guide2d8+3healing icon bg3 wiki

Heal all allies you can see.

alert icon baldursgate3 wiki guide 25pxCan only be used outside of combat.

alert icon baldursgate3 wiki guide 25pxNo effect on undead or constructs.

range icon baldursgate3 wiki guide 25px9m

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

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


Baldur's Gate 3 Prayer of Healing Information

  • Description: Heal all allies you can see.
  • Can only be used outside of combat.
  • No effect on undead and constructs.
  • Level: Lvl 2 spell
  • School: Evocation School
  • Casting Time: action icon baldursgate3 wiki guide 25pxAction
  • Range: 9m
  • Radius: 9m
  • Requires Concentration: No
  • Saving Throw: None


How to Acquire Prayer of Healing in BG 3

Prayer of Healing can be acquired by the following classes:

Prayer of Healing can be cast by using the following Items:

  • ???


Prayer of Healing Tips & Notes for BG 3

  • Differences from 5th Edition D&D: Instead of 10 minute cast, casting time was reduced to Action. 


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  ♦  Magic Weapon  ♦  Melf's Acid Arrow  ♦  Mirror Image  ♦  Misty Step  ♦  Moonbeam  ♦  Pass without Trace  ♦  Phantasmal Force  ♦  Protection from Poison  ♦  Ray of Enfeeblement  ♦  Scorching Ray  ♦  See Invisibility  ♦  Shadow Blade (Spell)  ♦  Shatter  ♦  Silence  ♦  Spike Growth  ♦  Spiritual Weapon  ♦  Warding Bond  ♦  Web  ♦  Zephyr Break


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    • Anonymous

      If you're playing a party with characters who have important short rest resources (Moon Druid, Warlock, Battlemaster Fighter, Monk) and you've both (a) all taken some damage and (b) still have half or more of those resources, this spell is pretty good. However, if you're running a party built around Short Rests you're probably better off bringing a Bard and getting a third Short Rest instead of casting this. The other good thing about this spell is that Cleric can swap their spells prepared freely outside of combat so it's never taking up a spell known during a fight.

      • Anonymous

        By time you learn this, it's probably going to be too late to consider it useful.

        Your front-liners (most likely the ones taking the most damage) will have too much hp for the max roll of this to make a major difference. You're better off at that point doing a rest.

        Your back-liners (who may be on death's doorstep with how squishy they are) will benefit more with a couple of potions. Or a Level 1 spell at most.

        But the most damning thing is, if you throw a potion on the ground, the splash can hit multiple party members. That's far more economical than using a Level 2 Spell Slot.

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