Here’s a list of all the Level 2 Spells in Baldur’s Gate 3. Click on the Spell in the table below to learn more. Each post shows a tooltip with more information including Spell properties and other helpful information.
Description
Bolster your allies with toughness and resolve to heal and increase their hit point maximum.
Touch a willing creature to toughen its skin and increase its Amiour Class up to 16.
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Magically blind an enemy creature.
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.
Branding Smite
Your weapon gleams with astral radiance as you strike and possibly marks your target with light, preventing it from turning Invisible. If the spellcaster misses the initial Attack, the spell slot and Bonus Action are not consumed. This spell will work with Ranged weaponry.
2d6 Radiant
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Calm Emotions
Suppress strong emotions in an area, making all humanoids immune to being Charmed or Frightened.
Cloud of Daggers
Conjure a cloud of spinning daggers that lasts for 10 turns. Anyone inside the whirlwind takes 4d4 Slashing damage each turn.
4d4 Slashing
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Crown of Madness
Instill madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it’s allied.
Create a cloud of magical darkness that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of the darkness.

Darkvision
Grant a creature the ability to see in the dark out to a range of 12m.
Detect Thoughts
Focus your mind to read the thoughts of certain creatures while talking to them.
Enhance Ability
Bestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability.
Enlarge/Reduce
Make a creature larger or smaller. This affects their weapon damage and Strength Checks and Saving Throws.This affects their weapon damage and Strength Checks and Saving Throws.
Flame Blade
Conjure a flaming scimitar in your hand that deals 3d6 Fire damage and 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
Summon a flaming sphere that deals 2d6 Fire damage to nearby enemies and objects. It also sheds bright light in a 6m radius, and dim light for an additional 6m. On a successful save, enemy creatures still take half damage.
Heat Metal
Cause a metal weapon or armour to glow red-hot and force the creature touching it to let go or receive Disadvantage on Attack Rolls and Ability Checks. If the creature is only wearing metal armour, it always rcccivcs Disadvantage. If the creature is still touching the metal, you may use a bonus action on subsequent turns to deal another 2d8 Fire damage and force the creature to let go or receive Disadvantage.
Hold Person
Paralyse a humanoid creature, making it unable to move or act. At the end of each turns, the creature can try to free itself.
Invisibility
Touch a creature to turn it Invisible. The spells ends early if the creature attacks or casts a spell.
Lesser Restoration
Remove one disease or condition afflicting a creature.
Magic Weapon
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls.
Melf’s Acid Arrow
Shoot a green arrow that covers the target and the ground with acid. Deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of the target’s turn. If the spell misses, the target still takes half the initial damage.
Mirror Image
Create 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 duplicates disappears.
Misty Step
Surrounded by silver mist, you teleport to an unoccupied space you’re able to see.
Call down a silvery beam of pale light that deals 2d10 Radiant damage to any creatures that enters it or starts its turn in the light. you may use an action to move the beam 18m. On a successful save, targets still take half damage.
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2d10 Radiant
Pass Without Trace
Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth checks.
Phantasmal Force
Flood a creature‘s mind with an illusion of the last thing that attacked it. Each turn, it takes 1d6 Psychic damage. Each time it takes damage from another source, the damage type of Phantasmal Force changes to that damage type.
1d6 Psychic
Prayer of Healing
Heal all allies you may see within range 2d8 + Spellcasting Modifier hit points. Can only be used outside of combat. This spell has no effect on undead and constructs.
2d8 Healing
Protection from Poison
Touch a creature to grant it protection against poisonious influences. You neutralise all poisons affecting it, grant it Advantage on Saving Throws against being Poisoned, and grant it Resistance to Poison damage.
Ray of Enfeeblement
A beam of enervating energy springs from your fingers to weaken a foe. The target deals half damage with Weapon Attacks using Strength.
Scorching Ray
Hurl three rays of fire. Make a ranged spell attack for each ray. For each ray that hits, you deal 2d6 Fire damage. You can hurl the rays at one target or several.
Generate a painfully intense ringing noise that deals 3d8 Thunder damage to all nearby creatures and objects. Affected creatures made of inorganic material such as stone have disadvantage on their saving throws. On a successful save, creatures still take half damage.
3d8 Thunder
Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage.
Spike Growth
Shape a piece of ground into hard spikes. A creature walking on the spikes takes 2d4 Piercing damage for every 1.5m it moves. The spikes are difficult terrain, halving a creature’s Movement Speed.
2d4 Piercing
Cover an area in thick, flammable webbing that can Enweb creatures within. An ally can use its Help action to try and tear away the webs.