Games
Baldur's Gate 3: Best Level 2 Spells, Ranked
Summary
Table of Contents
- Baldur’s Gate 3 features powerful level-two spells like Blur, Aid, and Shatter for defensive and offensive strategies.
- Blur grants evasion, Aid boosts hit points, and Shatter inflicts heavy damage for various classes’ playstyles.
- Players can strategically use spells like Moonbeam, Misty Steps, and Prayer of Healing to control battles and heal allies effectively.
Baldur’s Gate 3 has made a name for itself as one of the greatest CRPGs of recent times while also introducing many of the wonders of Dungeons and Dragons in video game form. Like its tabletop predecessor, Baldur’s Gate 3 has plenty of interesting spells that have been scattered across the various spellcasting classes of the game.
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As players level up their character, they will unlock new spells that require higher-level spell slots to cast them. Level Two Spell slots may be something players unlock early into the game, but many of the spells here are some that players will continue to use for the rest of their adventure. These are by far the best level-two spells of the bunch.
Updated on January 17, 2025, by Megan Smith: With a new patch soon to be released by Larian Studios for Baldur’s Gate 3, these new subclasses for each class can be expected to also come with some brand-new spells for players to experiment with. Until then, a player may be interested in knowing what the best level 2 wizard spells are, or even the best level 2 spells, no matter what class the player has decided to explore in this RPG. From a wide variety of both offensive and defensive abilities, there is plenty to play around with in BG3, with these spells being great for a player to consider.
16
Blur
Be Less Likely To Be Hit By Attacks
- Sorcerer
- Wizard
- Druid (Circle of the Land)
- Bard (Regular & College of Lore)
- Rogue (Arcane Trickster)
- Fighter (Eldritch Knight)
Before getting into the best level two spells in BG3 that deal high amounts of damage, players should always consider defensive spells that are likely to save their lives. Especially when playing Baldur’s Gate 3 at higher difficulties, such as Honor mode, which gives players one chance to complete the game without their entire party dying.
Blur
is a concentration ability a spellcaster can use on themselves to increase their likelihood of surviving, as anyone who attempts to attack them will have a disadvantage on their attack roll. This spell also has the chance of lasting ten whole turns, as long as the player can keep up concentration.
Action |
Action |
---|---|
Distance |
Self |
Effect |
Attackers have disadvantage on attack rolls against the spell user for 10 turns. |
Does it require Concentration? |
Yes |
15
Aid
A Small Boost To An Ally’s Hit Points
While there are plenty of great healing magic to be used once unlocking level two spells, players that have extra space to learn magic may also consider the likes of Aid
, to better boost their party of heroes. Aid is a spell that players will likely use while still in camp, just before leaving to explore.
When cast on themselves or an ally, it increases the maximum hit points of the character by five to give them that little boost to their health until the next long rest or if they lose those five hit points. Players may even consider using it at higher levels, as each spell slot used increases it by five hit points.
Action |
Action |
---|---|
Distance |
Self/9m |
Effect |
Increases the maximum hit points by 5. |
Does it require Concentration? |
No |
14
Shatter
Lethal Thunder Damage, Especially To Creatures Made Of Stone
- Bard
- Sorcerer
- Wizard
- Warlock
- Cleric (Tempest Domain)
- Fighter (Eldritch Knight)
- Rogue (Arcane Trickster)
Shatter
is not only one of the best level 2 Wizard spells in BG3 but also a great spell that can be used on many different spell casters. While incredibly lethal against creatures made of stone due to giving them a disadvantage, this thunder ability can also deal damage to any enemy in a radius, no matter the material they are made of.
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Players should still be careful about who they use this ability on, as damage isn’t done outright but instead requires the enemy to fail a constitution saving throw.
Action |
Action |
---|---|
Distance |
18m |
Effect |
3d8 thunder damage to enemies that fail a constitution saving throw. |
Does it require Concentration? |
No |
13
Lesser Restoration
Heals Allies Of Pesky Status Effects
Although Lesser Restoration
may not heal a player or their party for any hit points, it’s essential in the moments that they get attacked by a certain effect, especially during Tactician mode.
Outside of combat, this spell is perfect for those who have allowed Astarion a bite to eat of them, as it instantly cures the bloodless status effect. However, its true purpose will likely be freeing the player’s party members from being paralyzed or poisoned, as both of these can lead to a grisly end for a character.
Action |
Action |
---|---|
Distance |
On Touch |
Effect |
Cures a creature of Disease, Paralysed, Poisoned, or Blindness |
Does it require Concentration? |
No |
12
Cloud Of Daggers
Great Area Of Effect Spell that Deals 4d4 of Slashing Damage
- Bard
- Sorcerer
- Warlock (The Fiend & The Great Old One)
- Wizard
Cloud of Daggers
is an essential spell for at least one spell caster in the player’s party. Combining this Conjuration spell with the stupidity that comes with some of the AI’s moments can make for some glorious situations.
Cloud of Daggers is an area of effect spell which means any foe that finds themselves within the circle or attempts to walk through it will be damaged. Placing this cloud tactfully in a corridor or a place that the enemies need to pass can allow for the player’s spellcaster to quickly deal with a group of foes.
Action |
Action |
---|---|
Distance |
18m |
Effect |
4d4 Slashing damage for 10 turns |
Does it require Concentration? |
Yes |
11
Branding Smite
A Heavy Hitting Spell That Does 2d6 Radiant Damage
As a level 2 spell that can only be used by Paladins or those who have chosen to play as a Zariel Tiefling once they have hit level 5, this is a spell that limited classes can use, though it is incredibly powerful. When Branding Smite
is cast, the player deals an additional 2d6 of radiant damage to a foe.
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While already powerful as a level 2 spell, Paladins are likely to use this and nothing else when facing foes up close. Besides the damage it does, since it brands the enemy, it also means that those pesky foes that attempt to become invisible can no longer do such a thing for ten turns.
Action |
Action & Bonus Action |
---|---|
Distance |
On A Melee Attack |
Effect |
Adds 2d6 of Radiant damage to a player’s hit for 10 turns and prevents the enemy from turning invisible. |
Does it require Concentration? |
Yes |
10
Detect Thoughts
Brilliant Spell To Be Used During Dialogue
- Bard
- Sorcerer
- Wizard
- Rogue (Arcane Trickster)
- Fighter (Eldritch Knight)
- Warlock (The Great Old One)
- Druid (Circle Of Spores)
While many players may assume that spells only have a purpose inside of combat, this couldn’t be further from the truth. Spells like Detect Thoughts
can only be used outside of combat and can help the player through certain moments of dialogue.
Being about to read the thoughts of an individual can help a player choose the correct dialogue option that may avoid a fight or find them an important piece of information. Not to forget to mention that it only needs to be cast once, and then the player can use it for the rest of the day.
Action |
Action |
---|---|
Distance |
Self |
Effect |
It allows the player to detect the thoughts of the people they are talking to until a long rest. |
Does it require Concentration? |
Yes |
9
Spike Growth
An AOE Spell That Does 2d4 Of Damage
- Druid
- Ranger
- Cleric (Nature Domain)
- Bard (Magic Secrets at Level 5)
Spike Growth
can only be cast by three different classes, including Druid, Ranger, and Nature Clerics; this is unsurprising due to the nature form this spell takes. Players who are looking for a cheap control spell should look no further than spike growth, as players can cast it onto the ground to cover an area in sharp thorns.
Allies or opponents that walk across this ground will have their movement halved, meaning they can’t walk as far. Besides this, every 1.5 meters a character moves will be injured by the thorns for two d4 piercing damage.
Action |
Action |
---|---|
Distance |
18m |
Effect |
2d4 piercing damage every 1.5m walked across the spiked floor. It lasts 100 turns. |
Does it require Concentration? |
Yes |
8
Spiritual Weapon
Exclusive to only clerics, the Spiritual Weapon spell is a must for those who have a cleric in their party. Starting once the player has unlocked a level two spell slot, the player can now summon a spiritual weapon at their side.
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Players can choose from a wide variety of weapons for it to take the shape of, but either way, it will do one d8 of force damage plus the proficiency bonus of the caster. Naturally, this gives the player another person to control, which will increase their number for ten turns.
Action |
Bonus Action |
---|---|
Distance |
18m |
Effect |
1d8+1+ spell casting modifier of force damage done by the spiritual weapon. Lasts for 10 turns. |
Does it require Concentration? |
No |
7
Blindness
Cause Enemies To Miss More Often
- Bard
- Sorcerer
- Wizard
- Warlock (The Archfey)
- Rogue (Arcane Trickster)
- Fighter (Eldritch Knight)
While Sleep may be one of the best level one spells a player could be using, Blindness
is one of the greatest Level Two Spells for those who wish to have better control over the battlefield. Casters with this spell can cause a foe to be blind for ten turns total.
They can avoid this by succeeding in a constitution saving throw, though if they fail, they will be rendered blind. This will make the characters much easier to hit while they themselves struggle to land their marks.
Action |
Action |
---|---|
Distance |
18m |
Effect |
Limit the range the foe can see, the enemy gets a disadvantage in attacks while others have an advantage over them. Foe requires a constitution saving throw or it lasts 10 turns. |
Does it require Concentration? |
No |
6
Silence
Stops Spellcasters In Their Tracks For A Max Of Ten Turns
- Bard
- Cleric
- Ranger
- Paladin (Oath Of Devotion)
- Druid (Circle Of The Land)
- Monk (Way Of Shadows)
An equally amazing control spell that players finally unlock when they obtain level two spell slots is Silence
. This spell is a must when dealing with an opposing spellcaster that just won’t stop attacking with darkness. Placing a circle of silence will stop players and opponents from casting spells when they are within it.
This spell does, however, require concentration, which means every time the caster of the spell gets hit, there is the risk of it disappearing. Players have at most ten turns to destroy these mages before they get their magic back.
Action |
Action |
---|---|
Distance |
18m |
Effect |
Creates a sphere that silences anyone inside it and makes them immune to thunder damage. |
Does it require Concentration? |
Yes |
5
Hold Person
Confirm Every Hit To Be A Critical For A Max Of Ten Turns
- Bard
- Cleric
- Druid
- Sorcerer
- Warlock
- Wizard
- Rogue (Arcane Trickster)
- Paladin (Oath Of Vengeance)
Level two spells continue to be some of the best when it comes to controlling the battlefield. An alternative to blinding a foe or silencing their magic is simply paralyzing them in place. With the Hold Person
spell, a player can simply stop the foe from taking their future turns.
2:26
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At the end of each of their turns, they are then allowed to make a Wisdom saving throw to see if they break free of the spell’s control. Until then, all hits to the person that is held are automatically critical hits, and therefore, the foe can be killed quickly.
Action |
Action |
---|---|
Distance |
18m |
Effect |
Paralyzes a person in place for 10 turns unless they succeed with a Wisdom saving throw. Any attacks in 3m are critical hits. |
Does it require Concentration? |
Yes |
4
Scorching Ray
Hit A Foe Three Times In One Action For 6d6 Fire Damage Each
- Sorcerer
- Wizard
- Warlock (The Fiend)
- Cleric (Light Domain)
Returning to damage-dealing spells, one that any wizard will want in their spell book must be Scorching Ray
. Casting this allows players to attack one or multiple foes at a time, as the player has three fire beams to use.
Each ray deals between two and twelve fire damage since the player rolls six d6 of fire damage. Wizard isn’t the only class that has this in their roster, as Sorcerers, Fiend Warlocks, and Light Domain Clerics may also use Scorching Ray.
Action |
Action |
---|---|
Distance |
18m |
Effect |
6d6 fire damage as players hurl 3 rays of fire at one or multiple enemies. |
Does it require Concentration? |
No |
3
Prayer Of Healing
A 2d8 Heal For Out Of Combat
Like Detect Thoughts, Prayer of Healing
can only be used outside of combat. This is a brilliant healing spell for those who are out of short rests or are avoiding using them as one prayer of healing can heal the entire party for a decent amount of health.
Using this level two spell will roll two d8 of healing plus the spell casting bonus of the caster. This spell can only be used by clerics, and therefore this shows the importance of always having one on a player’s team.
Action |
Action |
---|---|
Distance |
9m |
Effect |
Heals all allies in a radius the player can see for 2d8+ their Wisdom modifier. It can only be used outside of combat. |
Does it require Concentration? |
No |
2
Misty Step
Teleport Out Of Harms Way In A Bonus Action
- Sorcerer
- Warlock
- Wizard
- Druid (Circle Of The Land)
- Paladin (Oath Of Ancients & Oath Of Vengeance)
- Ranger (Gloom Stalker)
Misty Steps is one of the few spells that can be used by a caster and is available to the Githyanki race. This spell is perfect for keeping an individual away from danger; for a bonus action, a player can quickly teleport to a space they can see and still have an action available to attack with.
3:03
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Misty Step
also has potential outside a fight, as a spellcaster can reach areas that other members of the party can’t. Then combining this with Feather Fall
allows them to safely float back to their party.
Action |
Bonus Action |
---|---|
Distance |
18m |
Effect |
A player can teleport to an unoccupied space they can see. |
Does it require Concentration? |
No |
1
Moonbeam
An Overpowered Beam Of Light That Does 2d10 Of Radiant Damage
- Druid
- Paladin (Oath Of Ancients)
Out of all the available spells for level two spell slots, the greatest must be Moonbeam
. Although it can only be cast by Druids and Paladins who have taken the Oath of the Ancients, this is a great spell to have always prepared for them. Dealing two d10s of radiant damage is no joke.
As a concentration spell, this beam of light can be present for at max ten turns if the caster doesn’t fail its rolls. What makes Moonbeam even better than a player’s regular spell is that it can be recast for free if the caster still has concentration for it; this means the beam can be moved to follow an enemy.
Action |
Action |
---|---|
Distance |
18m |
Effect |
2d10 of radiant damage from a beam that is called down by the player. Succeeding a constitution saving throw halves the amount of damage received. |
Does it require Concentration? |
Yes |
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