10 Best Level 2 Spells In Baldur’s Gate 3, Ranked
Here is a list of the best level 2 skills that can be found in Baldur’s Gate 3, from worst to best.
You may know Baldur’s Gate 3 as one of the best CRPGs of recent years. It also introduced many people to the fun of Dungeons and Dragons in video game form. Like the board game that came before it, Baldur’s Gate 3 has a lot of interesting spells spread out among the different classes that can cast spells.
People who play will be able to cast new spells that need higher-level spell spots as their character levels up. Sometimes players can get Level Two Spell slots early in the game. However, many of the spells in this section are ones that they will use for the rest of their journey. These level two skills are by far the best.
Detect Thoughts
A lot of players might think that spells are only useful in battle, but that couldn’t be further from the truth. Some spells, like Detect Thoughts, can only be used when the player is not fighting. They can help them through certain parts of conversation.
Being able to read someone’s mind can help a player pick the right line of conversation, which could help them avoid a fight or learn something important. Also, it only needs to be cast once, and the person can use it all day.
Spike Growth
Spike Growth can only be cast by Druids, Rangers, and Nature Clerics. This makes sense since the power takes a nature form. Players who want a cheap control spell should look no further than spike growth. It can be cast on the ground to cover an area with sharp needles.
Any ally or enemy that walks across this ground will have their speed slowed down by half, so they can’t go as far. Also, the thorns will hurt the character by two d4 points of cutting damage every 1.5 meters they move.
Spiritual Weapon
If you have a priest in your party, you must learn the Spiritual Weapon spell. Everyone else can’t. Once a person has unlocked a level two spell slot, they can now call up a spiritual weapon to help them.
It can change into a lot of different weapons, but no matter what it looks like, it does one d8 of force damage plus the caster’s skill bonus. Of course, this gives the player another person to handle, which makes them stronger for ten turns.
Blindness
Some players think that Sleep is one of the best level one spells, but Blindness is one of the best level two spells for getting a better handle on the fight. People who cast this spell can make an enemy blind for ten turns.
They can avoid this by making a constitution saving throw and succeeding. If they fail, they will go blind. When the character is having a hard time hitting, this will make it much easier to hit them.
Silence
Silence is another great control spell that Happy Wheels players can finally use when they get to level two and have enough spell slots. When you’re up against an enemy spellcaster who won’t stop casting darkness spells, you need to cast this spell. Players and enemies will not be able to cast magic while they are inside a circle of silence.
This spell does, however, need concentration, which means that if the person casting it gets hit, the magic could get lost. Each player has ten turns to kill these mage before they get their magic back.
Hold Person
It’s still true that level two spells are some of the best at taking over the fight. You can paralyze an enemy in place instead of blinding them or stopping their magic. With the hold person spell, a player can stop an enemy from taking their next turn.
They can make a Wisdom saving throw at the end of each turn to see if they can get out from under the spell’s control. Until then, any hits to the person being held are instantly critical hits, which lets the enemy be killed quickly.
Scorching Ray
When it comes to spells that do damage, Scorching Ray is one that every wizard should have in their book. When cast, this gives the player three fire beams that they can use to hit one or more enemies at once.
Since the person rolls six d6 for fire damage, each ray does between two and twelve damage. This ability can be used by more than just Wizards. Sorcerers, Fiend Warlocks, and Light Domain Clerics can also use it.
Prayer Of Healing
It’s the same with Prayer of Healing: you can only use it when you’re not fighting. This is a great healing spell for people who don’t have any short rests or don’t want to use them because one prayer of healing can give everyone in the party a good amount of health.
If you cast this level two spell, you will get two dice worth of health plus your spell-casting bonus. Clergy members are the only ones who can use this spell, which shows how important it is to always have one on your team.
Misty Steps
When it comes to magic that the Githyanki race can use, Misty Steps is one of the few that they can. You can keep someone safe with this spell. As an extra action, a player can quickly teleport to a place they can see while still having an attack action open.
Misty Steps can be useful outside of battle too, since a spellcaster can get to places other party members can’t. When they combine this with feather fall, they can safely float back to their party.
Moonbeam
Moonbeam has to be the best spell that can be used in a level two spell spot. This is a great spell to always have ready for Druids and Paladins who have taken the Oath of the Ancients, even though they are the only ones who can cast it. It’s not a joke to deal two d10s of glowing damage.
If the person casting the spell doesn’t fail their rolls, this beam of light can stay in place for up to ten turns. Moonbeam is even better than a player’s normal spell because it can be cast again for free as long as the user is still focused on it. This lets the beam follow an enemy.