Warding Bond

Level 2 Abjuration spell available to Clerics. You bind yourself to an ally: they get Resistance to all damage and a +1 bonus to Armour Class and Saving Throws, and every point of damage they take is dealt to you as well. No Concentration, lasts until a Long Rest. Read that second half again before you cast it.

Spell description: Ward an ally. They gain Resistance to all damage, and a +1 bonus to their Armour Class and Saving Throws.

Spell properties

  • Range: Melee: 1.5m (5ft)
  • Duration: Long Rest
  • Conditions applied: Warding Bond (Target): +1 Armour Class and Saving Throws, Resistance to all damage. Warding Bond (Caster): takes the same damage the warded ally takes.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Warding Bond at higher levels provides no additional benefits.

How to obtain Warding Bond

  • Cleric at Class level 3

Source items: Viconia’s Walking Fortress, True Love’s Embrace

WARDING BOND

Level 2 Abjuration Spell

Ward an ally. They gain Resistance to all damage, and a +1 bonus to their Armour Class and Saving Throws.

Range: Melee (1.5m) Duration: Long Rest

CONDITION: WARDING BOND

Duration: Until Long Rest

Warding Bond (Target)

  • +1 bonus to Armour Class and Saving Throws.
  • Resistance to all damage.

Warding Bond (Caster)

  • Takes the same damage the warded ally takes.
  • Ends if the two move more than 18m apart.

When to cast Warding Bond

The maths is not what you think it is. The ally takes half damage thanks to Resistance. You take the full original amount. A 20-damage hit becomes 10 on your Paladin and 20 on you. Cast this carelessly and you have not protected the party, you have booked your Cleric a funeral.

So it is not damage reduction, it is damage relocation. What you are buying is where the damage lands: off the fragile body that keeps getting focused, and onto a Cleric with the armour and the HP to absorb it. That is a good trade in a boss fight and a terrible one everywhere else.

Which means it goes on the squishy companion the boss keeps picking on, cast by a Cleric who is standing at the back and staying there. Do not put it on the character who is about to walk into a Fireball, and do not leave it running while your own HP quietly drains. It lasts until Long Rest, so it is very easy to forget it is on.

Looking for more spells? Check out our full sortable and filterable list of all BG3 spells in the database.

Spell properties

Level
Level 2
School
Abjuration
Casting resource
Action + Spell Slot
Damage type

Range
Melee
Duration
Long Rest
You might also like these spells pages:

Arcane Lock

Level 2 Abjuration spell available to Wizards. Seals a door or container with a magical lock that cannot be picked and cannot be opened with Knock. Mostly it is Knock in a mirror and just as situational, but it has one combat trick that is properly good. Spell...

Web

Level 2 Conjuration spell available to Sorcerers and Wizards. Covers a 4m radius in sticky webbing: Difficult Terrain that halves movement, and anything that fails a Dexterity save is Enwebbed and cannot move at all. It is also flammable. That second sentence is the...

Pass Without Trace

Level 2 Abjuration spell available to Druids and Rangers. A flat +10 bonus to Stealth Checks for you and every companion nearby. Not Advantage. Ten points. It is the largest single modifier any spell in the game hands out, and it turns your whole party, plate armour...

Spike Growth

Level 2 Transmutation spell available to Druids and Rangers. Turns a 6m patch of ground into hardened spikes: 2d4 Piercing damage for every 1.5m a creature moves through it, and its Movement Speed is halved. There is no save. In a game where enemies love to charge...

Silence

Level 2 Illusion spell available to Bards, Clerics, and Rangers. A 6m sphere in which no sound exists. Nothing inside can cast a spell that needs speech, which is almost all of them, and nothing inside takes Thunder damage. It lasts 100 turns and it is a hard shutdown...

Arcane Lock

Level 2 Abjuration spell available to Wizards. Seals a door or container with a magical lock that cannot be picked and cannot be opened with Knock. Mostly it is Knock in a mirror and just as situational, but it has one combat trick that is properly good. Spell...

Notes & sources

RPGWire’s BG3 Wiki is an independent fan resource maintained by a small team. We do our best to fact-check all content against in-game testing and official Larian sources. Errors can happen. If you spot one, or want to contribute to the wiki, Contact us here.

Spell mechanics, descriptions and values are based on Baldur’s Gate 3 version 4.1.1.7209685 and may change with future patches. Where applicable, sources are cited within each article.

Copyright disclaimer & licensing
Some or all of this work is © Larian Studios.
Some spell icons and game data are property of Larian Studios and used here under their fan content policy. Any fan-created works using content from Larian fall under: Larian Fan Content Policy and / or Baldur’s Gate 3 Fan Content Terms. Some of the icons used in these spell cards were downloaded from Sammy8932 on NexusMods.

0 Comments