Magic Weapon

Level 2 Transmutation spell available to Paladins and Wizards. Touch a non-magical weapon and it becomes magical with +1 to Attack and Damage Rolls until a Long Rest. It is a good spell for exactly as long as it takes you to find a magic weapon, which in this game is not long.

Spell description: Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls.

Spell properties

  • Range: Melee: 1.5m (5ft)
  • Duration: Long Rest
  • Concentration spell
  • Conditions applied: The weapon becomes magical and receives a +1 bonus to Attack and Damage Rolls.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

The bonus increases by 1 for every two spell slot levels above the 2nd. +2 at Levels 4 and 5, and +3 at Level 6.

How to obtain Magic Weapon

  • Wizard at Class level 3
  • Paladin at Class level 5

Source item: Scroll of Magic Weapon

MAGIC WEAPON

Level 2 Transmutation Spell

Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls.

Range: Melee (1.5m) Duration: Long Rest

CONDITION: MAGIC WEAPON

Duration: Until Long Rest

Condition: Magic Weapon

  • The weapon counts as magical and gains +1 to Attack and Damage Rolls.
  • The bonus increases by 1 for every two spell slot levels above the 2nd.

When to cast Magic Weapon

In Act 1, before the good loot, +1 to hit and damage on your best fighter’s weapon for the whole day is a genuine upgrade, and a Paladin casting it on themselves in the morning is spending a slot well.

It is Concentration though, which is a large price for a small number, and the moment you pick up a +1 weapon from a vendor or a corpse the spell is redundant. Most parties are there by the end of Act 1.

Upcasting brings it back to life: +2 at Level 4 and +3 at Level 6, which beats most of the weapons in the game. A Wizard with a spare Level 6 slot and a Fighter holding a plain greatsword can do worse. It still costs Concentration, and at that level the Wizard usually has something better to hold.

Magic Weapon – Baldur’s Gate 3 Spell

Spell properties

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

Range
Melee
Duration
Long Rest
Notes & sources

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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.

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