Spiritual weapon

Level 2 Evocation spell available to Clerics. It summons a floating spectral weapon that fights alongside you for ten turns. Because it costs a Bonus Action to cast and a Bonus Action to swing, Spiritual Weapon gives a Cleric a second attack every round without ever touching their Action — which is why it is arguably the best Level 2 slot a Cleric will ever spend.

Spell description: Summon a floating, spectral weapon that attacks your enemies alongside you.

Spell properties

  • Damage: 1d8 + 1 + Spellcasting Modifier Force
  • Damage type: Force
  • Range: 18m (60ft)
  • Duration: 10 turns
  • Conditions applied: Varies by weapon (see variants below)
  • Cost: Bonus Action + Spell Slot
  • Recharge: Per action

Spell upcasting

For every two spell slot levels above the 2nd, the weapon gains 8 hit points and deals an additional 1d8 Force damage. In practice this means a Level 4 slot gives 2d8, and a Level 6 slot gives 3d8.

How to obtain Spiritual Weapon

  • Cleric at Class level 3
  • College of Lore (Bard) at Class level 6 via Magical Secrets
  • Bard at Class level 10 via Magical Secrets

Source items: Sethan, Harper Sacredstriker. There is no Scroll of Spiritual Weapon in the game.

Spiritual Weapon variants

When casting Spiritual Weapon you choose the form the spectral weapon takes. All seven deal the same Force damage — the difference is the condition each one applies on hit. Force damage is resisted by almost nothing in the game, so the choice is purely about the rider.

1. Spiritual Weapon: Mace

The default form. No rider condition, but no drawbacks either.

SPIRITUAL WEAPON: MACE

Level 2 Evocation Spell
Damage: 2-9 + Spellcasting Modifier
1d8 + 1, Force

Summon a floating, spectral mace that attacks your enemies alongside you.

Range: 18m (60ft) Duration: 10 turns

2. Spiritual Weapon: Greataxe

Applies Bleeding on hit.

SPIRITUAL WEAPON: GREATAXE

Level 2 Evocation Spell
Damage: 2-9 + Spellcasting Modifier
1d8 + 1, Force

Summon a floating, spectral greataxe that attacks your enemies and leaves them Bleeding.

Range: 18m (60ft) Duration: 10 turns

CONDITION: BLEEDING

Condition: Bleeding

  • The creature loses hit points at the start of each of its turns.
  • Cannot regain hit points while Bleeding.
  • Healing removes the condition.

3. Spiritual Weapon: Greatsword

Also applies Bleeding on hit. Mechanically identical to the Greataxe — pick whichever you prefer the look of.

SPIRITUAL WEAPON: GREATSWORD

Level 2 Evocation Spell
Damage: 2-9 + Spellcasting Modifier
1d8 + 1, Force

Summon a floating, spectral greatsword that attacks your enemies and leaves them Bleeding.

Range: 18m (60ft) Duration: 10 turns

4. Spiritual Weapon: Halberd

Applies Bleeding on hit, with the reach of a polearm.

SPIRITUAL WEAPON: HALBERD

Level 2 Evocation Spell
Damage: 2-9 + Spellcasting Modifier
1d8 + 1, Force

Summon a floating, spectral halberd that attacks your enemies and leaves them Bleeding.

Range: 18m (60ft) Duration: 10 turns

5. Spiritual Weapon: Maul

Applies Dazed on hit — the strongest rider of the seven, because a Dazed enemy loses its Reaction.

SPIRITUAL WEAPON: MAUL

Level 2 Evocation Spell
Damage: 2-9 + Spellcasting Modifier
1d8 + 1, Force

Summon a floating, spectral maul that attacks your enemies and leaves them Dazed.

Range: 18m (60ft) Duration: 10 turns

CONDITION: DAZED

Condition: Dazed

  • The creature cannot take Reactions.
  • Its Movement Speed is reduced.

6. Spiritual Weapon: Spear

Applies Gaping Wounds on hit.

SPIRITUAL WEAPON: SPEAR

Level 2 Evocation Spell
Damage: 2-9 + Spellcasting Modifier
1d8 + 1, Force

Summon a floating, spectral spear that attacks your enemies and inflicts Gaping Wounds.

Range: 18m (60ft) Duration: 10 turns

7. Spiritual Weapon: Trident

Also applies Gaping Wounds. Identical to the Spear in everything but appearance.

SPIRITUAL WEAPON: TRIDENT

Level 2 Evocation Spell
Damage: 2-9 + Spellcasting Modifier
1d8 + 1, Force

Summon a floating, spectral trident that attacks your enemies and inflicts Gaping Wounds.

Range: 18m (60ft) Duration: 10 turns

When to cast Spiritual Weapon

Cast it on turn one, before anything else. It is not Concentration, so it stacks with Bless, Spirit Guardians, or anything else you want running — and for ten turns afterwards your Cleric attacks twice a round for free.

The weapon can be moved and swung with the same Bonus Action, so it will chase a fleeing enemy across the battlefield without costing you anything. Use it to finish off low-health targets your Action can’t reach, or to harass an enemy caster you can’t get to in melee.

Take the Maul unless you have a reason not to. Dazed strips Reactions, which shuts down opportunity attacks and enemy Counterspells, and that is worth more than a few points of Bleeding damage.

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

Spiritual weapon

Spell properties

Level
Level 2
School
Evocation
Casting resource
Bonus action
Damage type
Damage: 2~9 + modifiers
Range
 Range: 18 m (60 ft)
Duration
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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.

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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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