aid spell baldursgate3 wiki guide 150px 2

Aid

Level 2 Abjuration Spell

5 Healing

Heal your allies and increase their hit point maximum by 5 hit points.

aid spell baldursgate3 wiki guide 35px 1Until Long Rest

range icon baldursgate3 wiki guide 25px9m

 action icon baldursgate3 wiki guide 25pxAction spell slot icon baldursgate3 wiki guide 25pxLevel 2 Spell Slot  

Aid is a Spell in Baldur's Gate 3. Aid is a Lvl 2 Spell from the Abjuration school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the environment.

Baldur's Gate 3 Aid Information

  • Description: Heal your allies and increase their hit point maximum by 5 hit points.
  • Level: Lvl 2 spell
  • School: Abjuration School
  • Casting Time: action icon baldursgate3 wiki guide 25pxAction
  • Duration: Until Long Rest
  • Range: 9m + 9m (radius)
  • Requires Concentration: No
  • Saving Throw: None

How to Acquire Aid in BG3

Aid Tips & Notes for BG3

  • Upcast: When cast with a 3rd level spell slot or higher, the hit points are increased by 5 for each slot level above 2nd.
  • It is generally considered one of the most efficient spells to upcast and a very good way to start you day of adventuring.
  • This health maximum isn't considered temporary hit points and stack with such sources, e.g. the Battle Master Rally.
  • For any non-summon spell that lasts until Long Rest, the caster does not need to be in your party once you leave camp as long as the spell does not require concentration. Therefore, you can easily cast this spell on any party members you plan to use while leaving the caster back in camp.
  • If the caster of this spell removes it from their prepared spells list, the spell's effect will end immediately.
  • In D&D5e Aid is limited to 3 targets, in BG3 there's no such numerical limitation, so any pet or summon will also benefit.

 

Lvl 2 Spells
Arcane Lock  ♦  Barkskin  ♦  Blindness  ♦  Blur  ♦  Branding Smite  ♦  Calm Emotions  ♦  Chromatic Orb: Acid (Lvl 2)  ♦  Chromatic Orb: Cold (Lvl 2)  ♦  Chromatic Orb: Fire (Lvl 2)  ♦  Chromatic Orb: Lightning (Lvl 2)  ♦  Chromatic Orb: Poison (Lvl 2)  ♦  Chromatic Orb: Thunder (Lvl 2)  ♦  Cloud of Daggers  ♦  Crown of Madness  ♦  Darkness  ♦  Darkvision  ♦  Detect Thoughts  ♦  Enhance Ability  ♦  Enlarge - Reduce  ♦  Enthrall  ♦  Eyes of the Dark: Darkness  ♦  Flame Blade  ♦  Gust of Wind  ♦  Heat Metal  ♦  Hold Person  ♦  Invisibility  ♦  Knock  ♦  Lesser Restoration  ♦  Magic Weapon  ♦  Melf's Acid Arrow  ♦  Mirror Image  ♦  Misty Step  ♦  Moonbeam  ♦  Pass without Trace  ♦  Phantasmal Force  ♦  Prayer of Healing  ♦  Protection from Poison  ♦  Ray of Enfeeblement  ♦  Scorching Ray  ♦  See Invisibility  ♦  Shadow Blade (Spell)  ♦  Shatter  ♦  Silence  ♦  Spike Growth  ♦  Spiritual Weapon  ♦  Warding Bond  ♦  Web  ♦  Whossa Large Fellow  ♦  Zephyr Break



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    • Anonymous

      Highest it can go is 40 HP, which can be done with a Lvl 7 cleric Lvl 6 Paladin and Lvl 7 bard. (you can potentially play around and see what fits into your playstyle and how beefy you want to be versus enemies, but i have found it to be an insane boost to your HP pool over all on Tactician+)

      • Anonymous

        S tier spell , it's very often gives more value than other spells in every level but i think it's best at level 5 which gives extra 120hp if you have 2 summons. It's still great if you don't have summons it's not easy to get 80hp worthy value from level 5 spells.

        Spell is just pure value , you can even cast if with reserve character for 3 party member and swap him out as well.

        • Anonymous

          Upcast it to 5 spell slot to get entire party +20 hp each character. For 1 spell. And a camp companion can cast it. Holy value!

          • Anonymous

            The 5 hitpoint increase is also a heal. If you cast this with the shield or amulet, then unequip them, you will lose the max hp, but keep the 5/10 heal.

            • Anonymous

              Technically a way to heal Undead since it "increases" their health instead of "healing" them. Can be cast multiple times to "heal" a zombie swarm if you've got the spell slots for it. Makes a learned Paladin or Cleric a crucial part of any respectable Necromancer's party and can help to alleviate the strain of having to find fresh corpses.

              • Anonymous

                Does not heal although it says "10 Healing" - Other commenters are saying wiki should be updated but from the wording it seems like a bug IMO

                • Anonymous

                  Decent spell to use at start of day when first obtained.
                  Becomes amazing when uplifted (the health increase is increased by 5 per uplift level).

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