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Transmutation Spells are spells that specialize in changing the properties of a creature or object similar to alchemy in Baldur's Gate 3. Read on to learn more about each Transmutation Spell, their effects, levels, and more!
List of Contents
Spell | Description | Class |
---|---|---|
Shillelagh | Your staff or club becomes magical: it deals 4~11 Bludgeoning damage, and uses your Spellcasting Ability for Attack Rolls. |
Druid |
Sorrowful Lash | Pulls a creature 3m closer to you. | - |
Thaumaturgy | Gain Advantage on Intimidation and Performance Checks. |
Cleric |
Thorn Whip | Pulls the creature 3m closer to you. |
Druid |
Tightening Orbit | Spend 1 turn of Force Conduit to pull every enemy in a radius toward you with damaging force. | - |
Spell | Description | Class |
---|---|---|
Create or Destroy Water | Call forth rain or destroy a water-based surface. |
Druid Cleric |
Enhance Leap | Triple a creature's jumping distance. |
Ranger Fighter Druid |
Expeditious Retreat | Gain Dash immediately and as a bonus action on each of your turns until this spell ends. |
Wizard Warlock Sorcerer Fighter Eldritch Knight |
Feather Fall | You and nearby allies gain Immunity to Falling damage. |
Wizard Fighter Bard |
Githyanki Psionics: Jump | Triple a creature's jumping distance. |
Fighter |
Goodberry | Conjure four magical berries into your or a companion's inventory. Creatures who eat a berry regain 1-4 hit points. Berries disappear after Long Rest. |
Druid |
Longstrider | Increase a creature's movement speed by 3m. |
Wizard Ranger Fighter Druid Bard |
Spell | Description | Class |
---|---|---|
Barkskin | Protect a creature from attacks: increase its Armour Class up to 16. |
Druid |
Darkvision | Grant a creature the ability to see in the dark out to a range of 12m. |
Wizard Druid Bard |
Enhance Ability | Bestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability. |
Druid Cleric Bard |
Enlarge/Reduce | Make a creature larger or smaller to affect their weapon damage and Strength Checks and Saving Throws. |
Wizard |
Heat Metal | Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage on Attack Rolls and Ability Checks. |
Druid Bard |
Knock | Unlock an object that is held shut by a mundane lock. |
Wizard Bard |
Magic Weapon | Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls. |
Wizard Paladin |
Sethan: Reduce | Make a creature smaller. Its weapons deal 1d4 less damage. It has Disadvantage on Strength Checks and Saving Throws. | - |
Spike Growth | Shape a piece of ground into hard spikes. Movement is halved. A creature walking on the spikes takes 2~8 Piercing damage for every 1.5m it moves. |
Druid Bard |
Whossa Large Fellow? | You gain Advantage on Ability Checks and Saving Throws using Strength, and weapon attacks deal an additional 1d4 damage. | - |
Spell | Description | Class |
---|---|---|
Blink | At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world. When you do vanish, your presence here is a representation of the location you'll come back to. You can choose to teleport it up to 6m. |
Wizard |
Celestial Haste | Gain Hastened. | - |
Draconic Elemental Weapon | Imbue a weapon with elemental power. It receives a +1 bonus to Attack Rolls, and deals an additional 1d4 damage of your choice. | - |
Elemental Weapon | Imbue a weapon with elemental power. It receives a +1 bonus to Attack Rolls, and deals an additional 1d4 damage of your choice. |
Paladin |
Fly | Bestow the ability to Fly upon yourself or an ally. |
Wizard Sorcerer |
Gaseous Form | Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage. The cloud has Advantage on Constitution, Dexterity, and Strength Saving Throws. |
Wizard Warlock Bard |
Githborn: Flying Boots | Touch a creature to triple its jumping distance. | - |
Grant Flight | Bestow the ability to Fly upon yourself or an ally. |
Wizard Warlock Bard |
Haste | Target yourself or an ally to become Hastened: gain an action, become faster and harder to hit. |
Wizard Bard |
Lightning Arrow | After the arrow hits, smaller bolts snake out from the target toward nearby creatures. |
Ranger |
Plant Growth | Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their movement speed quartered. |
Bard Oath of the Ancients |
Ride the Winds | Transform into a cloud, becoming Resistant to all damage, gains Advantage on Constitution, Dexterity, and Strength, and tiny in size. ^ You gain Advantage on Ability Checks and Saving Throws using Strength, and weapon attacks deal an addiitonal 1d4 damage. | - |
Slow | Alter time around up to 6 enemies to Slow them. They won't get far, they can't do much, and they're easier to hit. |
Wizard Bard |
Spell | Description | Class |
---|---|---|
Polymorph | Transform a creature into a harmless sheep. If the sheep's hit points drop to 0, the target reverts to its original form with its original hit points. |
Cleric |
Spell | Description | Class |
---|---|---|
Telekinesis | Throw a creature or object up to 18m with a thought. Once per turn, you can use Telekinesis again without expending a spell slot. |
Sorcerer |
Spell | Description | Class |
---|---|---|
Disintegrate | Shoot a thin green ray from your finger. If the 50~100 Force damage reduces the target to 0 hit points, it disintegrates into a crumbly ash. |
Sorcerer |
Wind Walk | Transform yourself and all nearby party members into tiny clouds of mist to avoid attacks. |
Druid |
All Schools of Spells | |||
---|---|---|---|
Abjuration | Conjuration | Divination | Enchantment |
Evocation | Illusion | Necromancy | Transmutation |
Other Spell Types | |||
---|---|---|---|
Ritual Spells |
List of All Transmutation Spells
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