Baldur's Gate 3, available on PC through Steam, has garnered acclaim from RPG enthusiasts worldwide. With an imminent launch on PlayStation 5, the game offers an all-encompassing experience, featuring extensive gameplay spanning countless hours, meticulously designed character customization, and a diverse selection of twelve classes. Immersed in the realm of Dungeons and Dragons, Baldur's Gate 3 presents an awe-inspiring journey into fantasy.
Among the finely honed aspects of the game, Baldur's Gate 3 excels in its captivating magic system, a treat for fans of the Divinity series. The inclusion of spellcaster classes, integral to D&D, is executed admirably, adding a breath of fresh air. Boasting an impressive roster of over two hundred spells, these potent incantations are categorized into five schools of magic. Among these, the Transmutation school stands out for its versatility. Presented here are the top Transmutation spells featured in Baldur's Gate 3.
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Polymorph
Polymorph stands out as a renowned enchantment within the realm of Dungeons and Dragons. It holds a position of great prominence among spells due to its potency, making it essential to always have at the ready. The wisdom lies in ensuring its presence even when seemingly unnecessary, as being prepared outweighs the risk of facing a situation without it.
Polymorph materializes as a Level 4 Transmutation spell, encompassing a range spanning eighteen meters, and its effects persist for a span of up to five rounds. When cast, the spellcaster has the capability to transform a designated target into a harmless sheep, provided the target fails to resist via a Dexterity save. This spell's potential is such that it can convert a challenging boss confrontation into a much simpler endeavor, thereby allowing the party to progress with ease.
Haste
In Baldur's Gate 3, Haste proves to be an indispensable enchantment owing to its adaptability and limitless applications both in and out of battle. This Level 3 Transmutation spell holds the capability to bring forth several advantageous outcomes for either the caster or a comrade.
With the expenditure of a single action, the caster gains the option to designate themselves or an ally as the recipient. The spell confers additional actions, heightens attack effectiveness, augments movement velocity, and enhances evasion capabilities. Haste emerges as a concealed treasure that players would undoubtedly find advantageous to acquire during their gameplay journey.
Slow
In situations where a party is grappling with a formidable adversary or struggling to contend with unique capabilities, the Slow spell presents a superb method to rein in a challenging opponent.
This Transmutation spell of Level 3 demands a single action for casting and encompasses a reach extending to eighteen meters. The caster has the ability to direct this spell towards a maximum of six foes. If they fail to resist its effects with a Wisdom save, each target experiences pronounced impediments in their actions. This encompasses limitations on movement, actions, and attacks.
Telekinesis
Telekinesis stands as a potent incantation capable of swiftly concluding a battle. For spellcasters, the ability to manipulate objects and even adversaries using the power of their minds provides an effective means to influence combat dynamics without necessitating direct engagement on the front lines.
Telekinesis materializes as a Level 5 Transmutation spell with a reach spanning up to eighteen meters. The caster designates a solitary creature who, upon failing a strength assessment, becomes subject to the caster's intentions for movement.
Grant Flight
Maneuverability on the field of combat holds significant sway over dictating the course of an engagement, particularly in scenarios where one might find themselves besieged by the adversary's tactics. While terrestrial movement serves as an effective means to gain an upper hand against opponents, ascending into the air offers an even superior advantage.
The enchantment known as Bestow Flight stands as a Level 3 Transmutation spell, conferring the capability of flight upon either the caster or an alternative target. The spell's effects persist for a span of ten rounds and necessitate a test of concentration to sustain.
Enlarge - Reduce
Enlarge and Reduce are fundamental choices for numerous wizard players within the realm of Dungeons and Dragons. These enchantments possess the ability to transform comrades into formidable giants and adversaries into negligible nuisances.
Enlarge - Reduce stands as a Level 2 Transmutation spell, encompassing a range of nine meters. This incantation empowers the caster to magnify or diminish the size classification of an individual target. This alteration can wield either advantageous or detrimental impacts on the target's strength assessments, efforts to resist harm, and offensive prowess.
Heat Metal
Impeding adversaries on the battlefield offers an invaluable edge, and magic wielders possess a variety of methods to achieve this. When direct assault on a target isn't viable, directing attacks towards the instruments that enemies employ to menace allies and defend themselves becomes a highly viable alternative.
Amidst the plethora of spells, Heat Metal stands out as a hidden gem, often overlooked. Yet, operating as a Level 2 Transmutation spell, Heat Metal has the potential to tip the scales in favor of the caster by heating a metallic item that the target is either wearing or holding, compelling them to release their grip or shed the object. Individuals persisting in contact with the heated item encounter difficulty in their checks and attacks involving the object. Furthermore, the spellcaster inflicts a substantial 2d8 fire damage on any creature that comes into contact with the influenced item for a duration of up to ten rounds.
Barkskin
Barkskin proves to be an immensely valuable enchantment. It serves to furnish mages with initial defensive capabilities, ensuring their protection, and also bestows a substantial armor class boost upon companions engaged in frontline combat.
Barkskin falls under the Transmutation category as a Level 2 spell, applicable through physical contact. Its casting requires a single action. The recipient of this spell gains an enhancement to their armor class, capped at a maximum of sixteen. It's worth highlighting that solely Druids and Rangers have access to this particular spell.
>>> Read more: 8 Best Skills To Learn In Baldur's Gate 3
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