Baldur's Gate 3 Spells & Abilities

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New Spells for DnD 5e inspired by Baldur's Gate 3 pre-alpha gameplay

From Mechanics to Spells

The following tabletop spells reflect videogame mechanics that have been seen in Baldur's Gate 3 pre-alpha gameplay as of the 1st of March 2020.

It's worth considering that the mechanics could change drastically in the future. Additionally, I took a few liberties in order to convert effects into spells compatible with tabletop DnD 5e, and they might not reflect important aspects of the corresponding mechanics.

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Astarion's Boot Throw [Throw - Action]

Transmutation Cantrip


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

As part of casting this spell, you make one ranged weapon attack with an improvised weapon against a creature within range, with disadvantage. On a hit, the target takes 1d4 nonmagical damage. The type of damage dealt can be piercing, slashing or bludgeoning, depending on the type of object thrown and at the Game Master's discretion.

At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Bigby's Mage Hand [Mage Hand]

Conjuration Cantrip


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Bard, Sorcerer, Warlock, Wizard

A gnome-sized spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. The hand has a Strength equal to your spellcasting ability score and a Dexterity of 1. Each time you control the hand, the hand can move up to 30 feet and it can also make one attack using its Strength score. The hand can only use its attack to Shove a creature with proficiency or to use an object as a thrown weapon it's proficient with. An object thrown by the hand has a range of 15/30 feet and upon hit a target takes 1d4 nonmagical damage + the hand's Strength modifier. The type of damage dealt can be piercing, slashing or bludgeoning, depending on the type of object thrown and at the Game Master's discretion.

The hand can't throw an object that weighs more than 10 times your spell ability score in pounds and it can't be used for any action that would require any degree of finesse.

At Higher Levels. The hand can attack twice when you reach 5th level, three times at 11th level, and four times at 17th level. You can direct each attack at the same target or at different ones.

Elemental Infusion [Infuse - Action]

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Concentration, up to 1 hour
  • Classes: Druid

You infuse a weapon you're wielding with raw elemental energy. In order for this effect to occur, you need to have the relevant source of elemental energy within range:

  • Acid. Stagnant acid capable of dealing 1 or more acid damage on immediate contact.
  • Cold. An apple-sized or larger piece of ice or snow.
  • Fire. A self-sustained open flame.
  • Lightning. An object or creature that has sustained lightning damage since the end of your last turn.
  • Thunder. An object or creature that was the source of a noise loud enough to deal thunder damage since the end of the last turn.

For the duration, the first time you hit a creature with this weapon each turn, the target must succeed on a Dexterity saving throw or take an additional 1d6 damage of the relevant type. The spell ends if you let go of the weapon.

At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Feather Falling [Feather Fall]

1st-level Transmutation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, M (a large feather or piece of down)
  • Duration: 1 minute
  • Classes: Bard, Sorcerer, Wizard

Choose up to five creatures within range. Until the spell ends, whenever a targeted creature would find itself falling, its rate of descent will slow to 60 feet per round. If the creature lands from a fall before the spell ends, it takes no falling damage and can land on its feet.

Knockout [Knock Unconscious - Action]

Enchantment Cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: 1 minute
  • Classes: Bard, Sorcerer, Wizard

Make a melee spell attack against a creature you can reach. On a hit, roll 1d8, and double the rolled result if the target is taken by surprise. If the target has that many hit points or fewer, it falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

At Higher Levels. You roll an additional 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Mindmeld [Mind Meld - Tadpole Feature]

4th-level Enchantment


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: S, V, M (a tadpole's mummified brain)
  • Duration: 24 hours
  • Classes: Wizard

You link the minds of two creatures within range, each with an Intelligence score of at least 2. For the duration, each creature can communicate with the other telepathically, as long as they are on the same plane. Additionally, as an action, one affected creature can see through another's eyes and hear what it hears until the start of its next turn, gaining the benefits of any special senses that the other creature has. During this time, the first creature is deaf and blind with regard to its own senses. The second creature can choose to block the first from intruding, or can choose to share only sight or hearing, instead of both.

All linked creatures dream collectively, and might either share the same dreams or witness to one another's, at the Game Master's discretion.

This spell ends if you cast it again, or if you spend one minute to dismiss it.

You permanently link the minds of the affected creatures by casting this spell on the same creatures every day for one year. The effect can then only be removed from an affected creature through a Greater Restoration spell.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Nail Down [Pin Down - Weapon Ability]

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 round
  • Classes: Druid, Warlock, Wizard

As part of casting this spell, you make one attack with a ranged weapon against a creature within the weapon's range. If you hit, the target's speed will be reduced to 0 for the duration of the spell.

This spell has no effect on creatures that are immune to the restrained condition or that aren't in direct contact with a hard surface, like a floor.

Occasional Leap [Jump - Tadpole Feature]

Transmutation Cantrip


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard

You jump up to either 30 feet in length or 15 feet in height, without needing a running start or provoking attacks of opportunity. Once you cast this spell, you can't so again until 1 minute has passed.

Power Shove [Shove - Action]

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard

Choose a creature within reach that is no more than one size larger than you. Supernatural strength empowers you for a brief moment, while you attempt to push the creature away. The target must make a Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use) against your spell DC. The target has advantage on this check if it's one size larger than you, has disadvantage if it's one size or more smaller than you, and automatically fails if it's taken by surprise. On a failure, you push the target 10 feet away from you, also knocking it prone.

At Higher Levels. The distance the target is pushed away increases by 10 feet when you reach 5th level (20 feet), 11th level (30 feet), and 17th level (40 feet).

Punishing Blow [Smash - Weapon Ability]

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Warlock

As part of casting this spell, you make one melee attack with a bludgeoning weapon against a creature within reach, without adding any ability modifier to the attack roll. On a hit, the target takes additional damage equal to your Strength or spellcasting ability modifier, your choice.

At Higher Levels. The target takes twice as much additional damage when you reach 5th level, three times at 11th level, and four times at 17th level.

Vicious Slash [Slash - Weapon Ability]

Necromancy Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 2 rounds
  • Classes: Druid, Warlock, Wizard

As part of casting this spell, you make one melee weapon attack with a bladed weapon against a creature within reach. If you hit, your weapon flashes a deep red, and the wound you caused starts bleeding with unnatural speed. The wounded target takes 1d4 piercing damage at the start of each of its turns for the duration of the spell. Any creature can take an action to stanch the wound, ending the spell, with a successful DC Wisdom (Medicine) check against your spell DC. The wound also closes if the target receives magical healing.

This spell has no effect on undead, constructs, or creatures without blood or other vital fluids.

At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

From Tabletop to Videogame

These spells don't reflect any mechanic seen in Baldur's Gate 3 yet, but they are possible ways to translate tabletop DnD 5e spells into ones that may better fit Baldur's Gate 3 system.

Blinding Light [Light]

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a firefly or phosphorescent moss)
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Warlock, Wizard

Bright light flashes in front of the eyes of a creature within range. The target must succeed on a Constitution saving throw or be blinded until the end of your next turn.

Counterspell Aura [Counterspell]

3rd-level Abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a piece of a broken wand)
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Warlock, Wizard

You bend the metamagic currents of the Weave to your will, making it more difficult for other creatures to cast spells. When casting this spell, you can choose any number of creatures to not be affected by it. For the duration, whenever a creature within 30 feet of you is casting a spell, it must make a saving throw with its spellcasting ability. It has advantage on the saving throw if the spell is of 4th level or higher. On a failure, the creature's spell fails and has no effect, and this spell can't counter any other spell until the start of your next turn. This spell ends if it effectively counters a spell of 4th level or higher.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the level at which a countered spell both gives advantage to the saving throw and causes this spell to end increases by one for each slot level above 3rd.

Curious Illusion [Minor Illusion]

Illusion Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a bit of fleece)
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Warlock, Wizard

You create a brief sound or a temporary image of an object in a point within range. Any creature within 30 feet of the sound or image that is able to hear or see it must make a Wisdom saving throw or be compelled to spend its next turn's movement to move as close as possible to the point where the phantom effect has appeared. A creature engaged in combat has advantage on the saving throw, and the effect can't force a creature to consciously endanger itself through its movement. For example, an affected target will nevertheless be able to avoid walking through a building that's on fire, traversing a slippery floor, or taking attacks of opportunity, if it so chooses.

Elemental Osmosis [Absorb Elements]

1st-level Abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 minute
  • Classes: Druid, Ranger, Wizard, Sorcerer

Magical energy covers your skin, ready to absorb incoming energy and store it for you to use. The first time you take acid, cold, fire, lightning, or thunder damage, you gain resistance to that damage type until the spell ends. While this spell is granting you resistance to a type of damage, the first time you damage a creature through a weapon attack or a spell, the target takes an extra 2d6 damage of the type you gained resistance to, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Focused Ward [Blade Ward]

Abjuration Cantrip


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: S, V
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Warlock, Wizard

You extend your hand and trace a sigil of warding in the air, directed at a creature within range. Until the end of your next turn, you have resistance against the first attack or damaging effect that creature might hit or affect you with.

Reactive Shield [Shield]

1st-level Evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: Sorcerer, Wizard

You create a contingency for an invisible barrier of magical force to appear and protect you when needed. For the duration, when you are targeted by the magic missile spell, or you are hit by an attack that didn't surpass your armor class by 5 or more, the spell protects you from the triggering effect. You take no damage from magic missile, and the attack misses instead. This spell ends after it has protected you from two effects.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell ends after protecting you from one more effect for each slot level above 1st.

Reliable Strike [True Strike]

Divination Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, up to 1 round
  • Classes: Bard, Sorcerer, Warlock, Wizard

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into a way to attack the target that minimizes unpredictable variables. On your next turn, provided that this spell hasn't ended, your consider the first attack roll against the target to be a 10 + 1d10, instead of rolling 1d20. The base attack roll obtained by this spell is still considered to be the result of a natural d20 roll, for the purposes of critical hits or any other d20 related feature.

Vengeful Rebuke [Hellish Rebuke]

1st-level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V
  • Duration: Instantaneous
  • Classes: Warlock

You point your finger towards a creature that has damaged you since the end of your last turn, causing it to become surrounded by a flash of hellish flames. The creature must make a Dexterity saving throw. On a failed save, it takes fire damage equal to 1d10 + the damage it has caused you since the end of your last turn. On a successful save, it takes half as much total damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Ward the Dying [Spare the Dying]

Necromancy Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric

You target a living creature within range that has 0 hit points. The creature gains 1d10 temporary hit points. As long as the target has at least one of these temporary hit points, it has advantage on death saving throws and taking damage doesn't cause death saving throw failures. As soon as the creature regains any hit points, it loses all temporary hit points granted by this spell. This spell has no effect on undead or constructs.

At Higher Levels. This spell's grants 1d10 additional temporary hit points when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

 

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