Here’s a list of all the Transmutation Spells in Baldur’s Gate 3. Click on the Spell in the table below to learn more about each individual item. Each post shows a tooltip with more information including Spell properties and other helpful information.
Description
Shillelagh
Imbue your staff or club with nature’s power. It becomes magical, deals 1d8+2 Bludgeoning damage, and uses your Spellcasting Ability for Attack Rolls.
Thaumaturgy
Manifest a sign of supernatural power that grants you advantage on Intimidation and Performance checks.
Thorn Whip
Strike at a target with a thorny, vine-like whip. It deals 1d6 Piercing damage and pulls the target 3m closer to you if it is Large or Smaller in size.
Create or Destroy Water
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Choose to call forth rain or destroy a water-based surface.
Create Water
Call forth rain. It extinguishes exposed flames and forms a water surface.
Destroy Water
Cause water-based surfaces (such as water, steam, ice, blood and poison) to vanish.
Expeditious Retreat
Gain Dash as bonus acton, allowing you to move at an incredible pace.
Feather Fall
Slow the rate of descent of allied creatures. They become Immune to Falling damage.
Conjure four magical berries for youself or a companion. Creatures who eat a berry regain 1d4 hit points. The berries appear in the targeted creature’s inventory and disappear after a Long Rest.

Touch a creature to triple its jumping distance.
Longstrider
Touch a creature to increase its Movement Speed by 3m.
Touch a willing creature to toughen its skin and increase its Amiour Class up to 16.
Darkvision
Grant a creature the ability to see in the dark out to a range of 12m.
Enhance Ability
Bestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability.
Enlarge/Reduce
Make a creature larger or smaller. This affects their weapon damage and Strength Checks and Saving Throws.This affects their weapon damage and Strength Checks and Saving Throws.
Heat Metal
Cause a metal weapon or armour to glow red-hot and force the creature touching it to let go or receive Disadvantage on Attack Rolls and Ability Checks. If the creature is only wearing metal armour, it always rcccivcs Disadvantage. If the creature is still touching the metal, you can use a bonus action on subsequent turns to deal another 2d8 Fire damage and force the creature to let go or receive Disadvantage.
Magic Weapon
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls.
Spike Growth
Shape a piece of ground into hard spikes. A creature walking on the spikes takes 2d4 Piercing damage for every 1.5m it moves. The spikes are difficult terrain, halving a creature’s Movement Speed.
2d4 Piercing
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Bestow the ability to Fly upon yourself or an ally.
Gaseous Form
Transform yourself or an ally into a cloud of mist to avoid attacks. The target becomes Resistant to all damage, gains Advantage on Constitution, Dexterity, and Strength Saving Throws, and becomes tiny in size.
Target yourself or an ally to become Hastened. The creature has a +2 bonus to Armour Class, Advantage on Dexterity Saving Throws, its Movement Speed is doubled, and can take one additional Action per turn.
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Plant Growth
Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered.
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.
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Telekinesis
Throw a creature or object up to 60ft with a thought.Once per turn, you can use Telekinesis again without expending a spell slot. Heavier items deal more damage.
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.
Flesh to Stone
Atrophy a foe, Restraining them until they temporarily turn to stone. The target will Petrify if it does not succeed its Saving Throw within 3 turns.
Transform yourselfand all nearby party members into tiny clouds of mist to avoid attacks. You become Resistant to non—magical damage, gain Advantage on Constitution, Dexterity and Strength Saving Throws, and become tiny in size.