TEXT: Spells from Baldur’s Gate 
   
  i 
   
  Spells from 
   
   
   
   
   
   
   
   
  Baldur’s 
  Gate 
   
  Presented by 
  Lord Rumfish 
   
  
  Spells from Baldur’s Gate 
   
  ii 
   
  Legalese 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, Ravnica, the dragon 
  ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards 
  of the Coast in the USA and other countries. 
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with 
  permission under the Community Content Agreement for Dungeon Masters Guild. 
   
  All other original material in this work is copyright 2019 by Mark Burton (a.k.a. Lord Rumfish) and published under 
  the Community Content Agreement for Dungeon Masters Guild.  
   
   
   
   
  Design: Mark “Lord Rumfish” Burton. 
   
  Art: DMs Guild Creator Resources presented by Wizards of the Coast, Character Stock Art by 
  David Revoy presented by Arcana Games, Character Stock Art II by Kevin Crawford and Sine Nomine Publishing 
  presented by Arcana Games, Dragons & Beasts Stock Art by David Revoy presented by Arcana Games, Environment 
  Stock Art Pack by David Revoy presented by Arcana Games, Fantasy Art Pack presented by Arcana Games, Planar Art 
  Pack: The Planes, Spheres, and Aether presented by Arcana Games, “Arcana Games” Dungeon Masters Guild Logo 
  Pack presented by Arcana Games, and the following artists hosted by Pixabay: ddzphoto, Enrique Meseguer, izoca, 
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  Proofing: Lord Rumfish, Mary. 
   
  Special thanks: See Foreword. 
   
   
   
  
  Spells from Baldur’s Gate 
   
  iii 
   
  FOREWORD 
   
  I believe the earliest imaginings of humans included dreaming of another world.  At first, it might have 
  been the world beyond the next hilltop, or the next island just out of sight on the horizon.  Then there 
  were realms where gods lived, or fey folk, or the dead.  At some point, we began imagining alternate 
  Earths, or worlds wholly unlike Earth.  These worlds provide us many things, including entertainment, a 
  safe space to play “What if…?”, and a lens to examine our own world through the scrutiny of a false one. 
   
  I am no historian of Toril and Faerun, but some parts I have delved deeper into.  I grew up playing the 
  original Baldur’s Gate games, and now I am enjoying the revival they are experiencing.  There is a new 
  product out on Dungeon Masters Guild from James Ohlen, the lead designer of BG1 and 2, “Heroes of 
  Baldur’s Gate”, and elsewhere in the world Baldur’s Gate 3 has been announced as a video game to 
  arrive in the next couple years (I have no affiliation or royalties from these titles).  The Drizzt novels 
  were a phenomenon when they first arrived, and people who are not gamers at all are still familiar with 
  the Forgotten Realms, Abeir-Toril, and Faerun at least a little bit.  I myself was inspired to write an epic 
  poem called “Veraka’s Saga” using the style of “Sir Gawain and the Green Knight” based around my 
  character’s journey through the Baldur’s Gate saga.  It remains unfinished, yet I am still proud of it. 
   
  All of this is to say that Faerun (which is a continent, not the whole world of Toril) is a common 
  experience that many of us share, and something which adds meaning to our lives, whether in a big way 
  or a small way.  It is a little painful, then, to watch it change between different editions of Dungeons and 
  Dragons since we are so fond of it.  The Faerun I write about in “Veraka’s Saga” comes from 2nd edition 
  D&D where the rules are quite different, 3rd edition brought its own host of changes, and after the 
  Spellplague in 4th edition we saw yet again a dramatically altered world.  Painful as change may be 
  though, it is not only necessary, it is inevitable.  The universe (or multiverse) is not static, and heavy 
  elements like gold would not exist if supernovas and dying galaxies had not paved the way. 
   
  For spells, we have witnessed many changes, some slight, some dramatic, to the way magic works in 
  Faerun.  5th edition has brought us concentration spells to pare down complexity and give us hard 
  choices, as well as a potential way to disrupt some magic without having magic yourself.  Advantage and 
  disadvantage take the place of a complex system of floating modifiers.  So too are lost some details that 
  the game perhaps is better off for missing, yet added their own unique flavor, such as the Charisma 
  requirements 2nd edition enchanters had, and sometimes used when two casters battled with opposing 
  charm spells on the same target.  We, as always, adapt and grow. 
   
  I must thank Mom and Dad again, because it is what I do, and because it is a good thing to do.  Special 
  thanks this time to my friend Bob, who has a great love of the Forgotten Realms and Baldur’s Gate, and 
  to Mary, who let me borrow her original Drizzt trilogy so I could read them. 
   
  Mary, we will be entering our own new world soon by bringing a child into this one.  I do not know what 
  trials and wonders are in store, but I look forward to each and every one.  I love you, always. 
   
  As for Gabriel, Corbin, Ian, and Marlow: try not to get lost finding your way in this world. 
  
  Spells from Baldur’s Gate 
   
  iv 
   
  Excerpt from “Veraka’s Saga”, 
  Canto VI, Stanzas 1 and 2 
   
   
   
  They found fitful rest, for few could yet sleep, 
  Instead relaxing and reclining or rubbing sore muscles. 
  Some nodded off with naps, others nattered good-natured, 
  But Veraka stalked over to Xan, seeking to study. 
  At his questioning gaze, she requested, "May I query: 
  I was wondering if you would mind walking me through 
  More mysteries of magic? I'm most eager for mentoring." 
  Xan studied her for a heartbeat, his words hesitating, 
  Taking in the travel-worn jester, her troubling attractiveness: 
  The riveting red hair that rode just past her shoulders, 
  The red and blue harlequin of her outrageous pantaloons 
  Peeking out from a pair of pretentious red boots 
  And concealed somewhat by a strangely sober chain hauberk 
  Which she wore unwearied while they wandered the wilds. 
  Beneath hauberk and padding, she wore red-and-blue tights 
  That matched the mad outfit made manifest from beneath; 
  This showed her supple curves and no slight amount of skin 
  When she was at rest, or while performing wacky wiles. 
  His gaze followed her fair skin, flowing along her fetching neck 
  To fall for a moment on her full, flirtatious lips 
  Before being brought by her high cheekbones and long nose 
  To eyes as green as any elf's, entrancing and alluring, 
  Bright as the first buds of spring after a bleak bitter winter. 
  He realized he was staring when her countenance grew wry, 
  As he had not heard her follow-up question to him. 
  Embarrassed, the blushing Greycloak blurted, 
  "Um, what?" 
  "I said, is that okay?" 
  "Of course! Please, have a seat. 
  Enchantments start today." 
  Xan wished he could retreat. 
  
  Spells from Baldur’s Gate 
   
  v 
   
  "No doubt you know some necromancy from the nutjob Xzar, 
  And I have helped you to have illusions since he has no access. 
  Enchantment and charm, I fear, is a far more fickle art, 
  Requiring subtlety rarely seen in rudimentary spells. 
  While the wizardry required to work the symbols seems wieldy, 
  You will find finer control a vexing feat fraught with failure. 
  However hard and hopeless it seems though, take heart: 
  I do not doubt you can develop adept control more directly 
  Than most poor apprentices who bungle pitifully for power." 
  "Why is that?" Veraka wondered, though she was well-pleased. 
  "Despite the difficulties you'll endure delving deeper, 
  One cannot mistake the merit of your magnificent magnetism. 
  Not any churl can be an enchanter, the charm spells we cherish 
  Are governed by our guile: gods-gifted charisma. 
  Though true control takes talent and untold training, 
  You may gain a rough grasp good enough for mental grapples 
  Not unlike a new novice of mighty sinews and nimbleness 
  Whose aptitude puts them plainly past parity with their peers." 
  "Not unlike being a bard: our charisma is brought to bear 
  In singing spellsongs, these are more than simple sounds. 
  As a jester in particular, I pit my persuasion against willpower, 
  Forcing my foes to feel fierce and confusing emotions," 
  Veraka noted, and noticed Xan nodded in agreement. 
  "Truly, you may take to it in a more timely manner 
  Than many students of spellcraft in solemn, silent study. 
  I caution you, of course, not to get cocky, 
  Practice patiently to avoid all the pertinent perils. Now, let's 
  begin." 
  She studied spells with Xan 
  For hours passing quiet. 
  As nightfall then began, 
  Xzar raised ruckus and riot. 
   
   
  
  Spells from Baldur’s Gate 
   
  vi 
   
  Table of Contents 
  FOREWORD ...................................................................................................................................... iii 
  Excerpt from “Veraka’s Saga”, Canto VI, Stanzas 1 and 2 .................................................................... iv 
  SPELL LISTS ........................................................................................................................................1 
  SPELLS BY SAVING THROW .................................................................................................................4 
  SPELLS ...............................................................................................................................................5 
  AERIE’S ALLIED ASSAULT ........................................................................................................................... 5 
  AETHER CASCADE ...................................................................................................................................... 5 
  ANGRY TENTACLE ...................................................................................................................................... 5 
  BAELOTH’S BABBLING BROOK .................................................................................................................. 6 
  CLANGEDDIN’S WILL ................................................................................................................................. 6 
  CLOAK OF SHAR ......................................................................................................................................... 7 
  CONCISE CONVALESCENCE ....................................................................................................................... 8 
  CONSTITUTION CONVERSION ................................................................................................................... 8 
  CYTHANDRIA’S STARFIRE .......................................................................................................................... 8 
  DAVAEORN’S DIMENSIONAL DISCHARGE ................................................................................................. 8 
  DEADFALL .................................................................................................................................................. 9 
  DEATH BY A THOUSAND BLASTS ............................................................................................................. 10 
  DEATH-SEEKING MISSILE ......................................................................................................................... 10 
  DEVOUR ENCHANTMENT ........................................................................................................................ 10 
  DISPELLING SMITE ................................................................................................................................... 11 
  DIVINE CHAMPION .................................................................................................................................. 11 
  DYNAHEIR’S FIREBLAST ........................................................................................................................... 12 
  EDWIN’S EFFICACIOUS ENSIGN ............................................................................................................... 12 
  ELDOTH’S ELEGANT ENTANGLEMENT .................................................................................................... 13 
  ELMINSTER’S RECONFIGURATION .......................................................................................................... 13 
  FALSE FACTS ............................................................................................................................................ 14 
  GARRICK’S GRAND GALA ......................................................................................................................... 14 
  GO FOR THE EYES .................................................................................................................................... 15 
  GREATER AETHER CASCADE .................................................................................................................... 15 
  GROMPH’S RUSE ..................................................................................................................................... 16 
  GRUBDOUBLING ..................................................................................................................................... 16 
  
  Spells from Baldur’s Gate 
   
  vii 
   
  HAER’DALIS’S DARKBLADES .................................................................................................................... 16 
  IMOEN’S REVERSE INTERROGATION ....................................................................................................... 17 
  INSIDIOUS VENOM .................................................................................................................................. 18 
  IRENICUS’S DEATH RAY ........................................................................................................................... 18 
  IRENICUS’S IRON TENTACLES .................................................................................................................. 19 
  JAHEIRA’S THORNSHIELD ........................................................................................................................ 19 
  LIGNEOUS GRASP .................................................................................................................................... 20 
  MAGESLAYER STRIKE............................................................................................................................... 20 
  MANSHOON’S MALLEABLE MISSILE ........................................................................................................ 21 
  MICE TO MAMMOTHS ............................................................................................................................ 21 
  NALIA’S AID ............................................................................................................................................. 22 
  NECROTIC BLAST ..................................................................................................................................... 22 
  NEERA’S NOISOME BOLT ........................................................................................................................ 22 
  PACK OF CRITTERS .................................................................................................................................. 23 
  POISONOUS GRASP ................................................................................................................................. 24 
  POISONOUS SMITE .................................................................................................................................. 24 
  PROTECTING SMITE ................................................................................................................................ 24 
  QUAYLE’S BRAIN DUEL ............................................................................................................................ 25 
  REDUCE TO BONES .................................................................................................................................. 25 
  REPLENISH ............................................................................................................................................... 26 
  RESISTANCE ROULETTE ........................................................................................................................... 26 
  REVELATION ............................................................................................................................................ 26 
  SHADOWTALE TURNIP ............................................................................................................................ 27 
  SILENCE THE SIMPLETONS ...................................................................................................................... 28 
  SPECIALIST’S COUNTERSPELL .................................................................................................................. 28 
  SPELLPLAGUE BLAST ............................................................................................................................... 28 
  TAINT OF THE SLAYER ............................................................................................................................. 29 
  TEMPUS WILLS IT .................................................................................................................................... 29 
  THORNY FLORA ....................................................................................................................................... 30 
  TIAX’S TITANIC TRIUMPH ........................................................................................................................ 30 
  TRICK SHOT ............................................................................................................................................. 31 
  ULKOOMI’S AETHER BURN ...................................................................................................................... 31 
  ULKOOMI’S BRIEF OMNISCIENCE............................................................................................................ 31 
  
  Spells from Baldur’s Gate 
   
  viii 
   
  ULKOOMI’S DEATH BURST ...................................................................................................................... 32 
  ULKOOMI’S UNEXPECTED HEAL .............................................................................................................. 32 
  ULRAUNT’S SPEED READING ................................................................................................................... 32 
  VAJRA’S RENEWAL .................................................................................................................................. 33 
  VENDETTA ARROW ................................................................................................................................. 34 
  VERAKA’S LAUGH RIOT ........................................................................................................................... 34 
  VERVE ...................................................................................................................................................... 35 
  VOGHILN’S VIM ....................................................................................................................................... 35 
  VOLO’S VENDIBLES .................................................................................................................................. 36 
  XAN’S CHARM REVERSAL ........................................................................................................................ 36 
  XAN’S DOUBT .......................................................................................................................................... 36 
  XAN’S DREAD .......................................................................................................................................... 37 
  XAN’S HOPELESSNESS ............................................................................................................................. 37 
  XZAR’S MOCKING DEAD .......................................................................................................................... 38 
   
   
   
   
   
  
  Spells from Baldur’s Gate 
   
  1 
   
  SPELL LISTS 
   
  Bard Spells 
    
  CANTRIPS 
  Elminster’s Reconfiguration 
  Necrotic Blast 
  Ulraunt’s Speed Reading 
  Volo’s Vendibles 
   
  1st LEVEL 
  Constitution Conversion 
  Devour Enchantment 
  Eldoth’s Elegant Entanglement 
  Gromph’s Ruse 
  Nalia’s Aid 
  Xan’s Charm Reversal 
   
  2nd LEVEL 
  Baeloth’s Babbling Brook 
  Replenish 
  Resistance Roulette 
  Silence the Simpletons 
  Xan’s Dread 
  Xzar’s Mocking Dead 
   
  3rd LEVEL 
  Aerie’s Allied Assault 
  False Facts 
  Garrick’s Grand Gala 
  Vajra’s Renewal 
  Voghiln’s Vim 
  Xan’s Doubt 
   
  4th LEVEL 
  Quayle’s Brain Duel 
  Xan’s Hopelessness 
   
  5th LEVEL 
  Concise Convalescence 
  Haer’Dalis’s Darkblades 
   
  6th LEVEL 
  Veraka’s Laugh Riot 
   
  7th LEVEL 
  Shadowtale Turnip 
  Ulkoomi’s Brief Omniscience 
   
  8th LEVEL 
  Imoen’s Reverse Interrogation 
   
  9th LEVEL 
  Revelation 
   
   
   
   
   
  Cleric Spells 
    
  CANTRIPS 
  Grubdoubling 
  Necrotic Blast 
  Ulraunt’s Speed Reading 
  (Knowledge Domain) 
  Verve 
    
  1st LEVEL 
  Clangeddin’s Will (deity-specific) 
  Constitution Conversion 
  Devour Enchantment 
  Eldoth’s Elegant Entanglement 
  (known as “Love’s Embrace”, 
  clerics of Sune, Hanali) 
  Nalia’s Aid 
  Tiax’s Titanic Triumph 
   
  2nd LEVEL 
  Replenish 
  Resistance Roulette 
  Tempus Wills It (deity-specific) 
  Xzar’s Mocking Dead 
   
  3rd LEVEL 
  Cloak of Shar (deity-specific) 
  False Facts (Trickery Domain) 
  Vajra’s Renewal 
   
  4th LEVEL 
  Divine Champion 
  Quayle’s Brain Duel (deity-
  specific, Baravar Cloakshadow) 
   
  5th LEVEL 
  Concise Convalescence 
   
  6th LEVEL 
  Reduce to Bones 
   
  7th LEVEL 
  Ulkoomi’s Brief Omniscience 
   
  8th LEVEL 
  Taint of the Slayer (deity-
  specific, Bhaal) 
   
  9th LEVEL 
  Revelation 
   
   
   
   
   
   
  Druid Spells 
    
  CANTRIPS 
  Grubdoubling 
  Necrotic Blast 
  Poisonous Grasp 
  Verve 
   
  1st LEVEL 
  Constitution Conversion 
  Devour Enchantment 
  Insidious Venom 
  Jaheira’s Thornshield 
  Nalia’s Aid 
  Thorny Flora 
   
  2nd LEVEL 
  Death-Seeking Missile 
  Replenish 
   
  3rd LEVEL 
  Pack of Critters 
  Vajra’s Renewal 
  Voghiln’s Vim 
   
  4th LEVEL 
  Ligneous Grasp 
   
  5th LEVEL 
  Concise Convalescence 
   
  6th LEVEL 
  Deadfall 
   
  7th LEVEL 
  Shadowtale Turnip 
    
  8th LEVEL 
  Mice to Mammoths 
   
  9th LEVEL 
  Revelation 
   
   
   
   
   
   
   
   
   
   
   
  
  Spells from Baldur’s Gate 
   
  2 
   
  PALADIN Spells 
   
  1st LEVEL 
  Clangeddin’s Will (deity-specific) 
  Constitution Conversion 
  Nalia’s Aid 
  Poisonous Smite (evil only) 
  Protecting Smite 
   
  2nd LEVEL 
  Mageslayer Strike 
  Replenish 
  Tempus Wills It (deity-specific) 
   
  3rd LEVEL 
  Dispelling Smite 
  Vajra’s Renewal 
   
  4th LEVEL 
  Divine Champion 
   
  5th LEVEL 
  Concise Convalescence 
   
   
  Ranger Spells 
   
  1st LEVEL 
  Constitution Conversion 
  Go for the Eyes 
  Insidious Venom 
  Nalia’s Aid 
  Thorny Flora 
  Vendetta Arrow 
   
  2nd LEVEL 
  Mageslayer Strike 
  Replenish 
   
  3rd LEVEL 
  Trick Shot 
  Vajra’s Renewal 
   
  4th LEVEL 
  Ligneous Grasp 
   
  5th LEVEL 
  Concise Convalescence 
   
   
  Sorcerer Spells 
    
  CANTRIPS 
  Death by a Thousand Blasts 
  Elminster’s Reconfiguration 
  Poisonous Grasp 
  Volo’s Vendibles 
  1st LEVEL 
  Angry Tentacle 
  Devour Enchantment 
  Eldoth’s Elegant Entanglement 
  Gromph’s Ruse 
  Manshoon’s Malleable Missile 
  Nalia’s Aid 
  Ulkoomi’s Unexpected Heal 
  Xan’s Charm Reversal 
   
  2nd LEVEL 
  Baeloth’s Babbling Brook 
  Death-Seeking Missile 
  Resistance Roulette 
  Silence the Simpletons 
  Xan’s Dread 
  Xzar’s Mocking Dead 
   
  3rd LEVEL 
  Aerie’s Allied Assault 
  Garrick’s Grand Gala 
  Neera’s Noisome Bolt 
  Ulkoomi’s Death Burst 
  Vajra’s Renewal 
  Xan’s Doubt 
   
  4th LEVEL 
  Cythandria’s Starfire 
  Dynaheir’s Fireblast 
  Ulkoomi’s Aether Burn 
  Xan’s Hopelessness 
   
  5th LEVEL 
  Aether Cascade 
  Davaeorn’s Dimensional 
  Discharge 
  Spellplague Blast 
   
  6th LEVEL 
  Edwin’s Efficacious Ensign 
  Irenicus’s Iron Tentacles 
    
  7th LEVEL 
  Shadowtale Turnip 
  Ulkoomi’s Brief Omniscience 
   
  8th LEVEL 
  Imoen’s Reverse Interrogation 
  Taint of the Slayer 
   
  9th LEVEL 
  Greater Aether Cascade 
  Irenicus’s Death Ray 
   
   
   
   
  Warlock Spells 
   
  CANTRIPS 
  Death by a Thousand Blasts 
  Poisonous Grasp 
  Ulraunt’s Speed Reading 
  Volo’s Vendibles 
   
  1st LEVEL 
  Angry Tentacle 
  Constitution Conversion 
  Devour Enchantment 
  Ulkoomi’s Unexpected Heal 
   
  2nd LEVEL 
  Death-Seeking Missile 
  Resistance Roulette 
  Silence the Simpletons 
  Xan’s Dread 
  Xzar’s Mocking Dead 
   
  3rd LEVEL 
  False Facts 
  Ulkoomi’s Death Burst 
  Voghiln’s Vim 
  Xan’s Doubt 
   
  4th LEVEL 
  Cythandria’s Starfire 
  Xan’s Hopelessness 
   
  5th LEVEL 
  Davaeorn’s Dimensional 
  Discharge 
  Haer’Dalis’s Darkblades 
  Spellplague Blast 
   
  6th LEVEL 
  Irenicus’s Iron Tentacles 
   
  7th LEVEL 
  Ulkoomi’s Brief Omniscience 
   
  8th LEVEL 
  Taint of the Slayer 
   
  9th LEVEL 
  Irenicus’s Death Ray 
   
   
  Wizard Spells 
    
  CANTRIPS 
  Death by a Thousand Blasts 
  Elminster’s Reconfiguration 
  Poisonous Grasp 
  Ulraunt’s Speed Reading 
  Volo’s Vendibles 
  
  Spells from Baldur’s Gate 
   
  3 
   
   
  1st LEVEL 
  Angry Tentacle 
  Devour Enchantment 
  Eldoth’s Elegant Entanglement 
  Gromph’s Ruse 
  Manshoon’s Malleable Missile 
  Nalia’s Aid 
  Ulkoomi’s Unexpected Heal 
  Xan’s Charm Reversal 
   
  2nd LEVEL 
  Baeloth’s Babbling Brook 
  Death-Seeking Missile 
  Resistance Roulette 
  Silence the Simpletons 
  Xan’s Dread 
  Xzar’s Mocking Dead 
   
  3rd LEVEL 
  Aerie’s Allied Assault 
  Garrick’s Grand Gala 
  Neera’s Noisome Bolt 
  Ulkoomi’s Death Burst 
  Vajra’s Renewal 
  Xan’s Doubt 
   
  4th LEVEL 
  Cythandria’s Starfire 
  Dynaheir’s Fireblast 
  Quayle’s Brain Duel 
  Ulkoomi’s Aether Burn 
  Xan’s Hopelessness 
   
  5th LEVEL 
  Davaeorn’s Dimensional 
  Discharge 
  Specialist’s Counterspell 
  Spellplague Blast 
   
  6th LEVEL 
  Edwin’s Efficacious Ensign 
  Irenicus’s Iron Tentacles 
   
  7th LEVEL 
  Shadowtale Turnip 
  Ulkoomi’s Brief Omniscience 
   
  8th LEVEL 
  Imoen’s Reverse Interrogation 
  Taint of the Slayer 
   
  9th LEVEL 
  Irenicus’s Death Ray 
   
   
  
  Spells from Baldur’s Gate 
   
  4 
   
  SPELLS BY 
  SAVING THROW: 
   
  STRENGTH (2) 
  Irenicus’s Iron Tentacles 
  Ligneous Grasp 
   
  DEXTERITY (7) 
  Cythandria’s Starfire 
  Davaeorn’s Dimensional Discharge 
  Deadfall 
  Dynaheir’s Fireblast 
  Haer’Dalis’s Darkblades 
  Thorny Flora 
  Vendetta Arrow 
   
  CONSTITUTION (8) 
  Angry Tentacle 
  Death-Seeking Missile 
  Insidious Venom 
  Irenicus’s Death Ray 
  Neera’s Noisome Bolt 
  Poisonous Smite 
  Tiax’s Titanic Triumph 
  Ulkoomi’s Death Burst 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  INTELLIGENCE (6) 
  Cythandria’s Starfire 
  Garrick’s Grand Gala 
  Gromph’s Ruse 
  Quayle’s Brain Duel 
  Shadowtale Turnip 
  Silence the Simpletons 
   
  WISDOM (12) 
  Eldoth’s Elegant Entanglement 
  Imoen’s Reverse Interrogation 
  Mice to Mammoths 
  Reduce to Bones 
  Resistance Roulette 
  Revelation 
  Spellplague Blast 
  Ulkoomi’s Aether Burn 
  Volo’s Vendibles 
  Xan’s Doubt 
  Xan’s Dread 
  Xan’s Hopelessness 
   
  CHARISMA (7) 
  Baeloth’s Babbling Brook 
  Taint of the Slayer 
  Veraka’s Laugh Riot 
  Xan’s Charm Reversal 
  Xan’s Doubt 
  Xan’s Dread 
  Xan’s Hopelessness 
   
   
   
  
  Spells from Baldur’s Gate 
   
  5 
   
  SPELLS (73 total) 
   
  AERIE’S ALLIED ASSAULT 
  3rd level abjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  Choose up to 3 willing targets within the spell’s 
  range, which can include yourself. Each of those 
  targets may either cast a cantrip that they 
  know, or a 1st level spell they know using a 1st 
  level spell slot. Doing so does not require an 
  action, it happens as part of this spell. 
   
  The spells cast this way must have a casting 
  time no greater than 1 action. 
   
  This spell was developed by the female avariel 
  cleric/mage Aerie as a means of assisting her 
  spellcasting allies in a fight while also bringing 
  her considerable abilities to bear. 
   
  “We can overcome this if we work together. 
  Edwin, Anomen, p-please stop bickering and 
  focus on what’s in front of us!” 
   
  - Aerie 
   
   
  AETHER CASCADE 
  5th level abjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Instantaneous 
    
  This spell triggers a chaotic flux in the flow of 
  the aether, allowing you to cast multiple lower-
  level spells simultaneously.  You cast a 2nd level 
  spell, a 1st level spell, and a cantrip as part of 
  the action used to cast this spell, without 
  expending any additional spell slots. 
   
  The spells cast this way must be spells you know 
  that are on your spell list, must have a casting 
  time no greater than 1 action, and you still 
  cannot concentrate on more than one spell at a 
  time.  The spells are cast as if using the lowest 
  spell slot possible. 
   
   
   
  ANGRY TENTACLE 
  1st level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a 1-inch piece of 
  tentacle) 
  Duration: 1 minute 
    
  You motion towards a creature while incanting 
  foul words of Deep Speech, after which a 
  tentacle erupts from their body.  The target 
  must make a Constitution save, and on a failure, 
  they grow a tentacle from their body that they 
  cannot control. 
   
  At the beginning of the target’s turn, the 
  tentacle attacks an adjacent creature that is 
  hostile to you.  If no hostile creatures are in 
  reach, the tentacle attacks the creature it is 
  growing on.  When the tentacle attacks, make a 
  melee spell attack roll, and on a hit the tentacle 
  deals 1d6 bludgeoning damage.  The tentacle 
  counts as a magic weapon. 
   
  At the end of each of the target’s turns, it 
  makes a Constitution save, and on a success the 
  spell ends.  The target or one of its allies can 
  also spend an action to use a slashing weapon 
  to attempt to deal 10 damage to the target to 
  slice off the tentacle (roll damage as normal), 
  which ends the spell early.  Any such attack 
  wounds the target. 
   
   
  
  Spells from Baldur’s Gate 
   
  6 
   
   
  BAELOTH’S BABBLING BROOK 
  2nd level enchantment 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
    
  You access the language centers in the target’s 
  mind to overwhelm them with a pressing urge. 
  One target creature within range that is capable 
  of speech and knows at least one language 
  must make a Charisma save or begin babbling a 
  nonstop stream of words that all begin with the 
  same letter or sound (you may specify the letter 
  or sound). The creature is incapacitated for the 
  duration. At the end of each of its turns, the 
  target can make another Charisma save. On a 
  success, the spell ends on the target. 
   
  If the target failed its first save, you may choose 
  another target within 30 feet of that creature. It 
  must make a Charisma save or be affected as 
  above. If it fails, you may choose another target 
  within 30 feet of that creature to make a 
  Charisma save, repeating this process until a 
  creature succeeds on its Charisma save or there 
  are no targets you wish to choose left within 
  range. 
   
  This spell was developed by the male drow 
  sorcerer Baeloth the Entertainer, who has a 
  great fondness for alliteration. He was most 
  well-known for the Black Pits fighting arena, but 
  when he lost everything he escaped to the 
  surface and adventured in the Baldur’s Gate 
  region, including during the time of the siege of 
  Dragonspear Castle. 
   
  “Baleful brigands, begin babbling blithely!” 
   
  - Baeloth Barrityl 
   
   
  CLANGEDDIN’S WILL 
  1st level enchantment 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (broken shards from a 
  weapon you purchased or crafted) 
  Duration: Concentration, up to 1 minute 
    
  A willing creature is imbued with the staid 
  willpower of Clangeddin Silverbeard, dwarven 
  deity of war and honor. Until the spell ends, the 
  creature gains temporary hit points at the start 
  of each of its turns (or starting immediately, if 
  you are the target). Initially the creature gains 1 
  temporary hit point, then 2 the following round, 
  then 3, increasing by 1 every round of the 
  
  Spells from Baldur’s Gate 
   
  7 
   
  duration. When the spell ends, the target loses 
  any remaining temporary hit points from this 
  spell. 
   
  Additionally, once during the duration the 
  target may choose to gain advantage on a single 
  save. 
   
  It is not certain if this spell was developed by 
  the dwarven fighter/cleric Yeslick of the 
  drowned Orothiar clan, but it was certainly 
  made famous by him in the Baldur’s Gate region 
  and elsewhere. 
   
  “By the will of Clangeddin, hold fast! There is 
  strength yet to be tapped within you.” 
  - Yeslick Orothiar 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 2nd level or higher, you may 
  target an additional creature for every slot level 
  above 1st. If you use a spell slot of 6th level or 
  higher, double the number of temporary hit 
  points this spell grants (2, 4, 6, etc.). 
   
   
  CLOAK OF SHAR 
  3rd level abjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: S 
  Duration: 24 hours 
    
  You draw upon the power of the Shadow 
  Weave, making your magic more difficult to 
  identify and counteract. 
   
  For the duration, your spells are drawing upon 
  the power of the Shadow Weave through Shar 
  rather than Mystra. Any creature attempting to 
  identify your spells has difficulty, making any 
  relevant checks with disadvantage. 
   
  Furthermore, when one of your spells would be 
  counterspelled or dispelled, you can expend this 
  spell to force the caster to make a counterspell 
  or dispel check with disadvantage, even if they 
  normally would not have to roll (for example, 
  Counterspell would normally counter any spell 
  of equal or lower spell slot level, but this spell 
  would force the caster to roll a counterspell 
  check with disadvantage). 
   
  Identifying, countering, and dispelling this spell 
  also have the difficulties mentioned above. 
   
  This spell was developed by Viconia DeVir, a 
  drow cleric who converted to worshipping Shar 
  and adventured (and misadventured) on the 
  surface world in the regions of Baldur’s Gate 
  and Amn. Rumor has it she dwells on the 
  surface even now. 
   
  “Shar gives me power. What was it Beshaba 
  gave you, rivvil? Weakness?” 
   
  - Viconia DeVir 
  
  Spells from Baldur’s Gate 
   
  8 
   
  CONCISE CONVALESCENCE 
  5th level necromancy 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous 
    
  You speed up the target’s metabolic processes 
  to help them heal themselves. The target 
  creature may spend any number of hit dice, 
  regaining hit points as usual. Even an 
  unconscious creature can be healed in this way. 
   
   
  CONSTITUTION CONVERSION 
  1st level necromancy (ritual) 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous 
    
  This spell allows the target creature to suffer 
  levels of exhaustion in order to replenish hit 
  dice. The target chooses how many levels of 
  exhaustion to suffer (but not enough to kill it) 
  and gains the same number of hit dice if any 
  have been spent. 
   
  The target may choose which hit dice to restore 
  if it has different types of hit dice. The creature 
  cannot gain more than its maximum hit dice. 
   
   
  CYTHANDRIA’S STARFIRE 
  4th level evocation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: 10 minutes 
    
  You create a visual spectacle of radiant damage 
  in a 20-foot radius burst within range. The stars 
  of the night sky seem to appear and lance down 
  beams throughout the area in several different 
  colors, creating a beautiful and impressive 
  attack. Creatures in the area must make 
  Dexterity saves, and on a failure take 5d6 
  radiant damage.  On a success, a creature takes 
  half damage. 
   
  Any creature that witnesses this attack must 
  make an Intelligence save or be awed and 
  impressed by the display. You gain advantage 
  on social checks against affected creatures, and 
  those creatures are more likely to agree to stop 
  fighting and hear what you have to say (any 
  disadvantage to social checks that would have 
  been imposed by combat is removed). 
   
  This spell was researched by the half-elf wizard 
  Cythandria who was active in Baldur’s Gate 
  during the Bhaalspawn saga. She became 
  Sarevok’s lover after she seduced him away 
  from Tamoko. She may have perished at the 
  Iron Throne headquarters, though this is 
  disputed by some historical accounts. 
   
  “Power is being able to manipulate those 
  greater than you and cow those lesser than you. 
  Nothing more, nothing less.” 
  - Cythandria 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 5th level or higher, you deal 1d6 
  additional radiant damage for every slot level 
  above 4th. 
   
   
  DAVAEORN’S DIMENSIONAL 
  DISCHARGE 
  5th level conjuration 
  Casting Time: 1 action 
  Range: 100 feet (line) 
  Components: V, S 
  Duration: Instantaneous 
    
  
  Spells from Baldur’s Gate 
   
  9 
   
  You send forth a line of lightning and 
  simultaneously get into a more advantageous 
  position.  Before or after creating the line, you 
  can teleport up to 60 feet to any unoccupied 
  location you can see.  You may only bring willing 
  creatures or objects with you up to your 
  maximum encumbrance. 
   
  The line you create can be up to 100 feet long, 
  and if the line strikes a solid surface such as a 
  wall or a large tree you may have the line 
  change direction once from that point, but only 
  once. Treat the directional change as being a 
  second line of lightning with its own damage 
  and save, but both lines cannot exceed a total 
  of 100 feet in length. 
   
  Creatures in the line’s path must make a 
  Dexterity save, or two saves if they are in the 
  path of both lines. On a failure, a creature takes 
  5d6 lightning damage, or half as much on a 
  success. 
   
  During the Bhaalspawn saga in the Baldur’s 
  Gate region, Davaeorn was a powerful male 
  human wizard who controlled the operations of 
  the Cloakwood Iron Mine, 
  formerly the home of the 
  Orothiar dwarf clan. He was a 
  powerful servant of the villain 
  Sarevok. 
   
  “Power is taken from the 
  hands of the weak and held by 
  the hands of the cunning.” 
   
  - Davaeorn 
   
  At Higher Levels: When you 
  cast this spell using a spell slot 
  of 6th level or higher, you deal 
  1d6 additional lightning 
  damage for every slot level 
  above 5th. 
   
  DEADFALL 
  6th level conjuration 
  Casting Time: 1 minute 
  Range: Sight 
  Components: S, M (a piece of bark from a fallen 
  tree) 
  Duration: Concentration, up to 24 hours 
    
  You create a trap within your line of sight in an 
  unoccupied square, which appears to be a 
  standing dead tree or other native vegetation. 
  The tree counts as blocking terrain in a cylinder 
  5 feet in diameter by 40 feet tall. Creatures 
  approaching within 60 feet of the trap may 
  attempt a Wisdom (Perception) check against 
  your spell save DC to determine that the tree is 
  unstable, and magic is at work. If you place the 
  trap in an area with dense vegetation such as a 
  forest, creatures have disadvantage on this 
  check. 
   
  When one or more creatures venture into an 
  area 5 feet wide by 40 feet long that you’ve 
  designated adjacent to the trap, the tree falls 
  and creatures in the area must make Dexterity 
  saves. Creatures take 12d6 bludgeoning 
  
  Spells from Baldur’s Gate 
   
  10 
   
  damage on a failure and are knocked prone. 
  Creatures take half damage on a success and 
  are not knocked prone. The area becomes 
  difficult terrain from the splintered log. 
   
  This spell was developed by the human druid 
  Cernd in the regions around Amn during the 
  time of the Bhaalspawn events. It was used 
  pragmatically to protect druid groves and 
  dangerous campsites in his adventures, and 
  sometimes to set a trap for his enemies. 
   
  “The strength of nature does not end in death: it 
  is but a pause in an endless cycle. To those 
  ogres, however, it might seem like a stop.” 
   
  - Cernd 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 7th level or higher, you create an 
  additional deadfall trap for every slot level 
  above 6th. 
   
   
  DEATH BY A THOUSAND BLASTS 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  This spell creates two tiny blasts of magical 
  force, which you can direct to different targets. 
  Each missile strikes its target unerringly for 1 
  force damage. 
   
  The missiles are treated the same way as blasts 
  from the Magic Missile spell are, so a Shield 
  spell will stop them for example. 
   
  This spell creates two additional missiles when 
  you reach 5th level (4 missiles total), 11th level 
  (6 missiles total), and 17th level (8 missiles 
  total). 
   
  DEATH-SEEKING MISSILE 
  2nd level necromancy 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  You send forth a fist-sized black orb that seeks 
  out its own target. The missile seeks out a 
  hostile creature with the lowest hit points 
  among available targets. If two or more 
  creatures are tied, it chooses randomly. 
   
  A target struck by the missile must make a 
  Constitution save. It takes 3d10 necrotic 
  damage on a failure, or half as much on a 
  success. 
   
  If you cannot perceive the target yourself, the 
  missile can find any creature whose Stealth 
  result is equal to or lower than your spell save 
  DC. It can also find targets hidden by magic of 
  equal or lower level than this spell, such as Fog 
  Cloud or Invisibility. 
   
  If the missile cannot find a hostile target in the 
  area, it harmlessly dissipates. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 3rd level or higher, you deal 1d10 
  additional necrotic damage for every slot level 
  above 2nd. 
   
   
  DEVOUR ENCHANTMENT 
  1st level abjuration (ritual) 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous 
    
  This spell absorbs the energy of a magic item, 
  converting it into spell slots. The item is 
  nonmagical afterwards and might be destroyed 
  depending on the item’s nature. This spell 
  
  Spells from Baldur’s Gate 
   
  11 
   
  cannot absorb an artifact, no matter how 
  minor, it cannot absorb an intelligent item, and 
  it cannot absorb an expendable magic item to 
  any benefit (the item is destroyed but no spell 
  slots are gained). 
   
  A common magic item yields 1 level of spell 
  slot, uncommon yields 2 levels of spell slots, 
  rare yields 4 levels of spell slots, very rare yields 
  6 levels of spell slots, and legendary yields 9 
  levels of spell slots. 
   
  You can choose how these spell slots are 
  allotted, for example you could use 6 levels of 
  spell slots to create a 6th level spell slot, or two 
  3rd level spell slots. The spell slots last until you 
  finish a long rest. 
   
   
   
   
   
  DISPELLING SMITE 
  3rd level abjuration 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
    
  The next time you hit with a melee weapon 
  attack during this spell’s duration, your attack 
  deals an extra 2d10 force damage. 
   
  Additionally, the creature or object struck is 
  dispelled. Any spell of 3rd level or lower on the 
  target ends. For each spell of 4th level or higher 
  on the target, make an ability check using your 
  spellcasting ability. The DC equals 10 + the 
  spell’s level. On a successful check, the spell 
  ends. 
   
  This spell was developed by Sir Keldorn Firecam, 
  a veteran paladin of Torm and inquisitor with 
  the Most Noble Order of the Radiant Heart. 
   
  “Magic cannot shield your wicked heart!” 
  - Sir Keldorn Firecam 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 4th level or higher, you deal an 
  additional 1d10 force damage and you 
  automatically end the effects of a spell on the 
  target if the spell's level is equal to or less than 
  the level of the spell slot you used for every slot 
  level above 3rd. 
   
   
   
  DIVINE CHAMPION 
  4th level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V 
  Duration: 10 minutes 
    
  You transform yourself into a champion of your 
  deity, gaining increased fighting prowess and 
  physical ability. You gain advantage on all 
  Strength, Dexterity, and Constitution checks, 
  you gain 20 temporary hit points, and when you 
  roll weapon damage, you may roll twice and 
  take the better of the two results. These 
  temporary hit points disappear when the spell 
  ends, if any remain. 
   
  This spell might have been developed by the 
  human fighter/cleric Anomen Delryn, a well-
  known member of the Order of the Radiant 
  Heart, or it might simply have been made 
  famous by him in the regions around Amn. 
   
  “Like unto a bolt from the heavens, I shall strike 
  you down swift, jackanapes!” 
   
  - Anomen Delryn 
   
   
  
  Spells from Baldur’s Gate 
   
  12 
   
  DYNAHEIR’S FIREBLAST 
  4th level evocation 
  Casting Time: 1 action 
  Range: 300 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  You create a blast of fire damage in a 40-foot 
  radius burst within range. Creatures in the area 
  must make Dexterity saves, and on a failure 
  take 7d6 fire damage.  On a success, a creature 
  takes half damage. 
   
  “Sometimes the size DOES count!” 
  - Minsc 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 5th level or higher, you deal 1d6 
  additional fire damage for every slot level above 
  4th. 
   
   
  EDWIN’S EFFICACIOUS ENSIGN 
  6th level conjuration 
  Casting Time: 1 bonus action 
  Range: 60 feet 
  Components: V, S, M (a gauntlet or helmet) 
  Duration: 1 hour 
    
  You quickly conjure up a sturdy servant to guard 
  a chokepoint, cover an escape, or give your 
  allies an edge in battle. You summon forth a suit 
  of animated armor (MM p.19) in an unoccupied 
  space within range. It disappears when it drops 
  to 0 hit points or when the spell ends. 
   
  Roll initiative for the creature, which has its 
  own turns. It follows your telepathic commands 
  precisely, giving you full control of the creature. 
  If you are unable to issue commands, it will 
  defend itself from attacks but takes no other 
  actions. It gains the following trait: 
   
  • 
  Magic Weapons. This creature’s 
  weapon attacks are magical. 
  This spell was developed by Edwin Odesseiron, 
  a human Red Wizard of Thay. While some 
  companions considered him to be insufferable, 
  there is no doubt he earned his position among 
  the Red Wizards as a potent conjurer. 
   
  “Power is a constant ascension, an endless 
  upward climb riddled with simians who would 
  cast you down and take your place (take care, 
  Odesseiron, don’t tell the monkeys too much).” 
   
  - Edwin Odesseiron 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 7th level or higher, the conjured 
  creature gains 20 additional hit points for every 
  slot level above 6th. 
  
  Spells from Baldur’s Gate 
   
  13 
   
  ELDOTH’S ELEGANT ENTANGLEMENT 
  1st level enchantment 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
    
  You attempt to lure a target humanoid creature 
  into feelings of passion and attraction. Make a 
  melee spell attack against the target. If you hit, 
  the target must make a Wisdom save, with 
  disadvantage if you got a critical hit, but with 
  advantage if you or your companions are 
  fighting it. On a successful save, the target 
  suffers no effects. 
   
  On a failure, the target is charmed by you until 
  the spell ends or you or your companions do 
  anything harmful to it, and it has feelings of 
  attraction and passion towards you. It treats 
  you as a friend and potential paramour, though 
  this does not mean it will necessarily abandon 
  its principles or commitments immediately 
  (further social checks may be required). 
   
  When the spell ends, the creature does not 
  know it was charmed by you. 
   
  This spell was developed by the human bard 
  Eldoth Kron, a nigh-universally hated 
  adventurer in the Baldur’s Gate region during 
  the iron crisis and Bhaalspawn events. Eldoth 
  was a scheming bard who had a knack for 
  manipulating the emotions of others while 
  always looking out for himself. He had a well-
  deserved reputation as a womanizer, a 
  misogynist, and a jerk. 
   
  Curiously, clerics of love deities like Sune or 
  Hanali Celanil have a similar magic they employ 
  under the name “Love’s Embrace”, so Eldoth 
  may have converted this magic from the divine, 
  or Mystra may have made his spell accessible 
  once it became part of the Weave. 
   
  “You see Xan, you’re not the only one who can 
  sling an enchantment, and I do it without being 
  so utterly dull and tedious.” 
   
  - Eldoth Kron 
   
   
  ELMINSTER’S RECONFIGURATION 
  Abjuration cantrip 
  Casting Time: 1 action 
  Range: Self 
  Components: S 
  Duration: Instantaneous 
    
  You break down one of your higher-level spell 
  slots, turning it into lower-level ones. You 
  create spell slots that add up to the total of the 
  higher-level spell slot you used, for example a 
  9th-level spell slot could become a 6th level 
  spell slot and a 3rd level spell slot, or four 2nd 
  level spell slots and one 1st level spell slot. 
   
  This spell can affect an additional spell slot to 
  break down when you reach 5th level (two spell 
  slots reconfigured), 11th level (three spell slots 
  reconfigured), and 17th level (four spell slots 
  reconfigured). 
  
  Spells from Baldur’s Gate 
   
  14 
   
  Elminster Aumar, the Sage of Shadowdale, 
  hardly needs an introduction to anyone familiar 
  with Faerun. He occupies a role not dissimilar 
  from major wizards of other settings, such as 
  Gandalf or Merlin. He wears red often, though 
  not in the style of the Red Wizards of Thay, has 
  long white hair and a beard, and almost always 
  smokes a pipe. 
   
  “Thou might find power to be best redistributed 
  rather than concentrated, though many of my 
  fellow wizards take exception to this notion.” 
   
  - Elminster Aumar 
   
   
  FALSE FACTS 
  3rd level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V 
  Duration: 1 hour 
    
  Until the spell ends, creatures disbelieve what 
  you say, even if it is the truth, and magic that 
  would determine if you are telling the truth 
  indicates that you are lying. Creatures who try 
  to discern the truth of your words can make 
  Wisdom (Insight) checks with disadvantage 
  against your spell save DC or your Charisma 
  (Deception) check, whichever is higher. On a 
  failure, they always assume you to be lying. 
   
  If you say something obviously true (“The sky is 
  blue! Daggers are pointy!”), if the creature 
  believes you are lying it may assume that you, 
  personally, believe the sky is not blue or 
  daggers are not pointy (and then possibly think 
  you are crazy). 
   
  This spell was developed by the gnome 
  cleric/rogue Glint Gardnersonson, a worshipper 
  of Baravar Cloakshadow who was active during 
  the siege of Dragonspear Castle north of 
  Baldur’s Gate. Interestingly, any cleric with the 
  Trickery domain may learn this spell. 
   
  “You wouldn’t know the truth if it snuck up 
  behind you and backstabbed you with a Dagger 
  of Venom! Just like my friend Safana is about to 
  do there. Yep. I can’t BELIEVE you didn’t turn 
  around for that!” 
   
  - Glint Gardnersonson 
   
   
  GARRICK’S GRAND GALA 
  3rd level illusion 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a piece of tin) 
  Duration: 8 hours 
    
  You create the image of open-air tents, tables 
  laden with food, entertainers, servers, revelers, 
  and similar phenomena that is no larger than a 
  60-foot cube. The image appears at a spot 
  within range and lasts for the duration. The 
  image is mostly visual but is accompanied by 
  harmless wafts of the smell of food and drink, 
  and the faint sounds of music and revelry. 
   
  You can use your bonus action to duplicate the 
  effects of the prestidigitation spell anywhere 
  within the cube, and with no restriction to the 
  number of concurrent effects (normally you are 
  limited to 3). The image’s movements appear 
  natural for the image, such as tent curtains 
  gently flapping in the breeze or jugglers 
  wandering through the crowd. 
   
  This spell can lightly obscure an area with gauzy 
  curtains but not block sight except at the 
  pavilion roofs, nor can the illusory creatures 
  hold a true conversation (an illusory reveler 
  might say “Hm!” in response to anything said, 
  but anything more sounds like gibberish). 
  Creatures in the image never appear 
  threatening or hostile. 
   
  
  Spells from Baldur’s Gate 
   
  15 
   
  Physical interaction with the image reveals it to 
  be an illusion, because things can pass through 
  it (if you create a banquet table, you need to 
  supply the food). A creature that uses its action 
  to examine the image can determine that it is 
  an illusion with a successful Intelligence save. If 
  a creature discerns the illusion for what it is, the 
  creature can see through the image. 
   
  This spell was created by the human bard 
  Garrick, who often found himself in strange 
  locations while adventuring where the 
  trappings for a celebration could not be found. 
   
  “Come one and all to Garrick’s Grand Gala, a 
  spectacle for the senses, a victory for variety!” 
   
  - Garrick 
   
   
  GO FOR THE EYES 
  1st level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (hair from a wolverine, 
  badger, or giant space hamster) 
  Duration: 1 minute 
    
  A target familiar or animal companion within 
  range gains the ability to fight on its own, 
  becoming ferocious like an Ice Dragon berserker 
  or even a miniature giant space hamster. The 
  familiar or animal companion gains 10 
  temporary hit points, resistance to bludgeoning, 
  piercing, and slashing damage, and may 
  independently move and attack on its action. 
   
  If the creature does not possess an innate 
  attack form, it may make a natural weapon 
  attack it is considered proficient with using 
  either Strength or Dexterity, whichever is 
  better, dealing 1d4 slashing damage plus its 
  Strength or Dexterity modifier. 
   
  Once during the duration, the creature may 
  attempt a special blinding attack using one of its 
  regular attacks. This attack is made with 
  advantage, and if it hits, in addition to dealing 
  normal damage the creature struck is blinded 
  until the end of its next turn. 
   
  Minsc (the legendary human ranger and Ice 
  Dragon berserker from Rasheman) vehemently 
  denies researching this spell, claiming that Boo 
  is the one who developed it. It is almost a 
  believable claim, considering how unlikely 
  Minsc would be as a spell researcher. 
   
  “Minsc, I don’t think that’s a g- well, thou hast 
  surprised me, Boo is strangely effective!” 
   
  - Dynaheir 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 2nd level or higher, the target 
  gains 10 additional temporary hit points for 
  every slot level above 1st. 
   
   
  GREATER AETHER CASCADE 
  9th level abjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Instantaneous 
    
  This spell triggers a substantial chaotic flux in 
  the flow of the aether, allowing you to cast 
  multiple lower-level spells simultaneously.  You 
  cast a 3rd level spell, a 2nd level spell, a 1st 
  level spell, and a cantrip as part of the action 
  used to cast this spell, without expending any 
  additional spell slots. 
   
  The spells cast this way must be spells you know 
  that are on your spell list, must have a casting 
  time no greater than 1 action, and you still 
  cannot concentrate on more than one spell at a 
  time.  The spells are cast as if using the lowest 
  spell slot possible. 
  
  Spells from Baldur’s Gate 
   
  16 
   
  GROMPH’S RUSE 
  1st level illusion 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  You assault a creature’s mind in more ways 
  than one, hoping to draw a Counterspell from 
  your foe. 
   
  A target creature within range must make an 
  Intelligence save, and on a failure takes 2d8 
  psychic damage, or half as much on a success. 
   
  This spell appears to be a different spell when 
  other creatures attempt to identify it, making it 
  likely to draw a Counterspell. Creatures 
  attempting to identify this spell must make an 
  Intelligence (Arcana) check with a DC equal to 
  your spell save DC, and on a failure, they 
  believe it to be another spell you specify. 
   
  This spell was developed by the drow Gromph 
  Baenre, Archmage of Menzoberranzan, in his 
  efforts to always have a trick up his sleeve 
  against other archmages. 
   
  “What a counterspell you have!  I’m impressed, 
  rivvil.” 
   
  - Gromph Baenre 
   
   
  GRUBDOUBLING 
  Transmutation cantrip 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: 24 hours 
    
  This spell instantly doubles the food touched 
  into twice as much food. You can only target up 
  to 1 pound of food at a time. The touched food 
  grows larger in size until it weighs twice as 
  much. The food spoils after 24 hours if it is not 
  eaten. 
   
  You may only have three instances of this spell 
  active at a time, and you cannot target the 
  same unit of food more than once. 
   
  This spell may have an additional instance 
  active when you reach 5th level (4 instances 
  total), 11th level (5 instances total), and 17th 
  level (6 instances total). 
   
  This spell was developed by M’Khiin of the 
  Grubdoubler tribe, a female goblin shaman who 
  wished to escape from the constant violence of 
  her society. She was active in the region north 
  of Baldur’s Gate during the siege of 
  Dragonspear Castle. 
   
  “Here, eat. They don’t call us Grubdoubler clan 
  for nothing.” 
   
  - M’Khiin Grubdoubler 
   
   
  HAER’DALIS’S DARKBLADES 
  5th level illusion 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: 1 minute 
   
  
  Spells from Baldur’s Gate 
   
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  A field of shadowy blades appears around you 
  and moves with you for the duration. Any 
  creature that successfully strikes you with a 
  melee attack must make a Dexterity save or be 
  slashed by one of the blades, taking 3d8 
  necrotic damage. 
   
  A creature with truesight can determine that 
  only two of the blades you’ve created have a 
  quasi-reality to them. 
   
  This spell was developed by the tiefling blade 
  (an archetype of bard) Haer’Dalis, who hailed 
  from the planar metropolis Sigil but found 
  himself on the Prime Material plane near Amn. 
  While there is some speculation that he may 
  have been inspired by the appearance of the 
  Lady of Pain when creating this spell, Haer’Dalis 
  quickly denied this, saying, “Oh no, the Lady will 
  brook no worship nor even accolades. I would 
  dare not!” 
   
  “Aerie my dove, we are beset! Keep the twinkle 
  in your eye but set a spell to those perfect lips.” 
   
  - Haer’Dalis 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 6th level or higher, you deal an 
  additional 1d8 necrotic damage for every slot 
  level above 5th. 
   
   
  IMOEN’S REVERSE INTERROGATION 
  8th level divination 
  Casting Time: No action 
  Range: Unlimited 
  Components: None 
  Duration: 24 hours 
    
  You lure your interrogator into a false sense of 
  security, ready to jump into their mind even as 
  they think they have you helpless. 
   
  You may only cast this spell while you are 
  suffering from one of the following conditions: 
  grappled, incapacitated, paralyzed, or 
  restrained. You cannot cast this spell if you are 
  under the effects of a Mind Blank. 
   
  You may cast this spell when you are targeted 
  by an effect that deals psychic damage, any 
  effect that would sense your emotions or read 
  your thoughts, divination spells, or an effect 
  that causes the charmed condition. It takes 
  effect as if you had used a reaction to cast it. 
   
  This spell is impossible to identify being cast 
  and it is immune to Counterspell; even Detect 
  Magic does not sense this spell. 
   
  Several effects afflict the foe who triggered the 
  casting condition above:  
   
  • 
  First, if they are under the effects of 
  Mind Blank, that effect is dispelled 
  without their knowledge, and appears 
  to be intact until proven otherwise. 
  • 
  Second, you enter the target’s mind and 
  may probe for information while they 
  remain completely unaware. You may 
  pose one question immediately, and 
  another question every minute for the 
  first 10 minutes. Each question is 
  answered truthfully and in detail, each 
  response taking up to 1 minute to 
  explain. You can also review a 1-minute 
  section of the target’s memory as if you 
  were reliving it, instead of a question. 
  • 
  Third, after the first 10 minutes have 
  passed the target must make a Wisdom 
  save with disadvantage. On a success, 
  this spell ends. On a failure, you may 
  immediately pose another question, 
  followed by another question every 10 
  minutes for the next 50 minutes. Each 
  of these questions is expounded upon 
  and delivered like a short story if there 
  
  Spells from Baldur’s Gate 
   
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  is enough detail to merit it. You can also 
  review a 10-minute section of the 
  target’s memory as if you were reliving 
  it, instead of a question. 
  • 
  Fourth, after the first hour of the 
  duration has passed, the target must 
  make a Wisdom save. On a success, this 
  spell ends. On a failure, you may 
  immediately pose another question, 
  followed by another question every 
  hour for the next 23 hours. Each of 
  these questions is answered in 
  exhaustive detail, like reading a novella 
  or a ledger. You can also review a 1-
  hour section of the target’s memory as 
  if you were reliving it, instead of a 
  question. 
   
  This spell was developed by the human 
  rogue/mage Imoen, who grew up with the 
  Bhaalspawn from Candlekeep and later 
  discovered she was a Bhaalspawn herself. She 
  was captured by mages at least twice, once by 
  Jon Irenicus, and again by the Cowled Wizards 
  when she was taken to Spellhold. 
   
  “Took me a long time to figure out how to turn 
  being captured into an advantage. I’m ready for 
  the next buffleheaded archmage that comes 
  along thinkin’ he can do as he pleases!” 
   
  - Imoen 
   
   
  INSIDIOUS VENOM 
  1st level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
    
  You launch a venomous spine towards a 
  creature, hoping to inject it with a slow but 
  lethal toxin.  The target must make a 
  Constitution save, on a success the creature is 
  poisoned until the end of your next turn, and 
  then the spell ends.  If it fails, it is poisoned for 
  the duration. 
   
  If you concentrate for the full duration and the 
  creature remains poisoned the entire time, 
  when the spell ends the creature takes 3d12 
  poison damage. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 2nd level or higher, you may 
  target an additional creature and you deal 1d12 
  additional poison damage for every slot level 
  above 1st. 
   
   
  IRENICUS’S DEATH RAY 
  9th level transmutation 
  Casting Time: 1 action 
  Range: 300 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  A green ray shoots from your palm towards a 
  creature within range unerringly. The creature 
  targeted by this dark magic must make five 
  Constitution saves. Tally the number of failures 
  to determine the spell’s ultimate effect by 
  cumulatively adding up the effects below: 
   
  • 
  1 Failure: The target takes 10d10 force 
  damage. If this damage reduces the  
  target to 0 HP or less, it is disintegrated, 
  leaving nothing behind. 
  • 
  2 Failures: The target takes another 
  10d10 force damage. If this damage 
  reduces the target to 0 HP or less, it is 
  disintegrated, leaving nothing behind. 
  • 
  3 Failures: The target is petrified. 
  • 
  4 Failures: The target dies, crumbling 
  into a pile of broken rock. 
  • 
  5 Failures: The crumbled rock 
  disintegrates afterward, leaving nothing 
  behind. 
  
  Spells from Baldur’s Gate 
   
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  This incredibly deadly spell was invented by the 
  elven archmage Jon Irenicus, who commanded 
  many more spells of hideous strength and 
  efficiency. He leaves behind a failed legacy of 
  vengeance and attempted apotheosis. 
   
  “Life is power. You live, you effect change in the 
  world. Fleeting power, however, is meaningless. 
  A life ending in death is power wasted. Take 
  power and life when it is offered or suffer the 
  consequences of your cowardice and die 
  forgotten.” 
   
  - Jon Irenicus 
   
   
  IRENICUS’S IRON TENTACLES 
  6th level conjuration 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a tiny wrought iron 
  sculpture shaped like a tentacle) 
  Duration: Instantaneous 
    
  You conjure up otherworldly tentacles formed 
  of iron to wrap around your target foe, holding 
  it in place and potentially crushing it. A target 
  creature within range that you can see must 
  make five Strength saves. Tally the number of 
  failures to determine the spell’s ultimate effect 
  by cumulatively adding up the effects below: 
   
  • 
  1 Failure: The target is grappled. 
  • 
  2 Failures: The target is also restrained. 
  • 
  3 Failures: The target is also stunned. 
  • 
  4 Failures: The target is also paralyzed. 
  • 
  5 Failures: The target takes 20d10 
  magical bludgeoning damage (this 
  effect only happens when the spell is 
  initially cast). 
   
  At the end of the target’s turn every round, it 
  must make a Strength save. If it succeeds, it 
  reduces the conditions it is suffering from by 
  one step. For instance, a creature paralyzed by 
  this spell that succeeded a Strength save at the 
  end of its turn would only be grappled, 
  restrained, and stunned afterwards. 
   
  “You can break any barrier with a combination 
  of strength and unyielding ambition. You HAVE 
  the strength; prove to me you have the desire.” 
   
  - Jon Irenicus 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 7th level or higher, you can target 
  an additional creature for every slot level above 
  6th. 
  JAHEIRA’S THORNSHIELD 
  1st level transmutation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S, M (a thorn from a honey 
  locust tree and a wooden shield) 
  Duration: 1 minute 
  
  Spells from Baldur’s Gate 
   
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   The wood of a shield you are holding is imbued 
  with nature’s power. For the duration, the 
  shield gains a +1 bonus to the Armor Class it 
  grants, and you can make bash attacks with it 
  using your bonus action. 
   
  You can use your spellcasting ability instead of 
  Strength for the attack and damage rolls of 
  melee attacks using the shield, and the shield’s 
  damage becomes 1d4 bludgeoning damage. 
  The shield also becomes magical, if it isn’t 
  already. The spell ends if you cast it again or if 
  you let go of the shield. 
   
  The half-elven fighter/druid Jaheira developed 
  this spell to further enhance her combat 
  options. She was noteworthy for usually fighting 
  in humanoid form rather than animal form, and 
  for her commanding stubbornness. 
   
  “Khalid, keep the zombies at bay! I will handle 
  these skeletons.” 
   
  - Jaheira 
   
   
  LIGNEOUS GRASP 
  4th level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a twig from a willow) 
  Duration: 1 minute 
    
  You strike a creature in melee, and that 
  creature is slowly encased in a plant.  Make a 
  melee spell attack against a creature.  On a hit, 
  you deal 5d10 acid damage, and then that 
  creature must make a Strength save.  On a 
  successful save, there is no further effect. 
   
  On a failed save, it is restrained as woody 
  tendrils twist around it and take root. A 
  creature restrained by this spell must make 
  another Strength save at the end of each of its 
  turns. If it successfully saves against this spell 
  five times, the spell ends. If it fails its saves five 
  times, it is encased inside a sturdy plant and 
  subjected to the petrified condition for the 
  duration, except it is also rooted in place and 
  may die if uprooted. The successes and failures 
  don’t need to be consecutive; keep track of 
  both until the target collects five of a kind. 
   
  If the creature or plant it is inside of is physically 
  broken while petrified, it suffers from similar 
  deformities if it reverts to its original state. 
   
  If this spell is not dispelled for the entire 
  possible duration, the creature is trapped inside 
  the plant (petrified) until the effect is removed. 
   
  The human shadow druid Faldorn created this 
  spell as a direct translation of her belief in the 
  conflict between folk and nature. 
   
  “You should return to nature. I’ll assist.” 
   
  - Faldorn 
   
   
  MAGESLAYER STRIKE 
  2nd level abjuration 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
    
  The next time you hit with a melee weapon 
  attack during this spell’s duration, you deal an 
  additional 1d10 psychic damage. 
   
  Additionally, the creature struck has the lowest-
  level spell or psionics affecting it removed. If 
  two or more effects are tied for lowest level, 
  you choose which one is removed.  If the 
  removed effect used a higher-level spell slot 
  than the spell slot used to cast this spell, you 
  take 1d6 force damage for every level of 
  difference (for example, if you used a 2nd level 
  
  Spells from Baldur’s Gate 
   
  21 
   
  spell slot and removed an 8th level spell slot’s 
  effect, you would take 6d6 force damage). 
   
  The human ranger (of the stalker archetype) 
  Valygar Corthala fervently denied researching 
  this spell, even denying that it is a spell at all: he 
  claimed it is just “harnessing my hatred for the 
  curse of magic”. 
   
  “This is the cold harvest magic reaps.” 
  - Valygar Corthala 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 3rd level or higher, you deal an 
  additional 1d10 psychic damage for every slot 
  level above 2nd. 
   
   
  MANSHOON’S MALLEABLE MISSILE 
  1st level evocation 
  Casting Time: 1 action 
  Range: 200 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  You create a blast of force damage, which 
  decreases in power as the range gets further 
  away from you. 
   
  If you use this spell at touch range, you make a 
  melee spell attack against a target. If you hit, 
  you deal 3d8 force damage. 
   
  If you use this spell at 10 to 60 feet of range, 
  you make a ranged spell attack against a target. 
  If you hit, you deal 3d6 force damage. 
   
  If you use this spell at 65 to 200 feet of range, 
  you make a ranged spell attack against a target. 
  If you hit, you deal 3d4 force damage. 
   
  The villain Manshoon developed this versatile 
  spell, although it is uncertain which one 
  researched it, as there are many clones of him. 
   
  “Power comes in many forms, just like this spell. 
  If you cannot adapt, you will die… like many of 
  my clone brethren.” 
   
  - Manshoon (version unknown) 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 2nd level or higher, you deal 
  additional force damage (1d8 at touch, 1d6 at 
  middle range, 1d4 at long range) for every slot 
  level above 1st. 
   
   
  MICE TO MAMMOTHS 
  8th level transmutation 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (a bit of fur and the tip of 
  an antler) 
  Duration: Concentration, up to 10 minutes 
    
  This spell transforms a beast that you can see 
  within range into a new beast form. An 
  unwilling beast must make a Wisdom save to 
  avoid the effect. The spell has no effect on a 
  creature with 0 hit points. 
   
  The transformation lasts for the duration, or 
  until the target drops to 0 hit points or dies. The 
  new form can be any beast of challenge rating 8 
  or lower. The target’s game statistics, including 
  mental ability scores, are replaced by the 
  statistics of the chosen beast. It retains its 
  alignment and personality. 
   
  The target assumes the hit points of its new 
  form. When it reverts to its normal form, the 
  creature returns to the number of hit points it 
  had before it transformed. If it reverts as a 
  result of dropping to 0 hit points, any excess 
  damage carries over to its normal form. As long 
  as the excess damage doesn’t reduce the 
  creature’s normal form to 0 hit points, it isn’t 
  knocked unconscious. 
  
  Spells from Baldur’s Gate 
   
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  The creature is limited in the actions it can 
  perform by the nature of its new form, and it 
  can’t speak, cast spells, or take any other action 
  that requires hands or speech. 
   
  The target’s gear melds into the new form. The 
  creature can’t activate, use, wield, or otherwise 
  benefit from any of its equipment. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 9th level, you may target an 
  additional beast to transform. 
   
   
   
   
   
   
   
   
   
   
  NALIA’S AID 
  1st level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: 12 hours 
    
  The target of this spell gains +5 feet of 
  movement speed, +10 pounds of carrying 
  capacity, and gains advantage on any check or 
  save made to resist exhaustion from hard work. 
   
  This spell was developed by the human 
  rogue/wizard Nalia de’Arnise to assist the poor 
  with their workdays. 
   
  “You poor soul, let me lighten that burden.” 
   
  - Nalia de’Arnise 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 2nd level or higher, you may 
  target an additional creature for every slot level 
  above 1st. 
   
   
  NECROTIC BLAST 
  Necromancy cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  You shoot a pulsating piece of black energy 
  towards a target. Make a ranged spell attack 
  roll. If you hit, the target takes 1d8 necrotic 
  damage. 
   
  This spell’s necrotic damage increases by 1d8 
  when you reach 5th level (2d8), 11th level 
  (3d8), and 17th level (4d8). 
   
   
  NEERA’S NOISOME BOLT 
  3rd level evocation 
  Casting Time: 1 action 
  Range: 300 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  You hurl a crackling, booming orb of sonic 
  energy towards a foe, which causes a distortion 
  in the air. The sound of the bolt can be heard 
  clearly up to 600 feet away. The target creature 
  or object must make a Constitution save or take 
  
  Spells from Baldur’s Gate 
   
  23 
   
  5d12 thunder damage on a failure. On a 
  success, the target takes half damage. 
   
  If the target rolls a save and the d20 rolled an 
  odd number, the bolt streaks over to another 
  target within range. The secondary target must 
  make a Constitution save or be affected like the 
  first target. This process continues until a target 
  does not roll a save (such as an object), or until 
  a save comes up as an even number. 
   
  If a target rolls a save and the d20 came up with 
  an even number, you take half of the damage 
  the target took (for example, if it succeeded on 
  its save, you will take one-quarter of the 
  original damage). 
   
  This spell was accidentally discovered by Neera, 
  a half elven sorceress with a wild magic origin. 
  She was active around Baldur’s Gate and Amn 
  during the time of the Bhaalspawn saga. 
   
  “So, I woke up this morning and I discovered I 
  can do thunder damage. Yay me, I guess?!” 
  - Neera 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 4th level or higher, you deal 1d12 
  additional thunder damage for every slot level 
  above 3rd. 
   
   
  PACK OF CRITTERS 
  3rd level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
    
  Your magic turns others into minor beasts. 
  Choose up to six willing creatures that you can 
  see within range. You transform each target 
  into the form of a Medium or smaller beast with 
  a challenge rating of 0. 
   
  The transformation lasts for the duration for 
  each target, or until the target drops to 0 hit 
  points or dies. You can choose a different form 
  for each target. 
   
  A target’s game statistics are replaced by the 
  statistics of the chosen beast, though the target 
  retains its alignment and Intelligence, Wisdom, 
  and Charisma scores. 
   
  The target assumes the hit points of its new 
  form, and when it reverts to its normal form, it 
  returns to the number of hit points it had 
  before it transformed. If it reverts as a result of 
  dropping to 0 hit points, any excess damage 
  carries over to its normal form. As long as the 
  excess damage doesn’t reduce the creature’s 
  normal form to 0 hit points, it isn’t knocked 
  unconscious. 
   
  The creature is limited in the actions it can 
  perform by the nature of its new form, and it 
  can’t speak or cast spells. 
   
  The target’s gear melds into the new form. The 
  target can’t activate, wield, or otherwise benefit 
  from any of its equipment. 
   
  This spell was developed by the human druid 
  Cernd in the regions around Amn during the 
  time of the Bhaalspawn events. He hoped that 
  by showing how useful transformations could 
  be, he might convince others of the benefits of 
  nature and of shapeshifting. 
   
  “Just as the butterfly emerges from the cocoon, 
  so too these caterpillars you call bodies may 
  take on many other helpful, beautiful forms.” 
   
  - Cernd 
   
   
   
   
  
  Spells from Baldur’s Gate 
   
  24 
   
  POISONOUS GRASP 
  Conjuration cantrip 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous 
    
  This spell secretes a powerful poison that 
  magically transfers with your touch.  You must 
  make a melee spell attack against a creature 
  within your reach.  If you hit, the target takes 
  2d4 poison damage.  If the target is afflicted 
  with the poisoned condition, the target takes an 
  additional 1d4 poison damage. 
   
  This spell’s base poison damage increases by 
  2d4 when you reach 5th level (4d4), 11th level 
  (6d4), and 17th level (8d4).  The additional 
  poison damage inflicted when the target is 
  poisoned also increases by 1d4 when you reach 
  5th level (2d4), 11th level (3d4), and 17th level 
  (4d4).  
   
   
  POISONOUS SMITE 
  1st level conjuration 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
    
  The next time you hit with a melee weapon 
  attack during this spell’s duration, your attack 
  deals an extra 1d4 poison damage. 
   
  Additionally, after your attack hits, the creature 
  struck must make a Constitution save or 
  become poisoned for the duration and take 1d4 
  poison damage at the beginning of their turn 
  each round. 
   
  This spell was used famously by the half-orc 
  blackguard Dorn Il-Khan to interrupt spellcaster 
  concentration and slowly kill his foes as he 
  pursued his deadly vendetta in the regions 
  around Baldur’s Gate. This spell is only available 
  to evil paladins, such as those who pursue the 
  Oath of Conquest, the Oath of Treachery, or the 
  Oathbreaker class archetypes. 
   
  “The first blow cripples. Let us see if you are 
  worthy of a second!” 
  - Dorn Il-Khan 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 2nd level or higher, you deal an 
  additional 1d4 poison damage both initially and 
  every round for every slot level above 1st. 
   
   
  PROTECTING SMITE 
  1st level evocation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
   
  The next time you hit with a melee weapon 
  attack during this spell’s duration, your attack 
  deals an extra 1d6 psychic damage. 
   
  Additionally, after your attack hits, an allied 
  creature within your melee weapon’s reach 
  gains a +2 bonus to AC and all saves until this 
  spell ends. 
   
  While this spell might or might not have been 
  invented by the paladin Ajantis Ilvastarr, it was 
  made famous by him as a favorite smite of 
  Helmites with the Most Noble Order of the 
  Radiant Heart. 
   
  “Helm grants you aid, my friend!” 
  - Ajantis Ilvastarr 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 2nd level or higher, you deal an 
  additional 1d6 psychic damage and the bonus 
  to an ally’s AC and saves increases by 1 for 
  every slot level above 1st. 
  
  Spells from Baldur’s Gate 
   
  25 
   
  QUAYLE’S BRAIN DUEL 
  4th level illusion 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Instantaneous 
   
  A target creature of your choice must roll a 
  contest of Intelligence saves with you as you 
  assault its mind with spelling problems, 
  mathematical formulae, visual and auditory 
  stimuli, and irrelevant trivia. If the target fails, it 
  takes 10d8 psychic damage. If the target fails by 
  10 or more, it is also stunned until the end of its 
  next turn. 
   
  If you fail the contest, you take 1d8 psychic 
  damage. If you fail by 10 or more, you are also 
  stunned until the end of your next turn. 
   
  This spell was developed by the gnomish 
  cleric/illusionist Quayle, who later ran a circus 
  and became a mentor to the avariel cleric/mage 
  Aerie. Before he met Aerie, Quayle considered 
  himself of superior intellect to practically all 
  others and while he had a desire to teach, he 
  had not yet mastered empathy. 
   
  Quayle worshipped Baravar Cloakshadow, and 
  clerics of that faith can learn this spell. 
   
  “Dueling a cleric who is also an illusionist is not 
  an intelligent thing to do, it’s REALLY STUPID.” 
   
  - Quayle 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 5th level or higher, you deal an 
  additional 1d8 psychic damage if the target 
  failed the contest for every slot level above 4th. 
   
   
   
   
   
  REDUCE TO BONES 
  6th level necromancy 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V 
  Duration: 24 hours 
    
  You attack the flesh and soul of a target 
  creature, necrotizing soft tissue and warping its 
  spirit. The target creature must make a Wisdom 
  save or take 8d12 necrotic damage, or half 
  damage on a success. 
   
  Then, if the target has 25 hit points or less, the 
  creature dies. If the dead creature had a 
  skeletal structure, it reanimates immediately 
  into a skeleton under your precise telepathic 
  control for 24 hours. After 24 hours, you lose 
  control of the skeleton and it becomes hostile 
  to all non-undead creatures. 
   
  You may reassert control over the skeleton with 
  the Animate Dead spell. 
   
  This spell was created by the human cleric 
  Tamoko, who came from the nation of Kozakura 
  in the region of Kara-Tur. She was best known 
  for being the lover of Sarevok Anchev, the 
  Bhaalspawn villain who nearly brought the 
  Baldur’s Gate region to a ruinous war with Amn. 
  Her love of Sarevok ended up putting her at 
  cross-purposes with his plans. 
   
  “Stay your blades. If you will listen, I would tell 
  you of the man Sarevok Anchev, not the villain 
  you think you know him as.” 
   
  - Tamoko 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 7th level or higher, you deal 1d12 
  additional necrotic damage for every slot level 
  above 6th. 
   
   
  
  Spells from Baldur’s Gate 
   
  26 
   
  REPLENISH 
  2nd level necromancy 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous 
    
  You touch a creature and replenish the spent 
  reserves of its body. If the target has spent any 
  of its hit dice, it regains up to 3 spent hit dice. 
  The target may choose which hit dice to restore 
  if it has different types of hit dice. The creature 
  cannot gain more than its maximum hit dice. 
   
  An individual creature can only be affected by 
  this spell once in a 24-hour time period. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 3rd level or higher, you restore 1 
  additional hit die for every slot level above 2nd. 
   
   
  RESISTANCE ROULETTE 
  2nd level abjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: 1 minute 
    
  This spell wards a target with chaotic energy, 
  making them both sturdy and vulnerable at the 
  same time.  One target creature within range 
  may make a Wisdom save if they are unwilling, 
  and on a success are not affected. 
   
  An affected creature gains vulnerability to one 
  damage type, and resistance to two damage 
  types.  Roll d20s on the table below as follows: 
  roll for vulnerability first, then roll twice more 
  for resistances.  Reroll if you get a resistance 
  that matches the vulnerability or the other 
  resistance (a resistance cannot be chosen that 
  would match in this way). 
   
  Die Result: 
  Damage Type: 
  1 
  Acid 
  2 
  Bludgeoning 
  3 
  Cold 
  4 
  Fire 
  5 
  Force 
  6 
  Lightning 
  7 
  Necrotic 
  8 
  Piercing 
  9 
  Poison 
  10 
  Psychic 
  11 
  Radiant 
  12 
  Slashing 
  13 
  Thunder 
  14-15 
  Target Character’s Choice 
  16-17 
  Spellcaster’s Choice 
  18-20 
  Storyteller / GM’s Choice 
   
   
  REVELATION 
  9th level divination 
  Casting Time: 1 action 
  Range: Sight 
  Components: V, S 
  Duration: 1 minute 
    
  You cause a target creature to ground itself and 
  see things as they truly are, brought back to its 
  true self. If the target has 200 hit points or less, 
  it is automatically affected. If it has more than 
  200 hit points, it may make a Wisdom save to 
  resist. 
   
  If the target is affected, the following effects 
  occur: 
   
  • 
  All enchantments, illusions, and 
  transmutations affecting the target are 
  dispelled. 
  • 
  The creature returns to its normal form, 
  if it has been polymorphed or otherwise 
  shapeshifted. It cannot assume any 
  other forms for the duration. 
  • 
  Cursed objects that function by 
  enchantment, illusion, or transmutation 
  
  Spells from Baldur’s Gate 
   
  27 
   
  principles, or that change the creature’s 
  form, have their curse removed and the 
  item drops to the ground. 
  • 
  The target gains truesight out to 120 
  feet for the duration. 
  • 
  The target gains advantage on Insight, 
  Investigation, and Perception checks for 
  the duration. 
  • 
  At the DM/Storyteller’s option, the 
  target may have a sudden flash of 
  insight into a situation affecting it, or 
  even a brief revelatory vision. 
   
   
  SHADOWTALE TURNIP 
  7th level illusion 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a piece of a turnip) 
  Duration: Concentration, up to 1 hour 
    
  You create a quasi-real turnip formed from the 
  Plane of Shadow, then throw it at a creature or 
  drop it in a 5-foot square. Make a ranged spell 
  attack if you throw it, and if this attack hits the 
  creature takes 7d12 psychic damage. If the 
  attack misses, determine a nearby 5-foot 
  square that the shadow turnip lands in. 
  Throwing the turnip again has no further effect 
  other than to move it to a new 5-foot square. 
   
  Then the turnip lands in whatever 5-foot square 
  it was thrown to or dropped in. Any creature 
  other than you that begins its turn in that 
  square or moves through it notices that words 
  are carved into the shadow turnip. If the 
  creature knows at least one language, it must 
  make an Intelligence save not to pick up the 
  turnip and begin reading it. The shadow turnip 
  holds an amusing rambling story, often 
  involving gnomes and turnips. A creature who 
  fails is stunned for the duration as it reads the 
  story. A stunned creature makes a new 
  Intelligence save at the end of its turn every 
  round, and on a success, they are no longer 
  stunned and drop the turnip 5 feet away in an 
  adjacent square of their choice. 
   
  Any other creature aside from you who comes 
  over to inspect the turnip must immediately 
  make the same Intelligence save if it knows a 
  language or be stunned as well. 
   
  This spell was created by the gnome 
  illusionist/rogue Jan Jansen, whose endless 
  amusing stories often had much the same effect 
  as this spell. 
   
  “Did I ever tell you about my cousin Darla? She 
  was a bright girl, which is not to say she was all 
  that smart, but she miscast a Light spell and it 
  made her a permanent beacon. Unfortunately, 
  she shown so brightly that it was causing her 
  family’s turnip patch to wilt, so Darla had to 
  leave the village. She decided it might be best to 
  turn the Underdark into the Underbright, so 
  down she went into the depths. She was quite 
  successful for a while, the drow couldn’t stand 
  to look at her and their Darkness spells would 
  get countered, vampires and wraiths had an 
  even worse time. Darla ran into some real 
  trouble when she came across a mind flayer 
  wearing tinted glasses, but that turned out to be 
  an unexpected boon…” 
   
  - Jan Jansen 
  
  Spells from Baldur’s Gate 
   
  28 
   
  SILENCE THE SIMPLETONS 
  2nd level illusion 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
   
  Creatures within a 20-foot-radius burst must 
  make Intelligence saves if they have an 
  Intelligence score of 11 or lower. On a failure, 
  they are silenced. Creatures with an Intelligence 
  score of 12 or higher are unaffected. 
   
  For the duration, no sound can be created 
  within or pass through an area occupied by 
  affected creatures. Affected creatures are 
  immune to thunder damage and deafened. 
  Casting a spell that includes a verbal component 
  is impossible for an affected creature. 
   
  This spell was developed by Edwin Odesseiron, 
  a human Red Wizard of Thay, in his efforts to 
  quiet unruly folk. Much to his chagrin, he 
  discovered that many people he considered 
  annoying were not “simpletons.” 
   
  “Will I never be rid of that ridiculous oaf Minsc 
  and his unwashed rodent?! (Now at least I can 
  ignore him for a time.)” 
   
  - Edwin Odesseiron 
   
   
  SPECIALIST’S COUNTERSPELL 
  5th level abjuration 
  Casting Time: 1 reaction, which you take when 
  you see a creature within 60 feet of you casting 
  a spell 
  Range: 60 feet 
  Components: S 
  Duration: Instantaneous 
    
  You attempt to interrupt a creature in the 
  process of casting a spell. This spell gives you a 
  better chance of countering a spell if you can 
  identify it or guess its origin. You can make an 
  Arcana check (DC 10 + spell level) to identify the 
  spell being cast. If you identify it correctly, you 
  will know its school (abjuration, conjuration, 
  divination, enchantment, evocation, illusion, 
  necromancy, or transmutation). 
   
  Name a school of magic, then make an ability 
  check using your spellcasting ability. You have 
  advantage on the check if you named the right 
  school of magic for the target spell, or 
  disadvantage if you named the wrong school. 
  The DC equals 10 + the spell’s level. On a 
  success, the creature’s spell fails and has no 
  effect. 
   
   
  SPELLPLAGUE BLAST 
  Daily  
   
  Wizard Attack 9 
  5th level evocation 
  Casting Time: Standard Action 1 action 
  Range: Close Blast 10 60 feet (cone) 
  Components: Arcane, Evocation, Force, 
  Implement V, S, M (any object that was altered 
  by the blue fire of the Spellplague) 
  Duration: Instantaneous 
    
  You create a devastating blast of blue fire, 
  drawing upon the lingering power of the 
  Spellplague and the corruption of the Far 
  Realm. Creatures within the 60-foot cone must 
  make Will Wisdom saving throws or take 6d10 
  force damage, lose 1d6 healing surges hit dice 
  of their choice, and lose the ability to use at-will 
  non-martial powers cantrips. 
   
  Creatures who succeed on their save take half 
  of the force damage and suffer no other effects. 
   
  At the end of its turn each round, an affected 
  creature must make a Wisdom saving throw, 
  and on a success, it gains access to its cantrips 
  again. 
  
  Spells from Baldur’s Gate 
   
  29 
   
  You will not earn any friends casting this spell.  
  Any intelligent creature familiar with Abeir or 
  Toril that succeeds on a DC 15 Intelligence 
  (Arcana or History) check will recognize the blue 
  fire as the Spellplague. Most creatures that 
  recognize it will turn hostile, but reactions vary. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 6th level or higher, you deal an 
  additional 1d10 force damage for every slot 
  level above 5th. 
   
   
  TAINT OF THE SLAYER 
  8th level necromancy 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a holy symbol of Bhaal, or 
  a weapon used to murder someone) 
  Duration: 1 hour 
    
  For the duration of this spell, whenever a giant 
  or humanoid creature drops to 0 hit points 
  within 60 feet of you, it must make a Charisma 
  save or die and immediately raise as a shadow 
  under your telepathic control. The creature 
  cannot be raised or resurrected while this 
  shadow exists. Any shadow raised this way acts 
  on initiative count 12 and uses your melee spell 
  attack modifier instead of its usual attack 
  modifier. 
   
  If you become incapacitated for longer than 1 
  round and are unable to give the shadows 
  instructions, they will not attack you or your 
  allies but will begin attacking any other 
  creatures in the area. 
   
  The shadows disappear at the end of the spell’s 
  duration, but new shadows may be generated 
  from the Strength Drain special ability of the 
  shadows. You have no control over any 
  shadows created this way. 
   
  This spell was developed by Amelyssan the 
  Blackhearted, a human high priestess of Bhaal 
  who sought to gain Bhaal’s power for herself 
  and achieve apotheosis by absorbing the 
  essence of all the other Bhaalspawn. 
   
  “Power is not a birthright; it exists to be claimed 
  by those who are ambitious and strong, and I 
  am the strongest and the most ambitious.” 
   
  - Amelyssan the Blackhearted 
   
   
  TEMPUS WILLS IT 
  2nd level enchantment 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (the splinters of an 
  enemy’s broken weapon) 
  Duration: Concentration, up to 1 minute 
    
  Up to three creatures of your choice gain the 
  blessing of Tempus, god of war. Whenever a 
  target makes a successful attack roll to deal 
  damage, the target can roll a d4 and add the 
  number rolled to the damage, or 2d4 on a 
  critical hit. 
   
  Additionally, targets have advantage on saves 
  to avoid becoming frightened. 
   
  This spell was developed by Branwen, a female 
  human priest from the Norheim Isles. Branwen 
  rebelled against her people’s traditional gender 
  roles in becoming a priest, but Tempus did not 
  seem to mind. 
   
  “Tempus favors the bold! Strike true and be 
  fearless, strong warriors!” 
  - Branwen 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 3rd level or higher, you may 
  target an additional creature for every slot level 
  above 2nd. 
  
  Spells from Baldur’s Gate 
   
  30 
   
  THORNY FLORA 
  1st level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  This spell creates a gargantuan thorny plant 
  outdoors, such as a honey locust tree or a 
  cactus, which can be used to hamper and harm 
  your foes.  You cause a thorny plant to grow 
  suddenly out of a square of dirt, sand, or similar 
  material, in an area where it has access to the 
  sky.  The plant fills a 5-foot column up to a 
  height of 35 feet with blocking terrain from a 
  central trunk, and 10 feet up is a 25-foot cube 
  centered on the trunk: hindering terrain from 
  the upper branches.  Normally this only 
  interferes with flying creatures, but creatures of 
  huge or gargantuan size may be subject to 
  hindering terrain from the branches. 
   
  A creature that touches the trunk (including 
  from forced movement) or that enters the 
  hindering terrain of the branches must make a 
  Dexterity save.  On a failure, the creature takes 
  2d4 piercing damage from the thorns.  A 5-foot 
  section can be attacked: dealing at least 25 
  points of slashing or fire damage destroys one 
  5-foot cube of hindering terrain, and dealing at 
  least 150 points of damage other than psychic 
  damage can destroy a 5-foot section of blocking 
  terrain, which may cause the plant to fall in a 
  random direction.  Being in the path of the 
  falling plant forces a Dexterity save for touching 
  the plant, and those crushed beneath the trunk 
  take an additional 2d6 bludgeoning damage if 
  they fail the save. 
   
  If you succeed on a DC 15 Wisdom (Survival) 
  check when you cast this spell, the plant can 
  provide food for up to three creatures for one 
  day. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 3rd level or higher, you create one 
  additional plant for every two slot levels above 
  1st. 
  TIAX’S TITANIC TRIUMPH 
  1st level necromancy 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  You cause necrotic power to surge from behind 
  a creature, striking them with potentially great 
  effect.  The target creature must make a 
  Constitution save, taking half damage on a 
  success. 
   
  The target takes 1d12 necrotic damage.  If you 
  rolled 12 damage, add another 1d12 necrotic 
  damage.  Repeat this process until the die 
  comes up with a number other than 12. 
   
  This spell was developed by the mad gnomish 
  cleric/rogue Tiax, a worshipper of Cyric. Tiax 
  believed he would rule the world and become a 
  god, though no one took him seriously. His 
  current whereabouts are unknown. 
   
  “Only Tiax could invent a spell that can kill gods, 
  because TIAX RULES ALL!” 
   
  - Tiax 
  
  Spells from Baldur’s Gate 
   
  31 
   
  TRICK SHOT 
  3rd level divination 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
    
  Your next shot defies probability as it ricochets 
  around corners and performs other nigh-
  impossible feats. The next time you make a 
  ranged weapon attack during this spell’s 
  duration, you may ignore any cover the target 
  has, even total cover, and your shot will 
  somehow target the correct area where an 
  invisible or hidden target lurks, including if you 
  are blinded or the target has heavy 
  obscurement. You must be aware that the 
  target is there in some way to make the shot, 
  and if you are wrong, the spell and the shot are 
  wasted. 
   
  You make an unmodified ranged weapon attack 
  roll which cannot benefit from advantage nor 
  suffer from disadvantage. If the attack hits, it 
  deals an additional 1d8 force damage. 
   
  This spell was developed by the female human 
  archer (an archetype of ranger) Captain Schael 
  Corwin of the Flaming Fist. Corwin (as she 
  preferred to be called) was directly involved in 
  the siege of Dragonspear Castle north of 
  Baldur’s Gate. 
   
  “Barricades and smoke are not bad defensive 
  strategies, but never underestimate a skilled 
  commander and a determined army.” 
   
  - Captain Schael Corwin 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 4th level or higher, increase the 
  force damage by 1d8 for every slot level above 
  3rd. 
   
   
  ULKOOMI’S AETHER BURN 
  4th level evocation 
  Casting Time: 1 action 
  Range: 300 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  You channel your magic into an unexpectedly 
  powerful blast, leaving you with few or no spell 
  slots afterward. A target creature within range 
  must make a Wisdom save. On a success it 
  takes half damage, on a failure it takes 1d6 
  force damage per 2 levels of spell slots spent 
  (for example, four 1st level spell slots plus one 
  4th level spell slot are 8 total spell slots and 
  would deal 4d6 force damage). 
   
  If you spend all your spell slots, the force 
  damage dice increase to d8s. 
   
   
   
  ULKOOMI’S BRIEF OMNISCIENCE 
  7th level divination 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S 
  Duration: 1 minute 
    
  You gain insight into everything you attempt for 
  1 minute. For the next minute, you gain 
  advantage on up to 10 attacks, checks, or saves. 
   
  After the initial duration expires, you gain 
  disadvantage on all attacks, checks, and saves 
  for a minimum of 24 hours. 
   
  If you do not make at least 10 attacks, checks, 
  or saves during that 24 hours, this disadvantage 
  lingers until it has affected 10 rolls. 
   
   
   
  
  Spells from Baldur’s Gate 
   
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  ULKOOMI’S DEATH BURST 
  3rd level evocation 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  You create an explosion of necrotic energy, and 
  you can power it further with your own life 
  force. Creatures within a 20-foot radius around 
  a point of your choice must make Constitution 
  saves, taking 5d6 necrotic damage on a failure 
  or half damage on a success. 
   
  When you cast this spell, you may choose to 
  take damage in increments of 10 to deal an 
  additional 1d4 necrotic damage with this spell 
  for every 10 damage taken. The damage you 
  take cannot be resisted or reduced. 
   
  If you take enough damage to go unconscious, 
  every additional damage increment you take (if 
  it doesn’t kill you outright) gives you a failed 
  death save. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 4th level or higher, you deal an 
  additional 1d6 necrotic damage for every slot 
  level above 3rd. 
   
   
  ULKOOMI’S UNEXPECTED HEAL 
  1st level necromancy 
  Casting Time: 1 reaction, which you take when 
  you or a creature in range is wounded 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  You rapidly speed up the target’s metabolic 
  processes to grant them a measure of healing, 
  losing some efficiency in the process. The target 
  creature that was just wounded may spend any 
  number of hit dice, regaining 2 hit points for 
  each one spent rather than the normal amount. 
  Even an unconscious creature can be healed in 
  this way. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 2nd level or higher, each hit die 
  heals an additional 1 HP for every two slot 
  levels above 1st (3 HP at 3rd, 4 HP at 5th, 5 HP 
  at 7th, 6 HP at 9th). 
   
   
  ULRAUNT’S SPEED READING 
  Divination cantrip 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 24 hours 
    
  This magic allows you to touch a book and 
  instantly read its contents. For the duration of 
  the spell, you have perfect recall of everything 
  within the tome, including what the 
  handwriting or print type looks like, any 
  artwork, etc., and automatically succeed on 
  Intelligence checks related to remembering 
  anything about the book. 
   
  At the Storyteller’s discretion, you may be able 
  to target a scroll or a 10 by 10-foot section of 
  wall rather than a book. 
   
  This spell does not function on magical text, 
  artwork, symbols, or other magical or psychic 
  phenomena, such as magic scrolls or spellbooks. 
   
  After the duration expires, you remember the 
  book but imperfectly, and must make 
  Intelligence checks as normal to recall things 
  from it or about it. 
   
  If you absorb the contents of more than four 
  books within a 24-hour timeframe, you will 
  forget the oldest book for each additional book 
  you absorb. 
   
  
  Spells from Baldur’s Gate 
   
  33 
   
  You may target and concentrate on two books 
  when you reach 5th level, three books at 11th 
  level, and four books at 17th level. 
   
  This spell was developed by Ulraunt, Keeper of 
  the Tomes, a proud and haughty male human 
  diviner (wizard) who used to oversee 
  Candlekeep during the Bhaalspawn events.  
   
  Clerics with the Knowledge Domain may also 
  learn this spell. 
   
  “Power lies in knowledge and preparation.” 
   
  - Ulraunt 
   
   
  VAJRA’S RENEWAL 
  3rd level abjuration (ritual) 
  Casting Time: 50 minutes 
  Range: Self 
  Components: V, S, M (a piece of aloe plant) 
  Duration: 8 hours 
    
  This spell was developed by Blackstaff Vajra 
  Safahr as a means of recovering resources over 
  a long, grueling day. You recover one spent 1st 
  level spell slot (if any), one spent hit die (if any), 
  and you reduce the penalties from exhaustion 
  by one level for the duration. You still die if you 
  reach six levels of exhaustion. 
   
  The spell slot and hit die last until you finish a 
  long rest, but the exhaustion penalty reduction 
  can be dispelled. 
   
  Multiple instances of this spell can recover spell 
  slots and hit dice repeatedly, but you can only 
  reduce exhaustion penalties by one step. 
   
  This ritual spell was developed by the new 
  Blackstaff of Waterdeep, Vajra Safahr. It has 
  proven useful and made its way down the coast 
  to Baldur’s Gate. 
   
  “True power lies not in the work of a single 
  moment, but in a lifetime spent in service.” 
   
  - Blackstaff Vajra Safahr 
  
  Spells from Baldur’s Gate 
   
  34 
   
  VENDETTA ARROW 
  1st level evocation 
  Casting Time: 10 minutes 
  Range: Touch 
  Components: V, S 
  Duration: 24 hours 
    
  You magically imbue a single piece of 
  ammunition, such as an arrow, bolt, or sling 
  stone, to strike with deadly effect against a 
  particular foe. 
   
  You name a creature type (aberration, beast, 
  celestial, construct, dragon, elemental, fey, 
  fiend, giant, humanoid, monstrosity, ooze, 
  plant, or undead), you may name a species of 
  creatures within that type (for example, if you 
  chose giant, you might name half-ogres as a 
  species), and you may name an individual 
  creature of that species (for example, if you 
  named half-ogres, you could choose the half-
  ogre Tazok). 
   
  If the enchanted ammunition strikes a creature 
  of the chosen type, it deals an additional 3d6 
  force damage.  If it strikes a creature of a 
  chosen species within that type, it instead deals 
  an additional 4d6 force damage. 
   
  If you shoot the ammunition at a chosen 
  individual creature of that species, it instead 
  deals an additional 5d6 force damage and the 
  creature must make a Dexterity save or be 
  blinded until the beginning of your next turn. 
   
  You may only have one instance of this spell 
  active at a time.  Casting it again causes the first 
  piece of ammunition to lose its enchantment. 
   
  This spell was developed by the elven ranger 
  Kivan, who stalked the woodlands of the 
  Baldur’s Gate region seeking vengeance against 
  those who had tortured him and slain his love. 
   
  “May this arrow find your accursed eye, Tazok, 
  to avenge my lost Deheriana.” 
  - Kivan 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 2nd level or higher, you deal 1d6 
  additional force damage for every slot level 
  above 1st. 
   
   
  VERAKA’S LAUGH RIOT 
  6th level enchantment 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V 
  Duration: Concentration, up to 1 minute 
    
  You sow a macabre blend of humor and 
  violence into a group of creatures within a 30-
  foot radius area within range.  Creatures in the 
  area must make Charisma saves, and on a 
  success, they laugh uproariously until the end of 
  your next turn but can otherwise act normally.  
  Laughing creatures cannot speak or use verbal 
  components of spells. 
   
  On a failure, an affected creature not only 
  begins laughing for the duration, but cannot 
  distinguish friend from foe, regarding all 
  creatures it can see as enemies until the spell 
  ends. At the end of each of its turns, an affected 
  creature can make a new save, ending the 
  effect on a success. 
   
  Affected creatures must make a melee or 
  ranged weapon attack during their turn every 
  round. Creatures that can only make melee 
  attacks will move towards the closest creature 
  they can see. 
   
  Whenever the affected creature chooses 
  another creature as a target, it must choose the 
  target at random from among the creatures it 
  can see within range of the attack, spell, or 
  other ability it’s using. If an enemy provokes an 
  
  Spells from Baldur’s Gate 
   
  35 
   
  opportunity attack from the affected creature, 
  the creature must make that attack if it is able 
  to. If no other creature is within sight or within 
  range, an affected creature will attack the 
  nearest object instead. 
   
  Although some doubtful tales hold that Abdel 
  Adrian was the fabled Bhaalspawn from 
  Candlekeep, many other adventurers claimed 
  this title as well, though they were of somewhat 
  dubious reputation. If the stories are to be 
  believed, Veraka Cursebringer was a capricious 
  and dark human jester (a type of bard) during 
  that time who made the claim of Bhaal’s 
  essence. Most doubted her claim as she was, 
  frankly, a jester, yet Toril is not a stranger to its 
  twin world Abeir, and perhaps even divergent 
  timestreams may explain the possibility of a 
  singular origin between various Bhaalspawn. 
   
  “Gird your loins, layabouts, and let’s have a 
  laugh!” 
   
  - Veraka Cursebringer 
   
   
  VERVE 
  Transmutation cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V 
  Duration: 10 minutes 
    
  You bolster a target creature within range, 
  increasing its energy and ability to perform 
  exhausting tasks. For the duration, the target 
  gains advantage on all Constitution checks. 
   
  You may only have one instance of this spell 
  active at a time. 
   
  This spell’s number of active instances increases 
  by 1 when you reach 5th level (2 spells active), 
  11th level (3 spells active), and 17th level (4 
  spells active).  
   
  VOGHILN’S VIM 
  3rd level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: 1 hour 
    
  You conjure a tankard with a pint of cold dark 
  ale within, which appears in a willing creature’s 
  hand or on any level surface. The ale counts as 
  1 pound of food but contributes no water to the 
  creature drinking it. 
   
  The first creature to taste the ale gains 
  advantage on all Strength checks for the 
  duration but must make a Constitution check. 
  On a success there are no ill effects, but on a 
  failure the creature suffers disadvantage on all 
  Intelligence and Wisdom checks for the 
  duration as it becomes inebriated. Creatures 
  immune to the poisoned condition are 
  unaffected. 
   
  This spell was created by the 
  male human skald (a type 
  of bard) Voghiln, called 
  Voghiln the Mighty or Voghiln 
  the Vast. He 
  traveled the 
  Sword Coast 
  during the siege 
  of Dragonspear 
  Castle north of 
  Baldur’s Gate. 
   
  “This is good, ja? 
  A fine cold ale, an 
  inspiring tale, and 
  friends enough to 
  hear it!” 
   
  - Voghiln 
   
   
   
  
  Spells from Baldur’s Gate 
   
  36 
   
  VOLO’S VENDIBLES 
  Enchantment cantrip 
  Casting Time: 1 reaction, which you take when 
  a final price has been negotiated 
  Range: 30 feet 
  Components: S, M (a wooden nickel) 
  Duration: Instantaneous 
    
  A target creature you are selling items or 
  services to must make a Wisdom save, or they 
  will add in an extra 1 copper piece to the final 
  sale value they have agreed to, as long as they 
  were willing to pay at least 1 cp to begin with. If 
  the creature has no more money to cover the 
  added cost, the spell fails. 
   
  Whether it succeeds or fails the save, the same 
  creature cannot be affected by this spell again 
  for 24 hours. The target is unaware it was 
  manipulated by magic, believing it to be its own 
  idea to toss an extra copper in. 
   
  This spell’s number of copper coins added to 
  the deal increases by 1 when you reach 5th 
  level (2 cp), 11th level (3 cp), and 17th level (4 
  cp).  
   
  This cantrip was developed by the wandering 
  human scholar and author Volothamp 
  Geddarm, although he did not want this spell to 
  become attached to his name. 
   
  “Why friend, surely you can see the added value 
  this book has due to the underlining. That’s 
  authentic dragon fire scorching the cover, and 
  it’s signed by the author, no less!” 
   
  - Volothamp Geddarm 
   
   
   
  XAN’S CHARM REVERSAL 
  1st level enchantment 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: S, M (a crooked nail) 
  Duration: 1 minute 
  You reverse the effects of the charmed 
  condition on a creature, causing it to hate the 
  one it was charmed by. A target creature under 
  the effect of the charmed condition must make 
  a Charisma save. On a success, there is no 
  effect. This spell also has no effect on a target 
  that isn’t charmed. 
   
  On a failure, the charmed condition ends, and 
  the target becomes hostile towards any entities 
  it had been charmed by for the duration. Once 
  the duration expires, the hostility may fade but 
  the target is aware of the creature who 
  attempted to charm it. 
   
  When the spell ends, the creature does not 
  know it was affected by you. 
   
  This spell is one of several researched by Xan, 
  an elven enchanter and a Greycloak of 
  Evereska. He is best remembered for 
  adventuring in the Baldur’s Gate region during 
  the iron crisis and Bhaalspawn events. Xan is 
  perpetually gloomy and melancholy even now 
  as an archmage, yet he has had a long and 
  storied adventuring career. 
   
  “How curious, Eldoth! Skie seems to hate you 
  even more than I do now.” 
   
  - Xan 
   
   
  XAN’S DOUBT 
  3rd level enchantment 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  You channel crippling doubt and a sense of 
  doom into your foe, assaulting its mind and 
  possibly rendering it paralyzed.  A target 
  creature must make a Charisma save, taking 
  4d12 psychic damage on a failure or half as 
  much on a success. 
  
  Spells from Baldur’s Gate 
   
  37 
   
  If the damage you rolled totaled 17 or less and 
  the creature failed its save, that creature is 
  paralyzed. 
   
  The creature makes a Wisdom save at the end 
  of each of its turns, ending the effect on a 
  success. 
   
  “There is little we can hope to accomplish. We 
  do not know if our cause is just, if we have 
  brought the correct tools for the job, or if we are 
  even going the right way.” 
  - Xan 
   
  At Higher Levels: When you cast this 
  spell using a spell slot of 4th level or 
  higher, you deal an additional 1d12 
  psychic damage and the damage 
  threshold for becoming paralyzed 
  increases by 5 for every slot level above 
  3rd. 
   
   
  XAN’S DREAD 
  2nd level enchantment 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  You channel a sense of doom and foreboding 
  into your foes, assaulting their minds and 
  possibly rendering them frightened.  Up to 
  three creatures must make Charisma saves, 
  taking 1d12 psychic damage on a failure or half 
  as much on a success. 
   
  If the damage you rolled totaled 4 or less and a 
  creature failed its save, those creatures become 
  frightened of you. 
   
  Creatures affected this way make a Wisdom 
  save at the end of each of their turns, ending 
  the effect on a success. 
   
  “This tavern has a sense of doom about it.” 
  – Xan, standing before Ye Olde Inn in  
  Baldur’s Gate 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 3rd level or higher, you may 
  target an additional creature, deal an additional 
  1d12 psychic damage, and the damage 
  threshold for becoming frightened increases by 
  5 for every slot level above 2nd. 
   
  XAN’S HOPELESSNESS 
  4th level enchantment 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  You channel an overwhelming melancholy and 
  sense of doom into your foes, assaulting their 
  minds and possibly rendering them into an 
  unconscious-like state.  Hostile creatures within 
  a 30-foot radius must make Charisma saves, 
  taking 3d12 psychic damage on a failure or half 
  as much on a success. 
   
  
  Spells from Baldur’s Gate 
   
  38 
   
  If the damage you rolled totaled 13 or less and a 
  creature failed its save, those creatures act as if 
  they were unconscious due to overwhelming 
  hopelessness, even if they are normally immune 
  to the unconscious condition. The only 
  exception is that they are technically aware of 
  their environment, but while affected they no 
  longer care. 
   
  Creatures affected this way make a Wisdom 
  save at the end of each of their turns, ending 
  the effect on a success (at which point they are 
  only prone instead of unconscious). 
   
  “It is pointless to continue. Let us lie down here 
  to await whatever calamity shall claim our 
  pitiful lives.” 
   
  - Xan 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 5th level or higher, you deal an 
  additional 1d12 psychic damage and the 
  damage threshold for hopelessness increases by 
  5 for every slot level above 4th. 
   
   
   
  XZAR’S MOCKING DEAD 
  2nd level necromancy 
  Casting Time: 1 action 
  Range: 20 feet 
  Components: V, S, M (burning dung) 
  Duration: 10 minutes 
    
  You grant the semblance of life and intelligence 
  to a corpse or undead creature of your choice 
  within range, allowing it to speak. If it no longer 
  has a mouth, it will speak with a spectral 
  mouth. The spell fails if the corpse or undead 
  creature was the target of this spell within the 
  last 10 days. The spell also has no effect on 
  undead creatures that were already capable of 
  speaking. 
   
  Until the spell ends, the corpse or undead 
  creature can converse. The corpse or undead 
  creature knows only what it knew in life, 
  including the languages it knew. However, the 
  corpse or undead creature is hostile to you and 
  your allies, and it expresses this through various 
  social mockeries depending on the nature of 
  the creature. An intelligent corpse might 
  demonstrate sarcasm, a less intelligent undead 
  creature might directly mock what you say, a 
  dead bard might even sing or make up 
  limericks. An undead creature does not 
  necessarily physically attack you unless it was 
  already inclined to do so. 
   
  While this spell is generally considered less 
  useful than Speak with Dead, it has fewer 
  limitations (the target might be able to react to 
  new information, for instance). Someone skilled 
  at Insight checks might be able to read between 
  the punch lines and the lies to gain some 
  knowledge. 
   
  This spell was developed by the mad male 
  human necromancer Xzar, who journeyed in the 
  Baldur’s Gate and Amnish regions during the 
  time of the Bhaalspawn saga. He was known for 
  his own pointless rambling and mocking quips 
  when he wasn’t in his right mind, yet he was an 
  effective agent of the Zhentarim. 
   
  “I knew a mad cleric named Bassilus who was 
  always talking to his undead, even though they 
  didn’t talk back. You wouldn’t BELIEVE how 
  much fun I had with his minions!” 
  - Xzar 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 3rd level or higher, add one hour 
  to the duration for every slot level above 2nd. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Lord Rumfish/Spells from Baldurs Gate.pdf