provides a plethora of spells for Tav and the party to choose from during their adventures, all adapted from fifth edition. Making the leap between mediums is no mean feat, but manages to not only keep many spells exactly the same as their tabletop counterparts, but in some cases improve on them. From cantrips to combat, there are plenty of spells that are much more fun in .
Sadly, not all spells got the same makeover, with some spells worse than in . But luckily for spellcasters, there are still lots that have been changed in a way that makes them much more useful or much more fun. So whether the party needs to heal or harm, these spells are always worth keeping on hand.
is an odd cantrip in, described as manifesting a minor wonder, so much of what it does is left up to the DMs discretion or the player’s imagination. There are some examples given, such as making the character's voice louder, altering the appearance of their eyes, or creating ominous whispers. However, it can be difficult to know where to apply these effects without guidance, especially for newer players.
Thaumaturgy in is very different and will only appear during dialogue checks for classes and races that have the cantrip. Here it has been stripped back to its core intention, which is to enhance how the character is communicating, usually to fool or intimidate an NPC. In, gives advantage on Intimidation and Performance checks and will last for 10 turns, providing a boost in certain conversations for the party.
in is one of those spells that is useful, but only in a set of very specific circumstances. This first-level spell targets one creature and increases their movement speed by 10 feet for one hour; more creatures can be targeted at higher levels. Best cast prior to going into combat, can also be useful when attempting to outrun an enemy or reduce travel times.
Baldur's Gate 3 has nine amazing spells that don't need the party to spend precious spell slots to gain their benefits, but which is
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