Baldur's Gate 3

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Celes

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DiZ91891

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About this mod

This mod adds and modifies a number of unimplemented spells into the game.

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Update 1.0.0

Finally with full release has come a host of new possibilities but also some pain points. Currently, I've only taken care of spells up to 3rd level (and cantrips) for the time being and am still working my way up to 6th level spells. From there I'll stop and start working on my other mods so they're at least in some modicum of shape for full release then I'll circle back to 7th to 9th level spells, cleaning some stuff up and figuring out potential fixes for some spells that no longer work or other systems like ritual casting due to the method of implementing them having been mostly phased out. In any case, please let me know if anything is off and such as I largely expect it to be with a number of changes needed to be made and more to come.
Overview

This mod is one of the many that serve to add an additional selection of spells from 1st level spells up to 9th level. My purpose in creating this mod was to be implemented in a number of other mods (especially my own), though it is entirely capable of being used alone for the 1st to 6th level spells.

In any case, many of these spells were largely straightforward to add to the game while some are admittedly questionable but get the job done and I also have additional spells in my Homebrew Spells mod for those interested in more options. However, the ones added in this mod are:

Cantrips

  • Booming Blade
  • Control Flames
  • Create Bonfire
  • Druidcraft
  • Frost Bite
  • Green-Flame Blade
  • Gust
  • Lightning Lure
  • Magic Stone
  • Mind Sliver
  • Mold Earth
  • Prestidigitation
  • Primal Savagery
  • Sapping Sting
  • Spare the Dying
  • Sword Burst
  • Thunderclap
  • Toll the Dead
  • Vicious Mockery
  • Word of Radiance

1st Level Spells

  • Absorb Elements
  • Beast Bond
  • Catapult Looking at alternative ways to implement.
  • Cause Fear
  • Ceremony
  • Chaos Bolt Looking at alternative ways to implement.
  • Detect Evil and Good
  • Detect Magic
  • Earth Tremor
  • Frost Fingers
  • Gift of Alacrity
  • Magnify Gravity
  • Tasha's Caustic Brew
  • Unseen Servant
  • Zephyr Strike

2nd Level Spells

  • Aganazzar's Scorcher
  • Borrowed Knowledge
  • Continual Flame
  • Dragon's Breath
  • Dust Devil
  • Flock of Familiars
  • Fortune's Favor - Due to being unable to implement something akin to advantage/disadvantage, without it actually being either of those, this spell instead grants a +4 bonus or -4 penalty to its respective rolls
  • Healing Spirit
  • Kinetic Jaunt
  • Maximillian's Earthen Grasp
  • Mind Spike
  • Nathair's Mischief Looking at alternative ways to implement.
  • Rime's Binding Ice
  • Shadow Blade
  • Snare
  • Snowball Storm
  • Suggestion
  • Summon Beast
  • Tasha's Mind Whip Looking at alternative ways to implement.
  • Vortex Warp
  • Warding Wind
  • Wither and Bloom

3rd Level Spells
  • Ashardalon's Stride
  • Catnap
  • Create Food and Water
  • Enemies Abound
  • Erupting Earth
  • Flame Arrows
  • Intellect Fortress
  • Life Transference  Looking at alternative ways to implement.
  • Melf's Minute Meteors
  • Motivational Speech
  • Nondetection
  • Pulse Wave
  • Spirit Shroud
  • Summon Shadowspawn
  • Thunder Step
  • Water Walk

4th Level Spells

  • Charm Monster
  • Gravity Sinkhole
  • Guardian of Nature
  • Raulothim's Psychic Lance
5th Level Spells

  • Conjure Volley
  • Far Step
  • Holy Weapon
  • Negative Energy Flood
  • Raise Dead
  • Rary's Telepathic Bond
  • Skill Empowerment
  • Steel Wind Strike
  • Summon Draconic Spirit
  • Synaptic Static
  • Temporal Shunt - This one is largely a reaction spell similar to Counterspell and the sort but requires you to actually use it to apply a "buff" to yourself that translates into the reaction popping up due to issues with implementation. Potential chance to visit later.
6th Level Spells

  • N/A

7th Level Spells

  • Crown of Stars
  • Finger of Death
  • Regeneration
  • Resurrection

8th Level Spells

  • Dominate Monster
  • Feeblemind
  • Holy Aura
  • Mind Blank
  • Power Word: Stun

9th Level Spells

  • Foresight
  • Invulnerability
  • Mass Heal
  • Power Word: Heal
  • Power Word: Kill
  • Time Stop
  • True Resurrection



I've also made some changes to a few spells that don't adhere to the source material due to changes from Larian. However, I've provide an optional file, called 5e Spells Original, that reverts these changes back to the game's base version.

  • Barkskin - Changed duration to 600 turns instead of until long rest
  • Call Lightning - Changed duration to 100 turns instead of 10 turns and modified it to actually target a specific location instead of being able to use it anywhere
  • Chromatic Orb - Remove surface creation effects and increased damage of each spell of each level by one die (2d8 to 3d8, etc.), excluding Thunder damage which is the only one correct
  • Compelled Duel - Changed the duration to 10 turns instead of 3 turns
  • Crown of Madness - Changed the duration to 10 turns instead of 3 turns
  • Darkness - Changed duration to 100 turns and added an Item version. However, the Item version doesn't fully operate like the Cloud version, such as being prevented from being targeting or being targeted by those outside of the darkness area or being seen. The most it does is apply Blinded to those within its range and lowers the obscurity level to heavily obscured.
  • Daylight - Changed duration to 600 turns instead of until long rest
  • Detect Thoughts - Changed duration to 10 turns instead of until long rest
  • Disguise Self - Changed duration to 600 turns instead of until long rest
  • Divine Favor - Changed duration to 10 turns instead of 3 turns
  • Enhance Ability - Changed duration to 600 turns instead of until long rest
  • False Life - Changed duration to 600 turns instead of until long rest
  • Feign Death - Changed duration to 600 turns (and added a dismiss spell) instead of 10 turns
  • Flame Blade - Change duration to 100 turns instead of until long rest
  • Fly - Changed duration to 100 turns instead of 10 turns
  • Fog Cloud - Changed duration to 600 turns
  • Gaseous Form - Changed duration to 600 turns instead of until long rest
  • Goodberry - Changed its hit point regain to 1 and number of berries to 10 instead of 1d4 hit points and 4 berries
  • Hail of Thorns (Fix provided by Djmr to apply the spell's effect on a ranged weapon attack specifically instead of within the spell itself)
  • Haste - Changed it to provide the Haste actions rather than an extra action point. Potion of Speed will provide the same effect as well
  • Heat Metal - Changed it so it applies to a target's armor first instead of their weapons
  • Heroism - Changed to actually provide temporary hit points according to spellcaster's ability modifier
  • Hunter's Mark and Hex - Changed the 1st level version to 600 hours from until long rest, so 3rd level and above become until long rest since any duration above 1 hour is kind of redundant.
  • Hypnotic Pattern - Changed duration to 10 turns instead of 2 turns
  • Invisibility - Changed duration to 600 turns instead of 10 turns
  • Magic Weapon - Changed duration to 600 turns instead of until long rest
  • Mirror Image - I haven't made the change in this mod but another modder has to get it closer to 5e (though still not 100%). Check out their mod if you desire such a change.
  • Pass Without Trace - Changed duration to 600 hours instead of until long rest
  • Protection From Energy - Changed duration to 600 turns instead of until long rest
  • Protection From Evil and Good - Changed duration to 100 turns instead of until long rest
  • Protection From Poison - Changed duration to 600 turns
  • Sanctuary - Added an actual spell save DC to the effect
  • Shield of Faith - Change duration to 100 turns instead of until long rest
  • Sleep - Change duration to 10 turns instead of 2 turns
  • Speak with Animals - Changed duration to 100 turns instead of until long rest
  • Speak with the Dead - Changed duration to 100 turns instead of until long rest
  • Spirit Guardians - Changed duration to 100 instead of 10 turns

Credit

Havsglimt - For the Dunamancy spell icons.



How to Install


I would recommend installing mods using the BG3 Mod Manager. For those who would want to manually install the mod (for whatever reason), place the .pak file in the \AppData\Local\Larian Studios\Baldur's Gate 3\Mods folder.

Next, update your AppData\Local\Larian Studios\Baldur's Gate 3\Player Profiles\Public\modsettings.lsx file in the following way under the ModOrder section and Mods section (below where GustavDev is):

<?xml version="1.0" encoding="UTF-8"?>
<save>
  <version major="4" minor="0" revision="9" build="331" />
  <region id="ModuleSettings">
    <node id="root">
      <children>
        <node id="ModOrder">
          <children>
            <node id="Module">
              <attribute id="UUID" value="28ac9ce2-2aba-8cda-b3b5-6e922f71b6b8" type="FixedString" />
            </node>
            <node id="Module">
              <attribute id="UUID" value="fb5f528d-4d48-4bf2-a668-2274d3cfba96" type="FixedString" />
            </node>
          </children>
        </node>
        <node id="Mods">
          <children>
            <node id="ModuleShortDesc">
              <attribute id="Folder" value="GustavDev" type="LSString" />
              <attribute id="MD5" value="a83da744ba037af348dba78e1208ccdf" type="LSString" />
              <attribute id="Name" value="GustavDev" type="LSString" />
              <attribute id="UUID" value="28ac9ce2-2aba-8cda-b3b5-6e922f71b6b8" type="FixedString" />
              <attribute id="Version64" value="144115402827843889" type="int64" />
            </node>
            <node id="ModuleShortDesc">
              <attribute id="Folder" value="5eSpells" type="LSString" />
              <attribute id="MD5" value="" type="LSString" />
              <attribute id="Name" value="5eSpells" type="LSString" />
              <attribute id="UUID" value="fb5f528d-4d48-4bf2-a668-2274d3cfba96" type="FixedString" />
              <attribute id="Version64" value="36028797018963968" type="int64" />
            </node>
          </children>
        </node>
      </children>
    </node>
  </region>
</save>