Baldur's Gate 3

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DiZ

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DiZ91891

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About this mod

This mod allows you to play as the intricate Sorcerer class before its eventual release. The subclasses Draconic Bloodline, Wild Magic, Aberrant Mind, Clockwork Soul, Divine Soul, Shadow and Storm, are all accessible.

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This mod is another one of the future class mods to be added in the future, being the Sorcerer class. I will say upfront it isn't a thorough implementation, partly because some aspects are difficult to implement. As I was in the process of creating this class, I can largely see why Larian didn't include the class in BG3's Early Access given how much needs to be done and added, with the biggest culprit being Metamagic and its modifications to so many spells. Below are some explanations, notes and suggestions I'll make:

Update 7.0

So, once again, I've revamped the Sorcerer class, primarily for their Metamagic. With the help of the Script Extender (which should definitely be downloaded to play the mod), the use of the spells should be streamlined better than before. When you apply the Metamagic abilities to yourself, they'll dynamically modify all of your spells to possess the given change according to said Metamagic. You simply hover over the icons and they should gain a Sorcery Point cost. That lets you know it is working and they should be applying their effects accordingly. This includes even Twinned spells with concentration involved. Just a note, for concentration spells that have a chance to miss, if they do miss, you'll gain a twinned version that can apply concentration itself. However, if the first spell hits, the second spell you gain will be non-concentration. Nevertheless, if your concentration is broken, the spell's effect should be removed accordingly.

Other than that major change, I've also added the Metamagic Adept feat, which should be accessible to other characters to gain if they desire (though the only spells they would affect are largely the same spells the Sorcerer is capable of obtaining with any other class spells being implemented later eventually) as well as also included Origin Spells for each of the subclasses since I know a common complaint is their lower number of spells. Hopefully all should be working as desired but let me know if anything is off of course.

Sorcerous Origins


I've added both Draconic Bloodline and Wild Magic as subclasses. Their features have been added up to level 6, though I haven't included any modifications to the XP gain. People can use another mod for that purpose if desired or just stop at level 4 as is for EA.

- Draconic Bloodline: This subclass was pretty easy to setup as far as the starting HP gain and AC boosts. Also recently updated a lot of Elemental Affinity effects since the major revamp basically messed up most of it. I -believe- I took care of everything but something might've fallen through the cracks.

- Wild Magic: This was a fairly big pain in the ass to setup and honestly, a few parts of it aren't exactly like vanilla as far as the random magical effects you'd get from the Wild Magic Surge table. There are also only 50 effects I felt confident in adding without deviating too extremely far from the original effects. Nevertheless, I still feel like people have plenty to work with. Just a note though...you might want to make sure you have other people in your party. There is a fair possibility of killing yourself if the roll and proc Fireball being "cast" on yourself. Just a warning. Also, there is a Wild Magic Surge spell that is added to you but it largely serves as a backup option for getting random effects to happen outside of combat. The status should apply each of your turns during combat, so there isn't a need to use it in combat really.

With update 5.0, I have added the additional subclasses: Aberrant Mind, Clockwork Soul, Divine Soul, Shadow and Storm. I've also updated Wild Magic to proc off additional spells that were added. The implementation of most of the newer subclasses aren't 100% functioning as they would in 5e, due to engine limitations, but I feel I've gotten them close at the very least and they're all up to level 6, similar to the initial two subclasses. The following are some notes on such:

- Aberrant Mind: The feature that allows you to learn additional spells at each level are easily doable but the implementation of being able to replace said spell with one from the sorcerer, warlock or wizard lists isn't as smooth as desired. You will definitely be able to replace one of them similar to how you can replace any of your current spells, but at each point you would be allowed to do so, which is level 2 and level 4, you won't be able to replace your other spells if you wanted to. Those two points are specifically dedicated to replacing the Aberrant Mind spells, while the rest of the levels are for replacing your other spells. This is similarly done for Clockwork Soul and Divine Soul, which have similar features for their additional spells gained. I'm open to suggestions on changing this but alternative options are limited really as far as getting close enough to the feature. Otherwise, Psionic Sorcery and Psionic Defenses are working perfectly fine. I touch on it more in the Metamagic section, but the Psionic Sorcery versions of your spells are lumped into a container with the base, level 1 spell and can only be performed once you have the actual Psionic Sorcery passive/feature.

-Clockwork Soul: I feel the least satisfied about this subclass to be honest. As mentioned before, it'll have the option to replace its gained spells at level 2 and level 4 but Alarm can't really be implemented, so only have Protection from Evil and Good for now (no problem adding a replacement but no idea what lol). So Restore Balance is kind of strange. I have it working similar to other spells you cast that have reaction-based effects and all but it is best used when you know guaranteed when someone will have advantage or disadvantage and only works on the first person that attacks with either. Besides that, there's also a thing as far as the combat log goes where when you perform an attack, it sometimes still says the individual in question has Advantage or Disadvantage. I haven't tested extremely rigorously but from what I have observed it no longer actually does have either. There might be certain circumstances where that changes but just something to note. Then there's Bulwark of Law. The best way I could think to set it up was through granting Temporary HP while disabling the ability to take reactions period while active. Not sure if there's a better way to go about it but that seemed like the best option I could think of.

-Divine Soul: Again, as previously mentioned, you gain an additional spell that you can choose on character creation and that can only be replaced at certain intervals. The difference here is that the list you're replacing the spell with, being the cleric spell list, are spells you already have access to otherwise per the Divine Magic feature, so. Not as big of an issue here but still structured it so the spell you gain is being specifically replaced with a cleric spell. Favored by the Gods is just a straight buff rather than something you can use after roll fails or what have you since that's not doable. Then there's Empowered Healing. Just to warn you, I'm actually not sure if it works. I used the same parameters as Empowered Spell, which uses Great Weapon Fighting, but replaced damage with heal. I don't know if the system will actually pick up on that as there's no way to test since rerolls do not pop up as occurring in the combat log to check. I feel strongly like it should work but again, no guarantee.

-Shadow: This subclass I had the most fun implementing, though also required the most testing due to Hound of Ill Omen. Pretty awesome feature there and hope I got reasonably close to how it works. For Eyes of the Dark, I think there's still an issue with non-elf types getting it and don't know if upon using it, it would actually expand/replace any actual working darkvision you have going on. And for the Darkness spell you gain at level 3, you gain immunity to the Darkness from it but don't have the ability to like perform ranged attacks within it still without having to exit the cloud. That's some issue built into the surface itself, which I'll see later if I can edit but for now, that's the only amount of immunity you have for the spell. Strength of the Grave essentially gets a little buff since I don't believe with the current state of the engine, its possible to check damage dealt, so its an automatic resurrection to 1 HP. I believe critical hits and death from Radiant damage would prevent it but wasn't able to test it to be honest. Just let me know if it doesn't.

-Storm: And lastly, this subclass there weren't really too many problems with implementing pretty spot on except Wind Speaker and Storm Guide for what should be mostly obvious reasons. Pretty straightforward as far as gaining new spells whenever you use sorcerer spells and all that.

Font of Magic

Sorcery Points were already in the game, so adding this was pretty straightforward. No longer has that old method of how I set it up before, so no problems here whatsoever.

Metamagic

So with 6.0, I've for the umpteenth time revamped Metamagic with the aim of trying to simplify it as much as possible. It appears the previous implementation confused some and for largely valid reasons, but now it should be a lot more straightforward. When you cast the Metamagic spells, excluding Heightened and Empowered (similar to before), each spell you know/possess gets the Metamagic version of it added to the spell's container. So you go from having a spell like Fire Bolt, with one spell in its container, which is the base spell. Then after using like Quickened Spell, the Quickened version of Fireball gets added to the Fire Bolt container, resulting in you seeing two spells to choose now, with the Quickened version specifically being called "Quickened Spell" for ease for differentiating the two. Also, specifically for Twinned spell, once you use the Twinned version of a spell on a target, an additional spell will pop up inside of the container. This spell is for targeting a second creature since Twinned spell doesn't allow you to target the same. Once you use that spell, which should similar be named "Twinned Spell", it should disappear from the container.

Additionally, the Metamagic statuses gained from using the given spells are now permanent (excluding Empowered), so if you don't feel the need to keep activating a specific Metamagic over and over, you don't have to now. And you're still limited to only using one at a time, excluding Empowered per RAW. The others will just overwrite themselves when you use a different Metamagic per the status that appears on the left side of the hotbar.


See above.

Misc

All credit for this goes to figs999 but I've managed to add a tadpole power to the sorcerer as well though I haven't actually tested it just yet. Just let me know if its in working order or not whenever you come across it.

How to Install

So I'm aware of some mod installers out there but I don't use any and generally rough it with manual installation. I don't imagine there should be any issues however besides making sure you load 5e Spells after Sorcerer (honestly, after the majority of mods). Nevertheless, for those who would similarly want to manually install the mod, place the .pak file in the \Document\Larian Studios\Baldur's Gate 3\Mods folder.

Next, update your \Documents\Larian Studios\Baldur's Gate 3\Profiles\[Profile Name]\modsettings.lsx file in the following way under the ModOrder section and Mods section (below where Gustav is):

<?xml version="1.0" encoding="UTF-8"?>
<save>
    <version major="4" minor="0" revision="0" build="53"/>
    <region id="ModuleSettings">
        <node id="root">
            <children>
                <node id="ModOrder">
               <children>
                  <node id="Module">
                     <attribute id="UUID" type="FixedString" value="6848bfae-e15a-4cbf-adb0-0e220fdbc91e" />
                  </node>
               </children>
            </node>
                <node id="Mods">
                    <children>
                        <node id="ModuleShortDesc">
                            <attribute id="Folder" type="LSWString" value="Gustav"/>
                            <attribute id="MD5" type="LSString" value=""/>
                            <attribute id="Name" type="FixedString" value="Gustav"/>
                            <attribute id="UUID" type="FixedString" value="991c9c7a-fb80-40cb-8f0d-b92d4e80e9b1"/>
                            <attribute id="Version" type="int32" value="268435456"/>
                        </node>
                        <node id="ModuleShortDesc">
                            <attribute id="Folder" type="LSWString" value="Sorcerer"/>
                            <attribute id="MD5" type="LSString" value=""/>
                            <attribute id="Name" type="FixedString" value="Sorcerer"/>
                            <attribute id="UUID" type="FixedString" value="6848bfae-e15a-4cbf-adb0-0e220fdbc91e"/>
                            <attribute id="Version" type="int32" value="1"/>
                        </node>
                    </children>
                </node>
            </children>
        </node>
    </region>
</save>