Baldur's Gate 3

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About this mod

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

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Update 7.0

With 7.0, not only have I added a few more spells but I've also created spell progressions up to 9th level. It won't be relevant until the necessary mods implemented (such as my Expansion mod) but from here on out, that's the goal as EA gets closer to ending with the full game coming out.


This mod is one of the many that serve to implement some of the unfinished spells in the game's code while some do not appear in the files at all just yet. My purpose in creating this mod was to be used in conjunction with a number of others (particularly my own), though it is entirely capable of being used alone. Nevertheless, rather than including a couple of "homemade" spells in my mods, I figured consolidating them into one pack made more sense, especially for minimizing compatibility issues. In addition, the LuaScripts.pak is no longer needed and can be removed from the Mods folder as its data has been successfully incorporated into the mod itself.

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. They are:


  • Control Flames
  • Create Bonfire
  • Druidcraft
  • Frost Bite
  • Green-Flame Blade
  • Gust
  • Lightning Lure
  • Magic Stone
  • Mind Sliver
  • Mold Earth
  • Prestidigitation
  • Primal Savagery
  • Sapping Sting (Hasn't been added to any class spell list, so other modders can handle that/request it)
  • Spare the Dying
  • Sword Burst
  • Thunderclap
  • Toll the Dead
  • Vicious Mockery
  • Word of Radiance

1st Level Spells

  • Absorb Elements
  • Beast Bond
  • Catapult
  • Cause Fear
  • Ceremony
  • Chaos Bolt
  • Command (Approach, Drop, Flee & Grovel)
  • Compelled Duel
  • Detect Evil and Good
  • Detect Magic
  • Divine Favor
  • Earth Tremor
  • Frost Fingers
  • Gift of Alacrity (Hasn't been added to any class spell list, so other modders can handle that/request it)
  • Ice Knife
  • Heroism Officially added
  • Sanctuary.
  • Shield
  • Tasha's Caustic Brew
  • Thunderous Smite
  • Unseen Servant
  • Wrathful Smite
  • Zephyr Strike

2nd Level Spells

  • Aganazzar's Scorcher
  • Alter Self
  • Branding Smite
  • Borrowed Knowledge
  • Calm Emotions Officially added.
  • Dragon's Breath
  • Dust Devil
  • Enthrall
  • Flock of Familiars
  • Gust of Wind
  • Healing Spirit
  • Kinetic Jaunt
  • Knock (Already created but added to spell lists)
  • Levitate
  • Magic Weapon
  • Maximillian's Earthen Grasp
  • Mind Spike
  • Rime's Binding Ice
  • Shadow Blade
  • Snowball Storm
  • Spiritual Weapon
  • Suggestion
  • Summon Beast
  • Tasha's Mind Whip
  • Vortex Warp
  • Warding Bond
  • Warding Wind

3rd Level Spells

  • Animate Dead (Technically already in but added to spell lists)
  • Ashardalon's Stride
  • Aura of Vitality
  • Beacon of Hope
  • Bestow Curse
  • Blinding Smite
  • Blink
  • Call Lightning
  • Catnap
  • Conjure Barrage
  • Create Food and Water
  • Crusader's Mantle
  • Daylight
  • Elemental Weapon
  • Enemies Abound
  • Erupting Earth
  • Fear
  • Feign Death
  • Fireball (Credit to kgboy for the explosion effect)
  • Fly
  • Haste (The status provided by this spell also affects the Potion of Speed status in case anyone wonders why the potion is working differently)
  • Hunger of Hadar
  • Hypnotic Pattern
  • Intellect Fortress
  • Life Transference
  • Lightning Arrow
  • Lightning Bolt
  • Mass Healing Word
  • Melf's Minute Meteors
  • Motivational Speech
  • Nondetection
  • Plant Growth
  • Protection From Energy
  • Pulse Wave (Hasn't been added to any class list, so other modders can handle that/request it)
  • Remove Curse
  • Revivify
  • Sleet Storm
  • Slow
  • Speak with Dead (Technically already in but added to spell lists)
  • Spirit Guardians
  • Stinking Cloud
  • Summon Shadowspawn
  • Thunder Step
  • Vampiric Touch
  • Water Walk

4th Level Spells

  • Banishment
  • Blight
  • Confusion
  • Charm Monster
  • Death Ward
  • Dominate Beast
  • Evard's Black Tentacles
  • Fire Shield
  • Freedom of Movement
  • Grasping Vine
  • Greater Invisibility
  • Guardian of Faith
  • Guardian of Nature
  • Ice Storm
  • Polymorph
  • Raulothim's Psychic Lance
  • Stoneskin

5th Level Spells

  • Banishing Smite
  • Cloudkill
  • Cone of Cold
  • Conjure Elemental
  • Conjure Volley
  • Contagion
  • Dominate Person
  • Far Step
  • Flame Strike
  • Greater Restoration
  • Hold Monster
  • Mass Cure Wounds
  • Negative Energy Flood
  • Raise Dead
  • Rary's Telepathic Bond
  • Skill Empowerment
  • Steel Wind Strike
  • Summon Draconic Spirit
  • Synaptic Static
  • Telekinesis
  • Wall of Stone

6th Level Spells

  • Circle of Death
  • Disintegrate
  • Eyebite
  • Flesh to Stone

7th Level Spells

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

8th Level Spells

  • Dominate Monster
  • Feeblemind
  • 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 5e due to changes from Larian.

  • Chromatic Orb (Remove surface creation effects and increased damage of 1st level to 3d8 and 2nd level to 4d8, excluding Thunder damage)
  • Crown of Madness (Changed the duration to 10 turns from 3)
  • Darkness (Changed duration to 100 turns)
  • False Life (Changed duration to 600 turns)
  • Goodberry (Changed its hit point regain to 1 and number of berries to 10)
  • 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)
  • Hunter's Mark and Hex - Changed the 1st level version to 600 hours from until long rest, so 3rd level and above become that since any duration above 1 hour is kind of redundant.
  • Protection From Evil and Good (Changed duration to 100 turns)
  • Shield of Faith (Change duration to 100 turns)
  • Sleep (Change duration to 10 turns)
Of course, if there are any issues, please don't hesitate to let me know and I'll see what I can do. Definitely have plans to implement more spells, including 3rd levels and more eventually.
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 as I've added a .json in the .pak. 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"?>
  <version major="4" minor="0" revision="4" build="602" />
  <region id="ModuleSettings">
    <node id="root">
        <node id="ModOrder">
            <node id="Module">
              <attribute id="UUID" value="fb5f528d-4d48-4bf2-a668-2274d3cfba96" type="FixedString" />
        <node id="Mods">
            <node id="ModuleShortDesc">
              <attribute id="Folder" value="Gustav" type="LSString" />
              <attribute id="MD5" value="" type="LSString" />
              <attribute id="Name" value="Story" type="LSString" />
              <attribute id="UUID" value="991c9c7a-fb80-40cb-8f0d-b92d4e80e9b1" type="FixedString" />
              <attribute id="Version64" value="36029050422037059" type="int64" />
            <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" />