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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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 any case, many of these spells were largely straightforward to add to the game while some are admittedly questionable but get the job done. These include:

  • Aganazzar's Scorcher - Largely based this spell off of the existing Burning Hand's, which is a close comparison, so should be smooth.
  • Alter Self - This spell was partly in the game already but I followed a similar setup to the Disguise Self spell, where multiple variations of the spell are in containers.
  • Calm Emotions - Currently, this only possesses half of the spell's effect which is geared towards suppressing Charmed and Frightened. The other is technically doable I believe but also iffy? I dunno.
  • Cause Fear - This spell wasn't already in the game but largely straightforward in use.
  • Chaos Bolt - So this spell was kind of interesting implementing but couldn't be done -exactly- like it is in 5e. Instead of the damage rolls themselves determining what the damage type is, some randomized behind the scenes nonsense is how the damage type is determined. Additionally, rather both d8s causing an additional attack, its also a behind the scenes RNG determination that has the same % chance of occurring, which will result in gaining a new spell on the hotbar that can only be used on those within 9m of the initial target. Easy enough right.
  • Chromatic Orb - This spell kind of already in the game but lacking the other elemental choices. It now provides each option within a spell container.
  • Command (Approach, Flee & Grovel) - While Command Halt is already functional, the other Command variations weren't entirely as much except Grovel honestly. I couldn't get Drop to work with the current limitations for scripting but I'll see if I can figure something out with that one.
  • Dragon's Breath - A mostly straightforward creation that follows the actual spell fairly well I would think. Not much else to it.
  • Dust Devil - This spell is easily the most ghetto questionable of all the added spells. It actually brings forth a summon that can be moved around but cannot attack. Functions largely like Dust Devil except creating the cloud of debris, which I'm working on adding later.
  • Earth Tremor - As a "replacement" to Catapult, this spell is pretty close to the DnD version except the difficult terrain aspect. Not only is there no way to check if a surface for some like "loose earth", also can't just make it difficult terrain without using another surface type, like Mud as an example. It could make mud but that's deviating a little too much away from it in my eyes.
  • Enhance Ability - Another spell that was mostly already in the game save for a few bits here and there. Only one that won't work 100% is Bull's Strength with doubled carry capacity as that is something that everybody becomes affected by if adjusted.
  • Enlarge or Reduce - This/These spells were in the code and honestly pretty functional, so not entirely sure why they weren't added. Both are held within a container.
  • Flaming Sphere - This spell is also kind of questionable in the way it works given limitations but gets close enough to the genuine article at least.
  • Heroism - This spell exists in the code but had an entirely different effect (regaining hit points per turn). It's not perfect but by and large I got it working to function like the spell itself.
  • Ice Knife - This spell didn't exist at all whatsoever but now it does and works fairly well.
  • Knock - This spell I didn't understand why they didn't add as it has everything going for itself, icon and all. Maybe not wanting people to abuse it to unlock stuff that requires special keys and all I suppose but oh well.
  • Levitate - This spell has a container with one version being usable on others and one on yourself. It doesn't do a whole lot but have plans to add a little more to it (not that it allows to much). Hopefully, I can figure out something for like melee attacks. (No longer has a container).
  • Mind Spike - This spell hasn't actually been tested for its prevention of sneaking and invisibility but I'm mostly confident it works. Just "hard" to test.
  • Protection From Poison - Also technically already in the game without an icon for it and in need of a few touch ups.
  • Shield - This spell itself didn't exist but the passive and statuses for this worked perfectly fine, so worked this out to be perfectly functional.
  • Spiritual Weapon - So this spell is kind of a lot like Dust Devil using an existing character model (being Mage Hand) but functions a bit differently as you use the skill gained when summoning it to give it the ability to move and attack accordingly.
  • Suggestion - So I know this spell is probably unusual to add and do anything with given the way it works but that's also why it realistically has like an infinite number of uses, which I (very) minimally addressed by giving it just six various effects that are all largely minor but of course can last a long while if Concentration can be maintained and all.
  • Zephyr Strike - This spell was one of my favorites I tried my best with and got it working pretty spot on.

Also, while I know this is primarily supposed to focus on spells since another modder created 5e Cantrips, I hadn't seen the modder on in a long while. I've been kind of wanting the rest of the cantrips to be implemented (the ones that can be anyway), so ended up taking it upon myself to do so. In turn, I've modified the similar spell lists for 5e Cantrips but compatibility shouldn't be an issue as long as you have this mod after 5e Cantrips in the Mod Order of the meta.lsx and all.
  • Control Flames - A spell with a container that possess two of the effects of the whole spell, one involves expanding the flames (regardless of the materials in the area needed) fairly subtly while the other extinguishes all fire in the target area.
  • Infestation - Mostly to the point. I think the run away effect will be kind of hit and miss due to the nature in which it works but /shrug. I'll see if I can do more with it.
  • Mind Sliver - Definitely straightforward.
  • Shape Water - I will wanted to have it spell utilize at least two of the effects of the spell similar to Shape Water but couldn't get the movement of water to work as intended. As such, for now, it only has the freeze water effect going for it at the moment.
  • Spare the Dying - I was back and forth about implementing this. Help does this and more (which I really dislike and preferred something closer to the original) but I decided to still implement this with a slight buff. Rather than having a target radius of 1.5m, its 4.5m so its at least better than Help in that respect.

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="0" build="53"/>
    <region id="ModuleSettings">
        <node id="root">
                <node id="ModOrder">
                  <node id="Module">
                     <attribute id="UUID" type="FixedString" value="fb5f528d-4d48-4bf2-a668-2274d3cfba96" />
                <node id="Mods">
                        <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 id="ModuleShortDesc">
                            <attribute id="Folder" type="LSWString" value="5eSpells"/>
                            <attribute id="MD5" type="LSString" value=""/>
                            <attribute id="Name" type="FixedString" value="5eSpells"/>
                            <attribute id="UUID" type="FixedString" value="fb5f528d-4d48-4bf2-a668-2274d3cfba96"/>
                            <attribute id="Version" type="int32" value="1"/>