Baldur's Gate 3

File information

Last updated

Original upload

Created by

Celes

Uploaded by

DiZ91891

Virus scan

Safe to use

Tags for this mod

About this mod

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

Requirements
Permissions and credits
Changelogs
Donations
Update 8.02

So I've gradually been adjusting the new tooltip stuff that Larian has added with this and last patch but most importantly for many, I've added the Shield and Absorb Elements spells to the new reaction system. There are two quirks with them however as the system hasn't been fully fleshed out to allow both spells to work 100%.


  • Absorb Elements - This spell was implemented using a mixture of the old and new parts of the reaction system. Due to being unable to check for the damage types of spells as they're being used at the moment, this was necessary. If you've both enabled the reaction and checked the Ask option for the spell, when you're attacked by anything, it'll ask if you want to activate the spell. If the attack isn't actually one that deals the triggering damage types, you'll simply gain a permanent buff/status that provides resistances to all five damage types. Once damaged by one of the types, you'll gain the corresponding singular resistance to the damage type for 1 turn and on the start of your next turn, the buff to your next melee attack. If the attack is of the spell's triggering damage types though, you skip part of that process.
  • Shield - This is much closer to the way it works RAW but still not quite there yet. When you're first targeted by an attack, you gain the Shield status but the timing of the series of background events causes the AC boost to not be applied immediately to that first attack. Instead, I've made it reactively decrease the attack's attack roll similar to Combat Inspiration for AC. All subsequent attacks until the start of your next turn do register your AC as receiving the bonus however. It works perfectly with Magic Missile though, causing the spell to deal no damage whatsoever to you when you activate Shield.


Update 8.0

So I'm largely updating the mod to account for the base game spells first then I'll proceed to fixing up other spells later. Don't think much was broken but have to account for a number of the tooltip changes, reaction stuff, potentially modifying the Smite spells and figuring out how Glyph of Warding works. And more. Likely still some kinks to work out so anything pertaining to the base game spells that are iffy or whatever, definitely let me know.

-----

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 implemented in a number of other mods (especially my own), though it is entirely capable of being used alone for the 1st to 3rd 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. They are:

Cantrips

  • 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) Added in Patch 9
  • Compelled Duel Added in Patch 9
  • Detect Evil and Good
  • Detect Magic
  • Divine Favor Added in Patch 9
  • 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
  • Sanctuary Added in Patch 9
  • Shield
  • Tasha's Caustic Brew
  • Thunderous Smite Added in Patch 9
  • Unseen Servant
  • Wrathful Smite Added in Patch 9
  • Zephyr Strike

2nd Level Spells
  • Aganazzar's Scorcher
  • Alter Self
  • Branding Smite Added in Patch 9
  • Borrowed Knowledge
  • Calm Emotions Officially added.
  • Dragon's Breath
  • Dust Devil
  • Enthrall (Already created but added to spell lists)
  • Flock of Familiars
  • Gust of Wind Added in Patch 9
  • Healing Spirit
  • Kinetic Jaunt
  • Knock (Already created but added to spell lists)
  • Levitate
  • Magic Weapon Added in Patch 9
  • 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 Added in Patch 9
  • Ashardalon's Stride
  • Aura of Vitality
  • Beacon of Hope Added in Patch 9
  • Bestow Curse Added in Patch 9
  • Blinding Smite
  • Blink
  • Call Lightning Added in Patch 9
  • Catnap
  • Conjure Barrage
  • Create Food and Water
  • Crusader's Mantle
  • Daylight Added in Patch 9
  • Elemental Weapon
  • Enemies Abound
  • Erupting Earth
  • Fear Added in Patch 9
  • Feign Death Added in Patch 9
  • Fireball  Added in Patch 9
  • Fly Added in Patch 9
  • Haste Added in Patch 9
  • Hunger of Hadar Added in Patch 9
  • Hypnotic Pattern Added in Patch 9
  • Intellect Fortress
  • Life Transference
  • Lightning Arrow
  • Lightning Bolt
  • Mass Healing Word Added in Patch 9
  • Melf's Minute Meteors
  • Motivational Speech
  • Nondetection
  • Plant Growth Added in Patch 9
  • Pulse Wave (Hasn't been added to any class list, so other modders can handle that/request it)
  • Remove Curse Added in Patch 9
  • Revivify Added in Patch 9
  • Sleet Storm Added in Patch 9
  • Slow Added in Patch 9
  • Speak with Dead Added in Patch 9
  • Spirit Guardians Added in Patch 9
  • Stinking Cloud Added in Patch 9
  • Summon Shadowspawn
  • Thunder Step
  • Vampiric Touch Added in Patch 9
  • 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.

  • Barkskin - Changed duration to 600 turns
  • Call Lightning - Changed duration to 100 turns from 10 and modified it to actually target a specific location
  • 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
  • Crown of Madness - Changed the duration to 10 turns from 3
  • Darkness - Changed duration to 100 turns
  • Daylight - Changed duration to 600 turns
  • Disguise Self - Changed duration to 600 turns
  • Divine Favor - Changed duration to 10 turns from 3
  • Enhance Ability - Changed duration to 600 turns
  • False Life - Changed duration to 600 turns
  • Feign Death - Changed duration to 600 turns (and added a dismiss spell)
  • Flame Blade - Change duration to 100 turns instead of until long rest
  • Fly - Changed duration to 100 turns
  • Fog Cloud - 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
  • Haste - Changed it to provide the Haste actions rather than a general action point. Potion of Speed will provide the same effect as well
  • 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.
  • Hail of Thorns - Changed how it works as a buff that applies to the next attack made.
  • 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
  • Hypnotic Pattern - Changed duration to 10 turns
  • Invisibility - Changed duration to 600 turns
  • Magic Weapon - Changed duration to 600 turns
  • Pass Without Trace - Changed duration to 600 hours
  • Protection From Energy - Changed duration to 600 turns
  • Protection From Evil and Good - Changed duration to 100 turns
  • 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
  • Sleep - Change duration to 10 turns
  • Speak with Animals - Changed duration to 100 turns
  • Speak with the Dead - Changed duration to 100 turns
  • Vampiric Touch - Changed it so it actually heals you based off the damage done
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"?>
<save>
  <version major="4" minor="0" revision="4" build="602" />
  <region id="ModuleSettings">
    <node id="root">
      <children>
        <node id="ModOrder">
          <children>
            <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="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>
            <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>