About this mod
This mod adds and modifies a number of unimplemented spells into the game.
- Requirements
- Permissions and credits
- Changelogs
- Donations
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.
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:
- 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
- Absorb Elements
- Beast Bond
- Catapult
- Cause Fear
- Ceremony
- Chaos Bolt
Command (Approach, Drop, Flee & Grovel)Added in Patch 9Compelled DuelAdded 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
SanctuaryAdded in Patch 9- Shield
- Tasha's Caustic Brew
Thunderous SmiteAdded in Patch 9- Unseen Servant
Wrathful SmiteAdded in Patch 9- Zephyr Strike
- Aganazzar's Scorcher
- Alter Self
Branding SmiteAdded in Patch 9- Borrowed Knowledge
Calm EmotionsOfficially added.- Dragon's Breath
- Dust Devil
- Enthrall (Already created but added to spell lists)
- Flock of Familiars
Gust of WindAdded in Patch 9- Healing Spirit
- Kinetic Jaunt
- Knock (Already created but added to spell lists)
- Levitate
Magic WeaponAdded 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 DeadAdded in Patch 9- Ashardalon's Stride
- Aura of Vitality
Beacon of HopeAdded in Patch 9Bestow CurseAdded in Patch 9- Blinding Smite
- Blink
Call LightningAdded in Patch 9- Catnap
- Conjure Barrage
- Create Food and Water
- Crusader's Mantle
DaylightAdded in Patch 9- Elemental Weapon
- Enemies Abound
- Erupting Earth
FearAdded in Patch 9Feign DeathAdded in Patch 9FireballAdded in Patch 9FlyAdded in Patch 9HasteAdded in Patch 9Hunger of HadarAdded in Patch 9Hypnotic PatternAdded in Patch 9- Intellect Fortress
- Life Transference
- Lightning Arrow
- Lightning Bolt
Mass Healing WordAdded in Patch 9- Melf's Minute Meteors
- Motivational Speech
- Nondetection
Plant GrowthAdded in Patch 9- Pulse Wave (Hasn't been added to any class list, so other modders can handle that/request it)
Remove CurseAdded in Patch 9RevivifyAdded in Patch 9Sleet StormAdded in Patch 9SlowAdded in Patch 9Speak with DeadAdded in Patch 9Spirit GuardiansAdded in Patch 9Stinking CloudAdded in Patch 9- Summon Shadowspawn
- Thunder Step
Vampiric TouchAdded in Patch 9- Water Walk
- 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
- 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
- Circle of Death
- Disintegrate
- Eyebite
- Flesh to Stone
- Crown of Stars
- Finger of Death
- Regeneration
- Resurrection
- Dominate Monster
- Feeblemind
- Mind Blank
- Power Word: Stun
- 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
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>