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xt4enk

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About this mod

Arcane Known-Spell spellcasters get to choose their level-up spells for the maximum learnt spell level.

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A very quick and dirty mod, that isn't without flaw, which makes Arcane, Known-Spell spellcasters get to choose their level-up spells for the maximum learnt spell slot level; Will only affect multi-classed characters, as a pure class Spellcaster doesn't (normally) have access to spell levels above their classes chosen lists.

It is an attempt at squashing the balance difference between a Level 1 Sorcerer multi-class, and a Level 1 Wizard Multi-class.

Characters can be a 10 Druid/Cleric/Bard/Sorcerer, and 1 WIzard with the ability to scribe a Level 6 Scroll to cast as a Wizard spell. Other Arcane classes do not get this luxury, despite potentially being a smart arcane-studied magic user themselves. It's kinda some bull.

It also allows a Wizard to put 3 levels into Arcane Trickster, and get to choose higher levels from the entire Wizard Spell List.

Or better yet: If a Full caster puts a few levels into another full caster early game, they don't lose access to better spells when going back -- as they will still unlock the spell slots at normal rate, but can only upcast difference spells the entire game. It's an infuriating feeling.

For example: 2 Level dip into Paladin, now cannot ever learn a Level 6 Bard spell, despite getting the slot at Level 12. This mod will fix that.

What this mod simply does:
I'll go into specifics after this section.

For starters, It will only affect characters that are multi-classed. Because of the concept of Effective Spellcaster Level (ESL).

This link from BG3.wiki explains the concept of ESL in more detail -- why we are here, use that wiki over something like Fextralife etc.

It will allow a multi-classed character of multiple spellcasting classes to choose higher level spells on level-up than their class would have access to normally.

Example:

  • A Level 2 Bard has an ESL of 2. This does not gives access to Level 2 spells.
  • Adding 1 Level of Sorcerer increases the ESL to 3; This does give access to Level 2 spells.

  • Without this mod, a Sorcerer has to choose Level 1 spells on the Level-Up screen; and the Bard still only has Level 1 spells, but the character has access to Level 2 Spell Slots.
  • With this mod, the Sorcerer can choose Level 2 spells on the Level-Up screen; This is because they have access to Level 2 Spell Slots.

  • You cannot choose a Level 3/4/5/6 Spell on selection.

This obviously scales, and that is with the ESL chart from the link. Want to know, consult that.

Another example to show the reason I even made it:
  • Bard 10, Sorcerer 2: Can get Level 6 Spells from the Sorcerer List. Despite this, has natural Sorcerer progression -- ie Level 2 on the Wiki.
  • Wizard 9 (ESL 9) + Arcane Trickster 3 (ESL 1) = ESL 10 = Level 5 Slots Max = Arcane Trickster can choose a Level 5 Wizard spell.

This was lower down, but I'll add it up here: Arcane Trickster and Eldritch Knight are still normal for their Illusion/Enchantment or Abjuration/Evocation Spell selection. Their "any Wizard Spell" selection will be changed. I could make new spell lists containing all Wizard spells for those schools, but I didn't want to.

Broken? Yes... kinda?
Is it less broken than half of the mods I see on the Nexus? Is that even a question? Have you seen some of those?

I'm not shaming, use whatever mods you want --It's a singleplayer game-- just don't complain to me about how broken it is: Unless that is literal, like, it isn't working as intended.

What this mod specifically does: (For modders, or just curious people)

It changes some contents of the "Progressions/Progressions.lsx" file; this file relates to Class Progressions per Level.

If you were to go into that file, you'd find a line like this: There is different "value=" for different things, this is a simple example.
<attribute id="Selectors" type="LSString" value="SelectSpells(bc917f22-7f71-4a25-9a77-7d2f91a96a65,0,1,EldritchKnightAny)"/>

I specifically change the UUID value that is a random string of Letters and Numbers --I emboldend the example, but I don't think it's visible-- It is changed from the value assigned to the classes normal Spell List at that level, to the value assigned to that same classes Level 6 Spell List (which is everything).

That's all. That one value is changed, but for every level. I'll do specifics below:

  • Arcane Trickster: 3/4/5/6/7/8/9 and 12
* Note the lack of 10 and 11; For some reason these levels don't contain "ArcaneTricksterAny" (see example). This section of XML is present in every single other level of every class. I do not know why it is missing. There is nothing special about those levels that stands out to me, just the lack of that. Because of this, I didn't change those levels.

  • Bard: Multi-class 1, then 2/3/4/5/6/7/8/9/10
  • Eldritch Knight: 3/4/5/6/7/8/9/10/11/12
  • Sorcerer: Multi-class 1, then 2/3/4/5/6/7/8/9/10

Bard and Sorcerer are missing Levels 11 and 12, simply because those levels already contain the list for Level 6 Spells.

Arcane Trickster/Eldritch Knight do not, so they get 11 and 12 -- except the Arcane Trickster issue mentioned above.
A point to note here: The only time this mod will do anything with 1/3rd casters at that high of a level is if you were Level 10 AT/EK (ESL 3), then 1 Level full caster (ESL 4), then back to a final level in AT/EK. AT not having a Level 11 change... well it kinda fucks that I guess. If someone wants to dick around and figure out what is wrong; I could change it I suppose, as the 11/1 AT/Wiz would be... useful I guess?

Any mod that changes the "nodes", as they're called in the XML, for these levels will not be compatible. It won't crash or anything, It will just do one or the other depending on Load Order -- I think.

Because I liked one mod, and that mod used this file, I kinda... "stole" it? Dunno, I "merged" it? The mod in question is a version of "Extra Feats At Low Levels"; but the version which is only at Level 2. I recommend this mod, Dummy Feat, to stop the extra feat being forced when multi-classing.

It's not really a "steal" it literally added one line "allowImprovement True" to respectively changed Levels -- Level 2 for every class.

The EFALL merged version of this mod is an optional file; I presume you can use both of my mods, and whatever other Feat Version, except my mod would need to be higher priority for my changes to load. Dunno, didn't try. But... if my mod is loaded over the top of EFALL, then my changes are overwriting theirs right, but only for the needed levels.

By "Arcane", I mean:

Magic that is arcane in nature -- which not divine/natural/patron etc. The reasoning for this is thematic; more about that below.

Arcane magic is drawn from "The Weave", which you've probably heard Gale dreaming about. Other sources draw from different places (I think) -- Druids and their nature; Clerics and their gods; Wyll and his Mizora (Warlocks and their Patron).

Magic is still magic, so technically it all comes from the same place, which is the Weave, but Arcane spellcasters just draw from "the ocean", rather than "a river". They draw directly from the source.

My definition of "Arcane" Classes is:
  • Arcane Trickster
  • Bard
  • Eldritch Knight
  • Sorcerer
  • (and obviously Wizard, but this isn't changed due to their OP Scroll business, and Prepared-spell casting)

These classes (bar Wizard), are the only classes that have been changed to do what is explained at the top.


By "Known-Spell", I mean:

Classes that do not use a "Prepared-Spell" system; If you don't know what that means, I'd recommend playing the game without mods first.

But anyway: Classes that Learn their spells on Level-Up, they cannot swap those without leveling up. They have access to their entire chosen list of spells all of the time.

Prepared spell casters are classes like Wizard, Druid and Cleric. They press K and go into their spellbook, and can choose a number of their entire Classes spell list whenever they want (except combat).

Things to note: (3 is important)

  • Unfixable Visual Issue*: The "Optional Replacement Spell" does contain every single spell in the Classes spell list. A character without access to Level 6 Spell Slots can choose to replace an old Spell with a Level 6 Spell; They cannot cast it until they have access to Level 6 Spell Slots. I trust you have a brain here, and won't select one without being aware of this.
  • A character with levels primarily in non-Arcane classes that I didn't change (ie Druid/Cleric), will still be able to multi-class into a Sorcerer, for example, and utilise this mod. The only reason this is an "issue" is for the Thematic justification, as written below. Just head-canon balance. That is all.
  • I tested to see if it worked. It does. I did not test to see if it worked for every single level of every class I changed. It is a simple change, but perhaps I missed a Level, or changed the wrong thing, or to the wrong thing -- ie Arcane Trickster with Sorcerer spell list. I don't think I did, because if I did I would've triple checked everything. I'd rather write this entire page, that test every single level. Sue me.
  • Arcane Trickster Levels 10 and 11; See "Specifically does" section, check the Asterix part under the Arcane Trickster bit.
  • Works as of Patch 3; Have not tested Patch 4 onwards... as I don't actually own the game therefore updating the game is... slow. I'm poor, I apologise. But updates shouldn't change anything.


5) Arcane Trickster and Eldritch Knight in General:

These two classes use the Wizard Spell list; they are 1/3rd level casters; Go on a wiki, and you'll see that they get to choose two spells from Enchantment/Illusion, or Abjuration/Evocation schools respectively, and then 1 spell from the entire Wizard Spell list.

This mod changes the entire Wizard spell list, not the IlluEnch, or AbjEvo ones. I could (presumably) easily change those lists, but I would have to make a spell list that contains every spell from levels 1 through 6, but only in those schools. It really shouldn't be hard, just tedious and I didn't feel like doing it -- maybe I will one day.

Also, if you want to play those classes, I also should emphasise point 4:
See "Specifically does" section, check the Asterix part under the Arcane Trickster bit.

* I cannot fix Number 1. It is just a hard limitation on how it's built. Perhaps someone else could, but it would be super intrusive, I'd imagine. Besides that, it's purely visual/cosmetic... imperfection, the mod (should, point 3) work without issue.


The reasoning: Thematic (My opinion)

Arcane magic is learnt through study, usually (👀 Sorcerer). It is a branch of Science in the world, basically; rather than God-granted (ie Divine: Cleric/Paladin), or Patron-granted (ie: Warlock).

If they can draw magic of a certain arcane strength through their experience as a Bard, why can't they then draw that same level of Magic, but through a Arcane Trickster? They still understand the Arcane arts sufficiently enough right? Perhaps not, but anyway, here I am with my mod.

Coincidentally, they're also all Known-Spell, except the unchanged Wizard; this is probably less wierd to change, as I think changing a prepared spell caster might allow them to slot a Level of spell they don't have access too -- which would be like "things to note Point 1". I also don't have to do a million more classes levels *Karlach sneakily saying "Yes" at the Goblin Party(?)".

Rangers are Half-Druids, they essentially use a slightly modified Druid Spell List; Their ability to cast spells comes from nature, not the Arcane. Rangers are unchanged.
Paladins are Half-Clerics, they essentially use a slightly modified Cleric Spell List; Their ability to cast spells comes from the power of the gods, not the Arcane. Paladins are unchanged.

could see an arguement for Druids -- as they do study nature. In my mind, which isn't informed on deep-lore of DnD magic besides Mystra's existence, they're basically... a sub-class of Wizard that is sufficiently different in School, and draws from a different place (Weave vs Nature), which allows it to function as an entirely different class -- in BG3/DnD? this is illustrated by Circle of the Land's "Natural Recovery" feature, which is literally the Wizards "Arcane Recovery".

They do however, draw from Nature; not the Arcane. They are unchanged.

Clerics, their power is granted directly from their God of worship. Without their God saying "Here you go my little guy, have a spell", they couldn't cast shit -- Therefore, it doesn't make any sense that a Level 10 Wizard could take 1 Level in Cleric and cast Planar Ally, or Mass Cure Wounds. Therefore, they are unchanged.

Bards are thematically... "smart" little guys, no? They study magic, and harness it through music. They're a person who took an interest in Arcane magic, but also music. Wizards are just full hobby-less nerds: "While you were out there jamming cool tunes, and living a fun life... I studied the book."

Moreso, their sub-classes are "College of ..."; and College of Lore is an even more well-studied Bard. Arcana is a skill they can be proficient in. Despite the fact that they have little practical reason to use Intelligence (which essentialy means Educated, well-learned, "book smart") or WIsdom (which essentially means Smart, not necessarily intelligent/educated though), Bards are... they're... educated, and kinda smart, yet can have neither ability score and just be a "cool enough dude" to learn arcane magic, because... magic.

A point to note here, about the thematic contradiction: Bards have access to some spells from the non-Arcane classes of Druid or Cleric --ie Healing Word, or Lesser Restoration. I, 1) Didn't think about this at the time, and 2) Could justify it through the Bardic ability of "Magical Secrets", which says quote:

"Your versatile knack for the arcane lets you learn magic from every discipline. Choose some additional spells to add to your repertoire." -- BG3

Like I said before, Bards are "smart" little guys who kinda know shit. Let them be. Bardic supremacy.

Arcane Tricksters and Eldritch Knights are literally just baby-wizards. "I like stab... but I also dabble in the arcane". Literally a hobby-level of magic, considering their non-magic prowess. They use the Wizard spell list, and use intelligence as their Ability. They are literally 1/3rd Wizards.

Finally, Sorcerers. This one is more of a stretch. Sorcerers are neither required to be Educated to cast spells; nor Smart in non-education situations. You could have a complete moron that cannot even read, but can cast Disintegrate on two people at once purely because someone from their bloodline enjoyed the company of dragons a little too much over a three hundred years ago.

The reason Sorcerers can choose a Level 2/3/4/5/6 spell, while being a Level 1 Sorcerer is because: 1) I wanted to, 2) They already need to have access to that level of power drawn from the Weave, so why couldn't they naturally cast that spell? If anything it's weirder that they choose their spells at all, and they aren't just randomly given -- but that's just game-design vs realism.