Baldur's Gate 3

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havsglimt

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havsglimt

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About this mod

Brings the Circle of Spores subclass for Druids to Baldur's Gate 3. WILL NOT BE UPDATED ANYMORE SINCE CIRCLE OF SPORES IS NOW OFFICIALLY RELEASED.

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※※※※※※ FINAL UPDATE ※※※※※



I will not be updating this mod anymore, but I'll leave it for fun as a relic. It's been replaced by another mod of mine called CIRCLE OF SPORES ENHANCED, which adds the Symbiotic Entity visuals that was included in this mod, as well as support for progression past level 12.
 

Anything beyond this message will be left intact and is thus outdated. 


※※※※※※※※※※※※※※※※※※※





CIRCLE OF SPORES HAS COME TO BALDUR'S GATE 3!

This mod is available in two versions: one with a turquoise necrotic theme reminiscent of the bioluminescent Underdark, and one with a naturalesque decay theme more in line with the visual effects of the Symbiotic Entity Wild Shape.

The themes are purely aesthetical—it only changes the design of the spell icons. The mechanics are the exact same across both versions.



 














CLASS FEATURES



Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves within 3 meters of you or starts its turn there, your spores deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

NOTES
Due to certain limitations in the game code, I couldn't limit the amount of targets that are affected by the aura, nor could I implement a working Reaction/Interrupt system to make full use of the Reaction resource. As such, the first enemy in a round that is affected by the aura will be damaged. If more than one character is standing in it by the time the round starts over, they all take damage simultaneously. It might be a little OP, but it is what it is. Also, the damage ticks at the start of each round and not when a creature starts its own turn within the aura. I tried my hardest to figure out a way to fix this but in the end, I'm not sure it matters that much.




Also at 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

• When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
• Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.

These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.

NOTES
Works like in 5e. Even though the tooltips of ranged weapons erroneously show that the 1d6 necrotic weapon damage bonus applies, the game does a check to see if you're currently wielding a ranged weapon and will temporarily remove the buff if you do.
(*Psst* The 1d6 necrotic damage buff stacks with Shillelagh and the dipped weapon feature, so enjoy dealing 20+ damage with one swing of your staff at level 2)
Unlike other Wild Shape forms, you are able to interact with others and cast spells while using Symbiotic Entity.



Starting at 2nd level, you can use your action to magically assume the shape of a beast. While in animal shape, you can't talk or cast spells. You take on the game statistics of your beast form—excluding your Intelligence, Wisdom, and Charisma scores. When your beast form drops to 0 hit points, you revert to your normal form, with the number of hit points you had before transforming. If your hit points dropped below 0 in beast form, that damage is applied after you revert. Spells that require concentration are not broken by turning into an animal. Your equipment merges into your animal form and won't have any effect until you revert.

You can use this feature twice. You regain expended uses when you finish a short or long rest.

NOTES
Since it wasn't too obvious where Symbiotic Entity was located, I made a new icon for Wild Shape so that you know that Symbiotic Entity is located within the Wild Shape spell container, together with the rest of the regular Wild Shapes available for your level.




At 6th level, your spores gain the ability to infest a corpse and animate it. Using a reaction point, a dead beast or humanoid that is Small or Medium within 3 meters of you can be animated, causing it to stand up immediately with 1 HP. The creature remains animate for 1 hour, after which time it collapses and dies.

In combat, the zombie obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

NOTES
Again, limitations in the game code prevented me from making this work like a Reaction in 5e. As far as I know, you can't use the Reaction system to cast a spell as a character in your vicinity dies, so instead, you can use a Reaction point on your turn (meaning you still have your Action and Bonus Action to do other things) to animate a corpse within 3 meters of you. It's also supposed to share your initiative, but I'm pretty sure that can't be done in the game as of yet so it gets its own (pretty sure it goes last by default).

The zombie also has only 1 HP instead of a 22 HP maximum like the 5e Zombie stat block says. Undead can't be healed (right?) in this game, and thus it sadly has to act as a flimsy meat shield since Undead Fortitude won't work properly in this game either. I tried to implement it but the 1 HP you gain as you are revived from the Downed state counts as a heal, to which the zombie is immune, which means it will bug out and become both invincible and unable to act.

Either way, if the animated zombie manages to survive, it can still pack a decent punch, prevent a more important character from being hit by an enemy attack, or position it to give your party rogue an easier Sneak Attack. And hey, it's a "free," arguably weaker Animate Dead.




At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 9 meters away, where they swirl in a 3 cubic meter cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.

Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn. While the cube of spores persists, your Halo of Spores remain dormant.

NOTES
Spreading Spores is different from Halo of Spores in a very important way: it isn't limited to just one target per turn. It will therefore consume each and every one that enters the aura or starts its turn within it, including allies—and even yourself. To prevent allies from being hit outside of combat and possibly starting a fight, the aura should disappear by itself as soon as combat ends. If for some reason it doesn't, use the Dismiss Spreading Spores skill to remove it before you have an unplanned fight on your hands. 

At level 14, your Halo of Spores damage increases to its full potential (1d10), but since the Spreading Spores damage code didn't want to scale in the same way Halo of Spores does, I had to create two separate Spreading Spores spells that are unlocked at level 10 and level 14 respectively. The level 14 spell deals 1d10 instead of the level 10 spell's 1d8, but you will have access to both and will need to exchange the old one for the new one when the time comes if you want to deal the maximum amount of damage. I added a "II" to the level 14 version's tooltip so it's more easily distinguishable. 

Worth mentioning is also that since victims of Spreading Spores take your Halo of Spores damage, the damage is essentially doubled when using Symbiotic Entity (which is required to use Spreading Spores in the first place), allowing you to roll an additional damage die.



At 14th level, the fungal spores in your body alter you: you can't be blinded, frightened, or poisoned, and any critical hit against you counts as a normal hit instead unless you're incapacitated.

NOTES
Should work without issue, although I'm not sure the crit immunity is in place since I haven't been able to fully test it. If you notice that it doesn't, let me know.







POTENTIAL ISSUES/DISCLAIMERS

  • Sometimes when Halo of Spores deals damage, the application of the different under the hood buffs might cause characters to become stuck in a hit animation loop. Toggling the Halo of Spores passive on and off again should solve this issue if it ever appears. Furthermore, if you notice that your suddenly FPS drops in combat, try toggling the passive on and off again—this should stop the buff from removing and reapplying itself a hundred times a second, which it sometimes does.

  • Halo of Spores will force a save from each affected character every time they trigger the aura effects, but if anyone has already been attacked by Halo of Spores that turn, it shouldn't do any additional damage even if they fail their save.

  • You might find Lae'zel to be perpetually immobilized from the moment you first meet her on the tutorial ship. This seems to be caused by some sort of conflict with Fantastical Multiverse—if you place that mod at the bottom of your mod load order, the issue should be resolved. 

  • As most of you probably already know, there's a mechanic in-game that essentially disintegrates characters that die from certain damage types, including necrotic damage. Since Circle of Spores heavily relies on necrotic damage, you might find that corpses you leave in your wake that have been slain by your necrotic spells won't respond to Speak with Dead or certain reanimation spells. This is sadly not something I can do anything about, so just keep it in mind. If someone knows how to disable this feature in the game, let me know. 

  • If you visit your campsite with your Fungal Infestation zombie summoned, it's going to stand on top of you during certain cutscenes. You can manually dismiss it before engaging in camp activities if you prefer not to have it ruin the view.

  • Fungal Infestation will spawn a humanoid zombie even if it reanimated a beast. The disbelief will have to be suspended for this one I'm afraid.

  • If you want to pick Circle of Stars while this mod is installed and you don't have my Circle of Stars mod installed, make sure you install it lest the game will crash.









INSTALLATION WITH BG3 MOD MANAGER

1.
Start BG3 Mod Manager and press the "Open Mods Folder" button on the top bar, or press Windows + R and type %userprofile%\AppData\Local\Larian Studios\Baldur's Gate 3\Mods\. 
2.
Open "CircleofSpores.zip" and place "CircleofSpores.pak" in the Mods folder. 
3.
Refresh the mod list in BG3 Mod Manager by pressing F5, and move the mod from inactive mods to active mods in the mod manager window. If you encounter any issues, try placing it further down in the load order. Make sure you use the "Public" profile.
4.
Click "Save Load Order to File" in the top bar and launch the game.








✨ SPECIAL THANKS ✨

I would like to extend a very special thanks to lostsoul (available both here and on Discord) for spending so much time and effort helping me even with the smallest of issues. Your expertise is invaluable and without your help I never would've been able to finish this mod at all. Thank you so, so much for your help, and honestly this mod is as much yours as it is mine.

I would also like thank labotor at the Down by the River Discord channel for creating such amazing icon backgrounds! 






CHECK OUT MY OTHER SUBCLASS MODS:
Oath of Conquest
 FOR PALADINS
Graviturgy Magic FOR WIZARDS
Swarmkeeper FOR RANGERS
Circle of Stars FOR DRUIDS