Baldur's Gate 3

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Argelia

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argelia

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About this mod

Bringing some Sorcerer changes from UA7 PHB to BG3 as best as I could implement them.

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Welcome to my very minor, first modding attempt at the game. 
Sorcerer is probably the last class that needs these buffs but if you are like me and hate how Arcane Acuity breaks the game and hate playing with it, you might appreciate the changes. You can look at the playtest changes here.

LEVEL 1: INNATE SORCERY

An event in your past left an indelible mark on you, infusing you with a simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:
  • The spell save DC of your Sorcerer spells increases by 1.
  • You have Advantage on the attack rolls of Sorcerer spells you cast.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.

Works as (mostly) written.
Spell Save DC is increased for all spells you cast, not just the ones in Sorcerer Spell list. Advantage on Attack Rolls works only on Sorc Spells as written.
Lasts 2 turns. I don't know what is the right number but 2 felt good to me.

LEVEL 5: SORCEROUS RESTORATION

When you roll Initiative or finish a Short Rest and have no Sorcery Points remaining, you regain a number of those points equal to your Sorcerer level divided by five (round down).

I like the idea here but hate how they proposed it. It pushes the player towards a playstyle where you convert all sorcery points to Spell Slots and then play with the drip. 
I just made it so that you gain 1 point for levels 5-9 and 2 points levels 10-12.
It is a toggleable passive so if you find yourself swimming in Sorcery Points, you can just disable it.
It doesn't give you a SP back after Short Rest to balance out my "buff" (But mostly because I was lazy to implement it.)

LEVEL 7: SORCERY INCARNATE

If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.

Works as written. Activated as if you are using a Metamagic toggle.

LEVEL 7: SORCERY INCARNATE Cont.

While your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.

Here's the kicker. This is not implemented in the main file. 
One, it's a very funky implementation. Although it works correctly, the resulting GUI is not very pretty.
Two, it kills any compatibility that adds other Metamagic functionality. 


If you still want to use it, load the optional file after the main mod.
  • The game lets you select multiple metamagic modifiers now. However, if a spell is modified by more than one and you aren't lvl 7 and don't have Innate Sorcery active, game won't let you cast it. 
  • You can see how many metamagic mods affect the spell in its tooltip action costs. (Not all spells are affected by all modifiers)
  • When you mix two metamagic mods, only the first ones changes will be reflected in the tooltip. Even though the spell is properly modified by both (granted you have the required conditions)

Compatibility.
Requires Compatibility Framework. Load my mod before that. It should be compatible with other mods that change the sorcerer progression.
If you use the optional file, it probably isn't compatible with other mods that have metamagic changes.

Changes not implemented:
1. Spell progression. I like that the sorcerer has small but powerful spells. BG3 spell list is small and I don't think the class needs any more prepared spells.
2. Subclass changes, I think the only change is Wild Magic and you can get that functionality by installing the mod "True Tides of Chaos"
3. Sorcerous Burst and Arcane Eruption.

I reused icons from the game, so hopefully there is no confusion. Adding custom icons (especially action resources) in incredibly convoluted. I also have zero artistic capability. Polish will have to wait until we have official some mod tools.
If you just want to take it and make it better yourself, go for it.