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celerev

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About this mod

Adapts spells and some assorted content of 7th-9th level from tabletop D&D 5th Edition to BG3 with customized VFX and coded effects. Seamlessly integrates with Expansion to add Spells to the appropriate level lists without relying on Script Extender, but level 20 mods may require Script Extender.

Patch 7 Required.

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Patch 7 is required.


AdvancedTTSpells is an endeavor several months in the making to bring all possible combat spells of 7th-level and higher from D&D5e to BG3, using Larian's design philosophy as the guideline while adapting them. Most spells function solely via Khonsu with a few requiring both Khonsu and Osiris, but Script Extender is not required for the functionality of this mod. The base game does not have Spell Lists for 7th/8th/9th-level spells. The spells are inserted into the level-up lists used by Expansion and UnlockLevelCurve_Patch_5eSpells via the toolkit's merge list function. With that said, this mod will technically function without either of them, but you won't be able to gain access to the spells this mod contains without access to character level 13+ and a mod that contains the Spell Lists with the same IDs specified in either of those mods.

With this, I could bring some of my favorite high-level content from 5th Edition to life, and I could make it available for modders who may wish to create high-level mods in the future. This mod contains not only spells for player character, but also scrolls for each spell, and AI versions of many of the spells, along with customized boss root templates to make use of them. These were initially intended for the combat mod (if you'd like a playground to use some high-level spells, check it out!) this is releasing alongside, but may be useful to reference for anyone designing high-level encounters in BG3 mods.

  • Level 7 Spells:
  • Divine Word
  • Finger of Death
  • Fire Storm
  • Prismatic Spray
  • Level 8 Spells:
  • Antimagic Field (incomplete, it prevents spellcasting but I intend to add a function that grants spell immunity inside the field)
  • Horrid Wilting
  • Illusory Dragon
  • Glibness
  • Sunburst
  • Level 9 Spells:
  • Blade of Disaster
  • Gate (summon spell, designed to match the power-to-level ratio maintained in Larian's other summoning spells)
  • Mass Polymorph (mass debuff, as Larian's Polymorph)
  • Meteor Swarm
  • Psychic Scream
  • Shapechange (adult red dragon, although it may be expanded with more options in the future)
  • True Resurrection
  • Weird
  • Wish (multi-choice effect, more options still being implemented)


Potentially Asked Questions:
"Can this be used with other spell mods?"
  • Unless they have a spell that has the same internal name as one of mine, there shouldn't be any conflicts. Finger of Death was the obvious candidate for that to happen since it was mostly implemented in the base game, so I named my version "Projectile_VlaakithBeam".
"Your mod gives a spell to more classes than [insert specific moment of tabletop version here]"
  • That tended to change between books and Unearthed Arcana, but I'm generally in favor of giving access to more than less, because it means giving less favouritism to the Wizard class specifically, who are getting nearly every spell in this mod. Why did Sunburst originally go to Wizards and not Clerics?
"Regarding Gate: Isn't a Nightwalker CR 20? Is that balanced against a Planetar?"
  • It's a really unimpressive CR20, whereas Planetar seriously over-performs for CR16. But I did lower its HP as a summon and limit its Finger of Doom to once-per-fight. The Planetar's spells were limited to once-per-rest, and its Smite-like weapon attack to once-per-turn. Likewise, the Eladrin is a custom Fey monster designed to be competitive as a squishier, but long-range option. These were all balanced to align with how Larian tuned other summons, relative to the level you first acquire them.
"Is this based on 2014 or 2024 D&D5e?"
  • I'm not very familiar with the 2024 rules, so I focused on adapting the original versions, even if there was a reprinted spell.
"Fire Storm doesn't require the pieces to be connected?"
  • That was basically impossible to implement with the game's targeting system, so I compensated by making the 10 points of effect extremely narrow, 1m radius each.
"If you're in a building, Meteor Swarm can collide with the ceiling?"
  • Yeah.
"Prismatic Spray doesn't affect characters who are sleeping/paralyzed/petrified"
  • It uses the game's Wild Magic system to function, which technically means part of the process is performed by the character who is getting hit. You can think of it as the player rolling the dice to see which colour affects them. For better or worse, this means the character getting hit needs to be conscious.
"Are you making more spells in the future?"
  • Yes, I plan on continuing to expand this, but there are some difficulties. Surfaces are hard-coded, so spells like Maddening Darkness and Incendiary Cloud are basically out. Time Stop and Prismatic Wall will require complicated VFX and scripting. And I don't plan on adding "narrative spells", spells with multi-hour cast times don't really make sense in the context of a game like this. True Resurrection was only included because a one-action scroll of it already exists in the base-game.
"Glibness is a combat spell?"
  • Well...I had a legitimate reason to think it was. Counterspell is a spellcasting ability check! ...But Larian coded it to always use Intelligence, regardless of your class. Oh well, enjoy your guaranteed Persuasion checks.