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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 8 Required.

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Patch 8 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:
  • Crown of Stars
  • Delayed Blast Fireball
  • Divine Word
  • Draconic Transformation
  • Etherealness
  • Finger of Death
  • Fire Storm
  • Regenerate
  • Power Word Fortify
  • Power Word Pain
  • Prismatic Spray
  • Reverse Gravity (as an Instantaneous Spell. There is no way to hold creatures in the air in this engine.)
  • Symbol (Death, Discord, Fear, Insanity, Sleep)
  • Whirlwind
  • Level 8 Spells:
  • Animal Shapes
  • Antimagic Field
  • Dominate Monster
  • Feeblemind
  • Glibness
  • Holy Aura
  • Horrid Wilting
  • Illusory Dragon
  • Incendiary Cloud
  • Maddening Darkness
  • Maze (the Ability Check does not appear in the Combat Log, but it is being rolled correctly. The Wrong Turn Status appears when the Ability Check is failed.)
  • Mind Blank
  • Power Word Stun
  • Sunburst
  • Level 9 Spells:
  • Blade of Disaster
  • Foresight
  • Gate (summon spell, designed to match the power-to-level ratio maintained in Larian's other summoning spells)
  • Invulnerability
  • Mass Heal
  • Mass Polymorph (mass debuff, as Larian's Polymorph)
  • Meteor Swarm
  • Power Word Heal
  • Power Word Kill
  • Prismatic Wall
  • Psychic Scream
  • Shapechange
  • Storm of Vengeance
  • Time Stop
  • True Resurrection
  • Weird
  • Wish (Multi-choice: Spell Duplication, Destruction, Restoration, Resilience, Chaos)


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".
"Can modded classes use these spells?
  • Mod authors are free to include spells from ATTSpells in their class level-up lists, but ATTSpells does not automatically insert itself into any mod class level-up lists.
"Why are the new spells added to the bottom of the level-up list?"
  • It's how Larian designed the merge function; I can't do anything about it. If you're already using Script Extender, I do like the Spell List Sorter mod. It also can be configured to blacklist spells from the level-up lists if you're so inclined.
"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/Wish: Chaos 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?"
  • Initial implementation of the spells of this mod are largely finished. That is to say, every spell I want to include in ATTSpells has been included. I'll fix bugs and errors, I'll add options to the multi-option spells, I might touch up the VFX that I feel could be improved, and if I ever get around to making custom icons, I'll add those. Additionally, if 5e24, as the new D&D edition has come to be called, adds new 7th-9th level spells, I may add those as I did Power Word Fortify, provided they fit inside what I consider Larian's sense of balance.
"Does this mean you excluded Forcecage on purpose?"
  • Yes. Every 7th-9th level spell is that is not currently in ATTSpells has been excluded intentionally. Narrative spells like Clone or Control Weather are not going to be added. Earthquake cannot be added in a way that is feasibly functional or useful for any reason, and Forcecage is game-breaking in a way that simply cannot be handled in an automated game. I have no way of coding the monsters to know they need to (and can only) use their teleportation or disintegration abilities (if they have them) and nothing else. Even if I could, I would consider Forcecage absurdly unbalanced and unfit for BG3 anyway.
"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.


Advanced Tabletop Spells is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.