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.
Technically, not required. But if you want to actually use the spells, either this or UnlockLevelCurve's 5eSpells patch (as in, this file: UnlockLevelCurve_Patch_5eSpells) is required to add the Spell Lists that this mod merges into.
Version 1.0.3.20. AdvancedTabletopSpells must be before Trials of Tav - Reloaded in the load order. The new monster data that TOTR references is contained in it.
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Incendiary Cloud's upcast was broken. Corrected that.
Fixed a typo in Prismatic Spray's description.
Actually fixed Trials!Myrkul this time.
Version 1.0.3.19
Emergency fix for Trials' monster data. Content that affected Myrkul and potentially some other monsters was broken.
Version 1.0.3.18
Fixed some Scrolls which were using wrong Action types.
Fixed some bugged interactions between some spells and AoO.
Monster data updates for TOTR.
Version 1.0.3.17
Maddening Darkness and Whirlwind now check for Sculpt Spells, although there's a race condition between the intialization of the Invisible Helper object's Faction and the application of the damage aura to things around it, so I cannot guarantee it will Sculpt Spell 100% of the time at the moment of casting. It should work consistently after the aura has settled in-place.
Somewhat embarrassingly, I only now realized that the "weight" value in the character stat entries was not just some arbitary number, but in fact, kilograms. And classic monsters like Planetars have had long-established weights in D&D, so I corrected them.
Monster data updates for TOTR.
Version 1.0.3.16
New Wish option: Resilience (Party-wide resistance to an element of user's choice)
Fixed Status tooltips for Shapechange options
Monster data updates for TOTR.
Version 1.0.3.15
New Wish option: Duplicate the effects of any spell 8th-level or lower. (For reasons that I would hope are obvious, spells from other mods cannot be replicated.)
Fixed Ancient Fiend's description&Saving Throws
Crown of Stars was missing from Bard's Magical Secret list. Fixed.
Monster data updates for TOTR.
Version 1.0.3.13
The Fiend's attacks should have been magical. Fixed.
Version 1.0.3.12
Added two new Shapechange options. Planetar and Ancient Fiend (mechanically a Pit Fiend)
Slightly buffed Wish: Destruction, raising it to 18d8 damage.
Fixed the Nightwalker being susceptible to fear. I know I checked repeatedly because of how strange the lack of immunity seemed, so I'm not sure how I kept missing it did have immunity.
Updated some descriptions to be clearer/more accurate.
Trimmed some inheritance chains to reduce chances of mod conflicts.
Updated monster data for TOTR
Version 1.0.3.10
Adjusted parts of Symbol to be more intuitive. The Sigil's timer will not start ticking until it activates.
Fixed edge case regarding changing factions
Version 1.0.3.4
Added new Spell: Symbol (Death, Discord, Fear, Insanity, Sleep)
Fixed wrong Saving Throw being used for one part of Maddening Darkness.
Monster data updates for TOTR.
Version 1.0.3.2
Updated upcast tooltips for all spells
Added missing spell to Warlock list. They apparently get Glibness by default, and always have???
Fixed icon for Grym, which I apparently overwrote by accident by including data for a custom gold golem monster in the code. ATTSpells is not meant to overwrite anything in the base game.
Monster data updates for TOTR.
Version 1.0.3.1
Correcting a unintentional change from tabletop: Etherealness is not supposed to be a Concentration spell. It now gives the caster an Action to dismiss the spell on all characters affected.
Corrected the extra description of Animal Shapes. It referenced sheep when it should have referred to owlbears.
Version 1.0.3.0
4 new spells: Time Stop, Animal Shapes, (Fizban's) Draconic Transformation, and Etherealness.
Removed debug text that was left in Reverse Gravity.
Changed some icons to make more sense.
Monster data updates for TOTR.
Version 1.0.2.48
Fixed upcast for Maddening Darkness
Removed inherited text from Insect Plague that went unnoticed in new spells.
Adjusted Illusory Dragon to be slightly more generous with what counts as "enough space" to be summoned.
Fixed spells being in the wrong Warlock Mystic Arcanum list. You don't to waste your only 9th-level spell on an 8th-level.
Version 1.0.2.47
7 new spells: Mass Heal, Maze, Crown of Stars, Delayed Blast Fireball, Power Word: Pain, Reverse Gravity, and Whirlwind.
Sculpt Spells now works with Sunburst
Monster data updates for TOTR
Version 1.0.1.45
Small fix to ensure Warlocks get access to their higher-level Mystic Arcanums regardless of whether Expansion or UnlockLevelCurve is being used and regardless of whether 5eSpells is used in addition.
Version 1.0.1.44
Four spells added: Incendiary Cloud, Maddening Darkness, Power Word: Stun, Power Word: Kill. (Shout out to kcajkcaj for suggesting I model the cloud spells after Insect Plague since creating new surface types was off the table.)
Updated Antimagic Field again, it now temporarily banishes summoned creatures while the field overlaps their space, in addition to previous functions. This is almost certainly the final version of Antimagic Field.
Fixed the Wild Magic table used by Wish: Chaos so that it doesn't eat other Wild Magic tables
Monster data updates for TOTR (which is incidentally the reason I finally added the Power Words: I made them for Jon Irenicus, and figured I might as well just give them to players at that point).
Version 1.0.0.39
Updated Antimagic Field: While inside the field, it now provides immunity to spell damage, breaks concentration (for all spells except Antimagic Field), and causes you to auto-succeed all Saving Throws against spells. This is as close to tabletop as BG3's functionality will likely allow it to get.
Updated Scroll of Meteor Swarm to point to Meteor Swarm's changed internal name
Added new Wish option: Chaos
Minor VFX fixes
Nightwalker's Aura is now suppressed in camp by Withers. Be sure to thank him for doing that for free.
Updated data for TOTR
Version 1.0.0.36
Changed VFX file paths to possibly solve a rarely-reported missing VFX bug.
Version 1.0.0.35
Altered Meteor Swarm's internal name to reduce chance of conflicts. If you load a save with a character who learned Meteor Swarm in a previous version, respec that character.
Bug fixes relating to TOTR.
Version 1.0.0.33
Minor bug fixes
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:
Crown of Stars
Delayed Blast Fireball
Divine Word
Draconic Transformation
Etherealness
Finger of Death
Fire Storm
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
Glibness
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.)
Power Word: Stun
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 Heal
Mass Polymorph (mass debuff, as Larian's Polymorph)
Meteor Swarm
Power Word: Kill
Psychic Scream
Shapechange
Time Stop
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".
"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?"
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 required work-arounds with auras, and are still technically made of the "Darkness" surface. 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.