This mod should be compatible with other mods as long as they don't modify the progression table for 1st level Sorcerers.
If you encounter any issues or bugs, please make a bug report rather than a comment so I don't have to move it manually. Also, please make sure you read the Potential Issues/Disclaimers section of the mod description before making a report—thanks! 😊
Is this mod compatible with other mods? Yes. Unless it changes the Bard progression table for level 3, it should be compatible. If another mod does change the progression table, i.e. it's another Bard related mod, I recommend using Compatibility Framework, which allows compatibility between subclasses. Any issues related to that mod should be directed to its comments section. This mod features innate support for that mod, and requires Script Extender to function.
Why doesn't the subclass show up in character creation? You probably either: 1) Didn't install it properly. Take a look at the installation guide at the end of the mod description. or 2) Haven't updated all your mods. Make sure that ImprovedUI and Script Extender in particular are up-to-date. or 3) Have other mods that overwrite it. Please place Community Library at the very top of your load order, and Compatibility Framework at the very bottom. If that doesn't work, try placing this mod further down in the load order. If the problem still persists, disable all other addons except the ones required by this mod, enable your mods one by one, and see which one is causing the issue.
X happens when I do Y, even though it shouldn't. Why? Your other mods are most likely causing a conflict. The first thing you would need to do is to update each and every single one of your other mods to make sure they're not the ones causing the problem. If you've done that and the issue persists, try respeccing out of this subclass before updating it, then respec back. If that doesn't help, disable all mods apart from the required ones and enable your them one by one to see which one is causing problems. Once you've done that and the issue still persists, you are welcome to open a bug report.
My mods are designed to be as non-dependent on other mods as possible, and I'm not responsible for issues appearing when playing with multiple mods. I will not go out of my way to accommodate or implement workarounds to make it compatible with mods other than the ones listed in the Required files section. If the authors of other mods that cause conflicts wish to do so, they may.
Will you implement features up to level 20? I have no such plans at the moment.
Will you make a custom class icon? I demand a custom subclass icon/I can't stand seeing blank space. The blank space in place of an icon is because I haven't included a custom one. I have no plans to do so at the moment. We'll see if I have the time and energy to spare in the future.
I know Patch 8 makes the new subclasses not show up. CompatibilityForOfficialClass works wonders in the meantime, so use that one if you want to keep using my mods and have the new subclasses show up too.
The mod works great. Any chance of making a College of Whispers mod? It would take some homebrew to work in BG3. For Words of Terror I’d recommend an ability to either charm or frighten a creature. For Mantle of Whispers I’d recommend a special Disguise Self ritual spell that gives +5 to deception checks. For Shadow Lore I’d move it to level 12 and have it act as the Dominate Person spell.
I won't be doing that one I'm afraid since it's too complicated to properly implement in a video game such as BG3. Most of its features would have to change to the point that it'd be unrecognizable to the original iteration.
Are you open to creating more homebrew subclasses? I don't know the first thing about creating mods. I have a concept for a homebrew bard based on Loki from the MCU. The college of Mischief. At level 3: You can use your bardic inspiration to instead cast Invoke duplicity. All allies within 10 feet of the duplicate have advantage on attack rolls if the target is also within 10 feet of the duplicate. Also, all enemies within 10 feet of the duplicate have disadvantage on all attack rolls if the target is also within 10 feet of the duplicate.
Sudden Strike: If you have advantage and don't have disadvantage on a weapon attack roll you can deal an additional 2d6 damage of the weapon's type.
Gain the spells Mage Hand Legerdemain, Fog Cloud, Pass Without a Trace, and Wrathful Smite. These spells do not count against the number of spells you can have prepared.
At Level 6: Battle Magic: You are able to make a weapon attack as part of your action if you have cast a spell or cantrip this turn.
Misty escape: Once per turn when you take damage from an attack you can as a reaction become invisible and teleport up to 30 feet away. The invisible condition lasts until the end of your next turn. You lose the invisible condition if you make an attack roll or cast a spell. You can use this feature a number of times per day equal to your proficiency bonus.
Gain the spells Counterspell and Fear. These spells do not count against the number of spells you can have prepared.
Please bring this to the in-game mod manager! I'm eager to play with my friends as a Spirits Bard and looking for a good adaptation as this one to use on console eventually!
I used BG3MM to load this MOD and the Player Bard MOD also at the same time. The Player MOD loaded and is playable, but your MOD isn't listed. Please look into the issue, your Spirits Mod looks cool. Thanks
This is probably a dumb ask, but would it be possible to have an optional file that makes the teal effects turn pink? There's a video called mystery skulls magic animatic and it's a guy who sings to the dead and the theme is all pink, so it would be really cool four role play :3
Not a dumb question! Changing the color of spell effects is a very tedious process though so I'm afraid it's more than what I'm willing to do. If you find pink effects that are already in the game though, you can unpack this mod and change the PrepareEffect, CastEffect etc. with those effects :)
162 comments
This mod should be compatible with other mods as long as they don't modify the progression table for 1st level Sorcerers.
If you encounter any issues or bugs, please make a bug report rather than a comment so I don't have to move it manually. Also, please make sure you read the Potential Issues/Disclaimers section of the mod description before making a report—thanks! 😊
Is this mod compatible with other mods?
Yes. Unless it changes the Bard progression table for level 3, it should be compatible. If another mod does change the progression table, i.e. it's another Bard related mod, I recommend using Compatibility Framework, which allows compatibility between subclasses. Any issues related to that mod should be directed to its comments section. This mod features innate support for that mod, and requires Script Extender to function.
Why doesn't the subclass show up in character creation?
You probably either:
1) Didn't install it properly. Take a look at the installation guide at the end of the mod description.
or
2) Haven't updated all your mods. Make sure that ImprovedUI and Script Extender in particular are up-to-date.
or
3) Have other mods that overwrite it. Please place Community Library at the very top of your load order, and Compatibility Framework at the very bottom. If that doesn't work, try placing this mod further down in the load order. If the problem still persists, disable all other addons except the ones required by this mod, enable your mods one by one, and see which one is causing the issue.
X happens when I do Y, even though it shouldn't. Why?
Your other mods are most likely causing a conflict. The first thing you would need to do is to update each and every single one of your other mods to make sure they're not the ones causing the problem. If you've done that and the issue persists, try respeccing out of this subclass before updating it, then respec back. If that doesn't help, disable all mods apart from the required ones and enable your them one by one to see which one is causing problems. Once you've done that and the issue still persists, you are welcome to open a bug report.
My mods are designed to be as non-dependent on other mods as possible, and I'm not responsible for issues appearing when playing with multiple mods. I will not go out of my way to accommodate or implement workarounds to make it compatible with mods other than the ones listed in the Required files section. If the authors of other mods that cause conflicts wish to do so, they may.
Will you implement features up to level 20?
I have no such plans at the moment.
Will you make a custom class icon? I demand a custom subclass icon/I can't stand seeing blank space.
The blank space in place of an icon is because I haven't included a custom one. I have no plans to do so at the moment. We'll see if I have the time and energy to spare in the future.
thank you for the mod this is my favorite bard subclass
Are you open to creating more homebrew subclasses? I don't know the first thing about creating mods. I have a concept for a homebrew bard based on Loki from the MCU. The college of Mischief.
At level 3:
You can use your bardic inspiration to instead cast Invoke duplicity. All allies within 10 feet of the duplicate have advantage on attack rolls if the target is also within 10 feet of the duplicate. Also, all enemies within 10 feet of the duplicate have disadvantage on all attack rolls if the target is also within 10 feet of the duplicate.
Sudden Strike: If you have advantage and don't have disadvantage on a weapon attack roll you can deal an additional 2d6 damage of the weapon's type.
Gain the spells Mage Hand Legerdemain, Fog Cloud, Pass Without a Trace, and Wrathful Smite. These spells do not count against the number of spells you can have prepared.
At Level 6:
Battle Magic: You are able to make a weapon attack as part of your action if you have cast a spell or cantrip this turn.
Misty escape: Once per turn when you take damage from an attack you can as a reaction become invisible and teleport up to 30 feet away. The invisible condition lasts until the end of your next turn. You lose the invisible condition if you make an attack roll or cast a spell. You can use this feature a number of times per day equal to your proficiency bonus.
Gain the spells Counterspell and Fear. These spells do not count against the number of spells you can have prepared.
What say you, adventurer?
Thank you for your work :)
The Player MOD loaded and is playable, but your MOD isn't listed. Please look into
the issue, your Spirits Mod looks cool. Thanks