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Created by

Garrett

Uploaded by

Garettz

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About this mod

Provide a set of various succubus themed spells + changes based on D&D fifth edition.
The scroll will also add an innate Advantage Charisma throws and saving throws.

Requirements
Permissions and credits
Translations
Changelogs
Donations
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Disclaimer
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I do not intend on maintaining this mod. - Despite that, the mod has been updated to work with Patch 7 due to the modding overhaul it brought. (8th September 2024)

However, critical issues that I find during the remaining of my Succubus playthrough might get fixed. 
The mod should not break in the future except for release of Script Extender v13 which could affect the Command:Move & Command:Attack abilities. If this happen, the mod will likely be re-uploaded to include a fix.

Note:

If the scrolls are present within the store but do not work. It is likely the script extender not being present or another mod using the extender crashing the extended scripting capabilities.


Installation: 
Use BG3 Mod Manager to install the packages, will make your life much easier:
GitHub - LaughingLeader/BG3ModManager: A mod manager for Baldur's Gate 3.

It can also be used to install & update the Norbyte's Baldur's Gate 3 Script Extender which can be found below if you do not intend to use BG3ModManager:
GitHub - Norbyte/bg3se: Baldur's Gate 3 Script Extender

The extender come with an older version but automatically update after launching BG3 if the version is outdated.
v10+ is the minimum. Tested with v12 & v13.

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Usage
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Abilities are unlocked through the "Succubus Scroll" which can be found through various vendors or the starting chest.
If you wish to buy more than one, you might need to rest in order for the shop to reset.


Not recommended for first playthrough due to the advantage it provides, unless you do not care at all.
For advanced users, scroll ids are as follow:
Spoiler:  
Show

OBJ_SZM_Succubus_Scroll_Powers
OBJ_SZM_Succubus_Scroll_Powers_Stats
OBJ_SZM_Succubus_Scroll_Powers_Fiendish
OBJ_SZM_Succubus_Scroll_Fly
OBJ_SZM_Succubus_Scroll_xAction


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 Stats changes:
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Succubus Scroll:
  • New Abilities Only (No bonus stats or spell)

Agumented Scroll provide the following boosts :
  • Innate Advantage Charisma throws and saving throws.
  • Fire Immunity

Fiendish Scroll add the following boosts:
  • Innate Advantage Charisma throws and saving throws.
  • Fire Immunity
  • Poison, Cold, Fire, Lightning Resistance
  • Bledgeoning, Slashing, Piercing Resistance
  • Blink & Disguise Spells (Unlimited Uses) + Ethereal Walk (new Ability) & Ethereal Escape.

This scroll is kind of busted but, this is the characteristics that fiendish succubi haves according to 5e. Since it is likely one of my last updates, I added this scroll for those who might seek that kind of power,  as well as the flight scroll for the ones who do not have this ability from other mods.
- Ethereal Escape allow you to transport to the ethereal plane once per turn, once damaged. (Can be deactivated just like any other reactions)
- Ethereal Walk is used for Non-Combat context to allow you to move through the world using the Ethereal Plane.
- Blink is kept as is if you wish to have a chance to move into the Ethereal Plane right after the end of your turn (Not 100%).

All of them are optional to use of course and I have not done much playing with these during my playthrough until the very end so it is likely very broken. It should however perhaps make the combat with charmed target a little more fun since the NPC should spend less time focusing you. Another nice thing is that it also feel like it kind of follow what 5E intended with succubi interactions.


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New Abilities:
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Commands Abilities :
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  • All commands that come with the scroll can be used on targets influenced by the Succubus version of Dominate
  • Commands do not require spell casting slots, only Bonus Actions points with the exception of a few specific abilities that require a new type of points to prevent over-use. 
  • The regular commands from the Command spell are all present (Grovel, Flee, Approach, Drop, Halt), however unlike the original ones, they do not cause the characters to interpret its usage as harmful.
  • Most commands do not require selecting the charmed target anymore since they are made to work with whoever is under your control at the current time.

 The new command abilities are as follow:

  • Command: Attack:
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Will make a target attack another. Use with caution, some targets are not meant to be killed, if that happens, they might end up in a never ending combat.
  •  DC is the result of a dice roll from the target + wisdom ability score. Charisma is used against it. 

  • Command: Request:
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On Success: Allow you to either receive random items from the target's pockets (Default) or pick items from the target without repercussions (Attitudes changes will still be applied) (Pickpocket).
  • DC is the result of a dice roll from the target + wisdom ability score. Charisma is used against it. 
  • Can only be used once per day, per target.


  • Command: Disarm:
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Target's weapon will be handed over (Instead of dropped on the floor like the regular command)

  • Command: Use:
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Order the charmed target to use an object. Useful to have them open doors when they can, disable lights, etc.


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Succubus Abilities :
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  • Dominate:
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Similar to Dominate Persons, but broader range, instead of targeting humanoids, it will target everything that isnt : beast, plant, construct, elemental or ooze
This is mostly because a lots of humanoid targets don't have the humanoid tag.
  • Adds 100 Attitude toward the player if the target is friendly / neutral.
  • Use Action Point (No memory / spell slot required)
  • No Concentration (Can use another concentration spell)
  • Only one charmed target is allowed at a time

  • Draining Kiss:
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Allow you to drain health from a target, giving a certain amount that scale with your level back to you. On fail, give back less HP & add a half drained status.
The target will also receive the same effect as the incubus drain. It does not directly deal damage but reduce the max health of the target which is still very strong.
A target cannot be drained twice, it can however go from half drained to fully drained.
A fully drained target will receive the Slow status as penalty while giving you a haste.


  • Empower:
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Reduce your health 
Require having at least 40% of your health in order to be used. 
Your companions will back some of that health, as well as 2xlevel 1 & 2 spell slots.

  • Open:
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If the target is locked, it will unlock it in the same ways as the Spell "Knock" works.
Otherwise, it will deal damage to the target structure/object.
Will not uses spell slots.

This is mostly because while most other spells that fit the playstyle can be obtained through normal progressions, Knock is one of those spells that is pretty useless to pick due to the easy nature of picklocking, and picklocking knocks is not very succubu-ish. 
The same goes with stone walls, you can either use a bludgeoning weapon or spend a spell slot to open the walls, but who really wants to do that in non-combat settings.

  • Unleash:
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Remove the charm from your target, allow you to charm another one. 

This spell could arguably be unnecessary, casting Dominate on another target could have achieved the same effect with a minor tweak, but it adds some kind of validation/confirmation step to ensure the previous target is to be released so I decided to keep it as is. An option could be added to make the charm last forever just as it should according to the 5E rules which would make this ability even more important.

  • Succubus Cure:
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More like a "debug" skill. Used to reset hidden statuses preventing you from using certain succubus skills or to reset appearance of undressed NPCs.
Also remove the bonuses skills & stats if no longer wanted and casted on the player.


Fiendish Abilities:

  • Ethereal Walk:
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Allow you to move into the ethereal plane, where you cannot be seen or targeted and also allow you to move through things or pass through doors. 
Non-Combat uses only otherwise you would essentially be invincible.

  • Ethereal Escape:
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This is pretty much a copy of the reaction that incubus have in the game. Allow you to directly escape into the ethereal plane after receiving damage. 
Another ability also works in combat: "Blink" which will also be unlocked. If you believe that the reaction is too broken, you can disable it just like other reactions. 

In summary, for etherealness, you have 4 options: Not use any of them, apply the blink spell during combat which will sometimes move you to the ethereal plane after your turn, only use the ethereal escape reaction, or use both Escape & Blink simultaneously, but this mean that you will only be targetable on the few turns where Blink fail, and on top of that, if you do get damaged, you will have the option to not receive any secondary hits.

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Notes
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A knock spell has been added to the shop since half-way through my playthrough, I realized that the Knock spell would likely never be picked due to the spell slots restriction, low utility compared to other skills and pick locking being too easy for non-rogue classes. That way, random locks will still be openable without resorting to sleight of hands which kind of break the immersion.
In 1.1.1, Knock spell is no longer in the vendor shops since the open ability has been included by default into the succubus kit. The ability will remain present for backward compatibility purposes.


I used the best animations I could find but animations in this game are kind of a pain, if you know modding and have better suggestions while I'm still doing the last few tweaks, I might add them, feel free to post them as comment (the animation guids). Right now, most use flight since it doesn't result in an awkward offensive spell casting stance and is slightly better looking than no animation at all.

keywords : cambion, incubus, incubi, devil, devilish, shapechanger, shapeshifter, planes