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Mods That Add Player Character-Usable Spells to Baldur's Gate or/and Baldur's Gate II (normal or/and Enhanced Editions)


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LIST LOCATIONS
The information should be functionally identical for each of these lists.

-Beamdog General Modding Forum: Contains raw board code for ease of quoting and editing.

-Gibberlings3: Lacks raw board code.

FORENOTES
-Mods that add spells to items or to NPCs but which player characters can't learn are purposefully excluded from this list.  The same goes for mods that merely change spell functionality instead of making new spells.

-Mods that add spells only to kits included in the same mod aren't emphasized, but may be included.

-Entries below starting with - add spells directly to the standard arcane or/and divine lists.  Entries below starting with ** use alternative spell systems.

-Arcane spells that Wizards can learn are assumed also to have scrolls so you can add these spells to your repertoire.

-As of this writing, there is a hardcoded limit of only 50 spells per spell level at a time.  (That's 50 arcane per spell level and another 50 divine per spell level.)  Any spells beyond this limit won't show on the spell select screen and character creation screen, and mods that would install spells beyond this limit refuse to install.

-All information regarding new spells I've obtained from reading mod documentation or/and from mod authors/maintainers directly.  I've not played enough with most these mods to fairly state from first-hand experience what they add.

WHAT ADDS PLAYER CHARACTER-USABLE SPELLS TO THE BG ENGINE?
-Normal and Enhanced Editions of Baldur's Gate and Baldur's Gate II, including the Tales of the Sword Coast and Throne of Bhaal expansions.

-B_Spells (Spells and Magic)
Adds a small number of arcane spells and divine spells to the game, some of which are already in Faiths & Powers.

-Chaos Sorcerer
Automatically adds these Chaos Sorcerer kit-only arcane spells to the Chaos Sorcerer's list of spells known: Conjure Chaos Elemental, Conjure Greater Chaos Elemental, Chaotic Weave, Nahal's Wildstrike, and Surge Control.

-Dark Side of the Sword Coast (DSotSC)
Adds many new spells, some arcane and some divine.  The mod's new arcane spells are reviewed at that link as of June of 2018.

-IWDification
Adds Icewind Dale arcane spells and divine spells to normal Baldur's Gate II, Throne of Bhaal, and the Enhanced Editions of BG1 and BG2.  Also adds other Icewind Dale-specific content listed in the documentation outside the scope of this post.

-Made in Heaven Spell Pack (MiH Spell Pack)
Adds a few new arcane spells and divine spells.

-Faiths and Powers (F&P, FnP)
Adds a small number of divine spells from the mod B_Spells.  New spells in Faiths & Powers are described here.

-Northern Tales of the Sword Coast (NTotSC)
Adds Fiery Cloud and Skeleton Guard as arcane spells with scrolls in Sorcerous Sundries (Baldur's Gate city).

-OlvynSpells
Adds many arcane and divine spells for all casting classes, each of which is listed in the post.  Many spells like fly or reverse gravity require EEex to function!

-Out!  Brief Candlekeep
Adds one level 1 arcane spell, Vanishing Act.

-Region of Terror (RoT)
Adds new spells that, according to the readme, are "mostly kit-specific."  (Thus, you can only access these new spells if you're playing a character using this mod's new kits.)  These kits also don't work with Baldur's Gate II: Enhanced Edition.

-Spell Revisions (SR) and Spell Revisions Revised (SRR)
Revises all vanilla and some Icewind Dale spells into a cohesive package for Baldur's Gate games.

-Saradas Magic & Saradas Magic II
Saradas Magic 1 (and seemingly also 2) adds high-level arcane spells, including something for each school.  Dragon Disciple Sorcerers also get an exclusive spell.

**Shadow Magic
Adds many, many new spells (level 1-9 and seemingly arcane) specific to the new Shadow Adept Mage kit and Shadow Disciple Sorcerer kit.

-Shards of ice
Adds Summon Cow as a learnable, scribable arcane spell in addition to being a Wild Magic effect.  (In Vanilla, Summon Cow is normally available only as a Wild Surge effect on the d100 roll of an 88.  It's quite possible to play through the entire BG saga and never cast this spell under normal means)

-Siege of Dragonspear to Baldur's Gate II: Enhanced Edition Item Upgrade
Adds 5 arcane spells.

-Spontaneous Casting for Clerics and Druids
Adds Magic Fang as a divine spell.

-Sword Coast Stratagems (SCS)
Has the option at install time to include Icewind Dale arcane spells and divine spells for player characters.  If Spell Revisions is installed, AI casters also use SR spells.
    According to the mod's author, the AI only uses some IWD spells (arcane and divine), not every IWD spell.  Also, SCS accommodates the new spells from SCS, from IWDification, and from Spell Revisions.

-Teleport Without Error Spell for BG2
Adds the level 7 arcane spell Teleport Without Error.  (Seemingly, this spell is EE compatible.)  Using this spell may result in bugs due to warping places the game expects you to walk.  You've been warned!

-Test Your Mettle!
Adds Spacewarp as a level 5 arcane spell.

-Trials of the Luremaster (BG2 TotLM)
Adds Icewind Dale arcane spells and divine spells if these spells haven't already been added by another mod.

**Warlock
Adds Warlock as a Bard kit with many kit-specific invocations, usable at-will.

-Weasels!
Adds a small number of arcane and divine spells, all weasel-themed.

-Wild Mage Additions
Adds 27 new arcane spells for Wild Mages only.

VERSION HISTORY
1.3: September 7, 2020
-Added Chaos Sorcerer because I felt like it.

-Clarified SCS AI casters to also cast Spell Revisions spells if SR is installed.

1.2: September 7, 2020
-Added Out!  Brief Candlekeep.

-Clarified that SCS AI used some arcane and divine spells from Icewind Dale if installed.

-Added forenote about how I obtained the information about what spells are in each mod.

1.1: September 6, 2020
-Clarified the default spell limit per spell level to be 50 instead of 49.  (The range of available spells by default is IDs 0 to 49.)

-Clarified what SCS AI did and that Spell Revisions only added some IWD spells.

-Added common acronymns for certain mods.

-Added IWDification, Wild Mage Additions, and B_Spells.

1.0: September 5, 2020
-Initial Release.  Alleluia!

Edited by Endarire
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Looks pretty useful.

A couple of comments:
 

-SR doesn’t include (most of) the the IWD spells

- IWDification isn’t listed.

- SCS does let arcane casters use IWD spells, but that’s not really part of its added spells exactly. It supports several spell systems: its own version of the IWD spells, IWDification’s version, SR.

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Addressing a comment I saw elsewhere:

Quote

Since so many mods add spells, I'd like your mod to make these spells usable all at once if these mods are installed.

Different mods add different spells for different purposes, and using different methods.  But there is a cardinal rule that is probably worth knowing.  The number of spells that can be available to choose in the character generation menus (and for sorcerers/shamans, at level up) is 50 per level.  spwi101 through spwi150; spwi201 through spwi250; etc.  Same goes for divine spells with the "sppr" prefix.  The unmodded game generally has around 15-20 such spells at each level, so there is usually room for additions.  I mod the everliving crap out of my game, and I do not hit these limits.  But on the other hand, I don't use all the mods mentioned in this thread.  If you do, it is possible likely that they will add too many spells.  When that happens, Weidu simply refuses to install any mod that tries to add more.

Just so the OP understands, that is a hard limit.  There is no way around it.  Modders cannot make 100 spells usable at each level; the limit will always ever be 50, which means you will likely have to decide to install spell-adding mods A, B, and C, and not to install spell-adding mods D, E, and F.  Sorry.

Separately, you can add Faiths & Powers to the list in the first post.  It includes a number of new divine spells, I think mostly from the b_Spells spellpack.  I don't have a handy list written up, but you can peruse most of the new spells over here.

Edited by subtledoctor
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Also most of those mods need updates to even to actually add the spells as NEW, as in the mods just mostly just overwrite each others custom spells, as it needs a special function in weidu's .tp2 code and some of those definitely don't use it.

Also this leaves the mods like SCS to disadvantage without additional coding content and I hear that DavidW very particularly NOT liking to do such ...

Edited by Jarno Mikkola
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Thanks for the list @Endarire!

This is not my field of expertise. If anything should be done to DSotSC and/or NTotSC how the spells are added / compatibility checks / better coding standard etc. let me know and I will integrate it. That also goes for Region of Terror, I suppose..

What do you mean by this?

9 hours ago, Endarire said:

Region of Terror
Adds new spells that, according to the readme, are "mostly kit-specific."  These kits also don't work with Baldur's Gate II: Enhanced Edition.

 

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8 minutes ago, jastey said:

What do you mean by this?

Likely the fact that the EE games require the kits to be EE-kits, aka they bring their own fl#add_kit_ee.tpa -file to enable the EE features, and use it's LAF function to assign values, to enable it's selection in the games characters creation screen.

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20 minutes ago, Clockwerk said:

...he means these mods leave the SCS AI at a disadvantage because it can't use the new spells while the player can.

Exactly. ... of course without additional coding such as the Spell Rev took. And you DavidW said you would not likely to do that to other mods.

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2 hours ago, Jarno Mikkola said:

Exactly. ... of course without additional coding such as the Spell Rev took. And you DavidW said you would not likely to do that to other mods.

OK, got it... no, probably not. The combinatorics just gets too demanding.

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