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

EndarireEndarire Member Posts: 1,512
edited March 2023 in General Modding
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. Note that most of these spells in this mod are already in BG2, meaning if you're playing in EET (Enhanced Edition Trilogy), installing these spells is probably a waste of space!

-deratiseur's Spell Mod (FRENCH ONLY!)
Adds 30 arcane spells learnable via scrolls and 25 spells learnable via the spell learning UI, such as for spontaneous casters. For BG2, BG2EE, and IWDEE. (It may also work on EET, but I've not confirmed it yet.)

-deratiseur's Unused Kits Mod
The kits Shadowmage (AKA Ombremage) and Warlord have unique spell lists according to the author. May be in French only.

**Diablo II Kits Mod
Adds all 7 classes from Diablo II as kits for various classes! Each kit has new abilities at least inspired by Diablo II!

-Dimension Gate: Or How TV Bunny Searched Remote Control.
Adds about 20 arcane teleportation spells to warp to player-specified preset points. (It's like Morrowind's Mark and Recall spells.) Also adds some quests and lightsabers.

-Divine Remix
Adds 13 divine spells: Cause Medium Wounds, Cause Blindness or Deafness, Cure Blindness or Deafness, Detect Good, Divine Shell, Faerie Fire, Impregnable Mind, Protection from Good, Protection from Good 10', Resist Acid and Corrosion, Strength of Stone, Conjure Air Elemental, and Energy Drain.

-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) (Spells from this mod don't count against the 50 spells per level limit but can't be learned by spontaneous casters like Sorcerers! They can still be added to spellbooks and prepared and cast that way normally!)
Adds Fiery Cloud and Skeleton Guard as arcane spells with scrolls in Sorcerous Sundries (Baldur's Gate city).

-OlvynSpells (Spells from this mod don't count against the 50 spells per level limit!)
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!

Noteworthy is that, as of this writing and OlvynSpells 2.2.0, these spells have been converted to use Olvyn's Spell Tool, thereby no longer counting against the 50 spells per spell type (arcane/divine) per spell level!

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

-Red Dragon Summoning Spell
Adds a single level 9 arcane spell.

-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. However, this page lists all mod-added spells & kits.

-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 (Spells from these mods don't count against the 50 spells per level limit!)
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 (Spells from this mod don't count against the 50 spells per level limit!)
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 (SoD to BG2EE Item Upgrade)
Adds 5 arcane spells.

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

-Stone of Askavar
Adds these 6 arcane spells.

-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.
SCS also adds an option to add a level 9 arcane spell, create boneguard which summons d2 boneguards.

-Teleport Without Error Spell for BG2 & BG2EE
Adds the level 7 arcane spell Teleport Without Error. (The linked version - version 15 - is EE & EET compatible.) Using this spell may result in bugs due to warping places the game expects you to walk. You've been warned!

The Darkest Day (TDD for Pre-EE Games, TDDz for EE Games)
This mod (TDDz for EE and TDD for pre-EE) adds many new spells listed here of all spell levels and for Sor/Wiz, Cleric, and Druid spell lists!

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

-Tome and Blood
Among other things, Tome and Blood (TnB, Tome & Blood, etc.) includes options for radically changed illusionary clones (mislead, simulacrum...), rebalanced spell schools, and cantrips (infinite-use innate abilities that count as level 0 spells or/and treating level 1 spells as infinitely usable).

-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, like IWDification.

**Warlock (Spells from this mod don't count against the 50 spells per level limit!)
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
2.6: March 14, 2023
-Added Diablo II kits.

2.5: December 23, 2022
-Added Region of Terror Fandom wiki page for mod-added spells & kits.

2.4: October 8, 2022
-Added mention in Sword Coast Stratagems (SCS) of it adding an install option for create boneguard.

2.3: October 29, 2021
-Updated Saradas Magic II (Saradas Magic for BG2) link.

2.2: October 19, 2021
-Added Tome and Blood.

-Fixed a bit of the formatting.

2.1: October 1, 2021
-Added deratiseur's Unused Kit Pack and Divine Remix.

2.0: September 23, 2021
-Updated certain mods' GitHub links to point to their latest release.

1.9: May 30, 2021
-Added Dimension Gate.

1.8: February 23, 2021
-Added the Red Dragon Summoning spell.

1.7: February 21, 2021
-Added deratiseur's Spell Mod (French only).

1.6: February 15, 2021
-Thanks to subtledoctor of Gibberlings3 for telling me that Northern Tales spells can't be learned by spontaneous casters but also don't count against the limit of spells per spell level.

-Thanks to Greenhorn of Gibberlings3 for telling me that Stone of Askavar has a small number of arcane spells!

1.5: February 14, 2021
-Explicitly mentioned which mods' spells don't count against the limit of 50 spells per type (arcane/divine) per spell level.

1.4: February 12, 2021
-Added TDDz (The Darkest Day) because I felt like it. Thankee to Azazello & Jarno for the mention in the Gibberlings3 thread months ago!

-Updated link to teleport without error. This newer version (version 15) includes BG2EE compatibility. Alleluia!

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!
Post edited by Endarire on

Comments

  • Necromanx2Necromanx2 Member Posts: 1,246
    IWDifications
    b_spells
  • GrammarsaladGrammarsalad Member Posts: 2,582
    Yeah, here's a link to b_spells (aka Spells & Magic). First official release should happen soonish:

    https://github.com/UnearthedArcana/B_Spells
  • EndarireEndarire Member Posts: 1,512
    Updated the original post.
  • EndarireEndarire Member Posts: 1,512
    Updated the original post to 1.2!
  • EndarireEndarire Member Posts: 1,512
    Updated the original post to 1.4! (It also has 1.3 materials.)
  • deratiseurderatiseur Member Posts: 228
    edited September 2021
    My shop mod (french only :/ ) add ~65 spells as scrolls and ~30 in the spell selection for sorcerer
    Post edited by deratiseur on
  • EndarireEndarire Member Posts: 1,512
    edited February 2021
    @deratiseur
    Thankee, but I've barely spoken French. (I've eaten crepes and fries. Does that count?) However, I'll add it to the list.

    Since you've made so many spells, what say you to making teleport for EET? (This is my suggested implementation which almost certainly requires EEex.) I know you updated teleport without error to be EE compatible, but my suggested implementation works with all overworld map locations and forbids certain areas from being warped out of or/and into for plot or/and technical reasons.

    (I'd prefer we continue this conversation in private messages on Gibberlings3 so as to avoid distracting this thread.)

    Thankee!
  • EndarireEndarire Member Posts: 1,512
    Updated with the Dimension Gate spell series mod.
  • EndarireEndarire Member Posts: 1,512
    Updated some links.
  • EndarireEndarire Member Posts: 1,512
    Updated again.
  • deratiseurderatiseur Member Posts: 228
    edited August 2022
    deleted comment
  • GraionDilachGraionDilach Member Posts: 581
    Keep in mind that SoA only adds new spells to oBG1 and BGT. BG:EE doesn't receive them.
  • EndarireEndarire Member Posts: 1,512
    By SoA in this context do you mean Stone of Askavar? Why doesn't BGEE get the new spells?
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