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{{Legacy Content}}
{{Legacy Content}}
 
{{Tab
|one=Cut and Unimplemented Content
|one-name=Overview
|two=Unimplemented Spells
|two-name=Unimplemented Spells
|three=Helia
|three-name=Helia
|four=Aylin/Cut content
|four-name=Nightsong
}}
'''Baldur's Gate 3''' had a long develompent with many features that were cut or reimagined. Most of what you see here is '''not canon'''.
'''Baldur's Gate 3''' had a long develompent with many features that were cut or reimagined. Most of what you see here is '''not canon'''.


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==Unimplimented Spells==
==Unimplemented Spells==
Some spells were at one point in development considered to be included in the game but ultimately were cut. The icons for them are present in the game files.
{{SpoilerBoxLite|
 
This is a list of [[Unimplemented Spells]]. Click on the 'Show Content' button to load the page.|{{:Unimplemented Spells}}{{clear}}}}
The following sections are '''''recreations''''' based on [https://upload.wikimedia.org/wikipedia/commons/c/c6/Dungeons_%26_Dragons_System_Reference_Document.pdf D&D 5th edition SRD]. Some stats were modified to make them feel more like the versions that would work in the game, such as changing spell duration of "1 hour" to "until long rest", as Larian did with other similar spells.
===Magic Jar===
{{SpellPage
| name =Magic Jar
| image =Magic Jar.webp
| level =6
| school =Necromancy
| ritual =
| class learns at level 11 = Wizard
| summary =It lets you posess a humanoid and control their body as your own.
| description =Your body falls into a catatonic state as your soul leaves it and enters the jar.
 
You can attempt to possess any humanoid that you can see within 100 feet of your jar. The target must make a [[Charisma]] [[saving throw]]. Upon success, this creature's soul is stuck in the jar and you have full control of their body.
 
Your game statistics are replaced by the statistics of the creature, though you retain your {{Ability|Intelligence}}, {{Ability|Wisdom}}, and {{Ability|Charisma}} scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.
 
{{Prereq|Can only be used outside of combat.}}
| action type =action
| range =self
| notes =
* [https://www.dndbeyond.com/spells/magic-jar Magic Jar] on D&D Beyond.
| this is an example = yes
}}
==Dispel Magic==
{{SpellPage
| name =Dispel Magic
| image =Dispel Magic.webp
| level =3
| school =Abjuration
| ritual =
| class learns at level 5 =Bard, Cleric, Druid, Sorcerer, Wizard, Warlock
| class learns at level 9 =Paladin
| summary =It lets you remove any magical effects from a creature or an object.
| description =Choose one creature, object, or magical effect within range. Any [[List of 3rd level spells|Level 3 spell]] or lower on the target ends. For each [[List of 3rd level spells|Level 4 spell]] or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
| action type =action
| range m =36
| range ft =120
| higher levels = [[Spells#Upcasting|Upcast]]: You automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
| notes =
* [https://www.dndbeyond.com/spells/dispel-magic Dispel Magic] on D&D Beyond.
| this is an example = yes
}}
== Magic Circle ==
{{SpellPage
| name =Magic Circle
| image =Magic Circle.webp
| level =3
| school =Abjuration
| ritual =
| class learns at level 5 =Cleric, Warlock, Wizard
| class learns at level 9 =Paladin
| summary =This spell protects you fron a creature type, or prevents a creature type from leaving it.
| description =You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
 
Choose one type of a creature: [[elemental]]s, [[fiend]]s, or [[undead]].
 
The chosen creature type can’t willingly enter the cylinder, has disadvantage on attack rolls against targets within, targets within can’t be charmed, frightened, or possessed by this creature type.
 
When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
| range m =3
| range ft =10
| aoe =radius
| aoe m =3
| aoe ft =10
| higher levels =[[Spells#Upcasting|Upcast]]: Duration increases by 1 hour for each slot level above 3rd.
| variants =Magic Circle: Elemental, Magic Circle: Fiend, Magic Circle: Undead
| notes =
* Game files suggest in BG3 version the spell would work on only one creature type at a time, and celestials and fey are missing from that list. In 5e the spell says "Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead."
* [https://www.dndbeyond.com/spells/magic-circle Magic Circle] on D&D Beyond.
| this is an example = yes
}}
== Identify ==
{{SpellPage
| name =Identify
| image =Identify.webp
| level =1
| school =Divination
| ritual =yes
| class learns at level 1 =Bard, Wizard, Knowledge Domain
| summary =This spell lets you learn everyting about a magic item or magic effects on a creature.
| description =You choose one object. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them. You learn whether any spells are affecting the object and what they are. If the object was created by a spell, you learn which spell created it.
 
If you select a creature instead, you learn what spells, if any, are currently affecting it.
| range =touch
| higher levels =
| notes =* In BG3 you learn all stats of an item by default and all effects affecting a creature can be seen in the examine window, making this spell useless in BG3, which is probably why it was cut.
* [https://www.dndbeyond.com/spells/identify Identify] on D&D Beyond.
| this is an example = yes
}}
== Arcane Eye ==
{{SpellPage
| name =Arcane Eye
| image =Arcane Eye.webp
| level =4
| school =Divination
| ritual =
| class learns at level 1 =Wizard, Knowledge Domain
| summary =This spell lets you create an invisible magical spying eye to safely scout around.
| description =You create an invisible, magical eye within range that hovers in the air until long rest.
 
You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet.
 
You can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
| range m = 9
| range ft = 30
| higher levels =
| notes =* This may sound similar to the [[Scrying Eye]] NPC in Baldur's Gate 3, however the Scrying Eye is actually a result of another 5e spell - [https://www.dndbeyond.com/spells/scrying Scrying], which is quite differently implemented in BG3, as the Scrying's orb can only be seen with see invisibility and it is invulnerable to damage and only can be destroyed by Dispel Magic (or a similar effect).
* [https://www.dndbeyond.com/spells/arcane-eye Arcane eye] on D&D Beyond.
| this is an example = yes
}}
== Comprehend Languages ==
{{SpellPage
| name =Comprehend Languages
| image =Comprehend Languages.webp
| level =1
| school =Divination
| ritual =yes
| class learns at level 1 =Wizard, Bard, Sorcerer, Warlock
| summary =This spell lets you understand any spoken or written language.
| description =Until long rest you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see.
 
This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
| range = self
| higher levels =
| notes =* This spell could have been used to communicate with enemies and sentient creatures who don't speak Common. Larian probably decided it wasn't worth it to add NPCs who speak various different languages that the player may or may not understand, Additionally, many books would be written in languages you don't know, forcing the player to use this spell, creating obstacles that might feel repetitive and tiresome after a while.
* [https://www.dndbeyond.com/spells/comprehend-languages Comprehend Languages] on D&D Beyond.
| this is an example = yes
}}
== True Seeing ==
{{SpellPage
| name =True Seeing
| image =True Seeing.webp
| level =6
| school =Divination
| ritual =
| class learns at level 1 =Wizard, Cleric, Sorcerer, Warlock, Bard
| summary =This spell grants a creature truesight to see through illusions, invisibility and magical secret doors.
| description =Touch an ally to give them the ability to see things as they actually are until long rest. The affected creature has [[File:True Seeing Icon.webp|25px]] [https://www.dndbeyond.com/sources/basic-rules/monsters#Truesight truesight], notices secret doors hidden by magic, sees through illusions, shapeshifters and invisible creatures, all out to a range of 120 feet.
| range = melee
| higher levels =
| notes =* This spell can reveal a lot of hidden information to the player, but it does require you to be level 11, so it would allow the players to immediately see through [[Orin]]'s disguises (as if it wasn't obvious enough) as well as through other shapeshifters like  [[Dolor]] and the other [[Doppelganger]]s, [[Grisly]], [[Jatlo]]. This probably interfered too much with the plot.
* [https://www.dndbeyond.com/spells/true-seeing True Seeing] on D&D Beyond.
| this is an example = yes
}}
== Levitate ==
{{SpellPage
| name =Levitate
| image =Levitate.webp
| level =2
| school =Transmutation
| ritual =
| class learns at level 1 =Wizard, Sorcerer
| summary =This spell makes a creature hover in the air.
| description =Choose one creature or loose object within 60 ft. It rises vertically up to 20 feet, and remains suspended there for 10 turns. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
 
You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
 
When the spell ends, the target floats gently to the ground if it is still aloft.
| range = ranged
| higher levels =
| notes =* This spell has the duration of 10 minutes (60 turns) but Baldur's Gate 3 doesn't do durations like that so it would probably only have 10 turns.
* [https://www.dndbeyond.com/spells/levitate Levitate] on D&D Beyond.
| this is an example = yes
}}
== Mending ==
{{SpellPage
| name =Mending
| image =Mending.webp
| level =cantrip
| school =Transmutation
| ritual =
| class learns at level 1 =Wizard, Sorcerer
| summary =This spell repairs a single break or tear in an object you touch.
| description =This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
 
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.


{{Prereq|Can only be used outside of combat.}}
| range = touch
| higher levels =
| notes =* This spell has the duration of 10 minutes (60 turns) but Baldur's Gate 3 doesn't do durations like that so it would probably only have 10 turns.
* [https://www.dndbeyond.com/spells/mending Mending] on D&D Beyond.
| this is an example = yes
}}
==References==
==References==
<references/>
<references/>

Revision as of 11:06, 23 December 2023

Baldur's Gate 3 had a long develompent with many features that were cut or reimagined. Most of what you see here is not canon.

Removed Content

There was a lot of content that was removed or reimagined either during Early Access or somewhere at the other stages of development.

Act I

Origins

  • Helia was datamined during Early Access as a potential origin. Click on the 'Show Content' button to load the page.

Helia was a potential origin character that was removed during development. Any details about her were datamined as Larian never officially confirmed her existence. She was a halfling werewolf bard.

Known information

  • She had 770 voice lines.
    • She calls Selûne the Moonmaiden vile and distrusts her, probably due to being a werewolf.
    • She used zonks to measure distance.
    • There is a line where Karlach mentions her: "Huh? Where's Helia?"
    • Auntie Ethel had Vicious Mockery lines for her: "Won't have any friends after the full moon, girl" and "You don't scare me, wolf".
  • She was supposed to be imprisoned in her wolf form in the Goblin Camp where goblin children would throw rocks at her. It is possible she was replaced with Halsin early on, though Halsin is referenced in her voice lines, possibly having a different role in early plot.
  • Since her model was never finished it is unknown how she would've actually looked if she were fully developed. For example Karlach ended up looking completely different from her initial placeholder look.
  • Minsc was supposed to be an origin character available from Act 1 with datamined dialogue in the Druid Grove of tieflings reacting to the Hamster.

NPCs

  • Rurik was a Dwarf Rogue found outside the Risen Road Toll House, in Early Access. He was a member of Anders' group, hunting Karlach. He was cut from the final game.
  • Daisy: In the Early Access, the Dream Visitor wore an ornate dress (similar to the Elegant Robe camp clothing) rather than a set of armour. The Dream Visitor still uses the ornate dress in one of the dreams, likely as a call back.
    • The Dream Visitor appears to serve an extremely different role in the Full Release of the game than they have during the Early Access. In the Full Release, the Dream Visitor is named the Dream Guardian, and is much more supportive of the player, regardless of their decisions. They encourage the destruction of the Absolute, while also utilizing the strength of the tadpole. Meanwhile, in the Early Access, the Dream Visitor is more hostile, and grants the player visions of domination and power. It's likely the Dream Visitor was originally a manifestation of the tadpole within the player's mind attempting to break down their will, and successfully transform or enslave them to further the Grand Design under the Absolute; seduce the main character into staying in the meadow by the river with them forever (the song "Down by the River" was a reference to this interaction).
    • The Dream Visitor is still called 'Daisy' in the game files.
    • You can find videos from the Early Access version featuring Daisy, like this one or this one on YouTube.

Act II

  • The Nightsong was completely different as well as the entire Act 2. Click on the 'Show Content' button to load the page.

This page reveals the original storyline for Dame Aylin that is not canon in the final version of the game. The content shows a different storyline for Act 2. According to the Datamined content, the Nightsong was a cleric of Shar and was supposed to be a potential boss fight, her abilities and voice lines can be seen on youtube.[3] Her stats were unfinished so she appeared as level 1 with 10 hp.

Abilities

  • Shadow Step (Level II) Action  Range: 15 m / 50 ft
While in dim light or darkness, Nightsong can teleport as a bonus action up to 60 feet to an unoccupied space she can see that is also in dim light or darkness. She then has advantage on the first melee attack she makes before the end of the turn.
  • Dark Whispers Action  Range: 15 m / 50 ft Recharge: Per Round
Nightsong summons a shadow fron the darkness around her.
  • Shadow Grasp (Level II) Action  Range: 15 m / 50 ft
Inflicts Hold Person Hold Person. The target must make a DC 16 Con Saving Throw or become permanently immobilized by its own shadow grabbing its legs. This can only happen if it's in a darkened area. Any light shed upon the target frees it. Attack/Save: Wisdom.
Condition: Grasped by shadows: This character is grasped by shadows. Only dispersing the darkness can free them.
  • Create Water (Level I Transmutation Spell) Action  Range: 9 m / 30 ft
Dark water falls as rain in a target area within range, extinguishing exposed flames and creating a Despair surface.
  • Nightfall Action  Range: 9 m / 30 ft Recharge: Per Round
Each creature must make a DC 14 Con Saving Throw, taking 3d8 necrotic damge on a failed save, or half as much damage on a successful one. If a humanoid is killed by this damage, an undead Shadow rises from its corpse and fights alongside Nightsong. Nightfall also extinguishes all lightsources.

Story

Most of her storyline was reconstructed by a reddit user.[4]

She was captured by Ketheric and turned into the Nightsong, but she wishes to break free from Shar's influence.


Portrait Cut Version Nightsong.png
I want to sing my own song, not Shar's, not Ketheric's! I was captured, by Ketheric Thorm - Shar's chosen. He... turned me into this creature. Find Ketheric! Kill him, so I can be free!

She had a last name and her full name was Aylin Silverblood.


Portrait Cut Version Nightsong.png
Aylin Silverblood. My true name. Nightsong was only ever a curse.

It is possible Nightsong was supposed to be the Gauntlet's final boss and she was not the source of Ketheric's immortality. If you side with the Nightsong she can teleport the party and herself to the Last Light Inn. Datamined developer commentary for cinematic context:

CINEMATIC: Nightsong teleports the party to the plaza in front of Last Light. As she looks around trying to familiarize herself, Isobel notices your arrival from the balcony. Her reaction is pure shock, followed by an immediate rush down the stairs.


CINEMATIC: Isobel's eyes fill with tears as she drops down to the ground, throwing her arms around Nightsong's shoulders in a tight embrace. Shaking, almost fearful, Nightsong returns the embrace - the first kind touch she's had in a hundred years.

CINEMATIC: Nightsong smiles too, but she's lost looking at Isobel, completely tuning out everyone else around them. Isobel leans in, resting her brow against Nightsong's and closing her eyes, Nightsong's hand clutched to her chest.

CINEMATIC: Nightsong draws back from the hug, looking Isobel in the eyes. Isobel helps Nightsong to her feet. As the two of them stand, they keep their hands linked.

NIGHTSONG: A hundred years. Isobel, light of my heart, where were you? (choking up) I found your body, I....


It's likely that Ketheric turned into a Shar worshipper when his wife died and his Dark Justicars were in battle with the Harpers. Additional dialogue implies Aylin was allied with the Harpers, however she and Isobel were secret lovers.

When Isobel was found dead there seems to be a line that implies Aylin was framed as his daughter's killer and it's the reason she was turned into the Nightsong.


Portrait Ketheric Thorm.png
You killed my daughter, then you stand before me and lie? I'll see you suffer tenfold what my Isobel did.

But it was Balthazar who killed her in front of Aylin.


Portrait Cut Version Nightsong.png
It is why I couldn't leave your body, even when they came. Balthazar and that Sharran witch told your father that I was to blame.

A century later Ketheric tasked Balthazar with bringing Isobel back. This ritual also bound Isobel's life to Ketheric, sharing his immortality with her.


Portrait Isobel.png
"My father. After a century, he somehow brought me back. Brought back by the same man that killed me. Balthazar. Standing next to my father with a smile on his face.
Isobel

When she was brought back she ran away.


Portrait Isobel.png
I didn't know. Gods, he didn't say a word to me. I ran away because it was Balthazar that brought me back. As I ran, I heard my father shouting... but I'd seen enough. There was no saving him
Isobel


Portrait Isobel.png
I... we need to get close to him, don't we? And Aylin can protect Last Light in my absence.
Isobel

If Ketheric was killed before unthethering Isobel from him, they will both go to the afterlife.

CINEMATIC: There is a glimpse of Isobel's ghost, as she takes her Father with her to the afterlife.


CINEMATIC: There is a a glimpse of Isobel's ghost terrified and in agony. Both Isobel and Ketheric will disappear.


Portrait Cut Version Nightsong.png
Shar is the Nightsinger, and I am her Nightsong. I am her instrument, transforming the faithful into Shadows. I drink their sorrow, their loss, their grief...then I vomit it back into the world. I've been here for centuries. Thousands of Sharrans came here seeking my kiss. All of them are shadows now. That is Shar's only reward.
Cut Version Nightsong about herself[5]

References

  • Isobel was supposed to have been killed by Balthazar, and Aylin was framed for her murder. Ketheric turned Aylin into Nightsong as an act of revenge. A century later, Ketheric tasked Balthazar with bringing Isobel back. This ritual also bound Isobel's life to Ketheric, sharing his immortality with her. If Ketheric was killed before unthethering Isobel from him, they would both go to the afterlife.

Cut Items

The World Map

In Early Access, when you reached the Mountain Pass crossing, you were sent to the Overworld menu with the worldmap letting you click on icons of previously discovered locations akin to Baldur's Gate and Baldur's Gate II. The map for the final version still exists, albeit only as a Digital Deluxe bonus image and isn't actually in the game.

Cut Abilities

Illithid Powers

In Early Access, illithid powers were much simpler. Instead of consuming other tadpoles to gain points to spend on powers, your tadpole grew more powerful as you used Illithid Persuasion options in dialogue. Once you'd used Illithid Persuasion three times, a special cutscene was triggered during your next long rest and each character gained a single illithid power unique to their class. Some of these abilities were reworked into the current illithid powers. A full list of Early Access powers can be seen below:

Early Access Illithid Powers
Power Class Description How to Obtain
Barb Tadpole Endless Rage Icon.png Endless Rage Barbarian While Raging, deal an additional 1d4 damage with weapon attacks, but receive 1d4Damage TypesPsychic damage each turn. Prevents Rage from ending early. Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene.
Bard Tadpole Stage Fright Icon.png Stage Fright Bard Drown your enemies in an overwhelming fear of failure. They receive Disadvantage Icon.png Disadvantage on Attack Rolls and take 2d6Damage TypesPsychic damage each time they miss an Attack Roll. Ends when they hit with an Attack Roll. Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene.
Cleric Tadpole Survival Instinct.png Survival Instinct Cleric Infuse a creature with psionic force. If it reaches 0 HP, it regains 3d4 HP instead of falling Unconscious. Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene.
Druid Tadpole Aberrant Shape Icon.png Aberrant Shape Druid Magically assume the shape of an Intellect Devourer that can deal Psychic damage. Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene.
Fighter Tadpole Psionic Pull Icon.png Psionic Pull Fighter Pull a creature or object toward you. Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene.
Paladin Tadpole Fracture Psyche Icon.png Fracture Psyche Paladin Invade a target's mind and disrupt its defenses (Reduces target's Armour Class Armour Class by 1). Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene.
Ranger Tadpole Force Tunnel Icon.png Force Tunnel Ranger Charge forward and push all objects and creatures in your path away from you. Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene.
Rogue Tadpole Inkblot Icon.png Inkblot Rogue Create a cloud of magical darkness and immediately attempt to hide. Creatures within the cloud are Heavily Obscured and Blinded. Creatures cannot make ranged attacks into or out of the darkness. Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene.
Sorcerer Tadpole Horrific Visage Icon.png Horrific Visage Sorcerer Release the eldritch magic within you and terrify a creature with your twisted powers. Regain 2 Sorcery Points and potentially deal 1d4Damage TypesPsychic damage per turn for 3 turns. Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene.
Warlock Tadpole Supernatural Attraction Icon.png Supernatural Attraction Warlock You are part of a greater whole. Concentrate on your connection to teleport to another tadpole-infected creature. Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene.
Wizard Tadpole Reflective Shell Icon.png Reflective Shell Wizard A protective shell envelops you. It reflects any projectiles targeted at you to their point of origin. Does not affect creatures that don't rely on sight or that can see through illusions. Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene.
Tadpole Repulsor Icon.png Repulsor All Classes Channel the power of the Absolute, knocking back all creatures and objects and dealing 2d6Damage TypesForce damage. Help Omeluum investigate the parasite

Unimplemented Spells

This is a list of Unimplemented Spells. Click on the 'Show Content' button to load the page.

Some spells were at one point in development considered to be included in the game but ultimately were cut. The icons for them are present in the game files.

The following sections are recreations based on D&D 5th edition SRD. Some stats were modified to make them feel more like the versions that would work in the game, such as changing spell duration of "1 hour" to "until long rest", as Larian did with other similar spells.

Magic Jar

Magic Jar.webp

Magic Jar is a level 6 necromancy spell. It lets you posess a humanoid and control their body as your own.

Description

Your body falls into a catatonic state as your soul leaves it and enters the jar.

You can attempt to possess any humanoid that you can see within 100 feet of your jar. The target must make a Charisma saving throw. Upon success, this creature's soul is stuck in the jar and you have full control of their body.

Your game statistics are replaced by the statistics of the creature, though you retain your Intelligence Intelligence, Wisdom Wisdom, and Charisma Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.

Can only be used outside of combat.

Properties

Details
 Range: Self

At higher levels

Casting this spell at a higher level grants no additional benefit.

How to learn

Classes:

Notes


Dispel Magic

Dispel Magic.webp

Dispel Magic is a level 3 abjuration spell. It lets you remove any magical effects from a creature or an object.

Description

Choose one creature, object, or magical effect within range. Any Level 3 spell or lower on the target ends. For each Level 4 spell or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

Properties

Details
 Range: 36 m / 120 ft

At higher levels

Upcast: You automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

How to learn

Classes:

Notes

  • Dispel Magic on D&D Beyond.
  • According to Swen Vincke, Baldur's Gate 3 developers tried to make D&D's Dispel Magic work for a long time, but 'it would've doubled the size of the game'.[url 1]


Magic Circle

Magic Circle.webp

Magic Circle is a level 3 abjuration spell. This spell protects you from a creature type, or prevents a creature type from leaving it.

Description

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

Choose one type of a creature: elementals, fiends, or undead.

The chosen creature type can’t willingly enter the cylinder, has disadvantage on attack rolls against targets within, targets within can’t be charmed, frightened, or possessed by this creature type.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

Properties

Details
 Range: 3 m / 10 ft
AoE: 3 m / 10 ft (Radius)

At higher levels

Upcast: Duration increases by 1 hour for each slot level above 3rd.

Variants

How to learn

Classes:

Notes

  • Game files suggest in BG3 version the spell would work on only one creature type at a time, and celestials and fey are missing from that list. In 5e the spell says "Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead."
  • Magic Circle on D&D Beyond.


Identify

Identify.webp

Identify is a level 1 divination spell. This spell lets you learn everyting about a magic item or magic effects on a creature.

Description

You choose one object. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them. You learn whether any spells are affecting the object and what they are. If the object was created by a spell, you learn which spell created it.

If you select a creature instead, you learn what spells, if any, are currently affecting it.

Properties

Details
 Range: 1.5 m / 5  ft
Ritual

At higher levels

Casting this spell at a higher level grants no additional benefit.

How to learn

Classes:

Notes

  • In BG3 you learn all stats of an item by default and all effects affecting a creature can be seen in the examine window, making this spell useless in BG3, which is probably why it was cut.
  • Identify on D&D Beyond.


Arcane Eye

Arcane Eye.webp

Arcane Eye is a level 4 conjuration spell. This spell lets you create an invisible magical spying eye to safely scout around.

Description

You create an invisible, magical eye within range that hovers in the air until long rest.

You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet.

You can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

Properties

Details
 Range: 9 m / 30 ft

At higher levels

Casting this spell at a higher level grants no additional benefit.

How to learn

Classes:

Notes

  • This may sound similar to the Scrying Eye NPC in Baldur's Gate 3, however the Scrying Eye is actually a result of another 5e spell - Scrying, which is quite differently implemented in BG3, as the Scrying's orb can only be seen with see invisibility and it is invulnerable to damage and only can be destroyed by Dispel Magic (or a similar effect).
  • Arcane eye on D&D Beyond.


Comprehend Languages

Comprehend Languages.webp

Comprehend Languages is a level 1 divination spell. This spell lets you understand any spoken or written language.

Description

Until long rest you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

Properties

Details
 Range: Self
Ritual

At higher levels

Casting this spell at a higher level grants no additional benefit.

How to learn

Classes:

Notes

  • This spell could have been used to communicate with enemies and sentient creatures who don't speak Common. Larian probably decided it wasn't worth it to add NPCs who speak various different languages that the player may or may not understand, Additionally, many books would be written in languages you don't know, forcing the player to use this spell, creating obstacles that might feel repetitive and tiresome after a while.
  • Comprehend Languages on D&D Beyond.


True Seeing

True Seeing.webp

True Seeing is a level 6 divination spell. This spell grants a creature truesight to see through illusions, invisibility and magical secret doors.

Description

Touch an ally to give them the ability to see things as they actually are until long rest. The affected creature has True Seeing Icon.webp truesight, notices secret doors hidden by magic, sees through illusions, shapeshifters and invisible creatures, all out to a range of 120 feet.

Properties

Details
 Melee: 1.5 m / 5  ft

At higher levels

Casting this spell at a higher level grants no additional benefit.

How to learn

Classes:

Notes

  • This spell can reveal a lot of hidden information to the player, but it does require you to be level 11, so it would allow the players to immediately see through Orin's disguises (as if it wasn't obvious enough) as well as through other shapeshifters like Dolor and the other Doppelgangers, Grisly, Jatlo. This probably interfered too much with the plot.
  • True Seeing on D&D Beyond.


Levitate

Levitate.webp

Levitate is a level 2 transmutation spell. This spell makes a creature hover in the air.

Description

Choose one creature or loose object within 60 ft. It rises vertically up to 20 feet, and remains suspended there for 10 minutes. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.

When the spell ends, the target floats gently to the ground if it is still aloft.

Properties

Details
 Range: 18 m / 60 ft

At higher levels

Casting this spell at a higher level grants no additional benefit.

How to learn

Classes:

Notes


Mending

Mending.webp

Mending is a cantrip (Transmutation). This spell repairs a single break or tear in an object you touch.

Description

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Can only be used outside of combat.

Properties

Details
 Range: 1.5 m / 5  ft

At higher levels

Casting this spell at a higher level grants no additional benefit.

How to learn

Classes:

Notes


References

  1. Gaming magazine: Harvey Randall. PC Gamer article. Pc Gamer. Retrieved 08:26, 2023-12-11.

References