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Cut and unimplemented content: Difference between revisions
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===Illithid Powers=== | ===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: | 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: |
Revision as of 01:27, 24 December 2023
This article is about gameplay elements – such as characters, quests or mechanics – that have been removed from the game and is no longer available. |
Overview | Unimplemented spells | Helia | Nightsong |
Baldur's Gate 3 had a long development cycle with many features that were cut or unimplemented, and in some cases implemented differently than it was originally conceived. Most of the contents detailed in this article are therefore not canon to the events of the game.
Removed content
A significant amount of content was removed or reimagined during Early Access or at an earlier stage of development.
Act One
Origins
- Helia was datamined during Early Access as a potential origin. Click on the 'Show Content' button to load the page.
This article is about an item or other previously obtainable content that has since been removed from the game, and is no longer obtainable in the current version of the game. |
Cut Content | Unimplemented spells | Helia | Nightsong |
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 may have at some point been intended to be an origin character available as early as Act One, with datamined dialogue in the Druid Grove of tieflings reacting to the Hlhamster.
NPCs
- Rurik was a dwarf with the rogue class found outside the Risen Road Toll House, in Early Access. He was a member of Anders' group, hunting the origin character Karlach. Unlike Karlach, he was cut from the final game.
Daisy
In Early Access, the Dream Guardian was known as the Dream Visitor, and was portrayed differently than in the full release, wearing ornate dress similar to the Elegant Robe camp clothing rather than a set of armour.[note 1]
Called Daisy in the game files,[note 2] the Dream Visitor would grant the player character visions of domination and power, and became hostile should they resist these visions.[url 1][url 2]
The Dream Visitor would also attempt to seduce the player character. Reportedly, the song Down by the River was originally based on these interactions.[Needs Verification]
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 article is about gameplay elements – such as characters, quests or mechanics – that have been removed from the game and is no longer available. |
Cut Content | Unimplemented spells | Helia | Nightsong |
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 . 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.
- Inflicts . 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.
- 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.
“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.
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. |
„ |
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.
“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.
“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.
“"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.„
When she was brought back she ran away.
“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„
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. |
„ |
“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.„
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 Blade of Frontiers' Eye - was Wyll's starting eye item. During Early Access the eyes were an equippable item along with Volo's Ersatz Eye.
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 or redesiged features
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 |
Endless Rage | Barbarian | While Raging, deal an additional 1d4 damage with weapon attacks, but receive 1d4Psychic damage each turn. Prevents Rage from ending early. | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. |
Stage Fright | Bard | Drown your enemies in an overwhelming fear of failure. They receive Disadvantage on Attack Rolls and take 2d6Psychic 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. |
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. |
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. |
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. |
Fracture Psyche | Paladin | Invade a target's mind and disrupt its defenses (Reduces target's Armour Class by 1). | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. |
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. |
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. |
Horrific Visage | Sorcerer | Release the eldritch magic within you and terrify a creature with your twisted powers. Regain 2 Sorcery Points and potentially deal 1d4Psychic damage per turn for 3 turns. | Succeed on 3 Illithid Wisdom Skill Checks, then rest until you receive a dream cutscene. |
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. |
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. |
Repulsor | All Classes | Channel the power of the Absolute, knocking back all creatures and objects and dealing 2d6Force 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.
This article is about gameplay elements – such as characters, quests or mechanics – that have been removed from the game and is no longer available. |
Cut Content | Unimplemented spells | Helia | Nightsong |
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 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 , , and 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:
- Class Level 11: Wizard
Notes
- Magic Jar on D&D Beyond.
Dispel Magic
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
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 3]
Magic Circle
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
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 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:
- Class Level 1: Bard, Wizard, and Knowledge Domain
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 is a level 4 divination 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:
- Class Level 1: Wizard, and Knowledge Domain
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 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
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 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 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
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 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
Notes
- Levitate on D&D Beyond.
Mending
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
Notes
- Mending on D&D Beyond.