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Cut and unimplemented content: Difference between revisions

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| class learns at level 5 =Cleric, Warlock, Wizard
| class learns at level 5 =Cleric, Warlock, Wizard
| class learns at level 9 =Paladin
| class learns at level 9 =Paladin
| summary =
| 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.
| 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.


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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.
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.
| action type =
| attack roll =
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| damage modifier =
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| damage per =
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| extra damage modifier =
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| range =
| range m =3
| range m =3
| range ft =10
| range ft =10
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| aoe m =3
| aoe m =3
| aoe ft =10
| aoe ft =10
| condition =
| condition duration =
| condition save =
| area =
| area category =
| area shape =
| area range m =
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| higher levels =[[Spells#Upcasting|Upcast]]: Duration increases by 1 hour for each slot level above 3rd.
| 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
| variants =Magic Circle: Elemental, Magic Circle: Fiend, Magic Circle: Undead
| notes =
| notes =
| video =
| this is an example = yes
}}
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Revision as of 11:04, 3 November 2023

Unimplimented 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.

The following sections are recreations based on D&D 5th edition SRD.

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.

Properties

Details
 Range: Self

At higher levels

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

How to learn

Classes:

Notes

  • This spell can only be cast outside of combat.


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:


Magic Circle

Magic Circle.webp

Magic Circle is a level 3 abjuration spell. 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: 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: