More actions
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 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.
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
- This spell can only be cast outside of combat.
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
Magic Circle
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
Notes
- Game files suggest in BG3 version the spel 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."