Baldur's Gate 3
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Brings the Chronurgy Magic subclass for Wizards to Baldur's Gate 3.

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CHRONURGY MAGIC HAS COME TO BALDUR'S GATE 3!

The Dunamancy subclass duo is now complete!
This one was difficult to implement as its 5e counterpart, so I had to modify it to the best of my ability. 

















CLASS FEATURES




At 2nd level, you can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature within 9m of you makes an Attack Roll or a Saving Throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll. Additionally, you can grant a 1d4 bonus or penalty to a nearby creature's Ability Checks.

You can use this ability twice, and you regain any expended uses when you finish a long rest.
NOTES

Attack rolls and saving throws can be rerolled as intended and will cause an interrupt to appear that lets you know when the game decides it's viable for you to use it. For example, it works both when an enemy succeeds on their attack or saving throw, or when you or an ally fail on an attack or a saving throw. 

The ability check portion was a bit difficult to implement properly, however. Since it doesn't seem to be possible to reroll ability checks in the same way Inspiration does, without actually using Inspiration, I ended up using a Bend Luck type of deal that grants a target a 1d4 bonus or penalty on all ability checks for 5 rounds. That's the way it works right now, and I might look into other ways of implementing it in the future.






Starting at 2nd level, you can add +3 to your initiative rolls. At level 6, this bonus increases to +5.
NOTES

I couldn't have this check for your Intelligence modifier, since the game files require Initiative roll bonuses to be an integer and nothing else (I tried a lot of different methods). Instead, it starts out smaller (you probably have +3 when you're at level 2 if you pick the highest possible Intelligence score, which you probably want to do anyway) and gives you the 20 Intelligence modifier value (+5) at level 6 instead, to compensate for the fact that it doesn't actually check for said modifier. Since the feature says that you "can" add the bonus, this is a passive that you can toggle on and off in case you want to have increased control whether or not you want to move earlier in the round.






When you reach 6th level, you can magically force a Large or smaller creature you can see within 18m of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.

You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a long rest.
NOTES

Works like in 5e. I couldn't find any information regarding whether or not an NPC you use this on actually knows that they've been targeted by it, even if they fail their save, so I decided to make it possible to use without the target initiating combat. That means that in addition to hopefully causing an enemy to miss out on a round in combat, you can also use it to freeze a patrolling guard to slip by unnoticed, or use it on a store owner while clearing out their shop. Keep in mind though that it only lasts for one round (6 seconds), so either do your thing quickly or use turn-based mode. I'm not sure that's how it'd work in the TTRPG version, but I flavored it in a way that the target is simply frozen in time and has no idea what happens until they return to the current timeline.






At 10th level, you can reach into a pocket of time where a spell has been cast and condense its essence into a mote. The spell is frozen in time at the moment of casting and held within a gray bead until the next long rest. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost. A creature holding the bead can use its action to release the spell within, whereupon the bead disappears.

Once you create a bead with this feature, you can't do so again until you finish a short or long rest.
NOTES

This one ended up being the most difficult one to implement, and having it work like in 5e would require a lot of work with scripts and similar implements that I'm currently not able to tackle (if you know how to do it and are willing to help, please reach out!). As such, I did what I could and re-flavored this spell slightly: instead of freezing your own spell in time, you reach into a different timeline where a spell has been cast (I added 8 spells for each spell slot, for a total of 32 spells), and condense that spell into a mote which is pulled into your timeline. This mote acts similarly as a spell scroll, and is added to your inventory and can be traded with and cast by a party member. Sadly, it does not use the Wizard's spell attack bonus and save DC like in 5e, since I'm not even sure if that's possible to check for (again, if you know how, please let me know), but you can use these summoned motes to learn a spell like you would a spell scroll. Think of it as a way to study a spell that you've been able to capture in time.

Like the description says, you can only create a total of one mote across all spell levels, it only stays until your next long rest. Make sure you cast (or learn) the spell before that!

The spells available for each spell slot level are the following:

Level 1: Feather Fall, Grease, Thunderwave, Magic Missile, Sleep, Charm Person, Enhance Leap, Tasha's Hideous Laughter.
Level 2: Detect Thoughts, Cloud of Daggers, Invisibility, Knock, Misty Step, See Invisibility, Hold Person, Mirror Image.
Level 3: Lightning Bolt, Fireball, Fly, Hypnotic Pattern, Fear, Haste, Slow, Blur.
Level 4: Banishment, Greater Invisibility, Confusion, Phantasmal Killer, Polymorph, Wall of Fire, Ice Storm, Evard's Black Tentacles.








DUNAMANCY SPELLS, IN COLLABORATION WITH CELES




From left to right:

Cantrips
: Sapping Sting
1st level spells: Gift of Alacrity, Magnify Gravity
2nd level spells: Fortune's Favor
3rd level spells: Pulse Wave
4th level spells: Gravity Sinkhole
5th level spells: Temporal Shunt

NOTES

The spells above are available for Chronurgy Wizards and Graviturgy Wizards alike. I created the icons but the spells themselves were created entirely by Celes. They will become available when you reach the level which unlocks the corresponding spell's spell slot. There are currently no scrolls available for these spells, and only Dunamancy Wizards (i.e., Chronurgy and Graviturgy Wizards) are able to cast them.







POTENTIAL ISSUES/DISCLAIMERS


  • I currently don't have any plans to make Convergent Future until I can find the time and effort to create an Exhaustion system that works, since it's not in the game already.


  • Sapping Sting will not be available until level 4 when you get to choose another cantrip. This means you can't choose it when you pick cantrips at level 1.


  • The Dunamancy spells will only be available for Chronurgy and Graviturgy Wizards, and not for other Wizard subclasses. Since this is the way it's intended to be, I won't be adding them to other subclasses.


  • For some reason the game decided to remove the Momentary Stasis resource indicator on the hotbar on saves that already have the mod installed. The resources are still counted as usual though, but you won't be able to see the actual button. Fresh saves before the mod was installed seem to be fine.









INSTALLATION WITH BG3 MOD MANAGER

1.
Start BG3 Mod Manager and press the "Open Mods Folder" button on the top bar, or press Windows + R and type %userprofile%\AppData\Local\Larian Studios\Baldur's Gate 3\Mods\.
2.
Open "ChronurgyMagic.zip" and place "ChronurgyMagic.pak" in the Mods folder. 
3.
Refresh the mod list in BG3 Mod Manager by pressing F5, and move the mod from inactive mods to active mods in the mod manager window. If you encounter any issues, try placing it further down in the load order. Make sure you use the "Public" profile.
4.
Click "Save Load Order to File" in the top bar and launch the game.








CHECK OUT MY OTHER MODS:
Oath of Conquest FOR PALADINS
Graviturgy Magic FOR WIZARDS
Swarmkeeper FOR RANGERS
Circle of Stars FOR DRUIDS
Circle of Wildfire FOR DRUIDS
Circle of Stormchasers FOR DRUIDS
Aberrant Mind FOR SORCERERS

Circle of Spores Enhanced
Resurrect NPCs