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Advanced Bardic Spells

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Mod version:1.02
Game version:all
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About This Mod

This is a simple mod designed to be used with the Zero's Bard Fixes and Tweaks mod. He expands the list of spells that the bard can learn. It doesn't have to conflict much or break your game, but I don't quite understand how a few spells list edits work with each other, so be careful. Let me know if something breaks.




Below is a list of all the add-ons, but if you're reading this, you might want to understand the rationale: why did I think this was a necessary change, and posted it for other people to use. So let's talk about it.


The Bard class has always been a bit thematically confusing, with its abilities wildly varying in different editions: in AD&D, it simply casted wizard spells, so the middle bard would send fireballs to people. Over time, the character of the class has stabilized and has become more like a support cluster that relies heavily on schools of magic and enchantment: a magician who, so to speak, cheers up his allies and manipulates enemies with music. His direct-damage spells are mostly related to sound (thunder damage, formerly known as sound) or illusions (shadow or phantoms, technically), and he receives many assistive techniques from other schools of magic, even divine spells, if they fit the subject. Accelerated movement is a transmutation effect, and marching songs are a thing.


Whatever he does in the board game, Bard has serious problems with support and versatility in Baldur's Gate 3. This is because:

- A wide range of Bard spells have been erased from the system. According to RAW, there are seven Level 6 spells in Bard's list that you can learn; in BG3 you will get two.

- Lost what is the basis of the bard experience: creativity and convenience for the party. You lose the ability to creatively use illusions and sounds to deceive others, find things, create and protect shelters, build bridges in languages, create illusory ambush terrain, etc. Bard is a class that must participate in the raffles and be an auxiliary caster, without which the party cannot live.

- When the list of spells is reduced to effects that can be divided and easily assessed, the loss of many tools that were traditionally part of the Bard's game set is felt very acutely. This is especially true of Haste, which is much stronger in the game than in the board game, and which Bard must possess thematically (and has possessed in previous editions). A support class that has second-rate healing abilities, does not deal damage, and does not have Haste, looks just like a joke.

"But Bard is the face of the party and has access to many skills, I hear your protest! Yes. Yes, it is. And because we all take care of the scum from the important throws (don't pretend it's not), it's much less important to have consistently high modifiers than it is in the bar. The DM at the table doesn't let you download the game if you fail the Conviction.


So these changes. Spells are mostly either Illusion or Enchantment spells or auxiliary spells that Bard has traditionally had. This will allow you to select Bard as the only support class (yes, you will get the Guidance). Combine this with the Zero's Bard Fixes and Tweaks fashion, and you also get a clear scenario for using different sub-classes: The Knowledge College is needed to select additional skills and spells, and especially to go beyond your niche and return to your fireball throwing roots if you so wish. The College of Swords and Valor allows you to play a magical warrior and at the same time do your job of pumping a fighter.

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Game Version *

all (Added Aid as a level 2 spell at a user's request.-1218-1-02-1693299356.zip)