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havsglimt and Celes

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havsglimt

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Brings the Lunar Sorcery subclass for Sorcerers to Baldur's Gate 3.

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LUNAR SORCERY HAS COME TO BALDUR'S GATE 3!

The latest official 5e subclass can now be enjoyed in the the world of Baldur's Gate 3, allowing even more RP opportunities as a follower—or perhaps rather an incarnation—of Selûne! I strongly recommend you download a mod that allows all classes to pick a deity, such as Deity Tag Activator, for maximum immersion.

As always, a huge thanks to Celes for troubleshooting and for coming up with creative solutions to intricate problems!














CLASS FEATURES




INCLUDES "FULL MOON" (LEFT), "CRESCENT MOON" (MIDDLE) & "NEW MOON" (RIGHT)

You learn additional spells when you reach certain levels in this class, as shown on the Lunar Spells table.

Whenever you finish a Long Rest, you can choose what lunar phase manifests its power through your magic: Full Moon, New Moon, or Crescent Moon. While in the chosen phase, you can cast one 1st-level spell of the associated phase in the Lunar Spells table once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.
NOTES
At level 1, you can choose a Lunar Phase which will persist until you switch it to another. At later levels, you'll be able to change the phase more often, but until then, you can change it up after each long rest. You unlock new spells at certain levels, for a total of 15 spells, in accordance with the Lunar Spells table below. These spells are always prepared.



The spells listed at Sorcerer level 1 (Shield, Ray of Sickness and Color Spray) are the spells that you can cast once per long rest when in the corresponding lunar phase, without expending a spell slot.

Several of the spells in the original spell list aren't in the game (except for New Moon, which thankfully only had spells already implemented in the game). As such, I switched them out for other spells that felt thematic within the same spell school. The following spells were changed:

Dispel Magic → Glyph of Warding.
Rary's Telepathic Bond → Greater Restoration.
Alter Self → Mirror Image.
Phantom Steed → Blink.
Hallucinatory Terrain → Greater Invisibility.
Mislead → Seeming.




Starting at 1st level, you can call down the radiant light of the moon on command. You learn the Sacred Flame spell, and when you cast the spell, you can target one creature as normal or target two creatures within range that are within 1.5m of each other.
NOTES
You're granted Sacred Flame naturally when picking the class, and you also unlock a toggleable passive feature that modifies the number of targets of your Sacred Flame spell. It's toggled off by default, so make sure you remember to use it when you want/need to!




Starting at 6th level, the current phase of your Lunar Embodiment can affect your Metamagic feature. Each Lunar Embodiment phase is associated with certain schools of magic, as shown here:

• Full Moon. Abjuration and Divination spells.
• New Moon. Enchantment and Necromancy spells.
• Crescent Moon. Illusion and Transmutation spells.

Whenever you use Metamagic on a spell of a school of magic associated with your current Lunar Embodiment phase, you can reduce the sorcery points spent by 1 (minimum 0). You can reduce the sorcery points spent for your Metamagic a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
NOTES
Works exactly like in 5e. You need to toggle your desired Metamagic feature first, then you toggle Lunar Boons and it'll modify the Sorcery Point cost of the spells within the associated spell school. As an example, if you're in your New Moon lunar phase, only Enchantment and Necromancy spells are affected by Lunar Boons. If you're in Full Moon, only Abjuration and Divination spells are affected, etc.

Careful, Distant, Extended and Subtle Magic originally cost 1 Sorcery Points, and will be reduced to 0. Heightened and Quickened will both cost 2 Sorcery Points rather than 3, and Twinned will have the same cost as if you were casting a spell of one level lower—this means that cantrips and 1st-level spells won't cost any Sorcery Points at all, while e.g. a 4th-level spell will have a cost of 3 Sorcery Points rather than 4.





Starting at 6th level, you gain greater control over the phases of your lunar magic. As a bonus action, you can spend 1 Sorcery Point to change your current Lunar Embodiment phase for a different one.

You can now cast one 1st-level spell from each lunar phase of the Lunar Spells table once without expending a spell slot, provided your current phase is the same as the lunar phase spell. Once you cast a lunar phase spell in this way, you can't do so again until you finish a long rest.
NOTES
Works similarly to Circle of Stars' Twinkling Constellations. Instead of having to wait for the next long rest, you can spend a Sorcery Point to change your lunar phase. And since you otherwise would've been able to only have one lunar phase per long rest and cast one of the associated 1st-level spells for free, you can now cast one 1st-level spell from each of the lunar phases for free per long rest.




Starting at 11th level, the power of a lunar phase saturates your being. While you are in a Lunar Embodiment phase, you also gain the following benefit associated with that phase:

• Full Moon: You can use a Bonus Action to shed bright light in a 3m radius or to douse the light. In addition, you and your allies have Advantage on Investigation and Perception checks while within the bright light you shed.

• New Moon: You have Advantage on Stealth checks. In addition, while you are entirely in darkness, Attack Rolls have Disadvantage against you.

• Crescent Moon: You have Resistance to Necrotic and Radiant damage.
NOTES
Works like in 5e, and gives you an additional bonus when in each of your lunar phases. Full Moon unlocks a new castable spell on your hotbar, while New Moon and Crescent Moon have their effects baked into the passive.

This feature has been moved to level 11, in concordance with Larian's Sorcerer progression.







SUBCLASS-THEMED DYE



Uses the gray and blue theme of the Lunar Sorcery robe. 
Can be found in the tutorial chest, and with numerous vendors throughout the game. 








POTENTIAL ISSUES/DISCLAIMERS

•   I know that I'm using visuals from other deities for the Lunar Phenomenon spells (namely Shar and Corellon), but they looked too thematic to pass on since they look like a full/new moon and a crescent moon respectively. 
 






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 "LunarSorcery.zip" and place "LunarSorcery.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
Chronurgy Magic FOR WIZARDS
Circle of Stormchasers FOR DRUIDS
Aberrant Mind FOR SORCERERS
College of Spirits FOR BARDS
Oath of the Bleak Walkers FOR PALADINS
Oath of Redemption FOR PALADINS
Circle of the Shepherd FOR DRUIDS
Circle of the Blighted FOR DRUIDS
Inquisition Domain FOR CLERICS
The First Vampire FOR WARLOCKS
Wretched Bloodline FOR SORCERERS
Green Knight FOR FIGHTERS

Circle of Spores Enhanced
Resurrect NPCs
Non-Lethal Ranged Attacks and Spells