In levels 1-12 there are two Monster Slayer spells that are not implemented in BG3, but are really aligned with the theme of this subclass.  I played a Monster Slayer Ranger during a tabletop Curse of Strahd campaign and have some good memories of using these spells during certain parts of the story.  I did not feel good about releasing Monster Slayer without these spells, and wanted to take a stab at making them for the subclass to use (I have not changed any other class spell list).  I am not sure how useful either of these spells will actually be in the game, but for the sake of immersion, here they are.

Zone of Truth
Source Material

Notable Changes in the Spell Casting Requirements
None

Spell Effects in BG3
All targets make a Saving Throw upon entering and every time they start their turn in the zone, until they fail (RAW).  A failure will heavily penalize the target on Deception Skill checks.  I have no idea if penalizing an NPC's Deception skill will have any impact in BG3, and the combat log already tells you if affected entities fail or succeed on their Saving Throws, so I also included an Advantage on Insight Skill checks buff for the caster of the spell that is enabled while the caster is inside the zone.  This is on theme with the RAW spell intent, and might actually make the spell useful in the game.


Magic Circle
Source Material

Larian started building this spell for BG3 then aborted.  What is left in the game files is incomplete and doesn't do much, so I rebuilt the spell from scratch.

Notable Changes in the Spell Casting Requirements
  • Casting Time:  RAW the casting time is 1 minute, which results in it almost never being used during combat (most combats are over in 4 rounds).  BG3 does not use a casting time system, so I have made it so this spell can only be cast outside of combat.  Once combat starts, the effects of the spell will still remain.
  • Duration:  RAW, the spell lasts for an hour.  This doesn't really match with how BG3 has other RAW 1 hour spells, so I changed the duration to 10 minutes.
  • Upcasting:  Since Ranger's cannot upcast this spell until level 13, and I only have implemented levels 1-12 with the subclass, I have not implemented upcasting (which would increase the duration of the spell).  Once I come back and add levels 13-20 for the subclass, I will add upcasting for this spell.
  • Affected Creatures:  RAW, you choose a combination of certain creature types that the spell affects.  There are too many permutations of this to account for inside a spell container, so I have provided just one variant of the spell which affects all creatures of types Celestial, Elemental, Fey, Fiend and Undead.
  • Reversing the Direction:  RAW, the spell effects can be reversed to trap a creature inside the circle.  This is only ever really used when you are summoning some nasty extraplanar being and want to keep it inside the small protected area of the spell.  I do not see a use case for this in BG3, so the spell only works in one direction: to protect targets inside the circle from nasty stuff outside the circle.

Spell Effects in BG3
Cast the circle on the ground and get your allies inside it.  While inside, they will be immune to Charm/Fear/Possession by the creature types the spell effects.  Creature types affected by the spell will have Disadvantage attacking targets inside the circle.  Creature types affected by the spell will be unable to penetrate the spell radius by walking through it (they will turn around when they hit the edge).  If these creatures try to Teleport inside the circle (I have no idea if the AI will actually try to do this), they will make a Saving Throw - failing this will throw them back outside the circle like a Shove  (this is a bit janky and a little funny, but until I figure out a better way, this is what it does).  

NOTE: If you create the circle with one of the creature types the spell effects INSIDE it, they will not be thrown out of it.  Bottom line, if one of the creatures somehow gets inside the circle (by succeeding their Saving Throw for instance) you will need to get them back out to reset the movement protection.

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sumradagnoth8

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