0 of 0

File information

Last updated

Original upload

Created by

casualArtifice

Uploaded by

casualArtifice

Virus scan

Safe to use

About this mod

Adjusts the duration of various spells from the 5e Spells mod to last until a long rest

Requirements
Permissions and credits
Changelogs
This is my first time attempting to create a mod, so it's likely I missed something or got something wrong. Please let me know in the comments if there are any issues.

The wonderful 5e Spells mod by DiZ91891 includes a ton of spells from D&D 5e that the game was missing, but many of them come with a more strict adherence to the tabletop rules, particularly when it comes to spell duration. This mod aims to adjust the 10 minute (100 turn) and 1 hour (600 turn) durations of spells from this mod to last until a long rest instead, to be more in line with other spells adapted from tabletop into the vanilla game. Note that not every spell has been changed, as I primarily focused on spells that either had out-of-combat utility (such as Borrowed Knowledge and Charm Monster) or which had similar spells to what exists in the base game with a long rest duration (such as Holy Weapon).

This mod MUST be loaded after 5e Spells for obvious reasons.

Here is a full list of spells currently affected by this mod:
  • Detect Evil and Good
  • Detect Magic
  • Borrowed Knowledge
  • Fortune's Favor
  • Mind Spike
  • Charm Monster
  • Holy Weapon
  • Rary's Telepathic Bond
  • Skill Empowerment

Note that it is possible that some updates to the original mod may not appear with this mod active until it is updated to match. I will do my best to keep up with updates, but make no promises.

Made with permission from the original mod author.