About this mod
Based on the Kombat Overhaul mod, this mod rebalances the damage-healing of several spells, making them more accurate and less RNG.
- Permissions and credits
This comprehensive and thoughtfully balanced mod reworks every Spell and Action in the game, redefining their mechanics, costs, and impact. Designed to maintain the original challenge, it introduces smoother, more dynamic combat with a broader range of tactical choices.
Patch #7 compatible
Patch #8 should be
The mod can be safely added-removed mid-game.
Combat & Spells Series:
- C&S - Cantrips
- C&S - Level 1 Spells
- C&S - Level 2 Spells
- C&S - Level 3 & 4 Spells
- C&S - Level 5 & 6 Spells
- Taunt for Fighter (Lvl 3 - or Manoeuvre)
- Taunt for barbarian (work in progress)
- Warding bond for paladin & Fighter (work in progress)
Level 2 spells changes:
Arcane Lock:

Use Cost Before: Action point (●) Now: Bonus action point ▲
Enlarge / Reduce:


Use Cost Before: Action point (●) Now: Bonus action point ▲
Invisibility:

Use Cost Before: Action point (●) Now: Bonus action point ▲
Melf's Acid Arrow:

Damage Lvl2 Before: 6~24 Now: 10~19
Damage Lvl3 Before: 8~32 Now: 13~25
Damage Lvl4 Before: 10~40 Now: 16~31
Damage Lvl5 Before: 12~48 Now: 19~37
Damage Lvl6 Before: 14~56 Now: 22~43
Moonbeam:

Damage Lvl2 Before: 2~20 Now: 4~9
Damage Lvl3 Before: 3~30 Now: 6~16
Damage Lvl4 Before:4~40 Now: 8~23
Damage Lvl5 Before: 5~50 Now: 10~30
Damage Lvl6 Before: 6~60 Now: 12~37
Scorching (spell with too much RNG):

Damage Lvl2 Before: 6~36 Now: 12~27
Damage Lvl3 Before: 8~48 Now: 16~36
Damage Lvl4 Before:10~60 Now: 20~45
Damage Lvl5 Before: 12~72 Now: 24~54
Damage Lvl6 Before: 14~84 Now: 28~63
More spells coming soon...
The mod can be safely added-removed mid-game.