About this mod

Gain access to over 100 buffs managed in passives and effects, along with multiple new or modified spells and expanded access to resources, features, and abilities from every class in the game. This mod also comes with a new armor set, ring, and weapon that will have you turning (or cutting off) heads in no time. Look out for more updates soon.

Requirements
Permissions and credits
Translations
  • Mandarin
Credits:
Massive thanks to AnteMaxx for Sample Magic Ring Mod who gave me the basis I needed to make this mod at all,  dalishious for Godmode Rings whose mod gave me the idea to make this mod, the creators of the Baldur's Gate 3 Modder's Multitool and Export Tool whose executables I used to pak and unpak game files and create LSF/LSX files, NexusMods for Vortex which I used to load each version of this mod as I developed it, Synyster328/damianisc for Add All Items mod whose mod files I used to find the IDs for some game assets. Celes/DiZ91891 for 5eSpells whose mod files I used to find the knock spell's original game data and how to implement it, and brandon17 for Battle Master Armor where I learned from his mod files the IDs for the helmet assets in the game's files,  I couldn't have made this without any of them, and I encourage you to donate to them rather than me. Finally I want to thank Larian Studios and Wizards of the Coast for making an amazing game.

Installation:
The full release of the game has resulted in some changes to the installation process, please see my sticked comments and replies for download, installation, and troubleshooting information. Use Baldurs Gate 3 Mod Manager instead of Vortex right now, as Vortex was breaking things last I checked. See more details in my comment posts.
I recommend using Vortex to install this mod because it's what I used throughout the development process to load each file version. Please install LSLib/Divine Tool with vortex as well. These are the only two mods I have in my load order, an issue was reported that the mod would not work without out it and I believe this is the solution. Thanks to mh8357 for pointing that out. Bug reporting is appreciated as it helps improve the mod for everyone. If anyone familiar with modding identifies and sends me the solution to a bug I will update the mod as soon as I can and credit them accordingly. For reference, I used vortex to install the mod, by clicking install from file and selecting the zip file (which you would find in your downloads folder if you clicked manual download).

Purpose:
This mod gives the player a powerful set of buffs, spells, and abilities so that they can explore the game with ease. Combat is quick with these flashy new spells, and you can look good while doing it with this new weapon and armor set. You get buffs to everything  so you can finally discover hidden dialogs, items, and events in the world. You get buffs to all your attributes, rolls, and resources so you won't have to worry about save scumming a dialog check to get the result you want or to succeed that passive check to find a hidden item in the world. You can speak to animals, detect thoughts, and speak with the dead so you can finally find all the secrets and dialog choices you've been missing out on during early access. No need to worry about gold or having enough supplies to rest since this mod adds 1 million gold in rubies and a spell to create supply packs to the mindflayer chest onboard the nautaloid along with the other equipment added by this mod. It also includes a shovel and trap disarm kit so you don't have to worry about finding one in the world anymore. There are enough copies of the equipment inside the chest to suit up your entire party, and spare ones available at the druid's den if you're playing multiplayer. 

But is it Immersive?
This mod is 100% Immersive and Lore Friendly. The Overgod Ao made all the gods mortal during the Time of Troubles to punish them for their misdeeds. Magic was unregulated, and magical artifacts from that time could survive the spell plague if they were in the timeless Astral Plane, where the mindflayers lurk aboard their alien spelljammers. The Godbreaker Armor, Godslayer Greatsword, and Ring of Power was made for the first God Slayer to kill the Gods that misused their powers. The mindflayers captured the first Godslayer and held them in stasis aboard their nautaloid so their false god, the Absolute, could take over the material plane. When the Gith attacked, you, the first Godslayer, were freed from stasis, able to recover your equipment along with the Mindflayer's attempts to reproduce it. While your memory and powers were drained to reproduce your powerful equipment, you now have everything you need to outfit your party of heroes to slay the false god they created. Give em hell.

In Development Features
Working on adding upcast spells, improved and expanded transformations (dream guardian, countermeasures, death knight, doppelganger) and summons (spectator, dragon), a bottomless bottle of potions and elixirs (infinite use drink and throw) and equivalents for other consumables (coatings, poisons, grenades), the ability to summon equipment loadouts (end game act 3 gear optimized for common builds), feats and backgrounds, adding unique spells like (dethrone, artistry of war, danse macabre, and power word ruin) follow up spells (automatic sequential spell casting), legendary actions and resistances, implementation of the following 5e spells (wish, simulacrum, dominate monster, invulnerability, foresight, true polymorph-race change, magic jar, contingency, spell storing glyphs of warding, power word heal stun and pain), implementation of 5e and 5.5e epic boons and spell variants, the ability to choose individual class and subclass features rather than all of a class and its subclass features so you can make proper gestalt characters, new and unique spells in addition to adding unimplemented features of some 5e spells (such as casting a cloud of darkness centered on and moving with your character for use with devil's sight), and eventually the creation of an endless dungeon with unique encounters and mechanics with the ability to earn the benefits through gameplay to explore further. I intend on adding additional places to pick up the equipment in a future update to accommodate players mid run and I do have plans to move the mod over to the larian mod manager as well.

Update 18 for Patch 7 (Quiver of Endless Arrows)
Added a Quiver of Endless Arrows (Toggleable Passive) to provide an unlimited supply of arrows of slaying, the elemental arrows, and the other utility arrows like the arrow of many targets. They function identically to their vanilla counterparts but they do not require or consume arrows to be used. Please remember to deactivate any passives, renounce all boons, and unequip the ring and save the game so that the new version will update without issue. Follow the video guide to address any issues with external mod loading.

Update 17 for Patch 7 (Mind Flayer, Male and Female Deva and Cambion Transformations)
Added Mind Flayer Transformation (Toggleable Passive) to Compliment Werewolf and Slayer Transformations added last update. This Mind Flayer form matches the behavior and abilities of the end game mind flayer form. There is now both a male and female cambion and deva transformation as well in the toggleable passives. The opposite gender from the initial versions use the bane image instead of bless to differentiate them. This is a temporary step as I am planning on eventually combining these transformations into a True Polymorph spell. In the meantime, now you're entire party can play as cambions, devas, mind flayers, slayers, or werewolves to help you on any evil playthroughs with patch 7. Plans are also in place to start developing additional spells such as simulacrum, wish, and other 5e spells. 

Update 16 for Patch 7 (Werewolf Transformation, Slayer Transformation Improvement)
Added Werewolf Transformation (English and Russian Localization Implemented) available via the toggleable passives, grants werewolf claw and multiattack actions to the temporary actions bar where spell recasts and metamagic abilities go (I plan on making this transformation behave normally in the next update, in addition to a mindflayer transformation, and the ability to summon an allied, controllable spectator). Power Word Kill and Slayer transformation was added by my last update, but I have modified the slayer form to grant the piercing growl ability typically reserved until Volo offers help against Orin in act 3, and the benefits of the level 10 transformation (extra attack and higher health). Fixed a bug which prevented banishing smite from appearing. Updated fiendish appearance to a female cambion. Working on adding additional transformation. Plans to implement potion and elixir toggleable effects. Follow instructions listed below regarding mod updating, installation, and fixes. 

Update 15 Release for Patch 7 (Power Word Kill, Slayer Transformation, Bug Fix)
Added Power Word Kill, (Unlimited Use, Tied To The Ultimate God Slayer Buff), Banishing Smite (Tied to 5th level spells), and Slayer Transformation (Unlimited Use, Tied To The Ultimate God Slayer Buff). Mod does work on patch 7. Follow This Guide To Fix Loading Issues If Present: https://youtu.be/-ehopiBNYXc 

Update 14 Release: Quality of Life Changes, Most Toggleable Passives Changed To Status Effects Which No Longer Reset On Act Transition (Thank You seeker0003 For The Recommendation)
There are 3 new spell containers which contain the majority of the toggleable passives in the form of a spell granting a toggleable status effect instead. Each spell container has a toggle all spell and a remove all spell to speed up application of the buffs. For future reference, if I update the ring you will use the remove all spell from each spell container to end all status effects then create a new save, that way if any of them are changed in the update they will work appropriately. This change makes it to where wearing the ring is optional after you have applied the buffs you want. Only a few toggleable passives remain, and they are those that are most likely to be turned off and on frequently such as the greater invisibility ability, the taunt, the two reaction attacks, and the toggleable passive that grants the three new spell containers. For reference the new spell containers are called Blessing of Ao: The Ultimate God Slayer, Blessing of Ao: The Ultimate Hero, and Blessing of Ao: The Ultimate Mage. The first container grants you a spell for each previous toggleable passive that does not grant class features or spell levels, you can toggle each affect individually, the spell is cast automatically without an animation when clicked on. You can see if you have an effect applied to you by looking at your character sheet and checking if the correspondingly named passive is listed or not. There is a toggle all spell within if you'd like to use that to save a few button presses by selecting what you don't want first and then selecting it. The remove all spell is for when you need to update the mod or want to quickly reset what is active to nothing. The second spell container has all class features named based off the previous update, and it has its own toggle all and remove all spells. The third is the spell container for each spell level again with a toggle all and a remove all spell.As per my usual update recommendations, unequip the ring on all characters and make a new save before installing this update or it will not apply correctly. If you do that, it will be compatible with all previous versions of the mod.

Update 13 Release: All class and subclass features available through 14 new toggleable passives (wild magic seperate from other features)
This mod update adds the following new passives to the list of toggleable passives, they will appear first in the new list. Please note I am running out of room in the item to grant buffs after this, so additional benefits might need to start moving over to a new item later down the line.
The Ultimate Wizard: Gain the powers of a wizard versed in all schools of magic
The Ultimate Monk: Gain the powers of a monk versed in the way of the four elements, the way of shadow, and the way of the open hand
The Ultimate Sorcerer: Gain the powers of a sorcerer gifted with the blood of the chromatic and metalic dragons and the heart of a storm
The Ultimate Warlock: Gain the abilities of a warlock whose power comes from three otherworldly patrons, a Fiend, an Archfey, and a Great Old One, one who has recieved each pact boon, and studied the secrets of every eldritch invocation
Master of Wild Magic: Gain the powers of a sorcerer and barbarian empowered by wild magic
The Ultimate Rogue: Gain the abilities of a rogue who has learned the ways of the arcane trickster, the thief, and the assassin
The Ultimate Ranger: Gain the abilities of a ranger who has learned the ways of the beastmaster, the hunter, and the gloomstalker, mastered travel over every form of terrain, and studied every foe imaginable
The Ultimate Paladin: Gain the abilities of a paladin who has learned from paladins sworn to the oath of devotion, vengeance, and the ancients and those who broke their oaths
The Ultimate Fighter: Gain the abilities of a fighter who has mastered the way of the champion, the battlemaster, the eldritch knight, and every fighting style
Master of Decay: Gain the powers of a circle of spores druid
The Ultimate Druid: Gain the powers of a druid who draws power from the land and the moon (moon druid supremacy, #MerilwenForTheWin)
The Ultimate Cleric: Gain the powers of a cleric who draws power from each domain of faith
The Ultimate Barbarian: Gain the powers of a barbarian who has mastered the path of the beserker and the path of the wildheart
The Ultimate Bard: Gain the powers of a bard who has studied principles from the college of lore, the college of swords, and the college of valour


Update 12 Release: Deva and Succubus Polymorph Toggleable Passives (And The Localization File Has Been Added To The Main File)
This is the first step towards me introducing wing addons for the player character. The deva appears to have working wings for default movement but the succubus wings seem much more static. My hope is to eventually make them both dynamic and then find out how to attach them to the player character without locking their appearance. The Russian Language Localization File has been added to the main file so an additional download is no longer needed.

Update 11 Release: Protected Flight No Longer Makes A Ringing Noise! All Illithid Powers Updated (Unclear If Story Consequences So Use At Your Own Risk),, Toggleable Metamagic, Toggleable Base Ring Spells, The Ability To Be Seen As A Member of All Classes, Removed Old and Unnecessary Spells/Features/Data Files, Class Resource Granted By Passive Changes and More To Come Soon
The Protected Flight Passive that grants fly and feather fall while toggled on will no longer make any noise while active (Previously it was making the same noise the fly spell made, but that only lasted 10 rounds so it was a lot less noticeable. Eldritch Knowledge lets you use all illithid powers now without using a tadpole, metamagic is now only shown when toggled on (Metamagic Mastery Toggleable Passive), and the original spells added by this mod that were unable to be toggled, can now be toggled through a passive. I also added a new feature called Heroic Identity that will tag you as a member of each playable class, from what I can tell this adds dialogue options or changes them slightly but it does not cause any issues, importantly, it allows you to experience dialogue options you would otherwise never see if you were playing as only one class. I also removed distort reality as it is no longer needed now that access to all first level spells is available and wildshape is available through the heroic potential passive, all it was, was a combination of disguise self and wildshape and it is no longer needed. I also removed warlock spell slots level 1-4, and 6-9 since warlocks always use the highest spell slot level they have and they don't get slots above 6th level because of mystic arcanum. I also added ki points to the set of resources added, recovered, and cost reduced by the 3 passives that affect them. Finally, I deleted some old data files from the mod and it should not affect stability, but I noticed I can't load some of my old saves, I think this is because I removed an item I never put out in a released update. To be safe, backup your saves, unequip the ring, save, download and install the update, and then load the new save and equip the ring again. If you experience problems please let me know, and revert to your last stable version of the mod. I am working on making the other promised changes with this update, but my work has been slowed significantly because of implementation issues and current illness. Know that I am still working on updating this, with my goal of making all class and subclass features individually toggleable soon.

Update 10,1 Release: Character Preset Optional Files
Information to make two character presets that I use in my game. These are in the optional file section, the main mod is not required and these do not require installation.

Update 10 Release: All Full Game Release Player Spells Now Available With Spell Granting Passives, All Class/Subclass Features to Come Soon
I have finished the work needed to add the spells missing from the cantrip to 3rd level lists and add the new lists in toggleable passives for the 4th, 5th, and 6th level spells. I hope you enjoy. Please note you must unequp the ring, make a save, quit the game, download the new version of the mod and install it, load the game, and then re-equip the ring after loading the new save no avoid bugging the new features. Follow troubleshooting and installation advice from my stickied comments for additional help.

Update 9 Release: All Early Access Functions Restored and Transition Bugs Resolved
I am happy to report that all bugs (missing descriptions, missing models, non-functional spells, broken effects) have been resolved and all early access functions have now made it to full release, bug free. Please follow the instructions for installation and troubleshooting mentioned in my stickied posts, and the update 8.5 instructions for those of you changing from an earlier version to this one. I will be working on adding all spells through additional passives, updating features granting all class abilities, and those affecting class resources over the next few days.

Update 8.6 Release: Beta For Full Game Release
Fixed the missing descriptions for all alter appearance spells, the modified speak with dead, modified misty step, and modified resurrection. Follow the steps outlined in the 8.5 release if updating from a pre-8.5 version to avoid bugs. Only remaining things for me to update is the wildshape and disguise self components of alter self, eldritch knowledge (illithid tadpole powers), spell list passives, and class ability passives.

Update 8.5 Release: Beta For Full Game Release
Metamagic has been fixed. Important note: YOU MUST UNEQUIP THE RING, THEN SAVE, THEN EXIT, THEN INSTALL THE UPDATE, THEN LOAD, THEN RE-EQUIP THE RING, if you do not do this you will have old nonfunctional data stuck on your screen.

Update 8.1-8.4 Release: Beta For Full Game Release
Fixing missing and broken descriptions and various bug fixes. I am still working on fixing things but have the chance to resolve most of this over the weekend. Please note the full release of the game changed where the chest is, it is now in the same room as the key to shadowheart's pod and the mind flayer on the nautoloid. Please see my stickied comments for more information.

Update 7.1 Release: Minor Bug Fixes
Removes weapon action that no longer works, fixes typo that caused end alter appearance to not remove poison weapon effect. Please unequip rings and make a new save before downloading. You do not need to buy new rings if you already have the version 7 one.

Update 7 Release: All Spells/SubClass/ClassFeatures/IllithidPowers/WeaponActions/ThrownWeaponSummoning/NewVisualEffects
Update Overview:
This is another major update to the mod. You now have a passive for each level of spell, one for all weapon actions, one for all class/subclass features, one for all illithid powers, one to taunt all enemies to you to make the autocomplete combat passives work better when among npc allies, and changes to some spells added by this mod to reduce redundancies (Further improvements will be made but the weekend is over so I've ran out of time to make additional changes). The passives added this update are default toggled off. You should only toggle one or two at a time if they add additional spells or you will run out of room in your UI (Inherent Spells In Spellbook blocks access to other parts of the spellbook if you know all spells simultaneously so just toggle them off when not in use). Removed a defunct passive that was made obsolete by the two autocomplete combat passive options. This was done to make room for the new toggleable passive features. Alter appearance has additional options now, the remove spell now removes all effects to make room for added effects granted by new spells..
Upgrade Installation Instructions: I recommend unequipping any items added by this mod prior to installing this update. For major updates like this one you will need to return to the vendor after a long rest to buy new equipment or pick it up at the nautaloid chest if starting a new game.

Update 6 Release: Quality of Life Improvements, New Spells, New Passives
Upgrade Installation Instructions: 
I recommend unequipping any items added by this mod prior to installing this update. For major updates like this one you will need to return to the vendor after a long rest to buy new equipment or pick it up at the nautaloid chest if starting a new game.
Update Overview: This update implements the following changes: 1 new spell: Divine Retribution (Witch Bolt Spell Variant), 5 new passives: Understanding, Protected Flight, and Greater Invisibility (Toggleable Passives Replace These Three  Spells From Previous Versions) and 2 new passives for quickly completing open combat: Divine Retribution(Casts Divine Retribution when an enemy attacks you, no reaction cost) and Divine Retaliation(Casts Divine Strike when an enemy attacks you, no reaction cost). 5000 gold has been added to the nautaloid chest for players who prefer gold to rubies. Feather visuals and glowing feet and chest VFX were intentionally omitted from the effects granted by these passives. Thank you swissfred and mephystophyles for your input with respect to these new features. More changes are underway so continue to look for updates going forward.
Improved Invisibility: The Greater Invisibility passive replacing the Invisibility spell variant added in previous versions of this mod has increased functionality, you no longer lose invisibility if you attack or cast a spell, so it will remain until the passive is toggled off (please note that you will need to toggle the passive twice if you exit a dialog that started while your character was invisible in order for their body to return).
Autopilot Combat: You can auto-complete combat using either new combat reaction passive added by this mod by simply hitting end turn and your character will automatically attack them with either Divine Strike or Divine Retribution as they attack you (This generally works best if they have only player controlled characters to attack, otherwise I'd recommend you manually clear the field).
Name Changes: Murderous Visage was renamed to Umbral Visage, Ignite Blade and Poison Blade were renamed to Ignite Weapon and Poison Weapon to make it clear they work on non-bladed weapons as well.

Planned Features Update 7 (Features that didn't make it into update 7 will be completed in update 8)
All Spell/Class/Subclass Use: 
A spell container for each spell school containing each spell in its school and a spell container for each class containing each spell/feature for that class and its subclass. Because update 5 expands your resources to all class and subclass resources these spells will have their normal cost which can be supplied by non class members using the resource adding or ignoring passives from update 5. 
Special Weapons: Add a new weapon of each type with modified stats and optional default weapon action replacers (Ex. Godslayer Greatsword will use Divine Strike as default attack when clicking the mouse button without a spell selected instead of a regular attack action). I am working on implementing these and resolving bugs with their implementation.
New Visual Effects and Alter Appearance Improvements: I will add additional visual/cosmetic feature options and the option to keep their appearance during dialogs. This is a time consuming process so bear with me. If I add more than 10 of these, individual toggle off spells will be replaced with remove all alter appearance effects to make room for the added spells in the container. They will still be stackable as they are now. I also am working on adding a new version of ignite blade that will create black fire like the godslayer greatsword in elden ring.
New Spells: working on adding some new spells, one planned spell is a modified witch bolt spell that will auto cast when enemies enter close proximity with the option to make it a reaction cast to taking damage like hellish rebuke but without concentration. Working on making it function without concentration and adding the ability for it to fork/chain to additional targets for players looking for a flashy kill everything around me spell. Also working on a darkness cloud that follows the player like when you cast the spell on your weapon in D&D 5e so it can follow you and let you combine it with devil's sight to blind enemies and gain advantage on melee attacks. Other spells are in the works as well.
New Passives: working on adding a carry weight increase or ignore effect, an ignore concentration effect, a ignore spells attacks breaking invisibility effect, and more. Some issues with these are preventing their release, namely an issue with crashes for carry weight and with lack of functionality for the concentration effect. If carry weight bug gets fixed I will also change rubies to gold since I believe gold has weight and I don't want to bog the player down by giving them more gold then they can carry.
Fixed Helmet: Likely this weekend I will go through the time consuming and slow process of fixing the helmet bug that has plagued me since before release. It's the change I'm most dreading as it's a pain to fix, but it needs to get done and I expect to have time to finish it this weekend.
Potential Expansion Into Adding NPCs, Summons, a Quest, a Dungeon, and More: These changes may be installed in this mod or added by a separate one depending on if I choose to tie the equipment, spells, or assets to each other or not. This is a long term project so you may not see updates regarding it until I have progress to report.
As always, bug fixes and community requests for content will be implemented as soon as I can.

Hotfix Update 5.2: Removed Aura Effect, Ring Applies To Self Only (WARNING; DO NOT INSTALL UNTIL YOU HAVE UNEQUIPED ALL RINGS FROM PARTY MEMBERS AND CREATED A NEW SAVE OR YOU WILL BUG YOUR GAME)
As you might expect with any big update there are lots of opportunities for bugs (Thank you sain223 for bringing this bug to my attention). This was a simple change so a hotfix was easy to apply but you need to follow update instructions carefully. You must make sure on all saves you intend to load directly (aka your most recent save and any turning point saves you want to return to later) are reloaded prior to downloading this update. You will need to unequip the Update 5 ring if equiped from all party members, even those at camp, and create a new save which will become your replacement for any saves you intend to direct load after this update. Then download and install the new update and the rings will have an updated effect. Since I am moving to a one version of each item system it is important that you take these precautions for all future updates, which I will remind you to do going forward. The new version of the update 5 ring will only supply the passive toggleable buffs to the equiped character instead of the whole party. While the aura did allow buffs to be set individually for each character as I originally intended I did not realize that it reset for non-ring wearing party members every time you loaded a new zone. This bug does not apply to those who have the ring equipped so I will change the functionality back to equipped characters only. Please make sure you follow the the pre-update instructions or the buffs will become permanently applied and will not update appropriately when future updates arrive. If you are updating directly to 5.2 from version 4 or earlier these instructions do not apply and no issues should arise following installation.

Hotfix Update 5.1: Corrected Unarmed Strike Bug
Thank you Reaperangel for bringing this bug to my attention. Unarmed strike will now work correctly with the ring equipped instead of the attack action defaulting to Divine Strike. I was attempting to implement Divine Strike as an optional replacement for the weapon's main attack so you could use it by clicking attack by default instead of selecting it as a spell. This feature may be implemented on the next release but I will make sure it is an optional feature not a requirement, and I will ensure work in progress material does not interfere with published updates going forward. Please note divine strike still requires a weapon to be used. Functionality may be expanded in the future.

Update 5 Release: Improved Customization, Full Equipment Freedom, Added Spells, New Features, and More
Version 5 is finally here. I've been working on implementing this for a while and finally got all the features working properly. Future improvements are still planned, but I wanted to release this Overhaul now rather than delaying it on account of a small number of features. This is a big update with a lot of changes so please read the patch notes completely. Future improvements include unique weapons, abilities, and spells, along with the ability to cast all spells in the game and the ability to access all class and subclass features.
Upgrade Compatibility: This update should be fully compatible with all prior versions of the mod. As with all previous updates to the mod, new assets were added to the game rather than replacing them. 
Trader/Mindflayer Chest Changes: Prior versions of the Godslayer Armor, Greatsword, and Ring have been removed from these inventories so they can no longer be obtained. Any items from previous versions will continue to function normally. New Items were added to these inventories which will be reflected after taking a long rest or starting a new game. Only 1 version of the ring, sword, and armor will appear in these inventories unless you sold your old equipment back to the trader.
Armor and Weapon Changes/Full Equipment Freedom: The Godslayer Armor now gives 20 AC and the Godslayer Greatsword now deals 2d8 damage and no longer intrinsically burns (a new spell handles this effect, details below). Damage and AC were both decreased from the original set to bring these items in line with vanilla items. Now AC and damage increases can be obtained through toggleable passive features that can be changed on an individual character level. Now you can use any weapon or armor you want and still gain the benefits the ring grants. Now any spell or weapon can do incredible damage instead of just those added by the mod.
Ring Changes/Improved Customization: The ring now only needs to be equipped by a single party member to benefit the entire group, I recommend it is worn by the player's avatar since they are always a member of the party. It provides a status effect to the player and separate version to their party. It will affect summons, but does not affect npcs. It stops providing any benefit to a party member if they betray you. The aura that grants party members these benefits has a very large radius which should not be noticeable unless you separate party members from you by an exceptionally long distance. All passive benefits of the ring are toggled on automatically and can be changed on an individual character level. The entire collection of benefits added by the ring has been expanded so I will summarize the benefits below. You may notice that a few passives have similar descriptions and purpose, but know that they are all distinct and go about providing their benefits in different ways to cover every gap in benefits that could arise during their use.
Spell Changes: Starfall now deals 3d12 base damage per missile instead of 300 since a passive feature is now available to buff all damaging spells and abilities. Some spells had flags, conditions, and modifiers changed, added, or removed to improve their function. All spells added by this mod now have a base action or bonus action cost since a passive feature is now available to turn anything into a free action.
New Spells: Two new spells were added to the game. They are Alter Appearance (Different from Distort Reality and does NOT replace it) and Weave Lance. 
Alter Appearance (Supporting Melee, Ranged, and Unarmed Playstyles With 10 New Effects): grants purely cosmetic visual effects that can be toggled on and off individually. You can use multiple of these effects at once but please note that some visual effects will overlap or override each other as you would expect.
Undead Visage: This allows you to get the appearance of preparing the speak with dead spell.
Necrotic Fist: cause your fist to glow with necrotic energy if you like to fight unarmed  
Nocturnal Visage: cause you to take on the appearance of preparing to cast sleep
Immaculate Appearance: remove sweat, blood, and dirt.
Divine Aura: cause you to take on the appearance of preparing to cast divine smite.
Arcane Visage: cause you to take on the appearance of preparing to cast magic missile.
Arcane Aura: cause you to take on the appearance of preparing to cast magic weapon.
Ignite Blade: cause your weapon, melee or ranged, to ignite.
Poison Blade: cause your weapon, melee or ranged, to become coated in poison.
Murderous Visage: cause yourself to take on the appearance of preparing to cast sneak attack.
Weave Lance
: a new ranged, area of effect attack with custom visuals and sounds.
New feature (Metamagic For All): added the ability to use all metamagic options while benefiting from the ring.
Twenty New Toggleable Passives (New Features, Improved Customization, Choose Your Own Level Of Balance): Replaces the need for multiple versions of weapons, spells, and equipment to allow balance/buff/power level customization. Allows any weapon or spell to benefit from buffed statistics now to support any play style. Thank you sain223 for calling ranged playstyle support to my attention.
Mortal Perfection: Boost all ability scores to 20 minimum.
Divine Form: Boost all ability scores to 30.
Mastery (Improved Feature): Become proficient in all weapons armor and instruments.
Divine Blessing:
 Gain advantage on all rolls, enables sneak attack.
Divine Priority: Go first in initiative (+30 to initiative rolls) and become immune to the surprised condition.
Divine Agility: Jump three times as far and increase your movement speed by 60ft.
Divine Accuracy: Every attack is a critical hit.
Divine Brutality (New Feature): Your weapon attacks become magical and you deal 10d20 additional damage whenever you hit a target with a damaging attack, spell, or ability..
Divine Resistance: You become resistant to all damage and cannot be critically hit.
Divine Sight: You can see normally in magical and non-magical darkness.
Divine Protection: Increase AC by 10, ignore attacks that deal less than 50 damage, increase hit point maximum by 200.
Divine Rebuke (New Feature): Reflect projectile attacks and deal 2d8 force damage to melee attackers.
Divine Will (Improved Feature): Cannot be disarmed, threatened, possessed, frightened, charmed, or put to sleep by magical means.
Divine Grace: +20 to all rolls.
Firm Footing: cannot be knocked prone, ensnared, restrained, or webbed.
Hexproof: cannot be cursed, petrified, paralyzed, blinded, diseased, or poisoned.
Divine Source (Improved Feature): Increase your pool of all resources. (+4 actions, bonus actions, reactions; +5 superiority die, channel oath charges, bardic inspiration, rage, wild shape, channel divinity charges, and 1st through 8th level non-warlock and warlock spell slots; +20 sorcery points, lay on hands, natural recovery, and arcane recovery charges)
Divine Aid: You are immune to any effect ended by the help action.
Divine Recovery (New Feature): Regain 100% of your max health and all resources whenever you attack or cast a spell.
Divine Action (New Feature): Spells and abilities do not consume resources. You do not expend movement to move or actions to act.

Update: Version 4, Perfectly Balanced As All Things Should Be
Per the request of RAVTHERED I have added balanced versions of the ring, weapon, and chest piece along with the spells and passives they grant. We all enjoy the game in our own way and it's my goal to accommodate as many players as possible. Feedback is encouraged as always.
Version 3 equipment remains unchanged as these balanced items are added to the game rather than replacements. 
New Equipment Variants:
There is now a 20 AC version of the chest piece, a 2d8 slashing damage version of the longsword, and 2 additional variants of the ring, a balanced and perfectly balanced version.
How to distinguish the new equipment: The weapon and armor can be easily distinguished by looking at the damage and AC value displayed on their tooltip so their name remains unchanged. Because I lack imagination, I didn't rename the ring for the alternate versions so their differences on the tooltip is more subtle. The original OP ring says "Grants abilities far beyond mortal comprehension" the balanced version drops "far" from the description and the perfectly balanced version drop the "Divine Protection" passive.
Spell Changes (Balanced and Perfectly Balanced Versions): Adds an action cost to cast, does not include a spell slot cost.
Passive Changes (Balanced Version): Decreases Minimum Attribute Values from 30 to 20, decreases added actions to 1 from 3, decreases roll bonuses from 20 to 3, no longer grants advantage on all checks, no longer makes every hit a critical hit, decreases damage mitigation from 50 to 3, decreased movement speed buff, decreased initiative buff, etc. A normal D&D player would still drool over this item in a regular campaign, but this is a significant nerf compared to the original version.
Passive Changes (Perfectly Balanced Version): Same as for the balanced version with the added removal of a minimum attribute value, removal of added spell slots and actions, removes damage resistance and damage mitigation buffs, and removes the added immunities to most status effects. Keep in mind it still grants devil's sight, proficiency in all armor and weapons, and a range of other buffs so it remains a powerful item compared to normal equipment.

Update: Version 3
Added 2 spells to the game, Distort Reality and Entropic Aura. Includes bug fix (thanks to tysxych for identifying this issue).
Distort Reality: a spell that adds wild shape, aberrant shape, disguise self, mirror image, blur, darkness, enlarge, and reduce to the game as a spell container. Please note that you will need to re-equip your ring after using wild shape because of how the game handles equipment after polymorphing (In short, it re-equips your items but doesn't re-add some of the benefits of passives/spell adding/stat boosting gear).
Entropic Aura: a spell that adds a damaging aura that applies hold person to enemy targets (This will not harm or affect allied or neutral npcs).

Update: Version 2
Moved all armor buffs, spells, and passives to ring to allow players to wear any armor they want without losing access to spells added by this mod. 

Contents:
This mod adds 10 spells/spell variants (Starfall, Divine Strike, Gather Supplies, Reanimate, Understanding, Healing Ward, Protected Flight, Invisibility, Knock, and Misty Step) to the game, 4 pieces of armor(The Godbreaker Armor Set), 1 weapon (The Godslayer Greatsword) and 1 ring (The Ring of Power). This is a standalone mod and should not interfere with spells or equipment from the base game or those added by other mods since all assets added by this mod have unique uuids/handles. Please notify me of any file conflicts in a bug report and I will work to correct them immediately.

Spell Overview:
Divine Strike: Misty Step combined with the weapon attack action in one motion with modified sounds, effects, range, and damage. It deals damage in an aoe because of how the game handles the functions I used. Have to say it looks pretty cool in game, but I don't know how to upload gifs to nexus to showcase the whole animation. Also effects like Dark One's Blessing for fiend warlocks obscures the hit effect if it kills them.
Gather Supplies: Summons a supply pack into your inventory instead of a goodberry.
Healing Ward: a massive heal that also grants the benefits of the help action, lesser restoration, remove curse, and protection from evil and good. Use it on those masked people in the hag's lair to discover some hidden dialog.
Invisibility: No cost version of the base game spell to allow you to skip encounters and pickpocket without worry. Starfall will break invisibility but Divine Strike will not. That way you have the option to keep or break invisibility when you deal damage in combat.
Knock: Implements the knock spell into the game so you don't have to worry about carrying thieves tools anymore. It also lets you open some locks that normally can't be picked.
Misty Step: No cost version of the base game spell to allow for an unlimited amount of movement during turn based mode along with its normal uses,
Protected Flight: Fly plus feather fall for easy traversal to normally inaccessible areas (before 5th level) and to allow you to survive that alternate route to the underdark. This is a spell instead of a passive buff so you don't get stuck with the floating feathers all the time.
Reanimate: Spell container for Resurrection, Animate Dead: Skeleton, and Zombie. Gave Resurrection modified statistics.
Starfall: Magic Missile with modified sounds, effects, range, and damage.
Understanding: grants the benefits of detect thoughts, speak with animals, and speak with dead. I made this a spell instead of just granting the passive buffs because sometimes its a little jarring to hear animals speak to you when you're not expecting it.

Equipment Overview:
Godbreaker Armor, Godslayer Greatsword, The Ring of Power: Different items add different spells. The sword is always burning and uses the one handed animations for the longsword because I personally prefer how it looks. The sword can be sheathed unlike the everburning greatsword in the base game. You gain a passive that causes you to ignore attacks that deal less than 50 damage, this stacks with resistance to all damage to make it 100 in total. All of your attacks are critical strikes, you gain immunity to a large range of conditions, you gain devil's sight, all of your rolls are increased by 30 in total, and you gain advantage on all rolls so you can use abilities like sneak attack freely. Grants increased movement speed, higher initiative, additional health, high AC, high damage, additional actions, bonus actions, spell slots, and more. Please note that most buffs are hidden because I had them added by a passive feature applied when you equip various pieces of equipment, I did this because your screen would fill up every time you tried to view an item if you saw the full buff list, and most buffs don't have implemented text to display them to the player. Also note that I did not give the player immunity to all damage because it could screw with scripted damage events and prevent certain effects from working. If you need to damage your character, have a companion cast a single bolt of starfall on you.

Feedback:
Mod feature requests for additional spells, versions of equipment, and assets are taken very seriously by me. Please let me know what you'd like to see added to this mod in the comments. I will be sure to credit you for any ideas you have, and I'll add you as a co-author if you supply any code or files that are implemented into the mod.

General Notes:
Spells added by this mod don't have an action or spell slot cost because I removed them, this is not a bug, it's by design, go wild. If you want to treat it like it has an action cost just don't cast them more than once per turn. I also removed duration and concentration requirements from these modified spells to allow buff stacking and reduce the need to recast spells. I also removed the vocal component from most of these spells because I personally wasn't a fan of how they sounded. Those sounds were replaced with sounds for spells without vocal components so the spell isn't silent when cast.

Equipment Use By NPCs:
Since this mod gives these spells through modified equipment you wont see npcs using these items or spells. You and your companions can use these spells as long as they are controlled by you. If they are affected by a control spell or turn against the party during a scripted event they shouldn't be able to use these spells because they won't have the scripts to use them. If you and your companions are wearing all of the equipment added by these spells and a betrayal happens you should be fine because you get resistance to damage, ignore critical hits, and high armor class, bonus health, and damage mitigation, so the godslayer sword wielded by a turned companion shouldn't kill you even if they use all their additional actions granted by the equipment.