About this mod
Rebalances rarely used level 3 spells to be more useful. Does not diminish spells that are already good.
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Attempt to rebalance all spells and cantrips to be more even in power.
- Rebalance - Cantrips
- Rebalance - Level 1 Spells
- Rebalance - Level 2 Spells
- Rebalance - Level 3 Spells
- Rebalance - Level 4 Spells
- Rebalance - Level 5 Spells
- Rebalance - Level 6 Spells
- Rebalance - Class Spells
- Rebalance - Feats
- Rebalance - Racials
- Rebalance - Common Effects
- Rebalance - Nerfs
Essential Series
Attempt to add missing pieces to the game.
- Essential Feats
- Essential Armor and Weapons
Overview
The goal of this mod is to improve Level 3 Spells that are rarely or never used and make them viable and potentially even competitive choices among the better spells of this rank. Spells that are considered top tier for the spell level will not be nerfed to accomplish this.
Even though I try to keep it balanced, the general power level increases to an extent. Some classes that have a very poor selection of spells will suddenly have a lot of useful spells and that indirectly increases their power, even if these spells aren't more powerful than other spells of the same level. As such you may want to use mods that increase the difficulty.

General Changes
There is less general changes here than other levels, since the concentration requirements on level 3 spells are light or on those spells that are already very powerful. So only Grant Flight no longer requires concentration without much further changes. Additionally its range was increased to 18m and it uses a bonus action now, to compensate the duration was reduced to 5 turns. You can still get longer lasting flight via potions.
Recommendations
- Consider using mods that increase difficulty, like Tactician Plus, which allows you to adjust enemy health based on how many power-increasing mods you have
- Do not overdo buffing/camp casting (less concentration allows it, but if you overdo it you spend literal hours buffing during a playthrough)
- While enemies also benefit from the reworked spells, you will generally benefit more
- Only my Rebalance - Nerfs mod makes the player weaker
- Have fun


Protection From Energy & Elemental Weapon
- No longer require concentration
- You can only have one of each of these effects active
- This means, if you cast Protection From Fire on someone and then any other Protection From Energy spell on someone else with the same character, the original effect is removed
- You can still stack different Protection From Energy variants on the same person, as long as they come from different sources
- They work similarly to the Light cantrip


Blink
First of, Blink is actually a pretty decent spell, but it is criminally underused, mostly due to its flavorful and confusing description. What it does is simply give you a 50% chance after you end your turn to go 'poof' and enemies cant hurt you until your next turn plus some mobility.
Still, some people can be put off by the randomness of the spell, so now there is two variants.
- Focused Blink: 3 charges, makes you untargetable every other turn until charges are depleted, always activates on the first turn of combat
- Unstable Blink: Until Long Rest, works exactly like the original blink, 50% whenever you end your turn to become untargetable
- Now also only takes a bonus action to cast (plus the spell slot)

Sleet Storm
- Now a level 2 spell
- No further changes, Nature/Tempest Domain Clerics and Circle of the Land Druids still get this spell like usual

Plant Growth
- Does still not require concentration (as in base game)
- Now prevents enemies from jumping
- Allies are immune to all of its effects
- Radius reduced from 6m to 5m
- Upcasts now affect a larger area - up to 8m radius - instead of granting no benefit


Vampiric Touch & Vampiric Siphon
- Two variants: Higher damage melee version, lower damage ranged version
- Damage increased to 3d12 / 3d8
- Regardless which version you cast you can always cast both versions as follow-up
- No longer requires concentration, re-cast window lowered from 10 to 5 turns
- Melee version range increased from 1.5m to 3m

Conjure Barrage
- Now a level 2 spell
- Damage lowered to 'weapon damage' from '2d8 + weapon damage' (level 3 upcast still deals '2d8 + weapon damage')
- Now uses hybrid DC instead of spell save DC
- Uses spell save DC to potentially apply gaping wounds to all targets hit
- The melee version deals +5 damage if you have great weapon master
- The ranged version deals +5 damage if you have sharpshooter
- The attack roll penalties of these feats do not affect this spell since it is a DEX saving throw

Bestow Curse
- Down from 8 variants to just 2
- Bestow Curse: Debilitate gives disadvantage against STR, DEX and CON saving throws and ability checks and also attack rolls, while also making the target take 1d8 necrotic damage from all targets
- Bestow Curse: Addle gives disadvantage against INT, WIS and CHA saving throws and ability checks and the target has to succeed a WIS saving throw or skip their turn
- Range increased from 1.5m to 18m

Feign Death
- Can only be used in combat
- Lasts 2 turns
- After it ends, grants the effect of a short rest to the target
- Range increased from 1.5m to 9m


New Scrolls
- Scrolls added for Beacon of Hope and Crusaders Mantle
- These spells are quite good but concentration makes it hard to use them
- Since I removed almost every concentration scroll, a very nice combo was lost (using a martial class, say Fighter Lae'zel along with Strange Conduit Ring and having them use a scroll for long-rest lasting concentration, like Magic Weapon Scroll)
- Was decent risk/reward, so nice gameplay
- This not only brings it back, but will let you play with spells you may not have used much before
- These are rare scrolls with an according gold value, meaning they are more expensive than Magic Weapon scrolls for example







Minor Changes
- Beacon of Hope - now lasts until long rest (still requires concentration)
- Crusader Mantle - now lasts until long rest (still requires concentration)
- Blinding Smite - now uses Hybrid DC (Spell Save DC or Manuever Save DC +2, whichever is higher) and honour mode rules
- Hunger of Hadar - now deals slightly more damage when upcast
- Lightning Arrow - AoE increased from 3m to 4m and now counts as an attack roll (= works with extra attacks)
- Revivify - now tags the target as unprefered target (AI is less likely to attack them) and grants them 25% of their max hit points as temporary hitpoints until the end of their next turn
- Gaseous Form - Now has a ritual cost
- Slow - Level 4 cannot be cast on the same target multiple times any more
Affected NPCs/Items
NPCs and items can be affected by the spell changes, since their spells inherit from the changed spells or they straight up use the same spells as the player. I try to adress these but there is way too many to reasonably do this ahead of time. Sometimes the changes are desirable, e.g. an item that gives you the exact same spell as you usually learn but with a short/long rest cooldown should usually mirror any changes. For NPCs it can make them harder to fight.
Items affected:
- Til Death Do Us Part: Beacon of Hope (Changed to bonus action and limited to 10 turns)
- Mantle of the Holy Warrior: Crusader's Mantle (Changed to bonus action and limited to 10 turns)
- Drakethroat Glaive: Works like usual (inherited changes nullified)
NPCs affected:
- None confirmed so far
- Raphael has a vampiric touch variant, but it has been reverted to normal
- Skeletons in the Gauntlet of Shar have a vampiric touch variant but its been reverted to normal
- Enemies in the House of Grief have a Bestow Curse variant
- Mystic Carrion has a Bestow Curse variant (shouldn't be affected)
- Devil's Fee enemies have a Bestow Curse variant (shouldn't be affected)
Common Questions
If you ask these questions in the comments I'll not be answering them. You have the ability to write, so you have the ability to read as well. And hopefully the ability to think one step further than just my explanations.
Compatibility
In general:
The main reason for compatibility issues is two mods editing the same thing. Depending on the exact thing this can be very broad or narrow. You don't have to be a modder or understand these terms, just know there is different kinds of ways the game stores information:
- Root template: Has to be entirely overwritten to be changed, so two mods changing different things still aren't compatible
- Stats entry: Can be inherited, merged, changed, if the same thing is changed it'll overwrite, otherwise changes merge (unless the entry is entirely overwritten which a lot of novice modders do)
- Progressions/list entry: Like root templates, but compatibility framework allows merging changes for proper compatibility
Load Order
In general:
- The mod loaded later/further down the list overwrites
- Example: Mod A (loaded first) changes the field 'AmountOfTargets' on Firebolt to 2 and Mod B (loaded later) has it set to 1 then Firebolt will only hit 1 target
- If the mods change different fields and use self-inheritance (recommended) then the changes merge - which can be desired or not
- Example: Mod A (loaded first) changes the field 'AmountOfTargets' on Firebolt to 2 and Mod B (loaded later) changes Firebolt to deal 1d12 damage - if the mods use self-inheritance, you now get a Firebolt that hits 2 targes for 1d12
Feedback
Please try to provide feedback as 'user story'. Tell me what happened, the circumstances, what fight, what difficulty etc. - otherwise its fairly hard for me to judge whether something I designed is problematic in general or just in specific scenarios. That information is very important for me to understand the nature of the issue.
As example: "Your rebalanced blight is way too strong!" is not nearly as helpful as "Blight carried my fight against X entirely by itself, because I lured the enemy out of the room, they clumped up and every hit dealt 3-5 damage to 8+ enemies" - even though the second is still just a single sentence.
Work involved
Rebalance - Level 3 Spells took around 15h to make. This is despite me being fairly experienced and efficient. You can multiply this time by x5 to x10 for a novice.
An additional version means probably at least 1h or 2h of making that alternate version and uploading it, and then several hours maintaining that version, as now every change made to the original mod has the be copied over to that version. Every upload takes twice the effort (packing two files, updating version, updating description, updating changelog, ensuring you are overwriting the correct file etc.).
There is a lot of unfortunately quite popular mods on nexus that are the lowest effort stat overwrites that don't care about any of: Compatibility, fixing tooltips, adding new mechanics, designing well, making anything new or properly testing - they just slap existing passives on something that already exists. Updates aren't required or don't happen. Of course they can have 10 versions of that mod, because it took them almost longer to upload that version than make it and they aren't going to maintain it.
So before you ask "Can you make a seperate version" ask yourself - what are you asking exactly? A stranger to spend multiple hours of their time for free to make a version that barely appeals to a fraction of people over the original mod and even less people that didn't download the original but would download the other version (= minimal gain in quality and popularity).
More importantly, you are asking the person to take that time away from making a new mod, something that far more people would enjoy far more (probably even you).
Now lets talk money for a second. Depending on how passionate a modder is about your request they might make it for free (since they would have done it themselves anyway) or ask a reasonable price of say 40€ (=44$) an hour. Now look at the highlighted numbers again and do the math. An alternate version is most definitely not the former (something the modder is passionate about) or it would exist already. Are you willing to pay that? A fraction of it?
That is all to say, I still appreciate constructive feedback. Many good changes and additions have come from comments. All I want is for people to stop and think for a moment what they are asking.
Syrchalis' Druid Mod Collection
- Druid Quality of Life - Huge quality of life improvements and bugfixes for druids
- Druid Perfection - Added depth, multi-classing benefits and features for druids
- Druid Wildshape Weapons Armor Gear and Items - Items that work in Wild Shape
- Wildshape Viability - New Spells, Rebalance, Icons and more - Wild Shape overhaul, dozens new spells, specialized Wild Shapes
Links
Check out my other mods.
And also my armors: