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Syrchalis

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Syrchalis

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About this mod

Rebalances rarely used level 4 spells to be more useful. Does not diminish spells that are already good.

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Rebalance Series
Attempt to rebalance all spells and cantrips to be more even in power.



Essential Series
Attempt to add missing pieces to the game.




Overview
The goal of this mod is to improve Level 4 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.

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

 

 

General Changes
As usual, concentration requirements have been removed and additional adjustments were made. The spells listed below all no longer require concentration.

  • Banishment - Now allows you to cast "Cancel Banishment" on targets that you banished
  • Otilukes Resilent Sphere - Upcasting now increases duration by 1 turn per spell level, similarly to banishment you can cancel the spell via an ability you gain after casting
  • Polymorph - Upcasts can target additional entities
  • Stoneskin - Now works against magical variants of Piercing/Slashing/Bludgeoning damage but reduces movement speed by 3m
  • Staggering Smite - No longer requires concentration, doesn't cost a bonus action anymore and the stagger debuff lasts for 3 turns instead of 1


New Icons:





Grasping Vine
Complete overhaul. The original spell was so abysmal I decided to redesign it completely, use all the animations the vine has and also change its spell level. There is already so many summons for druids at level 4, no need for another one.

  • Is now a level 1 spell, available to druids and nature domain clerics
  • The spell has been removed from druids and nature domain clerics level 7 spells as well as forest and swamp circle of the land passives
  • Nature domain clerics now learn conjure woodland being at level 7 instead - Land: Forest grants circle of the land druids conjure woodland being and Land: Swamp grants confusion instead
  • The vine lasts for 10 turns (pretty much the only thing that hasn't changed)

The grasping vine summon scales with the level of the player unlike other summons. Also unlike other summons its upcasts grant it additional abilities, damage and health. Upcasting beyond level 3 does not grant any additional benefit.



 



Level corresponds to spell level. See mod images for screenshots of the tooltips.

  • Lvl 1: Poisoned Whip - Main attack, deals two dice of slashing damage and a flat amount of poison damage and potentially poison the target (CON save). Damage depends on spell level and character level - applies a weak knockback at spell level 2 and 3
  • Lvl 1: Grasping Pull - Grasp a target below Huge size and pull it 9m towards you (DEX save for enemies, always succeeds on allies)
  • Lvl 2: Grappling Vine - Grapples a target, incapacitating it and the vine. Deals 2d6 bludgeoning damage per turn unless they succeed a STR save and free themselves
  • Lvl 2: Burrow - Relocate the vine within 9m
  • Lvl 3: Vine Slam - Deal 2d6-6d6 (character level based) bludgeoning damage to enemies in a 2m radius and knock them back and prone. On a successful DEX save they take half damage and are only knocked back
  • All spells use the summoners spell DC
  • Vine health is 8/10/12 + 1.5/2/2.5 * level at spell level 1/2/3
  • The vine is resistant to psychic and poison damage but vulnerable to fire damage
  • It has Blindsight (like Intellect Devourers) and can't be poisoned or be affected by the shadow curse
  • You cannot summon multiple vines (not even with different spell levels)

Balancing sheet for poisoned whip damage and vine health - you dont need to look at this, its just here for those that want exact numbers.



Phantasmal Killer

  • No longer requires concentration
  • No longer is removed on a successful save on the enemies turn (instead it deals no damage and grants the enemy immunity to the effects of the spell till the end of their turn)
  • If an enemy dies with this condition, it jumps to a random nearby enemy and its duration refreshes
  • Duration reduced from 10 turns to 4 turns



Blight

  • Applies 'Blighted' to the target for 5 turns
  • Blighted reduces the targets CON saving throws by -1d4 and deals 1d8 necrotic damage per turn (halved on save)
  • If a blighted target is hit with a weapon or unarmed attack it spreads the blight to nearby enemies with a duration of 2 turns 
  • Melee attacks spread it further than ranged attacks (6m/4m)
  • If the enemy already has blight they take 1d4 necrotic damage instead (negated on save)
  • Hitting a blighted target sets the duration to 2 turns if it is lower
  • All effects have constitution saving throws (periodic damage, blight spread, blight spread damage to enemies that already have blight)
  • Plants have disadvantage on all of these saving throws
  • Undead are no longer immune to Blight but have advantage on all saving throws (except blight spread - think of it like this, undead can catch it as much as anyone, but it doesnt harm them as much)
  • Upcasting increases the dice size of the periodic and spread damage by 1



Fire Shield

  • Duration no longer limited
  • Persists for 10-20 attacks (based on spell level)
  • Deals 2d4 damage to ranged attackers (it still deals 2d8 to melee attackers)
  • Fire Shield (Warm) grants immunity to critical strikes and applies burning to enemies when struck
  • Fire Shield (Chill) does not grant similar benefits, since cold damage can easily be doubled and Fire Resistance is much more valuable than Cold Resistance - now you may have a reason to use either variant



Dominate Beast

  • Upcasts can target additional targets
  • No longer requires concentration
  • Uses a bonus action instead
  • Lasts until long rest
  • You get full control of the beast
  • Damage no longer can break the beast free

This would be very overpowered if there were more beasts in the game. But they are so rare that this spell needs to be really good to be worth taking. Also note that dominated beasts will die on a long rest (at least they should) and the unsummon ability will kill them instead of unsummon.





Minor Changes

  • Death Ward - similarly to my Revivify changes grants unpreferred target tag and 10% max hp as temporary HP until the character's turn
  • Dimension Door - uses a bonus action instead (think two-person misty step, but also costs a much higher spell slot)
  • Conjure Minor Elemental - Azer's and Mephits' health minorly scales with your level
  • Conjure Woodland Being - Dryad's and Wood Woad's health minorly scales with your level
  • Mud Mephit - Increased size of cone of Mud Breath

For more changes to summons try out Druid Quality of Life and Druid Perfection.They provide other interesting changes to summons that are compatible with these.


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.

NPCs affected:
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  • Cazador: Blight
  • Ravenguard: Fireshield





Frequently Asked Questions and General Knowledge
Any compatibility notes or load order advice?
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I have an issue with the mod not working properly, what now?
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If you have an issue with my mod, many problems are solved by going through regular troubleshooting steps. Alternatively you can search the comments for keywords (CTRL+F) to find answers.

General Troubleshooting:
  • Are you using BG3MM? If you are using Vortex, highly consider using BG3MM instead - Vortex is a mod manager that encompasses many many games, it cannot be developed to suit every need of every game. BG3MM is made specifically for Baldurs Gate 3, with all settings, bugfixes and options you could want.
  • Try different load orders: Move the mod to the top of your list (below dependencies and other similar mods, e.g. ImpUI), if that doesn't work, try moving it to the bottom of the list
  • Check for Dependencies: - most of my mods have no dependencies, but Compatibility Framework can solve a lot of mod interaction problems
  • Test in Isolation: Remove all other mods and see if the issue persists
  • Check comments: Go to the comments page and see if anyone has similar issues - maybe they already found the problem, or sometimes an issue arises, it is known and you just have to wait for an update
  • Write a bug report: Only write a bug report if you have done the above steps. Bug reports are not there for me to 1 on 1 troubleshoot your mod issues. If you write a bug report, adhere to the basics of how to write a bug report, or I will delete it


How do I report a bug?
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First, bug reports are to report bugs with the mod, not to report compatibility issues with other mods or to troubleshoot your personal problems with getting the mod to work.

To write a bug report, head to the "bugs" tab and go through the following steps:
  • Describe the issue - what happens, when does it happen, in which section of the game, what fight, what enemy, what dialog, etc.
  • Describe the intended behavior - how does what happens differ from what you expected?
  • Reproduction - What steps have to be taken to make the issue occur? Does it only happen in a specific mod configuration? Only in a specific order of actions?
  • Troubleshooting done - What steps have you taken to try to fix the issue on your end?
  • Visual Evidence - Provide screenshots or short videos, sometimes those can say a lot more than words or show something you struggle to describe

If a bug report fails to contain the above, it will be deleted. Sometimes it is not possible to provide all of the above - I can identify those situations (e.g. a hard to reproduce bug).

Since I started modding BG3, almost every bug report lacked vital information that could have been provided from the start if some effort was put into it and I had to question that information out of the reporter. That is time wasted on my part that I could have spent fixing the issue instead.


Can you add/remove/modify a section of your mod just for me or upload it as a seperate version?
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No.

Only if you are willing to pay me at an hourly rate. My mods take usually between 20 and 200 hours to make. Depending on what you are asking it can take several hours to create.

Additionally, every upload of a mod takes me a few minutes, due to the poor interface of the mod websites, writing changelogs and modifying images/description can add up to an hour. A seperate version doubles the normal workload from the moment I create it for EVERY future upload from that point onward. Every change, bugfix or new feature has to be mirrored into the new version and the entire upload process has to be repeated. 

Are you willing to pay for that? Because I do not get anything out of a seperate version personally, it is just more tedious work for me.

Remember, at the end, we modders mod for ourselves first and only then decide to share our creations - which means putting work into something we don't intend using ourselves goes against the entire spirit and motivation of modding - motivation that has to be substituted somehow (e.g. by money).


We are not a company that creates a product for profit. We are passionate players that create and modify parts of the game and share it, so others can benefit from our work as well. Often players forget this and treat modders like they treat the company that developed the game.

You payed a company money to provide you a working product, with certain features advertised, you are entitled to certain things in that relationship.

With modders, you didn't do anything for us, we did something for you by going through the effort of making an account, uploading our work, modifying and bug-fixing our work to make it usable for people other than ourselves, creating mod images, descriptions, thumbnails etc. to show what the mod does - all work we wouldn't have done if we kept the mod to ourselves.


Why write this and risk sounding hostile?
I have gotten too many comments by people demanding things, asking in a not-so-polite manner for features or changes or just lacking the slightest hint of self-reflection. Or self-proclaimed balance experts that insist only their idea of what the mod should be is valid.

Comments like asking me to change the name of my mod (that over 50.000 people use) for one person because they refuse to use BG3MM and the in-game mod manager sorts mods alphabetically, in order for their load order to work. If that wasn't outrageous enough, the request was wrong, as the current name already put it in the correct order and renaming it would have resulted in a wrong load order.

They weren't hostile, but the sheer lack of thinking before making such a request is reflected regularly in comments and I am not thrilled to deal with it on a daily basis.



What about feedback and ideas?
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Lets end this section on a positive note: I enjoy receiving constructive feedback and ideas. Many features of my mods were born entirely out of questions, feedback and ideas from users here on Nexus Mods. Even saying you feel like something isn't quite as it should (too strong/weak/situational) is useful, as long as you can accept if I don't see it that way, or that it may be that way in your mod setup, but maybe doesn't apply to the majority of users.

It can absolutely happen that a feature of my mods is entirely too strong or weak in your game - when for most people it is perfectly balanced. So is the nature of modded games. Without in-game mod settings it is impossible to balance mods in a way they fit perfectly into every setup. Even with settings it can be tricky (see my RimWorld mods for example).

That said, feel free to ask for things that add to the mod. Features many would enjoy, that do not impact the already existing features of the mod.

To clarify - take my Druid Wildshape Items mod as example. It took by far the most time to create of all of my mods. Regularly I have someone asking - and I will paraphrase to bring my point across: "Hey, can you make a version without all the cool stuff you spent 200 hours on and just with the vanilla items working in Wild Shape? Also maintain and update that version. Also I'm not paying you or giving you anything in return. Thanks."

It may not be what they wrote, but it is what they meant and what it comes down to if I was to entertain the idea.

All I'm asking for here is, think a second before you write something in the comments what you are actually asking off of me.