About this mod
Rebalances rarely used level 4 spells to be more useful. Does not diminish spells that are already good.
- Requirements
- Permissions and credits
-
Translations
- Ukrainian
- Spanish
- Russian
- Portuguese
- Korean
- German
- French
- Changelogs
- Donations
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 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.
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
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:
- Cazador: Blight
- Ravenguard: Fireshield
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 4 Spells took around 26h 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: