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Syrchalis

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Syrchalis

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About this mod

Rebalances rarely used level 6 spells to be more useful. Does not diminish spells that are already good. Also cured Cambion baldness.

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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 6 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
Only two general changes - Arcane Gate and Windwalk now have a ritual cost. The former also no longer requires concentration.



Circle of Death

  • Allies auto-save against the spell
  • Enemies are cursed with death, taking 50% of damage taken as extra Necrotic damage until the end of next round
  • Allies aren't affected by the curse



Wall of Thorns

  • Instead of creating flamable vines in a 2m radius now creates spike growth in a 3m radius
  • Attempting to jump through the wall will result in being knocked back and getting stuck in it
  • Enemies can no longer jump when inside the wall



Wall of Ice

  • Ice surface radius created around the wall increased from 2m to 4m
  • Ice surface radius created by destroyed wall increased from 3m to 5m
  • Icy Cloud radius created by destroyed wall increased from 1m to 4m
  • Damage radius around wall when it is created increased from 3m to 5m
  • Damage on creation now uses caster spell DC instead of 15
  • Icy Cloud damage increased from 5d6 to 10d6 (matching tooltip now)
  • Allies auto-save against this spell's effects



Otto's Irresistable Dance


  • Target can no longer take bonus actions or reactions
  • Allies of the target (= usually enemies) will be forced to dance as well if they enter a 5m radius for 1 turn
  • After dancing for 1 turn enemies gain immunity to this effect until the end of combat (they can still be targeted by Otto's Irresistable Dance itself though)



Flesh to Stone

  • Now castable on allies only
  • Ally gains a petrification aura for 2 turns
  • On application and whenever the ally ends their turn enemies in a 9m radius get a stage of petrification
  • All stages of petrification hinder enemies increasingly more (for example at stage 3 they auto-fail any DEX saves)
  • If they reach stage 3 they must do a final CON save at the end of their turn or become fully petrified for 2 turns
  • This is a brittle petrification which makes them vulnerable to Bludgeoning, Thunder and Force damage (and resistant to all else)
  • When enemies resist petrification or move out of the area their petrification is not immediately gone but reverts back from stage 3 21, one stage per turn



Eyebite

  • All: No longer requires concentration, duration of recast reduced to 5 turns
  • Eyebite: Sleep is unchanged otherwise
  • Eyebite: Panicked and Sickened now only require bonus actions to cast and re-cast





Planar Ally

  • All summoning spells received new icons
  • All summons gain the same attack roll bonus as my druid perfection mod (your highest modifier minus 2, so at 20 your modifier would be +5 and the summon would gain +3 to attack rolls)
  • Cambion and Deva gained Dip, Shove and Jump (despite having Fly, Jump helps them keep up when following and allows their bonus action to give extra mobility, since they both have decently high STR scores)
  • Djinni does not have animations for these common actions so it didn't get them
  • Deva and Djinni spells use the summoners spell save DC
  • Cambion has received increased ability scores, health and AC
  • Cambion's health is 98, still the lowest but also has the most and best resistances
  • Cambion's Glaive grants all glaive weapon actions (Piercing Strike + Brace (Melee))
  • Cambion's Glaive is lightly enchanted (+1) and deals an extra 2d4 Fire damage
  • Cambion has 'Extra Attack' and 'Improved Extra Attack' passives
  • Fiendish Charm and Draining Kiss use the summoners spell save DC
  • Fiendish Charm uses the same Charm effect that I added in my Level 1 Spell Rebalance (mod not required)
  • Cambion lost proficiency for INT saving throws but gained it for DEX saving throws (because INT is his lowest stat)
  • Other Cambions should not be affect by these changes
  • Also: Cambion is no longer bald and got a new custom portrait to match
Note: The model and portrait change should only affect cambions summoned via Planar Ally. All changes also apply to Cambions summoned via Infernal Rapier.



Minor Changes

  • Disintegrate - deals half damage on save
  • Create Undead - mummy now uses the summoners spell save DC instead of its own for all effects and has a new icon for multi attack
  • Heal - Now heals 25% of the targets maximum hit points + 50
  • Blade Barrier - Fixed a bug that made the spell save DC be a fixed 15 on application (it only used the casters save DC when enemies started their turn inside the wall)



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.

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
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5e Spells: There should be no conflicts since it only adds spells and doesn't edit vanilla ones.

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
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Should not matter - if you use mods that edit the same spells there might be conflicts.

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
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I appreciate constructive feedback. If you think something is too strong or weak or could be done better you are welcome to comment. Note that I may have a reason (design-wise or functionality wise) why something is the way it is. Also please be aware that maybe your +300% health playthrough with 17 custom classes/races and 15 turn combats of running away and letting enemies rot from damage over time is maybe not the average player experience.

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 6 Spells took around 12h to make. This is despite me being fairly experienced and efficient. You can multiply this time by x5 to x10 for a novice.
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Often I get questions like "Can you make a version without X?" - I can, but I will not. There is a few things about BG3 mods one might not think about right away. The work involved is high and modders usually make a mod for themselves with the courtesy to make it available to others and maybe spend extra hours to maximize compatibility and make it more broadly appealing.

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.



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