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Onyxeagle

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Onyxeagle171

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About this mod

Spell Points Overhaul updates every base game class to use the DMG's "Spell Points" variant rule, adjusted for bg3, and overhauled from the old version.

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Permissions and credits
Changelogs
Donations
Features
This mod is my take on adapting WoTC's Spell Points variant rule for bg3. Spell slots have always felt kind of clunky to me, so I've always appreciated the more dynamic approach to spellcasting and magic. Currently every base game class is covered, which amounts to the following;
  • Bard
  • Cleric
  • Druid
  • Sorcerer
  • Wizard
  • Ranger
  • Paladin
  • Eldritch Knight Subclass
  • Arcane Trickster Subclass

The mod grants a passive that is toggled on by default. While toggled on, spellslot costs are converted to the appropriate cost in spell points. These spell points can be used to cast spells dynamically instead of casting discretely using spell slots - you can see the amount you get and a general breakdown in the link above. 

Changes from Original
Following a comprehensive overhaul of my old mod "Wizard Spell Point Variant", many original limitations have been removed.

  • Scrolls no longer cost spell points, even if they say they do when hovered
  • The more common spellslot reactions will now cost the appropriate amount of spell points. Currently this is limited to the Shield spell, Absorb Elements from 5e Spells and Counterspell. Feel free to let me know if there's any reactions that you would like added to the list. 
  • Progressions are inserted dynamically, and no longer touch any base game progressions 
  • Arcane Recovery, Font of Magic and Natural Recovery all now restore spell points
  • Items that restore spellslots have been edited to restore spell points, just like the above feature, same with the illithid power Freecast and divine intervention.
  • Scrolls no longer cost spell points, even if they say they do when hovered. Massive thanks to Cheek for letting me use the function for that.


Workarounds
That said, there is still some considerations due to system limitations. This resulted in the following changes: 
  • The spell point costs scale differently. Native level 1-2 spells cost 1+ their spell level (including if they're being upcast). Native levels 3-5 cost 2+ their spell level (including upcasting). Native levels 6-7 cost double their level. Native Levels 8-9 cost triple. This technically makes upcasting lower level spells more efficient comparatively.
  • The passive that allows spells to cost spell points can be turned off. This is mostly for any errors you might run into. Additionally you are given two spells - one that converts spell slots to spell points, and vice versa. These shouldn't need much use, but are there to balance costs if you need to.
  • You still receive spell slots of each level at the appropriate level. This is explained in the FAQ - they're needed for you to still select spells on level up. You can't use them unless you turn the passive off, or use an unsupported reaction. Use them or don't, up to you.
Compatibility
This mod is compatible with custom spell mods, as long as they use spell slots. The mod should now be compatible with any mod editing progressions. It has native compatibility with the Expansion mod. The mod should be loaded AFTER mods changing base class spell slot restorers, alongside items that do the same.

Installation & Load Order - PLEASE READ
If installing on an existing playthrough, you should probably respec. You will need four mods for things to work correctly - ImprovedUI and ImprovedUI Assets, Compatibility Framework, and the Spell Points mod. Expansion is optional, with support baked in.

The load order for those mods should look like such:



Make sure ImprovedUI Assets is in overrides.

FAQ
Why am I still getting spell slots? 
  • The reasoning for this is twofold; Due to how the game and spell selection is coded, you need to have spell slots of the appropriate level for spells to show up in level ups. They also allow you to easily sort through different levels of spells known. 


Why does upcasting fireball to level 6 cost 7 spell points, while a native 6th level spell costs 12?
  • This is because of the checks I used to implement spell points dynamically. With the way Larian's spell system works, there isn't a check to catch that the fireball should be counted for a level 6 spell's proportionally increased cost. This ends up not working out too horribly given upcasting is typically less effective.

Why did you change how much some spell levels cost from the base Spell Point rules?
  • Because personally being able to cast only 1 of each high level spell is lame for a game like BG3. This was adjusted for slightly by significantly increasing how much high level spells cost - 6 and 7 cost twice their level, while 8 and 9 cost triple their level (keep in mind this is only going to be seen with 5e Spells or any mods that add 9th level spells). If you would prefer the base costs of high level spells to be available in a variant file, just let me know.

Contributions
Many thanks to the bg3 modding community for all their help and constant advice.
Cheers to ShinyHobo for their Modder's Multitool, Norbyte for the script extender, NellsRello for the compatibility framework, Djmir for ImprovedUI and Celes/Diz for allowing me to make a patch for their wonderful expansion mod, alongside MFeltman for so much effort with testing and help troubleshooting.
Massive thanks to SnaxGamer and Cheek for helping with conditions. 

And finally, huge credit to Mithras666 for the cover image and just being a great guy.

If you'd like to help me out and support my mods and future development, you can buy me a coffee :)
(this is completely optional, just there if you appreciate my content and would like to show your support)