About this mod
Global spell overhaul aiming to make your spell selection and combat more diverse. Previously known as EarlySpellRevamp
- Requirements
- Permissions and credits
This mod is still work in progress and more changes will be added especially for higher level spells which are currently significantly underpowered
My other mod addressing more physical oriented balance is at Divinesque Balance Overhaul
Full list of changes is below.
Some major change philosophy
Concentration: Removed from most buff and non-damage aoe spells. The problem with concentration is how it competes with all other tools. I.e. between casting hold person and hunter's mark you'd never opt for hunter's mark. Besides that, once you are committed to one concentration spell, you no longer consider other concentration spells. As concentration spells are take about half of all usable spells, that instantly rules out most of them.
Rituals: Most spells which have no direct impact on combat can be cast as rituals now. This is to free player from conserving spell slots on non-vital spells.
Upcasting: Most early spells now have bonuses with upcasting, either giving more stats, targets, duration or aoe. If damage spells can do it, why not non-damage ones? Upcasting with level 6 spell slot usually grants much stronger effect than level 5. I won't be listing all level upgrades in change list but it should be visible in game
Spell duration: duration has been drastically nerfed for most spells as 10 turns is more than 90% of fights take there's no reason to have spells last that long.
Spell levels: Many spell levels feel very out of place in terms of power. Fireball (level 3) is arguably better than most vanilla level 6 spells. I try to change things around to make spellcaster damage progression more balanced.
Full(ish) list of changes
Classes
- Wizards, Sorcerers, Clerics and Druids receive additional level 6 spell slot at 12th level (2 total)
- Warlock gain additional spell slot at level 6 (4 total spell slots at level 12)
- Ranger, Bard, Warlock, Wizard and Sorcerer get 1 additional spell to learn at level 3, 7 and 11
- Clerics now get access to Sun Beam as level 6 spell
- Druid's wild shape now is ritual except for myrmidons
- Druid's Spider form Web spell now lasts for 3 turns and can only be used once per battle (previously 10 turns and unlimited use)
- War Domain Cleric now receive Haste on level 7
- Paladin: auras range increased to 7 from 3, (5 for Aura of Warding)
- Paladin - Oathbreaker: Spiteful suffering uses bonus action instead of normal action
- Paladin - Oathbreaker: Aura of Hate applies to all allies, both melee weapon and unarmed damage (previously applied to all undead and demons including enemies, and did not work for most summons)
- Barbarian - Wildmagic: Most wild magic rage effects now are stronger at level 8+
- Barbarian - Wildmagic: Bolstering Magic: Boon now works until long rest
Cantrips
- True strike: Costs bonus action instead of normal action, lasts 1 turn, does not need concentration
- Guidance/Resistance/Thaumaturgy: No concentration, Lasts until long rest, restore on short rest
- Firebolt: 1d10 > 1d6 + burning status for 2 ticks (dexterity save throw 13)
- Acid Splash: 1 range aoe, apply Acid for 2 turns (dexterity save throw 16)
- Poison Spray: 1d12 > 1d6 + poisoned status for 2 ticks (constitution save throw 15), +2 range
Level 1
- Bane: No concentration, Lasts 3 turns. Upcast: increase duration and number of targets
- Bless: No concentration, Lasts 4 turns. Upcast: increase duration and number of targets
- Create Water: Now is a Ritual
- Ensnaring Strike: Does not need bonus action, lasts 2 turns for ranged, 3 turns for melee (+1 per spell level). First hit can't be resisted. Upcast: increase duration and damage per turn
- Divine Favor: No concentration, lasts until long rest. Upcast increases damage
- Faerie Fire: No concentration, Lasts 3 turns, Uses bonus action (drow version uses action point instead). Upcast increases duration and radius
- Fog: No concentration. Lasts for 3 turns. Upcast increases duration and radius
- Heroism: No concentration. Lasts for 3 turns. Upcast increases duration and number of targets
- Hex/Hunter Mark: No concentration, Last for 10 turns instead
- Protection from G&E: No concentration. Upcast increases number of targets
- Shield of Faith: No concentration, lasts 4 turns. Upcast increases duration and amount of AC gained
- Tasha Hideous Laughter: Lasts 3 turns, require no concentration. Upcast increases duration
- Animal Friendship/Charm: Is Ritual now, only last 3 turns. Upcast increases duration and number of targets
- Sleep: No longer has maximum hp requirement. Makes wisdom saving throw. Puts target to sleep for 2. Upcast increases duration and number of targets
- Colour Spray: No longer has maximum hp requirement. Makes wisdom saving throw. Puts target to sleep for 2. Upcast increases duration and aoe zone
- Entangle: Reduced duration and aoe. Upcast increases duration and aoe
- Ray of Sickness: Adds Toxic status (1d4 damage) on top of poison. Upcast increases duration of poison
- Searing Smite: No concentration, last for 2 turns. Upcast increases duration
- Grease: Last for 3 turns. Upcast increases duration and aoe
- Divine Sense: Last for 3 turns up from 2
- Sanctuary: Lasts for 2 turns. Upscale increases duration.
- Charm animals and plants: Lasts for 4 turns
- Enhance Leap: Lasts until rest.
- Command: Is level 2 now
Level 2
- Barkskin: No concentration. Upcast increases AC gained
- Blindness: Duration is down to 2 turns. Upcast increases duration and number of targets
- Blur: No concentration. Duration is down to 3 turns. Upcast increases duration
- Branding smite: No concentration, Duration is down to 5 turns.
- Calm emotion: No concentration, Duration is down to 3 turns. Upcast increased duration and aoe.
- Crown of madness: No concentration, duration is down to 2 turns, always apply on first cast, range slightly reduced. Upcast increases duration and range
- Darkness: No concentration, Duration is down to 3 turns. Upcast increased duration and aoe
- Enhance Ability: No concentration
- Enlarge-Reduce: No concentration, Duration is down to 3 turns. Upcast increases duration
- Gust of wind: Off-balance duration is 2 turns instead of 1, does not affect allies. Upcast increases range and duration
- Heat Metal: No concentration, duration is down to 2 turns. Upcast increased duration
- Hold person: Duration reduced to 4 turns. Upcast increases duration and number of targets
- Knock: Now can be recast for free.
- Lesser restoration: Is a ritual now. Requires bonus action point instead of action point. Upcast increases range and number of targets
- Phantasmal Force: No concentration, duration is 4 turns. Upcast increases duration and number of targets
- Ray of Enfeeblement: No concertation, duration is 3 turns. Upcast increases duration
- Silence: No longer a ritual. Duration is 3 turns. Upcast increases duration and aoe
- Spike Growth: Duration is down to 4 turns, range is reduced. Upcast increases duration and aoe
- Web: No concentration. Duration is down to 3 turns. Upcast increase radius and duration.
- Enthrall: Costs bonus action instead of normal action, duration is reduced to 5. Upcast increases number of targets
- Feather Fall: Now is a ritual. Lasts until short rest
- Protection from poison: Upcast increases amount of targets
- Detect Thoughts: No concentration
- Aid: On upcast 6 gives 50 temporary hp
- Darkvision: Upcast increases number of targets
- Invisibility: Is a ritual. Lasts 3 turns. Upcast increases duration and number of targets
- Magic Weapon: No concentration
Level 3
- Beacon of Hope: Now costs bonus action to cast
- Crusader's Mantle: No concentration. Lasts for 4 turns. Upcast increases damage
- Elemental Weapon: No concentration.
- Haste: Moved to level 4. No concentration, Lasts for 2 turns. Upcast increases duration
- Hunger of Hadar: Lasts for 2 turns, smaller aoe. Upcast increases duration and aoe
- Hypnotic pattern: Smaller aoe. Upcast increases duration and aoe
- Slow: Duration reduced to 2 turns, number of targets reduced. Upcast increases duration and number of targets
- Stinking Cloud: No concentration, Lasts for 3 turns. Upcast increases duration and aoe.
- Fireball: Moved to Level 4, damage unchanged
- Sleet Storm: Duration reduced to 3 turns, radius to 6. Upcast increases duration and radius
- Protection from Energy: No longer requires concentration
Level 4
- Dimension Door: Moved to level 3, is a ritual now
- Freedom of movement: Moved to level 3
- Banishment: Moved to level 3
- Polymorph: No longer required concentration, duration reduced to 4 turns
- Ice Storm: Moved to level 5, damage increased to 2d8 + 6d6
- Blight: Moved to level 3
- Dominate Beast: Now also works on monstrosities
- Grasping Vine: Moved to Level 3, no concentration, duration reduced to 5 turns
- Fire Shield: Moved to Level 3, duration reduced to 5 turns
Level 5
- Cone of Cold: Moved to level 4, damage reduced to 7d8. Now applies Freezing status (similar to Ray of Frost)
- Insect Plague: Moved to level 4, upcast increases range
- Telekinesis: Moved to level 4
- Wall of Stone: Moved to level 4
- Great Restoration: Moved to level 4, now is a ritual
- Flame Strike: Now has chance to apply 2 turns of Burning and 2 turns of Blindness
Level 6
- Arcane Gate: Moved to level 4, is a ritual now
- Circle of Death: Reduced radius, increased damage to 8d10, no longer affect allies
- Otiluke's Freezing Sphere: Damage increased to 10d8
Known issues
- Spells which switched levels appear at the end/out of order of learn spell list.
List of my mods
Divinesque Spell Overhaul
CharmPlus
Cantrip Master Feat
Marksman-Fighter's subclass
Extra Action instead of Extra Attack