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Parrot

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Parrot98

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About this mod

Rework and quality of life tweaks for spells.

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A mod that i originally made for myself.
If some of the reworked spells seem too strong/weak, keep in mind that the changes were made to suit my own playstyle and high difficulty of combat.
 Arcane Lock : 10 turns => Until long rest; Ritual spell.
 Barkskin : Concentration; Increase armour class to 16 => No concentration; All incoming damage is reduced by 1; One target at a time; Barkskin Armour is now 14 AC instead of 12.
 Blindness : At the end of each turn, the target makes a constitution saving throw. On a successful save, the condition is removed => Now works differently : If the enemy fails a saving throw against initial cast of this spell, it gets "Blindness" condition for 10 turns. At the start of each turn, the target makes a constitution saving throw. On a failed save it gets Blinded status effect for 1 turn. On a successful save, status effect will not be applied for 1 turn.
 Blur : Concentration; Self only => No concentration; Any target; Melee range; One target at a time.
 Branding Smite : Concentration; 2d6; +1d6 upcast => No concentration; 2d8; +1d8 upcast.
 Calm Emotions : Concentration; 6m radius; Applies "Calmed" to both friend and foe => No concentration; 9m radius; Applies "Calmed" to everyone but enemies, which gives immunity to Charmed/Feared; Applies "Unnerved" to enemies, which ends their rage and gives disadvantage against Charmed/Feared.
 Crown of Madness : At the end of each turn, the target makes a wisdom saving throw. On a successful save, the condition is removed => Condition is removed only when caster is dead.
 Darkness : 5m radius => 6m radius.
 Darkvision : See in darkness => See in darkness, both magical and non-magical.
 Detect Thoughts : Concentration; Self only => No concentration, Any target; Melee range; One target at a time.
 Enhance Ability : Concentration; Upcast +1 target each spell level => No concentration; No upcast; One target at a time, each variant; Fixed missing casting sound; Removed Bear's Endurance (because it does nothing); Added "All in 1" (but without double carry weight/half damage from falling) variant for 6th level spell slot.
 Enlarge/Reduce : Concentration => No concentration; One target at a time, each variant; Ritual spell.
 Enthrall : One target in 6m radius; Wis save => All targets in 9m radius; No save; Outside of combat only. (this is a bucket for npc head kinda spell)
 Flame Blade : 10 turns => Until long rest.
 Flaming Sphere : 2d6; +1d6 upcast => 2d8; +1d8 upcast; No damage to allies; distance is now shown correctly as 2m, not 1.5m.
 Gust of Wind : 3m cone; 1 turn Off Balance => 5m cone; 2 turns Off Balance.
 Heat Metal : 2d8; +1d8 upcast => 2d10; +1d10 upcast.
 Invisibility : Concentration => No concentration; +1.5m range upcast.
 Knock,
 Misty Step : Ritual spell.
 Lesser Restoration: Action => Bonus action; Ritual spell.
 Magic Weapon : Concentration => No concentration; One target at a time per spell level (one target for 2nd spell slot, one target for 4th spell slot and one target for 6th spell slot).
 Melf's Acid Arrow : 4d4 initial damage => 5d4 initial damage; Fixed incorrect damage tooltips for upcasts.
 Mirror Image : Self only => Any target; Melee range; One target at a time.
 Moonbeam : 1m beam placed on the ground => 2m aura on yourself; No damage to allies.
 Pass Without Trace : Concentration; Until long rest => No concentration; 100 turns.
 Phantasmal Force : At the end of each turn, the target makes an intelligence saving throw. On a successful save, the condition is removed => The condition is NOT removed, unless spell's caster is dead/10 turns ran out.
 Ray of Enfeeblement : Foes deal half damage with weapon attacks using Strength; At the end of each turn, the target makes a constitution saving throw. On a successful save, the condition is removed => Foes deal half damage with weapon attacks using Strength and Dexterity; Now works differently : If the enemy is hit with this spell, it gets "Ray of Enfeeblement" condition for 10 turns. At the start of each turn, the target makes a constitution saving throw. On a failed save it gets Feeble status effect for 1 turn. On a successful save, status effect will not be applied for 1 turn.
 See Invisibility : Self only => Any target; Melee range; One target at a time.
 Spiritual Weapon : 6m movement speed => 12m movement speed.
 Web : 4m radius
=> 6m radius.

Every "One target at a time" spell won't affect a second target if casted with Metamagic: Twinned Spell.