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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A mod that i originally made for myself.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.

Cantrips Revised
Spells Revised Lvl 1  Spells Revised Lvl 2
Spells Revised Lvl 3  Spells Revised Lvl 4
Spells Revised Lvl 5  Spells Revised Lvl 6
Elixirs Revised  Gear Revised

List of changes :
 Curriculum of Strategy: Artistry of War, 
 Dethrone
 : Cooldown removed.
 Banishing Smite : Concentration => No concentration.
 Cone of Cold : 9m cone => 18m cone.
 Contagion : 6 variants; 3 stages of disease; disadvantage on saving throws; Until long rest on success => 2 variants; Attack roll; 10 turns.
Flesh Rot : Target gets disadvantage on attack rolls, dexterity and strength ability checks; Target makes a saving throw at the end of each turn. On a failed save target becomes "Vulnerable" to all damage for 1 turn. On a successful save Vulnerable will not be applied.

Mindfire : Target gets disadvantage on attack rolls, intelligence, wisdom and charisma ability checks; Target makes a saving throw at the end of each turn. On a failed save target gets "Stunned" for 1 turn. On a successful save Stunned will not be applied.
 Dispel Evil and Good : Self only; Break enchantments => Allies in 9m radius; Passive protection; Advantage on attack rolls against corresponding creatures.
 Dominate Person
 Planar Binding
 Telekinesis : 10 turns => Until long rest.
 Greater Restoration
 Seeming : Ritual spell.
 Insect Plague : You can reposition the swarm every turn.
 Mass Cure Wounds : 6 targets in 18m range => Allies in 18m range.
 Wall of Stone : Each pillar has 30 hp => Each pillar has 90 hp.