Baldur's Gate 3
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casualArtifice

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casualArtifice

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About this mod

Adjusts the duration of various spells from the 5e Spells mod to last until a long rest

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This is my first time attempting to create a mod, so it's likely I missed something or got something wrong. Please let me know in the comments if there are any issues.

The wonderful 5e Spells mod by DiZ91891 includes a ton of spells from D&D 5e that the game was missing, but many of them come with a more strict adherence to the tabletop rules, particularly when it comes to spell duration. This mod aims to adjust the 10 minute (100 turn) and 1 hour (600 turn) durations of spells from this mod to last until a long rest instead, to be more in line with other spells adapted from tabletop into the vanilla game. Note that not every spell has been changed, as I primarily focused on spells that either had out-of-combat utility (such as Borrowed Knowledge and Charm Monster) or which had similar spells to what exists in the base game with a long rest duration (such as Holy Weapon).

This mod MUST be loaded after 5e Spells for obvious reasons.

Here is a full list of spells currently affected by this mod:
  • Detect Evil and Good
  • Detect Magic
  • Borrowed Knowledge
  • Fortune's Favor
  • Mind Spike
  • Charm Monster
  • Holy Weapon
  • Rary's Telepathic Bond
  • Skill Empowerment

Note that it is possible that some updates to the original mod may not appear with this mod active until it is updated to match. I will do my best to keep up with updates, but make no promises.

Made with permission from the original mod author.