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LemonJungle

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LemonJungle

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About this mod

This mod adds 9 different elemental variants to 12 vanilla spells, each spell includes Cold, Fire, Lightning, Thunder, Psychic, Force, Radiant, Acid and Necrotic variations. Every one of the spells can be upcasted as well. It also adds a firebolt equivalent cantrip! No requirements are needed!

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Have you ever tried a playthrough where you wanted to only use one main element, but found yourself lacking in spells of that element?

WELL NO MORE

Now you can become the Githyanki Psychic Sorcerer from your dreams. Cast a dozen different Necrotic spells as a Warlock, become the
ultimate Acid Wizard, a Storm Sorcerer with literally too many Lightning/Thunder options, or maybe even an offensive Necrotic/Radiant casting Cleric!

Not Enough Elemental Spells adapts 12 vanilla spells to have 9 elements each, including Cold, Fire, Lightning, Thunder, Psychic, Force,
Radiant, Acid and Necrotic.
Each spell is separate and can be upcasted respectively, so that’s like 400 spells or something technically speaking.
It also adds a Firebolt equivalent cantrip for each of the elements, which scales to 3d10 like the regular one!
No original spells are overridden either, so there will be some duplicates.
Wizards, Warlocks and Sorcerers have full access to these spells, regardless of if they could learn the original spell it was based on or not.
Clerics also get access to the Lightning, Thunder, Necrotic and Radiant versions in case you want to play an offensive good/evil cleric for whatever reason.


The spells are…
  • Cantrip: Firebolt
  • Level 1: Magic Missile, Burning Hands, Inflict Wounds
  • Level 2: Scorching Ray, Melf’s Arrow
  • Level 3: Fireball, Spirit Guardians
  • Level 4: Blight, Ice Storm
  • Level 5: Flame Strike, Cone of Cold
  • Level 6: Disintegrate

You can check the video for some examples...

As a bonus, I added an Elemental Adept feat for each of the different elements, so you don’t miss out on it. This one does technically override the original, but it keeps the original elements in there, so you won’t notice anything. This way modded races SHOULD be able to use it perfectly fine (if that was even an issue in the first place).

I made a few minor changes to some spells, notably I buffed Melf’s Arrow to 4d6 instead of 4d4, this way it can compete a little better with Scorching Ray. In terms of terrains, all cold spells get ice, all acid spells get acid, and all fire spells get fire of course. Any other element gets a hidden d4 of damage applied to anyone who would've be in the terrain radius. This way, you can still get the bonus that you would otherwise get with an element like fire. Unfortunately, I can’t get this range to show individually yet, so for Melf’s Arrow specifically you will just have to do without the aoe preview for now. Also, all spells have the correct interactions, fire spells ignite grease and the like, cold spells freeze, lightning electrifies, etc. Lastly, I changed Ice Storm to no longer deal bludgeoning damage as I thought the grey was ugly, the damage dice are the same, I just changed it to be entirely the one element. Same goes for Flame Strike.

Every single spell has their own animation, sounds, names and icons. Obviously not all animations are unique/custom made, at this scale that would be a little ridiculous. I mixed and matched animations from other spells and I’m quite happy with the results, it just took a WHILE. Hundreds if not thousands of wolves died while I tested these animations, so please enjoy them. I might investigate to see if I can recolour the vanilla animations, but that will be in the future. The sounds mostly come from the spells they’re based off and their elements so it should be relatively easy to tell them apart. The names are a little placeholderesque still, but I’m happy with them. The icons are all recolours (based on the element) of the original spells with a darker background so they can’t get mixed up with the originals, very happy with how they turned out. All of the descriptions, tooltips and upcast damages should be correct as well. Currently they are all evocation spells, but I might revert them back to their originals later, doesn’t matter really. A few of the tooltip images did get a little compressed, just happens with how big the mod is. I fixed the worst ones, but some tooltips have slightly different colours than their icon counterparts.

I’ve kept the Spirit Guardians’ concentration animation the same so you have a good view of the spell’s range, as it is very hard to guess with any other animation. Again, this might change if I can find an easy way to recolour them. I also kept Blight’s maximum damage to plants. Magic Missile animations were kept 100% vanilla, as the trajectories that the projectiles take around corners seems baked into the vanilla projectile animation, subject to change later. Also, I don’t think that the magic missile necklace in the underdark works with the elemental missiles, if I can find a way, it will be fixed. Obviously no scrolls for any of these spells yet, sorry hoarding wizards.

These spells were all made pretty much entirely within the toolkit, so thanks Larian!







Future Plans

Check comments for sticky post for current news.

I’m aware that the cleric’s elemental spells on the spell list when levelling up is a bit out of order, it’s just how clerics are, can’t do much about that. It is perfectly normal on the spell prepare menu though.

I might create an alternative Chromatic Version that functions like Chromatic Orb does in the base game, this would reduce clutter and could be a very nice feature that would also just unlock everything, but the toolbar wouldn't look as satisfying. This would have to be an alternate file.

As for future spells I’m looking at Thunderwave, Armour of Agathys, Fire Shield, Hellish Rebuke, Cloud of Daggers (or some kind of aoe concentration spell anyway), Shatter, Phantasmal Killer, Wall of Fire, Chain Lightning and Sunbeam.

I’m also considering an Elemental pact like weapon, but I don’t want to go too homebrew, I’m still trying to keep this as balanced and as vanilla(ish) as possible.
Again, might rework the magic missile and spirit guardians’ animations, might not.
Could do with some elemental equipment, like the fire arcane acuity hat, caustic band, mourning frost etc, but there are already mods that do stuff like that and it would need to be a separate mod in the first place, so idk.

I'm planning on making a Paladin's smite version, but I might upload that as a separate mod entirely.

An optional file at some point for learning the spells on levels 13-20 would be nice, but I won't be doing any 7+ upcasts (if that's even a thing)

Any other suggestions do make sure to comment!


As always, no promises these will happen either! I don’t have any plans to make any level 7+ spells or upcasts. Lastly, please do realize that this is a big mod that adds 108 spells and 9 cantrips, so some animations mightn’t be perfect. But if there are any major complaints I can revisit them.








Also here are the tech names for any toolkit modders. The library file would be better if you want to avoid the spells showing up on level up (if it's released when you're reading this). Just change Radiant with any of the 9 elements, only exceptions are Projectile_Firebolt0 and Projectile_Fireball0 to avoid touching the originals.

Projectile_RadiantBolt
Projectile_RadiantMissile;Zone_RadiantHands;Target_RadiantWounds
Projectile_RadiantMarrow;Projectile_RadiantRay
Projectile_RadiantBall;Shout_RadiantGuardians
Target_RadiantBlight;Target_RadiantStorm
Target_RadiantStrike;Zone_RadiantCone
Projectile_RadiantDisintegrate

If you're another modder who wants to use these, just dm me if you have any questions or need the uuids!