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Apoth

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Apothz

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About this mod

Various tweaks to poison spells and items to make it fun and viable.

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Overview
I really like poison in games, especially if they are implemented as damage over time. Sadly in BG3 poison damage is not a DoT nor is particularly viable. So as fun project for my own amusement I started tweaking things around. I mostly play as a caster so the tweaks are primarily focused on spells and effects related to them, and as a sort of balance tweaked coatings too so characters using weapons can benefit from these changes.
I didn't add anywhere on my mod a feat or effect to bypass Poison Resistance/Immunity, this is because there are a lot of mods that already do the same and I already use one named Caustic Feat which I recommend. Even tho I ended up adding an item to bypass resistance and immunity to poison damage, I still recommend Caustic Feat.



Spells
All poison spells add Intoxication, a new status effect that acts both as delayed damage (thus the lower damage die on them) and DoT. Each stack deals 1d4 poison damage (3 turns would deal 3d4 poison damage) on the start of the turn and each turn the affected entity makes a CON save (Spell DC, 13 minimum) to get rid of the status. With a permanent duration (until long rest) this can either deal a respectable amount of delayed damage or slowly melt enemies.
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As a side effect and IMO nice touch the Intoxicated stacks are affected by Metamagic: Extended Spell.





Poison Spray
  • Changed to Necromancy school
  • Range: 3m → 9m
  • Damage: 1d12 → 1d8
  • CON save → Attack Roll
  • Inflicts Intoxicated status effect for 1 turn (permanent)
  • Scaling: like Eldritch Blast (+1 projectile at lvl 5 & 10)
Added a single target and an AoE cone version as optional files.
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Single target version:
Progression: 1d8 → 2d8 → 3d8 damage and inflicts Intoxicated for 1 → 2 → 3 turns.

AoE version:
Range: 5m cone
CON save (affected by Potent Cantrip again)
Progression: 1d8 → 2d8 → 3d8 damage and inflicts Intoxicated for 1 → 2 → 3 turns.

Patch for Rebalance - Cantrips included: Poison Spray as the Rebalanced version but with lowered damage (1d12+2 → 1d8+2) since I added Intoxication to it.



Ray of Sickness
  • Changed to 2 base rays
  • Damage: 2d8 → 1d8 per ray (2 at 1st lvl)
  • CON save for Poisoned x 3 turns → Poisoned x 2 turns (no save)
  • Each ray inflicts Intoxicated status for 1 turn (permanent)
  • Scaling: +1 extra ray per lvl above 1st
Simply the most satisfying change IMO. Similar to Scorching Ray it feels like using a machine gun (7 rays using a lvl 6 spell slot). Lowered the duration on the Poisoned status effect for a little balance since it can be used against multiple enemies and it doesn't have a save (closer to RAW).


Chromatic Orb: Poison
  • Damage: 2d8 → 3d6
  • Creates Simple Toxin Surface → Inflicts Intoxicated status for 3 turns (permanent)
  • Scaling: +1d6 poison dmage and +1 turn Intoxication per lvl above 1st
Decided to change it. Base damage is 3d6 instead of 3d8 because the 3 stacks of Intoxication would act as 3d4 extra damage (with the potential for more DoT). The changes turn this spell as the best option for Intoxication focus (8 stacks at 6th level).

As an extra Book of Ancient Secrets adds Chromatic Orb and Ray of Sickness as 2nd level spells.



Poison Burst (new)
  • Lvl 3 Necromancy 
  • Range: 18m with 4m AoE
  • Available to Bards (Magical Secrets), Clerics (Trickery Domain), Druids (Circle of Spores), Sorcerers, Warlocks and Wizards
  • Damage: 6d6 poison
  • Inflicts Intoxicated for 3 turns (permanent)
  • CON save for Poisoned for 3 turns
  • CON save (on spell damage) halves damage and negates Intoxication of spell.
  • Scaling: +1d6 poison damage and +1 turn Intoxication per lvl above 3rd
I wanted to use an AoE spell earlier than Cloudkill and this is what I made. Basically Fireball but poison.


Elemental Weapon: Poison

  • Added Poison variant with its own VFXs.
  • Effect: +1d4 poison damage and +1 Attack Rolls
  • Added to Druids, Rangers and Warlocks
  • Added scaling like RAW → +2d4 damage and +2 AR at 5th/6th lvl, +3d4 damage and +3 AR at 7th/8th/9th lvl.
Wanted a Poison variant and Elemental Weapon available to other classes besides Paladin. Druids and Warlocks will benefit the most with the scaling.
Added optional file to remove concentration. Only one effect at a time (from the same source) → WARNING: by how it is implemented if you use the spell on a weapon already buffed by any version of Elemental Weapon, the buff will disappear and you will waste the spell slot used. Do not use on the same weapon twice in a row.


Cloudkill
  • Damage: 5d8 → 6d6
  • Inflicts Intoxicated for 2 turns (permanent)
  • Now properly scales to 6th lvl and up to 9th lvl
  • Scaling: +1d6 poison damage and +1 turn Intoxication per lvl above 5th
  • Removed Poisoned status tag and effect
Managed to tweak it so now can properly scale and 6th lvl has proper particles too. Removing the Poisoned tag means that effects/passives that grant immunity to the Poisoned status like Heroes' Feast and Elixir of Poison Resistance won't prevent the damage of the spell.
I published another mod with the vanilla damage that makes the same fixes.
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Per my tests inside the toolkit, the damage on casting, on the turn of the enemies and on entering should be affected by my Poison Trails (acid, necrotic or toxic) and bypass resistance/immunity if the caster has that effect. Still would like any input on it working.


Items
What mostly started this mod. I tweaked most items in similar fashion to other mods without (IMO) going over the top with them. If I ever learn how to make new items and add them to vendors or as loot I will add new equipment to enhance spells and coatings. Added 3 new items to vendors.



Poisoner's Robe
  • Changed Poison Trails passive into a Class Action with 3 variants: +1d4 acid, necrotic or poison damage on all poison damage done by the wearer (so it works with spells, Intoxication and toxins). Each last until Long Rest and uses a Bonus Action so it can be changed mid combat. There is no internal cooldown so the damage type can be changed as needed.
  • Grants +1 AC
  • Upgraded rarity to Rare.


Dark Mother's Robes (new)
  • New very rare robes based on Poisoner's Robes.
  • Grants High Spellcasting (+2) passive and +2 AC.
  • Unlock "Lolth's Trails" class action: +2d4 acid, necrotic or poison bonus damage on all poison damage done.
  • Sold by Mystic Carrion.
Created an upgraded version of Poisoner's Robes to compete against Robe of the Weave or other end game mage robes. It has an unique black/purple color pallet that IMO fits the Lolth theme.


Dark Mother's Circlet (new)
  • New very rare circlet.
  • Grants "Lolth's Blessing" new passive: Spells and attacks ignore Resistance and Immunity to Poison damage.
  • Sold by Lann Tarv.
In the end decided to add an item to bypass resistance and immunity to poison damage entirely. Might seem to OP to bypass immunity entirely but it competes with other good headwear and the amount of enemies immune to Poison damage warrants it IMO. Could nerf the effect a little if people thinks is too much but I prefer it like this (and is really easier to implement too.)


Poisoner's Hand Crossbow (new)
  • New rare hand crossbow.
  • +1 enchantment.
  • Unlocks Poison Spray.
  • Deals 1d4 extra poison damage and has a chance (DC 13) to Intoxicate on hit for 1 turn.
  • Sold by Roah Moonglow in Moonrise Towers.
A neat addition to apply Intoxication without spells.
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Maybe a permanent Simple Toxin coating buff would work better but this way it can Intoxicate AND be coated in poison
Extra damage can benefit from Poison Trails and Lolth's Trails.


Poisoner's Gloves
  • Envenom: DC changed from 13 to 15. 
  • Added new passive Zehir's Teachings: +2 to the DC and damage of poisons and toxins (those mentioned in the coatings section), and they bypass immunity to the Poisoned status (different from Immunity to Poison damage). 
Maybe with this coatings can be the focus of an entire build.


Markoheshkir
  • Deadlier than Arsenic: bonus poison damage applies on any instance of poison damage done by the wearer (like Poison/Lolth's Trails)
  • Added new VFX when casting the poison buff and on the the staff.
Tweak was done to let Cloudkill benefit from the passive (but will affect things like Intoxication and toxins). I'm happy with the VFX to make it different from the acid buff (before they used the same VFX, seems like the poison buff was added last minute and forgotten).



Broodmother's Revenge
  • Venomous Revenge: doesn't overwrite nor gets overwritten by dipped effect. This means it can be active on a weapon already dipped in fire, poison or toxin and won't be deactivated by dipping the weapon with the same effects. 
  • Note: if the weapon has innate poison damage (like Handmaiden's Mace or my Poisoner's Hand Crossbow), the extra 1d6  won't be shown in the tooltip, this is vanilla behavior and I don't know how to fix it.


Necklace of Elemental Augmentation
  • Enhances poison cantrips too.


Poisoner's Ring
  • Changed Virulent Venom class action cooldown to Once per Short Rest, usable only on 1 target at a time, DC 15 and bonus action as resource.

  

Ring of Elemental Infusion
  • Added Poison Infusion with its own VFX and icon.


Staff of Crones
  • Grants Arcane Enchantment (+1) passive
  • Added +1 enchantment.
  • Unlocks Ray of Sickness as a 2nd lvl spell with a Short Rest cooldown.

Poisons and Toxins (coatings)
Poisons and toxins have higher DCs and they don't apply Inoculation on save. Toxins deal their damage on the start of the turn and it can stack (they still last for a single turn but the effect can stack when dual wielding and will deal more damage similar to Intoxication). Changes applied to the surface created when throwing the respective poison/toxin.

  • Basic Poison: DC 11 → 13. Removed Inoculation
  • Drow Poison: DC 13 → 15. Removed Inoculation
  • Crawler Mucus: DC 13 → 15. Removed Inoculation
  • Malice: DC 15 → 17. Removed Inoculation
  • Bellyglummer: DC 17 → 19. Removed Inoculation. Replaced Poisoned status with Nauseous status. Damage: 1d6 poison → 3d4 acid (idea from Better Status Effects).

  • Simple Toxin: DC 11 → 13. Damage on start of turn. Stacks. Surface area when thrown 1m→1.5m.
  • Serpent Fang Toxin: DC 13 → 15. Damage on start of turn. Stacks. Surface area when thrown 1m→1.5m.
  • Wyvern Toxin: DC 15 → 17. Damage on start of turn. Stacks. Surface area when thrown 1m→1.5m.
  • Purple Worm Toxin: Damage on start of turn. Stacks. Surface area when thrown 1m→1.5m.

Compatibility and Load Order
Pretty much any mod that alter the same things shouldn't be compatible, but as a general rule of modding whatever is lower/later in the load order "wins". If you want to use multiple mods that change the same things (for example a mod that also changes Poison Spray) order them so the mod you prefer is lower than the rest.
As a side note I had to modify various spell progression lists to include Poison Burst (classes/subclasses mentioned), and the list that include Poison Spray to replace it with the AoE cone version in the optional files. If a mod changes this lists too it will conflict.
Added a patch for Rebalance - Cantrips, load after both mods.

Final Words
I accept all constructive ideas and criticism, this being my first mod ever I'm really looking forward to what people think of it, including ideas for new effect or synergies.