Baldur's Gate 3
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Lightboom

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Lightboom

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About this mod

Changes to durations and effects for spells from 5e Spells and Homebrew Spells to make them better fit BG3

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What?

This mod updates spells from 5e Spells and Homebrew Spells to (subjectively) better fit the balance of BG3 that Larian established. There's a total of 4 files, 2 for each mod. One contains duration changes, the other effect changes and fixes. I suggest using both, but it's of course up to you.

Below, you will find the descriptions for all the changes I've made. Note that a lot of changes are described as "fixed DRS". That means that I fixed the Damage Rider Source effect of the spell in question.

I also made minor improvements and corrections to spell effects and spell flags for both mods.



5e Spells - duration changes

Beast Bond - from 100 round to 10 rounds
Detect Good and Evil - from 600 rounds to until long rest
Detect Magic - from 100 rounds to until long rest
Unseen Servant - from 600 rounds to until long rest
Borrowed Knowledge - from 100 rounds to 10 rounds
Flock of Familiars - from 600 rounds to until long rest
Mind Spike - from 100 rounds to until long rest
Summon Beast - from 600 rounds to until long rest
Flame Arrows - from 600 rounds to until long rest
Melf's Minute Meteors - from 100 rounds to 10 rounds
Summon Shadowspawn - from 600 rounds to until long rest
Charm Monster - from 600 rounds to 10 rounds
Summon Elemental - from 600 rounds to until long rest
Commune with Nature - from 100 rounds to 10 rounds
Holy Weapon - from 600 rounds to until long rest
Skill Empowerment - from 600 rounds to until long rest


5e Spells - spell effect changes

Green-flame blade - fixed DRS
Absorb Elements - fixed DRS
Chaos Bolt - cast range from 36m to 18m
Zephyr Strike - fixed DRS
Detect Magic - improved the implementation of ritual casting
Unseen Servant  - improved the implementation of ritual casting
Kinetic Jaunt - move speed bonus increased from 3m to 5m to compensate for the lack of ability to go through other creatures and deal damage to them by doing that
Rime's Binding Ice - now applies a restrained effect for 1 turn on failed saving throw instead
Tasha's Mind Whip - improved enemy behaviour under the effect of the spell
Vortex Warp - limited to allies only. Considering the sheer amount of chasms in this game, Vortex Warp becomes a level 2 "save or die" spell
Enemies Abound - cast range from 36m to 18m
Erupting Earth - cast range from 36m to 18m
Flame Arrows - fixed DRS; fixed being able to apply the effect to a melee weapon
Melf's Minute Meteors - cast range of meteors from 36m to 18m
Spirit Shroud - fixed DRS
Guardian of Nature - fixed DRS
Raulothim's Psychic Lance - cast range from 36m to 18m; applies stun instead
Conjure Volley - cast range from 45m to 18m
Synaptic Static - cast range from 36m to 18m


Homebrew Spells - duration changes

Stone Forming - from 100 rounds to 10 rounds for fists; from 100 rounds to until long rest for weapons
Lightning Charged - from 100 rounds to 10 rounds


Homebrew Spells - spell effect changes

Decaying Touch - fixed DRS; the effect now procs specifically on hit; fixed the status group of the applied effect
Fists of Fire - changed spell implementation; now also affects regular unarmed attacks; fixed interaction with monk's unarmed damage bonus and using dexterity for unarmed attack rolls; fixed incorrect skill tags; fixed attack sound with weapon equipped; can no longer be manually dismissed, but is removed at the end of combat. Frankly a little OP but that's just BG3's unarmed bullshit for you
Force Bolt - cast range from 36m to 18m
Freeze - effect applied by the spell now behaves as the effect of the Ray of Frost spell
Impact - added a Strength saving throw against knockback effect
Rock Slam - the knockback version of the spell now requires the target to be movable
Stone Forming (Fists) - stone fists add 1d8 damage to all unarmed attacks instead; fixed incorrect skill tags; fixed attack sound with weapon equipped; the effect is removed at the end of combat
Water Bullet - cast range from 27m to 18m
Arctic Breath - effect applied by the spell now behaves as the effect of the Ray of Frost spell
Gale Bolt - cast range from 36m to 18m
Crashing Wave - the knockback effect of the spell now requires the target to be movable
Thunder Punch - the knockback effect of the spell now requires the target to be movable
Cold Snap - effect applied by the spell now behaves as the effect of the Ray of Frost spell
Crackle - now applies the stun correctly; now requires to failed Constitution save to apply stun; fixed crackle counter not being reset between spell casts in the same turn; damage reduced from 1d12 to 1d8 so it's not a straight upgrade from Scorching Ray
Fling - spell was reworked: now can only fling items, flinged item takes 10 fire damage upon landing; cast range from 9m to 18m
Electrocute - now applies the stun correctly
Vortex Blast - the knockback effect of the spell now requires the target to be movable; damage reduced from 4d6 to 3d6 as per source material
Dimension Cutter - fixed spell damage not being increased when upcasting
Jumping Jolt - damage reduced from 4d12 to 4d10 to account for incomplete implementation
Ice Spike - damage reduced from 4d12 to 4d8 as per source material; damage increased from 4d8 half to 4d8 on successful saving throw as per source material; fixed DRS
Orbital Stones - two stones now provide only half cover, as per source material
Sky Burst - cast range from 36m to 18m; fixed being able to damage the same target several times


Installation & Requirements

Obviously, mods that change spells from 5e Spells require it, the same for Homebrew Spells mods. The Homebrew Spells Adjustments also requires Script Extender, but you likely have that covered as the base mod also requires it.

Download all the files (or choose which ones you want) and install them normally though your mod manager (I suggest BG3MM). Load them after the original mods.