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Spells such as Phantasmal Force are poorly implemented. Others are very weak even in 5E/PhB.
This mod aims to improve this spells slightly to give players better choices.
CHANGELOG:
Color Spray: Duration increased 1 -> 2 rounds
Ray of Sickness: Removed Saving Throw requirement (only requires ranged spell attack)
Ray of Enfeeblement: Removed Saving Throw requirement (only requires ranged spell attack), reduced duration 10 -> 2 turns.
Crown of Madness: Changed Saving Throw: Wisdom -> Charisma
Arms of Hadar: Additional effect on a failed save: Removes enemies Dexterity bonus to Armor Class
Vampiric Touch: Consecutive casts can be done as a Bonus Action (from Action)
Witch Bolt: Activating a Link costs a Bonus Action (from Action)
Phantasmal Force: Applies various debuffs (1 turn duration) at the start of turn based on current damage type
Psychic: Succeed a Wisdom Save (Spell DC) or become Frightened. Ice: Reduced Speed by 3m Necrotic: Cannot Heal Force: Must break Concentration Lightning: Cannot take reactions Thunder: Becomes Silenced Fire: Burning (extra 1d4) Acid: Armor Class reduced by -2 Poison: Becomes Poisoned (Disadvantage on Attack Rolls and Skill Checks) Divine: Next attack against this creature is done with Advantage Slashing, Bludgeoning, Piercing: Must succeed DC10 Dex Save or become Off_Balanced