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About this mod

Attempts to shift the balance towards making only arcane casters relevant

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A bit of a pretentious name, but I hate like the way magic is in DnD or its adaptations. Whenever there are multiple classes in the any game, magic will be nerfed indeed, but DnD goes beyond that and it's especially disappointing for something that tries to appear as meaningful, if not well thought. Initially I wanted to just tackle with some of the nastiest saving throws like wisdom on polymorph, but the actual situation with spells turned out worse than I expected, so I said screw it, I am going all in, so I wouldn't be surprised if arcane casters here turned out to be stronger than mages in other games. Now arcane casters are probably the only one that are relevant in the game.

So, here is what the mod does:
1. Gives Sorcerers and Wizards Magic Resistance passive ability, which gives Advantage on Saving Throws against spells and other magical effects.
2. A bonus to saving throws equal to half of the caster level.
3. Gives Sorcerers and Wizards +1/+2/+4 bonus to AC (in total, not additive) and 3/6/9 Damage Resistance (in total, not additive) at levels 4/7/11.
4. Raises difficulty class (DC) of all (probably) spells by 3.
5. Changes saving throws of many spells to Charisma and Intelligence, especially the ones that I think shouldn't be blocked by anything that magic. And charisma is the most magic-like stat here. I moslty cared about sorcerers, so this is another reason why Charisma is now prevailent. To make it up to wizards a bit, I changed most, if not all spells with a Wisdom saving throw to have Intelligence saving throw instead. As you can see below, I also changed damage of some spells. Some spell do something even if the target succeeds on ST. E.g. gust of wind now pushes the target by 2m in case it succeeds on the saving throw compared do not doing anything before.


So, basically it makes spells deadlier, but also makes arcane casters (mostly sorcerers) better protected against spells (and in general), shifting the balance towards them. Initially I was glad there wasn't Spell Resistance parameter like in other editions, but then I realized it would've probably served my goals better, where I could've relied on it to protect mages from other mages and get rid of many saving throws. Alas, there is no such thing here.

I knew the downside to this mod would be the discrepancy between the newfound power and how the game still treats mages just like any other nobody, but when I started the game the memory  ofactual canonical misery of mages was too crushing. This along with the whole boring pointless premise of the game made me refund the game, so I didn't actually find out if changing the class progressions gives the boosts to enemy mages as well, so that the fights became battles essentially between mages, or it's only you who benefit from all these new passives and you'll just ragdoll the game without any resistance from enemy mages.

Install
1. Extract into AppData\Local\Larian Studios\Baldur's Gate 3\Mods
2. Activate the mod in your Baldur's Gate 3 Mod Manager
3. Save the Load Order
4. Start the game!