Baldur's Gate 3

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About this mod

Changes some of the most useless spells in the game to have more function while maintaining game balance

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Update 1.1: Added tooltips that more accurately reflect spells' new functionality


This mod changes some vanilla spells, other mods which change the same spells may conflict, so load this mod below them or mind your load order. Rather than being an overhaul, this is a minor increase the utility of some lesser-picked spells, making them more viable within their spell tier.

There is an English localization file, the tooltips will read incorrect in other languages, anybody has permission to translate to other languages. 

I made this mod based on this youtube video:


as I was watching, I thought to myself, "Oh I can fix that.. and that.. and that....."

So I did, here's a rough overview:

Witchbolt
  • recast is a bonus action

Phantasmal Force
  • is not a concentration
  • once applied, can't be saved (lasts 10 turns)

Conjure Barrage
  • functions as an attack instead of a spell (works with extra attack)
  • increased damage

Contagion
  • target multiple enemies
  • harder to resist (DC 18)
  • disease reduced to 10 turns

Circle of Death
  • castable on any surface, not just on enemies

Barkskin
  • not concentration
  • increase ac to 18

Goodberry
  • does slightly more than healing potion, but less than major healing potion

Charm Person
  • unchanged (my idea was to make it effect multiple targets, but it already does that. plus it has synergy with draining kiss)

Protection from Energy
  • not concentration
  • reduced to 10 turns
  • ranged cast
  • up to 3 targets

Feign Death
  • unchanged (i don't see a problem with this spell, it just requires some creativity to use effectively)

Grasping Vine
  • not concentration
  • more health
  • extra attack
  • chance to ensnare (DC 16)

True Strike
  • cast on multiple targets
  • uses bonus action
  • not concentration