Baldur's Gate 3

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Syrchalis

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Syrchalis

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About this mod

Rebalanced all cantrips to be more versatile, useful and distinctive.

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Rebalance Series
Attempt to rebalance all spells and cantrips to be more even in power.



Essential Series
Attempt to add missing pieces to the game.



Overview
The goal of this mod is to make cantrips more reliable, more versatile and elevate the weaker ones to a more powerful state. Overall this is a slight buff to cantrips. Cantrips are the resourceless alternative for casters and are not meant to keep up with a "strikers" damage output when not spending resources. However in BG3's fast-paced combat they fall behind significantly, so a slight buff will not have a large impact on balance and you shouldn't need a difficulty increasing mod with this.



 
 
 
 



General Changes
Firebolt, Ray of Frost, Shocking Grasp, Bone Chill, Acid Splash, Poison Spray, Conjure Flame, Vicious Mockery and Sacred Flame now all scale slightly differently.

  • From level 1 to 3 their dice is reduced by one size but they gain a flat +2 base damage (+1 for D4 cantrips and no size reduction)
  • At level 4 their dice is returned to normal
  • At level 5 they gain their usual second dice and continue scaling like normal with the added +2 base damage



Acid Splash

  • Dice changed from d6 to d4
  • Applies the acid condition for 2 turns, reducing the targets armor class by 2



Poison Spray

  • Deals damage in a narrow and short cone instead of as a projectile



Sacred Flame


  • Deals half damage on save
  • No longer benefits from the Potent Cantrips passive
  • It deals 1d12 damage to fiends and undead instead of 1d8



Vicious Mockery

  • Hits a secondary target in a 9m radius
  • Hits a third target at level 5, a fourth target at level 10
  • Third/Fourth target take reduced damage
  • Custom beam VFX for chains
Notes: I didn't want to make Vicious Mockery a bonus action, so it needed a bit more of a bump than other cantrips. Spread out damage is naturally weak and the main benefit is the attack roll disadvantage. Keep in mind, when this starts hitting more targets enemies also have 'extra attack', meaning that half or more of their attacks will not have disadvantage since it still only lasts for one attack.



True Strike

  • Reduces the targets AC by your proficiency bonus (-2 to -4)
  • Is consumed by the next attack (from any source)
  • Secondary effect lingers, reducing the targets AC by half that amount (-1 to -2) until it is attacked again
  • Costs a bonus action
  • The Watchers Guide and Bloodthirst are not affected by this change
Notes: Please be aware that reducing AC is the same as giving everyone a bonus to their attack roll against the target. It is just far far easier to implement. If you care about logic - AC is the targets physical armor & their dexterity in avoiding attacks. By guiding a strike magically, you can guide it towards weak points in their armor or help track them dodging. Sounds reasonable?



Blade Ward

Notes: There isn't a technical reason for which items are affected. Its simply the two that are almost game-breaking by allowing you to blanket your party and summons in Blade Ward vs. ones that only affect one target. Armor of Persistence would need a special rework (since its permanent Blade Ward) if I wanted to nerf it. But thats a job for a different mod.



Thorn Whip


  • Dice changed from d6 to d4
  • Pulls further
  • Costs a bonus action instead



Shillelagh

  • Scales to 1d10  at level 5 and 1d12 at level 10
  • Scales with whichever mental ability (INT/WIS/CHA) is your highest
  • Now also works on Spears, Javelins and Maces
  • When wielding a versatile weapon and nothing in the off-hand, deal +1 extra damage
  • Now lasts until long rest

Notes: The versatile weapon change is to give any sort of reason to use a versatile weapon in two hands. +1 Damage is the exact same overall bonus as increasing the dice size by one (e.g. from 1d6 to 1d8) to mirror how versatile weapons work. This is needed because Shillelagh overwrites the weapon's die, so a staff wielded in one hand has the same die as one wielded in both hands.

Long rest duration has the issue that shillelagh inventory-binds the weapon, meaning you would need to wait until a long rest to be able to trade any weapon you used shillelagh on. However, I have added a 'Dispell Shillelagh' spell that you can use to remove the effect. (similar to my Cancel Banishment/Binding etc. spells from the Level 4/5 rebalances). When you wield a weapon with shillelagh the spell will appear on the right 'temporary' hotbar.



 

Guidance & Resistance

  • No longer require concentration
  • Limited to one target


 


 

Eldritch Blast, Friends, Dancing Lights, Light, Mage Hand and Thaumaturgy are unchanged. If you want the light cantrip to work in Wild Shape try my Druid Quality of Life mod.



Requirements
Script Extender is highly recommended as the mod contains a script that changes High Elves cantrip spellcasting ability to INT/WIS/CHA depending what your highest stat is when you level up or respec.

Without SE this script will not run, but otherwise the mod works normally. Your high elf cantrip will then be stuck at the spellcasting ability of the class you chose at character creation (respecing will not change that). While Shadowheart's will be stuck at WIS and Astarion's at INT, again respecing can not change it.


Common Questions
If you ask these questions in the comments I'll not be answering them. You have the ability to write, so you have the ability to read as well. And hopefully the ability to think one step further than just my explanations.

Compatibility
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This mod overwrites most cantrips and thus is not compatible with other mods that change cantrips. If you use a mod that changes a cantrip with this mod the changes may be overwritten or merged, depending on load order and implementation.

Feel free to use mods that modify the unchanged cantrips listed at the bottom. There should be no conflict.
5e Spells: There should be no conflicts since it only adds spells and doesn't edit vanilla ones.

In general:
The main reason for compatibility issues is two mods editing the same thing. Depending on the exact thing this can be very broad or narrow. You don't have to be a modder or understand these terms, just know there is different kinds of ways the game stores information:

  • Root template: Has to be entirely overwritten to be changed, so two mods changing different things still aren't compatible
  • Stats entry: Can be inherited, merged, changed, if the same thing is changed it'll overwrite, otherwise changes merge (unless the entry is entirely overwritten which a lot of novice modders do)
  • Progressions/list entry: Like root templates, but compatibility framework allows merging changes for proper compatibility


Load Order
This mod overwrites level 1 of Highelf and High Halfelf progressions. You can use Compatibility Framework if you use a mod that overwrites level 1 Highelf/High Halfelf. To do so, load this mod before other mods that edit the progression node.
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In general:
  • The mod loaded later/further down the list overwrites
  • Example: Mod A (loaded first) changes the field 'AmountOfTargets' on Firebolt to 2 and Mod B (loaded later) has it set to 1 then Firebolt will only hit 1 target
  • If the mods change different fields and use self-inheritance (recommended) then the changes merge - which can be desired or not
  • Example: Mod A (loaded first) changes the field 'AmountOfTargets' on Firebolt to 2 and Mod B (loaded later) changes Firebolt to deal 1d12 damage - if the mods use self-inheritance, you now get a Firebolt that hits 2 targes for 1d12


Feedback
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I appreciate constructive feedback. If you think something is too strong or weak or could be done better you are welcome to comment. Note that I may have a reason (design-wise or functionality wise) why something is the way it is. Also please be aware that maybe your +300% health playthrough with 17 custom classes/races and 15 turn combats of running away and letting enemies rot from damage over time is maybe not the average player experience.

Please try to provide feedback as 'user story'. Tell me what happened, the circumstances, what fight, what difficulty etc. - otherwise its fairly hard for me to judge whether something I designed is problematic in general or just in specific scenarios. That information is very important for me to understand the nature of the issue.

As example: "Your rebalanced blight is way too strong!" is not nearly as helpful as "Blight carried my fight against X entirely by itself, because I lured the enemy out of the room, they clumped up and every hit dealt 3-5 damage to 8+ enemies" - even though the second is still just a single sentence.


Work involved
Rebalance - Cantrips took around 12h to make. This is despite me being fairly experienced and efficient. You can multiply this time by x5 to x10 for a novice.
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Often I get questions like "Can you make a version without X?" - I can, but I will not. There is a few things about BG3 mods one might not think about right away. The work involved is high and modders usually make a mod for themselves with the courtesy to make it available to others and maybe spend extra hours to maximize compatibility and make it more broadly appealing.

An additional version means probably at least 1h or 2h of making that alternate version and uploading it, and then several hours maintaining that version, as now every change made to the original mod has the be copied over to that version. Every upload takes twice the effort (packing two files, updating version, updating description, updating changelog, ensuring you are overwriting the correct file etc.).

There is a lot of unfortunately quite popular mods on nexus that are the lowest effort stat overwrites that don't care about any of: Compatibility, fixing tooltips, adding new mechanics, designing well, making anything new or properly testing - they just slap existing passives on something that already exists. Updates aren't required or don't happen. Of course they can have 10 versions of that mod, because it took them almost longer to upload that version than make it and they aren't going to maintain it.

So before you ask "Can you make a seperate version" ask yourself - what are you asking exactly? A stranger to spend multiple hours of their time for free to make a version that barely appeals to a fraction of people over the original mod and even less people that didn't download the original but would download the other version (= minimal gain in quality and popularity).

More importantly, you are asking the person to take that time away from making a new mod, something that far more people would enjoy far more (probably even you).

Now lets talk money for a second. Depending on how passionate a modder is about your request they might make it for free (since they would have done it themselves anyway) or ask a reasonable price of say 40€ (=44$) an hour. Now look at the highlighted numbers again and do the math. An alternate version is most definitely not the former (something the modder is passionate about) or it would exist already. Are you willing to pay that? A fraction of it?

That is all to say, I still appreciate constructive feedback. Many good changes and additions have come from comments. All I want is for people to stop and think for a moment what they are asking.



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