About this mod
Rebalances rarely used level 2 spells to be more useful. Does not diminish spells that are already good.
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Attempt to rebalance all spells and cantrips to be more even in power.
- Rebalance - Cantrips
- Rebalance - Level 1 Spells
- Rebalance - Level 2 Spells
- Rebalance - Level 3 Spells
- Rebalance - Level 4 Spells
- Rebalance - Level 5 Spells
- Rebalance - Level 6 Spells
- Rebalance - Class Spells
- Rebalance - Feats
- Rebalance - Racials
- Rebalance - Common Effects
- Rebalance - Nerfs
Essential Series
Attempt to add missing pieces to the game.
- Essential Feats
- Essential Armor and Weapons
Overview
The goal of this mod is to improve Level 2 Spells that are rarely or never used and make them viable and potentially even competitive choices among the better spells of this rank. Spells that are considered top tier for the spell level will not be nerfed to accomplish this.
Even though I try to keep it balanced, the general power level increases to an extent. Some classes that have a very poor selection of spells will suddenly have a lot of useful spells and that indirectly increases their power, even if these spells aren't more powerful than other spells of the same level. As such you may want to use mods that increase the difficulty.
Recommendations
- Consider using mods that increase difficulty, like Tactician Plus, which allows you to adjust enemy health based on how many power-increasing mods you have
- Do not overdo buffing/camp casting (less concentration allows it, but if you overdo it you spend literal hours buffing during a playthrough)
- While enemies also benefit from the reworked spells, you will generally benefit more
- Only my Rebalance - Nerfs mod makes the player weaker
- Have fun










General Changes
There is little general changes as every spell has been treated seperately trying to improve them not just in power but also in a creative way where possible. However, many spells can be improved by merely removing their concentration requirement - adjustments were made to account for the lack of concentration.
Spells that no longer require concentration:
- Blur (duration reduced from 10 turns to 3 turns, castable with a bonus action)
- Branding Smite
- Crown of Madness (can be upcast to affect more targets)
- Detect Thoughts
- Enlarge/Reduce (can be upcast to affect more targets, uses a bonus action but lasts only 5 turns)
- Flaming Sphere (no longer harms neutral and knocked out targets, summoning deals damage and damages on end of its turn rather than end of enemy's turn)
- Invisibility
- Magic Weapon (limited to 1 target)
- Pass Without Trace (duration reduced to 50 turns (5 minutes))
- Web (duration reduced to 5 turns - now also attempts to Enweb targets immediately on application)
Again, as with Entangle, Web is an experiement whether its fine this way or not, since you can't remove the surface whenever you like anymore.

Barkskin
- No longer grants AC
- Grants 3-7 flat damage reduction against physical damage based on spell level
- Lasts until long rest and has 10-14 "charges" - each attack consumes one
- Limited to 1 target
- Elixir of Barkskin grants the effect without a charge limit (due to the power of other elixirs)
- Barkskin Armour AC increased from 12 to 16 and grants the effect passively
- Elixir of Barkskin's effect is not removed when you equip the Barkskin Armour, but its effects are disabled - this is to prevent wasting your elixir just because you equipped the armor for a second

Calm Emotions
- No longer makes enemies immune to fear and charm
- Allies become immune to fear and charm and these effects are dispelled
- Enemies have their rage effects dispelled
- Allies also gain +1 to attackrolls and saving throws
- Enemies lose -1 to attackrolls and saving throws and have disadvantage against 'frightened'

Enthrall
- Now targets a large area
- Debuff unchanged out of combat
- In combat, applies 3 turns of Enthralled, which prevents enemies from using bonus actions
- Every turn they must succeed a wisdom saving throw or also cannot take reactions for that turn

Phantasmal Force
- Targets enemies in a 6m radius instead of limited to 1 target
- Damage reduced to 1d4 Psychic
- Every attack increases Phantasmal Force's Intensity, adding another dice to the periodic damage (limited to 5 max)
- Every turn the intensity increases by +1 as well
- Application uses your spell DC for an INT save (like the original spell)
- Every turn an INT save is rolled to remove the status - the DC for this is your spell DC + 5 - intensity, meaning that it is relatively difficult to remove at first (spell DC + 4), but the stronger it gets the easier it is to remove (down to just your spell DC)
- Dice size increases per spell level upcast
- No longer changes damage type when damaged (I didn't want to remove this but I had to create 30+ conditions for this to work smoothly and if I did this with all damage types it would have been almost 400+ conditions)
- Lasts 5 turns and does require concentration

Ray of Enfeeblement
- Now chains to an additional target + another target per spell level upcast (similar to Ray of Sickness from my level 1 rebalance)
- Lasts 4 turns
- Target deals half damage with strength and dexterity based weapon attacks
- Target also has disadvantage on strength, dexterity and constitution saving throws








Minor Changes
- Arcane Lock - grants the target 'Sturdy' and +50 hit points and lasts for 20 turns
- Flame Blade - now lasts until long rest
- Gust of Wind - pushes further, applies Dazed and no longer applies debuffs to allies (still pushes them unless you have 'Sculpt Spells'
- Melfs Acid Arrow - deals more damage when upcast, applies its dot and the acid condition to nearby targets and no longer creates an acid surface
- Mirror Image now lasts until long rest
- Prayer of Healing can be cast in combat but has a short rest cooldown now
- See Invisibility - can be cast on others, limited to 1 target
- Lesser Restoration - has a ritual cost now
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
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
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
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 - Level 2 Spells took around 16h to make and a few more hours for updates (which were somewhat substantial for this mod). This is despite me being fairly experienced and efficient. You can multiply this time by x5 to x10 for a novice.
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.
Syrchalis' Druid Mod Collection
- Druid Quality of Life - Huge quality of life improvements and bugfixes for druids
- Druid Perfection - Added depth, multi-classing benefits and features for druids
- Druid Wildshape Weapons Armor Gear and Items - Items that work in Wild Shape
- Wildshape Viability - New Spells, Rebalance, Icons and more - Wild Shape overhaul, dozens new spells, specialized Wild Shapes
Links
Check out my other mods.
And also my armors: