There is a part in the game where you can cast calm emotions to snap some mind controlled opponents out of a trance leading to a cutscene/dialogue with them. Does using this the version of the spell here mean this is no longer possible?
I'm pretty curious about something, with all the experience you gained while working on so many spell tweaks, would it be possible to revert things like Darkness so they don't turn neutral NPCs hostile? It's always been a pretty essential spell for thieves in the game
This seems to cause big combat log spam with older Circle of the Shepherd mod Boar totem has this as passive aura i think. So if you move into its radius with a couple party members or summon something near it. It just spams the combat log very fast. Does not slow my game right away but makes UI flicker. I would love to use this, but yeah if i cant override it with some other mod i will deactivate it.
Just wanted to note that this mod seems to be incompatible with 2e spells, from that mod draw the lightning doesn't function correctly with this mod, it doesn't let you target enemies with the aoe.
I love all of your rebalance mods. They make casters that much more useful/enjoyable to play, especially where concentration is concerned. Never mind all the bugs/it-doesn't-do-what-the-tooltip-says-it-does you've fixed!
This is the only one I have a small gripe with... concerning your change to Prayer of Healing. I hope you might be willing to consider my points. I can see how it might seem more utilitarian to be able to cast it in combat. But I think it filled a niche in healing that no other spell really does.
It allows you to heal up your party between fights "cheaply" (i.e., its a low-level spell with party-wide effect). The only other options for this are guzzling a bunch of potions, taking a short rest, or spending a higher-level spell slot: 3 or 4 level 3 slots for mass healing word (to heal roughly the same HP), or a level 5 slot in the case of mass cure wounds. As a level 2 spell, it is pretty powerful to have a party-wide 2d8 heal available in combat at level 4, which is why you gave it the cooldown. But a level 4 caster already has 2 (3 if you count Aid) in-combat heals available(4 if you're a Life domain Cleric!). In my (totally unqualified) opinion, having it available only out-of-combat balances its power much like the cooldown you implemented, but while also providing a utility that is otherwise lacking in the game.
Anyway, that's my short essay, "Ode to Vanilla Prayer of Healing". 😜 Do with it what you will. And regardless, thank you for all of the excellent mods you produce and the many, many hours of thought and effort that goes into making them. 💜
Might I make a suggestion for "Pass Without a Trace"?
No Concentration and lasts until long rest but it only works on a single target at a time but can be upcast to be a full AoE spell.
I don't know about most people but when I used it it was typically to be used for the benefit of a single player and not just general sneaking for everyone as I was keeping them as far away as possible. So having it be a strong single party spell rather than a weaker full team spell you have to worry about wearing off while wondering is a good trade off.
Isn't like it is full on invisibility or anything.
Mirror Image seems way too good, especially considering one of the feats in your Essential Feats mod can basically give you a free cast of Mirror Image per long rest and an ASI.
Any reason why Ray of Enfeeblement only affects weapon attacks and not unarmed and natural weapon attacks as well? I just found that out the hard way while fighting the owlbears.
I would assume that mod modifies the surface rather than the spell itself?
I'll be honest I didn't use the Web spell much, but that might have been since it was so unreliable in the first place. That mod's description suggests the base game has some pretty counter-intuitive mechanics. FYI: I think the change to a non-concentration spell makes sense as the webs wouldn't disappear if you killed the spider that created them.
Dude, your nerfs were good but all this other stuff is so over the top, and you basically deleted the concentration mechanic. How about we just buff scrolls so low level spells remain relevant and buff the concentration mechanic?
Affine Instruments scrolls and magical equipment effects may be cast as a bonus action:
if spell lvl x 3 <= combined caster lvl (e.g. cantrips at caster lvl 1, up to lvl 4 scrolls at combined caster lvl 12)
minor caster classes only count as half a level. e.g. ranger, paladin (up to lvl 2 scrolls)
caster subclasses only count as one third a level, e.g. arcane trickster (up to lvl 1 scrolls)
Split Focus every four combined spell caster levels you may concentrate on an additional spell and/or magical equipment effect (4 spells at combined caster lvl 12):
a separate concentration saving throw is made for each active spell.
when you fail any concentration saving throw the highest level spell fizzles, unless one of your other rolls was a critical 20 in which case the lowest level spell fizzles. This is affected by equipment that grant additional crit pips.
you may cancel a concentration spell and gain up to one bonus action (at most once per turn)
minor caster classes only count as half a level. e.g. ranger, paladin (up to 2 concentration spells)
caster subclasses only count as one third a level, e.g. arcane trickster (up to 2 concentration spells)
Also high level scrolls are obscenely overpowered so tie them to the requisite spell casting stat:
scrolls may only be cast by someone with (10 + spell lvl) in the requisite spell casting stat (e.g. eyebite requires 16 charisma, goodberries requires 11 wisdom, fire bolt requires 10 intelligence)
If you apply these buffs, suddenly most of the spell rebalancing you made is unnecessary. I'm sure there are a few changes which are still needed but most spells would see substantial use through low level scrolls, which casters would buy as frequently as an archer would arrows.
you may even want to adjust the scroll vendor tables so there remains a low level selection in late game similar to the ammunition tables.
68 comments
Does not slow my game right away but makes UI flicker.
I would love to use this, but yeah if i cant override it with some other mod i will deactivate it.
This is the only one I have a small gripe with... concerning your change to Prayer of Healing. I hope you might be willing to consider my points. I can see how it might seem more utilitarian to be able to cast it in combat. But I think it filled a niche in healing that no other spell really does.
It allows you to heal up your party between fights "cheaply" (i.e., its a low-level spell with party-wide effect). The only other options for this are guzzling a bunch of potions, taking a short rest, or spending a higher-level spell slot: 3 or 4 level 3 slots for mass healing word (to heal roughly the same HP), or a level 5 slot in the case of mass cure wounds. As a level 2 spell, it is pretty powerful to have a party-wide 2d8 heal available in combat at level 4, which is why you gave it the cooldown. But a level 4 caster already has 2 (3 if you count Aid) in-combat heals available(4 if you're a Life domain Cleric!). In my (totally unqualified) opinion, having it available only out-of-combat balances its power much like the cooldown you implemented, but while also providing a utility that is otherwise lacking in the game.
Anyway, that's my short essay, "Ode to Vanilla Prayer of Healing". 😜 Do with it what you will. And regardless, thank you for all of the excellent mods you produce and the many, many hours of thought and effort that goes into making them. 💜
No Concentration and lasts until long rest but it only works on a single target at a time but can be upcast to be a full AoE spell.
I don't know about most people but when I used it it was typically to be used for the benefit of a single player and not just general sneaking for everyone as I was keeping them as far away as possible. So having it be a strong single party spell rather than a weaker full team spell you have to worry about wearing off while wondering is a good trade off.
Isn't like it is full on invisibility or anything.
Also, WTB "Syrchalis Druid + Rebalance All-In-One Collection" Mod.
I would assume that mod modifies the surface rather than the spell itself?
I'll be honest I didn't use the Web spell much, but that might have been since it was so unreliable in the first place. That mod's description suggests the base game has some pretty counter-intuitive mechanics.
FYI: I think the change to a non-concentration spell makes sense as the webs wouldn't disappear if you killed the spider that created them.
How about we just buff scrolls so low level spells remain relevant and buff the concentration mechanic?
Affine Instruments
scrolls and magical equipment effects may be cast as a bonus action:
Split Focus
every four combined spell caster levels you may concentrate on an additional spell and/or magical equipment effect (4 spells at combined caster lvl 12):
Also high level scrolls are obscenely overpowered so tie them to the requisite spell casting stat:
If you apply these buffs, suddenly most of the spell rebalancing you made is unnecessary. I'm sure there are a few changes which are still needed but most spells would see substantial use through low level scrolls, which casters would buy as frequently as an archer would arrows.