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Syrchalis

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Syrchalis

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About this mod

Rebalances rarely used level 6 spells to be more useful. Does not diminish spells that are already good. Also cured Cambion baldness.

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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 improve Level 6 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
Only two general changes - Arcane Gate and Windwalk now have a ritual cost. The former also no longer requires concentration.



Circle of Death

  • Allies auto-save against the spell
  • Enemies are cursed with death, taking 50% of damage taken as extra Necrotic damage until the end of next round
  • Allies aren't affected by the curse



Disintegrate

  • Now an attack roll
  • Now also fires up to 10 additional beams at targets that cannot dodge (auto-fail DEX saves), dealing 7d6+25 damage
  • Auto-Fail DEX Saves means conditions like Paralyzed, Sleeping, Petrified, Stunned etc.
  • This means, the spell is now more reliable, but still somewhat weak, unless you combo it with incapacitating conditions
  • Enemies not under those conditions will not be hit, meaning you'll almost never reach the cap of 10 targets

Overall, the idea here is that it should be able to compare somewhat to a Create Water + Chain Lightning combo. Difference being, for this you will probably upcast Hold Person (one of the conditions that makes targets auto-fail dex saves), so overall you spend greater resources, but you also have the enemies be stunned still afterwards. 



Wall of Thorns

  • Instead of creating flamable vines in a 2m radius now creates spike growth in a 3m radius
  • Attempting to jump through the wall will result in being knocked back and getting stuck in it
  • Enemies can no longer jump when inside the wall



Wall of Ice

  • Ice surface radius created around the wall increased from 2m to 4m
  • Ice surface radius created by destroyed wall increased from 3m to 5m
  • Icy Cloud radius created by destroyed wall increased from 1m to 4m
  • Damage radius around wall when it is created increased from 3m to 5m
  • Damage on creation now uses caster spell DC instead of 15
  • Icy Cloud damage increased from 5d6 to 10d6 (matching tooltip now)
  • Allies auto-save against this spell's effects



Otto's Irresistable Dance


  • Target can no longer take bonus actions or reactions
  • Allies of the target (= usually enemies) will be forced to dance as well if they enter a 5m radius for 1 turn
  • After dancing for 1 turn enemies gain immunity to this effect until the end of combat (they can still be targeted by Otto's Irresistable Dance itself though)



Flesh to Stone

  • Now castable on allies only
  • Ally gains a petrification aura for 2 turns
  • On application and whenever the ally ends their turn enemies in a 9m radius get a stage of petrification
  • All stages of petrification hinder enemies increasingly more (for example at stage 3 they auto-fail any DEX saves)
  • If they reach stage 3 they must do a final CON save at the end of their turn or become fully petrified for 2 turns
  • This is a brittle petrification which makes them vulnerable to Bludgeoning, Thunder and Force damage (and resistant to all else)
  • When enemies resist petrification or move out of the area their petrification is not immediately gone but reverts back from stage 3 21, one stage per turn



Eyebite

  • All: No longer requires concentration, duration of recast reduced to 5 turns
  • Eyebite: Sleep is unchanged otherwise
  • Eyebite: Panicked and Sickened now only require bonus actions to cast and re-cast





Planar Ally

  • All summoning spells received new icons
  • All summons gain the same attack roll bonus as my druid perfection mod (your highest modifier minus 2, so at 20 your modifier would be +5 and the summon would gain +3 to attack rolls)
  • Cambion and Deva gained Dip, Shove and Jump (despite having Fly, Jump helps them keep up when following and allows their bonus action to give extra mobility, since they both have decently high STR scores)
  • Djinni does not have animations for these common actions so it didn't get them
  • Deva and Djinni spells use the summoners spell save DC
  • Cambion has received increased ability scores, health and AC
  • Cambion's health is 98, still the lowest but also has the most and best resistances
  • Cambion's Glaive grants all glaive weapon actions (Piercing Strike + Brace (Melee))
  • Cambion's Glaive is lightly enchanted (+1) and deals an extra 2d4 Fire damage
  • Cambion has 'Extra Attack' and 'Improved Extra Attack' passives
  • Fiendish Charm and Draining Kiss use the summoners spell save DC
  • Fiendish Charm uses the same Charm effect that I added in my Level 1 Spell Rebalance (mod not required)
  • Cambion lost proficiency for INT saving throws but gained it for DEX saving throws (because INT is his lowest stat)
  • Other Cambions should not be affect by these changes
  • Also: Cambion is no longer bald and got a new custom portrait to match
Note: The model and portrait change should only affect cambions summoned via Planar Ally. All changes also apply to Cambions summoned via Infernal Rapier.




Minor Changes

  • Create Undead - mummy now uses the summoners spell save DC instead of its own for all effects and has a new icon for multi attack
  • Heal - Now heals 25% of the targets maximum hit points + 50
  • Blade Barrier - Fixed a bug that made the spell save DC be a fixed 15 on application (it only used the casters save DC when enemies started their turn inside the wall)



Affected NPCs/Items
NPCs and items can be affected by the spell changes, since their spells inherit from the changed spells or they straight up use the same spells as the player. I try to adress these but there is way too many to reasonably do this ahead of time. Sometimes the changes are desirable, e.g. an item that gives you the exact same spell as you usually learn but with a short/long rest cooldown should usually mirror any changes. For NPCs it can make them harder to fight.



Frequently Asked Questions and General Knowledge
Any compatibility notes or load order advice?
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I have an issue with the mod not working properly, what now?
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If you have an issue with my mod, many problems are solved by going through regular troubleshooting steps. Alternatively you can search the comments for keywords (CTRL+F) to find answers.

General Troubleshooting:
  • Are you using BG3MM? If you are using Vortex, highly consider using BG3MM instead - Vortex is a mod manager that encompasses many many games, it cannot be developed to suit every need of every game. BG3MM is made specifically for Baldurs Gate 3, with all settings, bugfixes and options you could want.
  • Try different load orders: Move the mod to the top of your list (below dependencies and other similar mods, e.g. ImpUI), if that doesn't work, try moving it to the bottom of the list
  • Check for Dependencies: - most of my mods have no dependencies, but Compatibility Framework can solve a lot of mod interaction problems
  • Test in Isolation: Remove all other mods and see if the issue persists
  • Check comments: Go to the comments page and see if anyone has similar issues - maybe they already found the problem, or sometimes an issue arises, it is known and you just have to wait for an update
  • Write a bug report: Only write a bug report if you have done the above steps. Bug reports are not there for me to 1 on 1 troubleshoot your mod issues. If you write a bug report, adhere to the basics of how to write a bug report, or I will delete it


How do I report a bug?
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First, bug reports are to report bugs with the mod, not to report compatibility issues with other mods or to troubleshoot your personal problems with getting the mod to work.

To write a bug report, head to the "bugs" tab and go through the following steps:
  • Describe the issue - what happens, when does it happen, in which section of the game, what fight, what enemy, what dialog, etc.
  • Describe the intended behavior - how does what happens differ from what you expected?
  • Reproduction - What steps have to be taken to make the issue occur? Does it only happen in a specific mod configuration? Only in a specific order of actions?
  • Troubleshooting done - What steps have you taken to try to fix the issue on your end?
  • Visual Evidence - Provide screenshots or short videos, sometimes those can say a lot more than words or show something you struggle to describe

If a bug report fails to contain the above, it will be deleted. Sometimes it is not possible to provide all of the above - I can identify those situations (e.g. a hard to reproduce bug).

Since I started modding BG3, almost every bug report lacked vital information that could have been provided from the start if some effort was put into it and I had to question that information out of the reporter. That is time wasted on my part that I could have spent fixing the issue instead.


Can you add/remove/modify a section of your mod just for me or upload it as a seperate version?
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No.

Only if you are willing to pay me at an hourly rate. My mods take usually between 20 and 200 hours to make. Depending on what you are asking it can take several hours to create.

Additionally, every upload of a mod takes me a few minutes, due to the poor interface of the mod websites, writing changelogs and modifying images/description can add up to an hour. A seperate version doubles the normal workload from the moment I create it for EVERY future upload from that point onward. Every change, bugfix or new feature has to be mirrored into the new version and the entire upload process has to be repeated. 

Are you willing to pay for that? Because I do not get anything out of a seperate version personally, it is just more tedious work for me.

Remember, at the end, we modders mod for ourselves first and only then decide to share our creations - which means putting work into something we don't intend using ourselves goes against the entire spirit and motivation of modding - motivation that has to be substituted somehow (e.g. by money).


We are not a company that creates a product for profit. We are passionate players that create and modify parts of the game and share it, so others can benefit from our work as well. Often players forget this and treat modders like they treat the company that developed the game.

You payed a company money to provide you a working product, with certain features advertised, you are entitled to certain things in that relationship.

With modders, you didn't do anything for us, we did something for you by going through the effort of making an account, uploading our work, modifying and bug-fixing our work to make it usable for people other than ourselves, creating mod images, descriptions, thumbnails etc. to show what the mod does - all work we wouldn't have done if we kept the mod to ourselves.


Why write this and risk sounding hostile?
I have gotten too many comments by people demanding things, asking in a not-so-polite manner for features or changes or just lacking the slightest hint of self-reflection. Or self-proclaimed balance experts that insist only their idea of what the mod should be is valid.

Comments like asking me to change the name of my mod (that over 50.000 people use) for one person because they refuse to use BG3MM and the in-game mod manager sorts mods alphabetically, in order for their load order to work. If that wasn't outrageous enough, the request was wrong, as the current name already put it in the correct order and renaming it would have resulted in a wrong load order.

They weren't hostile, but the sheer lack of thinking before making such a request is reflected regularly in comments and I am not thrilled to deal with it on a daily basis.



What about feedback and ideas?
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Lets end this section on a positive note: I enjoy receiving constructive feedback and ideas. Many features of my mods were born entirely out of questions, feedback and ideas from users here on Nexus Mods. Even saying you feel like something isn't quite as it should (too strong/weak/situational) is useful, as long as you can accept if I don't see it that way, or that it may be that way in your mod setup, but maybe doesn't apply to the majority of users.

It can absolutely happen that a feature of my mods is entirely too strong or weak in your game - when for most people it is perfectly balanced. So is the nature of modded games. Without in-game mod settings it is impossible to balance mods in a way they fit perfectly into every setup. Even with settings it can be tricky (see my RimWorld mods for example).

That said, feel free to ask for things that add to the mod. Features many would enjoy, that do not impact the already existing features of the mod.

To clarify - take my Druid Wildshape Items mod as example. It took by far the most time to create of all of my mods. Regularly I have someone asking - and I will paraphrase to bring my point across: "Hey, can you make a version without all the cool stuff you spent 200 hours on and just with the vanilla items working in Wild Shape? Also maintain and update that version. Also I'm not paying you or giving you anything in return. Thanks."

It may not be what they wrote, but it is what they meant and what it comes down to if I was to entertain the idea.

All I'm asking for here is, think a second before you write something in the comments what you are actually asking off of me.