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Syrchalis

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About this mod

Rebalances class spells - spells specific to classes or subclasses, not tied to spell level. This is not a class rebalance, passive abilities are not changed.

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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 Class Spells that are underperform and are contributing factor for a subclasses poor performance. Also spells that can't compete against alternatives using the same class resource or simply aren't worth the action.

I want to emphasize again that this is not a class rebalance. This just touches some of the class specific spells. Many classes need some fundamental changes to be able to compete in BG3 (e.g. Rogue) and that's not the scope of this mod.


 


Ranger - Beast Master Companions

  • All companion abilities use the summoners best mental ability (INT/WIS/CHA) for their DC
  • All companion's hitbox was reduced, stopping them from getting stuck everywhere (looking at you wolf)
  • Companion's Bond increases the companion's attack rolls by the ranger's wisdom modifier in addition to its previous effects
These changes make Wisdom a much more valuable stat for beast masters and allow them to influence the effectiveness of their companions. It also prevents some abilities from having ridiculously low DCs (e.g. Raven's Bad Omen has a DC of 9).



Raven

  • Bad Omen is now a ranged attack roll
  • Secondary wisdom save to curse the target
  • Uses DEX as ranged attack ability




Spider

  • Arachnid Jump has a base range of 9m, same as the Wild Shape version
  • I tried making a new icon but getting references for a jumping spider is hard
  • AI thinks a jumping spider is just spiderman
  • Web now attempts to enweb targets immediately when cast on them (not only when they move in the surface)
  • Spider now gains Venomous Discharge at level 8, helping it stay relevant
  • Uses DEX as ranged attack ability



Wolf

  • Gains Inciting Howl at level 5
  • Grants one target +3m movement speed, +1d4 to attack rolls and +1 spell save DC for 1 turn
  • Costs a bonus action
  • New icon for Lupine Slash





Barbarian

  • Wolf Heart - Inciting Howl is now cast automatically when you use 'Rage: Wolf Heart'
  • It grants 3m movement for 2 turns
  • It can still be cast manually while you are raging, costs a bonus action instead and lasts 2 turns up from 1



Cleric - Trickery Domain


  • Blessing of the Trickster - no longer requires concentration, limited to 1 target
  • Invoke Duplicity - does no longer require allies to be within range to get advantage on enemies within range
  • Cloak of Shadows - now affects all allies within 9m, but actually requires obscurity (light or heavy)
  • Divine Strike: Poison - can now poison the target
Notes: Cloak of Shadows also affects Monk



Cleric - Nature Domain

  • Charm Animals and Plants now uses the new charm from my Level 1 Spell Rebalance (you don't need the mod for it to work)
  • Animals and Plants get charmed, other creatures are ensnared instead
  • It's a fey magic ensnare, so not a STR save but a WIS save
  • Dampen Elements - no longer requires a channel divinity charge (why does it and warding flare doesn't?)



Druid

  • New Level 6 Spell: Nature's Shield
  • Provides resistance to necrotic damage to allies and immunity to the effects of some necromancy spells
  • When you take a hit of 6 or more necrotic damage (after resistance) this effect is depleted until the end of next round
  • It can be cast as ritual spell
  • Requires Compatibility Framework to add it to druids level 6 spell list
  • Gives immunity to Blight and Circle of Death Curse from my Level 4 and Level 6 Rebalance mods
Notes: I usually don't add new spells and this spell will eventually be moved to a different mod. For now, I do not have a mod to add this spell to and I don't want to have it as a standalone mod. While this spell grants immunity to "Blindness" from the "Blindness" necromancy spell, it does not grant immunity to being blinded in general. The depletion mechanic exists since resistance to necrotic damage is very rare and also very valuable - if it just gave resistance it would be too powerful, probably even with concentration and without a ritual cost.

Reason for this spell: Druid gets surprisingly many unique level 6 spells, but unfortunately none of them feels very impactful. Wind Walk especially is borderline useless. And while not immensely powerful (and able to be camp-casted) this spell might give more of a reason to have a druid in the party.



Fighter

  • Second Wind - heals by 2d4 + Proficiency Bonus + Fighter Class Level now instead of 1d10 + Fighter Class Level
Notes: While the maximum heal stays the same early on (and barely increasing later) the average heal goes up and the ability is much more "consistent average".





Paladin

  • Holy Rebuke - lasts 3 turns, costs a bonus action and now scales like cantrips
  • Sacred Weapon - takes a bonus action to cast
  • Aura of Devotion - has 6m range and gives +1 AC
  • Inquisitors Might - lasts for 3 turns
  • Abjure Enemy - takes a bonus action to cast
  • Vow of Enmity - can no longer be cast on yourself to get advantage on all attacks (stop cheating), range increased to 9m



Wizard

  • Hypnotic Gaze - short rest cooldown, range increased to 9m, takes a bonus action to cast





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.