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Parrot

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Parrot98

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About this mod

Rework and quality of life tweaks for spells.

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A mod that i originally made for myself in a single text file.
If some of the reworked spells seem too strong/weak, keep in mind that the changes were made to suit my own playstyle and high difficulty of combat.
Along with the spells, I also made equipment changes. (will upload later)

Cantrips Revised
Spells Revised Lvl 1  Spells Revised Lvl 2
Spells Revised Lvl 3  Spells Revised Lvl 4
Spells Revised Lvl 5  Spells Revised Lvl 6

Elixirs Revised  Gear Revised

List of changes :
  • Animal Friendship : WIS save; 10 turns => No save; Until long rest.
  • Armour of Agathys : Gain 5-30 temp hp and deal 5-30 cold damage to any creature that hits you with a melee attack. Effect ends on getting hit/receiving temp hp from other source => Gain 5-30 temp hp and deal 1-6 damage to any creature that hits you with a melee attack. Effect does not end until long rest.
  •  Arms of Hadar : 2d6; 1d6 upcast => 2d8; +1d8 upcast.
  •  Bane : Concentration; 9m range => No concentration; 18m range.
  •  Bless : 3 targets; +1 target upcast => All targets in 9m range; No upcast.
  •  Burning Hands : 3d6; +1d6 upcast => 2d8 + "Burning" for 1 turn; +1d8 upcast.
  • Charm Person : WIS save; 10 turns => No save; Until long rest.
  • Colour Spray : Cast a cone to blind all creatures up to a combined 33 hp for 1 turn; +11 hp upcast => Cast a cone to blind all creatures up to level 3 for 3 turns; +2 levels upcast.
  •  Compelled Duel : Concentration; 9m range; Bonus cost + level 1 spell slot => No Concentration; Melee range; Action cost + no spell slot; Once per short rest.
  •  Create or Destroy Water : Action cost => Bonus cost; Ritual spell.
  • Cure Wounds : 1.5m range => 18m range.
  • Dissonant Whispers : 3d6; +1d6 upcast; 2 turns "Frightened" => 2d8; +1d8 upcast; 3 turns "Frightened".
  • Divine Favour : Concentration; 3 turns; Self only => No concentration; 10 turns; Any target; Melee range; One target at a time.
  • Enhance Leap : 1 target in 1.5m range => All targets in 9m range.
  •  Ensnaring Strike : Concentration; At the end of each turn, the target makes a strength saving throw. On a successful save, the condition is removed; +1d6 upcast => No concentration; Now works differently : "Ensnaring Strike" condition does not apply damage and snare by itself, instead the target makes a saving throw at the start of each turn. On a successful save, damage and snare will not be applied for 1 turn. On a failed save target gets "Ensnared" for 1 turn; No upcast; One target at a time.
  •  Entangle : 3m range => 5m range.
  • Expeditious Retreat : Concentration; Until long rest; Self only; No upcast => No Concentration; 10 turns; Any target; Melee range; +1 target and 1.5m range upcast.
  •  Faerie Fire : 6m range => 7m range.
  • False Life : 7 temp hp => 10 temp hp.
  • Guiding Bolt : 4d6; +1d6 upcast => 3d8; +1d8 upcast.
  • Heroism : Concentration => No concentration; +1.5m range upcast.
  • Hex : 6 variants => All in 1.
  • Ice Knife : 1d10 + 2d6; +1d6 upcast => 1d6 + 2d8; +1d8 upcast.
  •  Longstrider : +1.5m range upcast.
  • Protection from Evil and Good and
    Shield of Faith : Concentration => No concentration; One target at a time.
  •  Searing Smite : Concentration; No initial save; 1d6 initial damage; +1d6 upcast; The condition ends if target succeeds a constitution saving throw => No concentration; Initial CON save; 1d8 initial damage; +1d8 upcast; Now works differently : "Searing Smite" condition does not apply damage by itself, instead the target makes a saving throw at the start of each turn. On a successful save, damage will not be applied for 1 turn. On a failed save target takes 1d6 damage; One target at a time.
  • Sleep : Select targets up to a combined 24 hp to put them into a magical slumber for 2 turns; +11 hp upcast => Select targets up to level 3 to put them into a magical slumber for 3 turns; +2 levels upcast.
  • Tasha's Hideous Laughter : Concentration; At the end of its turn or when it takes damage, the target can make a saving throw to shake off the effect => No concentration; When the target takes damage, it can make a saving throw to shake off the effect; One target at a time.
  •  Witch Bolt : Upcast does not increase subsequent activations damage, it is always 1d12 => Upcast does increase subsequent activations damage.
  •  Wrathful Smite : Concentration; 1d6; No upcast => No concentration; 1d8; +1d8 upcast.

My other mods :
Dark Urge Custom Background
Ranger Hunter Multiattack Earlier
Astarion's Vampire Bite no short rest
Shields for all races

For modders : if you unpack and find some nonsence in my files please let me know. I am a novice. I was figuring everything out by myself based on original files.