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- Valdacil Spell Changes (Vanilla and 5E Spells)

Valdacil Spell Changes (Vanilla and 5E Spells)
About This Mod
This mod was originally intended to bring spells added by 5E spells into line with Larian's vision based on the duration of other BG3 spells. After initially assembling and testing this module, I discovered that some vanilla spells also did not match, so a module was also needed to correct these spells. Additional balance adjustments were later added for some spells, some of which are inspired by the Syrchalis Rebalance series (with permission). The mod was originally inspired by the following two mods:
- 5e Spells - Duration Larian (author of Lightboom) - The first spell of this type and similar to my philosophy. However, this mod has not been updated since 2023-08-28 at the time of the initial development of this mod and is previously outdated. It received some updates after the VSA was released.
- 5e Spells Last Until Long Rest (by casualArtifice) - Slightly more relevant than the above, but also has not received updates since 2023-10-16, so has a potential delta with current 5E spells. Also does not include conscription spells, as noted by the author.
What do you mean by "duration of BG3"?
Baldur's Gate 3 is a cRPG, which means that some real-time concepts are not applicable as in a board game. That's why Larian decided to change the duration of spells to fit the following categories (as Lightboom noted in his fashion):
- Spells that last several turns (1-3 turns)
- Spells designed for one fight (10 Moves); They typically require concentration
- Spells intended for all day (Long Rest); Usually do not require concentration in Larian's rules
However, table spells (and therefore 5E spells) have a duration of 10 minutes (100 moves), 1 hour (600 moves), or even 8 hours.
Spell Correction Philosophy In addition to the 3 above rules regarding duration, the following philosophy was taken into account when designing the included changes:
- Concentration is for combat spells (Class 1 and 2 above)
- Buffs for the whole day should not have concentrations—combined with the point above; some vanilla spells that last all day have not had concentrations, and some have. If this Buff had Concentration for the whole day and you really want to get that Buff for the whole day, you won't be able to cast any of the great duration spells. Also, losing a Long Rest Buff because you've taken 2 fire damage or been knocked down sucks.
- The invocations do not require concentration - for this there is a priority based on the vanilla invocations of the Forest Beings and the invocation of the Small Elementals
Balance adjustments (v4+)After
watching the Syrchalis Rebalance series released in december 2023, i was inspired by many of the ideas in the series. We've made some interesting and innovative changes (for example, changes to "Eye" and "Hunter's Mark") to make some underused spells more interesting. However, I didn't like all the changes. So I contacted Syrhalis and asked for permission to integrate some of the changes inspired by their Rebalance series into the VSA. These changes are noted below on the line with the corresponding spell.
What, exactly, has changed?
Two basic modules are available: Vanilla and Spells 5E. Both can be used together or separately. The following spells have been changed:
Vanilnyy
eye and Label
Hunter These 2 spells deserve separate mention from the spell changes below. The changes are similar and are summarized as follows:
- Eye and Hunter's Mark are now self-positive effects that give the ability to Eye on a Target or Mark a Target as a temporary ability similar to the one you get by killing a target while under the influence of a spoilage or mark.
- Buff takes on "Seye" and "Hunter's Mark" acts until long rest and does not require concentration.
- Target Eye and Target Mark can be used with Bonus Action and do not use an additional spell slot.
- Hex Target and Mark Target can be applied to the same target at once.
- When spoils or marks are applied to the target, the effect lasts 10 turns, and the caster must use concentration.
- If the caster's concentration is broken, it affects a particular instance of the Eye Target or Target Label.
- If the concentration is broken or the target dies, the eye and target mark can be used again for the bonus action to mark the new target without spending an additional spell slot.
- The hexadecimal target of the Ability Menu has been removed and now imposes a disadvantage on all ability checks (Note: this is still a ability check, not a save).
- Hex Target and Mark Target can be used in Wildshapes.
Other spells
- Mage Hand - Removed 1/Short Limit
- Chromatic Orb - Increased non-Thunder damage to match Thunder; Removed generated surface for non-Thunder
- Create Water - Added a ritual so that it can be used outside combat without a spell cell.
- Quick retreat - concentration removed
- Find a Friend - Removed 1/Short restriction; Not used in combat
- Find a Friend: Dog - Removed 1/Short limit; Changed to new stack (ScratchStack) so you can have familiared and Scratch at the same time (previously both FindFamiliarStack were shared); Not used in combat
- Find Familiar: Boo - 1/Short Limit Deleted
- Find a Friend: We - Deleted 1/Short Limit
- Forced Duel - increased duration of up to 5 moves; the use also gives an advantage when casting an attack against a target in a duel (Rebalance - 1st-level spells)
- Healing Wounds - Apcast adds a Spell Ability Modifier to each level of the spell.
- Divine Grace - Increased duration to 10 moves; Upcast increases the size of the damage cube (1d4, 1d6, 1d8, etc.) with each level.
- Enhanced Leap - Upcast allows you to use additional targets, such as Longstrider; applying up increases the aiming radius with each level of the spell.
- Spike hail - Blast radius doubled; Changed to Attack Roll (works with Extra Attack); Causes bleeding if DEX save fails (Rebalance - 1st-level spells)
- Healing Word - Upcasting adds a Spell Ability Modifier to each level of the spell.
- Longstrider - Upcast increases the aiming radius with each spell level.
- Defense Against Evil and Good - The action time is reduced to 10 moves to match other spells designed for a single fight.
- Sick Ray - Now, the Ray is tied to additional targets for each level of the spell and can cause a Poisoning state. (Rebalance - 1st-level spells; more)
- Faith Shield - concentration removed; Limited to 1 target per caster
- Summon Companion - Changed limit of 1/Short to 1/Combat; Now you can summon your companion an unlimited number of times out of battle, but if he dies in battle, you can only return him once for this fight. Maybe eventually I'll change it so that they can only be summoned in the first round of combat if I can figure out how to do it.
- Witchbolt - Attack allows you to link additional targets; Activate the ability damage scale depending on the character's level (Rebalance - 1st-level spells; learn more)
- Barkskin - concentration removed; Limited to 1 target per caster
- Blur - changed to bonus action
- Insanity Crown - The Upcast allows you to select additional targets for each level of the spell
- Thought Detection - Concentration Removed
- Strengthen Ability - Concentration Removed
- Zoom In/Out - jumps to a bonus action; Upcast allows you to select additional targets for each level of the spell
- Enthrall - added ritual; it seems that it didn't make any sense during combat, so made it a ritual that can be used outside combat situationally
- Thorn hail -
- Magic Weapon - Concentration removed; Limited to 1 target per caster
- Mirror - changed to bonus action
- Pass Without Trace - concentration removed
- Phantasmal Force - Increased damage up to 2d6 Psychic; Added +1d6 to psychic for spell level when applying; No longer changes damage type (always psychic); Added "Scared" state
- Loosening Ray now clings to additional targets for each level of the spell; Loosening affects both STR and DEX attacks, as well as casting an Adverse on STR/DEX/CON saves (Rebalance - 2nd-level spells)
- Silence: duration changed from 100 moves to "Until long rest".
- Spike Growth - Duration changed from 100 to 10 moves depending on the spell.
- Giving the Curse - Curses combined into Weakening (physical) and Aggravating (mental); Debilitating causes Deficiency in Attack, STR/DEX/CON Saves and Checks, and the target gets 1d8 Necrotic for any strike; Addition results in adverse effects on INT/WIS/CHA saves and checks, and the target must successfully perform WIS Save each turn or take no action on that turn. (Rebalance - 3rd-level spells)
- Blink - Changed to Bonus Action
- Crusader Mantle - Upcast increases the size of the damage cube per spell level (1d4, 1d6, etc.)
- Natural Weapon - concentration removed; Limited to 1 target per caster
- gaseous form - remote concentration; Mass gaseous form level 6 spell does not require concentration
- Mass Healing Word - Upcast adds a Spell Ability Modifier to each level of the spell
- Protection from energy - remove concentration; Limited to 1 target per caster
- Porcha - Applies the "Porcha" condition (-1d4 KON saves, 1d8 necrotic per turn); When the "Desecration" target is hit by a close-range or long-range attack, it extends the duration of the "Desecration" state and triggers an explosion that can transmit "Desecration" to other nearby enemies. (Rebalance - 4th-level spells)
- Door to Dimension - Changed to Bonus Action
- Stone Skin - Concentration Removed
- Mass Wound Healing - In addition to initial healing, heals 1d8+spell ability modifier per turn for 3 turns; applying up increases initial healing and prolongs its healing over time by another turn per spell level (Rebalance - 5th-level spells)
- Level 7, 8, and 9 Upcast - Added versions of base spells of levels 7, 8, and 9 that can be cast. You still need another mod that unlocks 13+ to access these versions.
- Ritual Wizard Spells - According to the rules of board game 5E, wizards should be able to cast their ritual spells without preparing those spells in the spell cell. For this purpose, ritual spells are always made ready at the appropriate level. This requires a change in progress of the Wizard level on levels 1 and 3, and will cause conflict with any mods that also change progress on the same levels (including mods that add Wizard subclasses). Using the compatibility platform (optional) resolves these conflicts. NOTE - For more information, see the pinned post. The spells available to the Wizard are: Disguise, Reinforced Jump, Fall of a Pen, Search for a Familiar, Long Legs, and Thought Discovery.
Note Regarding spells from items
There are many items in the game, and unfortunately, item spells do not always use a version of spells from the spell book, and these entries are not grouped with spells from the spell book in the game files. Thus, it is difficult to find every item that has a spell that should be affected by the above changes. If you find an item that I may have missed, report it in the Errors or Messages section, specifying the item's name and what does not match the above. I will answer them as I find them, or as they are reported.
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