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Valdacil

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About this mod

Align some spells to better match Larian's philosophy regarding duration and concentration. Includes modules for Vanilla and 5E Spells.

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What is this mod?
This mod started out to align spells added by 5E Spells with Larian's vision based on other BG3 spell durations.  After initially building and testing that module, I discovered there were some vanilla spells that didn't match also, so a module was needed to fix these spells too.  Later additional balance adjustments were added to certain spells some of which are inspired by Syrchalis Rebalance series (with permission).  The mod was initially inspired by the following two mods:
  • 5e Spells - Larian durations (by Lightboom) -- The first of this type and similar philosophy to mine.  However, this mod hadn't been updated since 2023-08-28 at the time this mod was initially developed and was previously outdated.  It did receive some updates after VSA was released.
  • 5e Spells Last Until Long Rest (by casualArtifice) -- A bit more current than above, but also hasn't received updates since 2023-10-16 therefore has a potential delta with current 5E Spells.  Also doesn't include summon spells as noted by the author.

What do you mean 'BG3 Durations'?
Baldur's Gate 3 being a cRPG means certain concepts of 'real-time' don't apply like they do in tabletop.  This is why Larian chose to modify duration of spells to essentially fit into the following categories (as noted by Lightboom in their mod):
  • Spells lasting a few turns (1-3 Turns)
  • Spells intended for one combat (10 Turns); These typically require concentration
  • Spells intended for all day (Until Long Rest); Usually don't require concentration in Larian's rules
However, tabletop (and therefore 5E Spells) have some durations that are 10 minutes (100 Turns), 1 hour (600 Turns), or even 8 hours.

Spell Adjustment Philosophy
In addition to the 3 above rules regarding duration, the following philosophy drove design of included changes:
  • Concentration is for combat spells (Class 1 and 2 above)
  • All Day buffs should not have concentration -- in conjunction with the point above; some vanilla spells that last all day didn't have concentration, some did.  If that all day buff had Concentration and you really want that all day buff you can't use any of the great combat duration spells.  Also losing a Long Rest buff because you took 2 dmg from fire or got knocked down sucks.
  • Summons don't require concentration -- There is precedence for this based on vanilla Summon Woodland Being and Summon Minor Elemental

Balance Adjustments (v4+)
After tracking Syrchalis Rebalance series released throughout December 2023, I was inspired by many of the ideas in that series.  There were some neat and innovative changes (like my changes to Hex and Hunter's Mark) to make some underused spells more interesting.  However, I didn't like all of the changes included.  So I reached out to Syrchalis and requested permission to integrate select changes inspired by their Rebalance series into VSA.  These changes are noted below on the line with the appropriate spell.

What exactly is changed?
There are 2 main modules available:  Vanilla and 5E Spells.  Both can be used together or each separately.  The following spells were modified:

Vanilla
Hex and Hunter's Mark
These 2 spells deserve their own callout separately from below specific spell changes.  The changes are similar and summarized as:
  • Hex and Hunter's Mark are now self-buffs which grant the ability 'Hex Target' or 'Mark Target' as a temporary ability similar to the ability you would get if you killed a target while Hexed or Marked.
  • The Hex and Hunter's Mark self-buff lasts Until Long Rest and does not require Concentration.
  • Hex Target and Mark Target can be used with a Bonus Action and do not use an additional spell slot.
  • Hex Target and Mark Target can be applied to single target at a time.
  • When a target is Hexed or Marked, the effect lasts for 10 Turns and the caster must use Concentration.
  • If the caster's concentration is broken, it affects that specific instance of Hex Target or Mark Target.
  • If concentration is broken or the target dies, Hex Target and Mark Target can be used again for a Bonus Action to hex/mark a new target without expending an additional spell slot.
  • Hex Target's Ability menu has been removed and now applies Disadvantage to all Ability Checks (Note: This is still Ability Checks not Saves)
  • Hex Target and Mark Target are usable while Wildshaped.

Other Spells
  • Mage Hand - Removed 1/Short limit
  • Chromatic Orb - Increased dmg of non-Thunder to match Thunder; Removed created surface for non-Thunder
  • Create Water - Added Ritual so it can be used out of combat without a spell slot
  • Expeditious Retreat - Removed Concentration
  • Find Familiar - Removed 1/Short limit; Not usable in combat
  • Find Familiar: Dog - Removed 1/Short limit; Changed to new stack (ScratchStack) so you can have a familiar and Scratch at the same time (previously both shared FindFamiliarStack); Not usable in combat
  • Find Familiar: Boo - Removed 1/Short limit
  • Find Familiar: Us - Removed 1/Short limit
  • Compelled Duel - Extended Duration to 5 Turns; Cast also gains Advantage on Attack rolls versus their duel target (Rebalance - Level 1 Spells)
  • Cure Wounds - Upcast adds Spellcasting Ability Modifier each spell level.
  • Divine Favor - Extended Duration to 10 Turns; Upcasting increases the damage die size (1d4, 1d6, 1d8, etc) with each level.
  • Enhanced Leap - Upcast allows additional targets like Longstrider; Upcast increases targeting radius each spell level.
  • Hail of Thorns - Explosion radius doubled; Changed to Attack Roll (works with Extra Attack); Causes Bleed on failed DEX save (Rebalance - Level 1 Spells)
  • Healing Word - Upcasting adds Spellcasting Ability Modifier each spell level.
  • Longstrider - Upcast increases targeting radius each spell level.
  • Protection from Evil and Good - Reduced duration to 10 Turns to match other spells intended for a single combat encounter
  • Ray of Sickness - Ray now chains to additional targets per spell level and can cause Poisoned condition.  (Rebalance - Level 1 Spells; more details)
  • Shield of Faith - Removed Concentration; Restricted to 1 target per caster
  • Summon Companion - Changed 1/Short limit to 1/Combat; Can now Summon Companion unlimited times out of combat, but if they die in combat you can only get them back once that combat.  I may eventually change this so they can only be summoned in the first round of combat if I can figure out how to do that.
  • Witchbolt - Upcasting allows linking additional targets; Activate ability damage scales with character level (Rebalance - Level 1 Spells; more details)
  • Barkskin - Removed Concentration; Restricted to 1 target per caster
  • Blur - Changed to Bonus Action
  • Crown of Madness - Upcast allows selecting additional targets per spell level
  • Detect Thoughts - Removed Concentration
  • Enhance Ability - Removed Concentration
  • Enlarge/Reduce - Change to Bonus Action; Upcast allows selecting additional targets per spell level
  • Enthrall - Added Ritual; this seemed to have limited to no use during combat, so made it a Ritual that can be used out of combat situationally
  • Hail of Thorns - 
  • Magic Weapon - Removed Concentration; Restricted to 1 target per caster
  • Mirror Image - Changed to Bonus Action
  • Pass Without Trace - Removed Concentration
  • Phantasmal Force - Increased dmg to 2d6 Psychic; Added +1d6 Psychic per spell level on upcast; No longer changes dmg type (always Psychic); Added Frightened condition
  • Ray of Enfeeblement - Ray now chains to additional targets per spell level; Enfeebled affects both STR and DEX attacks and also causes Disadvantage on STR/DEX/CON Saves (Rebalance - Level 2 Spells)
  • Silence - Changed duration from 100 Turns to Until Long Rest
  • Spike Growth - Changed duration from 100 Turns to 10 Turns as fits a combat spell
  • Bestow Curse - Curses combined into Debilitating (physical) and Addling (mental); Debilitating causes Disadvantage on Attack, STR/DEX/CON Saves and Checks and target takes 1d8 Necrotic for any hit; Addling causes Disadvantage on INT/WIS/CHA Saves and Checks and target must succeed a WIS Save each turn or take no actions that turn. (Rebalance - Level 3 Spells)
  • Blink - Changed to Bonus Action
  • Crusader's Mantle - Upcasting increases the damage die size per spell level (1d4, 1d6, etc)
  • Elemental Weapon - Removed Concentration; Restricted to 1 target per caster
  • Gaseous Form - Removed Concentration; the level 6 Mass Gaseous Form spell does not require Concentration
  • Mass Healing Word - Upcast adds Spellcasting Ability Modifier each spell level
  • Protection from Energy - Removed Concentration; Restricted to 1 target per caster
  • Blight - Applies 'Blighted' condition (-1d4 CON Saves, 1d8 Necrotic per Turn); When Blighted target is hit with a melee or ranged attack, it extends the duration of the Blighted condition and causes an explosion that can pass Blighted to other nearby foes. (Rebalance - Level 4 Spells) 
  • Dimension Door - Changed to Bonus Action
  • Stoneskin - Removed Concentration
  • Mass Cure Wounds - In addition to initial heal, heals 1d8+Spellcasting Ability Modifier per Turn for 3 Turns; Upcast increases initial heal and extends heal over time by an additional Turn per spell level (Rebalance - Level 5 Spells)
  • Upcast Level 7, 8, and 9 - Added level 7, 8, and 9 versions of base spells which can be upcast.  You still need another mod which unlocks level 13+ in order to access these upcast versions.
  • Wizard Ritual Spells - As per 5E tabletop rules, Wizards should be able to cast their ritual spells without preparing those spells in a spell slot.  To accomplish this, the ritual spells are made Always Prepared at the appropriate level.  This required modifying Wizard level progression at level 1 and 3 and will cause a conflict with any mods which also modify progression at the same levels (including mods which add Wizard subclasses).  Using Compatibility Framework (optional) resolves these conflicts.  NOTE - See stickied post for more details.  The following spells are Always Prepared for Wizard: Disguise Self, Enhanced Leap, Feather Fall, Find Familiar, Longstrider and Detect Thoughts.

Note Regarding Spells from Items
There are a large amount of items in the game and unfortunately, the spells from items don't always use the spellbook version of spells and those records are not grouped with spellbook spells in the game files.  So it is difficult to hunt down every item which has a spell which should be affected by the changes above.  If you find an item I may have missed, either report it in Bugs or Posts including the item name and what about it is inconsistent with above.  I will address these as I find them or as they are reported.

Vanilla Remove FX (Optional)
This optional module removes the visual effects and sometimes sound effects from certain annoying spells.  Generally speaking, VFX/SFX are removed from Long Rest duration spells, but remain for most combat spells.  I may be open to suggestions under the guidance as listed above.  Intention is not to remove VFX/SFX from ALL spells, just the long duration or annoying ones.  Spells effected:
  • Armour of Agathys
  • Barkskin
  • Bless
  • Blessing of the Trickster
  • Bloodlust Elixir
  • Cambion Summon (frequent grunting)
  • Guidance
  • Hex Apply
  • Imp Familiar (constant flapping)
  • Knowledge of the Ages
  • Longstrider
  • Pixie Blessing
  • Raven Familiar (constant flapping)
  • See Invisibility
  • Shield of Faith
  • Stoneskin
  • Symbiotic Entity
  • Volatile Shield (Shield of Thralls)
  • Warding Bond

Vanilla Remove Buff Icons (Optional)
This optional module moves many long duration buffs (usually buffs that are always on or last until Long Rest) to Passives.  This removes the icon from the portrait so that portrait statuses can be limited to combat buffs, effects or conditional effects.  The moved icons will instead show up with other Passives in the Character Sheet and Inventory.
  • Astral Knowledge
  • Aura of Protection
  • Barkskin
  • Bear's Endurance
  • Blessing of Selune
  • Blessing of the Trickster
  • Cat's Grace
  • Darkvision
  • Detect Thoughts
  • Eagle's Splendor
  • Fox's Cunning
  • Githzerai Mind Barrier
  • Hex
  • Hunter's Mark
  • Knowledge of the Ages
  • Longstrider
  • Loviatar's Love
  • Mage Armour
  • Owl's Wisdom
  • Pixie Blessing
  • Protection from Energy
  • Recast Speak With Dead
  • Shield of Faith
  • Silvanus' Blessing
  • Speak with Animals
  • Stoneskin
  • Warding Bond
  • Volo's Eye

5E Spells
In most cases, spells added by 5E Spells have durations extended to Until Long Rest, but in a few cases, duration was shortened to 10 Turns to match the single combat intention.  
  • Beast Bond - Changed duration from 100 Turns to 10 Turns as fits a Combat spell
  • Chaos Bolt - Reduced target range to 60 ft to match other similar spells
  • Detect Evil and Good - Changed duration from 600 Turns to 10 Turns as fits a Combat spell; use to prevent applicable creatures from Invisibility
  • Detect Magic - Changed duration from 100 Turns to Until Long Rest; Removed Concentration.  Spell already had a temporary trigger ability to tag a foe.  When tagging a foe the effect lasts 10 Turns and requires Concentration (similar to how Hex and Hunter's Mark work above).
  • Unseen Servant - Changed duration from 600 Turns to Until Long Rest
  • Borrowed Knowledge - Changed duration from 100 Turns to Until Long Rest
  • Flock of Familiars - Changed duration from 600 Turns to Until Long Rest; Removed Concentration
  • Mind Spike - Changed duration from 100 Turns to 10 Turns as fits a Combat spell
  • Summon Beast - Changed duration from 600 Turns to Until Long Rest; Removed Concentration
  • Warding Wind - Changed duration from 100 Turns to 10 Turns as fits a Combat spell
  • Enemies Abound - Reduced target distance to 60 ft
  • Flame Arrows - Changed duration from 600 Turns to Until Long Rest; still expires when all arrows are consumed
  • Intellect Fortress - Changed duration to 10 Turns as fits a Combat spell
  • Melf's Minute Meteors - Changed duration from 100 Turns to Until Long Rest; Still expires when all meteors are consumed; Reduced target range to 60 ft.
  • Nondetection - Removed Concentration
  • Summon Shadowspawn - Changed duration from 600 Turns to Until Long Rest; Removed Concentration
  • Charm Monster - Changed duration from 600 Turns to 10 Turns as fits a Combat spell; Added Concentration; NOTE - This seems like a hard nerf, but the game itself can be broken by dragging around a charmed foe so this shouldn't last beyond a single combat encounter.  Added Concentration to match other spells of this class and if the spell is used against your party you'll want a way to break it.
  • Raulothi's Psychic Lance - Reduce target range to 60 ft
  • Summon Elemental - Changed duration from 600 Turns to Until Long Rest; Removed Concentration
  • Commune with Nature - Changed duration from 100 Turns to Until Long Rest
  • Conjure Volley - Reduced target range to 60 ft
  • Holy Weapon - Changed duration from 600 Turns to Until Long Rest; Removed Concentration; Restricted to 1 target per caster
  • Skill Empowerment - Changed duration from 600 Turns to Until Long Rest; Removed Concentration
  • Summon Draconic Spirit - Changed duration from 600 Turns to Until Long Rest; Removed Concentration
  • Synaptic Static - Reduced target range to 60 ft
  • Crown of Stars - Changed duration from 600 Turns to Until Long Rest
  • Regenerate - Changed duration from 600 Turns to Until Long Rest
  • Dominate Monster - Changed duration from 600 Turns to 10 Turns
  • Feeblemind - Changed duration from Until Long Rest to 10 Turns; Added Concentration
  • Wizard Ritual Spells - See note above and the stickied post for more details.  The following spells are Always Prepared for Wizard: Detect Magic and Unseen Servant

Notes
  • Detect Evil and Good -- I couldn't decide what to do with this one.  Depending on how it is implemented in 5E Spells, I think it essentially gives an effect similar to "See Invisibility" for certain creature types.  Seems overly powerful to have it something that can just always be on; especially since I think it is a ritual.  However, I could possibly convinced to make it Until Long Rest with no Concentration but not a Ritual.
  • Charm Monster -- Modified to single combat duration so you can't walk around with a charmed monster all day.  Also added Concentration so the Charmed effect can be broken by damaging the caster in case the spell is used against the party (ie. a mod that gives 5E Spells to enemies)

Compatibility
  • Uses what is called self-references to inherit properties of spells except for those changed.  This allows multiple mods which use self-references to 'merge' their changes as long as both mods don't modify the same properties.  This can be desirable in most cases, but can cause unexpected results in some edge cases.
  • Hex and Hunter's Mark are full replacements not using self-references.  Load VSA later than any mod which modifies them.
  • Note on Syrchalis Rebalance Series - We both use self-references as noted above so in theory many of Rebalance and VSA changes should merge.  Recommend loading VSA after any Rebalance mods to ensure any conflicting edits get VSA modifications.  Some spells may have unexpected results.  I will not make a compatibility patch, but may entertain integrating a particular spell if the request for it is popular enough.
  • For 5E Spells - REQUIRES 5E Spells; Must be loaded AFTER 5E Spells
  • (Optional) Compatibility Framework - To remove conflicts in Wizard level progression for level 1 and 3 due to adding ritual spells as Always Prepared.

Installation
Files are package as .pak file and ready for use by a mod manager.  Recommended to install via BG3 Mod Manager.
For Vanilla, order shouldn't matter.
For 5E Spells, must be loaded AFTER the 5E Spells
  • 5eSpells.pak
  • Val_SpellAdjustments_5ESpells.pak
For load order with Compatibility Framework, see stickied post.

Patches
  • Alternate Monk (OhhLoz) - Applies VSA to Chromatic Orb, Pass Without Trace, and Silence.  Load AFTER both VSA (Vanilla) and Alternate Monk
  • Cleric Subclasses (baltavi) - Applies VSA to spells and abilities added by Cleric Subclasses.  Load AFTER 5E Spells, Clerics, VSA (Vanilla) and VSA (5E Spells)
  • Mystic Class (Xhevo) - Applies VSA to spells and abilities added by Mystic class.  Load AFTER both VSA (Vanilla) and Mystic.

My Other Mods:

Credits
  • Syrchalis - For their great work on Druid series mods and the Rebalance series.  Additional thanks for allowing me to integration select portions of Rebalance into VSA.
  • DiZ91891 - For the amazing 5E Spells mod
  • Lightboom - For the initial Larian Duration mod and inspiration to make an updated version
  • casualArtifice - For the next Until Long Duration mod and inspiration to make an updated version
  • NellsRelo - For Compatibility Framework to resolve progression conflicts
  • Yoseph - From Larian Discord for offering tips to help with the Hex modifications
  • Muffin - From Larian Discord for modding tips and suggestions for troubleshooting