Onyxeagle's Spell Points Overhaul
⚪ Last updated 2024⚠️ Install Order · 2 steps
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🔍 Analysis
- 🏆 #466 of 554 Gameplay mods in this game by downloads
📋 About This Mod
Spell Points Overhaul updates every base game class to use the DMG's "Spell Points" variant rule, adjusted for bg3, and overhauled from the old version.
This mod is my take on adapting WoTC's Spell Points variant rule for bg3. Spell slots have always felt kind of clunky to me, so I've always appreciated the more dynamic approach to spellcasting and magic. Currently every base game class is covered, which amounts to the following;
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[]Bard
[
]Cleric[]Druid
[]Sorcerer
[]Wizard
[]Ranger
[]Paladin
[]Eldritch Knight Subclass
[]Arcane Trickster Subclass
The mod grants a passive that is toggled on by default. While toggled on, spellslot costs are converted to the appropriate cost in spell points. These spell points can be used to cast spells dynamically instead of casting discretely using spell slots - you can see the amount you get and a general breakdown in the link above.
Changes from Original
Following a comprehensive overhaul of my old mod "Wizard Spell Point Variant", many original limitations have been removed.
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[]Scrolls no longer cost spell points, even if they say they do when hovered
[]The more common spellslot reactions will now cost the appropriate amount of spell points. Currently this is limited to the Shield spell, Absorb Elements from 5e Spells and Counterspell. Feel free to let me know if there's any reactions that you would like added to the list.
[]Progressions are inserted dynamically, and no longer touch any base game progressions
[]Arcane Recovery, Font of Magic and Natural Recovery all now restore spell points
[]Items that restore spellslots have been edited to restore spell points, just like the above feature, same with the illithid power Freecast and divine intervention.
[]Scrolls no longer cost spell points, even if they say they do when hovered. Massive thanks to Cheek for letting me use the function for that.
Workarounds
That said, there is still some considerations due to system limitations. This resulted in the following changes:
[]The spell point costs scale differently. Native level 1-2 spells cost 1+ their spell level (including if they're being upcast). Native levels 3-5 cost 2+ their spell level (including upcasting). Native levels 6-7 cost double their level. Native Levels 8-9 cost triple. This technically makes upcasting lower level spells more efficient comparatively.
[]The passive that allows spells to cost spell points can be turned off. This is mostly for any errors you might run into. Additionally you are given two spells - one that converts spell slots to spell points, and vice versa. These shouldn't need much use, but are there to balance costs if you need to.
[]You still receive spell slots of each level at the appropriate level. This is explained in the FAQ - they're needed for you to still select spells on level up. You can't use the
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[]Scrolls no longer cost spell points, even if they say they do when hovered
📊 Mod Details
- Game
- Baldurs Gate 3 Mods
- Author
- Onyxeagle
- Version
- 1.2.0
- Downloads
- 481
- Endorsements
- 14
- Category
- Gameplay
- Created
- 7/31/2024
- Updated
- 8/20/2024
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