Pillars of Eternity
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Me

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Siphonos

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About this mod

I found that playing a mage, unlike bg1/2 it was just all damage damage and different colour damage and maybe very few cc, not really any good or powerful defensive, especially at higher level you could maybe use for durability instead of mass damage, this aims ot Fix that.

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*now all spells can be cast outside combat without IEmod, as its become unrealiable*

I found that playing a wizard, unlike bg1/2 it was just all damage damage and different colour damage and maybe very few cc, not really any good or powerful defensive spells, even at higher level there wasn't really any defensive buffs, and the ones that exist are clunky.

So you can get IEMod here if you want to http://www.nexusmods.com/pillarsofeternity/mods/1/?




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The first spell edited was Wizards Double *changed*

Priests get a fast cast literal immortality for 20 secs at spell level 1 (with their withdraw spell) so I wanted to give some kind of defensive power like that to mage, but not as much.



*WIzards Double:* It now gives 60+ deflection for one hit, lasts forever and can be cast outside combat and lasts until you take a hit.

This just acts as a safety net against say one ogre hit or something your worried about, bringing defensive worth to level 1 spells, so you're prepared at least at the very start of combat.

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The second is Ironskin, In bg1/2 Ironskin let you avoid all damage completely from a physical attack up to 5-10 and it lasted for a day and was usable outside combat and wouldn't just remove after combat was done, wether you were hit or not, the base variation is pathetic, its weak, can't be used outside of combat, and if you use it in combat and don't take one hit its totally wasted as it just disappears.




*Ironskin:* Now fixes ironskin, grants 20 DR (up from 8) for 10 hits (same), You can now use it outside of combat but unlike IEMod it now will not end after combat even if you wern't hit once, so you arn't wasting a precious high level spell cast.

It will now last forever until its 10 hits are exhausted and then it will fall so you now have a high level cast you can use for dependable defense instead of offense.

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*not functional ATM as of 3.0* Llengeth's Safeguard Is last, the safeguard originally couldn't be cast outside combat, if you cast it in combat the contingency to proc at 50% only lasted 30 seconds meaning you could actually cast it and later in the fight when you were actually focused it could be over and not even proc doing completely nothing.

Lastly if a battle ended it would simply be removed for no reason as usual, this spell is an EXTREMELY high level cast, yet so worthless and undependable.




*Llengeth's Safeguard:* If knocked below 50% (same) the contingency will proc granting 35+ to all defenses (up from 20), 10 DR (same) and knock all those around you down (same), this buff lasts 60 seconds (as before)

It now works as an actual D&D rpg contingency, it lasts forever till its proc, after that its just the same as its base effect. can be cast outside combat, meaning you can cast it and leave it there forever having an actual contingency like bg1/2 and tbh ALL RPG mage contingency spells.
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Notes:


*Bugs:* There is a bug on these spells which makes their cast effects purple, im still working that out, luckily they are buffs and its just the spell FX, all the stats are functional.

*DO NOT* Respec whilst Ironskin, Llengrath's Safeguard or Wizards Double is up, it will bug out the abilities permenantly, just get your allies to attack you until they are popped and expired, and make a safe save, otherwise respecing is fine.

I may add a few custom spells when I figure out how.
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Installation: Put files into C:/GOG Games/Pillars of Eternity/PillarsOfEternity_Data/assetbundles/prefabs/objectbundle

Or whatever variant of installation you got  steam/whatever/ect.

*ALSO CMON!? WHERES THE DOWNLOADS? This is just pretty much fixing spells! its barely even a buff or nerf just making them do what they are intended to do*