there are 2 methods of editing a spell : a) copy pasting full spell and edit lines you want = this mod will not be compatible with another mod made with a method but it will be fully/partially compatible with method b if placed above it.
b) (called self-inheritance) copy pasting only lines you want to edit = this mod will be compatible with another b method as long as they dont edit the same line. if they do, place the one you like more below.
mine is b. so it is worth it to try using with other mods.
unfortunately its impossible to know the method unless you unpack/ask author
Hmm I like a lot of these changes, but not all of them.
Arcane Lock, Blindness, Blur, Darkvision, Detect Thoughts, Enlarge/Reduce, Flame Blade, Misty Step as a Ritual Spell absolutely, Mirror Image, Phantasmal Force, Ray of Enfeeblement, and See Invisibility
Kind of a big list to ask for each of those as individual spells lol
I like alll the changes but I didnt want to remove concentration... any chance of adding a version that keeps the other changes but keeps concentration?
Interesting mod this, very curious! Noticed melf's acid arrow wasn't buffed though, surprising since that's quite a weak spell, which is a shame cos it's got a nice animation and acid damage is kinda rare. Any chance a further update can also buff this spell in some way?
Also does this mod fix the Flaming Sphere spell save DC issue bug? (where in game its only DC8+proficiency) Don't suppose you could release the flame sphere change separately could you? (saw in post you can request this, here is my vote)
Hi! I tell you honestly i almost never used those 2 spells in my playthroughs because i always prefered different styles. But Melf's acid arrow did not look weak to me, at least judging by description. I was thinking if i should change it or not and decided not because it looked okayish. Maybe slightly buff damage only.. And spell save dc i did not consider as a bug. Some summons use its own dc for its abilities. But i suppose you're right, this spell could use source spell dc. I'll release it today.
Amazing, thank you good sir. And yeah only issue with melfs acid arrow is it's below par damage, chromatic orb at level 2 is way better on average, but it's not a big deal, the fact you didn't really use it says enough though 😂, and yeah its deffo a bug with the flaming sphere, there was previously a mod to fix it but it was removed/hidden a bit back and cant be acquired anymore, so this is hugely appreciated!!
I couldnt make it work. Any changes to dc and adding new damage source do not work. Maybe thats why the other mod was hidden. Dont know the reason, did not read patch notes fully. Maybe it will work with new tool but i did not bother with it yet. So this has to be postponed.
Ok mate no problem thanks for trying. I used it for a time, it made you pick from one of three versions (cha, int and wis) version of the spell, that then had the correct spell save DC, but since swapping to new mod system I purged everything and didn't know I couldn't get it back, whelp!
Edit: I think vanilla behaviour defaults to wisdom only to increase the DC but the combat log doesnt show the wis modifier bit when its being calculated, deffo a vanilla game bug. If your on a CHA or INT caster your DC is dogshit.
Haha yup, and that's when you still get the correct DC despite the calculation being shown being jank, which spell casting modifier did you have? Guessing WIS , if your on a CHA or INT caster its just 8+proficiency and that's it, so it would be 10 in that case, totally bugged.
Fantastic mod! I used your darkvision blind immunity mod before. I have some questions: 1. Knock is kinda overpowered while its ritual. Idk how this can be balanced considering you can already destroy doors and chests without any difficulty. I get it that wasting spellslots on default knock is bad, but with this change lockpicking is needed mostly to disable traps and opening impenetrable magic doors/chests. 2. Is this mod compatible with "flame blade phb" or "better flame blade synergy"? I prefer their implementation 3. Is it compatible with "5e mirror image" or lower mod overrides changes? 4. Same question about gust, kinda like implementation of gust in "tabletop inspired gust of wind" 5. "One target at a time" - is it intented or mechanical limitation? If it's for the sake of balance, I suppose there is no need to limit twinned metamagic on defensive spells while we still have twinned haste and other top dps twinned options
I definitely approve your approach of turning self-buffs (mirror image, divine favour in another mod) into buffs that can be cast on party members.
hi 1. on one hand yes its too easy but on the other i personally dont care that much about things that are outside of combat 2, 3 and 4. i dont know. downloading every mod and unpacking will take a lot of time especially if i will be doing it for every single mod people asked about. just try it in game. twice. once with my mod above and once below other mods. 5 "One target at a time" is intentional. if you use twinned spells it will stay on 2nd chosen target and be removed from first.
26 comments
there are 2 methods of editing a spell :
a) copy pasting full spell and edit lines you want = this mod will not be compatible with another mod made with a method
but it will be fully/partially compatible with method b if placed above it.
b) (called self-inheritance) copy pasting only lines you want to edit = this mod will be compatible with another b method as long as they dont edit the same line. if they do, place the one you like more below.
mine is b. so it is worth it to try using with other mods.
unfortunately its impossible to know the method unless you unpack/ask author
planning to publish till the end of december.
level 4 will be available at the end of this week.
Arcane Lock, Blindness, Blur, Darkvision, Detect Thoughts, Enlarge/Reduce, Flame Blade, Misty Step as a Ritual Spell absolutely, Mirror Image, Phantasmal Force, Ray of Enfeeblement, and See Invisibility
Kind of a big list to ask for each of those as individual spells lol
Tomorrow
i simply shared what i made for myself.
i can tell you what to add/remove in files in case you decide to do it yourself, if you want.
Also does this mod fix the Flaming Sphere spell save DC issue bug? (where in game its only DC8+proficiency) Don't suppose you could release the flame sphere change separately could you? (saw in post you can request this, here is my vote)
Thanks for the mod buddy!
But Melf's acid arrow did not look weak to me, at least judging by description. I was thinking if i should change it or not and decided not because it looked okayish. Maybe slightly buff damage only..
And spell save dc i did not consider as a bug. Some summons use its own dc for its abilities. But i suppose you're right, this spell could use source spell dc.
I'll release it today.
So this has to be postponed.
I used it for a time, it made you pick from one of three versions (cha, int and wis) version of the spell, that then had the correct spell save DC, but since swapping to new mod system I purged everything and didn't know I couldn't get it back, whelp!
Edit: I think vanilla behaviour defaults to wisdom only to increase the DC but the combat log doesnt show the wis modifier bit when its being calculated, deffo a vanilla game bug. If your on a CHA or INT caster your DC is dogshit.
8+2 is definitely 17
yes, wisdom
I love a lot of mods here on Nexus but I don't want to figure out a ton of mix and match with the in-game manager.
I have some questions:
1. Knock is kinda overpowered while its ritual. Idk how this can be balanced considering you can already destroy doors and chests without any difficulty. I get it that wasting spellslots on default knock is bad, but with this change lockpicking is needed mostly to disable traps and opening impenetrable magic doors/chests.
2. Is this mod compatible with "flame blade phb" or "better flame blade synergy"? I prefer their implementation
3. Is it compatible with "5e mirror image" or lower mod overrides changes?
4. Same question about gust, kinda like implementation of gust in "tabletop inspired gust of wind"
5. "One target at a time" - is it intented or mechanical limitation? If it's for the sake of balance, I suppose there is no need to limit twinned metamagic on defensive spells while we still have twinned haste and other top dps twinned options
I definitely approve your approach of turning self-buffs (mirror image, divine favour in another mod) into buffs that can be cast on party members.
1. on one hand yes its too easy but on the other i personally dont care that much about things that are outside of combat
2, 3 and 4. i dont know. downloading every mod and unpacking will take a lot of time especially if i will be doing it for every single mod people asked about.
just try it in game. twice. once with my mod above and once below other mods.
5 "One target at a time" is intentional. if you use twinned spells it will stay on 2nd chosen target and be removed from first.