About this mod
Changes the interaction between Undead and several spells that do necrotic damage, so they are healed instead.
Should apply to all the spell versions, even if cast by enemies.
Players benefit from healing if Undead.
Load AFTER mods that change any of the spells.
Does not provide a way of making players Undead.
- Permissions and credits
- Changelogs
Perfect for necromancers managing their army and for players who just want to add some more "realistic" approach to this interaction.
Most of the spells can now be cast on yourself, to allow players to heal themselves, even when alone (if they're Undead), or if their Undead army doesn't have any doctors on call.
Spell versions cast by enemies will also heal undead, so plan accordingly!
If you plan to heal yourself, YOU NEED A WAY TO MAKE YOURSELF UNDEAD TO BENEFIT FROM THESE:
I personally recommend Undeath Feat or Valkrana's spells mod, since both compliment your necrotic needs.
One makes you undead through a feat (plus some upgrades), the other gives several spells and a specific one "Impart Undeath" to become undead.
This mod should work with race mods and other mods that provide other ways to become Undead, as long the players are tagged with "Undead".
Spells supported up to 9th level. If using any level unlocker/spell level increases, load this mod AFTER those.
The following spells have been modified:
- Arms of Hadar
- Blight
- Circle Of Death
- Destructive Wave: Necrotic (from Markoheshkir) -> no necrotic damage taken instead, because the Thunder damage would negate healing anyways
- Ghoulish Touch (from Ring of Exalted Marrow)
- Harm
- Inflict Wounds
- Spirit Guardians (Necrotic) -> 1.1 added 1d8hp per turn to allied undead
- Wounding Ray (from The Spectator Eyes)
These spells were left unchanged for balancing/lore reasons:
- Bestow Curse: Additional Damage/Hex -> the source of the necrotic damage is curse-based and undead are not immune to curses, so it made sense to me that it should still hurt undead
- Bone Chill -> it's supposed to prevent targets from healing, self-explanatory
- Dethrone -> "Shred a foe's very essence" so I don't think it should heal in any scenario
- Vampiric Touch/Withering Theft -> it steals from the target, so it just made sense + it's supposed to heal the caster only
Some unique spells from bosses (like Balthazar, Myrkull, etc) were not included, as a way to not nerf those encounters.
Attacks/skills (that are not spells) from items not included! I might add them in future/make another mod, if requested enough.