Thanks. Are their plans to add them to spawn to the chest or make all of the spells have scrolls. I'd love to use some of these spells with modded classes.
All spells in the mod have scrolls (except Creation). Base game spells that don't have scrolls are not in the scope of this mod. There will be a bag of scrolls for each act, but it won't be in the next update.
Sorry, this was a minor update that did not include the scrolls, it was just to update the spell lists for Patch 8 subclasses. I haven't done any Patch 8 testing but there haven't been any reports about issues with Patch 8 so far.
Hey, the bag of scrolls were not in the Tutorial Chest in Act 1. I summoned the chest, not there. (Can you only grab them from the Chest on the Nautiloid?)
Where is the wooden chest in Wryms Crossing that is supposed to have the bag of scrolls in Act 3?
Hi, I noticed that Siphoning Strike requires an action + bonus action to use compared to other slashing cantrips, is this normal? It can't trigger an extra attack like Larian's booming blade, so should it be adjusted to only cost one action like other 5e slashing cantrips?
Hey, great implementation of the spells. I noticed a couple issues that have varying levels of difficulty in terms of fixing:
1. The initial damage on cast for Dawn isn't being applied. This is because the SpellRoll/SpellSuccess/SpellFail lines in the SpellData entry are being based off the TargetConditions, which is being used to determine the eligible terrain to cast the spell on instead of the actual targets that can be hit by the spell. You can get around this by duplicating the summoned entity for 0 turns to apply a status that instantly deals the damage. All entries with the CHT_ prefix below are just to delineate the ones added by me.
// ========================================= Dawn ========================================= // Fix spell not damaging targets when initially cast and not accounting for Sculpt Spells
new entry "VBT_Spell_5_Dawn" type "SpellData" data "SpellType" "Target" using "VBT_Spell_5_Dawn" // data "SpellProperties" "GROUND:ApplyStatus(SELF,VBT_DAWN_OWNER,100,10);GROUND:Summon(cf366b32-0b91-46a0-816b-6e58a713bbb8, 10,,,'VBT_DawnStack',VBT_DAWN_AURA,VBT_DAWN_AURA_RECAST);" data "SpellProperties" "GROUND:ApplyStatus(SELF,VBT_DAWN_OWNER,100,10);GROUND:Summon(cf366b32-0b91-46a0-816b-6e58a713bbb8, 10,,,'VBT_DawnStack',VBT_DAWN_AURA,VBT_DAWN_AURA_RECAST);GROUND:Summon(cf366b32-0b91-46a0-816b-6e58a713bbb8, 0,,,,CHT_DAWN_AURA_INITIAL)" // data "SpellRoll" "not SavingThrow(Ability.Constitution, SourceSpellDC())" data "SpellRoll" "" // data "SpellSuccess" "DealDamage(4d10,Radiant,Magical)" data "SpellSuccess" "" // data "SpellFail" "DealDamage(4d10/2,Radiant,Magical)" data "SpellFail" ""
new entry "VBT_DAWN_AURA" type "StatusData" data "StatusType" "BOOST" using "VBT_DAWN_AURA" // data "AuraStatuses" "TARGET:IF(Character() and not Dead()):ApplyStatus(VBT_DAWN_AURA_TARGET);IF(Character() and not Dead()):ApplyStatus(AI_HELPER_AVOIDAREA_STRONG)" data "AuraStatuses" "TARGET:IF(Character() and not Dead() and not (HasPassive('SculptSpells', context.Source) and Ally())):ApplyStatus(VBT_DAWN_AURA_TARGET);IF(Character() and not Dead()):ApplyStatus(AI_HELPER_AVOIDAREA_STRONG)"
new entry "CHT_DAWN_AURA_INITIAL" type "StatusData" data "StatusType" "BOOST" data "AuraRadius" "9" data "AuraStatuses" "TARGET:IF(Character() and not Dead() and not (HasPassive('SculptSpells', context.Source) and Ally())):ApplyStatus(CHT_DAWN_AURA_TARGET_INITIAL);IF(Character() and not Dead()):ApplyStatus(AI_HELPER_AVOIDAREA_STRONG)" data "StatusPropertyFlags" "DisableOverhead;DisableCombatlog;DisablePortraitIndicator"
new entry "CHT_DAWN_AURA_TARGET_INITIAL" type "StatusData" data "StatusType" "BOOST" data "DisplayName" "hd54298e6g73aeg4ab1gb93eg2c6df31e39e5;1" data "Description" "h566a63f8g9450g46a6g95bfgf7eaa753db40;1" data "TooltipDamage" "DealDamage(4d10,Radiant)" data "TooltipSave" "Constitution" data "Icon" "VBT_Icon_Dawn_B" data "SoundStart" "Spell_Status_MoonBeam_Enter" data "SoundLoop" "Spell_Status_MoonBeam_MO" data "SoundStop" "Spell_Status_MoonBeam_MO_Stop" data "StackId" "CHT_DAWN_AURA_TARGET_INITIAL" data "OnApplyRoll" "not SavingThrow(Ability.Constitution,CalculateSpellDC(context.PreferredCastingAbility, GetSummoner(context.Source)))" data "OnApplySuccess" "DealDamage(4d10,Radiant,Magical)" data "OnApplyFail" "DealDamage(4d10/2,Radiant,Magical)" data "StatusPropertyFlags" "DisableOverhead;InitiateCombat;BringIntoCombat;DisablePortraitIndicator" data "ApplyEffect" "62710804-ff29-4936-9d45-0e6a44372526" data "StatusEffect" "73f8b212-1a39-4214-8a32-b5e1427ec860"
2. The Evocation spells aren't affected by the Sculpt Spells passive from Evocation Wizard. A reasonable assumption would be that the functionality of the passive is, well, in the passive itself. However, how it actually works is that you have to check for the passive in each Evocation spell to determine whether or not the target takes damage.
I did this fix for Dawn above for both the pre-existing (damage at end of turn) and new (damage on initial cast) aura statuses. Fortunately, there aren't too many other Evocation spells in your spell library, so gonna be a bit annoying to manually add in but shouldn't be too bad.
1. Adjustments to Dawn were meant to be implemented before (for different reasons) but I forgot about it. These changes would have addressed the issues you have brought up. 2. I did forget to take Sculpt Spells into consideration. Changes will be made for the next update.
great mod, just have a question though on if there's a equipping mechanic associated with the raised undead, as otherwise the retaining of gear proficiencies doesn't seem very useful to me
edit: ignore this, found out about your mod that literally addresses this exact problem lol
Hey great spells glad they are now available to use on other class. Just a question though, do you plan on updating to incorporate the new subclasses added by patch 8 or will u be leaving it as is? I gotta have these spells on my Hexblade but it appears they aren't compatible now
Just to let people know the mod does currently seem to work fine on patch 8 for the most part, although some subclasses with their own spell list like Hexblade don't seem to get the spells.
Shadow of Moil effect is so f amazing! I really love it especially with tail mod that makes it looks like burning in purple flame. Though, it seems there is something wrong with the obscure effect since i cant activate a certain obscure passive condition (it feels like there is no other effect beside necrotic damage to attacker)....or maybe it just conflict with my other mods..idk
There is no obscure effect. It is not possible to force obscurity on a creature in game. You simply gain the benefits of being Heavily Obscured, which is that Attacks against you have Disadvantage and your Attacks have Advantage. RAW, you cannot be targeted by spells that require vision, but this effect cannot be reproduced.
Yes what i meant gain the heavily obscure condition which needed on certain skill/passive like vanguard shadow obscure passive, it work with Shadow of Moil 5e but didnt work on this one
116 comments
There will be a bag of scrolls for each act, but it won't be in the next update.
(Gollum voice) scrolls ... my precious ... scrolls. LOL.
(Gollum eyes getting all big)
Also - "AFAYK" - everything is Patch 8 compatible?
I haven't done any Patch 8 testing but there haven't been any reports about issues with Patch 8 so far.
Where is the wooden chest in Wryms Crossing that is supposed to have the bag of scrolls in Act 3?
Make sure Veenab Library is updated.
Of course -- not the "special" scrolls or bells, but then I would expect that. Those should still be found in the world.
It can't trigger an extra attack like Larian's booming blade, so should it be adjusted to only cost one action like other 5e slashing cantrips?
1. The initial damage on cast for Dawn isn't being applied. This is because the SpellRoll/SpellSuccess/SpellFail lines in the SpellData entry are being based off the TargetConditions, which is being used to determine the eligible terrain to cast the spell on instead of the actual targets that can be hit by the spell. You can get around this by duplicating the summoned entity for 0 turns to apply a status that instantly deals the damage. All entries with the CHT_ prefix below are just to delineate the ones added by me.
// ========================================= Dawn =========================================
// Fix spell not damaging targets when initially cast and not accounting for Sculpt Spells
new entry "VBT_Spell_5_Dawn"
type "SpellData"
data "SpellType" "Target"
using "VBT_Spell_5_Dawn"
// data "SpellProperties" "GROUND:ApplyStatus(SELF,VBT_DAWN_OWNER,100,10);GROUND:Summon(cf366b32-0b91-46a0-816b-6e58a713bbb8, 10,,,'VBT_DawnStack',VBT_DAWN_AURA,VBT_DAWN_AURA_RECAST);"
data "SpellProperties" "GROUND:ApplyStatus(SELF,VBT_DAWN_OWNER,100,10);GROUND:Summon(cf366b32-0b91-46a0-816b-6e58a713bbb8, 10,,,'VBT_DawnStack',VBT_DAWN_AURA,VBT_DAWN_AURA_RECAST);GROUND:Summon(cf366b32-0b91-46a0-816b-6e58a713bbb8, 0,,,,CHT_DAWN_AURA_INITIAL)"
// data "SpellRoll" "not SavingThrow(Ability.Constitution, SourceSpellDC())"
data "SpellRoll" ""
// data "SpellSuccess" "DealDamage(4d10,Radiant,Magical)"
data "SpellSuccess" ""
// data "SpellFail" "DealDamage(4d10/2,Radiant,Magical)"
data "SpellFail" ""
new entry "VBT_DAWN_AURA"
type "StatusData"
data "StatusType" "BOOST"
using "VBT_DAWN_AURA"
// data "AuraStatuses" "TARGET:IF(Character() and not Dead()):ApplyStatus(VBT_DAWN_AURA_TARGET);IF(Character() and not Dead()):ApplyStatus(AI_HELPER_AVOIDAREA_STRONG)"
data "AuraStatuses" "TARGET:IF(Character() and not Dead() and not (HasPassive('SculptSpells', context.Source) and Ally())):ApplyStatus(VBT_DAWN_AURA_TARGET);IF(Character() and not Dead()):ApplyStatus(AI_HELPER_AVOIDAREA_STRONG)"
new entry "CHT_DAWN_AURA_INITIAL"
type "StatusData"
data "StatusType" "BOOST"
data "AuraRadius" "9"
data "AuraStatuses" "TARGET:IF(Character() and not Dead() and not (HasPassive('SculptSpells', context.Source) and Ally())):ApplyStatus(CHT_DAWN_AURA_TARGET_INITIAL);IF(Character() and not Dead()):ApplyStatus(AI_HELPER_AVOIDAREA_STRONG)"
data "StatusPropertyFlags" "DisableOverhead;DisableCombatlog;DisablePortraitIndicator"
new entry "CHT_DAWN_AURA_TARGET_INITIAL"
type "StatusData"
data "StatusType" "BOOST"
data "DisplayName" "hd54298e6g73aeg4ab1gb93eg2c6df31e39e5;1"
data "Description" "h566a63f8g9450g46a6g95bfgf7eaa753db40;1"
data "TooltipDamage" "DealDamage(4d10,Radiant)"
data "TooltipSave" "Constitution"
data "Icon" "VBT_Icon_Dawn_B"
data "SoundStart" "Spell_Status_MoonBeam_Enter"
data "SoundLoop" "Spell_Status_MoonBeam_MO"
data "SoundStop" "Spell_Status_MoonBeam_MO_Stop"
data "StackId" "CHT_DAWN_AURA_TARGET_INITIAL"
data "OnApplyRoll" "not SavingThrow(Ability.Constitution,CalculateSpellDC(context.PreferredCastingAbility, GetSummoner(context.Source)))"
data "OnApplySuccess" "DealDamage(4d10,Radiant,Magical)"
data "OnApplyFail" "DealDamage(4d10/2,Radiant,Magical)"
data "StatusPropertyFlags" "DisableOverhead;InitiateCombat;BringIntoCombat;DisablePortraitIndicator"
data "ApplyEffect" "62710804-ff29-4936-9d45-0e6a44372526"
data "StatusEffect" "73f8b212-1a39-4214-8a32-b5e1427ec860"
2. The Evocation spells aren't affected by the Sculpt Spells passive from Evocation Wizard. A reasonable assumption would be that the functionality of the passive is, well, in the passive itself. However, how it actually works is that you have to check for the passive in each Evocation spell to determine whether or not the target takes damage.
I did this fix for Dawn above for both the pre-existing (damage at end of turn) and new (damage on initial cast) aura statuses. Fortunately, there aren't too many other Evocation spells in your spell library, so gonna be a bit annoying to manually add in but shouldn't be too bad.
2. I did forget to take Sculpt Spells into consideration.
Changes will be made for the next update.
edit: ignore this, found out about your mod that literally addresses this exact problem lol
RAW, you cannot be targeted by spells that require vision, but this effect cannot be reproduced.