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pandawarmachine

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pandawarmachine

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28 comments

  1. kelvendivi
    kelvendivi
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    Can you make a mod that increases the hit chance of all skills and attacks?
    1. jessiccargh
      jessiccargh
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      if problem is still persisting then use the custom mode and increase the proficiency bonus.
  2. ErickRoemer
    ErickRoemer
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    The balance tweak this spell needs is making the target getting disavantage in the saving throw. The easier way to implement I think is using empowered metamagic effect in the spell. Hopefully I'll be able to do it soon.
  3. freemanendelay
    freemanendelay
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    Hey, I had an idea just wanted to share. Spell DC is a balancing thing, there's a reason why attack roll spells tend to be on the weaker side, cause you can buff an attack roll.

    But how exactly does Dexterity allow someone to save against a mass of ethereal flame that materializes on top of them? Sacred flame is not a projectile.
    It would make more sense to have the save be a different attribute, in my opinion, Wisdom. I imagine a wisdom save to be like instinctive counterspell.

    This change would give a decent little buff to the hit chance, because most enemies have lower wis than dex.
  4. LocoPepino
    LocoPepino
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    Does this work with other mods?, like Budget Divine Soul?

    edit: Yes it does :)
  5. Bogdanov89
    Bogdanov89
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    • 4 kudos
    Thank you for the mod!
    Can you please explain why does the default/vanilla Sacred Flame have such a low hit chance?
    1. pandawarmachine
      pandawarmachine
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      • 2 kudos
      The first Act of the game has a lot of goblins and beast-type enemies. Those tend to have very high Dexterity.
      Sacred Flame, originally, targets an enemy's DEX. 

      This means during Act 1, not only are you low level, enemies often have high DEX, making Sacred Flame feel bad to use for first impressions. 
    2. Bogdanov89
      Bogdanov89
      • supporter
      • 4 kudos
      Ah so thats the deal.
      Thank you.
  6. FullYolo
    FullYolo
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    • 3 kudos
    What's new in 1.12?
    1. pandawarmachine
      pandawarmachine
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      • 2 kudos
      Fixed a small typo in the code, don't worry. Doesn't cause problems so no need to redownload until the next time they update it.
  7. YeeePowa
    YeeePowa
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    We need an update brother
    1. pandawarmachine
      pandawarmachine
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      • 2 kudos
      Fixing it!
    2. YeeePowa
      YeeePowa
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      • 0 kudos
      You are the best 
  8. LocoPepino
    LocoPepino
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    THANK YOU SO MUCH FOR THIS!, you have no idea how long I’ve waited for this!.

    Suggestion, is it possible for Sacred Flame to have the same casting visual and animation of Sunbeam?, make Sacred Flame truly satisfying to cast especially as it’s our go to Cantrip we use. Warlock feels amazing to spam Eldritch Blast, maybe an additional version making Sacred Flame 1D10 and use Sunbeams animation? Would be great especially once clerics get potent spellcasting at lvl 8 adding our Wisdom Modifier to it.

    in Short make a seperate version for Sacred Flame,
    - 1D10 instead of 1D8 (on par with Fire Bolt and Eldritch Blast as Cantrips)
    - Sunbeams animation and Visuals (Sacred Flame shooting a beam of Radiant Energy is just amazing)
    - Ranged Attack Roll

    is it possible to do? Sort of desperate to make Sacred Flame look and feel good to use!.
  9. didinfriend
    didinfriend
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    anyone knows how to do the modsetting? i didnt understand a single thing
  10. opac451
    opac451
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    This mod broke with patch 6. Sacred flame won't fire at all now. I do have 5e spells installed as well, but I this mod is set to load after that mod. 
    1. MelTorefas
      MelTorefas
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      Confirming that the modded spell breaks in patch 6 (with no other spell related mods); name doesn't show up and can't be cast (does not even expend action).
    2. pandawarmachine
      pandawarmachine
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      • 2 kudos
      Fixed!