Quick question, does increasing the paladin auras have any incompatibility issues with paladin mods that change the effect of the aura? my question is can we keep the changed effect as well as increase the range using your mod?
Hello there. I was wondering if you could add a new spell that acts like Guidance but lasts Until Long Rest with an effect that is; +10 to all ability scores (Aka +10 to all stats STR, CON, WIS, CHA, INT, & DEX.), +10 to all ability checks, and advantage on all ability checks. I ask this because this seems like the right mod for it.
Idk if it's possible but could you include all the unleashed series mods in 1 file? It is annoying to download, extract, and install all the mods one by one.
Okay, I'm not sure if I'm stupid or overlooked something but I downloaded the "Universal - Speak With Animals" file and regardless of whether I load it before or after other spell mods, none of my characters have Speak With Animals. Is there something else I'm supposed to do?
Supreme Guidance works perfectly and they were installed the same way so I'm stumped.
Jo just wanted to ask whether it's normal or intended for the eldritch blast 2d6 default range mod not to include the agonizing blast bonus, or if it's simply an oversight. Or does it just not show it but does actually use it in the damage calculations and I just have really bad luck?
Is it compatible with action resources? It's a mod that resets the spells without long rest right after combat, even short rest in most cases. There's a Reset all skills one too. It's been useful and fun.
Hi Mharius! Just find out you've made some amazing unleashes on spells. I have some more ideas on this topic and not sure whether you are also interested in making them come true. I would display some of them here:
1 - The Art of Frozen Witch Darling, please tell me. Why a snowman needs heart beats, when you are running out of heat?
a. Sleet Storm - Add Wet Effect on the spell like "Create Water" and last 6 turns - Optional: Remove concentration
Making enemies vulnerable to cold damage by this spell, which will be a great start for following ice spells; Wet area and duration are weaker than upcasting the lvl3 "Create Water", but the spell has already created an ice surface;
b. Cone of Cold - Create an ice surface in front of the caster instead of freezing a puddle - Ice surface can be the same as "Ice Storm": AOE 6m and last 2 turns
Narrow down the damage gap a little bit between "Ice Storm" and lvl4 "Fire Ball" (9~54);
2 - The Art of Brutal Whisper When the hollow pierces you a glimpse, my whispers parasitize your dream. Well, beware of Me.
a. Phantasmal Force - Remove concentration - Damage change into 3d6 per turn but only last 3 or 4 turns
Leave the total damage of this spell untouched (10~60), but it's more useful at low level now; Damage per turn aligns with other lvl2 offensive spells;
b. Phantasmal Killer - When upcasting this spell, it also grants affects an additional target for each spell level, smilar to "Hold Person" - If Possible: Add Disadvantage on Saving Throws to affected entities
Prevent 2 / 3 melee enemies from moving can be useful when casters encounter a group of mob; The 5~50 / 6~60 damage per turn to enemies compensates the lack of unable to take action, reaction and guarantee critical melee attack effects compared to "Hold Person" / "Hold Monster";
c. Eyebites - Recast only consumes Bonus Action
d. Otto's Irresistible Dance - If Possible: Add unable to take Reaction to affected entity
People should really focus on their dancing instead of assaulting innocent passerby by taking opportunity attack :(
3 - The Art of Arcane Wielder Bend the dimensions. Rewrite the elements. The only problem is the limitation of your imaginations.
a. Chromatic Orb - Surface AOE increases to 4m, duration increases to 3 turns
With the same AOE as "Fire Ball", people can choose whether to use lvl3 "Chromatic Orb - Fire" with fewer damage but a burning surface last long enough to control the battle field, somehow making this spell more usful;
b. Glyph of Warding - Increase the AOE to 6m - Increase the duration of "Glyph of Ward - Sleep" to 3 turns
Increase the area to compensate the damage gap between "Glyph of Ward - Elemental Damage" and other lvl3 offensive spells; Increase 1 more turn for sleep ward to make it more like an upgrade version of "Sleep";
c. Dimension Door - Upcast available & can take 1 additional company for each spell level - If Possible: Range increases from 1.5m to 3m, so companies don't need to stick together for teleportation
4 - The Art of Haunted Leech Greedily absorbing the forbidden knowledge, a necromancer is barely a human, but a ravenously leech.
a. Vampiric Touch - Increase damage to 6d6, therefore healing 3d6 hit points - Recast only consume bonus action - If Possible: Range increase from 1.5m to 3m / 6m - Optional: Remove concentration
Narrow down the damage gap between "Vampiric Touch" to other lvl3 offensive spells; The healing amounts are slightly lower than lvl3 "Healing Word", and "Mass Cure Wounds" when upcast it at lvl5; Due to having heal effect, damage is much lower than "Inflict Wound" & "Harm" at the same spell level; If Possible: Leave some spaces for casting "Vampiric Touch" safely;
b. Circle of Death - If Possible: Cast on surface instead of the target, similar to "Glyph of Warding" - Optional: Damage increase from 8d6 to 10d6, the same damage as "Otiluke's Freezing Sphere"
is there anyway to add healing word and a know spell for elves, i want to have this on my ranger without wasting 1 lv in life cleric, but ranger don't get a range heal, so if possible this would be awsome
a lot of mods seem to go after removing VFX entirely for some buff spells. i wish it were possible instead to just make them temporary. you cast, the VFX shows up for 1 turn and then it's gone. but the buff remains for however many turns, permanent, long rest, short rest, etc. whatever. but seeing the VFX temporarily at least would be nice
28 comments
Supreme Guidance works perfectly and they were installed the same way so I'm stumped.
Or does it just not show it but does actually use it in the damage calculations and I just have really bad luck?
1 - The Art of Frozen Witch
Darling, please tell me. Why a snowman needs heart beats, when you are running out of heat?
a. Sleet Storm
- Add Wet Effect on the spell like "Create Water" and last 6 turns
- Optional: Remove concentration
Making enemies vulnerable to cold damage by this spell, which will be a great start for following ice spells;
Wet area and duration are weaker than upcasting the lvl3 "Create Water", but the spell has already created an ice surface;
b. Cone of Cold
- Create an ice surface in front of the caster instead of freezing a puddle
- Ice surface can be the same as "Ice Storm": AOE 6m and last 2 turns
c. Ice Storm
- Damage change into: 2d8 Bludgeoning damage + 6d6 Cold damage (8~52)
Narrow down the damage gap a little bit between "Ice Storm" and lvl4 "Fire Ball" (9~54);
2 - The Art of Brutal Whisper
When the hollow pierces you a glimpse, my whispers parasitize your dream. Well, beware of Me.
a. Phantasmal Force
- Remove concentration
- Damage change into 3d6 per turn but only last 3 or 4 turns
Leave the total damage of this spell untouched (10~60), but it's more useful at low level now;
Damage per turn aligns with other lvl2 offensive spells;
b. Phantasmal Killer
- When upcasting this spell, it also grants affects an additional target for each spell level, smilar to "Hold Person"
- If Possible: Add Disadvantage on Saving Throws to affected entities
Prevent 2 / 3 melee enemies from moving can be useful when casters encounter a group of mob;
The 5~50 / 6~60 damage per turn to enemies compensates the lack of unable to take action, reaction and guarantee critical melee attack effects compared to "Hold Person" / "Hold Monster";
c. Eyebites
- Recast only consumes Bonus Action
d. Otto's Irresistible Dance
- If Possible: Add unable to take Reaction to affected entity
People should really focus on their dancing instead of assaulting innocent passerby by taking opportunity attack :(
3 - The Art of Arcane Wielder
Bend the dimensions. Rewrite the elements. The only problem is the limitation of your imaginations.
a. Chromatic Orb
- Surface AOE increases to 4m, duration increases to 3 turns
With the same AOE as "Fire Ball", people can choose whether to use lvl3 "Chromatic Orb - Fire" with fewer damage but a burning surface last long enough to control the battle field, somehow making this spell more usful;
b. Glyph of Warding
- Increase the AOE to 6m
- Increase the duration of "Glyph of Ward - Sleep" to 3 turns
Increase the area to compensate the damage gap between "Glyph of Ward - Elemental Damage" and other lvl3 offensive spells;
Increase 1 more turn for sleep ward to make it more like an upgrade version of "Sleep";
c. Dimension Door
- Upcast available & can take 1 additional company for each spell level
- If Possible: Range increases from 1.5m to 3m, so companies don't need to stick together for teleportation
4 - The Art of Haunted Leech
Greedily absorbing the forbidden knowledge, a necromancer is barely a human, but a ravenously leech.
a. Vampiric Touch
- Increase damage to 6d6, therefore healing 3d6 hit points
- Recast only consume bonus action
- If Possible: Range increase from 1.5m to 3m / 6m
- Optional: Remove concentration
Narrow down the damage gap between "Vampiric Touch" to other lvl3 offensive spells;
The healing amounts are slightly lower than lvl3 "Healing Word", and "Mass Cure Wounds" when upcast it at lvl5;
Due to having heal effect, damage is much lower than "Inflict Wound" & "Harm" at the same spell level;
If Possible: Leave some spaces for casting "Vampiric Touch" safely;
b. Circle of Death
- If Possible: Cast on surface instead of the target, similar to "Glyph of Warding"
- Optional: Damage increase from 8d6 to 10d6, the same damage as "Otiluke's Freezing Sphere"