About this mod
A Spellfire flavoured cantrip that can both heal and harm. So you can finally give Gale what Mystra's Chosen deserves, or, prove to him your Tav sorcerer just is superior.
- Requirements
- Permissions and credits
- Changelogs
It's useful and punchy and looks really nice! ...from most angles.
For what is essentially a blue sunbeam, sometimes the beam tends to veer off the path a bit.
WARNINGS:
If you want to test the mod, load it in your game but don't save! Once saved you shouldn't remove it.
The skill is taught by giving you an empty/invisible passive. If you try to remove the mod after learning, the game tends to crash trying to load an active passive that doesn't exist.
FEATURES: MAIN
On targeting non-allies: attack roll, base damage 1d8 Radiant + 1d6 Cold, cause on the target two turns of Silver Fire: 1d4 Radiant damage
On targeting allies: regains target a quarter of their max hit points, and the caster for 1d12 - guaranteed, the healing effects happen even if you miss (don't have to make beam hit via interruption, etc.)
- If you twin your spell and target one ally, one enemy, one of them will heal and the other will be damaged, caster will be healed once
- If you twin your spell and target two allies, the caster will be healed twice
- If you twin your spell and target two enemies, the caster won't heal
- Can be cast silenced, no verbal component
- The 1d8 Radiant die scales with player level like an average cantrip, so you get extra dice on reaching level 5 and 11
- 1d6 Cold die doesn't scale at the same rate, but you get an extra one at reaching level 9
- And on reaching level 6 your spell-casting ability modifier will be added to both of the damage rolls, whatever that is for you
- Only hits one target, unless you use it with Twinned Spell
- Not class limited. And since you get the spell independently from a consumable, it should never conflict with any other class or spell, modded or otherwise.
The MAIN progression is:
- Level 1: 1d8 Radiant + 1d6 Cold, two turns 1d4 Radiant
- Level 5: 2d8 Radiant + 1d6 Cold, two turns 1d4 Radiant
- Level 6: (2d8 Radiant + Modifier) + (1d6 Cold + Modifier), two turns 1d4 Radiant
- Level 8: Modifier added to self-healing roll for caster
- Level 9: (2d8 Radiant + Modifier) + (2d6 Cold + Modifier), two turns 1d4 Radiant
- Level 11: (3d8 Radiant + Modifier) + (2d6 Cold + Modifier), two turns 1d4 Radiant
FEATURES: BALANCED
A lessened version with most things above, but:
- No modifier for damage or healing roll
- Cold die restricted to a single 1d4
- Healing roll for caster set as 1d6
- Healing for ally is 1/8 of max hp
So the BALANCED progression is a simpler:
- Level 1: 1d8 Radiant + 1d4 Cold, two turns 1d4 Radiant
- Level 5: 2d8 Radiant + 1d4 Cold, two turns 1d4 Radiant
- Level 11: 3d8 Radiant + 1d4 Cold, two turns 1d4 Radiant
HOW TO GET:
There's a diamond, munch on it once and you learn the cantrip.
In-game locations:
- Incinerated Mind Flayer on the nautiloid, imp fight area
- Cartilaginous Chest (TUT_Chest_Potions) on, also, the nautiloid
- Also all over the crash site, the three intellect devourer area, because those dead squids are all duplicates, and also the one in goblin shattered sanctum
- [ACT 1] Dammon (tiefling blacksmith) at Emerald Grove
- [ACT 2] Dammon again at the Last Light Inn
- [ACT 3] Baldur's Gate, Lower City, Sorcerous Sundries
Item name (for Equipment.txt): LAR_UNI_CRE_MisCutCrystal
Spell name (for SpellSet.txt): LAR_Projectile_Spellfire (Can be safely added to CommonPlayerActions, spells flagged to be unusable by AI)
Diamond UUID: 82c9f123-f6ec-404b-aa82-779c6792a6fc
*You can switch between versions. You won't ever have to re-chew the diamond if you've already learnt the spell.
SO ANYWAY, I STARTED BLASTING: