First of all, I do love your mod, it's been years I read "Spellfire" and I always wanted to make a character with it to play DD pen-and-paper, so you rekindled some of that enthusiasm! Thank you
But I have a question: I used the balanced version until lvl 6, then I installed the full version but the damage modifier doesn't show.
I'm using Bg3 mod manager, removed the balanced mod, loaded the full mod and saved the mod order.
Could it be made to be like Eldritch Blast? I'm using different mods that make my cantrips fire a total of 6 attacks at 1dx dice each, like Eldritch Blast =) So I was thinking, could this awesome mod be made like EB? 6 beams with the scaling that you set up for the original one?
sorry i have a hard time finding stuff like this, is the Spell_Projectile.txt the same thing as info.json? or is it the SpellfireCantrip.pak? or are thoes compleatly diffrent cause i can read the info. json but the pak. is kinda gibberish to me a buch of code idk how to read, and like where is the lar_projectile_spellfire? im haveing alot of issues finding them in the first place
data "RootTemplate" "82c9f123-f6ec-404b-aa82-779c6792a6fc< õarity" "VeryRare õValueOverride" "120 ÐWeight" "0.1"ónew entry "LAR_LearnSpellfire_Passive" type " ô=Data" data "StatusPropertyFlags" "ApplyToDead;IgnoreResting;DisableOverhead …Combatlo! õPortraitIndicatorr @Iconc õ ction_MagicItem_Bloodrend* PBoost aUnlockÙ (è ±Projectile_ î )7 Í ie; °IsHidden" ñnew entry "LAR_Projectile_Spellfire" type " ³Data" data vType" "; •Level" "0 C PSchoo ÿ Properties" "GROUND:CreateSurface(2,3,HolyFire)= ûTargetFloor" "-1 PRadiun %18 ¢ 0Rol rAttack( ç q.Ranged$ ‡ : \ preach lþ ó 5 to add 1 light die, 6 ô unlock modifier 9 8 Hcold7 $11 vanotherZ ‹ U8 fori ù bonus when healing casterÞ`Succes%ðIF(not Ally() and ‘CharacteríG°ñrThan(5)):DealDamage( ðMapValue(D8Cantrip),†ßant,Magical);i ,1d6,ColdQ ¶ Û 8Û +)ô CastingAbilityMè÷ ¦ ;?1d6‘ 4'n 2ê 'à):ApplyStatus(ñBURNING_HOLY,100,2¢ ò ):RegainHitPoints(context.{÷.MaxHP/4,Guaranteed> j7c ŸSELF,1d12V ; R ! Ä ö 0Fai1ùConditionB 0PSelf(6>6 •Count" "1‹’Trajector õ47ac1e9a-3b62-4010-bde9-0dc602edd114< @Icon• ñ assiveFeature_ImprovedFlaØ „ DisplayNamÈ öh44c77584g5d98g40bbgb97dg9685757e5572;¦ pDescripä > ø3165ffcg6549g47feg8da2g4f2ca6d5dd8> [ExtraC ÿ50aa7dabg4d90g4d06gb35cgf1da2e354f3a PParamjrTooltip„0Lisb•');- Y,);õ÷1,ad727a13-c6f0-4b5b-aefd-aac79c6ed46³– C0Savx [Ä ”Ÿ1" " §A ‚cSound"à_ _ö_Ice_RayOfFrost_L® & qTextEve› U ycµ ßHEnemGDeadëpUseCostŸ Ac/2:J. PAnima ðA" "3ff87abf-1ea1-4c32-aadf-c822d74c7dc0,,;,,;cd5e5d4a-38e1-4d4d-b346-3fbc1e4c3c9* ò<141f48d9-9615-496a-8737-9240f0dba60d,,;d8925ce4-d6d9-400c-92f5-ad772ef7f178x òeadedcce-d01b-4fbb-a1ae-d218f13aa5d6¢ %,,:’VerbalIntV‡ @Flag)!Is á;HasHighGround*ðExtension;IgnoreSilence* SoB±cComponent;1 ' Vb ü calThreshold;IsHarmfulÔŠ#ÿ<d30d2b40-c45a-45bd-94d7-9b2baaf0f77b,,;a601b33c-5320-455d-b4d4-74d6dc35b757ŠgÀPrepareEffec:°ee97e6e4-90‘ú181-b7fa-f6fe8b2af2d>: ðf3d3763c-1cbb-4d7aÐa-d9f703b7d67W y õbb817069-1b71-4b63-959c-b85e03a492ebB §y õ2ef28b19-d0cc-4260-8dc5-b1905c116add: ´< õddc1430f-4a0d-42c3-9ac8-ec4c3deaed35< EBeam: ÷94cab8bc-58f3-450d-8138-c1852ce28ee7pI
this is in the pak file but i dont understand how to read it really but it does mention the lar highlighted in red is where i edit and how do i put that info in
every time i try to edit something in the pak like chaging damage type or the fraction of the healing none of my mod managers can read the mod at all anymore like it dosent exist weither i use bg3 mod manager or vortex
OK, this is such a really unique idea, I love combining this with 2e spells make the game so much for cleric playthrough.
Only problem is that, this spell become healing potion for my party when out of conbat; a more tone-down version for my suggestion -
"Only In Combat" status requirement for the spell to be active would play a really nice touch with this, thanks for the mod. - I don't mind changing it myself if you're busy :D
That's not corrupting saves - that's a general feature of modded saves. If you remove the mod, it often causes issues. It's not because the save is somehow corrupted, but because the save relies on data that no longer exists.
For the author - potentially adding a way to remove the passive could make this removeable - if someone were to remove the ability, then save, then uninstall the mod, it's likely that the save would be okay.
Adding another passive/spell to clutter your skill menu/hotbar for a mod that only adds a single spell to start also seems more destructive to the general gaming experience than not. It's leaving a real big paper trail, if you will. But, when I get around to it or if more people ask, I'll see what I can do.
It's a great question. Rogues uses INT, like arcane trickster. Fighters use INT also, like eldritch knight.
I tried going monk just to see, and they use INT too.
Edit: maybe the game auto-picks your highest casting stat? Got WIS with a monk another time.
I know there's a way to change the spell-casting modifier in the spell, but that doesn't actually change the stat used for the attack roll. I'm sure the casting stat can be modified legitimately via the class system somewhere, e.g. Eldritch Knight Ultimate lets you cast with CON, but I personally don't know much about class mods at all.
I know of another way to do it via character stat, but it's hard to specify it for a player character, and I think it might get overwritten by the class choice anyway.
TLDR: Probably via modifying the class, but I've got no experience with that. Way out of my depth here.
Ok, one more question - if I wanted to hard cap the healing to 1hp is it as simple as editing the below:
"IF(Ally()):RegainHitPoints(context.Target.MaxHP/8,Guaranteed);IF(Ally() and not CharacterLevelGreaterThan(7)):RegainHitPoints(SELF,1d6,Guaranteed);IF(Ally() and CharacterLevelGreaterThan(7)):RegainHitPoints(SELF,1d6,Guaranteed)"
To be:
"IF(Ally()):RegainHitPoints(1,Guaranteed);IF(Ally() and not CharacterLevelGreaterThan(7)):RegainHitPoints(SELF,1,Guaranteed);IF(Ally() and CharacterLevelGreaterThan(7)):RegainHitPoints(SELF,1,Guaranteed)"
My spell documents are very messy and formatted very poorly, you might see a lot of repeating/overlapping information, and the spacing's a fucking shambles.
Instead of changing the lines directly, the easier thing to do is to copy the line you want to change and paste it at the bottom of the block, pretty much at the bottom of the document in this case. Linebreaks don't count. Then change the damage/heal numbers on your newly added line. The game only reads the last of every line if they repeat, so just let your new info override mine.
Also, you'll have to change both spellfail and spellsucess, since there's healing defined in both, which is why the healing happens even if the attack roll misses. Command-f-ing "MaxHP" should make spotting things easier.
I like the Radiant/Cold Damage combo that this open with other gear, just that the damage is too high for my taste. Still look great and im sure a lot will like using this.
Suggestion : You could also make a Silver Fire version that deal 1d6 Radiant Damage + your Primary Spellcasting Attribute Fire/Lightning/Cold Damage based on your preference. When the spell is used on a Ally, it instead Heal them for your Proficiency bonus Hit Points (or Primary Spellcasting Modifier if you find proficiency is not enough)
If I was doing it, I would make Spellfire Radiant/Fire and Silverfire Radiant/Cold.
The high damage is mainly to contrast it with other cantrips - would be a bit lame if Spellfire couldn't do much more damage than an average firebolt, and I don't think its numbers are as high as eldritch blast still, but I definitely get you.
I've thought about Radiant Fire too, but that combo aesthetically - orange beam, orange text (or worse, blue beam and orange damage numbers) just feels a little like going off-topic, and quite a lot of spells handle that combo already. I originally wanted to make some use of the rarely seen holy fire effects in vanilla, and with the silver-blue theme of Spellfire, those dots just connected themselves.
At one point I was going to tack some healing onto the cantrip too, but I thought that would be way over the top. Specifying different effects for enemies and allies would be fun, I just can't think of an obvious example in vanilla and I'm not sure I'm capable of figuring out how to do it. A dedicated healing spell wouldn't be bad either, the tricky part is mainly finding suitable VFX for it all.
I don't claim to be a dnd expert. I can't even really claim I know how to play games, but this mod offering the skill for easy access is for player's rp freedom, not to intentionally destroy balance. If the main point of contention is that warlocks' three-beamed, cha-modified, hex and invocations buffed eldritch blasts are locked behind high levels and a class while any player can get this cantrip free from day one, you can not give the spell to everyone, not use the spell on early levels or often, or take other measures to proactively restrict yourself elsewhere, fewer party members, for example.
On paper, Spellfire is also supposed to be the rarest and most potent form of magic in all of Faerun, possibly more than a dragon's innate breath, more than illithid Psionics. The fact that a home-brew spell of it just barely matches a warlock's abilities is, in my opinion, a decent middle point between rp and gameplay.
I apologize if this mod turned out to be a disappointment for you, but it isn't really meant to be a carefully thought-out cantrip hard-core players should ponder over and strategically dip in a class to get. It's mostly for light-hearted fun and flavour.
You get +cha modifier x3 with eldritch blast at later levels and a +cha modifier x2 at later levels here. I wouldn't say it makes it automatically better than eldritch blast especially since eldritch blast with any other bonuses (like potent robe for instance) also gets x3 whereas with this cantrip it would only trigger once
that's also not taking into account utility from repelling blast or what you can do with eldritch blast through say a sorc multiclass. there are several pieces of equipment and stuff in bg3 that allows for other cantrips to approach the damage if not surpass the damage of eldritch blast in the vanilla game. Eldritch blast isn't necessarily supposed to just be the default strongest at all points in the game damage wise.
for instance a draconic sorc gets the same +cha bonus that eldritch blast does and a single amulet from act 1 brings that up to a x2 +cha bonus, throw on potent robe and you now have a x3 +cha bonus but only to a single cast of the cantrip (or two with twinspell)
it's utility in hitting 3 targets and knocking back targets is part of what makes eldritch blast so good. same for in DnD IRL, it's not the damage that makes it so amazing (though it's definitely good), it's the sheer flexibility and utility that invocations can provide the cantrip that make it great alongside 3 beams rather than just increasing damage dice
edit: also damage at max level taking into account potent robe on both this cantrip does at max (including damage over time) of 62 whereas eldritch blast does a max of 66 (assuming a +6 to charisma)
I never said it was. Which is why I pointed out where your logic/downplaying was flawed.
It wasn't a "point of contention", it was an example. The issue is more so the guaranteed damage via spellcasting modifier and possibly how your different sources are coded: IE how they trigger damage riders. Not merely "Hex". Eldritch Blast is by far the best cantrip in the game, enough that it's not uncommon for multiple classes (Sorc, Bard, Paladin) will all dip 2 levels to get it. Though Paladin will nominally go 5 for blade pact, but that is a whole other can of worms.
If you wanted to go more that route, going more lower damage dice will lead to higher average numbers, 2d4 is better than 1d8. That has little to do with "DND" and everything to do with just math.
Zero need to apologize. I don't track "disappointments". I agree with the top comment that the damage is a little high, but my 'issue' was that you didn't seem to understand why. If you want it to be stronger than EB, fine. It's your mod. Just don't advertise it as 'balanced'. EB is arguably too strong too, but as a dip you have to give up 6th level spells to get it. That is investment/trade off for power. Something that you don't have to do here. And defensively saying "Well, just don't use it then" doesn't go very far when it's a mod. Obviously I don't have to use it. If it's something that bothers me that much it's not like it's that hard to open the .pak and change the damage range. I am sorry if my comment offended. I was just trying to point out that you appear to have misjudged just how strong this actually is/can be. Tactician is already easy enough, it doesn't need stuff to make it even easier.
My god! The mod barely came out and yall already on his ass forcing him to "nerf" it. This is absolutely crazy. Go make your owned mods then if you kept forcing people to do it "How you want it". Like what the heck is wrong with y'all?
I agress that Spellfire with the visual fit more with Cold than Fire and that Fire already had support. It was mostly because of the name, that Fire made sense.
As for a spell that Damage Enemies and Heal Allies, you have Wither and Bloom, not from the base game but from the 5e spells collection of spell.
If you want to take a look on how to do it, someone already did it, just im not sure how complicated it his.
59 comments
But I have a question: I used the balanced version until lvl 6, then I installed the full version but the damage modifier doesn't show.
I'm using Bg3 mod manager, removed the balanced mod, loaded the full mod and saved the mod order.
Am I doing something wrong?
Thank you
Could it be made to be like Eldritch Blast? I'm using different mods that make my cantrips fire a total of 6 attacks at 1dx dice each, like Eldritch Blast =) So I was thinking, could this awesome mod be made like EB? 6 beams with the scaling that you set up for the original one?
Stronger, sure, but I like my stuff broken =)
Thank you!
data "AmountOfTargets" "6"
to LAR_Projectile_Spellfire.Just put it at the very bottom. Spacing doesn't matter.
Is there a way to make it so that the cantrip's school is Evocation? So that it can benefit from Empowered Evocation?
data "SpellSchool" "Evocation"
should do it.Put it at the end again.
data "RootTemplate" "82c9f123-f6ec-404b-aa82-779c6792a6fc< õarity" "VeryRare õValueOverride" "120 ÐWeight" "0.1"ónew entry "LAR_LearnSpellfire_Passive"
type " ô=Data"
data "StatusPropertyFlags" "ApplyToDead;IgnoreResting;DisableOverhead …Combatlo! õPortraitIndicatorr @Iconc õ
ction_MagicItem_Bloodrend* PBoost aUnlockÙ (è ±Projectile_ î )7 Í ie; °IsHidden"
ñnew entry "LAR_Projectile_Spellfire"
type " ³Data"
data vType" "; •Level" "0 C PSchoo
ÿ Properties" "GROUND:CreateSurface(2,3,HolyFire)= ûTargetFloor" "-1 PRadiun %18 ¢ 0Rol rAttack( ç q.Ranged$ ‡ :
\ preach lþ ó 5 to add 1 light die, 6 ô unlock modifier 9 8 Hcold7 $11 vanotherZ ‹
U8 fori ù
bonus when healing casterÞ`Succes%ðIF(not Ally() and ‘CharacteríG°ñrThan(5)):DealDamage( ðMapValue(D8Cantrip),†ßant,Magical);i ,1d6,ColdQ ¶ Û 8Û +)ô CastingAbilityMè÷ ¦ ;?1d6‘
4'n
2ê 'à):ApplyStatus(ñBURNING_HOLY,100,2¢ ò
):RegainHitPoints(context.{÷.MaxHP/4,Guaranteed> j7c ŸSELF,1d12V ; R
!
Ä ö 0Fai1ùConditionB 0PSelf(6>6 •Count" "1‹’Trajector õ47ac1e9a-3b62-4010-bde9-0dc602edd114< @Icon• ñ
assiveFeature_ImprovedFlaØ „ DisplayNamÈ öh44c77584g5d98g40bbgb97dg9685757e5572;¦ pDescripä > ø3165ffcg6549g47feg8da2g4f2ca6d5dd8> [ExtraC ÿ50aa7dabg4d90g4d06gb35cgf1da2e354f3a PParamjrTooltip„0Lisb•');- Y,);õ÷1,ad727a13-c6f0-4b5b-aefd-aac79c6ed46³– C0Savx
[Ä ”Ÿ1" " §A ‚cSound"à_ _ö_Ice_RayOfFrost_L® & qTextEve› U ycµ ßHEnemGDeadëpUseCostŸ Ac/2:J. PAnima ðA" "3ff87abf-1ea1-4c32-aadf-c822d74c7dc0,,;,,;cd5e5d4a-38e1-4d4d-b346-3fbc1e4c3c9* ò<141f48d9-9615-496a-8737-9240f0dba60d,,;d8925ce4-d6d9-400c-92f5-ad772ef7f178x òeadedcce-d01b-4fbb-a1ae-d218f13aa5d6¢ %,,:’VerbalIntV‡ @Flag)!Is á;HasHighGround*ðExtension;IgnoreSilence* SoB±cComponent;1 ' Vb
ü calThreshold;IsHarmfulÔŠ#ÿ<d30d2b40-c45a-45bd-94d7-9b2baaf0f77b,,;a601b33c-5320-455d-b4d4-74d6dc35b757ŠgÀPrepareEffec:°ee97e6e4-90‘ú181-b7fa-f6fe8b2af2d>: ðf3d3763c-1cbb-4d7aÐa-d9f703b7d67W
y õbb817069-1b71-4b63-959c-b85e03a492ebB §y õ2ef28b19-d0cc-4260-8dc5-b1905c116add: ´< õddc1430f-4a0d-42c3-9ac8-ec4c3deaed35< EBeam: ÷94cab8bc-58f3-450d-8138-c1852ce28ee7pI
this is in the pak file but i dont understand how to read it really but it does mention the lar highlighted in red is where i edit and how do i put that info in
Only problem is that, this spell become healing potion for my party when out of conbat; a more tone-down version for my suggestion -
"Only In Combat" status requirement for the spell to be active would play a really nice touch with this, thanks for the mod. - I don't mind changing it myself if you're busy :D
please make it removable.
thanks a lot!!!!!!
thanks!!!!!
I'm also quite busy at the moment and really can't prioritize making this spell removable. So apologies again.
Patch 5 has also introduced a bug where a save missing any mods will not load. So removing mods isn't viable in general at the moment.
ill keep waiting
thanks a lot!!!
But please mention that it corrupts saves, making pretty much impossible to uninstall this mod. Once installed - impossible to uninstall!.
I think it's due to the passive that I use to grant the skill. The game crashes when it tries to give a passive that doesn't exist.
I'll leave a note in the description.
For the author - potentially adding a way to remove the passive could make this removeable - if someone were to remove the ability, then save, then uninstall the mod, it's likely that the save would be okay.
Adding another passive/spell to clutter your skill menu/hotbar for a mod that only adds a single spell to start also seems more destructive to the general gaming experience than not. It's leaving a real big paper trail, if you will. But, when I get around to it or if more people ask, I'll see what I can do.
i can not launch game on my steamdeck now, cause by the save corrupts
thanks!!!
Follow up question, how do I change the stat?
Thank you for this btw, love it.
I tried going monk just to see, and they use INT too.
Edit: maybe the game auto-picks your highest casting stat? Got WIS with a monk another time.
I know there's a way to change the spell-casting modifier in the spell, but that doesn't actually change the stat used for the attack roll. I'm sure the casting stat can be modified legitimately via the class system somewhere, e.g. Eldritch Knight Ultimate lets you cast with CON, but I personally don't know much about class mods at all.
I know of another way to do it via character stat, but it's hard to specify it for a player character, and I think it might get overwritten by the class choice anyway.
TLDR: Probably via modifying the class, but I've got no experience with that. Way out of my depth here.
"IF(Ally()):RegainHitPoints(context.Target.MaxHP/8,Guaranteed);IF(Ally() and not CharacterLevelGreaterThan(7)):RegainHitPoints(SELF,1d6,Guaranteed);IF(Ally() and CharacterLevelGreaterThan(7)):RegainHitPoints(SELF,1d6,Guaranteed)"
To be:
"IF(Ally()):RegainHitPoints(1,Guaranteed);IF(Ally() and not CharacterLevelGreaterThan(7)):RegainHitPoints(SELF,1,Guaranteed);IF(Ally() and CharacterLevelGreaterThan(7)):RegainHitPoints(SELF,1,Guaranteed)"
My spell documents are very messy and formatted very poorly, you might see a lot of repeating/overlapping information, and the spacing's a fucking shambles.
Instead of changing the lines directly, the easier thing to do is to copy the line you want to change and paste it at the bottom of the block, pretty much at the bottom of the document in this case. Linebreaks don't count. Then change the damage/heal numbers on your newly added line. The game only reads the last of every line if they repeat, so just let your new info override mine.
Also, you'll have to change both spellfail and spellsucess, since there's healing defined in both, which is why the healing happens even if the attack roll misses. Command-f-ing "MaxHP" should make spotting things easier.
Suggestion : You could also make a Silver Fire version that deal 1d6 Radiant Damage + your Primary Spellcasting Attribute Fire/Lightning/Cold Damage based on your preference. When the spell is used on a Ally, it instead Heal them for your Proficiency bonus Hit Points (or Primary Spellcasting Modifier if you find proficiency is not enough)
If I was doing it, I would make Spellfire Radiant/Fire and Silverfire Radiant/Cold.
I've thought about Radiant Fire too, but that combo aesthetically - orange beam, orange text (or worse, blue beam and orange damage numbers) just feels a little like going off-topic, and quite a lot of spells handle that combo already. I originally wanted to make some use of the rarely seen holy fire effects in vanilla, and with the silver-blue theme of Spellfire, those dots just connected themselves.
At one point I was going to tack some healing onto the cantrip too, but I thought that would be way over the top. Specifying different effects for enemies and allies would be fun, I just can't think of an obvious example in vanilla and I'm not sure I'm capable of figuring out how to do it. A dedicated healing spell wouldn't be bad either, the tricky part is mainly finding suitable VFX for it all.
That you innately get double spellcasting modifier *alone* says it does.
Even if it weren't, you are talking about comparable power to 2 levels of warlock, to everyone.
On paper, Spellfire is also supposed to be the rarest and most potent form of magic in all of Faerun, possibly more than a dragon's innate breath, more than illithid Psionics. The fact that a home-brew spell of it just barely matches a warlock's abilities is, in my opinion, a decent middle point between rp and gameplay.
I apologize if this mod turned out to be a disappointment for you, but it isn't really meant to be a carefully thought-out cantrip hard-core players should ponder over and strategically dip in a class to get. It's mostly for light-hearted fun and flavour.
that's also not taking into account utility from repelling blast or what you can do with eldritch blast through say a sorc multiclass. there are several pieces of equipment and stuff in bg3 that allows for other cantrips to approach the damage if not surpass the damage of eldritch blast in the vanilla game. Eldritch blast isn't necessarily supposed to just be the default strongest at all points in the game damage wise.
for instance a draconic sorc gets the same +cha bonus that eldritch blast does and a single amulet from act 1 brings that up to a x2 +cha bonus, throw on potent robe and you now have a x3 +cha bonus but only to a single cast of the cantrip (or two with twinspell)
it's utility in hitting 3 targets and knocking back targets is part of what makes eldritch blast so good. same for in DnD IRL, it's not the damage that makes it so amazing (though it's definitely good), it's the sheer flexibility and utility that invocations can provide the cantrip that make it great alongside 3 beams rather than just increasing damage dice
edit: also damage at max level taking into account potent robe on both this cantrip does at max (including damage over time) of 62 whereas eldritch blast does a max of 66 (assuming a +6 to charisma)
I never said it was. Which is why I pointed out where your logic/downplaying was flawed.
It wasn't a "point of contention", it was an example. The issue is more so the guaranteed damage via spellcasting modifier and possibly how your different sources are coded: IE how they trigger damage riders. Not merely "Hex". Eldritch Blast is by far the best cantrip in the game, enough that it's not uncommon for multiple classes (Sorc, Bard, Paladin) will all dip 2 levels to get it. Though Paladin will nominally go 5 for blade pact, but that is a whole other can of worms.
If you wanted to go more that route, going more lower damage dice will lead to higher average numbers, 2d4 is better than 1d8. That has little to do with "DND" and everything to do with just math.
Zero need to apologize. I don't track "disappointments". I agree with the top comment that the damage is a little high, but my 'issue' was that you didn't seem to understand why. If you want it to be stronger than EB, fine. It's your mod. Just don't advertise it as 'balanced'. EB is arguably too strong too, but as a dip you have to give up 6th level spells to get it. That is investment/trade off for power. Something that you don't have to do here. And defensively saying "Well, just don't use it then" doesn't go very far when it's a mod. Obviously I don't have to use it. If it's something that bothers me that much it's not like it's that hard to open the .pak and change the damage range. I am sorry if my comment offended. I was just trying to point out that you appear to have misjudged just how strong this actually is/can be. Tactician is already easy enough, it doesn't need stuff to make it even easier.
As for a spell that Damage Enemies and Heal Allies, you have Wither and Bloom, not from the base game but from the 5e spells collection of spell.
If you want to take a look on how to do it, someone already did it, just im not sure how complicated it his.
Thanks again for the Cantrip