File information

Last updated

Original upload

Created by

Laruses

Uploaded by

Lynstence

Virus scan

Safe to use

64 comments

  1. Nargath
    Nargath
    • premium
    • 0 kudos
    I've always loved the Spellfire mechanism and story beats!

    Is there a chance that you could have the abilities scale up to level 20, for those of us that use expanded levels?
  2. thenasty
    thenasty
    • premium
    • 38 kudos
    seems to break the balance of the game as it can just infinitely heal out of combat

    otherwise i like the flavor and idea but this is busted

    and no, the balanced version doesn't help at all. there is a reason why in DnD there exists not a single cantrip which restores HP, it turns any healer into the ultimate limitless health pool for your entire party, ruining the balance of extended encounters.... 

    basically, this is a cheat mod and don't download it if you plan on having some challenge in your game. The moment you get the spell you immediately recognize you no longer have any need for any other source of healing, which is lame. I played with this spell in my game for about an hour before I recognized my mistake, removed it, and went back to an old save because I don't want to spoil the health management in the game completely. 
    1. jedidm
      jedidm
      • premium
      • 0 kudos
      just dont use it to heal then...
  3. iskabin
    iskabin
    • member
    • 1 kudos
    This mod prevents the game from starting at Patch 7 because it has ModFixer. Disabling it makes the game work again.

  4. rmfranco
    rmfranco
    • premium
    • 1 kudos
    I have the Ghastly Ghouls mod, which lets you play as Undead, week to Raident damage, and unable to be healed by normal spells. How would the healing work with that? Anyone know?
  5. pmnavatar
    pmnavatar
    • member
    • 2 kudos
    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.

    Am I doing something wrong?

    Thank you
  6. Luinne
    Luinne
    • premium
    • 7 kudos
    Someone needs to make the class as it was done originally in 2e.
  7. Lucario979
    Lucario979
    • member
    • 1 kudos
    Love the mod!

    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!
    1. Lynstence
      Lynstence
      • premium
      • 156 kudos
      If you want multiple beams, go to Spell_Projectile.txt add something like:data "AmountOfTargets" "6"
      to LAR_Projectile_Spellfire.

      Just put it at the very bottom. Spacing doesn't matter.
    2. Lucario979
      Lucario979
      • member
      • 1 kudos
      Noted! I tried and it worked! Thank you =)

      Is there a way to make it so that the cantrip's school is Evocation? So that it can benefit from Empowered Evocation?
    3. Lynstence
      Lynstence
      • premium
      • 156 kudos
      Strictly speaking, I don't know how empowered evocation works since I've never looked into it, but
      data "SpellSchool" "Evocation"
      should do it. 

      Put it at the end again.
    4. jeanhavoc13
      jeanhavoc13
      • member
      • 0 kudos
      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
    5. jeanhavoc13
      jeanhavoc13
      • member
      • 0 kudos
      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
  8. stevebon
    stevebon
    • member
    • 0 kudos
    how can i remove this
  9. TheSweetLuna
    TheSweetLuna
    • premium
    • 17 kudos
    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
  10. stevebon
    stevebon
    • member
    • 0 kudos
    i want to remove it , or i can not load my saves from my steam deck
    please make it removable.
    thanks a lot!!!!!!
    1. Lynstence
      Lynstence
      • premium
      • 156 kudos
      I really can't promise anything. I don't know if I can make it removable.
    2. stevebon
      stevebon
      • member
      • 0 kudos
      thanks for your hard work!!!
    3. stevebon
      stevebon
      • member
      • 0 kudos
      do you have any update yet?
      thanks!!!!!
    4. Lynstence
      Lynstence
      • premium
      • 156 kudos
      Sorry no. I gave it a try some time ago and it didn't work. Haven't looked into it more since.

      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.
    5. stevebon
      stevebon
      • member
      • 0 kudos
      thanks a lot
      ill keep waiting
      thanks a lot!!!
    6. stevebon
      stevebon
      • member
      • 0 kudos
      thanks