You can learn the spell from the rapier regardless of class.
As for getting it on spell lists, that's up to the class mod. I haven't looked closely at Magus, but from a glance now I'd guess that it uses the Wizard spell list. If that's the case then it will show up in cantrip selection automatically, assuming you're using Script Extender.
That's outside of my control - the spell simply uses whatever spellcasting ability modifier the game assigns to it.
If you learn it by selecting it in a class the ability should be determined by the class. If you learn it from the item and are multiclassed then the ability is determined in a nonobvious way - see the wiki.
You could change the mod if you want to force it to use a specific modifier. See the replies for Jvari's comment from November 10.
I'm curious as to why the cantrip is not dynamically updating its spellcasting modifier upon changing your class when learned via the rapier--as similar mods, like frostblade, shadowburst (not a blade cantrip but still attack roll), etc do. I compared the lines of code to yours and they're all the same, yet mirror blade's tooltip doesnt want to adjust upon the new class's spellcasting modifier :( lol.
Any thoughts on which part of the code I can change so the tooltip reflects the appropriate spellcasting modifier? I know it can be set to a specific modifier, but it is a hassle if I were to change classes more than once (not multiclassing) during a playthrough. Thanks!
Again, how the game assigns an ability to the spell is outside my control.
What I can do is add a way of unlearning the spell granted by the rapier, so that you can then re-learn it and hopefully get a new instance using the right ability.
Equip the rapier, hide, then short rest twice to forget the spell. Unequip the rapier too, since it also grants the spell while equipped.
I'd recommend learning the spell by selecting it in the class you want to cast it from (requires Compatibility Framework), so the casting ability is set by the class. Otherwise re-equip the rapier and learn it again to see if that helps.
Thanks so much! Im sorry if my post sounded complain-y, your mod is my favorite cantrip so I really appreciate you taking the time to add this feature.
Hello. I've discovered that Mirror Image status can be applied to items, if target was set to item (through modding i mean). It produces an interesting result with equipment specifically. Basically, it works like normal mirror image, but character double is invisible. Works with pretty much all equipment actually, piece with applied mirror image would be visible on double. Just wanted to share that it's possible to make truly Mirror Blade (only weapon mirrored) if status is applied to weapon in main hand (i think Magic Weapon has an example of how status applies either to item or equipment in main hand).
I already knew this was possible, but hadn't thought to make use of it. It might be neat if the weapon that teaches you the spell had this effect though.
The mod is mostly called "Blade" for symmetry with GFB and Booming Blade (and you'll notice the actual spell is called "Strike"). I'm happy with the current concept of a temporary full duplicate helping rather than an illusory blade specifically.
Edit: I tested applying it to the rapier, and it looked ridiculous. Without thinking about it, I had imagined the duplicate being maybe a decimeter or two out from the blade, but obviously it's much farther away.
Hey wesslen, Mirror Blade doesn't seem to appear on my cantrips list with CF 2.6.0. I wanted to let you know if there were changes to be made or if it was only me. Thanks!
Interestingly it seems this mod removes Eldrich Blast from the Warlock spell list but doesn't add itself to the cantrips list. As far as I can tell that is the only issue.
I did a search in Spell_Target in the \Public\MirrorBlade\Stats\Generated\Data path but out of the 3 instances of SpellCastingAbilityModifier were strings reading "(DWE_MirrorBlade)+SpellCastingAbilityModifier,Psychic)". I didn't see where I could change the attribute.
Love the look and feel of this ability, but I feel like there's literally no reason to use a regular attack once you learn it. Even abilities like Reckless Attack, which I use almost every turn, have a minor downside to consider.
Personally I would maybe make it require an Action + Reaction, or Action + Bonus. Just a minor nitpick though, otherwise great mod!
Sounds like you're not using the Extra Attack Fix (or you have a conflicting mod that's breaking it.)
The downside is that you can only use it once per turn and can't make other action attacks if you do. Unless you have a weird/bad build on a martial it's usually worse than just attacking.
For casters - yes, of course it's better than making a single plain attack.
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As for getting it on spell lists, that's up to the class mod. I haven't looked closely at Magus, but from a glance now I'd guess that it uses the Wizard spell list. If that's the case then it will show up in cantrip selection automatically, assuming you're using Script Extender.
Edit:
Just took a peek at the unpacked files. Looks like Magus has its own spell list. Seems pretty simple to add it to the Lua on my end though.
For example, learned the cantrip on druid (WIS spellcast modifier).
Switch to paladin (CHA), cantrip is still using WIS as the modifier.
This might be something bigger as of Patch 5 but I just wanted to let you know.
If you learn it by selecting it in a class the ability should be determined by the class.
If you learn it from the item and are multiclassed then the ability is determined in a nonobvious way - see the wiki.
You could change the mod if you want to force it to use a specific modifier. See the replies for Jvari's comment from November 10.
Any thoughts on which part of the code I can change so the tooltip reflects the appropriate spellcasting modifier? I know it can be set to a specific modifier, but it is a hassle if I were to change classes more than once (not multiclassing) during a playthrough. Thanks!
What I can do is add a way of unlearning the spell granted by the rapier, so that you can then re-learn it and hopefully get a new instance using the right ability.
Equip the rapier, hide, then short rest twice to forget the spell. Unequip the rapier too, since it also grants the spell while equipped.
I'd recommend learning the spell by selecting it in the class you want to cast it from
(requires Compatibility Framework), so the casting ability is set by the class. Otherwise re-equip the rapier and learn it again to see if that helps.I already knew this was possible, but hadn't thought to make use of it. It might be neat if the weapon that teaches you the spell had this effect though.
The mod is mostly called "Blade" for symmetry with GFB and Booming Blade (and you'll notice the actual spell is called "Strike"). I'm happy with the current concept of a temporary full duplicate helping rather than an illusory blade specifically.
Edit: I tested applying it to the rapier, and it looked ridiculous. Without thinking about it, I had imagined the duplicate being maybe a decimeter or two out from the blade, but obviously it's much farther away.
Compatibility Framework sure likes changing how it's supposed to be used...
Fixed in 1.5.2, thanks for the heads up.
Download an earlier version of it for now. (I'm using 2.5.7 without issue at the moment.)
Changed it and it works perfectly, thanks!
Personally I would maybe make it require an Action + Reaction, or Action + Bonus. Just a minor nitpick though, otherwise great mod!
The downside is that you can only use it once per turn and can't make other action attacks if you do. Unless you have a weird/bad build on a martial it's usually worse than just attacking.
For casters - yes, of course it's better than making a single plain attack.