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13 comments

  1. Jmkam2
    Jmkam2
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    Any idea if the damage from TK can be improved? I can't find a mod that seems like it would affect this. I'd like to run Magneto basically, TK as the essentially only damage option through throwing things or people, and the damage output is lacking. It's great at relocation and all but getting launched a couple dozen feet away ought to hurt!
    1. MichaelHaneline
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      Hey, I know this is 9 months later and so you probably don't care anymore, but adding my 2 cents in case you or anyone else is curious.
      I've been tinkering with the TK spell in the mod toolkit for my own superhero-themed run, and have learned some things.
      The way the spell seems to work is that it is basically just the throw action (but doesn't take str into account).
      When you throw creature A into creature B, creature A is treated as the thrown weapon and will usually only take 1d4 damage. The only way I've been able to increase that was with a test mod I made that gives a blanket bonus to ALL damage that the caster does; anything more specific I've tried (like a bonus to damage of transmutation spells) doesn't seem to want to apply to the damage done to creature A.
      Damage done to creature B is easier to increase because, again, the system is running it as a thrown weapon attack (but ignoring strength). So, even without mods, if you threw Monster A into Monster B using TK, but were wearing the Gloves of Kushigo and the Ring of Flinging, creature B would take an extra 2d4 damage on top of the normal damage from the spell because you are using a "throw attack".
      (If anyone is interested, I could easily make a mod item that increases throwing damage by whatever amount you want, and that would in turn increase the damage done to creature hit by creatures or objects you throw with TK.)
  2. ISargaros
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    Have problem with killing enemies by throwing them from arena boundaries (exmp: throwing mobs from elderbrain arena, every time shows  "Target is too far!")
    1. TinyCat18
      TinyCat18
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      that's not a problem related to this mod
  3. jonathancross91
    jonathancross91
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    Would love a version that made it permanant with no concentration, but changes nothing else
  4. swoollacott1
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    Thank you for this. I don't know if you're taking requests, but I'd love a no concentration, bonus action, lasts till long rest version.

    Thanks for all your spell enhanced mods. I use a lot of them and they're really great.
  5. WitchThorn22
    WitchThorn22
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    Not sure where to ask this but would it be possible to have Counterspell not cost a spell slot? E.g. Make it cost a bonus action or simply just be a reaction? 
  6. BaronBS
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    Sounds like an excellent candidate for a Jedi playthrough
    1. MaskedRPGFan
      MaskedRPGFan
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      Spoiler:  
      Show

  7. PuddleOfSquirt
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    so how does this work exactly? i have A5 downloaded and got telekinesis from a pair of bracers, but the skill is still basically the same as vanilla.
    1. MaskedRPGFan
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      Since you downloaded A5 you have: No concentration. Bonus action. No saving throw. 36 m range. Permanent.

      Normally this spell has concentration, is action, target can do saving throw, range of the spell is 18 and lasts 10 turns.
    2. PuddleOfSquirt
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      ahh, i am an idiot. im using hraknirs bracers which put on a short rest limitation for telekinesis. mod works great, sorry about that.
    3. MaskedRPGFan
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      No problem, glad to help :)