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SkyeBorne

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skystryke468

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114 comments

  1. skystryke468
    skystryke468
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    Once more a huge thanks to Shayedd for their adaptation, commission and icons. This mod does not exist without them!

    Please report any bugs in the appropriate section and I will fix them immediately and please leave any feedback here!

    If you enjoy this or any other mod I make I would appreciate any small donations to my KoFi you feel able to make so that I can keep creating things for this game we love. Any small requests just feel free to ask and for larger class requests I'm often available for commissions if you contact me via discord at Skyeborne
  2. kingofshaft
    kingofshaft
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    Is this mod compatible with the Expansion Mod for levels 13-20?
    1. BroBroNelly
      BroBroNelly
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      +1. Not even sure if it's compatible out of the box with patch 7 but still good to know.
    2. Gummy14
      Gummy14
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      Pretty much anything that says it works with the level unlocker should work with the expansion mod as well. This subclass is also working on patch 7 in my short testing with it.
    3. Reianor1
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      This mod should be compatible with other mods that add additional subclasses to any of the base game classes.
      ^expansion's description. RTFM pls, TYVM

      Unless I'm mistaken on how expansion works, this shouldn't even need the 13+ patch to "work" with expansion.
      Expansion should handle the base class progression of any subclasses of vanilla classes. This here is a wizard SC so it should get wizard progression of 13-20 just from expansion, and there's nothing else in the 13+ patch (as in no SC-exclusive features) so it should be redundant with expansion.
  3. TheLambofDeth
    TheLambofDeth
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    No unique spells? I mean how am I supposed to actually cast blood magic? I'm not being rhetorical there's like no blood skills in the base game...
    1. jasonnoguchi
      jasonnoguchi
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      Tal Dorei's blood magic is the use of blood for the casting and enhancement of regular spells. Its not the vampiric blood mage sorcery thing. 
  4. Poopfartlord
    Poopfartlord
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    Now I can finally play as the goat Choso.
  5. Catvr1x
    Catvr1x
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    awesome mod <3
    version with nerfed blood channeling would be cool though
  6. Montiac
    Montiac
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    Please add an alternative file where the Blood channeling ability isn't a toggleable passive but is an once per long rest buff for the next cast spell
    It is too broken when multiclassing and using it to litterally heal yourself for free using healing spells cause it works also on them.
    And by the way it is more broken as at higher levels you just have an infinite amount of 1st level spells cause 1d6 damage is nothing for higher level character
    Would be nice to have an more balanced alternative file in the download section.
  7. ATech0x
    ATech0x
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    Unlock Level Curve is a must for the Addon or Expansion works still? I use the second for it's extra features
  8. AngelofArson
    AngelofArson
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    curious, is there a way to replace the icons of this? would love to play blood wizard but cannot deal with the ai generated icons that don't match the game's aesthetic
    1. Wikt0r1us
      Wikt0r1us
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      You're lucky you get any icons at all
  9. kayra1234567
    kayra1234567
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    Is this compatible with patch 7 or will it get updated for patch 7?
    1. Chi13iM
      Chi13iM
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      This still works for me in Patch 7, at least as far as I can tell.  I've only gotten to level 4 in my new playthrough using this class, but thus far it seems to work fine.
  10. KikiKittieX3
    KikiKittieX3
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    hey would it be possible to have a couple variants that cause the player to take more damage from blood channeling it feels a bit overpowered like maybe have a d8, d10, or d12 per spell level variants to help balance because I find myself kinda just spamming 6th Lv spells in act 3 like its nothing orrr while it might be a bit more complex to code in I have an amazing way to keep the balance at higher levels while not dying to fast lower levels :3,

    basically my idea is spell levels 1 & 2 take a d6 like normal, levels 3 & 4 take a d8 per level, & level 5 takes a 5d10, & level 6 takes 6d12, I think that would equalize the costs while keeping it still being very fun n interesting to use but if that seems a bit to hard to work in & not worth the effort to add this more complicated one maybe just one or two of the first ones I mentioned as alternative versions but regardless of your choice & if you feel up to this have a lovely day & I absolutely love your mod in my opinion funnest subclass to use by far you've done it amazingly ^w^

    Edit: OH YEAH FORGOT TO SAY I also absolutely love your other subclasses they're all genuinely awesome & in my humble opinion you have the best subclasses for so many things I love all of them sfm X3
  11. dawidwrld
    dawidwrld
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    can we expect a polish translation?? :)