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
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.
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.
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.
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
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.
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
114 comments
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
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.
Now I can finally play as the goat Choso.
version with nerfed blood channeling would be cool though
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.
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