-Quick Channel is sort of extra attack, but limited to non upcast channel after using upcast channel.
- Overchannel is similar to sharshooter and great weapon master, add extra damage at a roll penalty cost.
Both give 1 ASI point limited to intelligence, wisdom or charisma. Despite I think the feats are in the strong part of the feat list, I did it for two reasons: - Seens a bit unfair that non charisma (and one point charisma are mediocre feats) casters not have access to a one point main ability increase like martial classes. - The feats are good, but limited to only one weapon type, and a really limited one as there's only 10 of them.
In any case, I also added a optional remove ASI file for those who see it too strong.
1.2 Update
-Text corrections. As always, a HUGE thanks to skystryke468 for making it!
-Added VFX for blood offering.
-Update Forbidden Word requirements to make it require both, Forbidden Wand and blood offering. Previously it only relies on blood offering and you can unequip the wand and "fist punch cast it", very comical XD but not intended.
-Internal updates to ensure interaction with future features in nexts mods in the series.
1.3 Update
-Improved Icons
-Fixed Crafting, you should be able to customize equipped items.
-Fixed Ranged wands. They will work without issues now, with their basic attacks being replace by channel and channel (offhand). Only remaining issue (that probably can't be fixed) is that dual wielding them with HandXbows will mess up animations and attacks. I don't think many characters want to dual wield a crossbow and a wand, so this is really minor.
1.4 Update
-Thorn of Myrkul can now be also rewarded from Glut, if he is sovereing instead of Spaw.
I really love the animations and design of these!! feels so much better than a staff to look at but it feels a bit to overpowered for me... any chance of a version of this that acts more as a replacer? :D
Make them count as attack is easy, and I played with the possibility when testing them.
But I ended up not liking it for two reasons; it was too strong for a free feature and more important that makes pure casters not the ideal class for wands but any class with extra attack, and that something I want to avoid.
Note that a sort of "extra attack" feature is already in the mod, but you need to pick the "Quick Channel" feat for that.
Hi there seems to be the problem I can get all of the wands from the locations except for Illithid Probe. I cant seem to find it at the corpse/skeleton behind the Necrotic Lab puzzle.
hi, thanks for your mod ! when i try to summon them through tutorial chest, there are only 7 wands, i wanted to have the ice one, is it normal? Thanks !
I honestly love this mod! it is so much fun. I actually love the whole series. Especially this, the blades, and the Katana one. Would it be possible to add a basic version like the fire wand (common) for all elements? I understand if not because it takes time, it would just be a nice addition.
Sorry, not really something I've planned. First because I want the wands feel different and not just the same thing with different element, but more important becuase each wand is really a lot of work. Even before considering any ability, just the basic channel are 14 spells entries to work.
On top of that, this is by far the largest mod in the series code wise and being somewhat old it's not really optimised to work with on updates and similar. You won't noticed anything different in game, but work with it to add/update things is really hard. That why I struggle on add the acid and psichic wands whose models have been finished for some time.
I'll like to redo the entire mod from scratch one day, just to make it more modder friendly. Then I maybe think about more basic versions. But at this point I'll probably wait the modding tools for it.
Hey, I've translated your wands, longbows, rapiers and blades mods into Russian, and I'm hoping to translate the whole weapon series eventually. Figured I should let you know
Side question: are you planning to add Academy wands and Repaired Spellweaver Wand? I just loved the idea of them :D
They are already included, but they are somewhat "hidden" and have special ways to get them:
Spoiler:
Show
-Academy Wands can be obtained as a random loot using "Just what I needed!" spell from Academy Robes.
-Repaired spellweaver wand can be obtained by "fixing" the broken wand (both versions) from the base game that you found on the underdark using the Elven Smithing Kit.
Can you make it so Glut also rewards Thorn of Myrkul for delivering Nere’s head? Currently only Spaw does, so if you help Glut overthrow him you miss the wand. But it seems equally thematic to both of them.
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Cheers!
1.1 Update
-This update adds two feats for wands.
-Quick Channel is sort of extra attack, but limited to non upcast channel after using upcast channel.
- Overchannel is similar to sharshooter and great weapon master, add extra damage at a roll penalty cost.
Both give 1 ASI point limited to intelligence, wisdom or charisma. Despite I think the feats are in the strong part of the feat list, I did it for two reasons:
- Seens a bit unfair that non charisma (and one point charisma are mediocre feats) casters not have access to a one point main ability increase like martial classes.
- The feats are good, but limited to only one weapon type, and a really limited one as there's only 10 of them.
In any case, I also added a optional remove ASI file for those who see it too strong.
1.2 Update
-Text corrections. As always, a HUGE thanks to skystryke468 for making it!
-Added VFX for blood offering.
-Update Forbidden Word requirements to make it require both, Forbidden Wand and blood offering. Previously it only relies on blood offering and you can unequip the wand and "fist punch cast it", very comical XD but not intended.
-Internal updates to ensure interaction with future features in nexts mods in the series.
1.3 Update
-Improved Icons
-Fixed Crafting, you should be able to customize equipped items.
-Fixed Ranged wands. They will work without issues now, with their basic attacks being replace by channel and channel (offhand).
Only remaining issue (that probably can't be fixed) is that dual wielding them with HandXbows will mess up animations and attacks. I don't think many characters want to dual wield a crossbow and a wand, so this is really minor.
1.4 Update
-Thorn of Myrkul can now be also rewarded from Glut, if he is sovereing instead of Spaw.
-New Psychic Wand with custom model and textures.
Also have in mind that loot in the world won't be added to maps that already have been loaded.
If loot isn't appearing even in the tutorial chest, you have some mod editing base game tresaure lists. Move items mods after any mod doing that.
Maybe would be hard to do tho since it would work with extra attack aswell right?
But I ended up not liking it for two reasons; it was too strong for a free feature and more important that makes pure casters not the ideal class for wands but any class with extra attack, and that something I want to avoid.
Note that a sort of "extra attack" feature is already in the mod, but you need to pick the "Quick Channel" feat for that.
Also loot in the game is set the first time an area loads. Updating the mod on a save that is already on Act II won't add the wand.
Sorry, not really something I've planned. First because I want the wands feel different and not just the same thing with different element, but more important becuase each wand is really a lot of work. Even before considering any ability, just the basic channel are 14 spells entries to work.
On top of that, this is by far the largest mod in the series code wise and being somewhat old it's not really optimised to work with on updates and similar. You won't noticed anything different in game, but work with it to add/update things is really hard. That why I struggle on add the acid and psichic wands whose models have been finished for some time.
I'll like to redo the entire mod from scratch one day, just to make it more modder friendly. Then I maybe think about more basic versions. But at this point I'll probably wait the modding tools for it.
Side question: are you planning to add Academy wands and Repaired Spellweaver Wand? I just loved the idea of them :D
They are already included, but they are somewhat "hidden" and have special ways to get them:
-Academy Wands can be obtained as a random loot using "Just what I needed!" spell from Academy Robes.
-Repaired spellweaver wand can be obtained by "fixing" the broken wand (both versions) from the base game that you found on the underdark using the Elven Smithing Kit.