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Lumaterian

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25 comments

  1. Lumaterian
    Lumaterian
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    If anyone has any questions or suggestions please don't hesitate to add them :)

    Mod index available here
  2. mariana2amoeba
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    quick question, any plans to enhance other wizard schools? and i actually think itd be better to add a new thing or two to the stone thing, matches the subclasses style better :P
    1. Lumaterian
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      Lots of plans, not enough time. I tried messing with the stone, it proved to be very time consuming and very annoying so I left it alone.
    2. mariana2amoeba
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      ooooo, i get it a bit, coding and stuff right? XD
      well, i wish you a good life so you can get more spare time for mods, i really like them :D
    3. Lumaterian
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      :)
    4. mariana2amoeba
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      or perhaps add some spell/potion related stuff?like chance of creating two potions instead of one, or being able to turn cheap potions into random rarer potions? or perhaps inhance the tranmutation spells they cast?
    5. Lumaterian
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      I considered some potion stuff but it turned out to be really fiddly and annoying so I scrapped it. Open to ideas on enhancing transmutation spells though
    6. mariana2amoeba
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      like extra speed to long stride, or perhaps remove the debuff after haste even? will be a little op, but considering the current state of the transmutation school, maybe itll do right for the subclass, and back to the stone, is it possible to just mix all the affects into one thing? i must admit i dont know that much about programming, but maybe that would be easier? or just allowing more than one stone to exist at the same time?
    7. Lumaterian
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      Editing any aspect of the stone is roughly the same level of annoying. Removing the Haste debuff is interesting, I'll see if anything jumps out with the various transmutation spells.
    8. mariana2amoeba
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      fair enough, guess the stones codes were really done wrong :P
      looking forward to any updates anyway :D
    9. Lumaterian
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      Nah its the only way they could have been done, its just messing with summoned items/summoning items is more complicated than I'd like to deal with
    10. mariana2amoeba
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      new idea, is multi concentration possible? either, each concentration rolls  its saving throw individually, or when broken, only the newest concentation breaks?_?
    11. Lumaterian
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      Nope, concentration is hardcoded, so none of that stuff can be ported in
    12. mariana2amoeba
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      oh no on that then, guess just buffing transmutation spells when casted as transmutation school wizard is the best choice then :P
    13. mariana2amoeba
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      nother wierd idea, is making an ability to turn 1gp value stuff(bones, skulls, rotten food etc.) into alchemic materials possible? :0
    14. Lumaterian
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      That sort of thing may be possible but if it is I've got no idea how, lol
  3. ThelLaw
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    This mod bugs out the spellcrux amulet and prevents it from restoring a 6th level spell
    1. Lumaterian
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      It shouldn't interact with that at all. Have you verified that removing this mod fixes the issue?
    2. ThelLaw
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      Yes, when I use spellcrux it gives me the same menu as transmute spell slot
    3. Lumaterian
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      I did re-use the icons for that, but I'll check
  4. Sandetelen
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    Rather than having so many different abilities for directly transmuting up and down I feel like it would be better to just give them an ability that makes Arcane Recovery charges that costs spell slots.
    1. Lumaterian
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      Interesting idea, though Arcane Recovery can't be used in combat
    2. CatDude55
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      you might be able to make an alternate version just for transmutation wizard without said requirement, although i dont really know how that would work
    3. Lumaterian
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      Oh yeah probably, though I also wanted to prevent stacking of charges so you have to do it (mostly) on the fly
  5. vinince
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    Hi Luma.

    Fix suggestion for Stoneskin to last 600 turns. Currently lasting until long rest.
    1. Lumaterian
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      I'll add that to the list