About this mod
Make Mourning Frost more viable by vastly improving synergy with other cold-themed skills and items.
- Permissions and credits
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1) Heart of Ice is now an aura which amplifies cold damage from all sources by 1d4. It affects both enemies and allies within 20m radius.
- It works with Hunger of Hadar, Armor of Agathys, Flail of Ages, dragonborn Frost Breath, etc.
- It increases damage of all weapon attacks with cold damage component.
- It affects summoned creatures, so Water Elementals around you will hit stronger.
- Your allies receive more damage from enemy cold spells and your own cold "friendly fire", so beware.
- It does not create a separate damage instance (DRS). It works similarly to Phalar Aluve: Shriek in Honour mode.
2) Staff provides a unique spell Muti-Ray of Frost with the following properties:
- No longer a cantrip.
- Level 1 Evocation spell, with option to upcast to level 2 and 3. Consumes spell slots (!).
- Shoots 2, 3 or 4 Rays of Frost. You may choose an individual target for each ray, similar to Eldritch Blast.
- Damage is 1d8 per ray. It does not scale with character level.
- Each ray reduces target's movement speed for 2 turns.
- Each ray is a separate source of cold damage. Each ray independently triggers "Heart of Ice" and other cold-themed effects, such as Encrusted with Frost or Snowburst Ring.
3) Staff provides Arcane Enchantment (+1 Spell Save DC, +1 Spell Attack rolls), similar to other good staffs.
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Hopefully, these changes will help to alleviate the most common complaints about Mourning Frost and make the game more fun for all cold damage dealers in your party, especially in acts 1 and 2.
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Mod includes optional fix which prevents "OnStatusApply" effects from being triggered by Heart of Ice aura. It applies to the following items:
- Coldbrim Hat
- Diadem of Arcane Synergy
- Boots of Stormy Clamour
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Mini-FAQ:
Q: Why remove Insidious Cold?
A: Random vulnerability to cold damage is a tricky subject. Original fixed DC of 12 was too low, especially for higher difficulties. But making it scale with stats and bonuses to Spell DC causes this effect to proc a bit too often. In my view, it breaks the balance, especially in early acts and while using "Multi-Ray of Frost".
Also, it is possible to reliably apply Cold damage vulnerability with Create Water spell or by simply throwing a bottle of water. Cold damage users are expected to use this method in higher difficulties.
Q: Why "Multi-Ray of Frost" damage is so low?
A: Trust me, it is not low by any means. Multi-target attacks are very strong in BG3, since each attack benefits from items and passives.
- One beam of Ray of Frost 1d8 + 1d4 (Heart of Ice) equals to one beam of Scorching Ray 2d6;
- Level 3 spell with 4 rays 4d8 + 4d4 (Heart of Ice) equals to Fireball 8d6;
On top of that "Multi-Ray of Frost" can crit, benefits from advantage, reduces movemenet speed, may apply ice surface, may apply frost, may benefit from Spellmight Gloves and Empowered_Evocation.
Q: Does "Multi-Ray of Frost" benefit from Potent Robe and Necklace of Elemental Augmentation?
A: No, since it is no longer a cantrip.
Q: Why "Multi-Ray of Frost" upcasting is limited to level 3?
A: There is severe lack of good cold spells in BG3 up to spell level 3. On level 4 you may get Ice Storm. On level 5 you may get Cone of Cold. With "Muti-Ray of Frost" I do not aim to replace end game cold spells, but to help you to get through act 1 and early act 2 with cold being actually useful.
Q: Does "Multi-Ray of Frost" replace original "Ray of Frost"?
A: Original "Ray of Frost" cantrip remains intact. Special version of this spell is attached to Mourning Frost staff only.
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Stay frosty and have fun!