Meh, ordinarily I would agree with you. However, due to Larian's level design, there are already bazillion ways of getting advantage in the game. The spell lets you hit that attack roll when you really need it to hit. For that, I think it serves it's purpose.
But anyway, I implemented 2 sorcerer spells from the UA. After I upload that, I'll update this mod for compatibility. I will add an optional file with 10 turns then.
Hello, thanks for your work. I found a bug, innate sorcery gives u advantage only on entry level spell (for example: When u activate innate sorcery and try doing scorching ray, u have an advantage only if the spell uses a level 2 cell, if u try to do other cell level (3, 4, 5, 6) Then you won't have an advantage.
For Innate Sorcery, it's 1 minutes in the playtest so it should be 10 turns. But that would be a little too much, so maybe something like 5 turns , maybe.
did you change Twinned ? As the playtest change it to only work on spell that increase the number of target with upcast. Globally, it remove its use with offensive spell.
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Waiting to download until that is corrected.
But anyway, I implemented 2 sorcerer spells from the UA. After I upload that, I'll update this mod for compatibility. I will add an optional file with 10 turns then.
edit: Should be fixed.
could you do a OneDND monk mod like this please
The problem part was implementing the second part of Sorcerer Incarnate, which only exists in the optional file.
Buffs that last for a minute are essentially meant to be “duration: 1 combat”, and IIRC they haven’t nerfed any of those durations :)
For Innate Sorcery, it's 1 minutes in the playtest so it should be 10 turns. But that would be a little too much, so maybe something like 5 turns , maybe.
As the playtest change it to only work on spell that increase the number of target with upcast. Globally, it remove its use with offensive spell.