About this mod
A collection of mostly Dungeons & Dragons-inspired spells, incantations and skills.
- Requirements
- Permissions and credits
- Mirrors
- Changelogs
- Donations
Spells
- Glintstone Missiles: Inspired by Magic Missiles. Replaces Glintstone Stars. Fire three (six when charged) magical red darts that pursue the target
- Fervor of Fia: Inspired by Hunger of Hadar. Replaces Fia's Mist. Conjure a black cloud that deals frostbite and deadly poison build up. Enemies also move at half speed inside the cloud
- Eldritch Burst: Inspired by Eldrtich Blast. Replaces Frenzied Burst. Fire two (three when charged) beams of magic that can push enemies back.
- Radiant Spirits: Inspired by Radian Spirit Guardians. Replaces Urgent Heal. Create a 3 meter radius aura of holy damage.
- Necrotic Spirits: Inspired by Necrotic Spirit Guardians. Replaces Cure Poison. Create a 3 meter radius aura that builds up scarlet rot in
enemies - Assassin's Haste: Inspired by Haste. Replaces Assassin's Approach. +70 more stamina recovery speed, 50% more speed and 12.5% more damage negation for 60 seconds. After 60 seconds, player will go into paralysis for 6 seconds. Will also go into paralysis if cancelled early, or if a backstab/riposte action takes more than 4 seconds.
- Blessing's Boom: Inspired by Glyph of Warding. Replaces Blessing's Boon. Landmine spell that detonates when walked upon
- Blessing of Melina: Replaces Blessing of the Erdtree. Gradually heals everything within a 13 meter radius. Ok, this actually isn't based on any DnD spell, because there isn't any healing aura spells that stay in one location (a la a Warming Stone) in DnD. However, it's Melina's tree incantation and I didn't want to create a separate mod for just this one custom incantation.
- Dagger Storm: Inspired by Cloud of Daggers. Replaces Thunderbolt. Conjure a small vortex of slashing damage.
- Sun-and-Flame Stance: Inspired by Sunbeam. Replaces Night-and-Flame stance. Fire a beam of holy damage. Blinds any enemies caught in the beam.
- Spectral Rejection: Inspired by Nyrulna from Baldur's Gate 3, specifically the Zephyr Connection feature. Replaces Spectral Lance. Does the Rejection explosion on impact, pushing enemies away
- Needle Azur: Inspired by the Crimson Mischief shortsword from Baldur's Gate 3, specifically the Prey Upon the Weak feature. Replaces Frozen Needle. Does extra damage against enemies under 50% health.
- Colossal Crystal Tear: Inspired by Elixir of the Colossus. Replaces the Strength-Knot Crystal Tear. Increases the size and strength of the player. Do not cast Assassin's Haste while enlarged.
Installation: Install both ModEngine2 and Elden Mod Loader. Extract the "DnD Etc Spells" folder into your ModEngine2 folder and SpEffectResize.dll into your ELDEN RING\Game\mods folder. Inside config_eldenring.toml, make sure the mod loading line looks like following:
mods = [{ enabled = true, name = "default", path = "DnD Etc Spells" }]
The Colossal Crystal Tear's enlargement effect was made possible by Dasaav's ERSkeletonMan C++ library:
https://github.com/Dasaav-dsv/ERSkeletonMan
FXR files were edited using CCCode's FXR Javascript library (requires Node.js):
https://github.com/EvenTorset/fxr
By default, getting hit with the Sun-and-Flame Stance beam will apply Darkness' de-aggro effect to enemies. This is inspired by how Sunbeam blinds enemies it hits. If you're familiar with DnD, though, you know that blindness doesn't de-aggro enemies. Instead, blinded enemies attack at a disadvantage, while opponents attack blinded enemies at an advantage. In turn, I created another spEffectParam that acts more like DnD's Blindness, giving affect enemies increased damage absorption and decreased attack damage.
To apply the more DnD-accurate Blindness spEffect, open this mod's regulation.bin file and go to the bullet table. Inside bullet entries 2216, 2217 and 2218, change the spEffectId0 field from 1653000 (Darkness) to 1653004 (Darkness + atk + def debuff 60 seconds).