I always felt like d&d neede a cooldown system for certain abilities but short and long rests should serve role-playing. The DM tells you: your character is completely exhaust. What do you do? Answer? Rest, otherwise you suffer some obvious penalty because you were trying to fight a dragon and suddenly fell asleep
Dethrone has a fixed 18DC, i thought you might have an optional file (or just baked in) to make it standard DC. Should look like this :
new entry "Projectile_CursedTome_Dethrone" type "SpellData" data "SpellType" "Projectile" using "Projectile_FingerOfDeath_Apostle" data "Cooldown" "" data "Level" "5" data "AmountOfTargets" "" data "SpellRoll" "not SavingThrow(Ability.Constitution, SourceSpellDC())" data "SpellSuccess" "DealDamage(10d6+20,Necrotic,Magical)" data "SpellFail" "DealDamage((10d6+20)/2,Necrotic,Magical)" data "Icon" "Spell_Dethrone" data "DisplayName" "ha4ae549bged11g417fgb48dgc297b7fe76d2;2" data "Description" "h4a4d3fd7g2b6bg4d79ga8c6g833803e82965;4" data "DescriptionParams" "DealDamage(10d6+20,Necrotic)" data "TooltipDamageList" "DealDamage(10d6+20,Necrotic)" data "TooltipAttackSave" "Constitution" data "PrepareSound" "Spell_Prepare_Damage_Necrotic_Gen_L1to3" data "PrepareLoopSound" "Spell_Prepare_Damage_Necrotic_Gen_L1to3_Loop" data "CastSound" "Action_Cast_Item_SorcSunTome_Dethrone" data "UseCosts" "ActionPoint:1;SpellSlotsGroup:1:1:5" data "SpellAnimation" "3ff87abf-1ea1-4c32-aadf-c822d74c7dc0,,;,,;3e441d3f-11f9-432d-877c-c0ba4d92c74a,,;8b7ae969-2a04-4720-9685-3bde54c18ffe,,;d8925ce4-d6d9-400c-92f5-ad772ef7f178,,;,,;eadedcce-d01b-4fbb-a1ae-d218f13aa5d6,,;,,;,," data "SpellFlags" "HasVerbalComponent;HasSomaticComponent;HasHighGroundRangeExtension;RangeIgnoreVerticalThreshold;IsHarmful;AddFallDamageOnLand;IsSpell" data "PrepareEffect" "6b2a861b-a5d1-466b-bee9-95131e8e73ba" data "CastEffect" "c8464eda-530a-4cad-b5c6-8e21f76fcd38" data "DamageType" "Necrotic"
SamwellVerified Hey can you do the mind flayer abillities too?, there is a mind blast version that you unlock when turning into the mind flayer at the end of the game, this one works once pr turn, could you remove the "once pr turn" and maybe even on the one players can choose from the skill tree that says once pr long rest would be awesome too also the potent blast which only the mind flayer at end game has, is also once pr turn I think.
SamwellVerified Well you are the only one who has removed No short rest needed from these 2 spells yo have uploaded. and I think they are really great. and I know it might be a lot to ask, but so many spells in this game is unjoyable because of restriction saying they need short rest or long rest.
I would really like to see a mod where all if not most spells from Cleric/Wizard/Sorceror spell levels and get rid of everything that requires Long rest, Short rest. Illithid powers too. and maybe even try to figure out spells from items, like the Misty step boots from Nere?, the Restore Spell slot amulet from the Warden, well you get it.
probably time consuming and you might not want to, but here I am just bringing out ideas to make the game fun to play with certain spells :)
Hello, was interested in installing the mod and I am currently using the unlocklevelcurve mod. Can you upcast this spell with up to level 9 spell slots? Thanks again :)
15 comments
new entry "Projectile_CursedTome_Dethrone"
type "SpellData"
data "SpellType" "Projectile"
using "Projectile_FingerOfDeath_Apostle"
data "Cooldown" ""
data "Level" "5"
data "AmountOfTargets" ""
data "SpellRoll" "not SavingThrow(Ability.Constitution, SourceSpellDC())"
data "SpellSuccess" "DealDamage(10d6+20,Necrotic,Magical)"
data "SpellFail" "DealDamage((10d6+20)/2,Necrotic,Magical)"
data "Icon" "Spell_Dethrone"
data "DisplayName" "ha4ae549bged11g417fgb48dgc297b7fe76d2;2"
data "Description" "h4a4d3fd7g2b6bg4d79ga8c6g833803e82965;4"
data "DescriptionParams" "DealDamage(10d6+20,Necrotic)"
data "TooltipDamageList" "DealDamage(10d6+20,Necrotic)"
data "TooltipAttackSave" "Constitution"
data "PrepareSound" "Spell_Prepare_Damage_Necrotic_Gen_L1to3"
data "PrepareLoopSound" "Spell_Prepare_Damage_Necrotic_Gen_L1to3_Loop"
data "CastSound" "Action_Cast_Item_SorcSunTome_Dethrone"
data "UseCosts" "ActionPoint:1;SpellSlotsGroup:1:1:5"
data "SpellAnimation" "3ff87abf-1ea1-4c32-aadf-c822d74c7dc0,,;,,;3e441d3f-11f9-432d-877c-c0ba4d92c74a,,;8b7ae969-2a04-4720-9685-3bde54c18ffe,,;d8925ce4-d6d9-400c-92f5-ad772ef7f178,,;,,;eadedcce-d01b-4fbb-a1ae-d218f13aa5d6,,;,,;,,"
data "SpellFlags" "HasVerbalComponent;HasSomaticComponent;HasHighGroundRangeExtension;RangeIgnoreVerticalThreshold;IsHarmful;AddFallDamageOnLand;IsSpell"
data "PrepareEffect" "6b2a861b-a5d1-466b-bee9-95131e8e73ba"
data "CastEffect" "c8464eda-530a-4cad-b5c6-8e21f76fcd38"
data "DamageType" "Necrotic"
Hey can you do the mind flayer abillities too?, there is a mind blast version that you unlock when turning into the mind flayer at the end of the game, this one works once pr turn, could you remove the "once pr turn" and maybe even on the one players can choose from the skill tree that says once pr long rest would be awesome too also the potent blast which only the mind flayer at end game has, is also once pr turn I think.
Well you are the only one who has removed No short rest needed from these 2 spells yo have uploaded. and I think they are really great.
and I know it might be a lot to ask, but so many spells in this game is unjoyable because of restriction saying they need short rest or long rest.
I would really like to see a mod where all if not most spells from Cleric/Wizard/Sorceror spell levels and get rid of everything that requires Long rest, Short rest. Illithid powers too. and maybe even try to figure out spells from items, like the Misty step boots from Nere?, the Restore Spell slot amulet from the Warden, well you get it.
probably time consuming and you might not want to, but here I am just bringing out ideas to make the game fun to play with certain spells :)
https://www.nexusmods.com/baldursgate3/mods/1293/?tab=description