What seems to be happening in my game with this mod is that the enemy starts their turn charmed and roll a save vs charm. When they FAIL the save, they loose the charm.
yeah, im not positive... (needs more testing to be sure) but there's been a few times that ive tadpole charmed someone, they get their turn and immediately they lose charm and start attacking me. Could just be bad luck on my part, but i haven't had a useful charm yet lol
Yeah, the mod doesn't seem to work with the tadpole charm... they only get one turn of charm with it and it acts like the normal charm, they just avoid the caster and thats it.
Hmmm I thought tadpole charm is also affected by generic charm effect, the only obvious difference is that charm spell is 10 turns duration while tadpol is 1 turn, maybe it gets in a way of it being useful. I'll look into it
That this mod breaks conversational uses is a huge problem, I hope you can fix it. However please do not buff tadpole charm, which is an insanely crazy strong reaction already. A spellcaster can stop a ranged attacker from shooting after only hitting once, on a reaction? Extremely powerful as it is, buffing into a mind control would be total cheese.
I had a bug yesterday at Goblin camp when I summoned Lump. Suddenly I could use reactions against my own allies and they aoo’d me when I walked past them with Tav. Also the enemies showed the charm status but they were also enemies. I do play with 5e spells but charm is last in load order.
Any chance you could add a variant where the "Charm" effect also has a WIS save on end of turn, just like Dominate does? (on top of the automatic cancel on attack that it already has)
So essentially, keep the current changes + add the domination canceling effect on top.
Because it feels supper powerful to just charm a long range enemy and then never get him close to danger so its permanently an ally while it barrages his friends with arrows.
Ooh, I like this. I agree that charm in the base game is worthless but imo this mod slightly overcorrected. If the charmed unit still got to make end-of-turn saving throws in addition to the on-damage ones it would be more balanced as a lower powerlevel alternative to dominate effects.
Is it possible to decrease charm's length at least? I love this update but it makes it a bit strong since Dominate is a high level spell. Maybe limit charm to 2-3 rounds MAX in addition to the "if hit, make saving throw to wear off".
This mod only aims to change the effect, it does not address the spell itself which decides the length. My EarlySpellRevamp does that, although it does not quite reduced it to this length yet
I agree, id appreciate a variant version where charm wears off after 2 or 3 turns, so its not so near the same strength as dominate. it does seem a bit strong...
It might be possible but I'm not sure if there's any actual effects which bypass status immunities. It would be easier to make a spell variation which simply has no such limitations
Is this do able? Ever since bg2 ive wanted to play as an enchanter that actually enchants enemies but most cool things are always immune to start with.
hi, i wanna ask a noob question, i just play the game today ....
"It applies to all forms of charm and domination including those possessed by enemies, so it will make some enemies more dangerous." if one of my allies got charmed or dominated, how to get rid of it?
Would it be possible to make the charmed enemy turn sides, but not attack or take actions? The way the mod works now feels like Charm if far superior than Dominate, a higher level spell.
Theoretically yes, although I'm not sure how it would be different from hypnotize/sleep. Also, I'd not say charm is far superior to dominate. The best part of mind control spell in divinity is the fact that enemies kill each other, and that's what dominate is for, while charm can easily be broken on a single hit or two.
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So essentially, keep the current changes + add the domination canceling effect on top.
Because it feels supper powerful to just charm a long range enemy and then never get him close to danger so its permanently an ally while it barrages his friends with arrows.
"It applies to all forms of charm and domination including those possessed by enemies, so it will make some enemies more dangerous."
if one of my allies got charmed or dominated, how to get rid of it?
The way the mod works now feels like Charm if far superior than Dominate, a higher level spell.