hi soo i trying to do it with my self but can't find any good documentation and havent more time for it, so maybe you have enougth?))
idea is to create sword bombing spell)) it's must to create multiple weapons like this create one, but one per each level of spell slot and that weapons must have attack that deals 1d4+1 slashing dmg they also must to have 12 hp and second abylity is to explode to deal 1d6+1 piercing dmg+ 1d6+1 force dmg also they lifespawn is abot 2 turns and mobility neraby 18 m to fly so it's must looking somthing like that: if you use 1 level spell slot you have one weapon for 2 turn, if you use 9 level spell slot you have 9 weapons for 2 turn if it's destroing nothing happen, if it's not explode for 2 turn that's just dissapear. weapons may just to attack enemy's like other spawn and attack with explod after that they just dissapear
so if anyone who have enougth knowlege or time intresting about that please making it and noticing to me)) thanks to all who reading have a nice day!
Hey do you know if there would be any way to have enemies stop attacking the SW even when using the Invulnerable add on? If it can't die like how it cant RAW 5e I don't really want the added (and OP) benefit of it being a better tank than a barbarian just for fun
Maybe give it a passive that auto applies Sanctuary to itself at the end of each of its turns or something? Or maybe permanent Displacement so enemies AI will prioritize other units?
I try and keep my game pretty close to 5e (with some extra homebrew like level 1 feat and some class rebalancing) but on tabletop enemies don't attack the clearly intangible floating weapon so it being invulnerable is not an issue
would you consider making stackable summon for conjure elemental spell? i have this idea of playing the game again as solo elemental summoner dark urge. hope you still around
This mod conflicts with "Stronger Bosses and Enemies" and needs to be placed after it in load orders, otherwise most of the effects of this mod are overwritten by that one. The spell will still show radiant damage, if you have that installed, however the summoned weapon will do normal damage +WIS radiant damage, have the base movement & actions, and cannot use Dash (because it has no "action").
Would it be possible to apply the Illithid style flight to the Spiritual Weapon? Not sure why they can fly as far as they do, but it seems to work a lot better than the Fly spell
Hello, I think I can enjoy it, but I can't quite see through all the versions.
What do I want to achieve?
+ Radiant damage + double movement rate + until long rest / or permanently until death + maximum 2 weapons at the same time + 2/3/4/5/6x base HP with each higher spell level, i.e. the HP at spell level 6 is then 6x as high as at spell level 2 + radiant damage increases by 1d8 with each spell level up to level 6 + immune to radiant/psychic/poison/damage, to diseases and to all enchantments such as sleep/fear/confusion/blindness/emotions + resistant to all other damage types + susceptible (-50% resistance) to necrotic/force damage + at a disadvantage against banishment spells + at a disadvantage against darkening spells/shadow cloud areas + with spell level 6, the weapon gains a second attack per round + a summoned weapon with spell level 4 or higher automatically generates an additional 1d8(+ability bonus of the caster) sacred flame spell on the target that always hits if the weapon hit and heals the weapon for the damage of sacred flame + the attacks of this weapon cannot critically hit
So which of the mods do I need to use and in which loading order in Vortex? Of course, I would prefer it if there was just one file that included all this.
This seems to me to be the most logical overall package and also has a convenient function.
Any way to add some model swaps to the mod? Githyanki longsword or Sharran scimitar perhaps?
I also wonder if it's possible to make it so enemies don't target the spiritual weapon. I like the 999 HP version because it's a spiritual weapon, it shouldn't be killable, but when the enemies start attacking it instead of the spellcaster it's essentially also a 999 HP tank, which is very OP.
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idea is to create sword bombing spell)) it's must to create multiple weapons like this create one, but one per each level of spell slot and that weapons must have attack that deals 1d4+1 slashing dmg they also must to have 12 hp and second abylity is to explode to deal 1d6+1 piercing dmg+ 1d6+1 force dmg
also they lifespawn is abot 2 turns and mobility neraby 18 m to fly
so it's must looking somthing like that: if you use 1 level spell slot you have one weapon for 2 turn, if you use 9 level spell slot you have 9 weapons for 2 turn
if it's destroing nothing happen, if it's not explode for 2 turn that's just dissapear.
weapons may just to attack enemy's like other spawn and attack with explod after that they just dissapear
so if anyone who have enougth knowlege or time intresting about that please making it and noticing to me))
thanks to all who reading have a nice day!
Maybe give it a passive that auto applies Sanctuary to itself at the end of each of its turns or something? Or maybe permanent Displacement so enemies AI will prioritize other units?
I try and keep my game pretty close to 5e (with some extra homebrew like level 1 feat and some class rebalancing) but on tabletop enemies don't attack the clearly intangible floating weapon so it being invulnerable is not an issue
i have this idea of playing the game again as solo elemental summoner dark urge.
hope you still around
Not sure why they can fly as far as they do, but it seems to work a lot better than the Fly spell
What do I want to achieve?
+ Radiant damage
+ double movement rate
+ until long rest / or permanently until death
+ maximum 2 weapons at the same time
+ 2/3/4/5/6x base HP with each higher spell level, i.e. the HP at spell level 6 is then 6x as high as at spell level 2
+ radiant damage increases by 1d8 with each spell level up to level 6
+ immune to radiant/psychic/poison/damage, to diseases and to all enchantments such as sleep/fear/confusion/blindness/emotions
+ resistant to all other damage types
+ susceptible (-50% resistance) to necrotic/force damage
+ at a disadvantage against banishment spells
+ at a disadvantage against darkening spells/shadow cloud areas
+ with spell level 6, the weapon gains a second attack per round
+ a summoned weapon with spell level 4 or higher automatically generates an additional 1d8(+ability bonus of the caster) sacred flame spell on the target that always hits if the weapon hit and heals the weapon for the damage of sacred flame
+ the attacks of this weapon cannot critically hit
So which of the mods do I need to use and in which loading order in Vortex?
Of course, I would prefer it if there was just one file that included all this.
This seems to me to be the most logical overall package and also has a convenient function.
Thank you and great work :)
I also wonder if it's possible to make it so enemies don't target the spiritual weapon. I like the 999 HP version because it's a spiritual weapon, it shouldn't be killable, but when the enemies start attacking it instead of the spellcaster it's essentially also a 999 HP tank, which is very OP.