File information

Last updated

Original upload

Created by

Silvextris

Uploaded by

silvextris

Virus scan

Safe to use

Tags for this mod

About this mod

Mod to focus every spell treated as sorcery. Some of the incantations' motion cast has changed to staff motion cast. Make some changes to some spells like: range, duration, bullets, hit area, effect, and so on.

Permissions and credits
Changelogs
Everything is Sorcery

Welcome to my personal mod, which by sharing here means no longer personal. This mod made some changes in Elden Ring spells, both incantations and sorceries. Especially on incantations, since Elden Ring officialy released Staff of The Great Beyond, I just feel funny by casting some incantations with staff. Most cool incantation motions have been changed to boring swinging staff motions. As the title says, Everything Is Sorcery, I intended to make every spell can be casted with staves. Put your seals away, Just focus on your staff and swing your magic. So I decided to make some changes for both spells to match my personal preferences.


How to install:
For installation just simply put modded regulation.bin to your Steam Library folder > steamapps > common > ELDEN RING > game. DON’T FORGET TO BACK UP your save file and original regulation.bin. DON’T TRY TO PLAY ONLINE while mod is active, you may get banned. Recommended using Mod Engine 2 for safer modding. 

For uninstallation simply remove modded regulation.bin and put back the original regulation to the game folder.

CSV files are included for easier merging. Always back up your regulation file before merging. I used Smithbox at this moment. For more detailed information on how to install and merge, please use any of your search engines.


Compatibility:
Since I do a lot of changes please be cautious to not merge any mod that will cause these parameters to overlap: Bullet, Magic, SpEffectParram, AtkParam_Pc, EquipParamWeapon. Heavily on Bullet and Magic. The others are just a few adjustments. For more detail please read both modified lists bellow.


Modified spell lists (sorceries):

Beware of reading..

Spoiler:  
Show


Newly added 1.4.0

Rancorcall 
- Changed requirement FAI 14 & INT 16 > INT 22.
- No longer cast skull bullets.
- Instead summon a skull which periodically casts skull bullets (16s).
- Charged version for longer duration (22s).

Ancient Death Rancor 
- Changed requirement FAI 24 & INT 34 > INT 40.
- Tap version now directly casts charged version.
- Charged version now casts more bullets.
- Extra bullet traveling distance.

Explosive Ghostflame
- Changed requirement FAI 30 & INT 42 > INT 50.
- Change casting motion.
- Tap version casts an explosion around you.
- Charged version can be casted from longer range.
- FP & Stamina consumption for charged version > 35 & 50.
- Increased duration for the burning ghostflame.

Tibia’s Summon
- Changed requirement FAI 20 & INT 28 > INT 40.
- Change casting motion.
- No longer cast one time skeletons ambush.
- Instead summon a skull which periodically casts skeletons ambush (16s).
- Charged version for longer duration (22s).
- Reduced damage scaling from 125 > 30.
- Reduced poise breaking from 5 > 1.5

Fia’s Mist
- Changed requirement FAI 18 & INT 23 > INT 33.
- No longer cast “trash” mist.
- Instead casting a skull which haunts and bewitches the enemy (16s).
- Also give small damage and slowly frostbite them.
- Up to 5 mobs can be haunted.
- Charged version for longer duration (25s).
- Increase FP & stamina consumption for tap version from 25 & 13 > 45 & 33.
- Increase FP & stamina consumption for charged version from 25 & 17 > 60 & 37.
*just beware that not all mobs can bewitched. 

**Yup the point of these death sorceries changes is to play as necromancer style. Unfortunately we can’t summon from death. So let’s say a summoner style. A semi-summoner style precisely. Relying much on your “summon” to beat the enemy while you running around to maintain the spells. Don’t forget about the Watchful Spirit from incantation section!!

Magma Shot
- Changed requirement FAI 10 & INT 19 > INT 29.
- Add extra bullets for both tap(3) and charged(5) versions.
- Add extra magma whip from the burst does deal damage if hit (50).
- Increased magma duration 2.3s > 10s.
- Nerfed damage scaling and poise breaking for tap version 210 & 5 > 60 & 1.5.
- Nerfed damage scaling and poise breaking for charged version 250 & 9.25 > 60 & 1.5.
- Nerfed magma damage scaling 48 > 25

Roiling Magma
- Changed requirement FAI 12 & INT 21 > INT 23.
- No longer casting Roiling Magma.
- Instead casting Taker’s Flame.
- This Taker’s Flame damage scaling and poise breaking 175 & 10.
- Thia Taker’s Flame does not sap HP.
- Leaves a trail of magma for each burst (25).
- Add extra magma whip from each burst that deals damage if hit (50).
- Magma duration 10s.
- Charged version for more distance.
- Add extra magma trail from your feet, tap version 3s & charged version 5s.
*the magma trail from you feet made your escape more convenient 

Gelmir’s Fury
- Changed requirement FAI 15 & INT 28 > INT 35.
- No longer casting direct Gelmir’s Fury.
- Instead casting non-lobbing Roiling Magma which homing the enemy.
- After making contact, Roiling Magma will keep following the enemy and cast Gelmir’s Fury from it before it explodes.
- FP & stamina consumption 35 & 38 for tap version, 45 & 48 for charged version.
- Extra bullet traveling distance.
- Nerfed Roiling Magma: explosion damage scaling for tap version 234 >124.
- Nerfed Roiling Magma: explosion damage scaling for charged version 325 >185.
- Nerfed Roiling Magma: magma damage scaling for tap version 43 >35.
- Nerfed Roiling Magma: magma damage scaling for charged version 48 >38.
- Increased Roiling Magma: magma duration scaling for charged version 2s >10s.
- Nerfed Gelmir’s Fury: whip damage scaling 125 > 10, poise breaking 3 > 0.1.
- Nerfed Gelmir’s Fury: magma damage scaling 125 > 35, poise breaking 0 > 0.2.
- Increased Gelmir’s Fury: magma duration 2s > 7s.
- Only 1 orb can be cast.
*the definition of 2 birds with 1 stone

Rykard’s Rancor
- Changed requirement FAI 18 & INT 40 > INT 50.
- Increased bullet duration 3.7s > 11.2s.
- Removed some explosions from initial. 
- Shorten explosion delay. 
- Nerfed damage scaling and poise breaking 150 & 5 > 85 & 1.
- Each explosion is now bursting magma. 
- Magma whip damage scaling 50, poise breaking 1.
- Magma damage scaling 25.
- Magma duration 12s.
- Add Oil-Soaked effect for each enemy hit by the skull bullet (3s).
- Only 1 skull can be cast.

**Magma, magma everywhere. This spell is more unpredictable which makes less burst damage from explosion. Instead relying on magma to melt the enemies away. The main signature of magma sorceries is magma.

--------------------------


Glintstone Pebble
- Extra bullet traveling distance.
- Add more homing power.

Great Glintstone Shard
- Extra bullet traveling distance.
- Add more homing power.

Swift Glintstone Shard
- Extra bullet traveling distance.
- Add more homing power.

Glintstone Comethard
- Extra bullet traveling distance.
- Add more homing power.

Comet
- Extra bullet traveling distance.
- Add more homing power.

Shard Spiral
- Extra bullet traveling distance.

Glintstone Stars
- Extra bullet traveling distance.

Star Shower
- Extra bullet traveling distance.

Star Shower
- Extra bullet traveling distance.

Scholar’s Armament
- Increased duration 90 > 180

Scholar’s Shield
- Increased duration 90s > 180s

Terra Magica
- Increased area duration 30s > 300s.
- Increased FP cost 20 > 35.
- Added FP regen effect for (1 FP/s equal to Blessed Blue Dew Talisman [DLC]).
- Added extra cast speed (equal to 2x Radagon Icon).
- Added extra 5s duration after leaving the field.

Starlight
- Reduced duration 180s > 120s.
- Increased FP cost 9 > 30.
- Increased requirement INT 15 > 30.
- Added stamina regen (equal to Pickled Turtle Neck).
- Added magic resist (equal to Barrier of Gold).
*For some reason I feel bad about this spell, maybe adding some buff will cheer it up!

Comet Azur
- Extra bullet traveling distance..
- Reduced channeling FP cost 10 > 5.
*This spell is strong, but very situational. It has bad homing though. I want to add homing ability, have you seen curved lasers? No.

Founding Rain of Stars
- Tap for: closer casting range with charged effect.
- Charged for: longer casting range also with charged effect.
*One of my favorite spells from vanilla, beautiful yet risky to cast. Now I can make a choice.

Stars of Ruin
- Extra bullet traveling distance.

Glintblade Phalanx
- Change casting motion. 
- Reduced damage scaling 60 > 35
- Reduced FP consumption 18 >15.
- Reduced poise breaking 1 > 0.8.
- Remove the ability to hover the character indefinitely.
- This spell is now spammable. 

Carian Phalanx
- Change casting motion. 
- Reduced damage scaling 48 > 40.
- Increased FP consumption 24 > 42.
- Increased stamina consumption 16 > 26.
- Reduced poise breaking 1 > 0.8.
- Remove the ability to hover the character indefinitely.
- This spell is now semi-spammable and barrages enemies with magic swords. 

Greatblade Phalanx
- Extra bullet 3 > 5.
- Change casting motion. 
- Increased FP consumption 30 > 80.
- Increased stamina consumption 20 > 45.
- Reduced damage scaling 100 > 30.
- Reduced poise breaking 80 > 20.
- Bullets no longer break from hitting anything.
- Now bullets are homing back to you!
*This spell will stay alive as long as you live! To remove it simply die or teleport to any grace.

**Since we have 3 phalanx spells but only able to cast 1 at a time to stand by, well I just feel dissatisfied, I want to use all of them at once, not alternately choose 1. But now I’m able to do it.


Magic Glintblade
- Extra bullet traveling distance.
- No longer break when hitting anything. Only break when it expires.
- Have a very strong homing ability.
- Reduced damage scaling tap 182 > 50, charged 230 > 65. 
- Reduced poise breaking tap 5 > 1.8, charged 10 > 2.5.
*Behold Yondu’s Magic Glintblade.

Glintblade Trio [DLC]
- Extra bullet traveling distance.
- No longer break when hitting anything. Only break when it expires.
- Have a very strong homing ability.
- Reduced damage scaling tap 109 > 30, charged 127 > 40. 
- Reduced poise breaking tap 4 > 1.5, charged 6 > 2.3.
*Behold Yondu’s Glintblade Trio.

Carian Retaliation
- No longer parry spells.
- Instead creating an orb that absorbs magic projectiles, converting to FP.
- Charged version for longer duration.
*This orb absorbs any kind of spells that produce projectiles even though you are the one casting it. Spells which do not produce projectiles still can be casted so far.

Loretta’s Greatbow
- Extra bullet traveling distance.
- Charged attacks now have an explosion effect when it hits an enemy.

Loretta’s Mastery
- Extra bullet traveling distance.
- Each charged attack bullet now has an explosion effect when it hits an enemy.

Rennala’s Full Moon

- Now orbiting 3 times before expiring.
- Extra bullet traveling distance.
- Only break from hitting enemies.
- No longer breaks after hitting walls, terrain, and any objects.
- Reduced damage scaling 360 > 180.
- Reduced poise breaking 13 > 7.
*I just want to see the full moon for a little longer. Without being too destructive.

Ranni’s Dark Moon
- Now hovering for 10s before launching.
- Added dark freezing mist while hovering.
- Dark freezing mist has various effects for enemies shrouded in it such as lower magic defense, frostbite, darkness, and luring. 
- Reduced damage scaling 330 > 100
*Now you can see the enemy, now you don't.

**Since these two moon spells share the same mechanic, I just think one of them has to be treated differently, now they need to be used in certain situations to be more effective. In this case I made Rennala’s Full Moon to be used for single strong enemies such as boss fights or elite enemies. While Ranni’s Dark Moon can be used for crowded mob fights.

Magic Downpour
- Tap for : longer core duration and more bullets.
- Charged for : shorter core duration than tap version (still longer than vanilla), vanilla bullets number, and homing ability per bullet.
*I made this cool spell to have more potential!

Glintstone Icecrag
- Extra bullet traveling distance.

Zamor Ice Storm
- Change casting motion.
- Tap for: close casting, bigger storm (vanilla charged size), and longer duration (vanilla charged duration).
- Charged for: longer casting range, smaller storm (vanilla tap size), and shorter duration (vanilla tap duration).
- Continuous storm damage scaling nerfed: tap version 74 > 54, charged version 79 > 59.
*Now I can spam this storm for both closed or ranged fights. You might not need other spells if I didn't nerf the damage. Or perhaps need more nerf?

Freezing Mist
- Extra casting range.
- Charged version has a longer duration.

Frozen Armament
- Increased duration 60 > 180

Lucidity
- Increased FP cost 10 > 40.
- Increased requirement INT 47 > 17.
- Added FP regen effect for 120s (2 FP/s equal to starlight shard).
- Added a one time hit shield for 120s (equal to Opaline Bubbletear).
*Have you ever heard this spell? Have you ever used this spell? Well now this spell has a spot in my slot. 

Shattering Crystal

- Extra bullet traveling distance.
- More bullets.
- Added homing ability.
- Has frostbite buildup.
*Adding extra bullet traveling distance. and homing ability seems weird for me if I lock the enemy. Spell works fine.

Crystal Release
- Longer duration.
- More Bullets.
- Has frostbite buildup.

Crystal Torrent
- Reduced channeling FP cost 5 > 3.
- Extra bullet traveling distance.
- More bullets
- Added homing ability for some bullets.
- Has frostbite buildup. 
*I will choose this instead of Comet Azur.

**Overall I just want to have more options for frosty spells. These crystal spells are the best candidate for me. Yeah we have death spells, but i’m not a fan. Just remember they are still crystal spells.

Night Shard
- Added more bullets.
- Extra bullet traveling distance.
- Added homing ability.
- Has sleep buildup.
 
Night Comet
- Extra bullet traveling distance.
- More homing ability.
- Has sleep buildup.

Night Maiden’s Mist
- Extra casting range.
- Longer duration.
- Has sleep buildup.
- Remove HP sapping effect.
- No longer attacking self or allies.
*You can breathe freely now.

Unseen Blade
- No longer unseen.
- Instead give an ability to sleep enemies.
- Increased duration 45s > 180s 
* Just don’t forget I changed sleep VFX too.

**By these spells I want to create a sleeping dynasty of my own.

Sleep VFX  has been changed too, it has an effect which is more related to magic, no more baby powder on the head. It may be unnoticeable, so watch carefully or you may wake your enemies.

Eternal Darkness
- Casted right on the enemy.
- Can be casted from a distance.
- Increased drawing area.
- Now shooting explosive magic to the ground
- Increased FP cost 25 > 55.
- Increased requirement INT 35 > 55. 
*This spell became more beautiful than ever. You should try it!

Unseen Form
- Change casting motion.
- Has the effect of Miriam Vanishing.
*blink and disappear!

Meteorite
- Change casting motion.
- Now casting Gravity Bolt.
- Can be casted from a distance.
- Reduce FP cost 30 > 15.
*You have Meteorite of Astel, what is the purpose of this spell? Now this spell has a purpose.

Rock Sling
- Extra bullet traveling distance.
- More bullets.
- More homing ability.
- Nerf damage scaling for each rock 102 > 82.
*The new Meteorite and more gravity spells below may change the gravity world of sorcery. This spell is still a viable option for more dynamic gameplay.

Gravity Well
- Change casting motion.
- Extra bullet traveling distance.
- Has a gravity pull explosion.

Collapsing Stars
- Change casting motion.
- Extra bullet traveling distance.
- More bullets on the charged version.
- Has a gravity explosion.

Meteorite of Astel
- Reduced FP consumption when channeling 12 > 6.
- Extra bullet traveling distance.
- More meteorites.
- Adding a bit of homing ability.
- Reduced damage scaling 285 > 140.
- Reduced poise breaking 10 > 5.

Blades of Stone [DLC]
- Change casting motion.
- Casted right on the enemy.
- Can be casted from a distance.

Gravitational Missile [DLC]
- Change casting motion.
- Casted right on the enemy.
- Can be casted from a distance.
- Bullet no longer slowly moving.

Fleeting Microcosm [DLC]
- Change casting motion.
- Longer casting range.
- Has sleep buildup.
- Emit sleeping mist after the explosion.

Any sorceries not mentioned above which require any stats other than INT have been changed to INT only. Any other parameters are left untouched. Also all spells slot usage is reduced to 1.

NEXT PLAN
Do something to : Haima's sorceries, finger sorceries, and bubble sorceries :D 
Or maybe some glintstone sorceries need some attention too.


Modified spell lists (incantations):

Beware of reading..

Spoiler:  
Show



Catch Flame
- Change casting motion.
- No longer cast Catch Flame.
- Instead casting the tap version of O, Flame!
- Increase hit box radius 0.7 > 2.5.
- Changed requirement FAI 8 > INT 8.

O, Flame!
- Change casting motion.
- No longer chargeable.
- Instead, directly cast the charged version.
- Increase hit box radius 0.7 > 3.
- Changed requirement FAI 16 > INT 16.
- Add wider flame follow up cast.

Flame Protect Me
- Change casting motion.
- No longer buff fire resistance.
- Instead casting Devourer’s Scepter.
- Changed requirement FAI 24 > INT 24.

Flame Sling
- Change casting motion. No more charged cast.
- Added 2 more bullets.
- Extra bullet traveling distance.
- Added homing ability.
- Has stationary burning fires effect.
- Nerfed damage scaling 202 > 152.
- Changed requirement FAI 10 > INT 10.
*This spell becomes very fun to use!

Flame Fall Upon Them
- Change casting motion.
- Added more bullets.
- Extra bullet traveling distance.
- Has extra erupting flames after the explosion.
- Has stationary burning fires effect.
- Changed requirement FAI 28 > INT 28.

Flame Cleanse Me
- Change casting motion.
- Changed requirement FAI 12 > INT 12.

Flame Grant Me Strength
- Change casting motion.
- Changed requirement FAI 15 > INT 15.
- Increased duration 30s > 180s
- Increased FP consumption 28 > 40.
- Added extra fire resistance.
- Changing VFX to a more burning look.

Giantsflame Take Thee
- Change casting motion.
- Added 2 more bullets.
- Extra bullet traveling distance.
- Added homing ability.
- Has stationary burning fires effect.
- Nerfed damage scaling per bullet: tap version 325 > 120, charged version 389 > 175.
- Nerfed poise breaking per bullet: tap version 13 > 5, charged version 15 > 7.
- Changed requirement FAI 30 > INT 30.

Flame of the Fell God 
- Change casting motion.
- Extra bullet traveling distance.
- Increased bullet traveling speed.
- More homing ability.
- Buffed damage scaling 415 > 455.
- Changed requirement FAI 41 > INT 41.
- Add a charged cast version. 
- Casting larger bullet with the same mechanic.
- Damage scaling 555.
- Bigger explosion radius

Burn O Flame!
- Change casting motion.
- Reduced FP cost.
- Added more erupting flames.
- Has stationary burning fires effect.
*Very spammable, but this spell is still not good enough for me, at this moment.

**Just beware: most  of these offensive fire spells have stationary burning fires effect. And these fire effects have 30s duration. Your screen will be full of fire. Some people say fight fire with fire.

Surge, O Flame!
- Change casting motion. No longer holdable.
- Reduced damage scaling 51 > 20.
- Reduced poise breaking 1 > 0.3.
- Increased FP consumption 1 > 15.
- Increased stamina consumption 2 >30.
- Changed requirement FAI 9 > INT 9.
- Now casting fiery spirit that spitting flame for a short duration.
- Throwing flame has increased range.
*This spell is more risk free to use. All you need to do is just feed these spirits with a target or they will go berserk.

Whirl, O Flame!
- Change casting motion. 
- Added a charged cast.
- Added FP consumption for charged cast 25.
- Increased stamina consumption 2 >30.
- Changed requirement FAI 13 > INT 13.
- No longer whirling flame.
- Now create a curved fire wall for a very short duration. Charged cast has a stronger effect.

Darkness
- Change casting motion.
- Extra bullet traveling distance.
- Changed requirement FAI 18 > INT 18.
- Increased duration 3s >10s.
- Added charged cast for longer duration :15s.

Immutable Shield
- Change casting motion.
- Increased duration 90s > 180s.
- Changed requirement FAI 19 & INT 19 > INT 30.

Magic Fortification
- Change casting motion.
- Changed requirement FAI 10 > INT 10.
- Increased duration 90 > 210.
- Change some VFX.

Flame Fortification
- Change casting motion.
- Changed requirement FAI 10 > INT 10.
- Increased duration 90 > 210.
- Change some VFX.

Lightning Fortification
- Change casting motion.
- Changed requirement FAI 10 > INT 10.
- Increased duration 90 > 210.
- Change some VFX.

Divine Fortification
- Change casting motion.
- Changed requirement FAI 10 > INT 10.
- Increased duration 90 > 210.
- Change some VFX.

Barrier of Gold
- Change casting motion. No longer holdable.
- Changed requirement FAI 24 > INT 24.
- Increased duration 70s > 180s.

Lord’s Divine fortification
- Change casting motion. No longer holdable.
- Changed requirement FAI 27 > INT 27.
- Increased duration 70s > 180s.

Golden Lightning fortification
- Change casting motion. No longer holdable.
- Changed requirement FAI 24 > INT 24.
- Increased duration 70s > 180s.

Protection of the Erdtree
- Change casting motion. No longer holdable.
- Changed requirement FAI 35 > INT 60.
- Increased FP cost 30 > 60.
- Increased duration 70s > 180s.
- Now has physical resistance.
- Added Golden Vow effect 180s.
*Perfect buff for both defensive and offensive. Just let me know if this is too perfect!

Golden Vow
- Change casting motion. No longer holdable.
- Changed requirement FAI 25 > INT 25.
- Reduced FP cost 47 > 35.
- Increased duration 80s > 180s.
- No longer give extra defense.
*For those who don't need the perfect buff.

Lord’s Aid
- Change casting motion. No longer holdable.
- Changed requirement FAI 12 > INT 12.

Urgent Heal
- Change casting motion.
- Changed requirement FAI 8 > INT 8.
- Reduced FP cost 16 > 12.

Heal

- Change casting motion. No longer holdable.
- Changed requirement FAI 12 > INT 12.
- Reduced FP cost 32 > 25.

Great Heal
- Change casting motion. No longer holdable.
- Changed requirement FAI 15> INT 15.
- Reduced FP cost 30 > 45.

Lord’s Heal
- Change casting motion. No longer holdable.
- Changed requirement FAI 20 > INT 20.
- Reduced FP cost 55 > 35.
*Changing from ver 1.0.

Erdtree Heal
- Change casting motion. No longer holdable.
- Changed requirement FAI 42 > INT 42.
- Reduced stamina cost 50 > 30.
- Added a one time hit shield for 180s (equal to Uplifting Aromatic).
*High FP cost for extra protection.

Blessing’s Boon
- Change casting motion. No longer holdable.
- Changed requirement FAI 24 > INT 24.
- Reduced FP cost 30 > 22.
- Increased duration 90s > 300s

Blessing of the Erdtree
- Change casting motion. No longer holdable.
- Changed requirement FAI 24 > INT 24.
- Reduced FP cost 65 > 35.
- Reduced stamina cost 60 > 40.
- Increased duration 90s > 300s

Heal From Afar [DLC]
- Change casting motion.
- Extra casting range.
- Changed requirement FAI 18 > INT 18.
- Reduced FP cost 45 > 20.
- Reduced stamina cost 40 > 25.
*How to heal your allies when you cannot focus on them? Just spam it anyway.

Minor Erdtree [DLC]
- Changed requirement FAI 70 > INT 70.
- Change the tiny tree SFX to a bigger one (similar to Melina’s).
- Change the duration to infinite.
- Increase area of effect 3 >14.
- Now has FP reduction cost by 25% for both spells and skills usage. 
- Now has stamina reduction cost by 25% related to attacking action (not dodge, needs more testing on guarding).
*I’m not expecting much from the tiny little tree, but this bigger one looks promising! Even now this tree is buffed, in battle being a solo mage still not easy to stay close to this tree. 

Elden Stars 
- Change casting motion.
- Infinite bullet duration as long as it does not hit walls, grounds, or any obstacle.
- Changed requirement FAI 50 > INT 50.
- Added a charged cast version.
- Charged version will emit a straight small bullet.
- The rest of the mechanics are still same.

Shadow Bait
- Change casting motion.
- Changed requirement FAI 13 > INT 13.
- Extra bullet traveling distance.
- Change some VFX.
- Now explode when the bullet expires, dealing holy damage.
*I might call this Flashy Bait.

Discuss of Light
- Change casting motion.
- Changed requirement FAI 13 > INT 13.
- Increased FP consumption 3 >10.
- Extra bullet traveling distance.
- Reduced damage scaling 150 > 100.

Triple Rings of Light 
- Change casting motion. 
- Extra bullet traveling distance.
- Changed requirement FAI 23 & INT 23 > INT 40.
- Charged cast have an ability to homing the enemy.

Multilayered Ring of Light [DLC]
- Change casting motion. 
- Extra bullet traveling distance.
- Extra spinning disc duration.
- Changed requirement FAI 36 > INT 36.
- Restore the functionality of charged cast.

Litany of Proper Death
- Changed requirement FAI 17 & INT 17 > INT 47.
- Increased FP cost 17 > 45.
- Increased stamina cost 28 > 35.
- Now casting Wave of Gold.
*It’s waving gold! Still dealing huge damage to undead and preventing them from reviving, I guess.  

Land of Shadow [DLC] 
- Change casting motion. 
- Extra bullet traveling distance.
- Longer spawner bullet duration, which means more bullets.
- Changed requirement FAI 58 > INT 58.
- Charged version cast directly on enemy location.
- The rest of the mechanics are still same.

Light of Miquella [DLC] 
- Change casting motion. 
- Increased explosion radius.
- Increased rain of light duration.
- More rain of light bullets.

Order’s Blade
- Increased duration 90s > 180s.
- Changed requirement FAI 13 & INT 13 > INT 26.

Lightning Spear
- Changing SFX to red lightning.
- Extra bullet traveling distance.
- Changed requirement FAI 17 > INT 17.
*Casting SFX still yellow, hmm.. I’ll figure it out later.

Lightning Strike
- Change casting motion. Charged cast does nothing.
- Changing SFX to red lightning.
- Changed requirement FAI 28 > INT 28.

Honed Bolt
- Change casting motion.
- Changing SFX to red lightning.
- Increased casting range.
- Changed requirement FAI 24 > INT 24.

Ancient Dragons Lightning Strike 
- Change casting motion.
- Changed requirement FAI 26 > INT 26
- Nerfed main lightning damage scaling 379 > 129.
- Increased hitbox radius of each lightning.
- Restore the functionality of charged cast.
- Reduced FP consumption for tap version 36 > 18
- Reduced FP consumption for charged version 36 > 30

Death Lightning
- Change casting motion.
- No longer cast Death Lightning.
- Instead casting a swarm of Ancient Lightning on enemies.
- Increased stamina consumption 32 > 35.
- Changed requirement FAI 47 > INT 47.

Knight’s Lightning Spear [DLC]

- Changing bullet SFX to red lightning.
- Extra bullet traveling distance.
- Changed requirement FAI 36 > INT 36.
*I lack the modding ability to this one. The bullets are working fine, but the casting SFX are not. I only could change the follow up lightning to red, but it causing stacked audio. Maybe next time.

Dragon Bolt Florissax [DLC]
- Changed requirement FAI 52 > INT 52.
- Increased duration 70s > 180s.
- Changing VFX to a more thunderous look.

Electrify Armament
- Change casting motion.
- Increased duration 90s > 180s.
- Changed requirement FAI 15 > INT 15.

Black Flame
- Change casting motion. No more charged cast.
- Added 2 more bullets.
- Extra bullet traveling distance.
- Added homing ability.
- Reduced damage scaling 244 > 85.
- Reduced poise breaking 9.1 > 3.
- Changed requirement FAI 20 > INT 20.

Scouring Black Flame
- Change casting motion.
- Changed requirement FAI 28 > INT 28.
- Charged cast does wider black flame. 

Black Flame Ritual
- Change casting motion.
- Changed requirement FAI 42 > INT 42.
- Casted right on the enemy.
- Can be casted from a distance.

Black Flame Blade
- Change casting motion.
- Increased duration 7s > 30s.
- Changed requirement FAI 17 > INT 17.
*Is it okay to increase the duration that much? I’m not a melee user.

Black Flame Protection
- Change casting motion.
- Increased duration 70s > 180s.
- Changed requirement FAI 30 > INT 30.
- Removed healing penalty.
- Added more poise resistance effect.

Noble Presence
- Changed requirement FAI 26 > INT 26.
- Added extra black flame tornado which pulsatingly follows you. Charged cast has a longer duration.

Watchful Spirit [DLC] 
- Longer spawner duration.
- No longer shooting bullets.
- Instead, periodically summon a Call of Tibia.
- Changed requirement FAI 26 > INT 26.
- Nerfed Call of Tibia damage scaling 200 > 50.
- Nerfed Call of Tibia poise breaking 3 > 1.

Swarm of Flies
- Change casting motion.
- Extra bullet traveling distance.
- Changed requirement FAI 11 ARC 16 > INT 22.
- Adding a life steal effect.

Bloodflame Talons
- Change casting motion.
- No longer claw for short range.
- Instead casting blood blade that still explode upon impact.
- Charged version spawn more blades
- FP and Stamina consumption for charged cast : 25 and 35.
- Reduced damage scaling 236 > 186.
- Reduced poise breaking 10 > 6. 
- Adding a life steal effect.
- Adding stationary bloodflame upon impact.
- Changed requirement FAI 13 ARC 15 > INT 25.

Bloodboon
- Change casting motion.
- Charged cast for splashing blood from other direction.
- Increased duration of bloodflame 2.5s > 15s.
- Adding a life steal effect.
- Changed requirement FAI 14 ARC 17 > INT 31.

Bloodflame Blade
- Change casting motion.
- Increased duration 60s > 180s.
- Changed requirement ARC 10 & FAI 12 > INT 21.

Poison Armament
- Change casting motion.
- Increased duration 60s > 180s.
- Changed requirement FAI 10 > INT 10.

Rain of Fire [DLC]
- Change casting motion.
- Tap for: closer casting range with charged effect.
- Charged for: longer casting also with charged effect.
- Increased rain duration 4s > 12s.
- Adding ability to slowly following targeted enemy.
*If there are no enemy targeted, this spell behave strangely.

Fire Serpent [DLC]
- Change casting motion.
- Added more 2 bullets.
- Extra bullet traveling distance.
- More homing ability.
- Changed requirement FAI 16 > INT 16.

Any incantations not mentioned above which require any stats other than INT have been changed to INT only. Any other parameters are left untouched. Also all spells slot usage is reduced to 1.

NEXT PLAN
Do something to dragon, frenzied flame, and insect incantations.



Modified staff lists:
Since I intended to not use any seal on this mod. So I decided to make some adjustments to every staff in the game

Beware of reading..

Spoiler:  
Show

All staves included staves which are not mentioned below have been set to 0 requirement from every stats. And sorcery scaling has been set equally to Carian Regal Sceptre. Also can cast incantations.
*Known -maybe- bug or its just game mechanics: even though sorcery scaling is treated equally the same to all staves, some staves have higher sorcery scaling than the other. If anyone knows something, please let me know. 

Gelmir Glintstone Staff
- Added Fire Giant’s seal effect.
- Added Fire Knight’s seal effect.

Prince of Death’s Staff
- Added Dry Leaf seal effect.
- Added Golden Order seal effect. 

Azur’s Glintstone Staff
- Removed extra FP cost.

Lusat’s Glintstone Staff
- Removed extra FP cost.
- Added Staff of Loss effect.

Meteorite Staff
- Added Clawmark Seal effect.
- It’s now upgradeable. 

Staff of The Guilty
- Added effect Frenzied Flame Seal effect.
- Added effect Dragon Communion Seal effect.

Staff of Loss
- Added Spiraltree Seal effect.
- Added Gravel Stone Seal effect.
- Removed Staff of Loss effect.

Maternal Staff
- Added Godslayer Seal effect.




Modified crystal tear lists:

Just few adjustments to all element of Shrouding Cracking Tears, Twiggy Cracked Tear, and Greenburst Crystal Tear, are increased in duration 180s > 300s 



Is this work with Seamless Coop?

The answer is YES! Although I recommend installing it for each player. 

Spoiler:  
Show

What happens if I install it only on my gameplay?
Since this is personal mod before, I played with my friends for the whole time without them installed this mod. This is what I experienced:
Your friend cannot see what you see, and cannot feel what you feel. For example if you cast a spell from a very far distance, normal vanilla bullet will not reach the enemy. You may see that bullet hit the enemy, but your friend only sees the floating damage numbers without the bullet SFX hitting the enemy, and vice versa. Same thing on buffs. Many buffs have duration increased which mean your friend may only experiencing normal duration buff from vanilla. 

Also since I changed many casting motions, this weirdly affects the casting motion of your friend either. In this case no other known bug so far and every changes working fine to your gameplay.


Is this work for non-DLC user?

The answer is YES! Even though some non-DLC spell using DLC assets they still working fine.

Do you take requests?

Sorry, currently I'm not taking any requests because I’m just learning how to mod recently. But I’m very open to suggestions and discussion, if you have any cool ideas, find buggy spells from my mod, or things are just brokenly overpowered, don’t hesitate to tell me. Also if you feel or found any changes I made but I forgot to mention above, just tell me everything.


Thank you for any of your support, and happy modding!

Video showcase soon!

If you like my mod, please support our very tiny Youtube Channel:
RexTris Plays

Our Discord Channel:
RexTris Plays

~ Ko-Fi :)