-Quick Channel is sort of extra attack, but limited to non upcast channel after using upcast channel.
- Overchannel is similar to sharshooter and great weapon master, add extra damage at a roll penalty cost.
Both give 1 ASI point limited to intelligence, wisdom or charisma. Despite I think the feats are in the strong part of the feat list, I did it for two reasons: - Seens a bit unfair that non charisma (and one point charisma are mediocre feats) casters not have access to a one point main ability increase like martial classes. - The feats are good, but limited to only one weapon type, and a really limited one as there's only 10 of them.
In any case, I also added a optional remove ASI file for those who see it too strong.
1.2 Update
-Text corrections. As always, a HUGE thanks to skystryke468 for making it!
-Added VFX for blood offering.
-Update Forbidden Word requirements to make it require both, Forbidden Wand and blood offering. Previously it only relies on blood offering and you can unequip the wand and "fist punch cast it", very comical XD but not intended.
-Internal updates to ensure interaction with future features in nexts mods in the series.
1.3 Update
-Improved Icons
-Fixed Crafting, you should be able to customize equipped items.
-Fixed Ranged wands. They will work without issues now, with their basic attacks being replace by channel and channel (offhand). Only remaining issue (that probably can't be fixed) is that dual wielding them with HandXbows will mess up animations and attacks. I don't think many characters want to dual wield a crossbow and a wand, so this is really minor.
1.4 Update
-Thorn of Myrkul can now be also rewarded from Glut, if he is sovereing instead of Spaw.
Hi there seems to be the problem I can get all of the wands from the locations except for Illithid Probe. I cant seem to find it at the corpse/skeleton behind the Necrotic Lab puzzle.
hi, thanks for your mod ! when i try to summon them through tutorial chest, there are only 7 wands, i wanted to have the ice one, is it normal? Thanks !
I honestly love this mod! it is so much fun. I actually love the whole series. Especially this, the blades, and the Katana one. Would it be possible to add a basic version like the fire wand (common) for all elements? I understand if not because it takes time, it would just be a nice addition.
Sorry, not really something I've planned. First because I want the wands feel different and not just the same thing with different element, but more important becuase each wand is really a lot of work. Even before considering any ability, just the basic channel are 14 spells entries to work.
On top of that, this is by far the largest mod in the series code wise and being somewhat old it's not really optimised to work with on updates and similar. You won't noticed anything different in game, but work with it to add/update things is really hard. That why I struggle on add the acid and psichic wands whose models have been finished for some time.
I'll like to redo the entire mod from scratch one day, just to make it more modder friendly. Then I maybe think about more basic versions. But at this point I'll probably wait the modding tools for it.
Hey, I've translated your wands, longbows, rapiers and blades mods into Russian, and I'm hoping to translate the whole weapon series eventually. Figured I should let you know
Side question: are you planning to add Academy wands and Repaired Spellweaver Wand? I just loved the idea of them :D
They are already included, but they are somewhat "hidden" and have special ways to get them:
Spoiler:
Show
-Academy Wands can be obtained as a random loot using "Just what I needed!" spell from Academy Robes.
-Repaired spellweaver wand can be obtained by "fixing" the broken wand (both versions) from the base game that you found on the underdark using the Elven Smithing Kit.
Can you make it so Glut also rewards Thorn of Myrkul for delivering Nere’s head? Currently only Spaw does, so if you help Glut overthrow him you miss the wand. But it seems equally thematic to both of them.
Hey cheers for the mod, I'm having a bug where I'm using this build for Gale main sorcerer but when I multiclass into wizard the channel spells start using intelligence modifier instead of charisma modifier for their attack roles. I assume it's a prioritizing problem, can you try to look into it? thank you.
That isn't related to this mod and isn't a bug neither, wands use your character spellcasting ability and this is determined by the class of your last level. This is how the game do it.
If you want your spellcasting ability to be charisma, your last level class need to be one with charisma.
I tested the attack roles when my last level was in sorcerer, unless it determines it by "last class picked". Either way any chance in the next update you could make it so it picks the highest spell attack role between classes selected like some of the other items in vanilla? here's an example test
If your last level was in sorcerer it should be picking charisma, otherwise maybe you have something messing with it. Try playing with load order. Also make sure you look at the numbers on combat log, not at the names. The combat log mess ability names a lot, displaying it's incorrectly using X ability when the actual modifiers are correctly picking from Y.
I don't think there's an item like that on the base game.
I won't change something that "doesn't need" change. Either changing spellcasting ability pick up or spell attack roll will require a lot of scripting. But way more important it will directly override game things causing compatibility issues.
Edit: I make a test, It's working fine for me: last class pickup determine spellcasting ability.
One thing I noticed that can be the cause of your issue (I never though about it because I don't usually multiclass), you need to reequip the items for the new spellcasting ability to apply. This is logic from how the game works as the "version" of the spell you have equipped doesn't change until you pick the spell again.
You were right it does indeed picks the "last class picked" not last level put into class, I tested the staff again by reequiping it and it updates to intelligence too, the only way to have them use charisma is to pick wizard as main class then continue leveling with sorcerer or put another level into warlock or something, it's how the base game works as well apperently. Cheers for the help though.
The same as anywhere on D&D ASI=Ability Score Increase. By default new feats on the mod give you the passives and one point to choose for Intelligence, Wisdom or Charisma (ASI). The optional file remove the second part and feats only gives the passives.
Characters still make the melee attack sound as they cast wand spells, which sounds weird. And while we're at it, can we expect an optional version that makes all wands daggers instead of quarterstaves? 'Cause as you know, these tiny sticks have more similarities to daggers than they do to staves :p
They should have spell sound and voice and no weapon SFX, if you are not earing it must be a conflict.
If you are talking about the animation set sound, it's tied to the animation and can't be remove separately.
There's already a dagger wand for the one that really resembles a dagger. Other than that, or other special wands i'll may add, wands will keep qstaff profieciency as it interact better in some places with rules, making daggers without finesse also won't have much sense and wands won't be getting finesse as they'll keep a low profile as combat weapons
Could you possibly add some Club versions of wands? Clerics are casters too! ... I've got a new nature cleric and nothing to pair with your Oak Ward, or the Wood Woad Shield (when I get to it soonish)... If you could base some kind of Green and Blue clubs on those Twisted Branches for example, or the top 1/3rd of the Pale Oak staff, that would be frickin' lovely. :D
I'll say that the actual emerald scion pairs really well with oak ward or wood woad (and you can get it very soon too) and it's extremely effective for a nature cleric using shigellath for a decent damage weapon with poison chances.
But yeah, having in mind I already have a "dagger wand" other similar simple weapons (like clubs) aren't out of question. I have intention of update with several new wands so i'll keep the idea in mind. No eta yet as i really don't even start to work on the update, just start thinking around some ideas for it.
104 comments
Cheers!
1.1 Update
-This update adds two feats for wands.
-Quick Channel is sort of extra attack, but limited to non upcast channel after using upcast channel.
- Overchannel is similar to sharshooter and great weapon master, add extra damage at a roll penalty cost.
Both give 1 ASI point limited to intelligence, wisdom or charisma. Despite I think the feats are in the strong part of the feat list, I did it for two reasons:
- Seens a bit unfair that non charisma (and one point charisma are mediocre feats) casters not have access to a one point main ability increase like martial classes.
- The feats are good, but limited to only one weapon type, and a really limited one as there's only 10 of them.
In any case, I also added a optional remove ASI file for those who see it too strong.
1.2 Update
-Text corrections. As always, a HUGE thanks to skystryke468 for making it!
-Added VFX for blood offering.
-Update Forbidden Word requirements to make it require both, Forbidden Wand and blood offering. Previously it only relies on blood offering and you can unequip the wand and "fist punch cast it", very comical XD but not intended.
-Internal updates to ensure interaction with future features in nexts mods in the series.
1.3 Update
-Improved Icons
-Fixed Crafting, you should be able to customize equipped items.
-Fixed Ranged wands. They will work without issues now, with their basic attacks being replace by channel and channel (offhand).
Only remaining issue (that probably can't be fixed) is that dual wielding them with HandXbows will mess up animations and attacks. I don't think many characters want to dual wield a crossbow and a wand, so this is really minor.
1.4 Update
-Thorn of Myrkul can now be also rewarded from Glut, if he is sovereing instead of Spaw.
-New Psychic Wand with custom model and textures.
Also loot in the game is set the first time an area loads. Updating the mod on a save that is already on Act II won't add the wand.
Sorry, not really something I've planned. First because I want the wands feel different and not just the same thing with different element, but more important becuase each wand is really a lot of work. Even before considering any ability, just the basic channel are 14 spells entries to work.
On top of that, this is by far the largest mod in the series code wise and being somewhat old it's not really optimised to work with on updates and similar. You won't noticed anything different in game, but work with it to add/update things is really hard. That why I struggle on add the acid and psichic wands whose models have been finished for some time.
I'll like to redo the entire mod from scratch one day, just to make it more modder friendly. Then I maybe think about more basic versions. But at this point I'll probably wait the modding tools for it.
Side question: are you planning to add Academy wands and Repaired Spellweaver Wand? I just loved the idea of them :D
They are already included, but they are somewhat "hidden" and have special ways to get them:
-Academy Wands can be obtained as a random loot using "Just what I needed!" spell from Academy Robes.
-Repaired spellweaver wand can be obtained by "fixing" the broken wand (both versions) from the base game that you found on the underdark using the Elven Smithing Kit.
If you want your spellcasting ability to be charisma, your last level class need to be one with charisma.
here's an example test
I don't think there's an item like that on the base game.
I won't change something that "doesn't need" change. Either changing spellcasting ability pick up or spell attack roll will require a lot of scripting. But way more important it will directly override game things causing compatibility issues.
Edit: I make a test, It's working fine for me: last class pickup determine spellcasting ability.
One thing I noticed that can be the cause of your issue (I never though about it because I don't usually multiclass), you need to reequip the items for the new spellcasting ability to apply. This is logic from how the game works as the "version" of the spell you have equipped doesn't change until you pick the spell again.
If you are talking about the animation set sound, it's tied to the animation and can't be remove separately.
There's already a dagger wand for the one that really resembles a dagger. Other than that, or other special wands i'll may add, wands will keep qstaff profieciency as it interact better in some places with rules, making daggers without finesse also won't have much sense and wands won't be getting finesse as they'll keep a low profile as combat weapons
But yeah, having in mind I already have a "dagger wand" other similar simple weapons (like clubs) aren't out of question. I have intention of update with several new wands so i'll keep the idea in mind. No eta yet as i really don't even start to work on the update, just start thinking around some ideas for it.