Hey all,
I've been working on a skill mod that's inspired by D&D. It's still in the fairly early stages, but I thought I'd go ahead and share what I've been working on with the community.
Divine Skills (Paladin/Cleric):
Divine Touch:
Melee ranged healing spell that cures diseased, poison, and bleeding. 1 AP. Once per combat.
Divine Radiance:
Based on Blinding Radiance. Does less damage and causes undead and voidwoken to catch fire.
Divine Smite:
Attack that does extra damage and causes undead and voidwoken to catch fire.
Cure Wounds:
Melee ranged healing spell. Decent magnitude.
Turn Undead:
Makes undead in a 5m radius flee. Either once per combat or 5 turn cooldown.
Fighter Skills:
Action Surge:
Gives 2 extra AP. Can only be used once per combat.
Second Wind:
Minor self heal that can only be used once per combat. 0 AP cost.
Cleave:
Attack that inflicts damage on enemies within a certain arc.
Trip Attack:
Attack that does minimal damage but knocks down opponent.
Terrifying Blow:
Attack that causes opponent to flee in terror.
Brow Slice:
Attack that blinds your opponent for 2 turns.
Spells (Magic User):
Magic Missile:
Three missiles that can target 1-3 enemies or objects. Does physical damage.
Sleep:
AOE, puts targets to sleep for 2 turns.
Grease:
Creates an oil surface with the chance to knockdown targeted opponent.
Burning Hands:
Based on Dragon's Blaze, but with a 53 degree angle and a 5m range.
Firebolt:
Ranged fire attack with minor damage but may ignite target.
Acid Arrow:
Ranged spell that launches an acid arrow. Does corrosive damage.
Raise Dead:
Melee ranged spell that resurrects target at 10% vitality.
Resurrection:
Melee ranged spell that resurrects target at full vitality. Once per combat. Master level spell.
Mage Armor:
Melee ranged spell that grants +20% to dodge for 3 rounds.
Charm:
Spell with 10m range that charms your enemies.
Fog Cloud:
Create a 6m diameter cloud of steam.
Cloudkill:
Create a 6m diameter poison cloud.
Summon Spider:
Summons a big ole spider.
Dispel Magic:
Dispels a bunch of status effects and buffs. Doesn't dispel ones such as burning or shocked.
Slow:
Slows creatures within a 4m radius of targeted area.
Inflict Wounds:
Damaging melee spell.
That's it so far. As a note, since pretty much everything in DOS2 scales so do the damage values of these skills. The single use per combat skills don't have a memorization requirement.
I'm still working on additional skills and spells, as well as trying to figure out how to edit effects to make these skills look more distinct; which I still have zero clue on how to do, but I'll hopefully figure out at some point.
Also, I'm trying not to create any new statuses or do any scripting as I'd like this mod to be compatible with Smarmbots armor based saving throw mod and Baardvark's reduced number bloat mods.
Anyhow, hopefully I'll get this finished up and released sometime within the next month or two. Probably will end up with two versions as well. One that just has the additional skills put into appropriate combat abilities for use in a more standard divinity game and one in which I'll reorganize a great deal of the default skills, hijack some of the existing combat abilities for use as surrogates (hydrosophist for Divine, Pyro for evocation, etc), and add some additional cross class requirements for existing skills such as adding a pyro requirement to phoenix dive.
Right now I'm mainly targeting GM mode but if I get enough interest I may investigate how to add skills to skillbooks and treasure tables and such. No promises there, though.
Last edited by Ghatt; 24/10/17 10:03 PM.