Divinity: Original Sin 2

Divinity: Original Sin 2

27 ratings
ChaosMage
   
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Type: Add-on
Game Mode: Story
Tags: Classes, Skills
File Size
Posted
Updated
65.434 KB
28 Jul, 2019 @ 1:55am
4 Aug, 2019 @ 2:21am
7 Change Notes ( view )

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ChaosMage

Description
This is my last workshop Item. I put much more effort into this than my previous 2.(this includes actual pictures and new affects for skills)
This adds 15 new skills in a chest at the start of fort joy for necromancy based around chaos damage

SKILLS:
Lv1
Chaos Release - Unleash some energy making your spells cheaper but weakening yourself
Calamity Dive - Teleport a short distance for free
Chaos Blast - Fire a blast that gives you more damage at a price
Mind Burn - Burn your enemies mind with chaos damage

Lv5
Errosion - Apply numerous debuffs to an enemy
Arcane Explosion - a cheap spell that's reusable but strengthens the enemy
Demonic Pressence - Apply a Chaos over time damage

lv9
Arcane Intellect - Give your allies a buff to how many spells they can cast
Void Tread - Become untouchable from the world but limit your actions
Chaotic Opening - Rain Cursed Webs on your enemies

Lv13
Evocation - Sacrifice an allies life and give them an extra turn
Chaos Cannon - A massive beam that will cost all your AP to fire
Arcane Orb - Create an area that applies demon pressence when enemies stand in it

lv16
Chrono Shift - Stop an enemy from having a turn
Rift Of Possibilities - Open the void giving you 2 big turns at a big price



28 Comments
Rattius  [author] 11 Jul, 2021 @ 1:58am 
Not that i would remember now sorry, although there's lots of helpful information online and i'm sure some sort of tutorial for that would exist.
Samarai 11 Jul, 2021 @ 1:16am 
Hey man, I appreciate the response even though it's been years! I guess some of these spells were meant for more niche situations, but in a game with lots of variables and high build diversity, niche skills just have less utility than more general skills, so that's kind of where my feedback was coming from. Hope that helps contextualize it a little.
Any advice on pulling up mods in the editor? I used a pak extractor and created an empty project to try and pull up this mod, but wasn't having much success (nothing shows up in the stats editor for example). I'm not at all familiar with the divinity tool, so I was hoping maybe you had some tips for a complete beginner? I'd love to play around with this mod a little and tweak those things I mentioned.
Rattius  [author] 10 Jul, 2021 @ 11:46pm 
It's been 3 years since I've made this mod, but i can still kind of recall some answers to your critiques.

Chaos Release- The intention behind this spell is to cast this before you use a bunch of utility spells which wouldn't deal damage anyway

Demonic Pressence - uh yea this ones one of my more unfortunate spells that had a problem that I couldn't fix which is that its damage should be way more than it is atm(little hard to explain why it's bugged as well).

Void tread - Sorry this spells affects were evades me right now, if i ever play div again i'll respond on it

Rift of possibilities - hehe this spell becomes broken op with the talent "torturer", but anyways this spell is meant to be used as a finisher when you are confident you can end the fight, Its sort of a bet on yourself that you will win after this and if you do its very strong then, however the punishment for not wining is forcing one of your allies to lose a turn bringing you back to life.

Samarai 10 Jul, 2021 @ 9:33pm 
Anyway, sorry for the spam. It's easy to backseat drive and monday-morning quarterback content like this. Again I really like the mod and appreciate the effort put in, so hopefully this doesn't come off as being overly critical or nitpicky. If I ever figure out how to use the divinity tool, I'll probably hop in and make these changes myself, and this will be a helpful guide to come back to. Unfortunately, I'm a noob when it comes to mods in this game, and when I tried to pull up the editor, none of the tables were populated, so it would most likely be up to the author to make these changes (or teach me how to do them!). Hope you find my feedback worthwhile! Cheers!
Samarai 10 Jul, 2021 @ 9:01pm 
Void tread- This is bad. It's a far worse chameleon cloak for 4 ap that applies debuffs to you. No reason to use it. Let me know if I'm missing something here.

Rift of Possibilities- This is a hefty spell. It requires 5 points in necromancer to learn, and costs 4 ap PLUS a source point. What do you get in return? 2 turns with a dramatically expanded ap pool. Sounds pretty cool, until you realize that after those 2 turns are up the spell straight up KILLS YOU. This is way too severe a price imo when you consider the spells cost and the fact that having a big ap pool really isn't as great as it sounds. The only time I'd ever use this spell in the first place is in big boss battles, but I don't even want to use it then since those boss battles can last many turns. Definitely should rework this debuff somehow. Maybe you could have a couple turns of reduced damage or accuracy, or maybe it could cut your health by 50%, or reduce your armor values to zero. (2/3)
Samarai 10 Jul, 2021 @ 9:00pm 
I actually love this mod. It synergizes great with an elemental summoner build I've got going on, and many of the spells have awesome ideas behind them. I didn't find it to be monstrously op at all, in fact there are a few spells that don't really have a place and could use some reworking. Keep in mind I'm relatively early on in the game and I'm playing on tactician, so I'll adjust this if my opinion changes over time. Anyway, here's my list of spells that I think could use a bit of work

Chaos Release- it's ok, but it sets an effect on you which makes your spells cheaper but do no damage. This is a really weird effect that makes me not want to use the spell. Maybe reducing the damage debuff to 50% would make a little more sense, or just replacing it with a different debuff (maybe setting 'slowed' on your character?)

Demonic presence- I actually really like this spell, but at 3 ap there's no reason to use it over arcane orb. Maybe increase the damage or knock it down to 2 ap (1/3)
Rattius  [author] 30 Nov, 2019 @ 4:31pm 
well there are already some pretty broken combos in the game, and a lot of other mods i have played also find this same problem with broken combos this isn't designed with any other spells in mind such as apotheosis.
Alloofie 30 Nov, 2019 @ 3:26pm 
short range is still strong, like the pawn. source cost isn't at all a restriction just because apotheosis is a thing. killing an ally doesn't matter at all because it only takes one turn to kill everything immediatly, especially with double turn, that's what makes fane so strong, you can also precast apotheosis and arcane intellect before combat
Rattius  [author] 29 Nov, 2019 @ 4:53pm 
PS. the main way to break my little mod's balance is by getting the talent torturer and extending the rift of possibilities by one turn which i'm not sure what the cause of this bug is but i did try and fix it.
Rattius  [author] 29 Nov, 2019 @ 4:50pm 
yes well they all come with a downside in one way or another, eg, calamity dive is short range. intelect costs a lot of ap and source, Evocation threatens to kill the ally if they can't recoup with the extra turn.