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Inscyght

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Inscyght

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About this mod

Equippable magic aura that can be used for melee attacks and makes it appear as if there is charged magic in the hand, for better role-playing. Includes 4 types: Spellblade, Striker, Mage, and Protector.

Requirements
Permissions and credits
Changelogs
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Intro


One of my characters is a spellblade, and it made sense to me, from a role-playing perspective, that a spellblade would keep their main hand free for casting spells. When I realized that BG3 does not natively allow for a weapon to only be equipped in your off hand, while keeping your main hand free, I set out to make that a reality. Over time, it evolved into this mod, which is sort of becoming a whole new equipment type.

Description


This adds "weapons",  called Manaflares, to the game that can be equipped in your main and/or off hand. The Manaflares appear as though your character has an aura of charged magic around the equipped hand, which you can melee attack with. There is one for each elemental damage type, each with its own idle and attack VFX.

Variations


There are four different Manaflare variations, each with a unique aspect that is carefully designed with specific classes, playstyles, and balance in mind:

Spellblade
The damage is intended to be low relative to the primary weapon, with the idea being that melee attacking with this Manaflare is a tertiary choice after a primary weapon attack and spell, such as if all the character's spell slots are empty during a long battle. Still, to incentivize using this variation over the others for a spellblade character, it has a flat piercing damage added onto its magic damage, and adds a custom passive similar to Baneful Strike, with the difference being it triggers on a melee weapon attack rather than any weapon. To balance this, you must have a weapon equipped in the opposite hand to melee attack with a Spellblade's Manaflare.

Damage
Base -- 1d4 + spellcasting ability modifier (modifier bonus is main hand only), 1 piercing
Levels 4-10 -- 2d4, 2 piercing
Levels 11-16 -- 3d4, 3 piercing
Levels 17+ -- 4d4, 4 piercing

Striker
This variation is designed with magic-enhanced brawlers in mind, such as monks or Eldritch Knight fighters. When equipped in the main hand, it unlocks a custom variation of Unarmed Strike that is a bonus action and does the normal unarmed damage as well as the same magic damage as the main weapon attack. When two Strikers are equipped, a custom variation of Flurry of Blows is unlocked, which deals both the elemental and unarmed damage. All scaling and bonuses to unarmed attack damage affect this variation, and bonuses and effects that trigger with Unarmed Strike should still activate. As such, dual-wielding these with an unarmed build results in huge damage output.

Damage
Base -- 1d4 + spellcasting ability modifier (modifier bonus is main hand only), unarmed damage (bludgeoning)
Levels 4-10 -- 2d4, unarmed damage (bludgeoning)
Levels 11-16 -- 3d4, unarmed damage (bludgeoning)
Levels 17+ -- 4d4, unarmed damage (bludgeoning)

NOTE: The game really does not like weapons dealing unarmed damage. To make this possible, I had to add the unarmed damage via a passive. While attacks with this variation do deal unarmed damage, the weapon status window does not include this damage in its calculations. However, you can see accurate damage numbers in the Arcane Unarmed Strike attack, which is explained in the in-game passive description. Further, the game doesn't like Unarmed Strike also dealing magic damage, so you may notice an odd UI artifact where it calculates the unarmed damage as "0d20+[your unarmed damage]. Just ignore the 0d20, the game is still accurately calculating the total unarmed damage.

Mage
Designed for the pure spellcaster, who typically prefers ranged combat. When equipped in the main and/or off hand, this variation applies a passive that knocks enemies back up to 4 meters when a melee attack with it successfully hits. This helps the character maintain distance from enemies and also helps avoid opportunity attacks when trying to move away from enemies. To balance this, its damage is lower than the others, since melee attacking (typically not what mages do) with it should only be used to keep distance or as a last resort, such as  when all spell slots are depleted during a long battle.

Damage
Base -- 1d4 + spellcasting ability modifier
Levels 4-10 -- 2d4
Levels 11-16 -- 3d4
Levels 17+ -- 4d4

Protector
This variation is the defensive version and is classified as a shield, boosting armor class and raising resistances. When equipped, it enables the Arcane Vigilance passive (custom made for this mod), which allows you to use the Shield Bash reaction when a nearby enemy attacks you or an ally. The Manaflare hit VFX trigger on successful bashes.

Defense
AC +1, Resistance to same damage type as the Manaflare

Unique
These Manaflares are special, unique versions of the above variation types. They're designed around specific bosses or characters, and are only obtainable in immersive ways, such as defeating the boss. This mod also makes each character wield their Manaflare during battle. The current Uniques and what they do are listed in the spoiler (hidden because boss names are listed).
Spoiler:  
Show

Kagha's Venomous Manaflare
Info: Designed to be extremely synergistic with poison. Pairs well with the Broodmother's Revenge amulet, which Kagha wears.
Variation: Spellblade
Damage: Uses the Spellblade damage scale
UUID: 1649dfd2-ac21-4594-bda4-647a9560d687
Bonuses
Poisonous Synergy
Envenom
Serpent Vitality: Custom passive that heals for 1d4 when successfully attacking a poisoned enemy with the Manaflare.


Nere's Oppressive Manaflare
Info: Designed around enchantment and illusion spells. Also unlocks access to Nere's special spells that players normally cannot use.
Variation: Mage
Damage: Uses the Mage damage scale, but with 1d6s
UUID: dbef0150-d39d-44e6-81ce-69e76879d8f2
Bonuses
Arcane Displacement: The custom Mage Manaflare passive described in the Mage section.
Unlocks Shield of Screams and Wicked Coercion for players to use (main hand only)
Ascendant Psionomancy: Custom passive similar to Heightened Necromancy, but for Enchantment and Illusion spells


BasePatch Details


Makes certain equipment and bonuses function as intended with Manaflares. Will be updated as more are identified.
Currently includes:
Spoiler:  
Show

Duellist's Prerogative and its associated bonuses
Duelling (fighting style)
Duelling Gloves (Gloves of the Duellist)


LOCATION


Tutorial chest or the Grove merchant. Unique Manaflares are equipped by and looted from their respective NPCs.

REQUIREMENTS


None!

INSTALLATION


BG3MM for easiest installation. Vortex is awesome, but I don't use it for BG3, so I cannot provide any
guidance (no pun intended) on Vortex installation.

For Manual Install:
UUID: 06c5e84d-6244-4748-aa89-44436260f22c
Folder: Manaflare
Name: Manaflare

COMPATIBILITY


Compatible with everything except mods that edit the vanilla VFX used by the Manaflares. They will change the appearance, and may cause issues.
As indicated by Reflow11204, the Dragonball Z, VFX Library, Icon Library, and Vlads Grimoire mods may cause the Manaflares to not appear in the Tut chest and Grove merchant. I recommend disabling those mods, adding the Manaflares to your inventory, then re-enabling the mods. I don't use these mods, so I'm not 100% sure if this is a fix. Also, they're all large mods, so I won't be creating a compatibility patch for the foreseeable future because I'd rather focus on polishing and adding features this mod. But it may be worth a shot to ask those mod authors to create a patch for this mod, or to create one yourself, which I would gladly either host on this page or link to in the description here.


CREDITS
This mod would've taken significantly longer to develop if it weren't for these incredible people who took time to help in various ways:
Extra special thanks - The legends that helped me over big road blocks
TornamiRider - Helping me keep the stats balanced and true to DnD
JuuM - weapon VFX demystifying and providing the breakthrough I needed to add them
Chip Chocolate, Legendary Muffin - weapon code demystifying
pontifex - weapon code demystifying
NEZIM - hiding sheathed weapons and Blender demystifying
primal_fire - icon art recolor help and demistifying Photoshop

Special thanks - The heroes that took time to help and provide ideas
GreenNinja757 The AnimationGuy™ - icon art recolor help
Shivero  - icon art recolor help
JuuM - hiding sheathed weapons
arules - Blender demystifying
VelvetSanity - hiding sheathed weapons
Koala - hiding sheathed weapons
Jon The LoveKing - Building the Omen Outpost Discord server to provide another source of help and community
The mod author community on the Larian Discord Server
The mod author community on the Omen Outpost Discord Server

pavlogarmata for creating the excellent All Effects And Boost In One. Modify Any Weapon mod, which enabled me to decypher how to apply base-game VFX to weapons.

A big source of inspiration for this was the Spellblade variant of TumblingLemmings Better Dual Wielding mod, which gives a free off-hand attack after casting a spell. I highly suggest it as a companion to this!


CHECK OUT MY OTHER MODS!
Shadow Monk - Shadow Strike Lvl 9 and (ki) Shadow of Moil Lvl 11
Artificer - 12 Levels Option