Divinity: Original Sin 2

Divinity: Original Sin 2

25 ratings
Path Skills
   
Award
Favorite
Favorited
Unfavorite
Type: Add-on
Game Mode: Story, GM, Arena
Tags: Skills
File Size
Posted
Updated
5.610 MB
13 Sep, 2020 @ 2:25pm
9 Oct, 2020 @ 4:29pm
6 Change Notes ( view )

Subscribe to download
Path Skills

Description
Enjoy a new way to spellcast in DOS2: Path skills!

Create 8 different surfaces with these spells:
  • Nimbus March: Draw an electrified water surface.
  • Rivulet: Draw a water surface.
  • Cold Snap: Draw an ice surface.
  • Firefly: Draw a fire surface.
  • Exsanguinate: Draw a blood surface.
  • Blowout: Draw an oil surface.
  • Creeping Tendrils: Draw a poison surface.
  • Arachnogenesis: Draw a web surface.

Skillbooks will appear on appropriate vendors once your character is level 4.

Spell Icon Credits: Blizzard Entertainment, Larian Studios, Riot Games, Trion Worlds, Valve.
15 Comments
Perceux 26 Apr, 2021 @ 1:00am 
These were really fun to use! Thanks for taking the time to make these!
Oddgasm 15 Jan, 2021 @ 6:20pm 
Man that's amazing !
Austin001 9 Oct, 2020 @ 4:44pm 
Honestly they all felt weak to me in comparison to some other options, except the electric one but Id still like them all to cost one. Thanks for considering it
Focus  [author] 9 Oct, 2020 @ 4:32pm 
I went ahead and reduced the AP cost on some of the weaker surface skills. After I typed my message out I agree with that they were probably a little too difficult to fit in AP economy-wise at 2 AP.
Focus  [author] 9 Oct, 2020 @ 4:25pm 
Are there specific skills you would like to have lowered? I've considered lowering Rivulet and Arachnogenesis to 1 AP a few times. I've been hesitant to change them because they let you set up Elemental Affinity for 2 AP on top of getting surfaces below other targets (or replacing surfaces outright). Usually you have to spend 1 or 2 AP to cast a spell, and then another AP to move into the surface to get Elemental Affinity going.
Austin001 9 Oct, 2020 @ 2:44pm 
Could the cost of these skill be lower possibly? They dont really feel worth it to me usually
Focus  [author] 18 Sep, 2020 @ 2:51pm 
A smoke path skill for Scoundrel sounds good. I will try to get that added when I can put some more time into the mod.

As for the footprint idea, I want to keep the mod limited to surface effects only so spells that don't involve surfaces I won't be implementing.

There are skills that create surfaces that follow the path of the projectile. These are called Zone skills in the engine (think Laser Ray), but they don't use actual Projectiles (Searing Daggers, for instance). It would likely be possible to script in a behavior that creates a surface underneath the path of Projecticle, but it wouldn't work with the same behavior as a Path skill. I want to keep the mod limited to skills that create surfaces only and are similar to the current Path skills.
dr46onfusion 18 Sep, 2020 @ 10:31am 
Basically if it's possible to 'fuse' one skill effect with another skill or spell.
dr46onfusion 18 Sep, 2020 @ 10:31am 
You can use other forms of 'path' skills other than for moving a character, such as when you use arrows with said skill, it creates a path of said item's element.
dr46onfusion 18 Sep, 2020 @ 10:30am 
Also what about 'phantom footprints' basically with how Guard AI reacts to stolen tagged items on the ground and will move to it, a 'phantom' footprint will make 'hostiles' that 'sees' this effect 'follow' its trail.