Divinity: Original Sin 2

Divinity: Original Sin 2

Fast Casting Mages
63 Comments
ØGThor 3 Apr, 2019 @ 2:36pm 
Is this DE compatible?
( * )  [author] 1 Mar, 2018 @ 12:30pm 
Ninnetyer : only the listed ones.
Ninnetyer 1 Mar, 2018 @ 12:27pm 
Does this affect modded spells ? or Just those that are listed?
LoveLessAeris 10 Jan, 2018 @ 10:07am 
Hey is there anychance you would add the Healing spells as well too this list? on a diffrent mod?
( * )  [author] 18 Oct, 2017 @ 12:03am 
Update : Source Spells aren't modified by this mod anymore, to stay compatible with the mods which modify them.
I advise you to use my other mod "Source Only Spells", for maximum compatibility :
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1172777489
( * )  [author] 12 Oct, 2017 @ 11:44pm 
FORT JOY ESCAPEE : You can get a -1 turn Cooldown version here, if this better fits your tastes
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1140539169
(Both mods are obviously not compatible)
Tyrannus 12 Oct, 2017 @ 9:09pm 
Constant stunning is really OP with these cooldown reductions. IMO spells that disable need a bit longer cooldown.
( * )  [author] 9 Oct, 2017 @ 5:28am 
Update : changed Pressure Spike's description.
( * )  [author] 2 Oct, 2017 @ 12:58am 
Wïb[GER] : I'm currently working on multiple mods and can't take requests.
When I'm finished, with pleasure. :)
Wïb[GER] 1 Oct, 2017 @ 8:45am 
hey, btw nice support ;)
is there a chance to get a version without cooldowns for "main" spells? for example Fireball,Ice Fan or Electric Discharge ;)
...but the otherspells like your mod "Fast Casting Mages"
( * )  [author] 28 Sep, 2017 @ 10:17am 
Update : enemies are not affected by this mod.
Note : some enemies still use a faster cooldown, by default.
Raller 28 Sep, 2017 @ 9:08am 
ok cool :) glad to be of help
( * )  [author] 28 Sep, 2017 @ 8:56am 
Rallermp : good catch. After looking into the editor, some enemy skills auto copy the modifications made to the player's skills. Update incoming in less than 2 hours.
Raller 28 Sep, 2017 @ 8:50am 
Well they use electric discharge and searing daggers after they just used it, like i can
dyhdyh123123 28 Sep, 2017 @ 5:44am 
all right :D ty
( * )  [author] 28 Sep, 2017 @ 5:39am 
dyhdyh123123 : I don't know what spells are edited by source mod.
So to avoid conflict, load source mod last.
dyhdyh123123 28 Sep, 2017 @ 1:56am 
hey mate, just wanna be sure is this mod compatible with Cheaper Source mod?
( * )  [author] 27 Sep, 2017 @ 3:59pm 
Rallermp : could you please give me a precise example, so I can look it up?
All the skills I edited are specified "IsEnemySkill" = no.
Raller 27 Sep, 2017 @ 2:32pm 
I'm using the very fast version and there it's pretty obvious that npc's also get less cooldown, I don't know if it's a problem in my end or what but it's kinda annoying
( * )  [author] 25 Sep, 2017 @ 12:27pm 
Hehe no problem.
Glad you found a solution. :)
Cerberus 25 Sep, 2017 @ 12:11pm 
Welp. Guess who'd the stupidest person ever. ME!
Turns out yes it was a load order issue, however I had to put your mod first and then the No More Source mod. Trust me to make a fuss about something when I've not even tried everything first.
Sorry to waste your time :(
( * )  [author] 25 Sep, 2017 @ 12:07pm 
Snake : ok, noted.
I'm already working on multiples mods right now and don't have time for requests.
Once I'm done, I might do it. :)
Cerberus 25 Sep, 2017 @ 12:04pm 
I mean things like chain lightning and epidemic of fire.
The annoying thing is that some spells like Vamp Aura and Steam Lance are completely fine and I can cast those without needing source points, whereas the forementioned Chain Lightning, Epidemic of Fire and some others like Hail Attack still require source points to cast.
( * )  [author] 25 Sep, 2017 @ 11:34am 
Snake : this mod doesn't edit the source spells.
I think if you load "No source mod" first, then this mod, everything should work fine.
Cerberus 25 Sep, 2017 @ 11:06am 
A shame this doesn't work with the no source mod. I really want to use this to feel like a true Wizard but going back to source point limitation is... really uncomfortable.
James 24 Sep, 2017 @ 6:43pm 
No problem
( * )  [author] 24 Sep, 2017 @ 6:34pm 
Thanks for the report James :)
James 24 Sep, 2017 @ 6:32pm 
Alright, I tried it alone without him, whenever he gets on I'll have him download it too to see if maybe it needs both.
( * )  [author] 24 Sep, 2017 @ 6:30pm 
Hm maybe.
I think that you both need to have the same mods installed, in order for it to work.
I never tried multiplayer, so don't take my word for it.
James 24 Sep, 2017 @ 6:30pm 
Yes, is it maybe because it was a multiplayer save? Trying to make it so I can help my friend more so he doesnt have to tank eveything since he is a knight and I'm a mage.
( * )  [author] 24 Sep, 2017 @ 6:29pm 
Update : corrected Worm Tremor's description.
( * )  [author] 24 Sep, 2017 @ 6:29pm 
James : it doesn't require a new save.
Did you activate the mod in the main menu?
James 24 Sep, 2017 @ 6:22pm 
I'm guessing this isn't save compatible, I tried it on a save and it was still the same as before
( * )  [author] 24 Sep, 2017 @ 11:31am 
Atma : because I see this school as already very usefull / powerfull. :)
Atma 24 Sep, 2017 @ 9:24am 
Out of curiosity, how come you chose not to boost Necro?
( * )  [author] 23 Sep, 2017 @ 6:11am 
Nice :)
slayer0527 23 Sep, 2017 @ 6:08am 
awesome! i changed the order and it worked. thanks author :)
( * )  [author] 23 Sep, 2017 @ 4:22am 
Thanks Carbon.
With this mod, I'm only boosting the Aerotheurge, Geomancer, Hydropsophist and Pyrokinetic schools, not even the spells mixed with these schools.
Sorry, I can't add "Staff of Magus", as it's not specific to them.
Booglies 23 Sep, 2017 @ 4:02am 
Dude, this is super cool. Thanks for sharing.

I know it sounds stupid, but do you have any plans to add "Staff of Magus" to this list?
I really enjoy using staves, but it's pretty rough early in the game when you haven't got many spells accumulated yet.
( * )  [author] 23 Sep, 2017 @ 2:00am 
Slayer : it's strange, both mods don't edit the same spells.
Try changing the load order, this should fix the issue.

Please report if it doesn't.
slayer0527 23 Sep, 2017 @ 1:50am 
plzz combine this mod with no source requirement mod.. both conflict
( * )  [author] 22 Sep, 2017 @ 3:19pm 
Happy the issue is resolved, Raja.
The Blue Raja 22 Sep, 2017 @ 3:09pm 
Yes I do. Fort Joy Respec, Faster Run Speed and Tough Black Cat.

Oddly enough, after disabling all of then renabling one by one my savegames now load.
( * )  [author] 21 Sep, 2017 @ 9:10pm 
Update : Gloves of teleportation should work now.
( * )  [author] 21 Sep, 2017 @ 9:09pm 
DaShiku 21 Sep, 2017 @ 7:59pm 
Could you make a version where Searing Daggers, Ice fan, Fossil Strike and Electric Discharge get a 1 turn cooldown? I feel like every elemental school of magic should have one offensive spell that can be cast every turn, to sort of replace basic attacks. These 4 spells are the "weakest" most basic offensive spells the schools have so they would be perfect for this.
( * )  [author] 21 Sep, 2017 @ 6:44pm 
Raja, do you use other mods?
The Blue Raja 21 Sep, 2017 @ 6:27pm 
Unfortunately, with this mod enabled my game crashes during the save game load :(
( * )  [author] 21 Sep, 2017 @ 5:24pm 
Version -1 turn Cooldown available here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1140539169

You're welcome u^p ;)
Ilre_u^p 21 Sep, 2017 @ 5:02pm 
THANK YOU man , i have all your addons :steamhappy: