Divinity: Original Sin 2

Divinity: Original Sin 2

Source Only Spells
34 Comments
miss millie 24 Jan @ 1:39am 
great idea pls update to DE
Dęąth Viper 4 Aug, 2024 @ 2:27am 
Going to port this over to DE
mattcat83 5 Jan, 2024 @ 9:52am 
Seconded
v.exe 31 May, 2023 @ 12:02pm 
Hi friends, I know it's 3 years later but I've been getting into this game with the Definitive Edition and have been frustrated by the fact that I can never justify using the really cool source magic. If anyone felt inspired to create a port of this for definitive edition, I would be forever grateful :)
bidiguilo 7 Oct, 2020 @ 3:46am 
someone please port it to definitive edition this mod is great
Justin_760 2 Apr, 2019 @ 8:21pm 
Damn, sucks that definitive edition doesnt let you use these mods. THANKS A LOT DUDE, its all your fault modder! Naw Im just pulling your leg.
pingpan2 20 Sep, 2018 @ 10:20am 
Hope someone can help port this to DE
( * )  [author] 15 Sep, 2018 @ 3:17pm 
Scarecrow : sorry I don't have time to mod, right now.
CapybaraEdits 15 Sep, 2018 @ 10:59am 
Any chance this will make it to the DE? Slightly late to comment, but it'd be awesome. :3
Justin_760 24 Apr, 2018 @ 1:17am 
Great idea. I also almost NEVER used source abilities, they are supposed to be ultimates of sorts but they dont ever feel that ultimate. Excellent mod.
K.DeWitt 20 Mar, 2018 @ 11:47pm 
Take care man. Appreciate the work you have put in. Likely going to try this one with the monster mod of yours and the mod that essentially brings back saving throws using the new armor systems. Didn't even realize I already used your Infinite Spirit Vision and No Psychic Enemies in my previous run until now.
( * )  [author] 20 Mar, 2018 @ 2:32pm 
K.DeWitt : sorry I really don't have time to mod actually.
When (or rather if) I come back to this mod, I'll consider your suggestion.
K.DeWitt 20 Mar, 2018 @ 2:11pm 
Man I wish I could edit my comment. Just to let you know I did see the " "Can you make a version of this mod which does X instead of Y?"
I'm currently working on multiple mods and don't have time for personnal requests, sorry." but I'm not even really requesting it. I just thought it might be a good enough idea you might decide you like it enough to add it to your personal agenda of your own accord. Not for old me. I just really like this game.
K.DeWitt 20 Mar, 2018 @ 1:58pm 
have experience modding but with a 100% guess I would say as long as it isn't hard to make sure this affect won't stack with Elemental Affinity it wouldn't be that hard? Clearly we wouldn't want out Hydrosophist casting 1 AP Ice Fans or 2 AP Deep Freezes because hes on an ice surface and has Elemental Affinity. I would be absolutely fine in fact if this modified Apotheosis did not affect Pyrokinetic, Hydrosophist, Geomancer, Aerothurge, or Necromancer spells even if the cast doesn't have Elemental Affinity. I would think making it not affect those schools at all would be an easier design?
K.DeWitt 20 Mar, 2018 @ 1:58pm 
I am probably way too late to this party and our dear author may never even see this but I wanted to ask a question, I very much like the idea of this mod however I have an alternative solution to the Apotheosis issue and would like to know if it would be difficult to produce this alternative and specifically if not, should you ever find the spare time to add it as an optional download. My idea is to change Apotheosis from its base spell reducing source cost by 3 for 2 turns for 3 source to decrease the cost of non-source spells by 1AP for 2 turns at a cost of say 1-3ish AP based on what you think is fair and give it a four turn cooldown. Not to reduce the cost of an ability below 1. Essentially we turn it into a temporary elemental affinity that affects Warfare,Huntsman, Scoundrel, Summoning and Polymorph spells. I don't
( * )  [author] 3 Nov, 2017 @ 12:42am 
Sir Lord Wololo : I actually really lack time to do this.
It might take weeks before I can mod again, sorry.
Sir Lord Wololo 2 Nov, 2017 @ 9:11pm 
Any chance to know when will 'Vacuum Aura', 'Summon Inner Demon' and 'Totems of the Necromancer' receive the patch fix for this?
( * )  [author] 22 Oct, 2017 @ 2:37pm 
- Abby Sciuto : All my mods are meant to be played together.
I guess that in vanilla fights, where there are only a couple monsters, being able to cast source spells only once is fine.
But with my mods (adding hundreds of monsters), you'll need to cast it multiple times, thus the creation of this mod and its usefullness.
- Abby Sciuto 21 Oct, 2017 @ 9:18am 
Why are you going into fights without any source points anyway? Just drop a Pyramid at the Source Fountain in Driftwood, never have to worry about a lack of Source again, well at least until you go to Nameless Isle.
Seleck 20 Oct, 2017 @ 10:42pm 
wouldn't that make the final battle too easy?
Richard 20 Oct, 2017 @ 11:32am 
I will give you thumb up just because of that Chuck Norris picture. :D
( * )  [author] 20 Oct, 2017 @ 6:33am 
Sir Lord Wololo : thanks for the feedback.
Will look into it around tuesday, can't before.
Sir Lord Wololo 20 Oct, 2017 @ 5:51am 
Just tested; These Source Spells still cost AP (Action Point[s]):
1. Vacuum Aura: Costs 1 Source, and 2 AP.
2. Summon Inner Demon: Costs 1 Source, and 1 AP.
3. Totems of the Necromancer: Costs 3 Source, and 2 AP.

Otherwise, great mod; I've been waiting for something like this! =D
( * )  [author] 19 Oct, 2017 @ 9:38pm 
Green Raven : I'm currently working on multiple mods and don't have time for personnal requests, sorry.
Green Raven 19 Oct, 2017 @ 3:44pm 
Awesome mod!
Can you create a version that gives Bless a one point cost, so it can be used with "Free Bless" (Which removes the need for Source when blessing)
( * )  [author] 19 Oct, 2017 @ 1:24am 
Update : modified the spell Apotheosis.

This spell lets you cast Source Spells, without requiring source.
In order to keep the game balanced, it was modified : it now increases AP Usage by 2 (instead of 0 in Vanilla), so use it tactically.
It's also the only Source Spell requiring AP in this mod (like in Vanilla), to keep battles balanced.

In detail :

Let's take a character without Glass Canon : he gains 4 Action Points (AP) per turn and has 3 base Source Points (SP).
Apotheosis lasts 2 turns + your actual turn, meaning a total of 12 AP + 3 SP.


After casting Apotheosis (2 AP + 3 SP), a multi-classed character could cast for example :

- Vanilla : Master of Sparks (1 AP) + Deploy Mass Traps (3 AP) + Summon Fire Slug (1 AP) + Epidemic of Fire (3 AP) + Mass Sabotage (2 AP), for a total of 12 AP and 3 SP.

- Modded : Master of Sparks (2 AP) + Deploy Mass Traps (2 AP) + Summon Fire Slug (2 AP) + Epidemic of Fire (2 AP) + Mass Sabotage (2 AP), for a total of 12 AP and 3 SP.
「PyNe」 19 Oct, 2017 @ 12:25am 
That's great to hear. Thanks for making these :csdsmile:
( * )  [author] 18 Oct, 2017 @ 11:23pm 
「PyNe」 : thanks for the feedback.
I'm still in Act 2 and didn't know this spell existed.
Going to edit it, so it fits in this mod.
「PyNe」 18 Oct, 2017 @ 11:06pm 
I see where you're coming from now that I checked your other mods but wouldn't this mod completely break the game with apotheosis? As long as you have enough memory you could apotheosis + all source skills in the game + skin graft + all source skills in the game again on the same turn
( * )  [author] 18 Oct, 2017 @ 10:48pm 
PyNe」 : All my mods are meant to be played together.
I guess that in vanilla fights, where there are only a couple monsters, being able to cast source spells only once is fine.
But with my mods (adding hundreds of monsters), you'll need to cast it multiple times, thus the creation of this mod and its usefullness.
「PyNe」 18 Oct, 2017 @ 10:35pm 
"Reality is, while in a fight, you'll have to use "Source Vampirism" twice to get your source points back and cast this spell, which adds up to 2 Source points and 5 Action points in total."


No dude, theres no point casting it mid fight at all... when you unlock source vampirism, you can use it on the dead bodies after the fight ends and stack them to start every fight at full source points...
Traf27 18 Oct, 2017 @ 1:17pm 
Great idea, thx
( * )  [author] 18 Oct, 2017 @ 7:33am 
Update : added "Thick of the fight".
( * )  [author] 18 Oct, 2017 @ 12:59am 
Update : corrected "Closed Circuit" name.