Slay the Spire

Slay the Spire

The Spell Scribe
54 Comments
pgames-food 7 Jun @ 2:18pm 
i (think) what might be happening, is that the spell scribe cards, usually rely on a power boosting value, which dynamically modifies the values on the card, and when the "Tactics" effect tries to discard the card and play it, it somehow is losing a base value or something, but im not sure. (i posted on the MojiChimera mod page too, in case that author is still around too :o)

(only workaround i can think of currently, would be to disable to the Tactics keyword via mod options)

MojiChimera is this:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/comments/3292540074
pgames-food 7 Jun @ 2:17pm 
hi, im not sure if you are still able to update the mod at all, but i had a crash when using the Tactics keyword (from MojiChimera), and the Spell Scribe:

Mods in stacktrace:
- mojichimera (0.7.7)
Cause:
java.lang.NullPointerException
at The_Scribe.cards.Cast_Spell.theScribeCast(Cast_Spell.java:355)
at The_Scribe.cards.Cast_Spell.use(Cast_Spell.java:112)
at mojichimera.augments.rare.TacticsMod$1.update(TacticsMod.java:38)
at com.megacrit.cardcrawl.actions.GameActionManager.update(GameActionManager.java:179)
at com.megacrit.cardcrawl.rooms.AbstractRoom.update(AbstractRoom.java:325)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.update(AbstractDungeon.java:2532)
at com.megacrit.cardcrawl.core.CardCrawlGame.update(CardCrawlGame.java:876)
at com.megacrit.cardcrawl.core.CardCrawlGame.render(CardCrawlGame.java:423)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126)
AvangionQ 14 Nov, 2023 @ 12:03pm 
Slio9 livestreamed your mod:
https://www.youtube.com/watch?v=n7x2aBy13qU&ab_channel=Slio9

This mod is the definition of "Wait wait, let him cook"
BeepBoop 15 Sep, 2023 @ 5:37pm 
kind of op it seems like but super fun!
pgames-food 24 Feb, 2023 @ 10:43pm 
this mod is lots of fun, and it also works with other characters too, especially good in endless infinite spire, where the big bosses have millions of hp :)

for example (a packmaster run with a relic that unlocks another character - cunning disguise i think, which looks like a big nose and glasses) :) so i picked the spell scribe = really good :)
(all i need now is a way to increase my ascension level mid-game, to make them tougher as i can get through them at 5mill hp so far)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2934478658
Solaris 19 Nov, 2022 @ 10:49am 
looks good, still can't pas elite at A20
Mirli 25 Jul, 2022 @ 4:06am 
Discovered this mod through Aspiration, and I'm very much enjoying it. He can get pretty nutty at times, but it's still entertaining as heck.
<size=15> Egotistical 11 Jan, 2022 @ 6:43pm 
Very fun, love playing it, albeit a little OP, some cards are 100% overtuned (frantic search I would take as a rare card, but only un-upgraded as the upgrade is worse) some feel like they are missing a line (overexert should either exhaust or have some downside) despite this definitely a relatively well thought out character as it has multiple clear archtypes that can still work well together, although spellstone exhuast is generally more powerful due to frantic, divination, overexert, savvy lightning and other cards that just kinda make them free.

IDK how to rate things but it is a very fun character that I keep on my modlist.
Zu 30 Oct, 2021 @ 9:54am 
How did this fly under my radar for so long? The core mechanic of stitching together custom cards on the go is super fun. Idk why scrolls need to go through the whole purge and recreate shebang each turn but whatever.
Your_souL 27 Oct, 2021 @ 12:49am 
What a wonderful mod! Concept of Cast blew up my mind Thank you very much for it.

I was so impressed even after one run... so I'm making RUS localization right now =) 50% of cards are already done but keywords are stopping me.

If someone of developers is online, may you rewrite keywords to a .json file instead of hardcoding it in ScribeMod.class, please?
Blubman7 14 Sep, 2021 @ 9:50pm 
I don't know why but this character plays the most like the original characters and I can totally see it being the 4th character instead of watcher. By far my favorite mod.
RedeemerBlood 24 Dec, 2020 @ 12:56pm 
Seems pretty buggy and from my initial runs he is fairly weak. He has so many negatives on his cards. Just died to the Slime Boss which is the first time ever for me that i can recall. IDK maybe I was just offered bad cards cause there are ppl saying he's OP I sure didn't see that though.
PudgyElderGod 6 Jul, 2020 @ 5:37am 
Thank you for the update! This weird lad is my absolute favourite character.
Left Click  [author] 7 Jun, 2020 @ 2:23am 
Change of mind, here's a 2.0.0 update. Kthnxbye and sorry for making y'all wait so long
Left Click  [author] 22 May, 2020 @ 6:34am 
I am currently (very slowly) working on a version 2 of this mod, which will overhaul some (or a lot, or all) of the mechanics. As you can judge by my reluctance to state exactly how much I will be changing, its still in the very early WIP stages. Sorry!
Nanako 22 May, 2020 @ 2:25am 
an amazingly fun mod, but unfortunately too buggy to continue using

I came here to comment about bugs, but it sounds like the author has abandoned it :(
Left Click  [author] 14 Jan, 2020 @ 8:12pm 
None of my mods have been made 2.0.0 compatible as of this moment
turretboi 14 Jan, 2020 @ 2:38pm 
Is this still compatable with 2.0.0?
splitmoon4031 5 Nov, 2019 @ 2:45am 
The class is very fun! However, it feels a bit too strong, specifically due to the sheer amount of multiplier you are able to accrue in such a short amount of time. I think that multipliers should be given in increments of +/- 10% as opposed to 25%.
Celepito 1 Jul, 2019 @ 6:03am 
May I add a little suggstion for the art of the sprite itself? You already have the helmet, why not go all out armored mage? That isnt seen often, and a (I would hope, I am not an artist) simple way to do that would be to colour the hands the same as the helmet and add lines where the joints are. It is just an idea though, if you dont like it, its fine too. Just thought I would throw out my opinion.

Otherwise, love the class. I still need to figure it out properly though. I got to the heart in my last run, but didnt manage to defeat it. Kepp up the good work.
Mom 13 May, 2019 @ 11:10pm 
Unsubbed from this mod a few months ago because I didn't like it all. I'm happy to say that the mod has improved immensely since then, and I now enjoy it quite a bit.
DontTakeMyKidneys 6 May, 2019 @ 8:22pm 
I've logged 150+ hrs of Spell Scribe and I wanted to make sure I left some form of testimonial to try to sway more people towards it. Some things of note I've done with the class include:

1. Bottled Soul on Absolute Zero into infinite turns.

2. 200k temphp and 66k thorns in a single turn.

3. Generated 500 energy/turn with 8 Escalations.

4. Channeled 500 energy into Crystal Shield every turn until The Lord of Annihilation died to thorn damage.

5. Exhausted my whole deck and OTK'd end boss with Black Hole, Unceasing Top, and spellstones.

6. Gave everything 600 intangible with 2 Scroll of Shadows and a Spectral Scroll.

7. Made a 23k damage to all enemies spell in one turn.

The class has some high ceilings but the balancing act of building your spell/setting up your combo and generating defense can definitely rein it in. It's a class that involves a decent amount of thinking, especially with order, but is very gratifying to win with. Easily my favorite Slay the Spire class.
ComingVirus  [author] 27 Apr, 2019 @ 11:32am 
@ILovePancake
Building off of what Left Click said, the Big Spell archetype can absolutely seem unfair in the right circumstances, and a lot of that has to do with the big numbers the archetype is capable of. All of that being said, it has two balancing factors:

1. It has a very berserker-esque and single target playstyle. Outside of certain area of effect and defensive cards, you often struggle immensely in multi-enemy room combats, chipping you down until you reach the boss. The most common death I've seen is against the Darklings on floor 3.

2. It's very one and done. With a lot of the key pieces exhausting, doing the math and making absolutely certain that you get the kill is extremely important.

Oftentimes the combination of these two factors result in you being forced to fire off your spell a turn or two before it's ready to ensure that you don't die immediately, and in such cases you have to pray that you have enough left over to finish the job.
Left Click  [author] 27 Apr, 2019 @ 10:58am 
@ILovePancake
Thank you for taking the time to try out our mod! The "Big Spell" Character Archetype has a tendency to be able to one-shot a lot of things. However, the challenge in this archetype is surviving until you get to unleash your big spell. I think that it is a fair trade off. Either face tank a lot of damage this turn, to be able to potentially obliterate the enemy next turn, or play a bunch of block cards, and make no progress towards your ultimate sure-kill spell that shoots a thousand lightning bolts in 324 different directions.

Currently Escalation works with anything that gives spell effects. This includes Spellstones and Capacitance Scroll. This may be changed in the future.
Aslatera 27 Apr, 2019 @ 9:34am 
This character is both an interesting concept and fun to play, but in the one play I did with it, it fundamentally broke the game and one shot the stage 3 boss. I don't know if spell stones are supposed to interact with escalation the way that they do currently. I also don't know if escalation is meant to act with Capacitance Scroll the way it currently does either. Both feel a little too good for the costs. Forked bolt with focusing bolt is fun, though. I look forward to updates in the future.
quidest 8 Apr, 2019 @ 7:03pm 
Thanks for the awesome mod, and keep up the amazing work!
quidest 8 Apr, 2019 @ 7:01pm 
Ah, I see. Thank you! It felt like it handed that to the player a little too easily, but that's partly because I lucked out on the two copies.
ComingVirus  [author] 6 Apr, 2019 @ 11:30pm 
@quidest This is an intentional interaction. Something we seeded in there to give the class a clear cut infinite similar to what a class like the Ironclad gets.
quidest 6 Apr, 2019 @ 8:22pm 
You can do an arbitrarily large combo with two copies of Scroll of Shadows in your deck. Once the first is out, playing the second as the first card of any subsequent turn lets you play an arbitrary number of free copies. Any tuns after that, you'll be able to play that many copies of any power.
Joan 18 Mar, 2019 @ 3:47am 
Really fun mod magic missiles looks great cant wait for the final version
Truck Ducker 1 Mar, 2019 @ 7:19am 
Really cool mod. I love trying out new characters, and find this one very interesting. And the animation on magic missile is awesome! I would love to see a magic missile based relic, and hopefully a few late game spell modifiers other than the extra casts and % boosts. As cool as it is to get your expiring boost going, without a couple energy relics, the class feels a bit weak/unreliable end game. I keep playing though!
Cat Pondering At Yarn (mogging) 24 Feb, 2019 @ 9:45pm 
All I can say is thank you for not having a modded character thats fastly levitating as a player model. That shit is in extreme poor taste and always ruins the appearance of the mod.
LT2483 9 Feb, 2019 @ 8:09pm 
Wow. Just played a round with this, and had loads of fun. If feels good trying to balance stacking up a devastating spell and defending yourself from attacks. Can't wait for some more cards so there can be a bit more variety!
Left Click  [author] 8 Feb, 2019 @ 6:11am 
@spyke2009

I agree that currently arcane barrier is a bit odd, as it's the only card that follows the theme of negative backlash from a powerful spell. More cards are being added that follow this theme (see overcharge that was just added for reference) so it will seem less odd with time. It may also face a rework following some discussion. However I disagree that the Spell Scribe needs more 0 cost cards. 0 cost cards need to be immediate things. Not meant for spell effects or spell modifiers as they then become easy to play and stack up. As such, 0 cost cards require careful tweaking and balancing, something which I am horrendously bad at.

If 0 cost cards are to be added, it will be at the discretion of @ComingVirus who has been helping me balance, tweak, and rework the cards. If you wish to help in the development process of this character, contact me on discord at crazybrain#4982
spyke2009 7 Feb, 2019 @ 5:50pm 
Sorry friendo I wasn't very constructive there. What I mean is that the lack of at least small baseline effects for the cards leaves you with a lot of dead cards and a very hobbsean choice between using up the spell effects you're probably trying to stack (which is very fun as a mechanic) and surviving/dealing damage that turn.

Look at it this way, some cards give you a small amount of block AND stacks a similar effect on you to be used by other cards. This is GREAT (although arcane barrier stacking neg spell efficiency is odd as a "unique" starter card that does nothing else on it's own) On the other hand if the effects are too small then it seems that what hasn't been taken into account is that in terms of resources.

In short, needs more 0 cost cards. Because the turn it takes up is considered part of the cost.


Left Click  [author] 5 Feb, 2019 @ 11:07pm 
@spyke2009
@SpaceScrew

Thank you for the feedback! I will take these points into consideration.
spyke2009 5 Feb, 2019 @ 2:31pm 
Love the concept, but it gets too little bang for it's buck in regards it's cards and costs, on one hand you can set up amazing thorns retaliation, on the other you're usually dead from the pointless cards that offer you nothing straight up. The deck is fun but it's the definition of "situational jankiness"
SpaceScrew 2 Feb, 2019 @ 12:07am 
played several run with this mod
It has cool concept I enjoyed very much.
but damage preventing cards like ghost realm,thwack makes play somewhat tedious.
and IMHO spell damage card or debuff card have too low value
makes split(especially upgraded split) almost essential.
and seems split have too much value ( 150% -> 225% if upgraded)
Left Click  [author] 1 Feb, 2019 @ 6:03am 
@Banjo the Brave
Thank you for the feedback!
Thwack is currently slightly overpowered in being able to intterupt an enemy and get in 10 free damage. Lightning Bolt WAS a better thunder. Now fixed so that they do equal amounts of damage before spell modifiers. I do not currently have a card called concentrate, but it appears that you are asking about Clarity? It is meant to be used with either split or manablast to get extra energy. If you meant meditate, there are plans to change that as well, as it currently feels too clunky to play alone.
Banjo 1 Feb, 2019 @ 5:30am 
So far I think Thwack is just broken. You can just lock down a single enemy incredibly easy. Is there a way to limit the amount of times they can be stunned?
Also, Lighting Bolt seems to be a better thunder? Am I missing something? Concentrate just seems super weak. Are you supposed to build a spell over multiple turns?
Left Click  [author] 1 Feb, 2019 @ 2:35am 
Beta card art has been added, May make a small update later today with possibly 1 or 2 more cards
DuckAndCower 31 Jan, 2019 @ 4:46pm 
I find it to be unplayable with the same image on every card. It's just too see what's going on in your hand at a glance. I don't mind if the art is awful, but it really could use placeholders soon.
ziroGreen 31 Jan, 2019 @ 8:29am 
@Left Click thanks very much cant wait to see it
Left Click  [author] 31 Jan, 2019 @ 8:08am 
@ziroGreen
I may update with better placeholder card art soon
ziroGreen 31 Jan, 2019 @ 8:07am 
i love the charcater, will there be a update to the card art
Left Click  [author] 31 Jan, 2019 @ 7:35am 
@Andeh
Fixed!
Rainy 31 Jan, 2019 @ 6:56am 
Edit: And then I used it again on a later turn after casting my spell, I had no modifiers but it did a bunch of damage? I don't know, man.
Rainy 31 Jan, 2019 @ 6:54am 
I just used magic missile with three spell effects, it completed the animation with three little missiles but did no damage. Not zero damage or anything, it just literally didn't apply damage at all. I was fighting a Louse, if that helps, and it was using a Buff action. My spell buffs were modifier, weak and thunder.
Hörnchen 31 Jan, 2019 @ 3:52am 
Ok, I will show in some days again on it, thanks for the very fast feedback :steamhappy:
Left Click  [author] 31 Jan, 2019 @ 3:47am 
@Hörnchen
The mod is currently a WIP. Art is on my todo list but I am more concerned with adding cards at the moment. Thank you for the feedback!