Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Your spellcasting modifier is the modifier for the stat that is your spellcasting stat.
Wisdom for Clerics and Druids, Charisma for Bards.
If you're multiclassed, which stat it uses would depend on which of your classes has learned the spell. Even if you're 20 Charisma level 8 Bard, and 2 Levels of Life Cleric with 10 Wisdom, but you only know Healing Word from Cleric spells, you'd be using Wisdom to cast it.
As for Feats, the Feat should explain what the chosen spell uses as a spellcasting modifier.
As for casting, spells scale of the casters stats, so a Wizard and a Cleric casting the same spell will have it scale off of Int and Wis respectively. Healing spells also scale of that same modifier, with Healing Word, for example, healing 1d4+spellcasting modifier. What probably happened with that multiclass is that your Bards Wis modifier is low, so the spell (for whatever reason) ended up trying to scale of the Clerics casting stat and dropped through the floor as a result.
the stat scaling depends on from which class they learned the spell, spells off items usually have the attribute in the examine description.
the dex save is what they roll vs your spell dc(10+ spell level+stat). it is independent of your casting stat, it is spell specific.
the thing to understand is that you dont really want or need a dedicated healer. everyone should do a little bit of their own healing via class features, SOME spells, or potions. it is more effective to maim/kill your enemies than win via attrition+healing. healing spells are better used to revive knocked down allies.
Casting modifier is +1 for every 2 stat points above 10, just like all stat modifiers.
Spellsave DC is 8 + Proficiency bonus (2 at level 1) + Spellcasting ability modifier.
If you find your party is getting too much damage in, it's better to look into armour and other equipment - that will make a bigger difference and allow you to focus on CC and attack more. Also positioning, gaining high ground, stay out of range, in shadows etc. these weigh a lot more in a fight than 4-9 healing.
Honestly, I really think the game is missing a massive tutorial. There should be one at the beginning that introduces the player to DnD rules and tactics, otherwise one can spend entire Act 1 or even Act 2 looking up stuff on google and browsing forums for tips... I completely messed up my first run and started over many times until I felt I kinda figured out how to play this game.
All you need is healing word for the most part, and maybe a cleric with prayer of healing in the very few areas in the game where you can't long-rest when needed for when you're between combat and the short rests didn't get everyone back up.
The party is often better off grouping together and tossing a healing potion on the ground and healing everyone at once rather than using a spell slot.
You get spells depending on the stats.
Spells like bane directly target the check advantage from stats. A dice is thrown to see if the target is hit by the spell.
Depending on what rules larian has decided to use since they use their own.
The one most prefer is 3.5e you get spells with wisdom as a cleric. You can't cast spells with less than 10 intelligence was removed or many times is a rule who is oversighted. Haven't encountered a single game who really follow the rulebooks.
https://bg3.wiki/wiki/Disciple_of_Life
https://bg3.wiki/wiki/Life_Domain