Divinity: Original Sin 2

Divinity: Original Sin 2

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Custom Self-Teleport Skills/Spells
So after diddle futtin' and piddle muttin' around the game once or twelve times, got to thinking. Most every skill division has at least one form of self-teleport spell, all except the magical fields.

Scoundrel has Cloak and Dagger, Warfare has Phoenix Dive, and Huntsman has Tactical Retreat. Hell, even Summoning has Planar Gateway, but that costs a source point and isn't practical for quick escape situations.

To add to that, some choice enemies in the game seem to have their very own unique enemy-specific teleport spells like Shade Shift and Void Glide.

Question with all of this is, what's the process to create my very own elemental-themed teleport spells that only cost a single AP to use, with the idea being primarily for wizards? Figured one for each respective element of magic, even make one for Necromancy.

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Showing 1-7 of 7 comments
scawsome Oct 16, 2017 @ 1:55pm 
Though I haven't seen/used it myself, when checking out game master mode it indicated that the modding tools could be used for creating new skills easily.
Let me know if this helps, I'm interested in making some skills myself but haven't had the chance to check out the modding tools.
Grungi Oct 16, 2017 @ 1:57pm 
Easiest way might be to just copy one of the other schools spells, rename it to Blink and make it 2 Aerothurge or something. Not played with the custom mod tools or anything, but that seems fairly simple.
Originally posted by scawsome:
Though I haven't seen/used it myself, when checking out game master mode it indicated that the modding tools could be used for creating new skills easily.
Let me know if this helps, I'm interested in making some skills myself but haven't had the chance to check out the modding tools.

So came back to this game and gace Game Master mode a once or twice-over, and throughout it I didn't find or see anything relating to be able to create new skills, or even edit existing ones to fit a different school or field. Thoughts?
scawsome Nov 6, 2017 @ 6:07pm 
The GM Mode didn't have any built-in tools for it, but the tutorial directs you to the external modding tools to create new skills.
scawsome Nov 11, 2017 @ 8:22pm 
Update: I have started using the modding tool, and It is shockingly easy to modify skills. It's kind of limiting, but open enough to add the elemental teleports. I'm working on a mod to add extra skills, including the elemental teleports, right now.
Trep Maul Jan 21, 2018 @ 10:36pm 
Did you ever finish it? Is it posted somewhere?
scawsome Jan 26, 2018 @ 8:28pm 
Yes, I just published it today (Thank you for reminding me)
Hopefully it works fully. If not, please tell me the issues in the comments of the mod and I will try to correct them.
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Showing 1-7 of 7 comments
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Date Posted: Oct 11, 2017 @ 9:26pm
Posts: 7