About this mod
Have you heard of the critically acclaimed MMORPG Final Fantasy XIV? With an expanded free trial which you can play through the entirety of A Realm Reborn and the award-winning Heavensward expansion up to level 60 for free with no restrictions on playtime well now you can play its famous White Mage healing job in Baldur's Gate 3!
- Requirements
- Permissions and credits
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Translations
- Mandarin
- Changelogs
Inspired by Aetherian29200's White Mage mod
Original White Mage job from Final Fantasy 14
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This is my first attempt at modding anything ever so any bugs or issues please be patient!
Apologies for any grammar errors also big shout out to Aetherian29200 for allowing me to use their mod to reference from to learn how to start making classes
- White Mage class added levels 1-12
- White Mages subclass added Secrets of the Lily adding class actions using your Life Lilies for healing and Blood Lilies for dps
- Feats every 2nd level
- Introducing Magic Points! a unique way for the White Mage to still be competitive with dps per turn!
- A cool style of builder and spender spells within BG3 generating a Life Lily every turn and spending it via subclass specific spells to generate a Blood Lily
- Reworked spells from Aetherian29200's White Mage mod Including new ones rebalanced ones and changing the spell effect for glare (just cause ffxiv is flashy)
- Deal damage as a healer basically every disc priest will wish they were you tbh
- Tuned for mods like Tactician Plus, Stronger Bosses and Enemies, Nautiloid Hard, Difficulty Plus, Lethal AI Enemies, Enemies Enhanced and more
- Fake level 13 to prevent crashing when leveling up to 12 while using a 1-20 mod just multiclass into something else for the 13th level
Feat
Holy - an aoe radiant attack spell using Magic Points to cast with scaling damage and effects
Feat
Devine Benison - a multi target spell adding temporary hp to the targets
Aero Mastery - adds Aero II and scaling Aero spells as you unlock higher spell slots all using Magic Points
Cure Mastery - adds Cure II a multi target version of Cure scaling off of Cure
Aquaveil - a multi target spell that gives a small temp hp shield and increases AC amounts scale with level
Lucid Dreaming - a free use action that instantly regenerates all your Magic Points usable once per battle
Holy Mastery - adds Holly III scaling with spell slots and adding the effect to possibly stun target hit the amount you can stun scales with spell slots at the cost of damage for max stuns
Asylum - an area spell that makes targets invulnerable and heals them per turn
Feat
Spells Select: Dia or Assize - a choice between Dia a single target spell using Magic Points to inflict a radiant damage over time status on the target scaling with spell slots or Assize an aoe spell using Magic Points to damage all enemies and heal all allies in its radius
Medica II increasing Medicas radius, heal amount and applying a concentration heal over time status to all allies within range
Feat
Regen - an aoe concentration spell applying a more intense heal over time status on allies
Feat
Unlock Level 6 Spell Slots and adds 1
Feat
Feat
Life Lily Seeds - adds Life Lily resource giving you a max of 3 Life Lilies
Blooming Life Lily - adds one Life Lily each turn of combat up to 3 total
Afflatus Solace - a single target healing spell costing one Life Lily and generating one Blood Lily
Level 4
Transcendent Afflatus - adds Blood Lily resource allowing you to generate up to a max of 3
Withered Blood - You lose all Blood Lilies after a long rest
Afflatus Misery - an aoe attack spell costing 3 Blood Lilies
Level 6
Afflatus Rapture - an aoe healing spell costing 2 Life Lilies and generating 2 Blood Lilies
Level 8
Afflatus Aero - a more intense aoe Aero spell increasing its damage costing 3 Blood Lilies
Level 11
Afflatus Luminous - a small dense beam spell dealing massive damage at the cost of 3 Life Lilies, 3 Blood Lilies and 100 Magic Points and only useable once per combat
This spell is basically my idea of adding a limit break to game essentially you just dump all your resources into one spell for massive damage (maybe over or under tuned for what it is need some feed back)
Please use Aetherian29200's mod if you would like a lower tuned white mage mod for a normal playthrough otherwise don't complain about being a god in vanilla bg3 with this mod
Most likely over tuned healing and dps without Difficulty Plus 500% or more enemy health increase and 1d15 or more damage increase for all enemies. Need feedback on this as i made this specifically for players that want an actual healer/dps in playthroughs using a mixture of the mods mentioned above. I personally like higher health pools 1000% or more added over Tactician Pluses 300% and increased all enemy damage and hit rolls to balance out levels 13-20 where you start to feel ungodly powerful which is what i tried to tune this for while keeping the ability to do high dps without insta killing everything but also needing to heal more forcing you to decide between healing or dps per turn. Adding in the idea of MP is how i decided to balance the difference between healing and dps. All dps spells aside from a few use MP aka Magic Points, Where as life cleric you get your couple of charges per short rest and then spell slots and youre forced to choose between support or mediocre dps with your spell slots. White Mage your spell slots are 90% of the time only being used to heal. Resource management is the whole point of having spell slots but imo its boring when you every dps spell isnt worth the spell slot because youll need to heal at people at some point. the idea of dpsing with MP is so you can feel useful when you dont need to heal but also not being able to just spam the high level dps spells either its tuned so you can get one maybe 2 dps spells at max MP and regen 25 mp per turn. Most high dps spells cost 55-100 so you cant pop haste and cast Glare 3 back to back and deal 150 damage to a group of targets in one turn, well you can but only once you unlock certain spells but you can only use those spells once per battle. Having this option will give you more dps while not forcing you to give up on being a healer because you ran out of spell slots using damage spells or feeling useless because you dont wanna waste a spell slot so you just spam sacred poop (flame) and end your turn. You still have to manage what and who you heal or if you choose to heal that turn at all. Any feedback on the Magic Point/Mana resource is welcome as id love to implement this with some other ideas i have for classes from WoW and DnD and just completely removing spell slots in favor of turn based regen like mana regen in most mmos.