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https://mightandmagic.fandom.com/wiki/Irresistible_Magic
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That just sounds like resistance nullification, which is pretty bland outright and would just contribute to damage bloat, which the game already has a ridiculous amount of. I could see maybe adding it in with some restrictions, specifically for high resistance targets (making sure they have a specific resist high enough for it), but to me it sounds like it might get overly complicated for what is otherwise just a damage steroid... I don't really see much of a value add mechanic wise.
https://www.reddit.com/r/DivinityOriginalSin/comments/1c7euta/mod_request_alchemy_custom_spell_school_attribute/
As an aside, though this should prolly be optional, have paladins who have detect undead ignore veiled undead while also having a way to counter detect undead.
It does 180 on a skill where another good unique does 70. And it doesn't even really work within the mod, since Crusader Strike (150) and Wrath (180) do MORE damage than Holy Lance (110). With a "regular" unique its 70/80/100, so much more balanced out.
2. I get it, I'm sort of down to leave it as it is, but not being able to have Fane as a companion is a little weird. First of all, yes he's undead, but he's am Eternal, it's a bit different from your regular undead. Second of all, it's not like you can't have him and help him and everything, it's JUST when you have to re-recruit him that you break your Oath. Not game breaking, just a little annoying.