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MoreSpellSlots
Equip more than 4 spells. Extra spell shops appear after the last normal one, and the spell bar grows to fit. The host's settings apply to everyone.MoreSpellSlots
Equip more spells than the game normally allows.
- Extra spell shops. After the last normal spell shop, you get another "pick a new spell" shop every few party levels, once for each extra slot.
- A bigger spell bar. The bar at the bottom of the screen gets the extra slots, re-centred and shrunk a little if the row gets wide. Each empty slot shows the level its spell shop arrives at, the same way the normal slots do.
- Multiplayer. The host's settings apply to everyone for that run. Every player should have the mod, because each player's own game decides which shop they get.
Extra spells cast like any other spell. They can be upgraded and infused too.
Catching up on spells
A spell shop only opens at the exact level it belongs to, so jumping past that level skips it. That happens when RunSaves restores a run at a high level, or when a new player joins a restored run. The host checks every few seconds: anyone with fewer spells than the party level has earned gets a spell shop that only they can pick from. Everyone else sees "waiting for other players".
Config (girthy_mods.MoreSpellSlots.cfg)
| Setting | Default | What it does |
|---|---|---|
Enabled |
true |
Turns the extra slots on or off. |
ExtraSlots |
2 |
How many spells you can have on top of the normal 4 (0–6). |
LevelsBetweenExtraSpells |
6 |
Party levels between each extra spell shop. |
FirstExtraSpellLevel |
0 |
The party level of the first extra spell shop. 0 means the last normal spell level plus LevelsBetweenExtraSpells. |
Notes
- With the defaults, the extra shops arrive 6 and 12 levels after the last normal spell shop.
- Runs with a modifier that removes spell slots are left as the game makes them (no extra slots), so that challenge stays intact.
- Works with RunSaves: a restored run puts back all of your spells.