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[Mod] Faiths of Faerûn Kitpack v0.5c (Ready for testing)

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  • RequiemRequiem Member Posts: 187
    Just to let people know, I will have a new release ready for tomorrow which addresses a number of issues such as dual classing and spell issues (e.g. cause disease not working properly), and provides a new and greatly improved readme / information file for those who want to know more about the mod before downloading it.
  • RequiemRequiem Member Posts: 187
    edited April 2013
    Ok, new version is up.

    Also, as requested, a new and vastly improved source of information about the mod including descriptions of the contents and all of the kit scan be found here:

    Readme File

    This website is now going to serve as the readme file for the near future too (a shortcut to the site is included in the download).

    As always, let myself or Mordeus know about any bugs you find

    N.b. We are still working on Anyspell and Imbue with Spell Ability
  • MordeusMordeus Member Posts: 460
    I'm wondering if we can edit the states.bam file, the one that houses the small status icons. Because we could extend it to represent the new spells, so you'll know if it is still active or not.
  • LuigirulesLuigirules Member Posts: 419
    That readme is awesome. Good job guys!

    But just a suggestion. Maybe it would be useful to include on that page all the the new spells and abilities you've added?
  • RequiemRequiem Member Posts: 187
    @luigirules They will get added at some point, was a bit readme'd out after all of that stuff.
  • DarkersunDarkersun Member Posts: 398
    @Requiem, will you include the kits from you kitpack ?
    I assume that the kitpackwill not work with this mod, because of the cleric kitpacks ?
    Or will the kitpack not be used at all ?

    The work you two have doen till know is awesome.
  • JaeldynJaeldyn Member Posts: 49
    edited April 2013
    I've been wondering but how does the Sibylite of Savras' All-Seeing Crystal Ball works ? I've cast the spell, put the gem in the quick item slots, tried using it, clicking on pretty much everything in my vision field, but nothing happened. No animations, nothing. What was the spell supposed to do ? Open a menu to give you access to diverse divination spells ?
    And what does the Selune Moonfire spell does too ?
    The Glitterbright of Garl Glittergold appears as if wearing a cloak of displacement, does it mean they gain it's benefit or does it only give them the annoying appearence ?

    And lastly, unlike what the readme says, it looks like the Necrophant of Velsharoon does not gain the Wraithform spell as a castable level 7 spell. It has something like Changestaff (I'm not sure he was meant to have this one)
    Post edited by Jaeldyn on
  • RequiemRequiem Member Posts: 187
    edited April 2013
    @Darkersun it's possible, but it seems unlikely. Those kits I made were more personal preference than true to d&d. I may continue with it at some point, but for the near future it's likely to remain as it is.

    @Jaeldyn I've just now uploaded v0.5a which has a correctly implemented crystal ball. Selune's moonfire creates random items or grants randaom innate abilities. Glitterbrights gain the bonuses as well as the appearance.

    The necrophant gains wraithform at character level 7, currently there are too many spells to display in level 3 so you cant see it, however I will look into changing this soon, I will have to consider which spells the necrophant should lose instead.
  • JaeldynJaeldyn Member Posts: 49
    edited April 2013
    Perhaps losing the Hold Animal spell, since they get the Hold Undead from the mage spell list anyway, or the Continual Darkness spell.
    If I recall correctly, the Necrophant of Velsharoon has access to the Major Spheres of All, creation, healing, necromantic, protection, summoning, time, wards.
    So I think the spells you could remove while remaning lore friendly would be one of these two.
    Though in the end, the choice is yours.

    Also, @Requiem Small typo in the version 0.5, for the Dance of the Unicorn: indentically (Identically?)
    And again, in the version 0.5, the Priest of Lathander has both the Shield of Lathander and Greater shield of Lathander as level 5 spells.
    I have yet to try the version 0.5a, but i'll check it tomorrow :)
  • ArdanisArdanis Member Posts: 1,736
    edited April 2013
    Mordeus said:

    I'm wondering if we can edit the states.bam file, the one that houses the small status icons. Because we could extend it to represent the new spells, so you'll know if it is still active or not.

    You cannot, unless you're willing to face unresolvable incompatibility issues with Refinements mod, and eventual Kit Revisions and Spell Revisions v4. That is to say, I don't think it would be advisable to install both SR/KR and FoFK, so you'll probably be fine for the most part.

    I've requested an extension to portrait icons' BAMs in ToBEx forum, the same can be done for BGEE.


    PS Is it not mentioned anywhere, but your armor component doesn't seem to be compatible with the respective IR's components too, not just Refinements and FPPS.
  • MordeusMordeus Member Posts: 460
    We're going to ditch the Specialist Mages from the Optional Rules. For interface reasons but also that they aren't very developed in comparison to the original 8.

    Instead we'll expand the 8 specialists as they are. And then add extra mage kits under the Sorcerer heading. So that would be kits like the Incantatrix, Elven Dualist, Wychlaran, Red Wizard, Wu Jen, Spellsinger and Shadow Walker.

    The Elementalist, Dimensionalist, Mentalist, Shadow Mage, Song Mage, Alchemist, Artificer, Geometer, Necromancer specialists, etc will be overlooked.

    I've tabled the level 1-5 spells shown in the Wizard Spell Compendium (the definitive collection of 2ed spells) with basic summaries of what they do. Spells that are bolded are always in the game, Spells with a strike through them do not appear in 2ed material and Spells with a number attached to them are restricted to certain specialists only. This isn't all the spells available, just ones I saw that seemed doable.

    https://docs.google.com/spreadsheet/ccc?key=0AgxUZXZbu5bpdHpuOUcxc3AzYzNENWR3amVlM3g2VEE&usp=sharing

    Out of the viable spells, there are unique spells for each specialist except for the Transmuter and the Invoker. So if you pick the Abjurer, you'll some unique protective magic, if you pick the Diviner you get access to Find Traps, Necromancers get some dark magic, etc... We just need to pick extra spells to compliment certain deficiencies.
  • MordeusMordeus Member Posts: 460
    edited April 2013
    We are going to have to be resourceful with the Arcane Spells, what needs to be discussed first are the 15 spells that I cannot find 2ed source material for. Some are created specifically for the game itself and will have to be added because of how vital they are, but some could be replaced with p&p versions.

    - Protection From Petrification (1st) could be replaced with Protection From Petrification 10' Radius (5th).
    - Larloch's Minor Drain (1st) could be replaced with Ghelkyn's Wounding (4th).
    - Resist Fear (2nd) could be replaced with the Divine spell Cloak of Bravery (4th)
    - Horror (2nd) could be replaced by Scare (2nd), Drenal's Annoying Poke (2nd) or Fear (4th).
    - Remove Magic (3rd) could be morphed in with Dispel Magic instead of being separated as a completely different spell.
    - Minor Spell Deflection (3rd) could be replaced by Reflection (5th).
    - Teleportation Field (4th) could be replaced with Mass Teleport (7th)
    - Spider Spawn (4th) is a Drow only spell.
    - Sunfire (5th) could be replaced with Sunburst (3rd)
    - Minor Sequencer (4th) could be replaced by Magic Staff (5th), Presper's Double Wizardry (8th), Jonstal's Double Wizardry (5th)

    - Spell Thrust (3rd), Secret Word (4th) & Breach (5th). These three spells don't have clear counterparts, there's a spell Pierce Magic Resistance (5th) that allows a single spell to pass through defenses but there's spells like Dispel Enchantment (8th) that is a stronger form of Dispel Magic.

    - Farsight (4th) & Oracle (5th). These are new game specific spells.


    So I think we can keep Larloch's Minor Drain, Farsight & Oracle. The rest will have to be discussed.

    ---

    Also I wonder if we can rework the Find Familiar spell. In P&P rules there are no alignment restrictions, instead a random familiar comes to you. Necromancers are barred from the level 1 spell, as they have a level 2 version that grants them Necromancer styled familiars like imps or quasits. The Familiar also levels up and gets new powers assigned randomly.

    I don't think we can use the pre-existing opcode but could we recreate it using the summon monster opcode, just have the monster permanently summoned. Then apply a restriction that when casting Find Familiar it first runs a remove script, removing the current instance of the familiar.
  • MordeusMordeus Member Posts: 460
    edited April 2013
    Here's a rough list of the 8 main school spells-lists. Some are missing because we might use them as exclusives for kits like the Meta-Mage. I've tried to apply a rule that each level must have 3 spells for each school but it is impossible for schools like Divination and level 1 Abjuration.

    Divination

    Level 1:
    - Identify
    - Infravision (Supposed to be Alteration level 3)

    Level 2:
    - Detect Invisibility
    - Know Alignment
    - Detect Evil

    Level 3:
    - Clairvoyance
    - Find Traps (Diviner Exclusive)
    - Detect Illusion

    Level 4:
    - Farsight
    - Ultravision (Supposed to be Alteration level 4, improved form of Infravision)

    Level 5:
    - Oracle


    Enchantment/Charm

    Level 1:
    - Charm Person
    - Friends
    - Sleep

    Level 2:
    - Ray of Enfeeblement
    - Drenal's Annoying Poke (Has a 50/50 chance of inflicting panic or rage)
    - Scare (Creatures of less than 6HD collapse in fear with a -1 reduction to attack rolls and saving throws)

    Level 3:
    - Hold Person
    - Dire Charm
    - Minor Malison (Half the effect of Greater Malison)
    - Bewilder (Target forgets current action)(Enchanter Exclusive)

    Level 4:
    - Greater Malison
    - Emotion (Same as Divine version)
    - Confusion
    - Enchanted Weapon

    Level 5:
    - Chaos
    - Domination
    - Hold Monster
    - Feeblemind


    Abjuration

    Level 1:
    - Protection from Evil

    Level 2:
    - Protection from Paralysis
    - Protection from Poison
    - Forcewave (Pushes target 100ft away from caster)

    Level 3:
    - Dispel Magic/Remove Magic (Combined)
    - Protection from Cold
    - Protection from Fire
    - Protection from Normal Missiles
    - Non-Detection
    - Protection from Evil 10 Radius
    - Protection from Normal Weapons

    Level 4:
    - Protection from Magical Weapons
    - Protection from Traps 5' Radius
    - Minor Globe of Invulnerability
    - Minor Spell Turning
    - Protection from Electricity
    - Remove Curse

    Level 5:
    - Protection from Petrification 10 Radius (Abjurer Exclusive)
    - Protection from Acid
    - Spell Immunity
    - Spell Shield
    - Invulnerability to Normal Weapons


    Alteration

    Level 1:
    - Burning Hands
    - Shocking Grasp
    - Color Spray

    Level 2:
    - Knock
    - Vocalize
    - Strength
    - Cat's Grace (Dexterity form of "Strength")
    - Drawmij's Adventurer's Luck (Renamed "Luck" spell)

    Level 3:
    - Alacrity (Weaker form of "Improved Alacrity")
    - Haste
    - Slow

    Level 4:
    - Stoneskin
    - Polymorph Other
    - Polymorph Self
    - Otiluke's Resilient Sphere
    - Wizard Eye
    - Dimension Door
    - Tenser's Flaming Blade (Summons a blade of fire or ice)
    - Tenser's Master of Arms (Temporarily improves one weapon proficiency)

    Level 5:
    - Lower Resistance
    - Pierce Magic Resistance (Temporarily allows a spell to pierce any creature with high Magic Resistance)
    - Rapid Reflexive Response (Catches projectiles and occasionally bounces them back)


    Conjuration

    Level 1:
    - Armor
    - Find Familiar
    - Grease

    Level 2:
    - Glitterdust
    - Melf's Acid Arrow
    - Power Word Sleep (Conjurer Exclusive)

    Level 3:
    - Flame Arrow
    - Ghost Armor
    - Monster Summoning I

    Level 4:
    - Monster Summoning II
    - Conjure Elemental-Kin (Summons non-elementals from the elemental planes)
    - Evard's Black Tentacles (Summons a group of tentacles that hold and damage)

    Level 5:
    - Conjure Elemental (Summons a air, fire, earth or water elemental)
    - Monster Summoning III
    - Mordenkainen's Faithful Phantom Defenders (Summons an infantry set from 5 to defend the caster)


    Illusion/Phantasm

    Level 1:
    - Spook
    - Chromatic Orb (Moved here due to the Wizard Compendium's rule. Caster can choose orb's colour.)
    - Reflected Image

    Level 2:
    - Blindness
    - Deafness
    - Invisibility
    - Mirror Image
    - Blur

    Level 3:
    - Invisibility 10 Radius
    - Wraithform
    - Paralyzation (Illusionist Exclusive)

    Level 4:
    - Fear (Same effect as Horror)
    - Improved Invisibility
    - Shadow Monsters (Summons monsters made of shadow)

    Level 5:
    - Shadow Door
    - Shadow Magic (Summons an invocation spell of level 3 or less but slightly weaker)
    - Demishadow Monsters (Summons stronger monsters made of shadow)


    Invocation/Evocation

    Level 1:
    - Magic Missile
    - Shield
    - Gauntlet (Creates a fist weapon that can acts like a +4 magical weapon)

    Level 2:
    - Agannazar's Scorcher
    - Stinking Cloud
    - Web

    Level 3:
    - Sunburst (An undead damaging spell that blinds living targets)
    - Lightning Bolt
    - Fireball
    - Melf's Minute Meteors
    - Zala's Forcebuckler (Summons a +2 shield that sometimes rebounds spells)

    Level 4:
    - Fireshield (Blue and Red versions combined)
    - Lightning Shield (Acid and Electricity version of Fireshield)
    - Ice Storm

    Level 5:
    - Cone of Cold
    - Cloudkill
    - Shroud of Flame (Protects the caster in fire, those who touch him become immolated)


    Necromancy

    Level 1:
    - Chill Touch
    - Ray of Fatigue (Raises the fatigue level of a creature)
    - Larloch's Minor Drain

    Level 2:
    - Ghoul Touch
    - Choke (Damage with -2 penalty to attack roll)
    - Find Necromancer's Familiar (Necromancer's Exclusive)

    Level 3:
    - Vampiric Touch
    - Hold Undead
    - Ray of Paralysis (Cause paralysis in target)
    - Skulltrap
    - Spirit Armor

    Level 4:
    - Contagion
    - Enervation (Drains target's level)
    - Disrupt Undead (Can destroy an undead of certain Hit Dice)

    Level 5:
    - Animate Dead
    - Grimwald's Graymantle (Restorative spells and effects are forbidden on the target)
    - Thunguul's Preservation (Stores a portion of the caster's hit points to be used in an emergency)


    So each specialist gets one unique spell except for the Transmuter or Invoker, although we can pick one for them that would have been originally suited for the Force Mage or Alchemist. Since the Invoker now covers Force Mage territory and the Transmuter covers Alchemist/Artificer territory.

    If we go by the p&p school restrictions for specialists then we have the following spell totals.

    Diviner - 120
    Conjurer - 107
    Invoker - 102
    Enchanter & Necromancer- 101
    Transmuter - 96
    Abjurer - 86
    Illusionist - 81

    Incantatrix - At least 70 (Not including Spells from the School of Incantation)
    Wu Jen - At least 21 (Not including Oriental Magic)

    Aluakkar - 44
    Encikkar - 35
    Nelluonkkar - 34
    Dijakkar - 26

    This evens out when you apply the Optional Rules bonuses to each Specialist.


    On top of the ability to memorize one extra spell per spell level, a +1 saving throw bonus against their school of magic, the infliction of a -1 saving throw penalty to their enemies and the +15% memorization bonus for their chosen school with a -15% memorization to memorize other spells.... they get the following.

    Abjurer at level 8 gains +1 saving throw vs paralyzation, poison and death magic. At level 11 has his AC improved by 1. At level 14 they gain immunity against Hold spells.

    Conjurers at level 14 gains the ability to dispel monsters created via monster summoning for three times per day.

    Diviners at level 11 can cast Find Traps three times per day.

    Enchanters at level 11 can cast an action spell on a creature that emulates the free action effect. At level 14 they become immune to the charm spell.

    Illusionists at level 8 gain a +1 bonus to saving throws vs illusion spells.

    Invokers at level 8 gain a +1 bonus to saving throws vs invocation spells. And another +1 bonus at level 11. At level 14 they gain immunity to one invocation spell of of 3rd level or lower.

    Necromancers at level 8 gain a +1 bonus to saving throws vs necromancy spells. At level 14 they gain partial resistance to strength drain, paralyzation and other undead effects.

    Transmuters at level 8 gain a +1 bonus to saving throws vs alteration spells. And another +1 bonus at level 11.
    Post edited by Mordeus on
  • SpaceInvaderSpaceInvader Member Posts: 2,125
    Can you please make it a separate component from the Cleric kits?
    Because I'm not sure I want to lose all those arcane spells ;p
  • MordeusMordeus Member Posts: 460
    edited April 2013

    Can you please make it a separate component from the Cleric kits?
    Because I'm not sure I want to lose all those arcane spells ;p

    Yeah it will be separate. But you're not really losing the arcane spell with this component but rather getting them to how they were originally designed in pen and paper d&d. When we get to adding the second half of the mage expansion you'll end up with 50-100 more spells than you did before.

    ---

    I'm going to go ahead and map out the possible spells for the new mage kits. These will be available through the Sorcerer menu.

    - Incantatrix (Meta-Mage from Cult of the Dragon)
    - Chronomancer (Time Mage from the Chronomancer supplement)
    - Wu Jen (Oriental Elementalist from Oriental Adventures)
    - Red Wizard (Specialist from Thay from Spellbound supplement)
    - Wychlaran (Witch magic user from Spellbound supplement)
    - Sha'ir (Genie Sorcerer from Arabian Adventures)
    - Spellsinger (Song Mage/Bard from Wizards and Rogues of the Realms)
    - Shadow Walker (Shadow Mage/Thief from Wizards and Rogues of the Realms)

    Then we have the following kits that use the new Arcane spell-lists but are found elsewhere.
    - Ninja (Arcane Assassin. Found within the Thief kit menu, from the Complete Ninja's Handbook.)
    - Paramander (Arcane Paladin. Found within the Paladin menu, from the Wizard Spell Compendium)
    - Harper (Arcane Ranger. Found within the Ranger menu, from Warriors and Priests of the Realms)

    I think that's all the viable arcane spell users from 2ed. I may have missed a couple, so if anyone knows of them, then feel free to post them.
    Post edited by Mordeus on
  • MordeusMordeus Member Posts: 460
    edited April 2013
    Here are the 2ed rules I could find on each kit. Certain kits are in need of some tweaking, particularly the Wychlaran.

    Abjurer

    - Must be human
    - Must have a minimum of 15 Wis
    - Cannot cast spells from Alteration and Illusion
    - May memorize one additional spell per spell level
    - Gains a +1 bonus to saving throws vs abjuration
    - Recieves a +15% bonus when learning spells from their school
    - Suffers a -15% penalty when learning spells outside their school
    - Upon leveling, the specialist automatically gains one spell of his school to his spell book
    - At level 8, the abjurer gains a +1 bonus to saving throws vs paralyzation, poison and death magic.
    - At level 11, the abjurer's base Armor Class is improved by 1
    - At level 14, gains immunity to all forms of hold spells

    Conjurer

    - Must be human or half-elf
    - Must have a minimum of 15 Con
    - Cannot cast spells from Divination and Invocation/Evocation
    - May memorize one additional spell per spell level
    - Gains a +1 bonus to saving throws vs conjuration/summoning
    - Recieves a +15% bonus when learning spells from their school
    - Suffers a -15% penalty when learning spells outside their school
    - Upon leveling, the specialist automatically gains one spell of his school to his spell book
    - At level 14, the conjurer may banish a summoned creature three times a day

    Diviner

    - Must be human, half-elf or elf
    - Must have a minimum of 16 Wis
    - Cannot cast spells from Conjuration/Summoning
    - May memorize one additional spell per spell level
    - Gains a +1 bonus to saving throws vs divination
    - Recieves a +15% bonus when learning spells from their school
    - Suffers a -15% penalty when learning spells outside their school
    - Upon leveling, the specialist automatically gains one spell of his school to his spell book
    - At level 11, the diviner gains the ability to use Find Traps three times a day

    Enchanter

    - Must be human, half-elf or elf
    - Must have a minimum of 16 Cha
    - Cannot cast spells from Invocation/Evocation or Necromancy
    - May memorize one additional spell per spell level
    - Gains a +1 bonus to saving throws vs enchantment/charm
    - Recieves a +15% bonus when learning spells from their school
    - Suffers a -15% penalty when learning spells outside their school
    - Upon leveling, the specialist automatically gains one spell of his school to his spell book
    - At level 11, the enchanter may bestow the free action effect once per day
    - At level 14, the enchanter becomes immune to all forms of the Charm spell.

    Illusionist

    - Must be human or gnome
    - Must have a minimum of 16 Dex
    - Cannot cast spells from Necromancy, Invocation/Evocation or Abjuration
    - May memorize one additional spell per spell level
    - Gains a +1 bonus to saving throws vs illusion/phantasm
    - Recieves a +15% bonus when learning spells from their school
    - Suffers a -15% penalty when learning spells outside their school
    - Upon leveling, the specialist automatically gains one spell of his school to his spell book
    - At level 8, the illusionsist gains an additional +1 bonus to his saving throws vs illusion spells
    - At level 16, the illusionist can dispel an illusion three times a day

    Invoker

    - Must be human
    - Must have a minimum of 16 Con
    - Cannot cast spells from Enchantment/Charm or Conjuration/Summoning
    - May memorize one additional spell per spell level
    - Gains a +1 bonus to saving throws vs invocation/evocation
    - Recieves a +15% bonus when learning spells from their school
    - Suffers a -15% penalty when learning spells outside their school
    - Upon leveling, the specialist automatically gains one spell of his school to his spell book
    - At level 8, the invoker gains an additional +1 bonus to saving throws vs invocation/evocation spells
    - At level 11, they gain another +1 bonus to saving throws vs invocation/evocation spells
    - At level 14, the invoker acquires immunity to a single level 3 or lower evocation spell

    Necromancer

    - Must be human
    - Must have a minimum of 16 Wis
    - Cannot cast spells from Illusion or Enchantment/Charm
    - May memorize one additional spell per spell level
    - Gains a +1 bonus to saving throws vs necromancy
    - Recieves a +15% bonus when learning spells from their school
    - Suffers a -15% penalty when learning spells outside their school
    - Upon leveling, the specialist automatically gains one spell of his school to his spell book
    - At level 8, the necromancer gains an additional +1 bonus to saving throws vs necromancy spells
    - At level 14, the necromancer gains a +2 saving throw bonus vs the attacks of the undead.

    Transmuter

    - Must be human or half-elf
    - Must have a minimum of 15 Dex
    - Cannot cast spells from Abjuration or Necromancy
    - May memorize one additional spell per spell level
    - Gains a +1 bonus to saving throws vs alteration
    - Recieves a +15% bonus when learning spells from their school
    - Suffers a -15% penalty when learning spells outside their school
    - Upon leveling, the specialist automatically gains one spell of his school to his spell book
    - At level 8, the transmuter gains an additional +1 bonus to saving throws vs alteration spells
    - At level 11, they gain another +1 bonus to saving throws vs alteration spells

    Wild Mage

    Same as BG2.

    Incantatrix/Incantator

    - Must be human or half-elf
    - Must have a minimum of 13 Int and 12 Wis
    - Cannot cast spells from conjuration/summoning, invocation/evocation, illusion/phantasm or necromancy.
    - May memorize one additional spell per spell level
    - Gains a +1 bonus to saving throws vs incantation
    - Recieves a +15% bonus when learning spells from their school
    - Suffers a -15% penalty when learning spells outside their school
    - Upon leveling, the specialist automatically gains one spell of his school to his spell book
    - At level 4, the incantatrix can physical or magically attack creatures who are out of phase.
    - At level 6, the incantatrix gains immunity to level draining powers of creatures from the Negative Material Plane

    Chronomancer

    - Must be human, half-elf or elf.
    - Must have a minimum of 17 Int and 16 Wis.
    - Can only wear Elven Chain
    - Cannot be of chaotic alignment.
    - Progresses slightly slower than the average specialist.
    - Cannot cast spells from abjuration, conjuration/summoning or necromancy.
    - At level 5, the chronomancer becomes immune to slow and haste.

    Wu Jen

    - Must be human.
    - Must have a minimum of 13 Int
    - Cannot be of lawful alignment.
    - Must use a short bow, dagger, dart or sling.
    - Can specialize in one of the five elements. Giving the Wu Jen a + 1 saving throw and damage bonus.
    - Can use all Oriental Arcane Magic.

    Red Wizard

    - Must be human.
    - Must have a minimum of 14 Int and 14 Cha.
    - Must be of evil alignment
    - Can only use daggers, darts or quarterstaffs.
    - The Red Wizard must specialize in a school except for Divination. They two additional spells per level and a +2 bonus with saving throws against their school. With enemies suffering a -2 penalty to saving throws against the chosen school.
    - However they suffer -3 penalty to saving throws via opposing schools. When using a magical item from their opposing school, they suffer a 25% chance of triggering a wild surge.
    - May cast spells unique to the wizards of Thay.

    Wychlaran

    - Must be human
    - Must have a minimum of 14 Int, 14 Wis and 14 Cha
    - Must be of nonevil alignment
    - Males are called Vremyonni
    - Can only use daggers, darts or quarterstaffs.
    - May cast Cause Horror three times a day (A stronger version of Fear).
    - The Wychlaran can increase the duration and damage of another mage's spell through their Spellmeld ability.
    - They have a preference for enchantment/charm, conjuration/summoning and illusion/phantasm spells.
    - Spells cast in Rashemen have twice the duration.

    Spellsinger

    - Must be human or half-elf
    - Must have a minimum of 15 Dex, 15 Int and 15 Wis.
    - Spellsingers use a six sided dice to determine their hit points.
    - Cannot wear armor or equip shields.
    - Cannot cast spells from necromancy or invocation/evocation
    - When performing a Magical Dance, the Spellsinger's AC is reduced by 1 point for every 2 levels of experience. The Spellsinger is also under the Tower of Iron Will effect when dancing.
    - The Magical Dance greatly empowers her magic but can backfire if the attempted spell is too ambitious
    - When not casting a spell, the Magical Dance improves the Spellsinger's evasion by 1 AC point per level of experience. However if the dance goes on for too long the Spellsinger becomes fatigued.
    - At level 6, the Magical Dance can enthrall enemies who must make a saving throw vs spell at a -4 penalty.
    - At level 10, the Magical Dance can put enemies to sleep. Creatures with 1HD fall asleep in the 1st round, creatures with 2HD fall asleep in the 2nd round, etc... Creatures must make a saving throw vs spell at a -2 penalty.

    Shadow Walker

    - Must be human, half-elf or elf.
    - Must have a minimum of 15 Dex and 15 Int
    - Must be of good alignment.
    - Restricted to one handed small weapons. Cannot use bows or crossbows but rather slings and darts.
    - May equip learther, studded leather or padded armor. Cannot use shields.
    - Shadow Walkers advance as if Rogues.
    - They use a six sided dice to detemine hit points. Of which they recieve 2 hit points each level after level 11.
    - They have the same attack rolls as wizards. They make their saving throws vs paralysis, poison, death magic, petrification, polymorph or breath weapons as rogues, while saving throws vs rods, staff, wands or spell as if they were wizards.
    - May only use the thief skills of open locks, find/remove traps, move silenty and hide in shadows. They have a 5 base percentage with 40 points to spend at level 1, and 25 points thereafter.
    - May backstab.
    - May cast spells up to spell level 4. Cannot cast Conjuration/Summoning, Enchantment/Charm, Invocation/Evocation or Necromancy spells
    - Their night vision is 10ft per experience level.
    - At level 3, the shadow walker can create a Shadow Aura that increases hide in shaodws by 25 for a number of rounds equal to his level. This can be used three times a day.
    - At level 8, the shadow walker can create a cloak of shadow
    - At level 12, the shaodw walker assumes a shadowy form.

    Ninja

    - Must be human, dwarf or halfling.
    - Must have a minimum of 13 Dex and 10 Int
    - The Ninja may use any weapon.
    - May only equip up to chain mail. May equip shields.
    - May use Thief skills and backstab multipliers.
    - May cast Ninja spells.

    Paramander

    - Identical to the Paladin except it uses Arcane Magic.
    - 1st level spells are gained at 8th level.
    --- Level 1 spells are Burning Hands, Identify, Light Magic Missile and Shocking Grasp.
    --- Level 2 spells are Continual Light, Detect Invisibility, Invisibility, Know Alignment, Scare and Strength.
    --- Level 3 spells are Clairvoyance and Dispel Magic
    --- Level 4 spells are Charm Monster, Confusion, Dimension Door and Polymorph Other.
    - Dispel Good, Dispel Evil, Fireball and Lightning Bolt are gained at level 12.
    - Charm Person is gained at level 14.
    - Conjure Elemental is gained at level 16.

    Harper

    - Can be of any race.
    - Must have a minimum of 12 Str, 13 Dex and 14 Wis.
    - Must be neutral or good alignment.
    - The Harper gains experience like a Ranger.
    - The Harper cannot specialize in a weapon
    - Harpers can wear any armor they choose but suffer penalties to hide in shadows and move silentlly
    - The Harper randomly gains a Harper's Pin at any level
    - Has access to spells unique to Harpers in place of Divine Spheres.

    Sha'ir

    - Can be of any race.
    - Has no minimum stat requirements.
    - At level 1, a sha'ir can summon a small elemental familiar (gen) which will provide level 1 or 2 spells. They can choose from a djinnling (air), efreetkin (fire), maridan (water) or daolanin (earth).
    - At level 5, a sha'ir can call upon the jann for aid
    - At level 7, a sha'ir gains additional protection against elemental attacks. +2 bonus to saving throws vs elemental attacks, and all damage from such attacks are reduced by 2 points per die. The benefits doulbe depending on the familiar type.
    - At level 9, a sha'ir can call upon one of the more powerful genies for aid.
    - At level 11, a sha'ir can bind one of the true genies (dao, marid, djinn or efreet) as a personal servant.
    - Genie servants grant the Sha'ir spells used in an Al Qadim setting.

    Elven Dualist

    - Must be half-elf or elf
    - May memorize two additional spells per spell level
    - Gains a +2 bonus to their saving throws against their two schools. Targets suffer a -2 penalty to saves against the Elven Dualist.

    - Alurakar must have 15 Int, 15 Wis and 15 Dex.
    - Aluakars can only use Abjuration and Alteration spells.
    - Dijakkar must have 15 Int, 15 Wis and 15 Con
    - Dijakkars can only use Conjuration/Summoning and Divination spells.
    - Encikkar must have 16 Int, 16 Cha and 16 Con
    - Encikkars can only use Enchantment/Charm and Invocation/Evocation spells.
    - Nelluonkkar must have 16 Int, 16 Wis and 16 Dex
    - Nelluonkkars can only use Illusion/Phantasm and Necromancy spells.


    I'm thinking that we might have to create a standalone school for the Incantatrix. It's treated in 2ed as its' own school or as a combination of different spells from other schools. The same goes with Chronomancy.

    ---

    I just got the old macbook up and running so I'll be able to get back to modding BG:EE

    ---

    I'm going to have to redo the interface icons. The glow effect I applied to the latest lot of icons would look great with the divine/arcane spells. Once I get the new spells drawn up, I'll put together a large contact sheet of every new icon and we'll see how they look as a group.
    Post edited by Mordeus on
  • The_Shairs_HandbookThe_Shairs_Handbook Member Posts: 219
    @Mordeus
    hehe can't wait to use Sha'ir class... been waiting to play one in vidoe game in 15 years lol... by the way what Dnd edition spellcasting system are you going to use for Sha'ir???
    In 2nd edition Sha'ir cast and knows all divine and arcane spells.... easiest way would be to put Sha'ir kit in sorcerer class. they know all spells but can cast few spells per day...
  • ThomaswThomasw Member Posts: 18
    edited April 2013
    So I installed your mod, and when I create a new character there are no longer any Cleric kits. The text and spells have been updated with spheres and new graphics but I can't select a kit, even the original ones are gone. I don't quite understand what happened.

    Is there anything I can provide you for you to investigate ? It might be helpful if I tell you what I did. I am using BE:EE on steam, I followed the instructions in this thread http://forum.baldursgate.com/discussion/6950/player-how-to-getting-mods-to-work-on-bgee/p6 and created a link to the Dialogue.tlk file in my BG:EE directory in steamapps. Then I created a folder called Override.

    I then downloaded the latest verison of the mod unzipped it and copied the files into my BG:EE folder. I installed the cleric kits component and none of the other tweaks. Everything seemed fine there were no errors. When I opened the game, I can create a new character and when selecting Cleric I only have the one option (ie to be a Cleric), the discription of the class talks about spheres and the spell list is updated with (gorgeous) new icons. However there are no new kits and the old kits are no longer there.

    I am really looking forward to trying out some of these cool sounding characters, so I would love for anyone to help me out here ? Has anyone encountered this problem ?
    Post edited by Thomasw on
  • zadkielmodelerzadkielmodeler Member Posts: 20
    edited April 2013
    @Thomasw
    Yeah... I was confused at first too. There is an NPC at CandleKeep who helps you with your kit.
  • ThomaswThomasw Member Posts: 18
    edited April 2013
    Oh man thanks I will go investigate !

    So I have had a look around candlekeep, where is the NPC at ?
  • RequiemRequiem Member Posts: 187
    @thomasw about 4 or 5 seconds after creating a new cleric character and starting the game an NPC will teleport in and ask you which god you want to worship, you don't have to do anything special.
  • MordeusMordeus Member Posts: 460
    edited April 2013
    @The_Shairs_Handbook The Sha'ir is going to be a bit tricky. We're definitely going for the 2ed version. It's probably not possible to use the Sorcerer's magic system because there's alot of modding restrictions at the moment.

    The method I think may work is to have the summoned genie appear with a specific set of spells memorised already, it'll depend on the type of genie you choose to summon and what level the caster is. So what we could do is either have the spells cast directly through the genie summon or do something similar to the Imbue With Spell Ability spell, where you select a target to gain that certain spell. The first option would be easier for everyone.

    The Sha'ir character itself will receive spells from the Al Qadim generalist list but also gain genie summon spells. We could do this using the Druid as a base, so the spells are automatically learned or we could have them obtained through scrolls. I think if we do this using the Druid, we could implement a add/remove spell opcode, so upon summoning the genie a set of spells are added to the spellbook but upon switching to a different genie or through the genie's death, the spells are removed.
  • ThomaswThomasw Member Posts: 18
    edited April 2013
    Requiem said:

    @thomasw about 4 or 5 seconds after creating a new cleric character and starting the game an NPC will teleport in and ask you which god you want to worship, you don't have to do anything special.

    Hi again, more questions !

    I have managed to get this to work with a single classed cleric character. If I make a multiclass Fighter/Cleric I find that the kit giving sirene doesn't teleport in. Is this intended as in regular BG you cant multiclass kits.

    Edit, I found the read me and saw that multiclass clerics are the same as non diety clerics :)

    Thanks again, this mod is brilliant I love the addition of all the weird faiths. I am very excited to see what you both do with the arcane classes.
  • MordeusMordeus Member Posts: 460
    Been going through the Priest's Spell Compendium and it organises the Divine Spells slightly differently from the other supplements. Namely it divides them into Generalist, Cleric, Evil Cleric, Druid, Ranger, Shaman and Shugenja categories. I think that when we get around to Druid kits, that we might fix the spheres up a little.

    Instead of restricting certain reversed or 'obverse' spells depending on the god's alignment... we might just remove those restrictions and give the evil cleric spells to the more evil specialty priests. I just played through the game with Viconia and she really is a bit useless without the healing spells.

    Also I've been thinking that we could merge all the reversed spells with their 'obverse' counterparts. So instead of memorising Cure Light Wounds and Cause Light Wounds separately, you'd memorise both in one spell slot. But upon clicking the spell to cast, you are then presented with the two versions of the spell. The downside is that it's an extra click with the mouse, but the positive is that you have more options in battle. We could do that with the other spells like Remove Curse would also be paired up with Bestow Curse, Cure Disease with Cause Disease, etc...

    Visually this would reduce the number of spells in your spellbook but realistically you are getting more content by doing so. To aid in this I'll add a glow to the background of each spell icon to show their function. So it would be like the innate skills, but instead of the silver icon the icon would be coloured in regards to the spell's school and the coloured glow would show if it a curative, defensive, attack, etc... spell.

    I'm going to be putting together a massive visual map of every spell icon done in the new look to see what everyone thinks of it. Just as one last attempt at getting the icons done forever. But also to show the deficiencies in what is available to each kit.

    So basically yes or no to the following:

    1. Personalize the spheres in regards to clerics, druids and rangers?
    2. Combine reversed spells with their normal counterparts into one single spell?
  • EudaemoniumEudaemonium Member Posts: 3,199
    Yes to the former: I just find it too needlessly tricky to play Evil without access to healing spells. While it means I am using Viconia in new ways than as the heal-bot she frequently becomes, I think it adds an unnecessary level of difficulty to the game. Is there actually a lore reason she can't cast healing magic, or was it just a mod decision?

    Point 2 sounds good in theory, but I'm concerned about how it would work in practice. An extra click for *every* healing spell is a lot of clicks when you consider how often you cast those spells. On the other hand, I like the idea of merging them from a tactical perspective.
  • TomeTome Member Posts: 466
    Yes to both. :)
  • MordeusMordeus Member Posts: 460
    edited April 2013
    The Evil Clerics not using 'obverse' versions of spells was a mod decision but it ended up overpowering the Neutral Clerics who got both options. Lore wise, the Shar kit should only be forbidden from using 'obverse' spells from the sun sphere.

    I'm in the process of trying to simplify and streamline the spells. Since playing through the game I found that alot of spells were neglected or just didn't fit in with the number of memorisation slots and had to be pushed aside. Merging the reversed spells with their normal 'obverse' counterpart aids in simplifying the spell list but also in providing more options to the player. But for those players who pick the Cleric just to load up with healing spells, I could see how merging the Cure and Cause spells together would be a bit annoying. But from a strategy point of view it makes sense. So there's really negatives on both ends.

    In the case of the Cure Blindness or Deafness spell, it makes sense to give it 4 sub options of Cure Blindness, Cure Deafness, Cause Blindness and Cause Deafness. So that spell would be a 4-in-1 spell rather than taking up 4 memorisation slots.

    But at the moment point 1 is an easy fix, could be done in 5 minutes. Point 2 requires some planning because it's time consuming but something I want to get completely right.

    I'm at the moment tallying up the arcane spells into 8 school categories, while making sure that each school is fairly represented and balanced. So no school or specialist is overpowered. The same is being done with the divine spells but instead of being categorised into schools, I'm putting them into three categories (Clerical, Druidic and Generalist). So a Cleric/Paladin kit would get Clerical and Generalist spells and a Druid/Ranger kit would get Druidic and Generalist spells. Then it's a matter of looking at what spheres need to be bulked up within each category. The specialist priests of each deity can get spells from the Clerical, Druidic and Generalist spell categories dependant on their spheres.

    I figure doing this will achieve a sense of balance between the spellcasters.

    ---

    [Edit] Ok point 2 isn't too bad if you have the spell selected as one of the Quick Spells. Because then it's no different than if you were to select it through the Cast Spell button. It might be a bit annoying if you are spamming the heal spells because there's a delay in receiving the subspell options, even those the casting time is 0. But you get used to it after a while.

    We could also add in the cure spells by themselves, provided that the menu isn't full. But if you are using the specialty priest purely to heal then it might be better to just use a unmodded vanilla cleric.
    Post edited by Mordeus on
  • RequiemRequiem Member Posts: 187
    New version just uploaded, gives the option to convert some of the relevant enemy clerics to the kits for their god (see the readme file for more information)
  • MordeusMordeus Member Posts: 460
    I've just put together a list of all viable 2ed Divine spells but this time making sure to balance out the Clerical spells with an equal number of Druidic spells. So a Cleric kit would has access to spells from the Cleric and General list, while a Druid has access to spells from the Druid and General list. While the Specialty Priest has access to all three. Since the Ranger only has access to the Plant and Animal spheres, I made sure to bulk up those spheres in the Druid category.

    The rows with an icon attached are spells already in the mod, while the Xs are spell to be added in the future. Rows with two icons are reversible spells, which will be merged into one spell. Spells like Emotion Control and Symbol contain around 8 subspells.

    I'm putting together lists for the Arcane spells and the Kit/Class Abilities, so they'll be up soon. I figure probably best to get all the 2ed source material mapped out and discussed now, even though it's rather tedious reading material. This means we can get the structure of the kits down in one go rather than starting and stopping sporadically.

    What I should be asking is what people want the Cleric and Druid spells to focus on, if there are any current deficiencies that could be fixed with this mod?



  • TrouveurTrouveur Member Posts: 498
    edited April 2013
    Great mod ! :-)

    The news icons in the spellbook are very nice, and you added many spells for the druid.

    I encoutered a very annoying bug though, with last version (0.5b) : if I install the mod for the druid, then a druid character no longer can equip a weapon in the weapon slot.

    Could you please fix this bug ? I am mainly interested in expanding the avaiable spells for the druid with your mod.

    By the way, is there a way to update a current game, so existing charname and cleric NPC before installatino of the mod could benefit from the new spells ?

    Thank you for this impressive work.
    Mordeus said:


    What I should be asking is what people want the Cleric and Druid spells to focus on, if there are any current deficiencies that could be fixed with this mod?



    Druids need more spells to have variety and choices, like in the Icewind Dale games.

    I would suggest to first add all the druid IWD spells to your mod, it would probably be easier than creating new one from scratch and PnP, and they already provide great options to druid character.
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