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

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  • DarkersunDarkersun Member Posts: 398
    Is it possible to let Bards dual/multi-class or is it hardcoded ?
    I just read (http://wiki.janhoo.net/_media/lostboys/material/tcbo_bards.pdf) that it should be possible ?

  • MordeusMordeus Member Posts: 460
    @Darkersun It's impossible to dual/multi-class a bard with the Infinity Engine. The whole dual/multi-class thing is hardcoded, particularly the interface buttons and the kit description.

    But with p&p there are many different dual/multiclass combinations. The way to go around this is to just make kits that act as hybrids. For example the Meistersinger is like a Beastmaster/Bard while the Gallant is like a Cavalier/Bard.
  • The_Shairs_HandbookThe_Shairs_Handbook Member Posts: 219
    edited May 2013
    Can't wait to see what Enchantment/Charm spell you have chosen for the game.... hopefully stronger higher lvl sleep spells :)
    like slumber :D

    edit:
    hmmm now i think about it isn't there any damaging enchantment spells that does psychological damage or mental damage???? like breaking someones heart or enchant moving flying objects that attacks the enemy???..
    like a moving enchanted objects....
    Post edited by The_Shairs_Handbook on
  • MordeusMordeus Member Posts: 460
    edited May 2013
    Ok time to move on from the Divination spells. Here are the list of possible Enchantment/Charm spells.

    1. Charm Person
    1. Friends
    1. Sleep

    2. Drenal's Annoying Poke - 50% to cause panic effect, 50% to cause berserk rage effect
    2. Ray of Enfeeblement
    2. Ray of Ondovir - Cause target to repeat previous action
    3. Dire Charm
    3. Hold Person

    3. Slumber - Stronger form of Sleep
    4. Charm Monster
    4. Confusion
    4. Emotion
    4. Enchanted Weapon
    5. Chaos
    5. Feeblemind
    5. Hold Monster

    5. Tenser's Primal Fury - Bestows a berserker's rage
    6. Eyebite - Similar to Emotion but stronger and more focused, plus it has a larger range
    6. Recharge - Recharges a random number of wand charges
    7. Descent into Madness - Applies a more complex form of mental ailments like a stronger Feeblemind
    7. Major Domination - Stronger form of Domination
    8. Endless Slumber - Imbues a permanent sleep
    8. Mass Charm - Charms everything in the area
    9. Mass Domination - Dominates everything in the area
    9. Virus Charm - Similar to Mass Charm but it becomes contagious and spreads from monster to monster

    This one is alot easier than the Divination list because they consist of mainly upgraded forms of previous spells.
  • The_Shairs_HandbookThe_Shairs_Handbook Member Posts: 219
    wow almost everything is good to have in a game... but i must say spells like Recharge and so on is more i want to see in a enchanter... nowdays enchanter has been more a charmer than a enchanter... a enchanter can make a sword,arrows more magical, make a golem to move or disable them and so on.....

    anyway Recharge, Slumber and Endless Slumber spells are a must for an enchanter in bg2 :)
    my votes goes for those spells....
  • MordeusMordeus Member Posts: 460
    edited May 2013
    Yeah the new Enchantment spells are all useful so I think we can consider them to be solid candidates, so I might as well speed things up by bringing up the next set of spells. The next school to discuss is Illusion/Phantasm

    1. Chromatic Orb - Same as BG2 but each 'colour' of the spell can be selected by the user.
    1. Phantom Armor - Grants a phantom armor of AC 3 plus absorbs 1 point of damage.
    1. Reflected Image
    1. Spook
    2. Blindness - Moved to level 2 (as per p&p rules) to balance it with the Divine spell Cure Blindness and to pair it with its' close relative of Deafness.
    2. Blur
    2. Deafness
    2. Invisibility
    2. Mirror Image
    3. Invisibility 10' Radius

    3. Mailed Might - Grants a phantom armor of AC 5 plus absorbs 3 points of damage. Creatures of 2-7 INT may flee in fear when in the aura of the wearer.
    3. Numbness - Targets an area of the body giving specific penalties (e.g. numb legs reduces movement and numb arms gives attack penalties)
    3. Paralyzation - Inflicts a Paralysis effect
    3. Shadow Bolt - Inflicts 1d8 points of damage plus 1 per level of the caster.
    3. Wraithform
    4. Argaster's Cloak of Shadows - Grants 2+ AC, -1 to missile weapon damage and +5% to hide in shadows.
    4. Fear - Inflicts fear/horror effect
    4. Improved Invisibility
    4. Lesser Spelldream - Removes spells of 4th and lower from sleeping targets
    4. Shadow Monsters - Summons monsters made of shadow
    5. Demishadow Monsters - Summons more corporeal monsters made of shadow (+40% more hit points)
    5. Shadow Door
    5. Shadow Magic - Allows a shadowy reproduction of a spell from the school of Evocation (3rd level or less) to be cast
    6. Demishadow Magic - Allows a shadowy reproduction of a spell from the school of Evocation (5th level or less) to be cast
    6. Lesser Spelldream - Removes spells of 6th and lower from sleeping targets
    6. Lorloveim's Shadowy Transformation - Transforms target into a shadowy being that fools undead into thinking they are a specter and allows them to walk around largely undetected.
    6. Mislead
    6. Project image

    6. Seizure - Forces target to trash about, damaging itself
    7. Mass Invisibility
    7. Shadow Walk - Mage hides in shadows
    7. Shadowcat - Summons a cat familiar made of shadow that doesn't cause CON loss when 'dead'.
    7. Simulacrum
    9. Mass Blindness - Turns all those in the area blind
    9. Weird - Stronger form of fear that causes a loss of 1d4 STR points.

    Keep in mind that by p&p rules, the Illusionist is barred from Necromancy, Evocation and Abjuration... so this set of spells were developed in consideration of this. Not to mention that the Phantasm side of the school has been increased. Unfortunately I couldn't find any viable 8th level spells for Illusion/Phantasm.

    Shadow Bolt seems rather lame but for Gnome's who are barred from the more offensive arts, this spell may come in use. Also the school of Illusion takes on some of the responsibilities of Necromancy in its' ability to instil the fear effect, since the spell Horror doesn't really exist in p&p.

    As for Chromatic Orb, I moved it here because Evocation and Alteration are massively bloated schools (so far the lists are quite small but those two are about 4 times the size of this school), and Chromatic Orb is considered an Illusion spell by the end of 2ed in the Wizard's Spell Compedium. But it could easily be moved back to Alteration.

    Lastly with Paralyzation, it could be ditched because the school of Necromancy has a spell called Ray of Paralysis that does largely the same thing. Instead Numbness could take over from Paralyzation.
  • MordeusMordeus Member Posts: 460
    I just a had an idea regarding the spells with multiple schools. The Infinity Engine only allows for one school to be assigned even if it is listed as having two or three schools. Maybe we could create two versions of the same spell? So a spell like Otiluke's Resilient Sphere that is supposed to be Alteration and Evocation but is only treated as Alteration right now would have two scrolls floating about. One scroll for the Alteration version of Otiluke's Resilient Sphere and one scroll for the Evocation version. Since we are using a set of spell icons that are coloured in regards to their school, it would make identifying the different versions of the same spell quite easy.

    This would be a quick way of increasing the selection of spells without having to create completely new ones.

    As for the school of Incantation instead of creating a new school or a usability list, what we could do is assign it a school of "unknown". So its' rather small selection of metamagic would exist outside of the conventional school system just like the Quest/Level 10 spells have no assigned school. With a spell like Maze, it would have a Conjuration scroll and an Incantation scroll. The spell would be identical except that the Incantation version would be slightly stronger with its' disregard to the effects of something like Spell Immunity.

    This would just mean creating an extra colour to represent Incantation or the quest spells, probably something like black. So the colours would be...

    Abjuration - Green
    Alteration - Blue
    Conjuration - Purple
    Divination - White
    Enchantment - Yellow
    Evocation - Red
    Illusion - Pink
    Necromancy - Cyan
    Incantation/Schoolless - Black

    While the non-magical abilities could use metallic colours like these...

    Bronze - Passive HLA abilities
    Silver - Active HLA and normal abilities found in the innate menu
    Gold - Bhaalspawn powers
  • LuigirulesLuigirules Member Posts: 419
    Regarding shadow and demishadow magic spells...what does "shadowy reproduction of a spell" mean?
  • MordeusMordeus Member Posts: 460
    @luigirules they are described as "quasi-real wizard evocation spells" from the "demiplane of shadow". Which seems to mean slightly inferior reproductions of evocation magic but the only thing different is that the target gets to do a second saving throw if the first one was unsuccessful.

    If they save the first time round they only suffer 20% the damage, if they save the second time round they suffer half the damage and if they fail both times, they suffer full damage.

    ---

    On a side note, since I'm slowly going through the resources from Lionheart... I could rip some spell animations. Some of them would be incredibly useful for the new spells. Since there are around 6 new lightning, 5 new frost, 4 new fire, etc... effects. It would help diversify things rather than relying on the same lightning bolt.
  • The_Shairs_HandbookThe_Shairs_Handbook Member Posts: 219
    Illusion/Phantasm-.... most of those spell looks usefull..... wow I see so many shadow mage spells in there....
  • ParysParys Member Posts: 205
    edited May 2013
    Mordeus said:


    This would just mean creating an extra colour to represent Incantation or the quest spells, probably something like black. So the colours would be...

    Abjuration - Green
    Alteration - Blue
    Conjuration - Purple
    Divination - White
    Enchantment - Yellow
    Evocation - Red
    Illusion - Pink
    Necromancy - Cyan
    Incantation/Schoolless - Black

    While the non-magical abilities could use metallic colours like these...

    Bronze - Passive HLA abilities
    Silver - Active HLA and normal abilities found in the innate menu
    Gold - Bhaalspawn powers

    I would like to see old differentiation concerning spell colours
    (offensive spells - red colour; deffensive spells - blue colour; neutral spells - white colour)
    Will it possible to see this option in your mod?
    Your spells icon remake is gorgeous!
  • The_Shairs_HandbookThe_Shairs_Handbook Member Posts: 219
    edited May 2013
    Is there any purple colour for Shai'rs spells???
  • MordeusMordeus Member Posts: 460
    @Parys We are going to bring in elements of the old system with the new. So the colour of the icon will reflect the school they come from, but then we are going to apply a coloured background glow that will show the role the spell plays.

    I did it with the nonmagical skills but have yet to do it with the spells. So a red glow means attack, a blue glow means defense but in place of white for miscellaneous we are going to be a bit more detailed with that. So something like a conjuration purple glow for shapeshifting and summoning skills, an earthy brown glow for tracking or trap skills, a necromantic blue glow for healing skills, etc...

    That still needs to be developed a bit but we want to add in as much information about the spells into the icons. The other thing we are going to do is simplify the illustration of the icons, in regards to something like the Cure Wounds spell there is a serious of 6 different icons that are often hard to distinguish. Instead it's going to be the same 'cure' icon but with a roman numeral that signifies what spell level it comes from. Although the Heal/Harm version will be slightly different to show that it cures more than one target. Also something like the Improved Haste will be identical to the Haste icon but will have a plus sign in the corner to show that it is an upgraded version of the spell.

    But it might be possible to apply the old red/blue/white standard. It would just be a matter of making a second set of icons. For the sake of customisability, I'll do that. However it will be done after the main set of icons are completed.

    ---

    @The_Shairs_Handbook Yeah I've decided that since doing the secondary specialists by themselves was not worth it, that I'd incorporate their spells with the main specialists. You'll find some Alchemist spells thrown in with the Alteration spell list and Shadow magic will be considered within the Illusion/Phantasm school. Also elemental magic will be found largely within the school of Evocation.

    As for the Sha'ir spells, since they all fit under the main 8 school then their spells will be coloured in regards to the 8 schools. I don't think it would be necessary to show in the icon what domain they come from, instead it will be apparent from the design of the icon if they are from the Sand, Flame, Sea or Wind domains. I haven't gotten around to the design of the Sha'ir spells but I'm planning on giving them a arabian calligraphy style to differentiate them from the western inspired ones. A similar approach will be taken with the Kara-Tur spells, I'm going to use Japanese Kanji as their spell icons.

    Some spells like Detect Evil exist also with in the Sha'ir and Kara-Tur spell lists, so I'm deciding between leaving the design identical or about giving it an arabian/oriental appearance. In the case of the Kara-Tur icons, having the usual Detect Evil icon amongst a list of kanji would be visually jarring. So that's something to decide during the process of creating the Arabian/Oriental spell icons.
  • MordeusMordeus Member Posts: 460
    edited May 2013
    Ok time to move onto the next school, the school of Conjuration/Summoning.

    1. Armor
    1. Find Familiar
    - Identical except familiars aren't strictly tied to alignment but are randomly conjured. However some familiars are evil only.
    1. Grease
    2. Glitterdust
    2. Melf's Acid Arrow
    2. Power Word Sleep

    2. Summon Swarm - Summons a swarm of rats, spiders, etc...
    3. Bands of Sirellyn - Immobilizes target's movement and applies an attack roll penalty that varies on caster's level
    3. Flame Arrow
    3. Ghost Armor

    3. Monster Summoning I - Summons 2d4 1st level monsters
    3. Solvent of Corrosion - Launches acid attack or summons an animated puddle of acid that acts like an ooze
    4. Conjure Elemental-Kin - Summons a being from an elemental plane that isn't an elemental. For example a Water Weird from the elemental plane of water or a Fire Snake from the elemental plane of fire.
    4. Evard's Black Tentacles - Summons black tentacles that hold and damage those within the field. They can be destroyed by damage.
    4. Monster Summoning II - Summons 1d6 2nd level monsters
    4. Vitriolic Sphere - Launches a sphere of 1d4 per level acid damage to a maximum of 12d4. The damage exponentially decreases over time.
    5. Conjure Elemental - Condenses the four spells into one. So you can summon 1 elemental of fire, water, air or earth instead of having to memorize four different spells.
    5. Monster Summoning III - Summons 1d4 3rd level monsters
    6. Invisible Stalker
    6. Monster Summoning IV - Summons 1d4 4th level monsters
    6. Power Word Silence
    7. Cacofiend - Restricted to Evil Alignment
    7. Conjure Greater Elemental - Condenses the four spells into one. So you can summon 1 elemental of fire, water, air or earth instead of having to memorize four different spells.
    7. Limited Wish
    7. Monster Summoning V - Summons 1d3 5th level monsters
    7. Power Word Stun
    7. Prismatic Spray

    7. Seven Eyes - Same as IWD2 spell, this may be impossible to implement
    8. Monster Summoning VI - Summons 1d3 6th level monsters
    8. Power Word Blind
    8. Summon Fiend - Restricted to Evil Alignment
    8. Symbol - Combines all symbol spells into one.
    9. Gate - Similar but the summoned creature is randomized.
    9. Monster Summoning VII - Summons 1d2 7th level or 1 8th level monsters
    9. Power Word Kill
    9. Sphere of Ultimate Destruction - Summons a sphere that has 75% chance of being controlled, it's touch can kill or has a 5% chance of teleporting it's victim.
    9. Wish

    Maze is missing because it was moved to the school of Incantation, it'll be split into a Conjuration and Incantation form. Conjure Lesser Elemental has been replaced by Conjure Elemental-Kin. Spider Spawn is a Drow spell. Summon Nishruu, Carrion Summons and Wyvern Call don't exist in p&p and will be merged with the above summoning spells. Summon Hakeashar, Djinni and Efreeti are Sha'ir summons.
  • ParysParys Member Posts: 205
    edited May 2013
    Would you mind to send me your basic spell (bg1&bg2) icons in order to create the distinction myself?
    I really appreciate you effort to rework old spell icons to higher resolution. It looks much better than current icons in BGEE. (especially in wizard spellbook/priest scroll)
    I only managed to find your early project of few spells:
    image

    I will get pleasure from obtain rest spells icon in 'black-and-white' version.
    But I will understand if you say 'no, I can't'. That's your hard work result.
  • MordeusMordeus Member Posts: 460
    @Parys not to worry, I'll be able to do the red/blue/white versions myself. Best to leave that until I get around to designing every single spell icon possible or there will be alot of back and forth going on. Much easier to do it all in one hit. I've got everything in vector files so it's a bit messy, would take some time to get them compiled properly.
  • MordeusMordeus Member Posts: 460
    edited May 2013
    Ok now we are heading into territory where the lists get a little bloated. The next school is Necromancy. I've got some spells that I think should go but I'll display them just in case they are well received.

    1. Chill Touch
    1. Larloch's Minor Drain

    1. Ray of Fatigue - Increases fatigue level in target
    2. Choke - Target suffers 1d4 per round and attack rolls are reduced by 2
    2. Death Armor - Creatures an aura that bounces back melee attacks for 2d6 points of damage.
    2. Ghoul Touch
    3. Assist - Improves maximum hit points of the target by 1d8. Evil Only.
    3. Bone Club - Summons a +1 club that inflicts 1d6+1. Suffers no proficiency penalties
    3. Hold Undead
    3. Pain Touch - Ac and attacks rolls are reduced by 2
    3. Ray of Paralysis - Causes paralysis for 3d4 rounds
    3. Skulltrap
    3. Spirit Armor

    3. Undead Summoning I - Summons 2d4 skeletons
    3. Vampiric Touch
    4. Contagion

    4. Disrupt Undead - Destroys undead with 4 hit dice or less and causes 1d6 points of damage per level
    4. Enervation - Reduces experience level by 1 for every 4 levels of the caster
    4. Lich Armor - Improved Spirit Armor, grants plate mail armor with a +3 bonus vs spells. Chance of suffering 2d6
    4. Protection from Undead - Grants defense bonus and saving throws against undead attacks
    4. Undead Summoning II - Summons 2d4 zombies
    5. Deathmaster's Vial - Conjures 1 vial per 3 level (5 max). A vial is thrown to inflict 2d8+3 of rotting damage.
    5. Grimwald's Graymantle - Removes the ability to heal or regenerate (both spell and effect) from a creature.
    5. Morgannaver's Sting - Drains 3d4 for healing also causes -2 penalty to AC and attack rolls
    5. Throbbing Bones - AC and attack rolls are reduced by 2, movement is halved and target suffers 1d4 damage.
    5. Thunguul's Preservation - 3d4 hit points are drained and stored in a vessel that is released back to the caster automatically before death.
    5. Undead Summoning - Summons 2d4 ghouls
    6. Animate Blood - Summons animals made of the caster's blood that fight as a level 5 fighter. Or can be launched as an acid attack dealing 1d6 for each round, for 4 rounds. Evil Only.
    6. Arrow of Bone - Summons a piercing arrow with a THAC0 of a warrior half the level of the caster with a +3 bonus to attack rolls. Causes greater damage to the undead.
    6. Blackmantle - Creatures an area that negates curative spells or items from being used/cast.
    6. Dead Man's Eyes - Instantly kills certain undead. 5% of turning caster blind for 5-10 hours.
    6. Death Spell
    6. Fellblade - Summons either a damaging sword, a draining sword or a sword that inflicts curses. Evil Only.
    6. Ghostgrail - Grants immunity to undead powers of fear, STR drain, level drain, etc...
    6. Lich Touch - While effected the caster becomes invulnerable to paralysis and fear, and his touch inflicts 1d10 plus the paralyzation effect.
    6. Undead Regeneration/Undead degeneration - Allow the Regeneration/Degeneration effect on undead
    6. Undead Summoning V - Summons 2d4 ghasts
    6. Vampire Dagger - Summons a dagger weapon that heals the caster after each strike.
    7. Control Undead
    7. Finger of Death
    7. Repel Undead
    - aka Repulse Undead
    7. Suffocate - Stronger form of choke
    7. Undead Summoning V - Summons 1d3+1 banshees
    8. Abi-Dalzim's Horrid Wilting
    8. Bone Blade - Summons a +1 magic slashing weapon that instantly kills or causes double damage to the undead.
    8. Deathshroud - Conjure an aura that drains 20% of hit points from those who are near the caster.
    8. Heart of Stone - Attacks from slashing and piercing weapons are reduce to 1 point of damage, while gaining a +4 bonus to saving throws vs petrification. However becomes extremely weak to fire, electricity, cold and acid damage.
    8. Homunculus Shield - A forcefield is created that absorbs 1 hit point per level of the caster in damage. When all hitpoints are expended, the forcefield is destroyed.
    8. Prismal's Revenge - Inflicts a curse that affects ability scores, movement rate, THAC0 and saving throw penalties while reducing hit points by 25%
    8. Undead Summoning VI - Summons 2d4 wrights
    8. Unlife - Turns the living into the undead. Evil Only.
    9. Energy Drain
    9. Tyranteyes - Shapeshifts the caster into a beholder
    9. Undead Summoning VII - Summons 1d3 vampires
    9. Wail of the Banshee

    The only thing I've removed is Animate Dead because it is superseded by Undead Summoning which provides a more controlled, scaled alternative to the summoning of undead monsters.
  • callimachuscallimachus Member Posts: 86
    edited May 2013
    I'm a bit unhappy with the conceptual (rather than the functional) elimination of Animate Dead in favour of Undead Summoning. Animate Dead is the unholy ritual that takes a dead person destroys its soul (even if it passed to the great beyond) infuses it with "negative energy" and makes it do as its creator bids it.
    Summon Undead just makes it as if undead were demons, or celestials or elementals, roaming about in the Plane of Undead to be summoned to the Prime Material Plane, and if that is so, then what is so horrible about undead anyway?
    That's my problem with that...
  • MordeusMordeus Member Posts: 460
    @callimachus there is still the Cleric version of Animate Dead, that hasn't been removed. I thought that by giving the Necromancer a different way of summoning the Undead it would provide some incentive to be one. In the Wizard's Spell Compendium there are three kinds of undead summon spells.

    1. Animate Skeletons
    1. Animate Dead Animals
    3. Animate Zombies
    5. Animate Dead
    6. Animate Dead Monster

    The 2ed description says that this spell creates a salve of blood that is rubbed into the bones of the dead to animate them. The BG2 description of Animate Dead is even more vague, it says the undead either rises or is summoned until it is destroyed, turned or vanishes after 8 hours.

    5. Ghast Creation
    5. Mummy Production
    9. Undead Creation
    9. Unlife

    These four spells involve the process of converting a living human into an undead.

    3. Undead Summoning I
    4. Undead Summoning II
    5. Undead Summoning III
    6. Undead Summoning IV
    7. Undead Summoning V
    8. Undead Summoning VI
    9. Undead Summoning VII

    These 7 spells take the bones or remains of a specific undead creature and summons up an undead being from them. When slain or when the spell ends the being vanishes or turns to dust.

    So when you take them purely from their 2ed descriptions, Animate Dead and Undead Summoning are fairly identical. They seem to be pretty much the same spell just with different approaches to spell levels. However Undead Creation spells are the ones that involve undead conversion. I just feel that Animate Dead gets a bit redundant at the higher levels, so we need to come up with an alternative that scales with the player. Not to mention one that has a series of spell icons that show that progression, that's why I went with Undead Summoning I-VII over the Animate spells.

    However there is still the Unlife (Red Wizard) or Undead Creation (Deathmaster) spells that involve the process of turning the living into the undead. That seems to be more what you are looking for. Both are level 9, so it's just a matter of going with the more advanced version.
  • MordeusMordeus Member Posts: 460
    I'm going to move things along to Abjuration. This school has seen the most modifications so far.

    1. Protection from Evil/Protection from Good
    2. Forcewave - Repulses a single creature away from the caster
    2. Protection from Paralysis
    2. Protection from Poison

    3. Cloak of Warding - Creates a shield that absorbs 3d4 plus 1 point per caster's level
    3. Ward Against Undead - Creates a zone that prevents undead from entering
    3. Iron Mind - Grants immunity from charm and hold spells
    3. Proof from Teleportation - Prevents the casting of teleportation, dimension doors and gates
    3. Dispel Magic
    3. Nondetection
    3. Protection from Cold
    3. Protection from Evil 10'/Protection from Good 10'
    3. Protection from Fire
    3. Protection from Normal Missiles
    3. Protection from Normal Weapons

    4. Illkur's Mantle - +3 to saving throws vs enchantment, +1 to saving throws vs spells and half damage to electricity.
    4. Fire Aura - Those who physically strike the caster receive 2d4 fire damage.
    4. Elude Blow/Doomstrike - Improves or weakens attack rolls by 4 in a field are of effect.
    4. Protection from Traps 5' - Prevents the triggering of traps or from being effected by trap damage
    4. Minor Globe of Invulnerability
    4. Minor Spell Turning
    4. Protection from Electricity
    4. Protection from Magical Weapons
    4. Remove Curse/Bestow Curse

    5. Ironguard - Grants invulnerability against iron weapons
    5. Protection from Cold 15' - The effects of cold eventually get phased out upon leveling, eventually granting complete immunity.
    5. Protection from Fire 15' - The effects of fire eventually get phased out upon leveling, eventually granting complete immunity.
    5. Protection from Petrification 10' - Protects those within the range of the target from being petrified.
    5. Safeguarding - Protects allies from becoming collateral damage (e.g. the explosion of an ally's fireball)
    5. Protection from Acid
    5. Spell Immunity
    5. Spell Shield

    5. Invulnerability to Normal Weapons - Improved form of Protection from Normal Weapons
    6. Barrier Reaver - Destroys a magical barrier and inflicts up to 6d6 of damage
    6. Protection from Electricity 10' - The effects of electricity eventually get phased out upon leveling, eventually granting complete immunity.
    6. Dragon Scales - Improves AC by 2, reduces CHA by 2
    6. Repulsion - Repulses everything from target
    6. Globe of Invulnerability
    6. Invulnerability to Magical Weapons - Improved form of Protection from Magical Weapons
    7. Spelltrap
    7. Wandweird - Grants immunity to the effects of wands
    7. Guardian Mantle - Grants +4 to saving throws vs spell
    7. Rodbane - Prevents the use of rods, staffs or wands
    7. Negative Plane Protection
    7. Spell Turning

    8. Dispel Enchantment - Stronger form of Dispel Magic that neutralizes all enemy magic within the area
    8. Fear Ward - Creates a mobile aura that protects the caster and allies from fear
    8. Serten's Spell Immunity - Grants spell immunity to spells of a specific spell level
    8. Mind Blank - Protects target from all mental ailments
    9. Spell Invulnerability - Grants immunity to a specific spell or spell effect
    9. Elemental Aura - Grants protective and offensive bonuses based on one of the four elements
    9. Imprisonment/Freedom

    Spells that are moved to another school

    - Pierce Magic (alteration)
    - Pierce Shield (alteration)
    - Spellstrike (alteration)
    - Breach (alteration)
    - Lower Resistance (alteration)
    - Spell Thrust (Simbul exclusive)
    - Warding Whip (Khelben exclusive)
    - Protection from the Elements (Sha'ir exclusive)

    Spells that are superseded with other spells as they don't exist in 2ed.

    - Protection from Petrification (replaced by level 5 Petrification 10')
    - Resist Fear (replaced by level 8 Fear Ward or the divine spell Cloak of Bravery)
    - Minor Spell Deflection and Spell Deflection (replaced by the Incantation spell Absorption)
    - Remove Magic is combined with Dispel Magic and eventually expanded with Dispel Enchantment
    - Mantle and Improved Mantle (replaced by many other mantle spells and protection spells)

    Spells that do not exist in 2ed

    - Secret Word
    - Absolute immunity
    - Protection from Energy (The advanced forms of the protection spells cover this)
  • The_Shairs_HandbookThe_Shairs_Handbook Member Posts: 219
    Necromancy spells:
    Choke and the Suffocate spells (hmm... if there is a visible hands choking someone i would say it is a summoning or necromancy spells but if it is based on emotion based that someone think they are choking I would put this spell in Enchantment school it all depends on the animation of the spells..no animation i would say this turn into enchantments spells but if there is any animation on the choking enemy i would say necromancy spells)

    Ray of Paralysis - Causes paralysis for 3d4 rounds
    Undead Summoning spells
    Enervation (love this nethermancy spells)
    Arrow of Bone
    Tyranteyes (is it undead beholder ???)

    anyway those Necromancy spells that i mention here i think stands out the most :)

    Abjuration:
    Forcewave this spell sound great....
  • MordeusMordeus Member Posts: 460
    Ok let's move onto Evocation. This one is tricky because there are alot of viable spells. The "Evil Only" ones are Red Wizard spells.

    1. Disarm - Disables the use of a weapon for a short duration
    1. Gauntlet - Creates a gauntlet weapon that causes 2d4 damage and is treated as a +4 magical weapon
    1. Magic Missile
    1. Otiluke's Smoky Sphere - Launches a sphere that causes everyone to "choke" for 1d4+1 rounds
    1. Shield
    2. Agannazar's Scorcher

    2. Battering Ram - Summons a force that does 2d6 with a STR score of 19
    2. Combust - Causes target to burst into flame for 1d6 of fire damage. Evil Only
    2. Dazzle - Everyone within the area suffers -4 to saving throws vs spell and receives a -20% on all thief abilities. Evil Only
    2. Nystul's Crystal Dagger - Creates a dagger of positive energy that causes 1d4+2 and 1d4+3 against undead, causing target to be paralyzed.
    2. Shark Bolt - Launches a bolt of energy that causes the same damage as a shark.
    2. Snilloc's Snowball Swarm - Summons a flurry of snowballs causing 1d3 cold damager per caster's level for a maximum of 8d3.
    2. Spark Shower - Blasts target for 4d4 electrical damage
    2. Stinking Cloud
    2. Web

    3. Acid Lash - Creates a lash weapon that strikes with a THAC0 14 and causes 4d4 points of acid damage, double for undead.
    3. Fireball
    3. Fire Lance - Inflicts 1d6 fire damage per level to a maximum of 10d6. Evil Only
    3. Flashburst - Blinds creatures in the area for 2d10 and applies a -4 penalty to attack rolls and -20% for thieving skills.
    3. Invisible Mail - Grants an AC of 3 plus absorbs 1 point of damage per attack.
    3. Lance of Disruption - Causes 5d4 plus 2 points per level for a maximum of 5d4+20
    3. Lightning Bolt
    3. Melf's Minute Meteors

    3. Otiluke's Acid Cloud - Summons a cloud that causes 4d4 acid damage plus 1d4 for each round afterwards
    3. Zala's Forcebuckler - Creates a +2AC Buckler shield
    4. Bands of Ice - Encases target in thick bands of ice that immobilizes and causes 1d6 cold damage per turn. Spell is dispelled via fire magic.
    4. Darkening Bolt - Strikes target for 1d6 per level of the caster with a 10% chance of inflicting blindness.
    4. Fire Shield: Warm/Chill
    4. Ice Storm

    4. Lightning Shield: Warm/Chill - Same as Fire Shield but protects against electricity or acid.
    4. Mordenkainen's Force Missiles - Improved form of Magic Missile
    4. Nystul's Lightburst - Summons a blast of positive energy, blinding targets for one round but causing undead 1d6 to a max of 10d6 in damage.
    4. Otiluke's Resilient Sphere
    4. Otiluke's Steaming Sphere - Launches a sphere that causes 4d4 heat damage
    4. Thunderlance - Summons a lance that causes 4d6 points of electricity.
    4. Wall of Evil - Weakens spells cast by good aligned targets. Evil Only
    4. Wall of Fire - Creates a barrier that inflicts 2d6 fire damage when passing through it.
    4. Zala's Amberhelm - Creates a helm that gives a 90% resistance to mental effects.
    5. Cloudkill
    5. Cone of Cold

    5. Presper's Moonbow - Summons 4 motes of light that inflicts exponential damage.
    5. Shroud of Flame - Immolates target for 2d6 points of fire per round.
    6. Chain Lightning
    6. Contingency
    6. Death Fog

    6. Dimensional Blade - Conjures a slashing weapon that ignores armor.
    6. Otiluke's Freezing Sphere - Launches a sphere of 6d6 frost damage.
    6. Serrel's Confining Sphere - Entraps a creature in an immobile sphere.
    7. Acid Storm - Rain falls down causing 1d4 of acid damage for rounds 1-3, 1d6 for 4-6 and 1d8 for every round afterwards
    7. Delayed Blast Fireball
    7. Dragon's Breath - Simulates the breath of a random Chromatic Dragon.
    7. Electric Bow - Summons a crossbow or bow that launches electric missiles
    7. Malec-Keth's Flame Fist - Turns the caster's hands to fire, inflicting 1d4 points plus 1 per level of fire damage
    7. Mordenkainen's Sword
    7. Otiluke's Fire and Ice - Causes 4d4 points of fire damage followed by 4d4 points of frost damage
    8. Bigby's Clenched Fist
    8. Fire Storm - Identical to the Druid version. Evil Only
    8. Gunther's Kaleidoscopic Strike - Drains spells from the target. The number of spells drained are 1d20 minus caster's level.
    8. Incendiary Cloud
    8. Lightning Storm - Discharges electrical bolts, all targets suffer 6d12 of electrical damage
    8. Shooting Stars - Inflicts 12 points of damage that explodes 24 of fire damage.
    8. Sunburst - Causes 8d6 to all undead while blinding the living
    8. Web of Lightning - Fire 6 lightning bolts simultaneously
    9. Avissar's Bane - Reduces target's hit points to 1 and gives a attack/damage roll penalty of -4
    9. Bigby's Crushing Hand
    9. Chain Contingency
    9. Meteor Swarm

    9. Mycontil's Last Resort - Expends all memorized spells and causes 1d4 of damage per memorized spell.
    9. Tempestcone - Bounces all attacks back with two magic missiles
    9. Volcanic Circle - Summons lava into the area causing 8d10 fire damage to everything.
    9. Windwar - Summons a storm that damages depending on the size of the creature. The bolts of lightning paralyze.

    - Sunfire is a Sha'ir spell
    - Phantom Blade is a Harper spell
    - Sequencer has been replaced by some Harper spells

    ---

    So yeah, there's alot of spells here but around half of them are elemental spells, so it kinda explains why there are so many.
  • The_Shairs_HandbookThe_Shairs_Handbook Member Posts: 219
    edited May 2013
    @Mordeus
    Shark Bolt - uncommon for water and sea mage otherwise extremly very super rare...
    sense there won't be any sea or water mages i would recommend you to move this spell to Shai'rs and Wu jen exlusive spell only (they are elemental mages after all and would be a commen spells for them) anyway shark Bolt sound very asian wizard type of spells (like a wizard companion would have if he was adventuring with Sinbad the hero of the seven seas) .

    Snilloc's Snowball Swarm, Presper's Moonbow, Lance of Disruption, Dimensional Blade, Shooting Stars and Sunfire all are wonderful spell to add.
  • MordeusMordeus Member Posts: 460
    It's probably just easier to remove Shark Bolt, I skipped the part where it says it is used underwater. I might get rid of Battering Ram too since the Ring of the Ram item does the exact same thing.

    I might get rid of level 3 Acid Lash and bring in level 4 Acid Bolt, since there is another Acid spell in level 3. Also no point in having Lightning Storm and Web of Lightning since they are fairly similar, so we'll ditch Lightning Storm. Instead I'll add Lightningcloak (bounces damage back to attacker for 1d6 per level of the caster electricity damage).

    I also got Thunderlance wrong, that actually summons a spear type weapon to use in battle that can be discharged like a bolt of lightning. When it comes to the 'elements' Fire and Electricity are fairly represented, acid isn't so much but is also dominant in the Conjuration list, and Cold has at least one more spell that I remember in the Alteration list. I may have to see if I can add an extra cold spell here or there.

    If there are any minor doubts, it's probably easier to just leave the spells in the mod and activate them when they are functional. If not we can just let them stay dormant. So it's not such a big deal if Evocation is so bloated at the moment.
  • The_Shairs_HandbookThe_Shairs_Handbook Member Posts: 219
    edited May 2013
    @Mordeus

    on the page 806 on ad&d volume 3 wizard's spell compendium it says that shark Bolt swims directly from caster hand through the air (or water) to bite the indicated target.... as i see it it is not underwater only spell... spellcasters that are on land and not close to any form of water near them can cast this spell ( I guess they transform the moisture in air into this spell) .... (i recommend ) or just add it to only Sha'rs and Wu jen only spell (only those two elemental themed spellcaster that you thought to add to the game should know this spell i think)...

    Edit:
    The underwater part of the spell is if you cast this spell underwater the sharks get AC 0 (they get invisibilty effect and bonus) and if you cast this spell on land the sharks gets AC 4.
  • bdeonovicbdeonovic Member Posts: 86
    I see this mod can add some kits to NPCs/enemies. Have you tested this with the SCS mod to check compatibility? (sorry if this has been asked before)
  • EudaemoniumEudaemonium Member Posts: 3,199
    I just love how we're having a discussion about shooting sharks at people.
  • MordeusMordeus Member Posts: 460
    @The Shairs_Handbook I'll keep it in mind when it comes to Oriental and Arabian magic. Shark Bolt may just work in with the Sea domain of the Sha'ir.

    @bdeonovic I don't think it changes anything about the enemies, the only changes I remember are to NPCs like Branwen, Viconia, Tiax, etc... We've made sure to apply the changes to player controlled content, so there shouldn't be any conflicts with SCS
  • MordeusMordeus Member Posts: 460
    Time to tackle the biggest school, the school of Alteration. Some of these spells are tailored to multiclassed mages.

    1. Burning Hands
    1. Color Spray

    1. Fist of Stone - Grants a STR of 18/00
    1. Shocking Grasp
    2. Cat's Grace - Gives 1d4-1d6 points of dexterity for a maximum of 20
    2. DeGras's Pilfering Fingers - Increases a thief ability score by 5% per experience level up to a bonus of 99%
    2. Drawmij's Adventurer's Luck - Summons a luckstone
    2. Knock
    2. Speed - Doubles movement rate
    2. Strength
    2. Tenser's Brawl - Grants +2 bonus to bare handed combat
    2. Vocalize
    3. Alacrity - Speeds up casting of spells 5th level and below
    3. Blink - Teleports the caster to random locations within random intervals
    3. Haste
    3. Icelance - Summons a lance that strikes with a THAC0 bonus of +4 and inflicts 5d6 frost damage
    3. Nchaser's Glowing Globe - Summons a globe that contains a Continual Light spell.
    3. Slow
    3. Tenser's Deadly Strike - Improved form of Tenser's Brawl
    3. Tenser's Eye of the Eagle - Same as Tenser's Brawl but for missile weapons
    4. Dimension Door
    4. Improved Strength - Stronger form of Strength
    4. Polymorph Other
    4. Polymorph Self

    4. Shadowshield - Absorbs damage 60% of the time
    4. Stoneskin
    4. Tenser's Flaming Blade - Summons a blade of fire or frost
    4. Tenser's Master of Arms - Grants an extra weapon proficiency point
    4. Turn Pebble to Boulder - Throws a boulder that inflicts 3d6+8
    5. Improved Blink - Controlled form of Blink
    5. Lower Resistance
    5. Rapid Reflexive Response - Intercepts projectiles with a chance of bouncing them back at the thrower
    5. Rusting Grasp - Inflicts the 'iron crisis' effect on metal weapons
    5. Teleport - Teleports to a specific location
    6. Breach Defenses - Negates target's magical defenses to normal weapons and worsens AC by 2
    6. Claws of the Umber Hulk - Tranforms target's hands into claws that make 2 attack per round and inflict 2d6 damage. Suffers 3d4 if saving throw fails.
    6. Disintegrate
    6. Flesh to Stone/Stone to Flesh
    6. Improved Haste

    6. Improved Slow - Slow's penalties are doubled
    6. Superior Magnetism - Draws creatures towards the target.
    6. Teleport Other - Teleport other creature away
    6. Tenser's Fortunes of War - Increases the luck of a warrior to avoid a deathblow or disabling magic.
    6. Tenser's Transformation
    7. Amorphous Blob - Conjures a blob resembling an ochre jelly that grows stronger with every kill
    7. Mass Teleport - Teleports all within the area
    7. Petriying Gaze - Turns target to stone like a Basilisk
    7. Semipermanency - Increases the duration of a select number of spells (e.g. Fear, Invisibility, Wall of Fire)
    8. Devastate - All targets suffer a -5 penalty to saving throws vs spells and caster's spell damage is increased by 2
    8. Enhance - A single ability score is increased by 1
    8. Iron Body - Immunity to all weapons besides +3 or better blunt weapons. Immunity to electrical attacks and saving throws gain a +4 bonus against fire. STR is set to 20.
    8. Mass Polymorph - Applies Polymorph Other to multiple targets
    8. Permanency - Makes the duration of a select number of spells permanent (e.g. Fear, Invisibility, Stinking Cloud)
    8. Presper's Double Wizardry - Stores up to 4 spells of level 7 or less, then uses one or two of them at the same time.
    8. Spell Engine - Summons a portal that absorbs all magic
    8. Teleport Block - Blocks all teleportation in the area.
    9. Crystalbrittle - Changes the structure of metal items or enemies into brittle substances that may shatter.
    9. Improved Alacrity
    9. Ring of Swords - Swords spin around the caster and then one by one launch themselves at the enemy.
    9. Shape Change
    9. Spellstrike
    9. Time Stop


    - Teleport Block should probably replace Abjuration's Proof against Teleportation

    Might as well include the Chronomancy spells too since they are all Alteration based.

    1. Delay Image/False Image - Inflicts -2 to AC and +1 saves to magical attack, or adds 1 to target's THAC0
    1. Speed Metabolism - Gradually reduces target's CON and STR by 1 for every 2 levels of the Chronomancer.
    2. Alacrity
    2. Haste
    2. Slow

    2. Slowspell - Slows the duration of a target's spells.
    2. Timeslip - The Chronomancer slips through time.
    3. Articus's Melee Manager - Target gains 1 extra melee attack for every 5 levels of the Chronomancer
    3. Extension I - Extends duration of spells up to level 3 by 50%
    3. Time Snare - Creates a trap that inflicts a time loop on a creature
    4. Extension II - Extends duration of spells up to level 4 by 50%
    4. Slowspell 10' - Slow the duration of spells within the area.
    4. Temporal Push - Removes creature out of time for one round per level of the caster.
    4. Timeheal - Increases natural regeneration rate
    5. Articus's Devolutionary Warrior - Target gains 1d6 in STR, DEX and CON for a max of 19 but suffers a loss of 3d6 in INT, WIS and CHA to a minimum of 1. Elves and Half-Elves are immune to this.
    5. Create Slipgate - Creates a portal that unpredictably distors time. Could unleash a creature from the demiplane of time.
    5. Extension III - Extends the duration of spells up to level 5 by 50%
    5. Improved Haste
    5. Improved Slow

    6. Magic Manager - Shortens the rest time between spells
    7. Prismal's Reversal - Exponentially changes movement rate of creature
    7. Wesley's Delayed Damage - Delays all damage until spell ends
    8. Accelerate Lifeline - Accelerates the aging process of a creature
    8. Afterclap - Target suffers a repeat of the damage they previously suffered
    8. Improved Alacrity
    8. Time Stop

    8. Timereaver - Moves everyone forward or backwards in time
    9. Temporal Shell - Creates a bubble where timestop occurs
    9. Temporal Stasis - Puts creature into a state of stasis.

    You might notice some repeated spells within the Chronomancy spell list. The bonus of a Chronomancer is that they can cast certain Alteration spells 1 level earlier.

    And that's all 8 main schools. All that is left are the more niche groups (Elven, Drow, Harper, Incantation).
  • RequiemRequiem Member Posts: 187
    @bdeonovic the mod does alter some enemies, specifically those who explicitly state their allegiance to a particular god, so for instance bassilus is given the cyric kit, and his ai script is replaced. Currently the code which changes over PC's such as Branwen, Tiax, etc is included with the code which changes enemies as well. I will update the installer so that these are seperately installable.

    With regards to SCS, changing party joinable NPC's such as branwen, tiax, viconia etc should pose no issues. Changing enemies will likely result in incompatibilities as the .cre files are replaced with different known spells which are only added by the mod, they also have their AI improved (although I doubt it is nearly as challenging as the SCS AI).

    If you want to use SCS, I would recommend only installing the mod for party joinable NPC's
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