Add new mage spells
LadyRhian
Member Posts: 14,694
Additional mage spells for all levels, particularly Prismatic Spray, Prismatic wall, Summon Elemental, etc. There are plenty of interesting damage spells that can be added to the game, or even just added to the game and aren't damage spells. cf Book of Mage Spells.
6
Comments
You know, that spell that makes duration affects permanent till dispelled.
Why can't Friends last longer?! I just want to be loved :<
It's a chance to be creative. That's my appeal to it. What they did in 4th edition ruined that completely. I'm always asking the GM if he's willing to include the Ritual feat and opportunities to make such an investment worthwhile.
Mages are also missing Reincarnate (A raise dead that returns the target as a random humanoid race (could be limited to just player races for balance sake)). Mind Blank, the arcane version of chaotic commands and then some.
Teleport (5th level) would be nice (though there's already a mod that adds it (though it adds as 7th level, due to acting more like greater teleport + without error), that is handled very well (Allows you to revisit Amn in ToB, if you actually played SoA with that party (only areas you actually visited), and is properly blocked from working inside Spellhold (protections against long range teleportation, though you can return to Byrnnlaw if you want to) the Underdark/Saguahin kingdom (Faeress interference), Hell/pocketplane/planar prison (teleport can't move outside the current plane and/or protections), Watcher's Keep (protections), and in Saradush (anti-teleportation spells)).
Animate Dead Animals (1st level spell from Complete Necromancer) would a nice addition. (Animates a 1/2 HD (4 hp) skeletal animal for every 2 levels of the caster), adding a little bit of extra early game summon power.
I had to alter the Lesser Restoration spell, because it only restored psionic level drains (probably for the Black Pits), and Negative Plane Protection, since it doesn't protect against undead strength drain attacks (which it should).
I've been toying with the idea of putting together various mods I've made, including select area additions of Shade Wolves, Shadows, Wraiths, and Spectres, along with my Staff of Withering mod, and calling it "Sympathy for Necromancy." Is anyone else interested in this but me?
This would give Enchanters some offensive options, and if proper opposed schools are ever added, enchanters, illusionists, and conjurers access to evocation spells (albeit slightly weaker and requiring higher level slots).
As for additional spells, some low level IWD spells could be converted, Ice dagger, Snilloc's snowball swarm, Ice lance, decastave, Girdle's electric loop, Bertyn's burning blood, Shout, vitriolic sphere, etc.This will give more elemental damage alternatives to mages, IWD was cool because it is a very elemental game:whether you used fire or ice made a huge difference against some enemies.
Umm, wasn't snilloc's snowball swarm a 2nd level spell, area effect like a mini fireball, but only 1d3/lvl, 1d6/lvl to fire creatures, save vs spell for ½. Or are you saying there is a lvl 1 spell called Snilloc's snowball (no swarm) that does 1d3 damage to a single target? Is it 1d3/lvl or just 1d3? Save for ½?
Bladethirst:I don't know if spells can be cast on weapons in bg engine, but giving the target creature +3 to hit (with melee weapons only) should be easy to code.
Cloak from Undead:this is the equivelant of a pro from undead scroll in the game. How long does it last?
Mummy Touch and Paralyse should be easiest to code, just create an .itm file that copies the mummy's touch in the game, or a paralyse effect with no save. Though, random duration of the paralysis may be tricky to code.
Ironguard seems nice, but we allready have 'Protection from Normal Weapons' that covers all normal weapons, including non-metal ones (clubs, staves, arrows, etc). Though magical weapons do full damage to the caster, whereas Ironguard still offers very good protection. But from what I understand, a club, either magical or normal, will still bash the caster's brains in. ^^
Love Snilloc's Major Missile, should be easiest to code.
I particularly want to see H̶a̶r̶l̶e̶m̶ ̶S̶h̶a̶k̶e̶ Otto's Irresistable dance
Edit: Also, Necro'd
2nd level- Choke, which is a necromancy spell that materializes a pair of bony hands to choke the target of the spell (must be within 30 feet of the caster). It causes 1-4 damage per round and prevents the target from casting spells. Filter (Abj) is like Zone of Sweet Air and protects against everything but Green Dragon Breath (you only take half damage from that, though). Ice Knife (Evoc.) creates a knife of Ice that you throw. It does 1d4 damage, plus a wave of cold that numbs everyone within 5 feet of the target. Numbed creatures are restricted to half movement and have a -2 to hit. But there is a save given.
3rd Level- Bone Club (Ench./Nec.) enchants a bone, making it a club +4 vs undead only, and a +1 club against anything else. It lasts 1 round per level. Delay Death (Ench./Nec.) keeps characters alive until they reach -10 hit points rather than 0. Iron Mind (Abj.) Prevents charming and hold spells from affecting the character for 1 hour. Pain Touch (Div.) Keeps the target in pain, giving them -2 to hit, +2 to their AC (worsens). It lasts one round per level.
4th Level- Fire Aura (Abj.) Makes the person protected completely immune to fire, even magical fire for 2 rounds per level. Anyone touching the person so shielded goes up in green flames for 2-8 damage that lasts 2-8 rounds. They can only be extinguished by Dispel Magic, and cause an additional 1-6 damage for every round after the first. Being on fire gives the victim a -2 to hit. Halo of Eyes (Abj./Conj.) creates a row of eyes around the top of the caster's head. They have 60' infravision and while they cannot see invisible, they prevent the caster from being backstabbed or taken by surprise by attacks from the rear. It lasts 1 turn per level of the caster.
Cloak of Adeamozs Level: 3
(Abjuration)
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: 1 being
Saving Throw: None
Description: This spell protects the caster, or a single spell recipient being touched during casting, against spells of 3rd
level or less and equivalent magical item discharges. It does not prevent such magics from reaching or affecting the protected being (having no effect on saving throws and the like), but lessens damage done by such attacks. For spells that inflict random damage, a cloak of Adeamozs reduces their harm by 3 points of damage per die for 1st-level spells, 2 points per die for 2nd-level spells, and 1 point per die for 3rd-level spells. For spells that cause a set amount of damage or a certain base amount augmented by a number of points per level of the caster, a cloak of Adeamozs reduces the damage by 12 points for 1st-level spells, 8 points for 2nd-level spells, and 4 points for 3rd-level spells.
The material components of this spell are a handful of iron filings from metal that was once part of a plate worn as body armor and a scrap of cobweb.
Galathers Gnostic Chain Level: 4
(Enchantment/Charm, Evocation)
Range: 10 feet/level
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: 1 being
Saving Throw: Special
Description: Galather was an elven mage who won many spell duels during his long adventuring career by means of this spell, until the Simbul defeated him. Galather's gnostic chain is effective only on spellcasting beings. If cast on a being using magic or magiclike forces that are the result of psionics, natural spell-like powers, or magical items, the spell is wasted.
The chain appears as a glowing, snakelike spiral of light in the air above the chosen target, and settles down on him or her. The chain can form even if the target is invisible or surrounded by magical barriers. There is no known way to escape a gnostic chain as it forms. If the chosen victim is not a spellcaster, the chain falls past him or her to the ground and vanishes in a harmless chaos of winking lights.
On the round after the gnostic chain is cast, it affects the chosen victim. The victim is forced to cast only spells of the same level as the last spell cast before being affected by the chain. The victim may choose which spell (if more than one remains) and when to cast, but any magic she or he works must be of that spell level except magical items triggered or scrolls read. If all memorized spells of that level have been exhausted, the being has to engage in study before being able to cast spells again.
A gnostic chain is immune to dispel magic. It can only be escaped by a successful saving throw vs. spell. The first saving throw allowed to the victim is two rounds after being affected, and it is made at a penalty of -6. The second saving throw, two rounds later, is at -5, the third is at -4, and so on. The penalty decreases to zero (0) and then becomes a bonus of +1 added every other round until a maximum +6 bonus is reached, whereupon the modifiers reduce by 1 again until -6 is reached, and the cycle begins anew. If a saving throw is ever successfully made, the spell is broken. The death of the victim also ends the spell. A resurrected or raised victim is free of it.
The material components of a gnostic chain are at least three joined links of any sort and size of chain, a lock that has been used to confine any living being in the past, and a horseshoe nail. All the components are consumed in the spells casting.
Kyri's Chain of Events Level: 4
(Enchantment/Charm)
Range: 150 yards
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: 1 humanoid
Save: Special
Description: This spell creates a brief streak of bad luck for the targeted being. First, the next attack roll the being makes (for whatever reason) is considered a 1 for all purposes and consequences. After this occurs, the next attack roll made against the "chained one" is automatically considered a 20 for all purposes and consequences. Once this happens, the next spell cast, psionic power used, or magical item employed, mysteriously fails for the being and is wasted. Finally, after all this, some fiendish but harmless misfortune befalls the "chained one" at any time of the DM's choosing thereafter (DM's are encouraged to be maliciously humorous on this last one, but must remember that it can't be anything that causes physical harm to the being...e.g. IRS shows up, in-laws visit unexpectedly, the arch villain gets off on a technicality, or anything else that disgruntle the being.). The target of this spell is marked by a tattoo of 4 chain-links on their right wrist (or equivalent). As each curse occurs, the being must make a save vs. spell -4, success means that the being avoids that part of the curse and it moves on to it's next segment. Also the "chained one" hears the shattering of a chain-link and Kyri's bubbling laughter each time a curse occurs (whether or not it was successful) and a link fades from the target's wrist. Clergy of Beshaba are immune to this spell and clergy of Tymora can dispel it's effects with a Bless spell. A remove curse from any source instantly dispels the chain's effects.
Kyri's Flame Trance Level: 5
(Alteration)
Range: 0
Components: V
Duration: Special
Casting Time: 1
Area of Effect: Caster
Save: None
Description: This spell places the caster in a state identical to a Feign Death spell. The one difference is that the caster's spirit wanders her mind and can perceive her memorized spells as small pillars of silver flame. These flames can be unraveled and their energy transformed into magical healing. Spells so unraveled are considered wiped from memory until the caster has time to rest and study her spellbooks. Spells spent in this way recover 1 hit point/level of the spell unraveled, but this healing occurs very slowly and requires 1 turn/level of the spells sacrificed. The caster can linger in this state until she no longer has spells in memory, at which time she will awaken. This spell cannot be cast if the caster has no other spells in memory. If a great amount of spell levels are expended, certain other benefits are visited upon the caster. If more than 9 spell levels are spent, the caster receives a Cure Disease effect. If more than 12 spell levels are spent, the caster benefits as if she received a Neutralize Poison. And finally if more than 15 spell levels are spent, any broken bones or critical injuries are mended, though this does not heal any hit points, it will allow the recovery of hit points normally unrecoverable until the injury was healed. This spell is very useful when combined with the Contingency spell.
Kyri's Spell Transference Level: 7
(Alteration)
Range: Touch
Components: V, S
Duration: Special
Casting Time 1 round
Area of Effect: 1 spellcaster
Save: None
Description: This spell allows the caster to imbue a being with up to 2 spells from her memory. these Spells are considered wiped from the caster's mind and free the spell slots they occupied. In turn the recipient can now cast these spells once. The recipient must be a being who can memorize wizard spells though the spells given can be of any level or school, and can be wielded by the recipient without restriction. When released, the spells are cast at the level of the original wizard but are under the complete control of the being releasing them. Such spells remain in the recipient's mind for up to 1 day/level of the original caster or until released. When released, the spell has a casting time of 2 but can be disrupted if the releaser suffers damage or fails a saving throw. A being can only be under the effects of one spell transference at a time and cannot benefit from spells such as Imbue With Spell Ability, Rary's Mnemonic Enhancer, or other spells that increase the amount of spells in a being's mind, nor can the affected being benefit from magical items with the same effects such as rings of wizardry.
By the way, BG works clerical spells only to the top of lvl 7 spells, however seems me a bit unjust to put in comparison a lvl 5 mage spell and a lvl 5 cleric spells when they have to face a globe of invulnerability, from my view point clerics are a lot harmed in BG/BG2, so even if a spells is at the 5° level circle of a cleric, his effects maybe should be considered from higher circles for reasons of spell block, absorb or reflect.
Clerics have more capacitiy, fewer restrictions, but also their spells tend to be weaker in some aspects. On the other hand they also have stuff a mage cannot do or requires extremely high level spells to accomplish
That said though....Spell Immunity is actually supposed to be a cleric spell, instead of a mage spell (it works similar to Globe of invulerability, except it only effects spells of the chosen school up to 4th level, instead of all spells up to 4th like the mage version does).
The mage version of spell immunity is 8th level and just grants a flat +10 bonus to saves vs spells, instead og blocking spells.
Also chaotic commands is supposed to reflect the effects it blocks back on their caster.
And shield of archons is almost identical to spell trap aside from not using absorbed spells to refill expended slots.
Also NOTHING is supposed to block dispel magic, doesn't matter if it's a spell or racial immunity. (Though some protective spells like Globes, Spell trap, or Shield of Archons will protect other effects from dispel magic, if the dispel fails to remove them first. Racial immunity never blocks dispel magic) Dispel magic is a universal removal spell and works on anything,, but unlike specialized removal spells which generally don't allow a save, dispel magic has a chance of failure.
In other words, most of the problems are with Bioware's $%#^%^ coding...as usual.
You can find good example of implementation in Wild Mage Additions mod
http://mods.jo-ge.net/bg/dl/Spells.pdf
I just luuuv 7th lvl "Summon Cow"..
Icewind Dale for example is an excelent example of well made druid spells, a mage in baldur's gate is yet more powerful than a druid in Icewind Dale, still they're closer than a cleric and a mage in baldur's gate.
And yes...I'm 100% correct actually, since I've been digging through the source books over the last couple days making a list of spells that could be added.
Clerics get nearly all of the non-campaign specific spells, including several supplement book spells. There's really nothing else to add that would work in BG, other then a handful of FR specific spells, none of which do what you're wanting to happen (2nd edition clerics just aren't built for that).
Druids on the other hand didn't get $%#^. I have nothing against buffing Druids, but their spell list is only part of the problem. Their shapeshifting also needs a lot of love.
As I mentioned earlier...clerics don't need new spells.
They need to have Chaotic Commands tweaked to work properly (adding the missing reflection effect for the spells/abilities it blocks)
Remove Spell Immunity (5th) from Mages (they have no such spell that works even remotely similar to that spell) and give it to clerics (toned down to only affect spells up to 4th level, as proper).
That's it...that's all clerics need to have done to them.
The other change is more universal. Fixing Dispel magic to work correctly. Racial immunity has no effect on dispel magic. And spell protections (such as Globe or Spell trap) only block dispel magic if it fails to remove them (i.e. the spells itself isn't immune to dispel, but if it isn't dispelled it will prevent the dispel from working on anything else.)
As long as dispel magic works properly, Clerics will have a universal magic remover, that due to their generally faster leveling, will always work better then a mage of similar experience total (aside for that little band between 8-11).
A large part of the seeming imbalance isn't because clerics are lacking spells, it's because mage spells are lacking penalties/horrible implementation, and the lack of rest limits (and Wish being FAR more powerful then it should be) makes the Clerics ridiculous spell capacity pointless. Mages are worthless without spells/back-up casting items...clerics without spells are fighters who don't get bonus attacks and are "limited" to a selection of great weapon types.