[MOD] Duskblade Kit v1.1 (For BG1 EE and BG2 EE)
kensai
Member Posts: 228
THE DUSKBLADE
Ladies and Gentlemen!Here I am, proudly presenting you the mighty Duskblade kit for BG2:EE!
This kit has its own innate-based spellbook with unique arcane channelled touch spells!
Enjoy!
Description
"My blade and my magic are one and the same."
The Duskblade blurs the line between spellcaster and warrior, marrying the power of magic with hand-to-hand combat prowess.
A student of arcane spellcasting techniques, the Duskblade combines arcane spellcasting with the combat skills of a fighter. While the ability to cast arcane spells in armor originated with the elves, over the millenia the secrets of the Duskblade have been disseminated to the other races, and today members of any race can become a Duskblade.
Disadvantages:
- May only specialise 2 stars in weapons
- Can't dualclass
- Can't use bows and missile weapons
- Can't wear armor heavier than splint mail
- Max Constitution 15
- Min Intellect 14
- No Greater Whirlwind
- -13% EXP penalty
Advantages:
- Arcane Channelling
- Can use magic while wearing armor
Arcane Channelling : At 5 lvl, all touch spells in duskblade spellbook are channelled to deliver the spell effects through your weapon with a melee attack.
If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
Duskblade Spellbook:
1. Chromatic Orb, Burning Hands, Shocking Grasp (channelled), Spook, True Strike, Chill Touch (channelled)
2. Blur, Ghoul Touch (channelled), Melf's Acid Arrow, Ray of Enfeeblement, Knock
3. Fire Arrow, Vampiric Touch (channelled), Dispelling Touch, Keen Edge, Skull Trap
4. Dispel, Fire Shield, Dimension Door, Improved Invisibility, Haste
Level 1: 1 lvl spells x 1
Level 5: +1 slot 1 for 1 lvl spell, all touch spells are arcane channelled.
Level 7: +1 slot 1 for 1 lvl spell
Level 9: 2 lvl spells x 2
Level 10: +1 slot for 1 lvl spell
Level 11: +1 slot for 2 lvl spell
Level 13: 3 lvl spells x 2
Level 14: +1 slot for 2 lvl spell
Level 15: +1 slot for 3 lvl spell
Level 17: 4 lvl spells x 2
Level 18: +1 slots for 1 and 3 lvl spells
Level 19: +1 slot for 4 lvl spell
Summary:
1 lvl - 5 slots (6 slots with HLA)
2 lvl - 4 slots
3 lvl - 4 slots
4 lvl - 3 slots
A Duskblade has additional HLA's:
-Quick Cast
This ability provides -2 spell cast time for your next spell.
-Extra 1 Level Spell
Duskblade Spellbook
DUSKBLADE SPELLBOOK
All touch spells are automatically arcane channelled.
Only one of those spells can be activated at the moment, and recasts of same spells before expiration will overwrite effects of previous spells.
So for example if you cast Chill Touch, and recast it after 5 rounds, then this spell will last another turn.
LEVEL 1
Chill Touch (Arcane Channelled)
School: Necromancy
Range: 0
Duration: 1 turn
Casting Time: 1
Area of Effect: The caster
Saving Throw: Neg.
When the caster completes this spell, a blue glow encompasses his weapon.
This energy attacks the life force of any living creature upon which the duskblade makes a successful melee attack. The touched creature must make a saving throw vs. spell or suffer 1-8 points of damage and receive a -2 penalty to its THAC0.
Burning Hands
School: Alteration
Range: 0
Duration: Instant
Casting Time: 1
Area of Effect: The caster
Saving Throw: 1/2
When the wizard casts this spell, a jet of searing flame shoots from duskblade fingertips.
The duskblade's hands must be held so as to send forth a fanlike sheet of flames: duskblade thumbs must touch each other and the fingers must be spread.
The burning hands send out flame jets of 5 ft. length in a horizontal arc of about 120 degrees in front of the duskblade.
Any creature in the area of the flames suffers 1d3 points of damage, +2 points for each level of the caster, to a maximum of 1d3+20 points of fire damage.
Those successfully saving vs. Spell receive half damage.
Chromatic Orb
School: Evocation
Range: 30 yards
Duration: special
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special
This spell causes a 2-foot-diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target.
The effect the orb has upon the target varies with the level of the mage who casts the spell. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. spells at +6. At first-level, the sphere inflicts 1-4 damage and blinds the target for one round. At second-level, the sphere inflicts 1-4 damage and inflicts pain upon the victim.
At third-level, the sphere deals 1-6 damage and burns the victim. At fourth-level, the sphere deals 1-6 damage and blinds the target for 1 turn. At fifth-level, the sphere deals 1-8 damage and stuns the target for 3 rounds.
At sixth-level, the sphere deals 1-8 damage and causes weakness in the victim. At seventh level, the sphere deals 1-10 damage and paralyzes the victim for 2 turns. At 10th level, the sphere causes 1-12 acid damage and turns the victim to stone. At 12th level, the sphere will inflict 2-16 points of acid damage and instantly kill the victim.
NOTE: The victim saves vs spells at +6 against all the effects and gets
no save against the damage.
Shocking Grasp (Arcane Chanelled)
School: Alteration
Range: Touch
Duration: 1 round/level
Casting Time: 1
Area of Effect: Touched creature
Saving Throw: None
A bright yellow glow encompasses duskblade's weapon, and when he hits a creature with it, an electrical charge will deal 1d8 damage + 1 per level of the caster to the creature. The duskblade only has one charge, and once an opponent has been touched the spell's energies have been used. If he misses, then the spell is wasted. The caster has 1 round per level in order to touch the target creature.
Spook
School: Illusion/Phantasm
Range: 30 ft.
Duration: 3 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Neg.
A spook spell enables the duskblade to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical which then appears to advance upon it in a threatening manner.
If the creature does not make a successful saving throw vs. spell, it turns and flees at maximum speed as far from the duskblade as possible. The creature has a saving throw penalty of -1 (to save against this spell) for every two experience levels of the caster, to a maximum of -6 at 12th level. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does.
In any event, the spell functions only against creatures with Intelligences of 2 or more, and undead are not affected at all.
True Strike
School: Divination
Range: Personal
Duration: 1 round
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
Upon the casting of this spell, the caster will gain temporary, intuitive insight into the immediate future. Any attack roll made before the end of the next round gains a +10 perception bonus.
LEVEL 2
Ghoul Touch (Arcane Channelled)
School: Necromancy
Level: 2
Range: 0
Duration: 5 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: Neg.
When the caster completes this spell, his weapon will glow a red color.
If the duskblade makes a successful melee attack against a creature, that creature is paralyzed by the negative energy. Enemy creature must make a saving throw vs. spell or be paralyzed for 5 rounds.
Knock
School: Alteration
Range: Visual range of caster
Duration: Instant
Casting Time: 1
Area of Effect: Locked door or chest
Saving Throw: None
The knock spell opens locked, held or duskblade-locked doors. It opens secret doors, as well as locked boxes or chests. It does not raise barred gates or similar impediments.
Ray of Enfeeblement
School: Enchantment/Charm
Range: Visual sight of caster
Duration: 1 round/level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.
By means of a Ray of Enfeeblement, a duskblade weakens an opponent, reducing its Strength and thereby the attacks that rely upon it.
The victim is reduced to a strength of 5 for the duration of the spell, unless a save vs. spell is made. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally. However the target receives all of the penalties for a 5 strength such as attack and damage penalties as well as lower weight allowance.
Melf's Acid Arrow
School: Conjuration
Range: Visual range of caster
Duration: Special
Casting Time: 2
Area of Effect: 1 target
Saving Throw: Special
By means of this spell, the duskblade creates a magical arrow that speeds to its target unerringly. The arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage. (There is no splash damage.) For every three levels that the caster has achieved, the acid lasts for another round, unless somehow dispelled, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts two rounds, at 6th-8th level, the acid lasts for three rounds, etc.
LEVEL 3
Keen Edge
School: Transmutation
Range: Visual range of caster
Duration: 10 turns
Casting Time: 3
Area of Effect: Creature
Saving Throw: None
This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 18-20, and a threat range of 19-20 becomes 17-20.
Multiple spells don't stack.
Flame Arrow
School: Conjuration/Summoning
Range: Visual range of caster
Duration: 1 round
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. spell. The caster receives one bolt for every five experience levels beyond 5th (two bolts at 10th level, three at 15th level, etc.). All of the bolts will streak towards the target of the spell.
Skull Trap
School: Necromancy
Range: 20 yards
Duration: Until triggered
Casting Time: 3
Area of Effect: 30 foot radius
Saving Throw: 1/2
Upon casting this spell, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 20 feet of it. When this happens the skull is triggered and explodes, damaging everyone within a 30 foot radius. The damage inflicted is equal to 1d6 hit points per level of the caster, or half with a successful save vs. spell. When casting this spell it is wise to set it far away from the party, lest they set it off accidentally.
Vampiric Touch (Arcane Channelled)
School: Necromancy
Range: Touch
Duration: 1 round
Casting Time: 3
Area of Effect: Target creature
Saving Throw: None
If you succesfully hit target with weapon, victim loses 1-6 hit points for every two caster levels, to a maximum drain of 6-36 for a 12th level caster.
These hit points are added to the caster's current hit points, with any hit points over the caster's normal maximum treated as temporary additional hit points. The temporary hit points last for 5 turns.
Note: This spell may not be cast multiple times to radically increase the caster's hit-points. The caster must wait for the first vampiric touch spell to run its course before casting another.
Dispelling Touch (Arcane Channelled)
School:Abjuration
Range: Touch
Duration: 1 round
Casting Time: 3
Area of Effect: Target creature
Saving Throw: None
Your succesful hit with the weapon causes one spell to rip free of its source and dissipate into nothingness.
You can use dispelling touch to end an ongoing spell that has been cast on a creature or object, or a spell that has a noticeable ongoing effect.
The base chance of successfully dispelling is 50%. For every level that the caster of the dispel magic is above the original caster, his chance of success increases by 5%. For every level that the caster of dispel magic is below the original caster, his chance of success decreases by 10%.
However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, there is only a 1% chance of failure. Similarly if the caster is 4 levels lower than the magic he is trying to dispel, there is only a 10% chance of success.
Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.
LEVEL 4
Haste
School: Alteration
Range: Visual range of caster
Duration: 3 rounds + 1 round/level
Casting Time: 3
Area of Effect: 40' cube, 1 creature/level
Saving Throw: None
When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack each round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 40-foot cube centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not).
Note that affected creatures expend as much energy during this spell as they would normally in a whole day, significantly raising their fatigue level. This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a slow spell.
Dispel Magic
School:Abjuration
Sphere: Protection
Range: Visual range of caster
Duration: Special
Casting Time: 6
Area of Effect: 30-foot cube
Saving Throw: Special
A dispel magic removes magical effects upon anyone within the area.
This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted
magical items or spell protections such as Spell Turning, and Spell Deflection.
The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the dispel magic is above the original caster, his chance of success increases by 5%. For every level that the caster of dispel magic is below the original caster, his chance of success decreases by 10%.
However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, there is only a 1% chance of failure. Similarly if the caster is 4 levels lower than the magic he is trying to dispel, there is only a 10% chance of success.
Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.
Note: while this spell dispels the individual effects of grease, web, stinking cloud and other such spells, it does not dispel the area of effect.
Fireshield (Red)
School: Evocation, Alteration
Level: 4
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: The Caster
Saving Throw: None
The red fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield not only grants the user 50% fire resistance, but also protects the caster from attacks made within a 5' radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8 +2 fire damage.
Improved Invisibility
School: Illusion/Phantasm
Level: 4
Range: Touch
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None
This spell is similar to the invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made his presence known). Attacks against the invisible character suffer -4 penalties to the attack rolls, and the invisible character's saving throws are made with a +4 bonus.
All touch spells are automatically arcane channelled.
Only one of those spells can be activated at the moment, and recasts of same spells before expiration will overwrite effects of previous spells.
So for example if you cast Chill Touch, and recast it after 5 rounds, then this spell will last another turn.
LEVEL 1
Chill Touch (Arcane Channelled)
School: Necromancy
Range: 0
Duration: 1 turn
Casting Time: 1
Area of Effect: The caster
Saving Throw: Neg.
When the caster completes this spell, a blue glow encompasses his weapon.
This energy attacks the life force of any living creature upon which the duskblade makes a successful melee attack. The touched creature must make a saving throw vs. spell or suffer 1-8 points of damage and receive a -2 penalty to its THAC0.
Burning Hands
School: Alteration
Range: 0
Duration: Instant
Casting Time: 1
Area of Effect: The caster
Saving Throw: 1/2
When the wizard casts this spell, a jet of searing flame shoots from duskblade fingertips.
The duskblade's hands must be held so as to send forth a fanlike sheet of flames: duskblade thumbs must touch each other and the fingers must be spread.
The burning hands send out flame jets of 5 ft. length in a horizontal arc of about 120 degrees in front of the duskblade.
Any creature in the area of the flames suffers 1d3 points of damage, +2 points for each level of the caster, to a maximum of 1d3+20 points of fire damage.
Those successfully saving vs. Spell receive half damage.
Chromatic Orb
School: Evocation
Range: 30 yards
Duration: special
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special
This spell causes a 2-foot-diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target.
The effect the orb has upon the target varies with the level of the mage who casts the spell. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. spells at +6. At first-level, the sphere inflicts 1-4 damage and blinds the target for one round. At second-level, the sphere inflicts 1-4 damage and inflicts pain upon the victim.
At third-level, the sphere deals 1-6 damage and burns the victim. At fourth-level, the sphere deals 1-6 damage and blinds the target for 1 turn. At fifth-level, the sphere deals 1-8 damage and stuns the target for 3 rounds.
At sixth-level, the sphere deals 1-8 damage and causes weakness in the victim. At seventh level, the sphere deals 1-10 damage and paralyzes the victim for 2 turns. At 10th level, the sphere causes 1-12 acid damage and turns the victim to stone. At 12th level, the sphere will inflict 2-16 points of acid damage and instantly kill the victim.
NOTE: The victim saves vs spells at +6 against all the effects and gets
no save against the damage.
Shocking Grasp (Arcane Chanelled)
School: Alteration
Range: Touch
Duration: 1 round/level
Casting Time: 1
Area of Effect: Touched creature
Saving Throw: None
A bright yellow glow encompasses duskblade's weapon, and when he hits a creature with it, an electrical charge will deal 1d8 damage + 1 per level of the caster to the creature. The duskblade only has one charge, and once an opponent has been touched the spell's energies have been used. If he misses, then the spell is wasted. The caster has 1 round per level in order to touch the target creature.
Spook
School: Illusion/Phantasm
Range: 30 ft.
Duration: 3 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Neg.
A spook spell enables the duskblade to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical which then appears to advance upon it in a threatening manner.
If the creature does not make a successful saving throw vs. spell, it turns and flees at maximum speed as far from the duskblade as possible. The creature has a saving throw penalty of -1 (to save against this spell) for every two experience levels of the caster, to a maximum of -6 at 12th level. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does.
In any event, the spell functions only against creatures with Intelligences of 2 or more, and undead are not affected at all.
True Strike
School: Divination
Range: Personal
Duration: 1 round
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
Upon the casting of this spell, the caster will gain temporary, intuitive insight into the immediate future. Any attack roll made before the end of the next round gains a +10 perception bonus.
LEVEL 2
Ghoul Touch (Arcane Channelled)
School: Necromancy
Level: 2
Range: 0
Duration: 5 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: Neg.
When the caster completes this spell, his weapon will glow a red color.
If the duskblade makes a successful melee attack against a creature, that creature is paralyzed by the negative energy. Enemy creature must make a saving throw vs. spell or be paralyzed for 5 rounds.
Knock
School: Alteration
Range: Visual range of caster
Duration: Instant
Casting Time: 1
Area of Effect: Locked door or chest
Saving Throw: None
The knock spell opens locked, held or duskblade-locked doors. It opens secret doors, as well as locked boxes or chests. It does not raise barred gates or similar impediments.
Ray of Enfeeblement
School: Enchantment/Charm
Range: Visual sight of caster
Duration: 1 round/level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.
By means of a Ray of Enfeeblement, a duskblade weakens an opponent, reducing its Strength and thereby the attacks that rely upon it.
The victim is reduced to a strength of 5 for the duration of the spell, unless a save vs. spell is made. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally. However the target receives all of the penalties for a 5 strength such as attack and damage penalties as well as lower weight allowance.
Melf's Acid Arrow
School: Conjuration
Range: Visual range of caster
Duration: Special
Casting Time: 2
Area of Effect: 1 target
Saving Throw: Special
By means of this spell, the duskblade creates a magical arrow that speeds to its target unerringly. The arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage. (There is no splash damage.) For every three levels that the caster has achieved, the acid lasts for another round, unless somehow dispelled, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts two rounds, at 6th-8th level, the acid lasts for three rounds, etc.
LEVEL 3
Keen Edge
School: Transmutation
Range: Visual range of caster
Duration: 10 turns
Casting Time: 3
Area of Effect: Creature
Saving Throw: None
This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 18-20, and a threat range of 19-20 becomes 17-20.
Multiple spells don't stack.
Flame Arrow
School: Conjuration/Summoning
Range: Visual range of caster
Duration: 1 round
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. spell. The caster receives one bolt for every five experience levels beyond 5th (two bolts at 10th level, three at 15th level, etc.). All of the bolts will streak towards the target of the spell.
Skull Trap
School: Necromancy
Range: 20 yards
Duration: Until triggered
Casting Time: 3
Area of Effect: 30 foot radius
Saving Throw: 1/2
Upon casting this spell, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 20 feet of it. When this happens the skull is triggered and explodes, damaging everyone within a 30 foot radius. The damage inflicted is equal to 1d6 hit points per level of the caster, or half with a successful save vs. spell. When casting this spell it is wise to set it far away from the party, lest they set it off accidentally.
Vampiric Touch (Arcane Channelled)
School: Necromancy
Range: Touch
Duration: 1 round
Casting Time: 3
Area of Effect: Target creature
Saving Throw: None
If you succesfully hit target with weapon, victim loses 1-6 hit points for every two caster levels, to a maximum drain of 6-36 for a 12th level caster.
These hit points are added to the caster's current hit points, with any hit points over the caster's normal maximum treated as temporary additional hit points. The temporary hit points last for 5 turns.
Note: This spell may not be cast multiple times to radically increase the caster's hit-points. The caster must wait for the first vampiric touch spell to run its course before casting another.
Dispelling Touch (Arcane Channelled)
School:Abjuration
Range: Touch
Duration: 1 round
Casting Time: 3
Area of Effect: Target creature
Saving Throw: None
Your succesful hit with the weapon causes one spell to rip free of its source and dissipate into nothingness.
You can use dispelling touch to end an ongoing spell that has been cast on a creature or object, or a spell that has a noticeable ongoing effect.
The base chance of successfully dispelling is 50%. For every level that the caster of the dispel magic is above the original caster, his chance of success increases by 5%. For every level that the caster of dispel magic is below the original caster, his chance of success decreases by 10%.
However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, there is only a 1% chance of failure. Similarly if the caster is 4 levels lower than the magic he is trying to dispel, there is only a 10% chance of success.
Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.
LEVEL 4
Haste
School: Alteration
Range: Visual range of caster
Duration: 3 rounds + 1 round/level
Casting Time: 3
Area of Effect: 40' cube, 1 creature/level
Saving Throw: None
When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack each round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 40-foot cube centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not).
Note that affected creatures expend as much energy during this spell as they would normally in a whole day, significantly raising their fatigue level. This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a slow spell.
Dispel Magic
School:Abjuration
Sphere: Protection
Range: Visual range of caster
Duration: Special
Casting Time: 6
Area of Effect: 30-foot cube
Saving Throw: Special
A dispel magic removes magical effects upon anyone within the area.
This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted
magical items or spell protections such as Spell Turning, and Spell Deflection.
The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the dispel magic is above the original caster, his chance of success increases by 5%. For every level that the caster of dispel magic is below the original caster, his chance of success decreases by 10%.
However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, there is only a 1% chance of failure. Similarly if the caster is 4 levels lower than the magic he is trying to dispel, there is only a 10% chance of success.
Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.
Note: while this spell dispels the individual effects of grease, web, stinking cloud and other such spells, it does not dispel the area of effect.
Fireshield (Red)
School: Evocation, Alteration
Level: 4
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: The Caster
Saving Throw: None
The red fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield not only grants the user 50% fire resistance, but also protects the caster from attacks made within a 5' radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8 +2 fire damage.
Improved Invisibility
School: Illusion/Phantasm
Level: 4
Range: Touch
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None
This spell is similar to the invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made his presence known). Attacks against the invisible character suffer -4 penalties to the attack rolls, and the invisible character's saving throws are made with a +4 bonus.
Mirrors for download:
BG1 EE version: http://yadi.sk/d/4yd8nbEwHRG9h
BG2 EE version: http://yadi.sk/d/dwr-WA9gHRGE4
Post edited by kensai on
13
Comments
I like the flavor, and unlike a lot of mod kits it is very balanced, with some seriously heavy disadvantages. I would be interested in trying this one. Just enough magic for flavor, yet not too much to make him a mage.
Well done!
Please comment then you try this mod, because I seriously interested in keeping game balanced and enjoyable.
Also, will it use its normal level for its caster level for things like dispel magic and chromatic orb?
I can change penalty, depending on gameplay and balance issues. Yes, it uses normal level for its caster level.
I think it's Ok.
Also requesting for following spells to be added to the spellbook
Level 1: burning hands
Level 2: detect invisibility
For the kit to be useful in bgee (i also checked the manual for duskblade spell progressions, can we also consider this progression for gaining spells?)
Level 1: 1 lvl spells x 2
Level 5: 2 lvl spells x 2
Level 9: 3 lvl spells x 2
Level 13: 4 lvl spells x 2
Level 17: 5 lvl spells x 2
Awesome mod btw!
It's spell of little use, except for killing trolls. Well, I'm afraid this way kit will be unbalanced.
In BG1ee, at 161000 xp, fighters cap at level 8. This means that a duskblade will play throughout the game as a gimped fighter that levels 20% slower, wo high mastery in weapon specialization, less HP and no plate armour/splint proficiency in exhange for 2 level 1 spells.
My above progression allows a bg1ee playthrough at cap level 8 compensated with 2 first level and 2 second level spells. Hope you will consider the suggestion.
And I'm not sure if it needs the -20% exp penalty. Compared with a F/M I think its allready balanced, becasue he does not get better spells than level 5 and the spellbook is very limited.
Also maybe remove the limit to Con and change HD to 1D8 ? Would make more sense to me.
For progression and usabilty in BG1 maybe (if that is possible):
Level 1: 1 lvl spells x 1
Level 3: 1 lvl spell + 1
Level 4: 2 lvl spells x 1
Level 5: 2 lvl spells + 1
Level 9: 3 lvl spells x 2
Level 13: 4 lvl spells x 2
Level 17: 5 lvl spells x 2
Compared to a Bard (because I think bards are closer to the kit than a F/M):
- Less spells, limited spell selection, more limited spell level
- Way better thac0 + more attaks
- Bard can use items that improve spells avalable (Dak'kon's Blade) and special bard items
- channel spells
- no pickpoket and lore (in my view this is not a big bonus for the bard in compare)
- Can use big shields
- Better hit dice
- No bardsong
So compared to a Bard I think he is balanced. He is the better fighter and tank but not as good as a caster/supporter.
Edit: I forgot to mention, very nice work. Thanks for doing this!
Also maybe I can get you to make a Hexblade ? (I know such request are not cool, but I love the Hexblade)
This kit is exciting.
I guess there's only one way to find out!
Gentlemen, what do you think about this new, fixed spell progression table? Roar, actually I just tested this kit in BG EE and it works well, I'll just have to fix little bugs, so it will be done soon
And I'll seriously think about your suggestion. Shame on me I simply don't know how to change this kit HD to 1D8
I can make a -2 HP penalty at every level, but it really is'nt a good solution.
About selfbuffs, actually pnp duskblade intentionally don't have many selfbuffs in his spell book, that's the way he created.
But if my duskblade will have a selfbuffs then what spells should be added, in your opinion? Well, currently I plan to
- finish a runescarred berserker, warrior that casts small number of spells by damaging himself (98% done)
- make a bladesinger, f/m limited to single-weapon style but with its unique abillities and his own moonblade as hla.
- make a red dragon disciple for a bard, how I think an RDD should be.
After that I'll think about Hexblade, it's a very interesting request
Well, AFAIK lower resistance is'nt a touch spell, but maybe make it as an unique HLA ability?
And thanks for .pdf, I'm reading it right now Have fun and please let me know what you find out about this penalty.
Because hardest job for me here is to make kit balanced.
Getting to level 5 with a 20% exp penalty means 19200 exp. When comparing this to a fighter/mage progression, we are looking at fighter (lvl 4)/ mage (lvl 3) who has only 2 first level spells and a second level spell. This comparison means that for the first part of below progression table does makes sense and is actually quite balanced.
However, the first class feature is rewarded only after getting to level 5. This means that from level 1 to 5 you would essentially have no bonus class features. I would suggest to allow a level one duskblade to have 1 level one spell, and at level 5, to grant another +1 level one spell.
Still, we would end up with the Duskblade having only 3 level 1 spells by the end of bgee1 at level cap 8. Comparatively, a fighter/mage at 7/7 will be able to cast up to level 4 spells. This suggests that even with arcane channeling and spellcasting in armour balancing, we may still wish to allow the Duskblade to be able to at least cast spells higher than level one.
Level 5: 1 lvl spells x 2
Level 7: +1 slot 1 for 1 lvl spell
Level 9: 2 lvl spells x 2
Level 10: +1 slot for 1 lvl spell
Level 11: +1 slot for 2 lvl spell
Level 13: 3 lvl spells x 2
Level 14: +1 slot for 2 lvl spell
Level 15: +1 slot for 3 lvl spell
Level 17: 4 lvl spells x 2
Level 18: +1 slots for 1 and 3 lvl spells
Level 19: +1 slot for 4 lvl spell
Summary:
1 lvl - 5 slots (+1 from HLA)
2 lvl - 4 slots
3 lvl - 4 slots
4 lvl - 3 slots
Can Duskblades use Mage equipment (Scrolls robes etc.)?
If not this would also be an disadvantage compared to Bard or F/M. Oh, that sounds pretty nice take your time.
The disciple for bards is something that sounds really good to me
Just another compare to the Bard/Blade at lvl 5/6:
Lvl exp HD thac0 Spellsslots Proficiency Points
5 10000 5d6 18 3/1 3
6 20000 6d6 18 3/2 3
Duskblade
5 19200 5d10 16 2/0 5
My version from the table below:
5 19200 5d10 16 3/0 5
As you can see the Duskblade is a better fight (hits more often and does more dmg through proficiency), but I think having no level 2 spells is a good offset.
For a balanced spell progression maybe:
Level 1: 1 lvl spells x 1
Level 3: +1 slot 1 for 1 lvl spell
Level 5: +1 slot 1 for 1 lvl spell
Level 7: 2 lvl spells x 1
Level 9: +1 slot for 1 lvl spell
Level 10: +1 slot for 2 lvl spell
Level 11: +1 slot for 2 lvl spell
Level 12: 3 lvl spells x 1
Level 13: +1 slot for 3 lvl spell
Level 14: +1 slot for 2 lvl spell
Level 15: +1 slot for 3 lvl spell
Level 17: 4 lvl spells x 2
Level 18: +1 slots for 1 and 3 lvl spells
Level 19: +1 slot for 4 lvl spell
Maybe one lvl 5 slot at 20 ?
Summery:
1 lvl spells x 5 (+1 HLA)
2 lvl spells x 4
3 lvl spells x 4
4 lvl spells x 3
The HLAs feel a week in compare to F/M HLA.
Maybe some special spells .
How about a HLA that double lvl 1 spells. By the time you can get it lvl 1 are not very powerfull anymore.
For selfbuffs I like Strengh (for people wo don't roll 18/00) and Shield.
There is a Duskblade mod for BG2 (not working with BG:EE and BG2:EE)
http://www.gibberlings3.net/readmes/readme-sword_and_fist.html
It is way less flexible than yours (just get innate abilitys at specific levels)
But there are some nice ideas for HLAs (just as inspiration)
"A Duskblade may pick the Wizard spells of Tenser's Transformation, Mantle or Mordenkainen's Sword as HLAs, each useable once per day, in addition to the normal choice available to a Fighter. These are cast in the same manner as their other spells."
1) starting xp is incorrect, i start with only 20k plus XP at the start of bg2ee
2) I can equip splintmail when max armour allowed should be chainmail only.
3) in bgee1 i start with a duskblade spellbook but not in bg2ee, not sure if this is intended.
For bgee1, the tool tip of chill touch is a surprise lol
@darkersun, the duskblade cannot use scrolls
What do you think about moonblade feature, maybe you have something in mind about his bonuses?
That's strange, because I receive a spellbook in both games =\
Does anybody have same problem? Yes, tlk strings in both games are different, but no problem. Okay, I'll think about Shield and Mantle
Suggested spell progression seems interesting too.
Doesn't mean that it has to be the case here, but what it DOES mean is that you can basically put everything you want to and it's going to be ok.
So basically you can look at other weapons and combine some of their abilities:
-> Improved Haste while held
-> AC bonus while held (obvious)
-> Additional damage against certain type of enemy (devils, demons, drow, evil?)
-> Additional elemental damage
-> Immunity to hold/charm/domination effects
-> Death ward?
-> Assuming it's going to be Bard's kit - some bonuses to his song?
-> Doesn't necessary have to be 1d8 damage - can be unique here
-> Improved casting speed (as per amulet of power)
-> Protection from Evil
-> Dispel magic on hit
These are some ideas taken from already existing items. Of course it doesn't make sense to give it all, but you get the idea. Basically you can account that previously the blade could've been wielded by both magic users and weapon masters, so you can have a bit of both worlds combined. Weapon should be good, though - HLA giving a weapon that is weaker than those existing ones is a HLA wasted
Unfortunately I haven't had time to play much. I haven't yet reached level 5 in BGEE. But it seems the spells at least are working in BG2EE, even though I don't have the spellbook. I was able to try them in the Irenicus dungeon.
The bladesinger kit sounds cool!
Chill Touch (channelled) seems to be very powerfull, because
- nice extra damge
- thaco penalty
- long duration
Shocking Grasp (channelled)
is relative weak in compare
- if you miss the spell is wasted
- only on charge
- short duration
But this is also an issue for the vanilla spells.
Spell Revesion does alot about spell balance, to bad its not yet compatible with BG2:EE:
Chill Touch - damage 1d8; drains 1 point of Strength
Shocking Grasp - 1d6 damage/2 levels (up to 5d6); stuns the target for 1 round
Thats what spell revesion does to balance the spells.
There implemantation of Knock is also awesome:
Knock - a ram like force can be used to knockback unconscious a living target or bash a locked door/chest
Don't get me wrong, I love that I can channel spells through my weapon, its awesome and finaly one Kit that make good use of the touch spells.
I also had no spell book.
About pnp, 3ed Duskblade, it also gets up to level 5 spells.
Here is a list of the level 5 spells of the Duskbalde spellbook:
Bigby's Clenched
Chain Lightning -> available in BG2
Disintegrate -> available in BG2
Hold Monster -> available in BG2
Polar Ray
Slashing Dispel
Sonic Shield
Waves of Fatigue
Is it possible to make items that enhance the spellcasting abilitys of the Hexblade ?
Like a special version of Ring of Wizardy or Dak'kons blade ?
Some ideas for an easy Hexblade conversion:
Just take you Duskblade and change the spells (Hexblade is debuffing and curses also ni channeling spells):
Level 1: Blindness, Charm Person, Larloch's Minor Drain, Spook, Sleep
Level 2: Deafness, Horror, Power Word, Sleep, Glitterdust
Level 3: Dire Charm, Hold Person, Hold Undead, Slow, Miscast Magic
Level 4: Confusion, Contagion, Greater Malison, Polymorph Other, Secret Word
Maybe give it the cause wound cleric spell progression ?
And maybe the option to curse once per 4 level (reversed bless?)
And the option to cast Familiar at level 4
These are just my personal oppinons and wishes, so no preassure.
The Kit is allready awesome and a good peace of work. Thank you.
Chill Touch has a weakness too - many enemies in bg has cold resistances, including demons and undead.
Well, actually it's compatible. I played Black Pits 2 with Spell and Kit Revisions installed.
And I know about revised Shocking Grasp, they added stun because spell sucks in damage comparison and it's was too risky to use, but now I think situation changed and stun seems too OP to me.
So no, touch spells won't be changed, and will stay according AD&D rules. Yes, I know it and have good news for you - if you install spell revisions then duskblade's knock will also change it's effects No, I won't add 5 lvl spells.
There are two reasons:
- dusklade will be imbalanced
- 5 lvl spells are actually boring ) Of course it is possible. I'll think about it.
And thanks about hexblade suggestions, I'll use some of them
Bladesinger will be a bard, or maybe even a unique fighter/mage (with -2 spell for every level penalty).
There will be three different moonblade, with unique abilities - one for melee, one with special bonuses for mage...
Later I'll start a new discussions about this, it's definitely will be an interesting topic
Well, improved haste is defenitely too powerful.
improved casting - yep.
ac bonus - maybe.
dispel magic - boring
maybe some fireshield like effects, maybe additional attack, maybe cleave effect like it's added in kit revisions (+1 attack in this round if enemy is killed)
If I may offer a few suggestions:
1. Replace the -20% XP Penalty with worse Thac0 progression.
2. Restrict to only one-handed melee weapons
3. Can not use shields
4. No points in Two-Weapon Style
IMO, this better fits the Duskblade/Magus archtype.
You're right though, I did get Bladesinger and Duskblade. My mistake.
Normaly the Duskblade can use some 0 level spells like dancing lights. Any chance these can be implemented. If yes, than it could solve the issue of not having a class feature till level 5.
I allredy love the kit butt some extra options would be nice.