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[MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers

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  • PandemicLegionPandemicLegion Member Posts: 38
    edited October 2016
    All is succesfull installed especially Allow Elves and Half-Elves to Specialize in Any School but i still cant choose Abjurer with Elves.

    Can i savely mody Charname with the eekeeper or will this cause problems ingame?
    I mean start as Human Choose Abjurer then modiefy Charname with ee keeper to be Elf and Change the appearance to Mage Male Elf .
    Then export him and Start as him over again or will i be still flaged as other race or will this cause some otherProblems?
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    ENCHANTER: A Mage who specializes in Charm and Enchantment magic. These wizards are adept both at using magic to influence the minds of others, inducing sleep, friendliness, despair, or dementia.

    Abilities:
    – Enchanters automatically learn spells from the school of Enchantment.
    – Enchanters may use the "Drowse" cantrip, which causes a target to briefly fall asleep if the target fails a saving throw.
    – Enchanters are resistant to magic within their specialty, becoming immune to Charm and Sleep spells.
    – Magical effects are harder to resist near an Enchanter: nearby enemies automatically suffer a -2 penalty to saves vs. spells. <---- All spells or only Enchantment spells?
    ......................

    REVISED SPECIALISTS: as stated, there are no more opposition schools; specialists may cast spells from any schools (with one exception) and are now defined by their special abilities instead of spell restrictions. The exception is Necromancy, which is a dark art; most wizards cannot or will not learn such magic. Only Necromancers may use necromancy spells. (Horrid Wilting is moved to the school of Invocation so as not to deny players access to it, and Energy Drain takes its place at 8th level.) Specialists still gain an extra spell per level, and spells in their school are added to their spellbooks automatically. In some cases, the spells added in their school are enhanced versions of spells that other wizards may cast; ((((((((((for example, Abjurers' native version of Spell Deflection will simultaneously raise a Spell Shield.)))))))))) <- I tested this i dont cast a Spell Shield simultaneously .......
    Do not erase spells in your specialty school from your spellbook! Descriptions of the revised kits follow:

    Is this mod compatible with item revisions and spell revisions?
    My Game Version is 2.3.67.3
    Now i deinstalled all mods and installed tnb only but now it seems the spells that should i get earlier like Minor Globe of Invulnerability at lvl 4 but i should have it at lvl 3 right?
    Cant get the mod working.

    Does the Sorcerer gets still a permanent -1 casting speed penalty?
    Post edited by PandemicLegion on
  • MasterChefMasterChef Member Posts: 43
    I want to start a trilogy playthrough soon and would really love to play this mod. Any chance the next update will be released soon?
  • AquadrizztAquadrizzt Member Posts: 1,069
    @MasterChef , I am hoping that my winter break (starting around Christmas) will provide me enough time to get everything to an acceptable level of balance and polish. My continued apologies for taking so long to update; senior year of university is a busy time between my thesis and the job search.
  • MasterChefMasterChef Member Posts: 43
    @aquadrizzt No problem! Really appreciate the time and work you've put into this!
  • AquadrizztAquadrizzt Member Posts: 1,069
    Status update regarding the new version of Tome and Blood.

    I have finalized my designs for updating various kits to be more interesting and worthwhile. Actually implementing these kits will likely take a bit of time, but I should be able to get a new version out soon™.

    For the curious, here are some of the new (or updated) kits coming in the next version. Other kits that I haven't included in this post include Feyblooded, Amorphous [Ooze], Revenant [Undead], and the Magus

    Dragon Disciple

    d6 Hit Die. The Dragon Disciple rolls a d6 instead of a d4 whenever a new Hit Die is earned.

    Elemental Affinity. After character creation, the Dragon Disciple may choose one of the following damage types: acid, cold, electricity, or fire. They gain a +50% bonus to resistance against that damage type and they also deal +25% more damage of the selected type.

    Scales. The Dragon Disciple may subtract their Charisma modifier from their base Armor Class.

    Reduced Spellcasting. The Dragon Disciple gains one fewer spell slot for each spell level they can cast.


    Wild Sorcerer

    Wildspell. Whenever a Wild Sorcerer gains access to a new spell level, they also add a *wildspell* of the appropriate level to their spellbook. A wildspell allows the casting of any Mage spell of the appropriate level, but is guaranteed to trigger a wild surge.

    Wild Surge. Every time a Wild Sorcerer casts a spell, there is a 5% chance that it will explode in a wild surge, generating a completely random effect.


    Favoured Soul

    Divine Spells. After character creation, the Favoured Soul may select a single divine sphere, granting them arcane versions of the divine spells from the selected sphere.

    Protected. The Favoured Soul is always under the effects of a protection from evil spell, granting a +2 bonus to Armor Class and saving throws against evil foes, as well as protection from summoned fiends.

    Reduced Spellcasting. The Favoured Soul gains one fewer spell slot for each spell level they can cast.


  • CahirCahir Member, Moderator, Translator (NDA) Posts: 2,819
    Oh, looking great, I can't wait for the new version. Anxious to finally play my Clan Morueme Sorcerer from the Nether Mountains :)
  • DarkersunDarkersun Member Posts: 398
    Sounds great. Will the update include all the previous options/features or are there some things removed and others added?
  • inethineth Member Posts: 746
    edited December 2016
    @Aquadrizzt: Does the Wild Sorcerer also get the random -5 to +5 variation in caster level, that the Wild Mage gets? I always like that, it adds some more flavor.

    Also, regarding "The Dragon Disciple may subtract their Charisma modifier", what do you mean with "may"? Is this a 1/day ability or something?
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  • AquadrizztAquadrizzt Member Posts: 1,069
    edited December 2016
    @subtledoctor , the base AC bonus can actually be dynamic and always updating. I was originally gonna tie it to Constitution, but its not like Constitution is an underappreciated stat. The idea is to give Dragon Disciples an incentive to not dump Charisma.

    @ineth , "may" simply implies that I've only designed it to be relevant if they have a positive Charisma modifier. Basically, a Dragon Disciple with 20 Charisma is treated as if they are always wearing chain mail. If they are wearing caster armor (or bracers) that gives them a better base AC than their Charisma modifier would, the item will override the bonus.

    An added benefit of this is that a Dragon Disciple under the effects of a Friends spell gains a pretty decent bonus to base Armor Class for the duration, which might incentivize Friends over say... Armor or Shield.

    @Darkersun , the Celestial, Verdant, and Fiendish disciples are all rolled into the Favoured Soul. Sylvan, Revenant and Amorphous will continue to exist because I was able to adequately distinguish them.

    I think the only other kit I'm removing is White Necromancer, but if you want a healer mage type, the Favoured Soul with the Life or Necromantic spheres should scratch that itch.
  • agb1agb1 Member Posts: 249
    Minor warning report for 0.62 (maybe already fixed in upcoming release):

    Doing EE-type kit extensions for kit QDORAMUR
    Copying and patching 1 file ...
    [./override/kitlist.2da] loaded, 10784 bytes

    WARNING: the arguments for thief-only 2DAs should only be provided for thief kits
  • agb1agb1 Member Posts: 249
    edited December 2016

    Actually @PandemicLegion and anyone else: I think you can use this hotfix to make this stuff work in the current version of TnB, while we wait for the next one.

    https://dl.dropboxusercontent.com/u/86011511/TnB_SD.zip

    This hotfix is now included in the BiG World Fixpack.

    @subtledoctor - I see that in setup.tra you removed a dialogue token from the Contingency description. Was it not working?
  • AquadrizztAquadrizzt Member Posts: 1,069
    @agb1, thanks for the report. Oracles are actually getting swapped out in the upcoming version (as they can be more fully realized with the Shaman class). I'm working with FnP to provide a lot of fun spontaneous divine casters (called Incarnates), stayed tuned for that.
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  • DanacmDanacm Member Posts: 951
    Wild Sorcerer is a great idea. And whats about some specialized school sorcerer ? Is it possible ? Like transmuter sorcerer.
  • Lord_GayLord_Gay Member Posts: 94


    A full list of cantrips is provided below.

    Where is the list of cantrips?

    I do not see them in the OP. I do not see them in the 0.4 pdf. I did not find them in 0.62 download. I did not see them in the scales of balance readme. I did not find them on a beamdog forum search. I did not find them on a google search.
  • AquadrizztAquadrizzt Member Posts: 1,069
    @Lord_Gay , old and not updated description of the mod. The new version is almost complete (just cleaning up some mod compatibility stuff now), and has a very extensive readme that I've been writing up as well.
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  • CahirCahir Member, Moderator, Translator (NDA) Posts: 2,819
    Oh boy, I've been looking for tis SO long!
  • Very excited about this!
  • KamigoroshiKamigoroshi Member Posts: 5,870
    edited December 2016
    Great news! I'm eagerly waiting for the updated readme.pdf for the v0.7 release as well. ;)
  • @Aquadrizzt

    Question: the readme says [BGEE Only] for certain components. Does that include SoD? For instance, I'd like Dynaheir to be a Hatran Sorcerer for all of BGEE and SoD.
  • AquadrizztAquadrizzt Member Posts: 1,069
    edited December 2016
    The newest version of Tome and Blood (v0.7) is now available in the top post!

    Thank you everyone for your continued patience. Now go out and break the new version!

    Happy holidays!
    Post edited by Aquadrizzt on
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited December 2016
    This is great! A very thorough effort, and I can't wait to ty it out; although (here it comes, always with the criticism whenever one makes an effort, eh?), I don't think the near-absolute prohibition on Necromancy feels very Forgotten Realmsian to me. It's a very "high magic" setting featuring tons of prominent wizards of all stripes. I mean, necromancers, yes, odd ducks, creepy fellows most of them, and not polite company, but to ban every spell effect from that school? Why would your normal mage or specialist not be allowed to e.g. Hold the undead attacking his village? You don't discuss this decision in the readme, and it appears to be a mandatory change (?); could you tell us more about this decision?
  • AquadrizztAquadrizzt Member Posts: 1,069
    Paging @subtledoctor to explain the logic behind Necromancy as an excluded school.

    And Necromancy is only an excluded school if you install Revised Specialists; every component of this mod can be installed independently (although I'd recommend installing them in the order they appear in the mod).
  • Dark_AnsemDark_Ansem Member Posts: 992
    So, finally this mod is out, much reduced in scope I'd say, but higher in quality. HOWEVER: I cannot access the Necromancer at-will abilities. I can find "find familiar" just fine, but the others not.
  • AquadrizztAquadrizzt Member Posts: 1,069
    @Dark_Ansem , most of the removed features were components that were already present in other mods (e.g. the various "add new weapons" or "allow more races to use this class", which can be better done via Tweaks).

    A couple of the Sorcerers were removed because coming up with unique feeling kits was difficult, and I think that the Favoured Soul manages to capture the feeling of the Celestial, Fiendish, and Verdant Sorcerers quite well, while the Rimeblooded and Stormborn Sorcerers are mechanically similar to the Frost and Electric Dragon Disciples.

    I'll look into the issue with the Necromancer at will abilities. What game and version are you using?
  • KamigoroshiKamigoroshi Member Posts: 5,870
    @Aquadrizzt Encountered an problem with v0.7 on BGII:EE 2.3.67.3 concerning the installation of the [Ability Score Bonuses] component.
    ERROR locating resource for 'COPY'
    Resource [SPIN554.itm] not found in KEY file:
            [./chitin.key]
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    
    ERROR Installing [Ability Score Bonuses], rolling back to previous state
    Will uninstall  48 files for [TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2] component 14.
    Uninstalled     48 files for [TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2] component 14.
    ERROR: Failure("resource [SPIN554.itm] not found for 'COPY'")
    PLEASE email the file SETUP-TOMEANDBLOOD.DEBUG to aquadrizzt@gmail.com
    Using Language [English]
    
    However, this error does not seem to appear on a BG:EE SoD 2.3.67.3 installment.

    Oh, and your readme is cut off somewhat over at homebrewery. Page 11 only shows the [Spell Selection Dialog] heading, without its component description. ;)
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