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

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  • AquadrizztAquadrizzt Member Posts: 1,065
    @Kamigoroshi , thanks. That's what I get for coding the compatibility for that component at 6am. I'll post an updated version shortly.

    I just realized that Homebrewery is not Firefox compatible. I'll see if I can get a readme.pdf up soon, for now, please use Chrome to view the readme.
  • Dark_AnsemDark_Ansem Member Posts: 992
    SoD, latest :)
  • AquadrizztAquadrizzt Member Posts: 1,065
    @Kamigoroshi , fixed the Ability Bonuses issue.
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited December 2016
    Generally speaking, there is so much win here it's unbelieveable.

    The specialist wizard kits are very well done. I like how you have made the Diviner a little more of a force to be reckoned with with his new ability and spells reassigned from other schools. An Enchanter is now a force to be reckoned with throughout the Saga with his passive projection of a saving throw penalty vs. spell. Can you tell us, what is the range of that ability, and does the penality apply to all types of enemies, or only those affected by enchantment spells (which would leave out those immune to enchantment such as undead, golems, etc., the bane of the enchanter)?

    I am not a fan of the decision to ban necromancy. Apart from the question of the Realmsian "feel", there is perhaps now, kit special abilities aside, less rather than more of a difference between specialist wizards if you no longer have to consider your opposition school very carefully before choosing your favoured school. If everyone can learn the same spells except for Necromancy, you no longer have to consider which spells you (CHARNAME personally if an arcane caster AND the party as a whole) absolutely cannot do without.I look forward to @subtledoctor 's explanation - maybe there's a good reason and I'm just not getting it on my own.

    The Crafting, Cantrips and Ability Score Bonuses for mages and sorcerers are really great and flavourful, especially the decision to boost sorcerer casting levels based on Charisma.

    I liked the v0.4 Hatran Dynaheir spell selection better than the Favoured Soul (Life) version, and in any case, HEAL and RESURRECTION, the (in the context of PC gaming) ultimate end-use of a divine caster, are perhaps too powerful spells to granted at levels 6 and 7 for an arcane caster, two-thirds of the way towards ultimate arcane power. Perhaps these special spells could be bumped up one level each for the Favoured Soul? Of course, for Dynaheir,
    that's not going to be an issue because she won't be around.
    I also liked that Dynaheir got a unique kit that's not available for just any first-level CHARNAME waltzing out of Candlekeep. Could this perhaps be restored in a future release?

    Post edited by Contemplative_Hamster on
  • KamigoroshiKamigoroshi Member Posts: 5,870
    Played around the with idea of another Sorcerer kit. Who knows, maybe it will be helpful for the mod.

    Cosmic Disciple

    Sometimes, alien beings "bless" their horrible taint on whatever mortal best suits their abhorrent purpose. You are such a fell existence in which the fantastically abnormal is cloaked in a guise of mundane flesh and blood.

    Immunities. The Cosmic Disciple is immune to Panic and Confused.

    Alien Anatomy. The Cosmic Disciple has a +4 bonus to saves vs. paralyzation.

    Unsettling Presence. The Cosmic Disciple permanently radiates an aura of discomfort. Living non-abberation creatures, whenever hostile or not, suffer a -2 penalty on all saving throws around the disciple.

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

    Innate Cantrip

    Floating Eye (Alteration)
    Makes one of the caster's eyeballs airborne, granting sight range of 10-meter radius for 1 round. Attacks that would harm the visible eyeball will also harm the caster. Upon death of the eye, the caster will be blinded.


    On a side note: I feel that the reworked Dragon Disciples could slightly be fleshed out more. Currently they are more akin to Elemental Savants than Dragon Disciples. For instance, a save boni vs. breath attacks would indicate a firmer relationship with dragons.
  • Lord_GayLord_Gay Member Posts: 94

    less rather than more of a difference between specialist wizards

    You can adopt a house rule of mine I've used for specialists in D&D. In return for the +1 slots, specialists have to dedicate most of their slots to their speciality. 51% of the slots of each level have to be filled with specialty spells. IOW, if you have three first level slots, two of them must be specialty. If you have ten first level slots, five of them must be specialty.

    I've always thought it dumb that you can choose diviner, and fill your slots with MM and fireball, or enchanter, and fill your slots with MM and fireball, or necromancer, and fill your slots with MM and fireball. Where's the difference? If you encounter a hostile mage, you should be able to recognize that they're a specialist by them hitting you with mostly spells of one school. Isn't that more fun as an encounter?

    I don't think players should be choosing specialists based on opposition schools, but on their playstyle. If you spend the game blasting things, choose an invoker. You're already filling your slots with damage spells, so the +1 slot from specializing is pure gravy. If you enjoy charming things, or disguising your party, choose an enchanter or illusionist. Playing a specialist should be for players who already focus on one type of magic, where the requirement of memorizing mostly one school won't matter but the bonus slots will be welcomed.

    If you like to constantly mix and match and change your selections, then being a specialist is NOT for you. In that case, choosing a specialist just for the +1 slots is more cheating than roleplaying. What then is the difference between generalist and specialist? Why ever choose generalist?

    In a weird sort of way, being a specialist is like taking a step towards sorcery. You get more spells, but your selection narrows.
  • AquadrizztAquadrizzt Member Posts: 1,065
    Part of the reason why opposition schools are removed (for the most part) is because typically, you don't choose schools for a specialist based on what school you wanted, but rather what schools you didn't want to lose. I'm sure Subtledoctor has more to say but I remember this being the main point.

    And @Lord_Gay, I'd implement this if it were possible, but alas.
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  • DanacmDanacm Member Posts: 951
    I feel you are right about the whole specialized wizard thing. Most players choose conjurer just because they loose the least spell.

    I like the ide of necromancers, and i always want to try one, but never feel enough special to play it.Btw necromancy is about two things, raise deads, undeads and use dead magic to weaken enemies and to experiment people.
    But not the necromancers main focus or goal to live forever ? Win over death, and manipulate life ? The lichdom is something can be the last goal for them, or isnt it ?

    I read the wild sorcerer idea @subtledoctor , and maybe you can use such an ability to enchanters lik nrd. Every level you add the nrd like spell what stores the same level enchantment spells for speciality. Or give it to initate ability, or at least for bards in other mod :D
  • Lord_GayLord_Gay Member Posts: 94

    the third beneficial result is to boost single-class mages, who generally pale next to multiclass variants in the vanilla game.

    How are pure mages helped?

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  • DanacmDanacm Member Posts: 951
    edited December 2016

    Danacm said:


    But not the necromancers main focus or goal to live forever ? Win over death, and manipulate life ? The lichdom is something can be the last goal for them, or isnt it ?

    Sure - but that takes years, and then you have a phylactery, and there would be mechanics for that, etc. etc. This game only covers a few months.

    And anyway, kinda the whole point of the game is to enable you to have supreme power over death (well, murder) in a much faster and more thorough way... :wink:

    Like I said, the innate versions of Chill Touch, Ghoul Touch and Vampiric Touch involve transforming part of your body to have direct control over various aspects of life and undeath. (The effect differs depending on who you touch... you can cause undead being to cower before you, or be dominated by you.) They work at will and can be thought of as taking one step toward lichdom. I just don't (personally) think it makes sense to go the whole way in this game.
    True, lichdom is an overkill.But something like pale master, that gain undead "gift" but not become true undead. Like and exoskeletlon, living armor that uniqe, store spells or augment abilities as you advance.

    I forget about building undeads, but its clerics territory, they can do it better. hm, not refinements adds bone knight, or flesh golem or something to necromancers ?
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  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited December 2016
    @subtledoctor , cheers for your thoughts, I have a better appreciation of the complexities now. The Necromancer is still not quite right, as you note, I mean, no opposition school + free Vampiric Touch? THat's too powerful, though of course, it's a single player game and anyone so involved in it as to install this mod has only himself to blame if the game becomes unbalanced by playing a necromancer.

    Here's a rough idea about the necromancer.

    Perhaps ... perhaps Necromancy does not exist as a scholarly pursuit. Try as they might, the horrible practices of and secrets revealed by Necromancy twist the minds and intentions of those who attempt it. By turning to Necromancy, its practitioners leave the mage tradition behind and effectively become sorcerers, guided by the twisted "logic" inherent in the field. The result is a sorcerer subtype with access to all necromancy spells by default (subject to character level requirements) but limited in spell selection to necromancy and whatever smatterings of knowledge of other schools he can pick up along the way (= standard sorcerer spell selection mechanism limited by mandatory choice of necro spells, and perhaps reduced further in number?).

    So effectively, combine the necromancy specialist and the Revenant Disciple somehow.

    It's a great fit for Xzar, I think.

  • AquadrizztAquadrizzt Member Posts: 1,065
    @rrchristensen , perhaps higher level arcane spells (e.g. 6-9) from other schools could be barred from Necromancers? And then some other kinds of benefits could be granted at higher levels.
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited December 2016
    Sure. Perhaps, over time, they become too deranged to function as proper wide-spectrum specialists. There's plenty of material to inspire and justify the implementation of deranged necromancers studying things man was not meant to know and neglecting their skills in other fields.

    FORGOTTEN REALMS ADVENTURES (TSR 1990, 2nd ed. ADnD), the first detailed treatment of how magic and mages work in the 2nd ed. Forgotten Realms campaign, had this to say about Necromancers (my emphasis in bold):

    Necromancy attracts two groups of individuals. The first and smaller group contains those who have a great interest in the body and curative medicine. These are few because the ones who are most interested in curative magic lean toward the priesthood, with its more direct rewards in this area. Such necromancers, usually of good alignment, refer to themselves as white necromancers.
    The greater number of necromancers. black necromancers.follow the school because it gives them the power to affect and control large groups of mindless servants, usually for destructive purposes.
    Necromancers tend to hold grudges for incredibly long times. A large number of liches have had extensive necromantic training in life (most liches in the Realms are at least a little brain-damaged (whether this is the result of the magic which made them liches or comes from studying necromancy is unknown).
    [...] Necromancers, as noted, hold grudges. Against everyone. Living creatures, other necromancers, paladins, everyone. High on their lists are illusionist and enchanters (who use spells denied to the necromancer), priests (who turn the undead), and white necromancers (who are too stupid to see what sort of power they have).
    Most necromancers are evil or tend toward evil (with the exception of white necromancers). Their pragmatic actions tend to make them unpopular with their allies (animating the body of a fallen comrade, for example, is considered tasteless by most characters of breeding) and their attitudes on life and death are certainly outside the normal bounds of their society.


    In THE COMPLETE BOOK OF NECROMANCERS (TSR 1995, 2nd ed. ADnD) there are several pages devoted to the strange, special powers necromancers may obtain from their netherwordly contacts and foul researches; and to the heavy price, physical, mental, and spiritual, that a necromancer pays for his dark powers. Insanity is all too common, some to the point of complete incapacity. The Philosopher kit, the most scholarly of the necromancers is described as follows (cutting and pasting and abridging heavily here):

    "The Philosopher studies necromancy out of an overpowering desire to master the forbidden and secret arts shunned by the rest of world. Indeed, if necromancy were not publicly reviled or a topic of social taboo, the Philosopher would not give this school of magic more than a cursory thought. The Philosopher is curious about the forbidden, fascinated by the obscure. The Black Arts are especially tempting to this wizard, who craves to unravel all the dark, hidden mysteries of the universe." [...] "The Philosopher is a demented and outcast scholar, forced to pursue his or her dangerous studies on the fringes of civilization. This wizard lives like a recluse, always residing in the outskirts of town or in the wilderness. The Philosopher's sinister habits and fiendish summonings would repulse the uninitiated, inflame neighbors, and quickly bring an eviction by the local authorities. It is far easier to live alone, attended by a few trusted henchmen or familiars who respect and occasionally assist in the work."

    "The Philosopher has the knowledge of a sage regarding spells in the school of Necromancy,
    necromantic magical items, and the netherworld (particularly the Lower Planes). [...] Perhaps the greatest hindrance of this character is a tenuous grasp on reality. Normally, scholars attempt to retain an objective or unbiased view of their research. With black necromancy, however, such an emotionless and impartial perspective is extremely difficult to maintain."

    "Along with the usual benefits of the specialist, the Philosopher gains a +30% chance (total) when learning spells from the school of Necromancy. [..] Finally, because of the wizard's extensive research in necromancy, spells from other schools are much more difficult to learn for the Philosopher, resulting in a -30% penalty."

  • GrammarsaladGrammarsalad Member Posts: 2,582
    The Philosopher is a demented and outcast scholar, forced to pursue his or her dangerous studies on the fringes of civilization.


    Or they gets the hemlock! Lol
  • Good one.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    More on topic, I don't think that the learning bonuses/penalties are implementable.

    But still, this works as a justification for limited casting of non necro spells
  • Yep, that's my point.
  • Necromanx2Necromanx2 Member Posts: 1,246
    Hi All,

    Thanks for the great work!

    I just installed 0.70 and created both a Favored Soul and a Magus. In both cases there was many first level spells missing from my selection options (like identify and magic missile). I installed on BGEE SoD as well as BG2EE. I tried a Magus on both (with Fav Soul & Fire Dragon deciple in BGEE SoD only) and found this issue is both places. I did not install the cantrips or ability enhancements portion of this mod in either game, but I did do the rest of this mods options (Sorcerers gain spells in game with special ability). 12 level 1 spells appear to select from in this order:
    1 - Grease
    2 - Armor
    3 - Burning Hands
    4 - Charm Person
    5 - Color Spray
    6 - Blindness
    7 - Infravision
    8 - Protection from Evil
    9 - Shocking Grasp
    10 - Chromatic Orb
    11 - Reflected Image
    12 - Spook

    In BG2EE there is a 13th spell call Necromancy Spells I.


    I have the following mods in BGEE SoD:
    Eldritch Magic
    Pale Master Kit for Sorcerers
    Tenya Mod
    This mod (installed last)

    In BG2EE I have:
    Eldritch Magic
    Pale Master Kit for Sorcerers
    BGII:EE - Unofficial Item Pack
    Golem Construction for Spellcasters
    This mod (installed last)

    I tried making an Invoker and he had all Mage spells available just fine so it seems to be Sorcerer related.
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  • Necromanx2Necromanx2 Member Posts: 1,246
    Missing from dialog when I use special ability. I see them in character creation (all greyed out).
  • Necromanx2Necromanx2 Member Posts: 1,246
    I attached screenshots of a Magus where you can see spells at creation versus using special ability.
  • AquadrizztAquadrizzt Member Posts: 1,065
    Are you sure you did not install Level 1 Cantrips? The spells you observe as missing would be the spells that would be removed due to level switching of some spells to keep Cantrips balanced.
  • AquadrizztAquadrizzt Member Posts: 1,065
    @Necromanx2 could you post your Weidu log?
  • rainlitrainlit Member Posts: 12
    Would there be a way to get Magi F/M thac0 progression?
  • Necromanx2Necromanx2 Member Posts: 1,246
    Here you go.
  • Necromanx2Necromanx2 Member Posts: 1,246
    I played around with uninstalling different components. I found that removing the specialist wizard component added more spells, but not may (added Larlochs and one other I think).

    I just removed the dialog for spells component so I can play the Magus until it gets fixed.
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