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

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  • [Deleted User][Deleted User] Posts: 0
    edited October 2017
    The user and all related content has been deleted.
  • GawainBSGawainBS Member Posts: 523

    ThacoBell said:

    I don't really get why necromancy as wizardry is so often considered evil, when about 80% of a good cleric's spells are necromancy.

    I mean, it depends on how you think about it. When D&D gives wizard school designations to cleric spells that are not organized by school, when doing so has no actual effect, it's pretty meaningless. The actual word "necromancy" means "divination through the dead" so the discipline technically involves raising and communicating with dead bodies and spirits. Healing spells and abilities like laying on hands have nothing to do with summoning the dead, so as far as I'm concerned they are not necromantic effects (regardless of the meaningless notations in the PHB).
    For what it's worth in subsequent D&D iterations, healing spells have been qualified as "Conjuration (Healing)" spells. So it really IS about how you look at it.
  • AquadrizztAquadrizzt Member Posts: 1,069
    If and when grad school simmers down a bit and I have a real job offer for the future then I'll see if I can do a pass on this mod.

    Spontaneous specialists are almost certainly happening (as in I know how to implement them and just have to find a chunk of free time to actually do it).

    Apologies for people having issues with the mod. I'll take a look for minor fixes when I'm not as swamped as I am right now.
  • JarinexJarinex Member Posts: 46
    Hey I understand. I’m in grad school myself, so I definitly know how hectic it gets.
  • PandemicLegionPandemicLegion Member Posts: 38
    Ability score Bonus dont work.
  • PandemicLegionPandemicLegion Member Posts: 38
    edited November 2017
    This -> The Abjurer also receives a +2 bonus on Saving
    Throws to resist Abjuration spells, and targets of the
    Abjurer's Abjuration spells receive a -2 penalty to Saving
    Throws to resist them

    This is useless on Abjuration spells isnt it?
  • Mantis37Mantis37 Member Posts: 1,177
    I like the sounds of the Specialist changes. Reminds me a little of the Paths of Power article way back in Dragon 216.
  • OlvynChuruOlvynChuru Member Posts: 3,079

    This -> The Abjurer also receives a +2 bonus on Saving
    Throws to resist Abjuration spells, and targets of the
    Abjurer's Abjuration spells receive a -2 penalty to Saving
    Throws to resist them

    This is useless on Abjuration spells isnt it?

    If you start as an Abjurer and dual-class to a Cleric, you can cast Glyph of Warding, which is an abjuration spell that offers a saving throw.
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited November 2017
    Dispel Magic, Remove Magic, etc. -or am I not getting it?
  • PandemicLegionPandemicLegion Member Posts: 38
    Not with Spell rev. or?
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  • AquadrizztAquadrizzt Member Posts: 1,069
    Dispel Magic etc are caster level checks or something else... weird.
  • PandemicLegionPandemicLegion Member Posts: 38
    So the Bonus is pretty useless on most parts mb give the kit something else?
  • [Deleted User][Deleted User] Posts: 0
    edited November 2017
    The user and all related content has been deleted.
  • _Luke__Luke_ Member, Mobile Tester Posts: 1,535
    I found a bug: after installing this mod, mages can use Katanas, 2-handed swords, short bows, crossbows,....
  • ZaghoulZaghoul Member, Moderator Posts: 3,938
    @Luke93 I think it is a side effect of the mod for from the magus.

    @Aquadrizzt said "Core component required for all other components does that. It is to make sure that things like Magus can work properly. It does not allow spellcasting while wearing armor. "

    I had a similar question earlier in the thread.
  • _Luke__Luke_ Member, Mobile Tester Posts: 1,535
    Zaghoul said:

    @Luke93 I think it is a side effect of the mod for from the magus.

    You're wrong. These are the components I have installed: Revised Dragon Disciples, Sorcerer: Favoured Soul, Sorcerer: Sylvan Disciple, Sorcerer: Revenant Disciple, Sorcerer: Amorphous Disciple, Spell Tweaks ,Cantrips -> Innate Cantrips -> I skipped the Magus but mages can still use any weapons -> it is a bug.....
  • PandemicLegionPandemicLegion Member Posts: 38
    As swordNbored mentioned before -> I can't use a chill touch scroll to give my necromancer the innate ability.
    I dont have the innate ability too.
  • ZaghoulZaghoul Member, Moderator Posts: 3,938
    Luke93 said:

    Zaghoul said:

    @Luke93 I think it is a side effect of the mod for from the magus.

    You're wrong. These are the components I have installed: Revised Dragon Disciples, Sorcerer: Favoured Soul, Sorcerer: Sylvan Disciple, Sorcerer: Revenant Disciple, Sorcerer: Amorphous Disciple, Spell Tweaks ,Cantrips -> Innate Cantrips -> I skipped the Magus but mages can still use any weapons -> it is a bug.....
    Yeah, I skipped magus as well IIRC, and got the same thing. If it is a core component the basic mod itself puts that in there regardless. Maybe I am wrong though. @Aquadrizzt can answer better.
  • [Deleted User][Deleted User] Posts: 0
    edited November 2017
    The user and all related content has been deleted.
  • PandemicLegionPandemicLegion Member Posts: 38
    Can someone confirm that the Necro innate ability doesent work?
  • AquadrizztAquadrizzt Member Posts: 1,069
    OK, I am currently in the process of doing a fix/update to this mod. Thus far, I have:
    1) Fixed the installation errors that people were encountering with Amorphous and Revenant Sorcerers
    2) Moved the weapon/armor usability changes from the core component to the Magus component.

    I'm sure there were other issues that people were encountering, and other tweaks that people might be looking forward to, but I don't know what else is causing significant concern right now.

    Please let me know if you are encountering errors outside of the two listed above.
  • [Deleted User][Deleted User] Posts: 0
    edited November 2017
    The user and all related content has been deleted.
    Post edited by [Deleted User] on
  • kjeronkjeron Member Posts: 2,368
    edited November 2017

    EDIT - oh, with kjeron's excellent UI mod that makes specialists' bonus slots be in their specialty, it gives a nice clear indicator of which spells are in which school... and it appears that d5wi9il is not in the Illusion school? That could be the issue.

    That looks like an issue on my end - it only catches SPWI's, not all wizard spells, I'll fix that.

    Edit - I remember why I did that, so specialists schools without any spells could still utilize those slots. I'll need to find a way to identify spells that can be cast by players, as opposed to monster-only spells.
  • AquadrizztAquadrizzt Member Posts: 1,069
    @subtledoctor , I've added a line at the very end of spell_tweaks.tpa to handle the new Clone spell. I believe all of the other spells are handled correctly via the bonus spell abilities.

    The SpellRev/SpellTweals/SpecRev/L1Cantrips issue is odd... I have a section in spell_tweaks.tpa designed specifically to address that. I also couldn't replicate the issue with Blur/MI/RI appearing twice.
  • AquadrizztAquadrizzt Member Posts: 1,069
    @Mantis37 , thanks for bringing my attention to the Paths of Power article in Dragon 216. I'm quite intrigued by how that could be implemented into an actual spell system within the Infinity Engine. Definitely an interesting alternative to specialists.
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  • [Deleted User][Deleted User] Posts: 0
    edited November 2017
    The user and all related content has been deleted.
  • JarinexJarinex Member Posts: 46

    OK, I am currently in the process of doing a fix/update to this mod. Thus far, I have:
    1) Fixed the installation errors that people were encountering with Amorphous and Revenant Sorcerers
    2) Moved the weapon/armor usability changes from the core component to the Magus component.

    I'm sure there were other issues that people were encountering, and other tweaks that people might be looking forward to, but I don't know what else is causing significant concern right now.

    Please let me know if you are encountering errors outside of the two listed above.

    I think the only thing that comes to mind is making it work for EET as well as my error that I posted when trying to install the magus. Otherwise nothing else comes to mind.

    Hopefully I don’t sound like a broken record, since I keep mentioning the same thing in different posts of yours :smiley:
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited November 2017
    dear @Aquadrizzt , a bug report: the Spell Tweaks component fails to install. Bug report attached - I had to change the file type in order to attach it.

    Here's the relevant bit:

    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 0 Installed ~Revised Specialists~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 1 Installed ~Revised Dragon Disciples~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 3 Installed ~Sorcerer: Favoured Soul~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 4 Installed ~Sorcerer: Sylvan Disciple~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 5 Installed ~Sorcerer: Revenant Disciple~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 6 Installed ~Sorcerer: Amorphous Disciple~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 9 Installed ~Arcane Crafting~
    ERROR: Failure("Invalid spell number: -1")
    PLEASE email the file SETUP-TOMEANDBLOOD.DEBUG to aquadrizzt@gmail.com
    Using Language [English]
    [English] has 1 top-level TRA files
    [TomeAndBlood/lang/english/setup.tra] has 582 translation strings
    Post edited by Contemplative_Hamster on
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