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

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  • FunkaveFunkave Member Posts: 31
    Hi Aquadrizzt, I am playing BG2:EE v 1.3.2064
  • GrammarsaladGrammarsalad Member Posts: 2,582
    Cahir said:

    @Cahir , glad you like it.

    Next release is probably going to be focused on updating Specialist wizards. I feel like they're kind of bland right now. @Grammarsalad and I already have some ideas on how to accomplish this. Red Wizard and Hathran are definitely being considered. (I actually already had a completed Hathran inspired kit for another mod I was working on, but I can make it even better now that I can do completely customized spell lists.)

    That's good to know, I always felt Edwin should have proper kit. I don't mind playing one Thayan bastard too.

    There are few more concepts I'd like to see eventually in your mod, guys, so I'll be throwing out ideas if you don't mind. If you find them interesting it'll be splendid. So:
    - Demonologist prestige class from Book of Vile Darkness could be an interesting choice for an evil summoner/conjurer. It could have immense bonuses while dealing with summoned/gated demons or devils and can even turn evil summonings against the original caster.
    Forgotten Realms themed kits:
    - War Wizard of Cormyr from Magic of Faerun book is the one I would play. Especially with some new exclusive spells added.
    - Harper Mage from Magic of Faerun. Well, mainly as a kit for Jaheira, but since Gorion was basically a mage in the service of Harpers, this kit is just perfect for protagonist. But it should have some interesting abilities, cause prestige class in MoF is rather bland.
    - Master Alchemist from Magic of Faerun. This one could benefit from future create potions component Grammarsalad mentioned. AFAIK potions were not that commonly used due, maybe except SCS runs where everything counts.
    - Gnome Artificer from Magic of Faerun. Well, that's just perfect kit for Jan, wouldn't yo say? It would be fun have some exclusive kit for a gnome protagonist too.
    There are few more kits in this source book but not so interesting for me personally.
    - Rune caster from Player's Guide to Faerun looks tasty, but I imagine it would require to develop the whole rune concept which is probably to much of a hassle.
    - Arcane Devotee from Player's Guide to Faerun. It would be could alternative for players who would like to play religious type but are tired of clerics and paladins.

    So here, few concepts I would like to see some day in this mod:)
    Great suggestions @cahir. We are on the same page regarding an alchemist and artificer types. I think I have mof somewhere. I'll have to check that out.

    People keep the ideas (and bug reports) coming!
  • KamigoroshiKamigoroshi Member Posts: 5,870
    It may be interesting for general mages, bards, conjurers and eldritch sorcerers to have a wider variety of familiars to choose from. For example, additional AD&D familiar choices would include mephits (other than dust, imps and quasits), canines (wild dogs, wolves, ect.), snakes, horses or maybe giant beetles.

    Just a thought to keep things entertaining for the more general arcane spellcasters.
  • CahirCahir Member, Moderator, Translator (NDA) Posts: 2,819
    edited January 2015

    It may be interesting for general mages, bards, conjurers and eldritch sorcerers to have a wider variety of familiars to choose from. For example, additional AD&D familiar choices would include mephits (other than dust, imps and quasits), canines (wild dogs, wolves, ect.), snakes, horses or maybe giant beetles.

    Just a thought to keep things entertaining for the more general arcane spellcasters.

    This!
    I just stumbled upon this mod which changes the way Summon Familiar spell works. Didn't have a chance to check it yet, but it looks nice. Maybe there is a chance to contact the author to incorporate it as an option into Tome and Blood?

    Just a thought.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited January 2015
    Attached is a hotfix for the oracle animations. Put the contents of this zip file in your override folder before creating an oracle!

    EDIT: @funkave sorry I missed your post earlier. Put the attached files in your override folder. Unfortunately, changes won't apply to Oracles already created.

    Wait! Hold on a second. Will upload again soon

  • GrammarsaladGrammarsalad Member Posts: 2,582
    Okay. Drop THESE files in your override folder before creating a Magus or Oracle.

    Here they are @Funkave‌
  • GrammarsaladGrammarsalad Member Posts: 2,582
    I understand that familiars are... Difficult. I would like to do a few things like allow them to characters other than the protagonist in bgee(not sure how they are handled in iwdee), allow multiple familiars--one pet caster--and yes, more options! I can't commit to something like that right now, though.. But in the future... Maybe.

    Speaking only for myself
  • AquadrizztAquadrizzt Member Posts: 1,069
    Version 0.31 has now been posted.

    It fixes a couple of encountered errors (animations, Magus proficiency penalties, Magus scroll usability, Armored Casting installation error).

    If you are running into any of those (or if you intend to play Magus or Oracle soon), please download and install the new patch.
  • FunkaveFunkave Member Posts: 31
    Hi Aquadrizzt, sorry to come back again with the Magus - I could have noticed earlier - but after creation the charachter is lvl 7th and does not have 1.5 attacks like a warrior should. Which can be ok since the kit is slightly overpowered. It can be easily fixed with EEkeeper though. But anyway, great job, this is going to be a must-have mod!
  • AquadrizztAquadrizzt Member Posts: 1,069
    Funkave said:

    Hi Aquadrizzt, sorry to come back again with the Magus - I could have noticed earlier - but after creation the charachter is lvl 7th and does not have 1.5 attacks like a warrior should. Which can be ok since the kit is slightly overpowered. It can be easily fixed with EEkeeper though. But anyway, great job, this is going to be a must-have mod!

    Did you install the updated version (0.31) yet? Then again, the bonus attacks are probably going to be removed, as you are confirming what I already suspected when coding it that the kit itself is way overpowered.
  • FunkaveFunkave Member Posts: 31
    Hi there, yes of course with 0.31. I think it is the proper way to balance it, to reduce it's melee power rather than the casting potential. I guess the Magus should play like a F/M with more focus on arcane magic than melee.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    Update (item crafting component):

    You will be able to create wands using scrolls. Also, in the next version mages and sorcerers will be able to recharge wands with gold and either spell or scroll.

    Also, if anybody could either link me to a list of 2e wands, or give some ideas for new wands, that would be great.
  • wolpakwolpak Member Posts: 390
    Is there a wand of speed? Just boost everyone to move at like supersonic speeds?
  • GrammarsaladGrammarsalad Member Posts: 2,582
    wolpak said:

    Is there a wand of speed? Just boost everyone to move at like supersonic speeds?

    I have no idea! However, that might be a fun one. Obviously, it would require Haste (though a very powerful spell). I'll think on it
  • AquadrizztAquadrizzt Member Posts: 1,069
    edited January 2015
    Funkave said:

    Hi there, yes of course with 0.31. I think it is the proper way to balance it, to reduce it's melee power rather than the casting potential. I guess the Magus should play like a F/M with more focus on arcane magic than melee.

    Yeah that was the goal. Also note that, although not explicitly stated, at higher levels, the Magus has a much worse attack bonus than a Fighter Mage would, the difference between base THAC0 at moderate levels is 17 (Magus) to 11 F/M. Now, obviously with melee boosting spells and specialization its not too big of a difference, but that 13 point difference at high levels will definitely show.
    Post edited by Aquadrizzt on
  • AquadrizztAquadrizzt Member Posts: 1,069
    Progress Update Time!

    There should be an update released at some point on Saturday (1/17).

    Some of the changes or new features in this update include:
    - 15+ new mage kits that can be applied on top of specialization. You will be able to pick a specialization (i.e. Illusion) at character creation and then choose from a bunch of kits through an innate ability.
    - Bug fixes, including a fix to the annoying error of bonus spells occasionally not being granted. ( @Vallmyr‌ )
    - Slight changes to a many existing features and a reordering of the components.
  • VallmyrVallmyr Member, Mobile Tester Posts: 2,459
    edited January 2015

    Progress Update Time!

    There should be an update released at some point on Saturday (1/17).

    Some of the changes or new features in this update include:
    - 15+ new mage kits that can be applied on top of specialization. You will be able to pick a specialization (i.e. Illusion) at character creation and then choose from a bunch of kits through an innate ability.
    - Bug fixes, including a fix to the annoying error of bonus spells occasionally not being granted. ( @Vallmyr‌ )
    - Slight changes to a many existing features and a reordering of the components.

    Ohhh nice! Time to try this out again! LET THE HYPE BEGIN!

    Edit: The hype is real! The mod works fine for me now n_n Thanks for making it!
    Post edited by Vallmyr on
  • GrammarsaladGrammarsalad Member Posts: 2,582
    I should add an update for the item creation component

    Fixed a few (hundred) bugs with craft wand, and added some missing wands. Also, Recharge Wand is completed, as is the ability to use scrolls to craft and recharge wands. I have started on the (gnomish) artificer kit. My goal after that is to start brew potion, but I'm not sure that I can have that competed by the next release. If anybody has a list of potions with the respective file names, that would increase the likelihood of seeing brew potion in the next release
  • CahirCahir Member, Moderator, Translator (NDA) Posts: 2,819
    Ok @Grammarsalad, don't know if the list's complete, but I hope so.

    Here the list of potions for BG2:EE:

    Potion of Fire Resistance - POTN02.itm
    Potion of Hill Giant Strength - POTN03.itm
    Potion of Frost Giant Strength - POTN04.itm
    Potion of Fire Giant Strength - POTN05.itm
    Potion of Cloud Giant Strength - POTN06.itm
    Potion of Storm Giant Strength - POTN07.itm
    Potion of Healing (the one in blue bottle) - POTN08.itm
    Potion of Heroism - POTN09.itm
    Potion of Invisibility - POTN10.itm
    Potion of Invulnerability - POTN11.itm
    Potion of Stone Giant Strength - POTN12.itm
    Oil of Fiery Burning - POTN13.itm
    Oil of Speed (the real one in white vial) - POTN14.itm
    Red Potion - POTN15.itm
    Violet Potion - POTN16.itm
    Elixir of Health - POTN17.itm
    Potion of Absorption - POTN18.itm
    Potion of Agility - POTN19.itm
    Antidote (the one in green bottle) - POTN20.itm
    Potion of Clarity - POTN21.itm
    Potion of Cold Resistance - POTN22.itm
    Oil of Speed (the one in colorful bottle) - POTN23.itm
    Potion of Defense - POTN24.itm
    Potion of Healing (the one in purple bottle) - POTN25.itm
    Potion of Explosions - POTN26.itm
    Potion of Fire Breath - POTN27.itm
    Potion of Fortitude - POTN28.itm
    Potion of Genius - POTN29.itm
    Potion of Infravision - POTN30.itm
    Potion of Insulation - POTN31.itm
    Antidote (the one in purple bottle) - POTN32.itm
    Potion of Magic Blocking - POTN33.itm
    Potion of Magic Protection - POTN34.itm
    Potion of Magic Shielding - POTN35.itm
    Potion of Master Thievery - POTN36.itm
    Potion of Mind Focusing - POTN37.itm
    Potion of Mirrored Eyes - POTN38.itm
    Potion of Perception - POTN39.itm
    Potion of Invulnerability - POTN40.itm
    Potion of Power - POTN41.itm
    Potion of Regeneration - POTN42.itm
    Potion of Insight - POTN43.itm
    Potion of Strength - POTN44.itm
    Potion of Freedom - POTN45.itm
    Potion of Stone Form - POTN46.itm
    Marek's potion of antidote - POTN47.itm
    Vial of Mysterious Liquid - POTN48.itm
    Potion of Extra Healing - POTN52.itm
    Festule the Alchemist's Potion - POTN53.itm
    Empty Potion Bottle - POTN54.itm
    Potion of Superior Healing - POTN55.itm
    Rogue's Potion of Frost Giant Strength - POTN56.itm
    Marek's potion of antidote - POTNMARE.itm

    As for IWD:EE list is basically the same as above but:
    - without POTN47, POTN48
    and plus
    Potion of Clear Purpose - POTNCLR1. itm
    Oil of the Serpent's Scales - SERPSCA. itm
    Berduskan Black Brew - COFFEE.itm
    Elven Healing Wine - ELFWINE.itm
    Mummy's Tea - ADISEASE.itm
    Philter of Purification - PHILTER.itm
    Thrym Extract - THRYM.itm
    Spirit Essence - SPIRIT.itm
    Flaming Oil - BFLAOIL.itm
    Flaming Oil - FLAMOIL.itm
    Oil of Second Chances - CHANCE.itm
    Potion of Action Transference - USPOT1A.itm
    Potion of Resistance - USPOT2A.itm
    Potion of Greater Resistance - USPOT2B.itm
    Potion of Magical Resistance - USPOT3A.itm
    Potion of Constitution - USPOT3B.itm
    Potion of Strength Transference - USPOT3C.itm
    Potion of Arcane Absorption - USPOT4A.itm
    Potion of Life Transference - USPOT4B.itm
    Potion of Aura Enhancement - USPOT4C.itm
    Potion of Dissipation - USPOT5A.itm
    Potion of Holy Transference - USPOT5B.itm

  • GrammarsaladGrammarsalad Member Posts: 2,582
    Thanks @Cahir‌

    That is very helpful!
  • CahirCahir Member, Moderator, Translator (NDA) Posts: 2,819
    @Grammarsalad no problem:) This mod is super cool and can't wait for new version. It would be the shame to not include new features in upcoming version :smile:
  • DarkersunDarkersun Member Posts: 398
    Is this mod compatible with: More style for mages mod ?
    http://forum.baldursgate.com/discussion/18108/item-mod-more-style-for-mages-ranged-wizards-staffs-circlets-robe-visual-tweaks-now-in-iwd-ee/p1

    At least the option to change the mage kit could lead to some issues or am I wrong?
    Would it work fine if I just not activate the staff?
    Thanks for making this awesome mod.
  • AquadrizztAquadrizzt Member Posts: 1,069
    Darkersun said:

    Is this mod compatible with: More style for mages mod ?
    http://forum.baldursgate.com/discussion/18108/item-mod-more-style-for-mages-ranged-wizards-staffs-circlets-robe-visual-tweaks-now-in-iwd-ee/p1

    At least the option to change the mage kit could lead to some issues or am I wrong?
    Would it work fine if I just not activate the staff?
    Thanks for making this awesome mod.

    There is likely a small compatibility error, depending on how Pecca coded the specialist changes in their mod. I'll look into it. If there is one, I'll definitely try to add some functionality that allows for these two mods to be used together.

  • AquadrizztAquadrizzt Member Posts: 1,069
    Update @Darkersun ,

    Compatibility with Tome and Blood aside, I notice a distinct lack of a modding prefix in MSFM. @Pecca might want to reserve a modding prefix (here) and update MSFM to avoid compatibility issues with other mods.

    Anyway, onto compatibility between TnB and MSFM. I played around with MSFM for a bit and I've noted that the two mods are compatible (including with my upcoming Specialist Mage Kits) with the following exceptions:

    1) If you choose Mage at character creation, you will get the Find Familiar innate. Using the staff will then allow you to become a Specialist mage. In the current version of TnB, only trueclass Mages and Sorcerers are able to obtain Familiars. [This issue with likely be avoided by the fact that I'm planning on opening up Familiars to all Mages and Sorcerers again.]

    2) Activating the Staff of Wizardry on a trueclass Mage allows you to choose Divination as one of the specializations. The Diviner kit is blocked at character creation, and the Diviner kit flag is used as a "non-arcane" flag for kits such as Oracle, preventing them from being able to use arcane scrolls. Should a player declare the Divination specialty through the Staff, they would find themselves unable to use or cast arcane spells.

    3) Declaring a specialization through the Staff of Wizardry also removes spells of the opposed schools (using the vanilla opposed schools). Tome and Blood changes these opposed schools significantly and thus specializing through the Staff will take away some spells it shouldn't and leave spells that should have been removed. Tome and Blood has a set of spells that detect spell schools on the fly and append them to a set of school removal spells.

    4) The Specialist Mages Kitpack (to be released in the update on Saturday), allows specialist Mages to declare a kit on top of their specialization (i.e. Invokers could become Elementalists or Battlemages, etc.) Of course, this changes the kit that the character has, which makes the specialized Staffs of Wizardry unusable, even if the character using them has a "specialist kit".

    5) It seems that any character with a Specialist Mage Kit is unable to activate the staff at all, meaning that it will never be able to be activated for any specialization, including generalist.

    All of these issues (except 1) seem to happen in the dialogue portion of the staff, which I could probably fix by changing the staffs to use a new dialog file (QDWSTF**.D). I'll see what I can do and get back to you on this.
  • AquadrizztAquadrizzt Member Posts: 1,069
    Update 2, @Darkersun‌ ,

    After a long day of bug-hunting and code-deciphering (and finding a bug in NearInfinity!), I am happy to announce that version 0.4 (to be released on Saturday) will be completely compatible with all aspects of More Style for Mages by Pecca, including the Staffs of Wizardry component.

    The only casualties in this quest for compatibility were the usability flags of the improved staffs. Any Mage or Sorcerer (including Magus, and, unfortunately, Oracles) will be able to use any staff, regardless of the specializations of both the wielder and the staff.
  • DarkersunDarkersun Member Posts: 398
    Thank you very much, that are awesome news.
    Can't wait for the new Version.
    Again thanks for doing this.
  • AquadrizztAquadrizzt Member Posts: 1,069
    edited January 2015
    Tome And Blood version 0.4 is now available for download.

    - Lots of bug fixes!
    - Kits for Specialist Mages!
    - Some love for your favorite arcane spell-slinging NPCs!
    - More crafting abilities!

    Get it all from TomeAndBlood.rar in the top post of this thread.
  • VallmyrVallmyr Member, Mobile Tester Posts: 2,459
    And now this is my favorite mod in the world.

    Both the Sylvan Sorcerer for all my Fey needs AND White Necromancy?! It's like this mod was made for me <3

    I LOOVVEE YOOOUUUU @Aquadrizzt
  • AquadrizztAquadrizzt Member Posts: 1,069
    Vallmyr said:

    And now this is my favorite mod in the world.

    Both the Sylvan Sorcerer for all my Fey needs AND White Necromancy?! It's like this mod was made for me <3

    I LOOVVEE YOOOUUUU @Aquadrizzt&lt;/p>

    Glad you're enjoying it. :)
  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited January 2015
    As for the item component, we have:

    Recharge wands with spell or scroll (and gold)

    Craft wand with spell or scroll (and gold)

    Brew potion with spells (and gold) Here is a list of spells and potions available:
    (Note that tiers are basically spell levels.)



    Potion Required spell

    1st tier (75 gold)

    POTN30 - Potion of Infravision Infravision

    POTN38 - Potion of Mirrored Eyes Protection from Petrification

    2nd tier (300 gold)

    POTN44 - Potion of Strength Strength

    POTN10 - Potion of Invisibility Invisibility

    POTN19 - Potion of Agility Cats Grace (IWD Only...for now)


    3rd tier (400 gold)

    POTN02 - Potion of Fire Resistance Protection from fire

    POTN22 - Potion of Cold Resistance Protection from Cold

    POTN13 - Oil of Firey Burning Fireball

    POTN14 - Oil of Speed Haste


    4th tier (500 gold)

    POTN24 - Potion of Defense Spirit Armor

    POTN31 - Potion of Insulation Protection from Electricty

    POTN46 - Potion of Stone Form Stoneskin

    5th tier (1000 gold)

    POTN11 - Potion of Invulnerability Protection from Normal Weapons

    POTN27 - Potion of Firebreath Shroud of Flame


    6th tier (1500 gold)

    POTN33 - Potion of Magic Blocking Globe of Invulnerability

    POTN34 - Potion of Magic Protection Protection from Magic Energy

    POTN09 - Potion of Heroism Tenser's Transformation
    I really like coding this, so I will be adding a few more (optional) layers:

    - Item crafting draining xp

    - The ability to upgrade items in terms of caster level (and perhaps in the effects)

    - I'm still considering a 'special ingredients' component.

    This stuff is going to take a while; each layer that I add multiplies the complexity of the code which is time consuming and bug prone.

    No item focused kits this time around, but I am working on an Artificer (a Gnome Mage/Thief kit-will be an option for Jan) and an alchemist kit (for transmuters--maybe also for abjurers). The artificer will probably take the longest as it will create a number of useful quasi-magic gadgets.

    I have also started creating some spells. Right now, I just have a few Alteration spells, but who knows how long the list will go. Also, (in the very distant future) I want to make this all compatible with Spell Revisions, Item Revisions and IWDification at the very least.

    The basic writeup for the artificer as it is now:

    Artificer
    Advantages:

    - Mechanically Inclined: The artificer receives a +5% bonus to Open Locks, Find traps, and Set traps skills. Also, they can specialize in the crossbow.

    - Disable construct: Gets a devastating high level melee attack vs construct type creatures like golems.
    Gained at a relatively high level

    - Doohickey: Can cobble together items that duplicate spell effects that only they can use; these items often function better than a single spell, but require small amounts of gold, often multiple spells to create, and they only last for an 8 hour period before disintegrating. Learns 'recipes' as they level up.
    Will learn these 'recipes' at about the rate suggested in Realms of Magic

    Items so far:

    Infa goggles: Goggles give bonuses to detect traps and illusions--low level item. Requires Infravision(?)

    Boom Stick: Rod that fires a number of projectiles at high velocity. Short range, but does decent damage
    and can knock opponents back. Mid high level item. Req?

    - Efficient crafting: Can create and recharge magical items at half the cost (not gained at first level though). Gained at 5th level to save myself some work replacing recharge wand

    Penalties:

    -Does not gain an additional spells as a normal specialist

    -1/2 casting level, rounded up, when casting spells 'raw'.

    - Inept Thief: The artificer suffers a -10% penalty to move silently and hide skills, -5% to pick pockets, and cannot backstab.~

    Restrictions:

    Gnome only


    The alchemist looks something like this (posting from memory):


    Alchemist
    Advantages:

    - Brew potion at 1st level

    - Advanced Alchemy at 5th level. Normal brewing costs half. Additionally, they can substitute a transmutation spell to craft any potion, though at the regular (not halved cost). This abiltiy allows them to create potions that are not available to other casters; with it they can even duplicate 'priest' potions like healing and antidote.

    Bombs: Starting at 3rd level, they can craft bombs using the substances that they carry around with them for potion making. (Inspired by the pathfinder class). These bombs do fire damage and at higher levels can inflict status effects.

    Items so far:



    Penalties:

    -Does not gain an additional spells as a normal specialist

    -1/2 casting level, rounded up, when casting spells 'raw'.

    - Does not get a familiar




    Suggestions are welcome
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