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.
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.
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?
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.
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.
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!
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.
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.
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.
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.
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.
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!
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
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
@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
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.
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.
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.
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.
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'.
Comments
People keep the ideas (and bug reports) coming!
Just a thought to keep things entertaining for the more general arcane spellcasters.
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.
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
Here they are @Funkave
Speaking only for myself
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.
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.
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.
Edit: The hype is real! The mod works fine for me now n_n Thanks for making it!
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
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
That is very helpful!
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.
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.
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.
Can't wait for the new Version.
Again thanks for doing this.
- 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.
Both the Sylvan Sorcerer for all my Fey needs AND White Necromancy?! It's like this mod was made for me
I LOOVVEE YOOOUUUU @Aquadrizzt
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.) 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