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[MOD] Duskblade Kit v1.1 (For IWD EE)

kensaikensai Member Posts: 228
edited November 2014 in IWD:EE Mods
image

THE DUSKBLADE

Ladies and Gentlemen! :)
So here is my well-known kit for Icewind Dale: Enhanced Edition! Everything works at the moment, and make some minor changes to mod, now he's available only for humans, elves and half-elves. Feel free to propose something new to this kit or intoduce some new, balancing ideas! :)
Enjoy!

Description


"My blade and my magic are one and the same."

The Duskblade blurs the line between spellcaster and warrior, marrying the power of magic with hand-to-hand combat prowess.
A student of arcane spellcasting techniques, the Duskblade combines arcane spellcasting with the combat skills of a fighter.

Disadvantages:
- May only specialise 2 stars in weapons
- Can't dualclass
- Can't use bows and missile weapons
- Can't wear armor heavier than splint mail
- Min Intellect 14
- No Greater Whirlwind
- -13% EXP penalty


Advantages:
- Arcane Channelling
- Can use magic while wearing armor

Arcane Channelling : At 5 lvl, all touch spells in duskblade spellbook are channelled to deliver the spell effects through your weapon with a melee attack.
If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

Duskblade Spellbook:

1. Chromatic Orb, Burning Hands, Shocking Grasp (channelled), Spook, True Strike, Chill Touch (channelled)
2. Blur, Ghoul Touch (channelled), Melf's Acid Arrow, Ray of Enfeeblement, Knock
3. Fire Arrow, Vampiric Touch (channelled), Dispelling Touch, Keen Edge, Skull Trap
4. Dispel, Fire Shield, Dimension Door, Improved Invisibility, Haste

Level 1: 1 lvl spells x 1
Level 5: +1 slot 1 for 1 lvl spell, all touch spells are arcane channelled.
Level 7: +1 slot 1 for 1 lvl spell
Level 9: 2 lvl spells x 2
Level 10: +1 slot for 1 lvl spell
Level 11: +1 slot for 2 lvl spell
Level 13: 3 lvl spells x 2
Level 14: +1 slot for 2 lvl spell
Level 15: +1 slot for 3 lvl spell
Level 17: 4 lvl spells x 2
Level 18: +1 slots for 1 and 3 lvl spells
Level 19: +1 slot for 4 lvl spell

Summary:
1 lvl - 5 slots (6 slots with HLA)
2 lvl - 4 slots
3 lvl - 4 slots
4 lvl - 3 slots

A Duskblade has additional HLA's:
-Quick Cast
This ability provides -2 spell cast time for your next spell.

-Extra 1 Level Spell



Duskblade Spellbook
DUSKBLADE SPELLBOOK

All touch spells are automatically arcane channelled.
Only one of those spells can be activated at the moment, and recasts of same spells before expiration will overwrite effects of previous spells.
So for example if you cast Chill Touch, and recast it after 5 rounds, then this spell will last another turn.

LEVEL 1

Chill Touch (Arcane Channelled)
School: Necromancy
Range: 0
Duration: 1 turn
Casting Time: 1
Area of Effect: The caster
Saving Throw: Neg.

When the caster completes this spell, a blue glow encompasses his weapon.
This energy attacks the life force of any living creature upon which the duskblade makes a successful melee attack. The touched creature must make a saving throw vs. spell or suffer 1-8 points of damage and receive a -2 penalty to its THAC0.

Burning Hands
School: Alteration
Range: 0
Duration: Instant
Casting Time: 1
Area of Effect: The caster
Saving Throw: 1/2

When the wizard casts this spell, a jet of searing flame shoots from duskblade fingertips.
The duskblade's hands must be held so as to send forth a fanlike sheet of flames: duskblade thumbs must touch each other and the fingers must be spread.
The burning hands send out flame jets of 5 ft. length in a horizontal arc of about 120 degrees in front of the duskblade.
Any creature in the area of the flames suffers 1d3 points of damage, +2 points for each level of the caster, to a maximum of 1d3+20 points of fire damage.
Those successfully saving vs. Spell receive half damage.


Chromatic Orb
School: Evocation
Range: 30 yards
Duration: special
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special

This spell causes a 2-foot-diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target.

The effect the orb has upon the target varies with the level of the mage who casts the spell. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. spells at +6. At first-level, the sphere inflicts 1-4 damage and blinds the target for one round. At second-level, the sphere inflicts 1-4 damage and inflicts pain upon the victim.

At third-level, the sphere deals 1-6 damage and burns the victim. At fourth-level, the sphere deals 1-6 damage and blinds the target for 1 turn. At fifth-level, the sphere deals 1-8 damage and stuns the target for 3 rounds.
At sixth-level, the sphere deals 1-8 damage and causes weakness in the victim. At seventh level, the sphere deals 1-10 damage and paralyzes the victim for 2 turns. At 10th level, the sphere causes 1-12 acid damage and turns the victim to stone. At 12th level, the sphere will inflict 2-16 points of acid damage and instantly kill the victim.

NOTE: The victim saves vs spells at +6 against all the effects and gets
no save against the damage.


Shocking Grasp (Arcane Chanelled)
School: Alteration
Range: Touch
Duration: 1 round/level
Casting Time: 1
Area of Effect: Touched creature
Saving Throw: None

A bright yellow glow encompasses duskblade's weapon, and when he hits a creature with it, an electrical charge will deal 1d8 damage + 1 per level of the caster to the creature. The duskblade only has one charge, and once an opponent has been touched the spell's energies have been used. If he misses, then the spell is wasted. The caster has 1 round per level in order to touch the target creature.


Spook
School: Illusion/Phantasm
Range: 30 ft.
Duration: 3 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Neg.

A spook spell enables the duskblade to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical which then appears to advance upon it in a threatening manner.
If the creature does not make a successful saving throw vs. spell, it turns and flees at maximum speed as far from the duskblade as possible. The creature has a saving throw penalty of -1 (to save against this spell) for every two experience levels of the caster, to a maximum of -6 at 12th level. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does.

In any event, the spell functions only against creatures with Intelligences of 2 or more, and undead are not affected at all.


True Strike
School: Divination
Range: Personal
Duration: 1 round
Casting Time: 1
Area of Effect: Caster
Saving Throw: None

Upon the casting of this spell, the caster will gain temporary, intuitive insight into the immediate future. Any attack roll made before the end of the next round gains a +10 perception bonus.


LEVEL 2


Ghoul Touch (Arcane Channelled)
School: Necromancy
Level: 2
Range: 0
Duration: 5 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: Neg.

When the caster completes this spell, his weapon will glow a red color.
If the duskblade makes a successful melee attack against a creature, that creature is paralyzed by the negative energy. Enemy creature must make a saving throw vs. spell or be paralyzed for 5 rounds.

Knock
School: Alteration
Range: Visual range of caster
Duration: Instant
Casting Time: 1
Area of Effect: Locked door or chest
Saving Throw: None

The knock spell opens locked, held or duskblade-locked doors. It opens secret doors, as well as locked boxes or chests. It does not raise barred gates or similar impediments.

Ray of Enfeeblement
School: Enchantment/Charm
Range: Visual sight of caster
Duration: 1 round/level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

By means of a Ray of Enfeeblement, a duskblade weakens an opponent, reducing its Strength and thereby the attacks that rely upon it.

The victim is reduced to a strength of 5 for the duration of the spell, unless a save vs. spell is made. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally. However the target receives all of the penalties for a 5 strength such as attack and damage penalties as well as lower weight allowance.

Melf's Acid Arrow
School: Conjuration
Range: Visual range of caster
Duration: Special
Casting Time: 2
Area of Effect: 1 target
Saving Throw: Special

By means of this spell, the duskblade creates a magical arrow that speeds to its target unerringly. The arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage. (There is no splash damage.) For every three levels that the caster has achieved, the acid lasts for another round, unless somehow dispelled, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts two rounds, at 6th-8th level, the acid lasts for three rounds, etc.

LEVEL 3

Keen Edge
School: Transmutation
Range: Visual range of caster
Duration: 10 turns
Casting Time: 3
Area of Effect: Creature
Saving Throw: None

This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 18-20, and a threat range of 19-20 becomes 17-20.
Multiple spells don't stack.


Flame Arrow
School: Conjuration/Summoning
Range: Visual range of caster
Duration: 1 round
Casting Time: 3
Area of Effect: Special
Saving Throw: None

This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. spell. The caster receives one bolt for every five experience levels beyond 5th (two bolts at 10th level, three at 15th level, etc.). All of the bolts will streak towards the target of the spell.

Skull Trap
School: Necromancy
Range: 20 yards
Duration: Until triggered
Casting Time: 3
Area of Effect: 30 foot radius
Saving Throw: 1/2

Upon casting this spell, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 20 feet of it. When this happens the skull is triggered and explodes, damaging everyone within a 30 foot radius. The damage inflicted is equal to 1d6 hit points per level of the caster, or half with a successful save vs. spell. When casting this spell it is wise to set it far away from the party, lest they set it off accidentally.

Vampiric Touch (Arcane Channelled)
School: Necromancy
Range: Touch
Duration: 1 round
Casting Time: 3
Area of Effect: Target creature
Saving Throw: None

If you succesfully hit target with weapon, victim loses 1-6 hit points for every two caster levels, to a maximum drain of 6-36 for a 12th level caster.
These hit points are added to the caster's current hit points, with any hit points over the caster's normal maximum treated as temporary additional hit points. The temporary hit points last for 5 turns.

Note: This spell may not be cast multiple times to radically increase the caster's hit-points. The caster must wait for the first vampiric touch spell to run its course before casting another.

Dispelling Touch (Arcane Channelled)
School:Abjuration
Range: Touch
Duration: 1 round
Casting Time: 3
Area of Effect: Target creature
Saving Throw: None

Your succesful hit with the weapon causes one spell to rip free of its source and dissipate into nothingness.
You can use dispelling touch to end an ongoing spell that has been cast on a creature or object, or a spell that has a noticeable ongoing effect.
The base chance of successfully dispelling is 50%. For every level that the caster of the dispel magic is above the original caster, his chance of success increases by 5%. For every level that the caster of dispel magic is below the original caster, his chance of success decreases by 10%.
However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, there is only a 1% chance of failure. Similarly if the caster is 4 levels lower than the magic he is trying to dispel, there is only a 10% chance of success.
Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

LEVEL 4

Haste
School: Alteration
Range: Visual range of caster
Duration: 3 rounds + 1 round/level
Casting Time: 3
Area of Effect: 40' cube, 1 creature/level
Saving Throw: None

When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack each round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 40-foot cube centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not).
Note that affected creatures expend as much energy during this spell as they would normally in a whole day, significantly raising their fatigue level. This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a slow spell.


Dispel Magic
School:Abjuration
Sphere: Protection
Range: Visual range of caster
Duration: Special
Casting Time: 6
Area of Effect: 30-foot cube
Saving Throw: Special

A dispel magic removes magical effects upon anyone within the area.
This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted

magical items or spell protections such as Spell Turning, and Spell Deflection.
The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the dispel magic is above the original caster, his chance of success increases by 5%. For every level that the caster of dispel magic is below the original caster, his chance of success decreases by 10%.
However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, there is only a 1% chance of failure. Similarly if the caster is 4 levels lower than the magic he is trying to dispel, there is only a 10% chance of success.
Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.
Note: while this spell dispels the individual effects of grease, web, stinking cloud and other such spells, it does not dispel the area of effect.


Fireshield (Red)
School: Evocation, Alteration
Level: 4
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: The Caster
Saving Throw: None

The red fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield not only grants the user 50% fire resistance, but also protects the caster from attacks made within a 5' radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8 +2 fire damage.


Improved Invisibility
School: Illusion/Phantasm
Level: 4
Range: Touch
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None

This spell is similar to the invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made his presence known). Attacks against the invisible character suffer -4 penalties to the attack rolls, and the invisible character's saving throws are made with a +4 bonus.


Mirrors for download:

https://yadi.sk/d/y4j6qfAHcxzsr

Post edited by kensai on
JuliusBorisovlolienelminsterRAM021

Comments

  • saoxsaox Member Posts: 91
    Can't install. I put it in the IWD:EE and ran the setup. Include some instruction cause it seems like it is not installing like other mods do.

  • kensaikensai Member Posts: 228
    saox said:

    Can't install. I put it in the IWD:EE and ran the setup. Include some instruction cause it seems like it is not installing like other mods do.

    Can you describe what error do you have, or post me a screenshot? Because I even re-install the game, and installation still works fine, as intended.

  • saoxsaox Member Posts: 91
    I attached a screenshot. It was taken in "C:\Program Files (x86)\BeamDog\Games\00798"

  • saoxsaox Member Posts: 91
  • Swifty_MageeSwifty_Magee Member Posts: 220
    The fact that this kit involves a mage who can wear armor is awesome enough to give it a try. I like the idea of having magic-infused weapons, as well. Trying this out tonight!

  • Swifty_MageeSwifty_Magee Member Posts: 220
    edited November 2014
    One of my characters is currently a level 1 Duskblade, and I notice when I try to use Shocking Grasp I wind up damaging myself instead of an enemy. I don't even get the chance to target an enemy; I just cast Shocking Grasp and hurt myself. Is this an intended feature? Is the spell supposed to damage you until you get to level 5 and can "channel" it to your weapon? It seems more like a bug than a feature, but I'd just like to know for sure.

    Also, I noticed a bug: the book graphic in the spellbook is placed over the text, and constantly scrolls over the text when read. I've included a screenshot: image<img

  • kensaikensai Member Posts: 228

    One of my characters is currently a level 1 Duskblade, and I notice when I try to use Shocking Grasp I wind up damaging myself instead of an enemy. I don't even get the chance to target an enemy; I just cast Shocking Grasp and hurt myself. Is this an intended feature? Is the spell supposed to damage you until you get to level 5 and can "channel" it to your weapon? It seems more like a bug than a feature, but I'd just like to know for sure.

    Also, I noticed a bug: the book graphic in the spellbook is placed over the text, and constantly scrolls over the text when read. I've included a screenshot: imageimage

    Thanks for feedback, I'll fix it soon!

    jackjack
  • Swifty_MageeSwifty_Magee Member Posts: 220
    So the self-hurting Shocking Grasp spell is a definite glitch and not a feature? And when you update the kit, will I just be able to install it and all's well, or will I have to create a new character or modify my current Duskblade in some way?

  • kensaikensai Member Posts: 228

    So the self-hurting Shocking Grasp spell is a definite glitch and not a feature? And when you update the kit, will I just be able to install it and all's well, or will I have to create a new character or modify my current Duskblade in some way?

    It's definitely a glitch, you don't need to start new game, just install updated mode and voila, your current Duskblade is fixed.

    jackjack
  • Swifty_MageeSwifty_Magee Member Posts: 220
    kensai said:

    So the self-hurting Shocking Grasp spell is a definite glitch and not a feature? And when you update the kit, will I just be able to install it and all's well, or will I have to create a new character or modify my current Duskblade in some way?

    It's definitely a glitch, you don't need to start new game, just install updated mode and voila, your current Duskblade is fixed.
    Cool, and thanks for the help and quick replies! I'm really liking the kit so far...I love any sort of spellblade-like characters, and the Duskblade seems like it has a good balance of pros and cons to make it a fun experience. I look forward to the update!

    kensai
  • Swifty_MageeSwifty_Magee Member Posts: 220
    edited November 2014
    Don't know if this is a bug or I'm just missing something, but my Duskblade is now level 3 and has not learned any more spells from his spellbook. I only have the first level spells: Chill Touch, Burning Hands, Chromatic Orb, Shocking Grasp, Spook, and True Strike. As I understood the kit description, I should have level 2 and 3 spells. Is the Duskblade's spellbook supposed to level naturally or is something required of the player? Or am I just supposed to learn the spells at a later level?

    I also noticed that when looking at the spell Spook through my Duskblade's Special Abilities bar, the tooltip for Spook doesn't work right. The tooltip is supposed to say "F5: Spook" when you hover your mouse cursor over it, but instead it just says "F5: ". Not a huge bug, but I'd just thought I'd mention it.

    EDIT: After re-reading the description of the kit, it seems like I'm supposed to get level 2 spells at character level 9, so that would explain why I'm still using spellbook lvl 1 spells. So I guess I found the answer to my questions in the first paragraph, but if anything weird happens at clvl 9, I'll post back.

    kensaielminster
  • saoxsaox Member Posts: 91
    Can someone answer my question about installation? It doesn't work for me.

  • saoxsaox Member Posts: 91
    I actually "got it" to isntall, but it says "invalid 494843" on every item, skill and even the class itself :/.

  • kensaikensai Member Posts: 228
    saox said:

    I actually "got it" to isntall, but it says "invalid 494843" on every item, skill and even the class itself :/.

    From your poste screen I can guess that mod uses dialog.tlk that in \de folder (deutch localisation) instead of en_US (english), maybe that's the cause. If so try to copypaste dialog.tlk from eng folder to de and then reinstall.
    Either way I'm not forget about your error and trying to fix this.

  • saoxsaox Member Posts: 91
    It didn't help. I am not using german verison I have the english one.

  • subtledoctorsubtledoctor Member Posts: 11,378
    edited November 2014
    I had a similar problem when first moving to Weidu v237 (which is the version that supports IWDEE). @Wisp‌ thinks there has simply been an unusual rash of user error but that doesn't make much sense to me; I think Weidu v237 has a small bug that causes it to use the wrong language folder.

    In any event the solution is simple: uninstall all mods, and delete any leftover file related to modding, especially weidu.conf, weidu.debug, and weidu.log etc.

    Now, when you install the first mod Weidu will ask which language you are playing in. READ the selections before answering (I think German is 0 and English is 2... this might have changed between versions and caused the problem) and select your language. Now all text edited by mods will be correct.

    kensai
  • WispWisp Member Posts: 1,102

    I had a similar problem when first moving to Weidu v237 (which is the version that supports IWDEE). @Wisp‌ thinks there has simply been an unusual rash of user error but that doesn't make much sense to me; I think Weidu v237 has a small bug that causes it to use the wrong language folder.

    I never said it was user error. But if clearing out weidu.conf and reinstalling fixes the problem, that suggests it is not a WeiDU bug. I seem to recall you yourself saying 236.04 worked, and there were absolutely no relevant changes between those two versions (the last relevant change was in 234). Make sure there isn't already a weidu.conf before you start and that you select the right language.


    I think German is 0 and English is 2... this might have changed between versions and caused the problem

    The languages are sorted alphabetically, based on the directory name. 0 is the lexicographically first language in the list (typically Czech or German because C and D are pretty early in the alphabet). Nor does WeiDU use or store anything in the way of an index outside of the list presented to the user.

    elminsterkensai
  • kensaikensai Member Posts: 228
    New version - fixed mistakes in spells and their descrition, spellbook is now without book graphic to make it more readable.
    Duskblade doesn't have a Constitution penalty anymore! Instead it now uses a f\m hp pool.
    Enjoy!

    Swifty_Mageeelminster
  • MirandelMirandel Member Posts: 500
    edited May 2015
    Fixed somehow - I wish I know what happend. For sometime I was not able to use any magic skill in combat, only outside. Now everything is perfect! Love that kit. Fits the very idea of Baalspawn perfectly.

    Post edited by Mirandel on
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