Is there any mod that makes learning magic costly?
IntoTheDarkness
Member Posts: 118
AFAIK, in D&D, writing a spell to a spellbook takes a day and 100 golds per level of the spell(9 days and 900 golds for a level 9 spell). Is there any mod that replicate this behavior? Requiring certain materials to cast magic would be unfeasible, but this I could see being implemented via a mod. I would love to lose 900 golds trying to write down level 9 spell and fail. After all there are too much golds to spend in BG1/BG2.
In addition, are there any more of these kinds of mods that replicate PnP rules and overall makes the game more hardcore(not in cheesy way)&RP friendly, such as making INN fee more expansive?
There seems to be a lot of mods but not many that overhauls the game. I love BG so much that I've been replaying the game many times, and I would love to see some fresh changes.
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Making the inn fees more expensive actually would run counter to D&D where 1 gold piece is actually a lot of money, over a weeks wages for a commoner iirc.
Anyways, the real issue is why can't Evil just murder the damn shopkeeper and TAKE everything. The Answer being 'but balance!'. Balance kills all the fun.
(In 2nd edition all magical item crafting, even scroll scribing, requires a minimum level of 9th. Or higher for construction magical weapons and armor which need access to 6th and/or 8th level spells, depending on the enhancement bonus and magical effects desired, 3+ or above needs access to 8th level spells, where as up to +2 can get by with just 6th)
Scribing a scroll is free (you simply need to acquire a copy of the spell), and just takes a few minutes per spell level (since higher level spells take up more pages).
Now...that said...if they want to figure out a way to properly implement costly components, using a system similar to how ToEE did (i.e. you spent the required gold when memorizing such a spell and were assumed to have purchased the necessary components to cast it), then I'm all for it, since it'll go a long way towards curbing some of the blatant over-use of spells due to the current lack of system inherent limiting factors that should be there.
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They could also implement spell research, costing 500g per spell level (+ any costly components), and taking 1 week per spell level, which would allow you to learn any spell you were high enough to cast (chance to successfully develop the spell is the same as learning it and you don't know if you succeed or fail until the end of the research period). With a personal XP reward of 1500xp per spell level for spells learned via research (and then remove the XP reward for scribing scrolls normally, which shouldn't exist anyway).