Derat's DAWAP, a new kits mods for EE editions
deratiseur
Member Posts: 250
Here is my new kits mods for Enhanced editions only. (BGEE, BG2EE, IWDEE or EET)
Derats's Abolute Wacky Arcanists Pack v6
A pack composed of 46 spellcasters whose particularity is to make you change your way of playing.
Mage kits:
Sorcerer kits:
Cleric kits:
Druid kits:
Bard kits:
Shamans Kits :
Miscellaneous Class Kits: :
Downlad it on [url=https://www.mediafire.com/file/5vgz2rsjtjjr34w/Derats_Dawap_v7.zip/file[/url] or Github.
- Coming soon: kits for shamans and more multiclasses
Derats's Abolute Wacky Arcanists Pack v6
A pack composed of 46 spellcasters whose particularity is to make you change your way of playing.
Mage kits:
Scourge: (not in IWDEE)
Advantage:
- All of his spells and abilities are remembered each round.
Disadvantage:
- Can only learn spells from Evocation and Necromancy schools.
Note:
This kit also installs a new level 1 evocation spell, necessary to be able to choose the 6 minimum spells when creating the character in BG2.
You can change your stored spells between rounds. Yes, that makes it a semi-sorcerer.
Enraged: (not in IWDEE)
Advantages:
- Whenever he kills a creature he gain Improved Alacrity for one round.
- +15% damage dealt, weapon or spell.
Disadvantages:
- He gives no credit to defensives schools and does not learn any spells from the schools of Abjuration, Divination, and Illusion.
- When his hit points drop below 25% he becomes a Spell berserk. (For 3 rounds the Enraged can no longer move or attack. He can only think of casting spells: he gain Improved Alacrity and -2 to casting time but has a 10% chance of missing incantations.)
- Spells and effects like "x when y" (Fire Shield: damage inflicted WHEN hit) have no effect on him.
Psychotope:
Advantage:
- Casting time fixed to 1.
- Every 3 rounds he rememorize a lost spell of the maximum known level. If there is no spell to rememorize at that level, it is one spell level below instead.
Disadvantage:
- Any loss of consciousness: sleep (from a night's rest or induced), stun, fear, berserk, charm, confusion, debility, or death causes him to forget all his spells.
Spell stealer:
Advantage:
- Can at will, on contact, make an arcanist forget a spell (no saving throw) to remember himself a spell of maximum known level.
- Can once a day, on contact, make an arcanist forget all his spells (saving throw against death) to remember all his spells himself.
Disadvantage:
- Can memorize one less spell per spell level.
- Each access to a new spell level is slowed down by one level (first spell of level 1 at level 2 of wizard).~
Legendary singularity:
Advantage:
- Damage inflicted tripled.
Disadvantage:
- Life points fixed at 1 per level.
- Not affected by effects that increase the number of maximum hit points.
- Physical, elemental and magic resistances: -50%.
- Saving throws: -4
Mangacian:
Advantages:
- He knows only one spell, Magic Missile, which he can cast at will and of which he is the specialist:
* 1 additional missile every 3 levels, up to a maximum of 11 missiles.
* Missile damage 1D4+1, 1D6+2 at level 10, 1D8+3 at level 20, 1D10+4 at level 30, 1D12+5 at level 40, 3D4+6 at level 50.
* Each missile has a 5% chance of inflicting double damage, 10% at level 20, 15% at level 40.
* Spell protection considers this spell to be of equal level to the number of missiles sent (IE: considered a level 6 spell when 6 missiles are sent). At 10 missiles sent, no spell protection can block this spell, apart from Shield and Protection against Evocation.
Disadvantages :
- He can't learn any other spells.
- He has no access to any hla.
Notes:
- At character creation in BG2EE you MUST choose spells. Choose anything at all - all spells learned are forgotten as soon as the game starts anyway.
- Find an alternative way to give it "Improved Alacrity" and it becomes a god.
Master combiner:
Advantages:
- He automatically learns combination spells as spells one level down.
- At 5th level he gains the ability Spell Combination, which he can use once a day.
SPELL COMBINATION:
This spell allows you to combine spells and cast the result from the special abilities button. The number and level of spells that can be combined depends on the Master Combiner's level:
Level 5 to 8: 2 spells up to level 3
Level 9 to 12: 2 spells up to level 4
Level 13 to 16: 2 spells up to level 5
Level 17 to 20: 3 spells up to level 5
Level 21 to 24: 3 spells up to level 6
Level 25 to 28: 3 spells up to level 7
Level 29 and +: 3 spells up to level 8
Once the spell combination has been discharged, the button disappears.
- All spell combinations (by a spell or its special ability) it triggers are enhanced: +35% damage and duration.
Disadvantage:
- Transmuter and Invoker at the same time, but without additional spells.
Note:
- Spell combination spells: Minor Sequencer (lvl 3), Spell Sequencer (lvl 6), Spell Trigger (lvl 7), Dillpater's Triple Dweomer (new spell, level 9)
- Transmutator sucks because opposite Abjuration is too penalizing? In two words: Polymorph other (-2 to saving throw).
- In IWDEE, this kit has 4 opposite schools. Ouch!
Spheromaniac:
Advantages:
- For each spell level he knows two orb/sphere/globe spells that he can cast indefinitely:
Level 1 infinite spells: Chromatic Orb and Magic Missile
Level 2 infinite spells: Otiluke's Resilient Sphere and Cone of Elemental Orbs
Level 3 infinite spells: Explosive Orbs and Fireball
Level 4 infinite spells: Minor Globe of Invulnerability and Black Sphere
Level 5 infinite spells: Vitriolic Sphere and Otiluke's Freezing Sphere
Level 6 infinite spells: Fatal Sphere of Total Dissipation and Electric Sphere
Level 7 infinite spells: Fatal Sphere of Absolute Vulnerability and Delayed Blast Fireball
Level 8 infinite spells: Globe of Blades and Globe of Total Invulnerability
Level 9 infinite spells: Ice Orb and Globe of Absolute Immunity
- All his spells are "on target", even normally personal spells (such as Globe of Invulnerability).
Disadvantage:
- He can't learn any other spells or hla.
- He cannot use scrolls.
Note:
- When creating a character in BG2EE, you MUST choose spells. Choose anything you like anyway, as all spells learned are forgotten as soon as the game starts.
Artillerist:
Advantages:
- When he casts the "Melf's Minute Meteors" spell, he always creates 20 meteors, 30 at level 18, 40 at level 27 and 50 at lvl 36.
- When he casts the "Energy Blades" spell, he always creates 30 blades, 40 at level 27 and 50 at level 36.
- +1 to TAC0 with projectile weapons every 5 levels.
Disadvantage:
- He can't be Good.
- The projectiles he creates last a maximum of one turn and disappear automatically if he moves
Advantage:
- All of his spells and abilities are remembered each round.
Disadvantage:
- Can only learn spells from Evocation and Necromancy schools.
Note:
This kit also installs a new level 1 evocation spell, necessary to be able to choose the 6 minimum spells when creating the character in BG2.
You can change your stored spells between rounds. Yes, that makes it a semi-sorcerer.
Enraged: (not in IWDEE)
Advantages:
- Whenever he kills a creature he gain Improved Alacrity for one round.
- +15% damage dealt, weapon or spell.
Disadvantages:
- He gives no credit to defensives schools and does not learn any spells from the schools of Abjuration, Divination, and Illusion.
- When his hit points drop below 25% he becomes a Spell berserk. (For 3 rounds the Enraged can no longer move or attack. He can only think of casting spells: he gain Improved Alacrity and -2 to casting time but has a 10% chance of missing incantations.)
- Spells and effects like "x when y" (Fire Shield: damage inflicted WHEN hit) have no effect on him.
Psychotope:
Advantage:
- Casting time fixed to 1.
- Every 3 rounds he rememorize a lost spell of the maximum known level. If there is no spell to rememorize at that level, it is one spell level below instead.
Disadvantage:
- Any loss of consciousness: sleep (from a night's rest or induced), stun, fear, berserk, charm, confusion, debility, or death causes him to forget all his spells.
Spell stealer:
Advantage:
- Can at will, on contact, make an arcanist forget a spell (no saving throw) to remember himself a spell of maximum known level.
- Can once a day, on contact, make an arcanist forget all his spells (saving throw against death) to remember all his spells himself.
Disadvantage:
- Can memorize one less spell per spell level.
- Each access to a new spell level is slowed down by one level (first spell of level 1 at level 2 of wizard).~
Legendary singularity:
Advantage:
- Damage inflicted tripled.
Disadvantage:
- Life points fixed at 1 per level.
- Not affected by effects that increase the number of maximum hit points.
- Physical, elemental and magic resistances: -50%.
- Saving throws: -4
Mangacian:
Advantages:
- He knows only one spell, Magic Missile, which he can cast at will and of which he is the specialist:
* 1 additional missile every 3 levels, up to a maximum of 11 missiles.
* Missile damage 1D4+1, 1D6+2 at level 10, 1D8+3 at level 20, 1D10+4 at level 30, 1D12+5 at level 40, 3D4+6 at level 50.
* Each missile has a 5% chance of inflicting double damage, 10% at level 20, 15% at level 40.
* Spell protection considers this spell to be of equal level to the number of missiles sent (IE: considered a level 6 spell when 6 missiles are sent). At 10 missiles sent, no spell protection can block this spell, apart from Shield and Protection against Evocation.
Disadvantages :
- He can't learn any other spells.
- He has no access to any hla.
Notes:
- At character creation in BG2EE you MUST choose spells. Choose anything at all - all spells learned are forgotten as soon as the game starts anyway.
- Find an alternative way to give it "Improved Alacrity" and it becomes a god.
Master combiner:
Advantages:
- He automatically learns combination spells as spells one level down.
- At 5th level he gains the ability Spell Combination, which he can use once a day.
SPELL COMBINATION:
This spell allows you to combine spells and cast the result from the special abilities button. The number and level of spells that can be combined depends on the Master Combiner's level:
Level 5 to 8: 2 spells up to level 3
Level 9 to 12: 2 spells up to level 4
Level 13 to 16: 2 spells up to level 5
Level 17 to 20: 3 spells up to level 5
Level 21 to 24: 3 spells up to level 6
Level 25 to 28: 3 spells up to level 7
Level 29 and +: 3 spells up to level 8
Once the spell combination has been discharged, the button disappears.
- All spell combinations (by a spell or its special ability) it triggers are enhanced: +35% damage and duration.
Disadvantage:
- Transmuter and Invoker at the same time, but without additional spells.
Note:
- Spell combination spells: Minor Sequencer (lvl 3), Spell Sequencer (lvl 6), Spell Trigger (lvl 7), Dillpater's Triple Dweomer (new spell, level 9)
- Transmutator sucks because opposite Abjuration is too penalizing? In two words: Polymorph other (-2 to saving throw).
- In IWDEE, this kit has 4 opposite schools. Ouch!
Spheromaniac:
Advantages:
- For each spell level he knows two orb/sphere/globe spells that he can cast indefinitely:
Level 1 infinite spells: Chromatic Orb and Magic Missile
Level 2 infinite spells: Otiluke's Resilient Sphere and Cone of Elemental Orbs
Level 3 infinite spells: Explosive Orbs and Fireball
Level 4 infinite spells: Minor Globe of Invulnerability and Black Sphere
Level 5 infinite spells: Vitriolic Sphere and Otiluke's Freezing Sphere
Level 6 infinite spells: Fatal Sphere of Total Dissipation and Electric Sphere
Level 7 infinite spells: Fatal Sphere of Absolute Vulnerability and Delayed Blast Fireball
Level 8 infinite spells: Globe of Blades and Globe of Total Invulnerability
Level 9 infinite spells: Ice Orb and Globe of Absolute Immunity
- All his spells are "on target", even normally personal spells (such as Globe of Invulnerability).
Disadvantage:
- He can't learn any other spells or hla.
- He cannot use scrolls.
Note:
- When creating a character in BG2EE, you MUST choose spells. Choose anything you like anyway, as all spells learned are forgotten as soon as the game starts.
Artillerist:
Advantages:
- When he casts the "Melf's Minute Meteors" spell, he always creates 20 meteors, 30 at level 18, 40 at level 27 and 50 at lvl 36.
- When he casts the "Energy Blades" spell, he always creates 30 blades, 40 at level 27 and 50 at level 36.
- +1 to TAC0 with projectile weapons every 5 levels.
Disadvantage:
- He can't be Good.
- The projectiles he creates last a maximum of one turn and disappear automatically if he moves
Sorcerer kits:
Eoratian:
Advantage:
- He remembers all his spells and regains his innate abilities at the end of each fight.
Disadvantage:
- Can memorize three fewer spells per spell level.
- Each access to a new spell level is slowed down by one level (first spell level 1 at level 2 of spellcaster).
- Unaffected by effects that allow to memorize more spells.~
Anomaly: (changed animation: magic elemental)
Advantage:
- Immune to offensive magic and 100% magic resistance.
- Immune to poison, disease and level drain.
- Immune to dead magic, miscast and imposed wild surges.
- Gains two hit points each time he casts a spell (out of combat only if an automatic combat script is allocated to him)
- Can cast a ball of energy +1 once per round at will, inflicting 1D4+1 magical damage. The "enchantment" level and damages increases by +1 per 5 levels of the anomaly, up to a maximum of +7.
Disadvantage:
- Wild magic, but without the spells common to the conventional wild mage.
- Conventional healing (spells, potions) do not affect it.
Note :
To heal him you have several options: sleep, casting spells, "vampiric touch" spell, maybe others.
Magic minuims: (changed animation: particles in motion)
Advantage :
- Doubled amount of memorable spells.
- +2 to AC, +2 additionnal against slashing and piercing attacks.
- Immune to normal weapons.
Disadvantage:
- Cannot carry or use any items.
Special:
- Can't give himself a physical form : Polymorph spells give him a weapon but no body.
- Note:
- Someone told me that "Immune to normal weapons" in BG1EE is cheated. Nobody thinks about it, but the vanilla Metamorph has the same advantage.
Incantator:
Advantage:
- +50% spell duration.
- +50% elemental and magical damage done.
- +4 to caster level.
Disadvantage:
- Casting time: +3.
Notes:
Works with Sequencers/Contingency: yours is the Sequencer of 3x Horrid Wiltings at casting time 1 and 90D8.
Robe of Vecna for no disadvange.
Spirit of the Mirror: (animation: constantly changing color)
Advantage:
- Unlimited Spell Deflection.
- Light Reflection: +3 to AC.
- Can use "Reflected Image" at will as a special ability.
- Automatically learns all "image" spells as spells one level lower when he reaches the required level.
Disadvantage:
- Very fragile: -50% life and -100% crushing damage resistance.
Note:
Image Spells: Mirror Image (lvl 1), Major Reflected Image (lvl 3, "infinite" Reflected Image), Mislead (lvl 5), Project Image (lvl 6), Imaged Ally (lvl 6, fighting (not casting) simulacrum of an ally) and Simulacrum (lvl 7).
Zap:
Advantages:
- +10 to movement speed
- +1 Attack per round
- -4 to casting time
- Improved Alacrity
- +3 to saving throws against wands and against breaths
Disadvantage:
- When he does NOTHING he loses one hit point every 3 seconds.
Note:
At least two 2 rings of regeneration or similar objects to cancel its disadvantage.
Its advantages are NOT haste and therefore can be cumulated with Haste
Sorcelerer:
Advantages:
- +1 proficient point with daggers and staffs at level 1, 6, 12, 18 and 24.
- +1 melee THAC0 every 2 levels.
- +½ attack per round at levels 9, 17 and 23.
- +1 to saving throw vs. death every 4 levels.
- +1 to saving throw vs. polymorph every 8 levels.
- Can use his proficiency skill points to evolve in fight style "One weapon", "Two weapons" and "Two Handed weapons".
- Know improved versions of some combat spells.
- Can choose Hlas of fighter in addition to those of mage.
- Hit Die : D6.
Disadvantages:
- Ability to cast spell reduced of two spells per spell level.
- Development slowed by the non-exclusive practice of magic: -15% of xp.
Improved spells:
* Called Shot: extended duration: 1 round/3 levels
* Armor: reduced casting time and reduced AC: -1 AC/3 levels
* Strength: improved strength when casting upon himself: set at 19
* Tenser's Deadly Strikes: always maximum duration and +5% critical strike chance.
* Fire Shield (Red/Blue): affected weapon: +1D8 damage
Advantage:
- He remembers all his spells and regains his innate abilities at the end of each fight.
Disadvantage:
- Can memorize three fewer spells per spell level.
- Each access to a new spell level is slowed down by one level (first spell level 1 at level 2 of spellcaster).
- Unaffected by effects that allow to memorize more spells.~
Anomaly: (changed animation: magic elemental)
Advantage:
- Immune to offensive magic and 100% magic resistance.
- Immune to poison, disease and level drain.
- Immune to dead magic, miscast and imposed wild surges.
- Gains two hit points each time he casts a spell (out of combat only if an automatic combat script is allocated to him)
- Can cast a ball of energy +1 once per round at will, inflicting 1D4+1 magical damage. The "enchantment" level and damages increases by +1 per 5 levels of the anomaly, up to a maximum of +7.
Disadvantage:
- Wild magic, but without the spells common to the conventional wild mage.
- Conventional healing (spells, potions) do not affect it.
Note :
To heal him you have several options: sleep, casting spells, "vampiric touch" spell, maybe others.
Magic minuims: (changed animation: particles in motion)
Advantage :
- Doubled amount of memorable spells.
- +2 to AC, +2 additionnal against slashing and piercing attacks.
- Immune to normal weapons.
Disadvantage:
- Cannot carry or use any items.
Special:
- Can't give himself a physical form : Polymorph spells give him a weapon but no body.
- Note:
- Someone told me that "Immune to normal weapons" in BG1EE is cheated. Nobody thinks about it, but the vanilla Metamorph has the same advantage.
Incantator:
Advantage:
- +50% spell duration.
- +50% elemental and magical damage done.
- +4 to caster level.
Disadvantage:
- Casting time: +3.
Notes:
Works with Sequencers/Contingency: yours is the Sequencer of 3x Horrid Wiltings at casting time 1 and 90D8.
Robe of Vecna for no disadvange.
Spirit of the Mirror: (animation: constantly changing color)
Advantage:
- Unlimited Spell Deflection.
- Light Reflection: +3 to AC.
- Can use "Reflected Image" at will as a special ability.
- Automatically learns all "image" spells as spells one level lower when he reaches the required level.
Disadvantage:
- Very fragile: -50% life and -100% crushing damage resistance.
Note:
Image Spells: Mirror Image (lvl 1), Major Reflected Image (lvl 3, "infinite" Reflected Image), Mislead (lvl 5), Project Image (lvl 6), Imaged Ally (lvl 6, fighting (not casting) simulacrum of an ally) and Simulacrum (lvl 7).
Zap:
Advantages:
- +10 to movement speed
- +1 Attack per round
- -4 to casting time
- Improved Alacrity
- +3 to saving throws against wands and against breaths
Disadvantage:
- When he does NOTHING he loses one hit point every 3 seconds.
Note:
At least two 2 rings of regeneration or similar objects to cancel its disadvantage.
Its advantages are NOT haste and therefore can be cumulated with Haste
Sorcelerer:
Advantages:
- +1 proficient point with daggers and staffs at level 1, 6, 12, 18 and 24.
- +1 melee THAC0 every 2 levels.
- +½ attack per round at levels 9, 17 and 23.
- +1 to saving throw vs. death every 4 levels.
- +1 to saving throw vs. polymorph every 8 levels.
- Can use his proficiency skill points to evolve in fight style "One weapon", "Two weapons" and "Two Handed weapons".
- Know improved versions of some combat spells.
- Can choose Hlas of fighter in addition to those of mage.
- Hit Die : D6.
Disadvantages:
- Ability to cast spell reduced of two spells per spell level.
- Development slowed by the non-exclusive practice of magic: -15% of xp.
Improved spells:
* Called Shot: extended duration: 1 round/3 levels
* Armor: reduced casting time and reduced AC: -1 AC/3 levels
* Strength: improved strength when casting upon himself: set at 19
* Tenser's Deadly Strikes: always maximum duration and +5% critical strike chance.
* Fire Shield (Red/Blue): affected weapon: +1D8 damage
Cleric kits:
Dweomerist:
Advantages :
- Doubled amount of memorable cleric spells.
- Improved Alacrity.
- Maximum spell casting time set at 5.
Disadvantages:
- Mage Hit Die and THAC0.
Chaos eoratian:
Advantage:
- His spells and innate abilities are restored at the end of each fight.
Disadvantages:
- Maximum 5 spells per spell level (4 of level 7), modulated by wisdom.
- Alignment limited to Chaotic.
- Every time a spell is cast, there is a 5% chance of a Wild Surge effect.
Miracle maker:(not in BGEE nor IWDEE)
Advantages:
- He can cast Limited Wish at will.
- At 9th level, he can use any item.
- At level 18 he can cast Wish at will.
Disadvantages:
- Wisdom -2
- Does not know any level 6 and 7 spells.
- No access to hla.
Fury:
Advantage:
- +½ attack per round every 4 levels (maximum +4 attacks per round at level 32).
Disadvantage:
- Hit Die : d4.
Necrophorus: (animation: pure black skin)
Advantages:
- Memorizes all instant-kill spells as lower-level spells.
- Knows new instant-kill spells.
- Protection against death and level drain.
- At level 5 and every 5 levels thereafter, can cast Slay living as a special ability.
- Gains 5 hit points each time he kills a creature.
- 2% chance on hit (melee or ranged) to kill target. No saving throw and magic resistance ignored.
Disadvantages :
- No healing, restoration, regeneration, resurrection or protection against death/negative plane spells.
- Cannot be resurrected.
- Alignment limited to Evil.
Scion of life: (animation changed: creature of white mist)
Advantages:
- Life points doubled.
- Turn Undead level doubled.
- Memorizes all healing, restoration, regeneration, cure and resurrection spells as spells one level lower.
- Can use Cure Light Wounds at will as a special ability.
Disadvantages:
- Does not know spells that summon creatures.
- Does not know spells that cause wounds, poison or instant-kill.
- Does not know spells that summon magical weapons.
- Alignment limited to good.
Blessed trainer:
Advantages:
- Every healing spell he casts is automatically re-cast on himself.
Disadvantages:
- Mage THAC0.
- Alignment limited to good.
Divine chosen:
Advantage:
- Aid: +1 and +1 every 6 levels.
- Bless: +1 and +1 every 6 levels.
- Draw Upon Holy Might: +1 and +1 every 6 levels.
- Chooses warrior Hlas instead of cleric Hlas.
Disadvantages:
- Cannot cast any spells.
Advantages :
- Doubled amount of memorable cleric spells.
- Improved Alacrity.
- Maximum spell casting time set at 5.
Disadvantages:
- Mage Hit Die and THAC0.
Chaos eoratian:
Advantage:
- His spells and innate abilities are restored at the end of each fight.
Disadvantages:
- Maximum 5 spells per spell level (4 of level 7), modulated by wisdom.
- Alignment limited to Chaotic.
- Every time a spell is cast, there is a 5% chance of a Wild Surge effect.
Miracle maker:(not in BGEE nor IWDEE)
Advantages:
- He can cast Limited Wish at will.
- At 9th level, he can use any item.
- At level 18 he can cast Wish at will.
Disadvantages:
- Wisdom -2
- Does not know any level 6 and 7 spells.
- No access to hla.
Fury:
Advantage:
- +½ attack per round every 4 levels (maximum +4 attacks per round at level 32).
Disadvantage:
- Hit Die : d4.
Necrophorus: (animation: pure black skin)
Advantages:
- Memorizes all instant-kill spells as lower-level spells.
- Knows new instant-kill spells.
- Protection against death and level drain.
- At level 5 and every 5 levels thereafter, can cast Slay living as a special ability.
- Gains 5 hit points each time he kills a creature.
- 2% chance on hit (melee or ranged) to kill target. No saving throw and magic resistance ignored.
Disadvantages :
- No healing, restoration, regeneration, resurrection or protection against death/negative plane spells.
- Cannot be resurrected.
- Alignment limited to Evil.
Scion of life: (animation changed: creature of white mist)
Advantages:
- Life points doubled.
- Turn Undead level doubled.
- Memorizes all healing, restoration, regeneration, cure and resurrection spells as spells one level lower.
- Can use Cure Light Wounds at will as a special ability.
Disadvantages:
- Does not know spells that summon creatures.
- Does not know spells that cause wounds, poison or instant-kill.
- Does not know spells that summon magical weapons.
- Alignment limited to good.
Blessed trainer:
Advantages:
- Every healing spell he casts is automatically re-cast on himself.
Disadvantages:
- Mage THAC0.
- Alignment limited to good.
Divine chosen:
Advantage:
- Aid: +1 and +1 every 6 levels.
- Bless: +1 and +1 every 6 levels.
- Draw Upon Holy Might: +1 and +1 every 6 levels.
- Chooses warrior Hlas instead of cleric Hlas.
Disadvantages:
- Cannot cast any spells.
Druid kits:
Pyroclasm: (changed animation: fire elemental)
Advantages:
- 125% fire resistance.
- Immune to normal weapons and +1.
- Immune to diseases, poisons, sneak attacks, webs, entangle and grease.
- Knows a dozen additional fire spells.
- Inflicts 5% more fire damage per level, maximum +100%.
- Can attack with its fire fist or with a small fireball whose damage and enchantment level vary according to the pyroclasm's level: 1D4+1 at level 1, 1D6+2 at level 5, 1D8+3 at level 10, 1D10+4 at level 15 and 1D12+5 at level 20.
- Can be of any alignment.
Disadvantages:
- Vulnerability to cold 50%.
- Cannot carry any object
- Cannot metamorphose.
- Does not gain other elemental resistances.
Notes :
- Additional fire spells: Burning Hands, Agannazar Scorcher, Flame Arrow, Fireball, Melf Minute Meteors, Fire Shield (red) (lvl3), Sunfire (lvl 4), Delayed Blast Fireball (lvl 5), Summon Efreet (lvl5), Fire Storm (moved lvl 6), Incendiary Cloud (lvl 7), Dragon's Breath (Hla)
- His small fireball requires the dart skill.
Instable mutant monstruosity:
Advantage:
- At level 1 and every 5 levels thereafter: +1 in strength, dexterity and constitution and -1 in intelligence, wisdom and charisma. (maximum +7/+7/+7/-7/-7/-7 at level 30).
Disadvantages:
- He is charged with highly unstable energy and consequently once a round when he suffers damage he has a 5% chance of being disintegrated by generating a ball of magical energy which inflicts 10D10 points of magical damage to all creatures within 4.5 meters of him (saving throw against spells for ½).
- When dying, he is automatically disintegrated and generates the ball of magical energy.
Note:
- "Whenever he takes damage" means once per round in the event of poison, disease, insect plague or other such stuff. Be very vigilant.
Horde spirit:
Advantage:
- All his animal and elemental summoning spells (not archomental) have a doubled effect.
Disadvantage:
- Knows no healing or regeneration spells.
Notes:
- Its advantage only applies to vanilla spells. It does not support spells added by mods. (exception: it supports IWDEE's "Giant Insects" and "Tracker" even on BG(2)EE).
- By default, no more than 5 creatures can be summoned into play, which limits the effect of doubled spells. I therefore advise you to break the summoning limit using one of the many tweak mods that do this.
Ravager:
Advantages:
- Knows most elemental arcane spells.
- Casts some elemental spells at a lower level than he should.
- Doubled elemental resistance.
Disadvantages:
- Knows no creature summoning spells.
- Has no interest in metamorphosis.
- Not immune to poison.
Note:
- Additional known spells: Burning hands, Shocking grasp, Chill touch, Acid arrow, Agannazar Scorcher, Snilloc's snowball swarm (in IWDEE), Lightning bolt (lvl 2), Flame Arrow, Fireball, Fire shield (red/blue) (lvl 3), Ice storm (lvl 3), Flame Strike (lvl 4), Acid sphere (in IWDEE), Beltyn's burning blood (in IWDEE), Cone of cold, Sunfire, Chain lightning (lvl 5), Otiluke's freezing sphere (in IWDEE, lvl 5), Fire storm (lvl 6), Transmute flesh to stone, Delayed blast fireball (lvl 6), Acid rain (in IWDEE, lvl 6), Incendiary cloud (lvl 7), Meteor swarm (Hla), Comet (hla, required Meteor swarm)
Polymorph:
Advantages:
- Resistance to blunt damage: +25%.
- He can use the "Polymorph Self" spell at will as a special ability.
- From level 7 he can use all special druidic forms at will.
- From level 15 he can use the "Shapechange" spell at will as a special ability.
- Life dice: D12.
Disadvantages:
- Cannot cast any spells.
- No access to any hla
Advantages:
- 125% fire resistance.
- Immune to normal weapons and +1.
- Immune to diseases, poisons, sneak attacks, webs, entangle and grease.
- Knows a dozen additional fire spells.
- Inflicts 5% more fire damage per level, maximum +100%.
- Can attack with its fire fist or with a small fireball whose damage and enchantment level vary according to the pyroclasm's level: 1D4+1 at level 1, 1D6+2 at level 5, 1D8+3 at level 10, 1D10+4 at level 15 and 1D12+5 at level 20.
- Can be of any alignment.
Disadvantages:
- Vulnerability to cold 50%.
- Cannot carry any object
- Cannot metamorphose.
- Does not gain other elemental resistances.
Notes :
- Additional fire spells: Burning Hands, Agannazar Scorcher, Flame Arrow, Fireball, Melf Minute Meteors, Fire Shield (red) (lvl3), Sunfire (lvl 4), Delayed Blast Fireball (lvl 5), Summon Efreet (lvl5), Fire Storm (moved lvl 6), Incendiary Cloud (lvl 7), Dragon's Breath (Hla)
- His small fireball requires the dart skill.
Instable mutant monstruosity:
Advantage:
- At level 1 and every 5 levels thereafter: +1 in strength, dexterity and constitution and -1 in intelligence, wisdom and charisma. (maximum +7/+7/+7/-7/-7/-7 at level 30).
Disadvantages:
- He is charged with highly unstable energy and consequently once a round when he suffers damage he has a 5% chance of being disintegrated by generating a ball of magical energy which inflicts 10D10 points of magical damage to all creatures within 4.5 meters of him (saving throw against spells for ½).
- When dying, he is automatically disintegrated and generates the ball of magical energy.
Note:
- "Whenever he takes damage" means once per round in the event of poison, disease, insect plague or other such stuff. Be very vigilant.
Horde spirit:
Advantage:
- All his animal and elemental summoning spells (not archomental) have a doubled effect.
Disadvantage:
- Knows no healing or regeneration spells.
Notes:
- Its advantage only applies to vanilla spells. It does not support spells added by mods. (exception: it supports IWDEE's "Giant Insects" and "Tracker" even on BG(2)EE).
- By default, no more than 5 creatures can be summoned into play, which limits the effect of doubled spells. I therefore advise you to break the summoning limit using one of the many tweak mods that do this.
Ravager:
Advantages:
- Knows most elemental arcane spells.
- Casts some elemental spells at a lower level than he should.
- Doubled elemental resistance.
Disadvantages:
- Knows no creature summoning spells.
- Has no interest in metamorphosis.
- Not immune to poison.
Note:
- Additional known spells: Burning hands, Shocking grasp, Chill touch, Acid arrow, Agannazar Scorcher, Snilloc's snowball swarm (in IWDEE), Lightning bolt (lvl 2), Flame Arrow, Fireball, Fire shield (red/blue) (lvl 3), Ice storm (lvl 3), Flame Strike (lvl 4), Acid sphere (in IWDEE), Beltyn's burning blood (in IWDEE), Cone of cold, Sunfire, Chain lightning (lvl 5), Otiluke's freezing sphere (in IWDEE, lvl 5), Fire storm (lvl 6), Transmute flesh to stone, Delayed blast fireball (lvl 6), Acid rain (in IWDEE, lvl 6), Incendiary cloud (lvl 7), Meteor swarm (Hla), Comet (hla, required Meteor swarm)
Polymorph:
Advantages:
- Resistance to blunt damage: +25%.
- He can use the "Polymorph Self" spell at will as a special ability.
- From level 7 he can use all special druidic forms at will.
- From level 15 he can use the "Shapechange" spell at will as a special ability.
- Life dice: D12.
Disadvantages:
- Cannot cast any spells.
- No access to any hla
Bard kits:
Spellsinger:
Advantage:
- His song allows those who hear it to recall spells of level 1 +1 per 4 levels of the Chantesort (example: can recall spells of level 5 and below at level 16).
Disadvantage:
- His song costs him hit points: 1 hit point lost for recalling level 1-3 spells, 2 hit points lost for recalling level 4-6 spells, 3 hit points lost for recalling level 7-9 spells.
Tempus fugium:
Advantage:
- His song imposes slowness on enemies and grants haste to allies.
Disadvantage:
- His song exhausts him: +1 fatigue per round of singing.
Nishruunoam:
Advantage:
- His song has a 10% chance of invoking nishruu(s).
Disadvantage:
- 10% chance each time he casts a spell that a hostile nishruu appears.
Disciple of Ratatoskr:
Advantage:
- His song turns all enemies who fail a saving throw versus metamorphosis into squirrels.
Disadvantage:
- His song turns him into a squirrel if he fails a saving throw versus metamorphosis at +3.
No-magic chanter:
Advantage:
- His song dispels magic and imposes a 15% chance of spellcasting failure.
- 40% resistance to magic.
Disadvantage:
- The power of his spells is greatly reduced by his aura: -40% damage and duration.
Magivore:
Advantages:
- His song allows him to absorb residual magic from surrounding spells: All allies who hear him gains Improved Alacrity.
- The residual magic surrounding him protects him: while singing and up to one turn after the end of his song: +15% resistance to magic.
Disadvantages:
- The residual magic surrounding him makes his spells unstable: until one turn after the end of his song, all spells he casts have a 20% chance of generating an explosion of magical energy inflicting 10D10 points of magical damage (saving throw against spells for ½) to himself and all surrounding creatures within a 4.5-meter radius.
Cruw of chaos:
Advantages:
- His chant applies one of the effects of a Chaos Sphere to every enemy.
- Each time he scores a critical hit, all surrounding enemies suffer one of the effects of a Chaos Sphere.
- +2 critical strike chance.
- He knows the three spells reserved for entropists.
- Knows the Chaos Sphere spell as a level 5 spell.
- He knows the Improved Chaos Shield spell as a level 6 cumulative spell.
- His level counts double for the roll on the hiatus table.
- He is immune to confusion.
Disadvantage:
- The spells he casts systematically create an entropic hiatus.
- Every time he critically fails, all those around him suffer the effects of a Chaos Sphere.
- +2 to critical failure chance.
- Alignment limited to chaotic.
Lifesinger:
Advantages:
- His song regenerates her allies' hit points: 1 hp per round at level 1, 2 hp per round at level 15, 3 hp per round at level 30.
- His song has a 1% chance per Lifesinger level (maximum 30%) of curing poisons and diseases.
Disadvantage:
- He cannot learn spells from the necromancy, evocation or summoning schools.
- He is not affected by his own singing.
- Alignment limited to good.
Note:
- Not available in IWDEE (schools of magic are different).
Malomage:
Advantages:
- Every round, its chant removes a protection spell (maximum level equal to half the malomage's level. Ex: maximum level 4 when the malomage is level 8). The spells removed are: Minor Spell Turning, Minor Globe of Invulnerability, Spell Shield , Spell Immunity, Globe Of Invulnerability, Spell deflection, Spell Turning, Spell Shield, Shield of the Archons, Spell Deflection and Spell Trap. The target's Magic Resistance, if any, does not affect this song.
- His song reduces the magic resistance of all victims by 5% per round, cumulative. Impacted creatures' magic resistance returns after one turn, at a rate of 5% per round.
Disadvantage:
- He must remain concentrated while singing: he cannot move and suffers -2 to Armor Class.
- His song also affects his allies.
Advantage:
- His song allows those who hear it to recall spells of level 1 +1 per 4 levels of the Chantesort (example: can recall spells of level 5 and below at level 16).
Disadvantage:
- His song costs him hit points: 1 hit point lost for recalling level 1-3 spells, 2 hit points lost for recalling level 4-6 spells, 3 hit points lost for recalling level 7-9 spells.
Tempus fugium:
Advantage:
- His song imposes slowness on enemies and grants haste to allies.
Disadvantage:
- His song exhausts him: +1 fatigue per round of singing.
Nishruunoam:
Advantage:
- His song has a 10% chance of invoking nishruu(s).
Disadvantage:
- 10% chance each time he casts a spell that a hostile nishruu appears.
Disciple of Ratatoskr:
Advantage:
- His song turns all enemies who fail a saving throw versus metamorphosis into squirrels.
Disadvantage:
- His song turns him into a squirrel if he fails a saving throw versus metamorphosis at +3.
No-magic chanter:
Advantage:
- His song dispels magic and imposes a 15% chance of spellcasting failure.
- 40% resistance to magic.
Disadvantage:
- The power of his spells is greatly reduced by his aura: -40% damage and duration.
Magivore:
Advantages:
- His song allows him to absorb residual magic from surrounding spells: All allies who hear him gains Improved Alacrity.
- The residual magic surrounding him protects him: while singing and up to one turn after the end of his song: +15% resistance to magic.
Disadvantages:
- The residual magic surrounding him makes his spells unstable: until one turn after the end of his song, all spells he casts have a 20% chance of generating an explosion of magical energy inflicting 10D10 points of magical damage (saving throw against spells for ½) to himself and all surrounding creatures within a 4.5-meter radius.
Cruw of chaos:
Advantages:
- His chant applies one of the effects of a Chaos Sphere to every enemy.
- Each time he scores a critical hit, all surrounding enemies suffer one of the effects of a Chaos Sphere.
- +2 critical strike chance.
- He knows the three spells reserved for entropists.
- Knows the Chaos Sphere spell as a level 5 spell.
- He knows the Improved Chaos Shield spell as a level 6 cumulative spell.
- His level counts double for the roll on the hiatus table.
- He is immune to confusion.
Disadvantage:
- The spells he casts systematically create an entropic hiatus.
- Every time he critically fails, all those around him suffer the effects of a Chaos Sphere.
- +2 to critical failure chance.
- Alignment limited to chaotic.
Lifesinger:
Advantages:
- His song regenerates her allies' hit points: 1 hp per round at level 1, 2 hp per round at level 15, 3 hp per round at level 30.
- His song has a 1% chance per Lifesinger level (maximum 30%) of curing poisons and diseases.
Disadvantage:
- He cannot learn spells from the necromancy, evocation or summoning schools.
- He is not affected by his own singing.
- Alignment limited to good.
Note:
- Not available in IWDEE (schools of magic are different).
Malomage:
Advantages:
- Every round, its chant removes a protection spell (maximum level equal to half the malomage's level. Ex: maximum level 4 when the malomage is level 8). The spells removed are: Minor Spell Turning, Minor Globe of Invulnerability, Spell Shield , Spell Immunity, Globe Of Invulnerability, Spell deflection, Spell Turning, Spell Shield, Shield of the Archons, Spell Deflection and Spell Trap. The target's Magic Resistance, if any, does not affect this song.
- His song reduces the magic resistance of all victims by 5% per round, cumulative. Impacted creatures' magic resistance returns after one turn, at a rate of 5% per round.
Disadvantage:
- He must remain concentrated while singing: he cannot move and suffers -2 to Armor Class.
- His song also affects his allies.
Shamans Kits :
Clan champion:
Advantages:
- The Spirits protects him: +1 to Armor Class and saving throws, +2 to maximum hit points and +5% to magic resistance at level 1 and every 7 levels thereafter.
- The Spirits strengthen him: +1 to all characteristics at level 12 and every 12 levels thereafter.
- The spirits teach him secrets: he knows a few non-druidic spells that can help him defend the clan, and he can specialize in all melee weapons and in the Two-handed Weapon and Sword and Shield combat styles.
- His dance creates the effects of Bless on allies, but not on himself. From level 7 it also creates the effects of Chant (not on enemies) and from level 15 it also creates the effects of Defensive Harmony (AC +2).
Disadvantages:
- It can cast one less spell per spell level.
- His Detect Illusions score is 0 and does not progress.
Notes:
- Known non-druid spells: Strength, Minor Globe of Invulnerability, Holy Power, Righteous Magic, Protection against normal weapons, Guardian Spirit (lvl 6, Mislead), Mantle (lvl 6), Tenser's Transformation (lvl 7).
Nightmare Storyteller:
Advantages:
- Knows the spells Sleep, Spook, Power Word: Sleep, Horror, Emotion: Despair and Phantasmal Killer.
- His dance has a 10% +2% chance per level (maximum 50%) of creating Phantasmal Killers who attack enemies.
- He is immune to fear and magical sleep.
Disadvantages:
- After each rest he has a 1% chance per level (maximum 20%) of being attacked by 1D4+2 killer nightmare incarnations.
- He cannot be of good alignment.
Notes:
- Killer Nightmare Incarnations are 7DV (13 DVS from level 15) monsters with 3 attacks that kill on failed death saving throws. Save before sleeping.....
Saïyan Healer:
Advantages:
- He knows several spells of destruction: Magic Missile, Agannazar's Scorcher, Fireball, Vitriolic Sphere, Cone of Cold, Chain Lightning and Energy Blades.
- His dance grants him 15% damage inflicted and -1 to casting time for one turn and cumulative. (e.g. if he dances for 5 rounds, he will inflict +60% damage and gain -4 to casting time for one turn when he stops dancing).
- At level 28, the bonuses granted by his dance are doubled, granting him Improved Alacrity and Improved Haste for 2 rounds and turning his hair golden.
- His fist attacks evolve with his level as follows:
At level 1: 1D6 non-lethal damage, +1 to hit, 1.5 attacks per round, considered a +1 weapon.
At Level 5: 1D8 non-lethal damage, +2 to hit, 2 attacks per round
At level 10: 1D10 non-lethal damage, +3 to hit, 2.5 attacks per round, considered a +2 weapon
At level 15: 1D12 non-lethal damage, +4 to hit, 3 attacks per round
At level 20: 2D6 non-lethal damage, +5 to hit, 3.5 attacks per round, considered a +3 weapon
At level 25: 2D8 non-lethal damage, +6 to hit, 4 attacks per round
At level 30: 2D10 non-lethal damage, +6 to hit, 4.5 attacks per round, considered a weapon +4
At level 35: 2D12 non-lethal damage, +7 to hit, 5 attacks per round.
- Can specialize in two-handed weapons and two-handed weapon style.
Disadvantages:
- While dancing, he cannot move.
- He cannot use projectile weapons.
- He cannot use one-handed weapons or shields.
- He does not gain unique shamanic spells.
Advantages:
- The Spirits protects him: +1 to Armor Class and saving throws, +2 to maximum hit points and +5% to magic resistance at level 1 and every 7 levels thereafter.
- The Spirits strengthen him: +1 to all characteristics at level 12 and every 12 levels thereafter.
- The spirits teach him secrets: he knows a few non-druidic spells that can help him defend the clan, and he can specialize in all melee weapons and in the Two-handed Weapon and Sword and Shield combat styles.
- His dance creates the effects of Bless on allies, but not on himself. From level 7 it also creates the effects of Chant (not on enemies) and from level 15 it also creates the effects of Defensive Harmony (AC +2).
Disadvantages:
- It can cast one less spell per spell level.
- His Detect Illusions score is 0 and does not progress.
Notes:
- Known non-druid spells: Strength, Minor Globe of Invulnerability, Holy Power, Righteous Magic, Protection against normal weapons, Guardian Spirit (lvl 6, Mislead), Mantle (lvl 6), Tenser's Transformation (lvl 7).
Nightmare Storyteller:
Advantages:
- Knows the spells Sleep, Spook, Power Word: Sleep, Horror, Emotion: Despair and Phantasmal Killer.
- His dance has a 10% +2% chance per level (maximum 50%) of creating Phantasmal Killers who attack enemies.
- He is immune to fear and magical sleep.
Disadvantages:
- After each rest he has a 1% chance per level (maximum 20%) of being attacked by 1D4+2 killer nightmare incarnations.
- He cannot be of good alignment.
Notes:
- Killer Nightmare Incarnations are 7DV (13 DVS from level 15) monsters with 3 attacks that kill on failed death saving throws. Save before sleeping.....
Saïyan Healer:
Advantages:
- He knows several spells of destruction: Magic Missile, Agannazar's Scorcher, Fireball, Vitriolic Sphere, Cone of Cold, Chain Lightning and Energy Blades.
- His dance grants him 15% damage inflicted and -1 to casting time for one turn and cumulative. (e.g. if he dances for 5 rounds, he will inflict +60% damage and gain -4 to casting time for one turn when he stops dancing).
- At level 28, the bonuses granted by his dance are doubled, granting him Improved Alacrity and Improved Haste for 2 rounds and turning his hair golden.
- His fist attacks evolve with his level as follows:
At level 1: 1D6 non-lethal damage, +1 to hit, 1.5 attacks per round, considered a +1 weapon.
At Level 5: 1D8 non-lethal damage, +2 to hit, 2 attacks per round
At level 10: 1D10 non-lethal damage, +3 to hit, 2.5 attacks per round, considered a +2 weapon
At level 15: 1D12 non-lethal damage, +4 to hit, 3 attacks per round
At level 20: 2D6 non-lethal damage, +5 to hit, 3.5 attacks per round, considered a +3 weapon
At level 25: 2D8 non-lethal damage, +6 to hit, 4 attacks per round
At level 30: 2D10 non-lethal damage, +6 to hit, 4.5 attacks per round, considered a weapon +4
At level 35: 2D12 non-lethal damage, +7 to hit, 5 attacks per round.
- Can specialize in two-handed weapons and two-handed weapon style.
Disadvantages:
- While dancing, he cannot move.
- He cannot use projectile weapons.
- He cannot use one-handed weapons or shields.
- He does not gain unique shamanic spells.
Miscellaneous Class Kits: :
Paramander: (paladin):
Advantages:
- +2 spells per spell level.
- Knows several profane spells:
Level 1: Burning Hands, Charm Person and Stinking Cloud
Level 2: Ray of Enfeeblement, Horror and Dimension Door
Level 3: Fireball, Slow and Enchanted Weapon
Level 4: Polymorph Other, Confusion and Otiluke's Resilient Sphere
Level 5: Hold Monster and Death Spell.
Disadvantages:
- Neutral alignment.
- Cannot wear armor greater than studded leather.
- Cannot use projectile weapons.
- Cannot use the Detect Evil ability.
- Cannot use the Protection from Evil ability.
Athran: (paladin)
Advantages:
- Casts 3rd-level spells in place of 1st-level spells, 4th-level spells in place of 2nd-level spells, etc.....
- Number of memorizable spells doubled.
- -2 casting time.
- Can achieve high mastery with quarterstaffs.
Disadvantages:
- Can only be proficient with all other weapons.
- Can only learn the "two-handed weapon" fighting style.
- Cannot turn undead.
- Does not know wounding spells or spells that kill directly.
- Knows no spells to summon the undead, demons or fallen Devas.
- Life dice: D8.
Initiate of the White Flame: (Monk)
Advantages:
- He can cast all priest spells as special abilities. He has access to a new spell level every 4 levels and can cast a maximum of 4 spells per spell level.
- For each spell level he can cast any spell of that level.
Disadvantages:
- He can only be Loyal Good
- He don't gains magic resistance.
- He don't gains increased movement.
- He isn't immune to haste and slow.
- He doesn't know the Quivering Palm.
Infuser: (Fighter -> Fighter/Mage)
Advantage:
- Any melee weapon he uses inflicts 1D4 additional magic damage, +1D4 every 5 levels.
- Any melee weapon he uses is considered magic +1 and grants +1 to hit, +1 every 5 levels.
- Automatically becomes a warrior-mage after creation.
- Can wear any type of armor without being unable to cast spells.
- Has more hit points than a standard warrior-mage.
Disadvantages:
- Can only cast spells from the Abjuration, Alteration and Illusion schools.
- Don't use ranged weapons.
- Starts the game with no known spells.
Magisterium: (Cleric/mage)
Advantages:
- Automatically becomes a Cleric/Mage after creation.
- From level 3 onwards, every level he discovers how to reproduce a druidic spell in arcane form. The group gains learning xp for this discovery.
- +3 arcane spells per spell level.
- Each time he casts a spell, he gains 75 xp (including reduction) and has a 10% chance of triggering " Arcanic Luck ".
ARCANIC LUCK: when this effect is active the magisterium recalls an arcane spell and a divine spell of the highest known level, is healed of 1D12+5 hit points, is covered by 1D5+2 mirror images and applies +4 to spellcaster level and +30% damage/duration on spells it casts for the next 2 rounds.
Disadvantage:
- Time spent researching leaves little time to understanding the rest: -25% xp received.
- He wears no armor (he can wear a robe).
- He can't turn undead.
- He must be of neutral alignment.
Advantages:
- +2 spells per spell level.
- Knows several profane spells:
Level 1: Burning Hands, Charm Person and Stinking Cloud
Level 2: Ray of Enfeeblement, Horror and Dimension Door
Level 3: Fireball, Slow and Enchanted Weapon
Level 4: Polymorph Other, Confusion and Otiluke's Resilient Sphere
Level 5: Hold Monster and Death Spell.
Disadvantages:
- Neutral alignment.
- Cannot wear armor greater than studded leather.
- Cannot use projectile weapons.
- Cannot use the Detect Evil ability.
- Cannot use the Protection from Evil ability.
Athran: (paladin)
Advantages:
- Casts 3rd-level spells in place of 1st-level spells, 4th-level spells in place of 2nd-level spells, etc.....
- Number of memorizable spells doubled.
- -2 casting time.
- Can achieve high mastery with quarterstaffs.
Disadvantages:
- Can only be proficient with all other weapons.
- Can only learn the "two-handed weapon" fighting style.
- Cannot turn undead.
- Does not know wounding spells or spells that kill directly.
- Knows no spells to summon the undead, demons or fallen Devas.
- Life dice: D8.
Initiate of the White Flame: (Monk)
Advantages:
- He can cast all priest spells as special abilities. He has access to a new spell level every 4 levels and can cast a maximum of 4 spells per spell level.
- For each spell level he can cast any spell of that level.
Disadvantages:
- He can only be Loyal Good
- He don't gains magic resistance.
- He don't gains increased movement.
- He isn't immune to haste and slow.
- He doesn't know the Quivering Palm.
Infuser: (Fighter -> Fighter/Mage)
Advantage:
- Any melee weapon he uses inflicts 1D4 additional magic damage, +1D4 every 5 levels.
- Any melee weapon he uses is considered magic +1 and grants +1 to hit, +1 every 5 levels.
- Automatically becomes a warrior-mage after creation.
- Can wear any type of armor without being unable to cast spells.
- Has more hit points than a standard warrior-mage.
Disadvantages:
- Can only cast spells from the Abjuration, Alteration and Illusion schools.
- Don't use ranged weapons.
- Starts the game with no known spells.
Magisterium: (Cleric/mage)
Advantages:
- Automatically becomes a Cleric/Mage after creation.
- From level 3 onwards, every level he discovers how to reproduce a druidic spell in arcane form. The group gains learning xp for this discovery.
- +3 arcane spells per spell level.
- Each time he casts a spell, he gains 75 xp (including reduction) and has a 10% chance of triggering " Arcanic Luck ".
ARCANIC LUCK: when this effect is active the magisterium recalls an arcane spell and a divine spell of the highest known level, is healed of 1D12+5 hit points, is covered by 1D5+2 mirror images and applies +4 to spellcaster level and +30% damage/duration on spells it casts for the next 2 rounds.
Disadvantage:
- Time spent researching leaves little time to understanding the rest: -25% xp received.
- He wears no armor (he can wear a robe).
- He can't turn undead.
- He must be of neutral alignment.
Downlad it on [url=https://www.mediafire.com/file/5vgz2rsjtjjr34w/Derats_Dawap_v7.zip/file[/url] or Github.
- Coming soon: kits for shamans and more multiclasses
Post edited by deratiseur on
0
Comments
Does this mod use ADD_KIT_EX? I was concerned about this bug for arcane casting kits that jmerry published last year would affect your mod.
Thankee!
EDIT: It seems some of your kits prevented me from learning haste and stoneskin as a level 3 Sor and level 4 spell respectively.
Comments on some of the kits:
ANOMALY
Mechanically, this is like a late-game (BG2ish) version of the Magic Minimus but one who can wear gear: Your defensive benefits (100% native spell resistance and being healed by raw magic damage like magic missile) are strong. You can't be healed by spells nor potions, but your character can safely sleep for weeks at a time - and you were already doing that, right? - meaning its downside is small.
(I didn't like how the graphic for this class was changed to a purple magic golem. Its fidgeting animation was distracting to me. Changing it to be purple skin, hair, eyes, and clothes by default would be more fitting and less distracting.)
INCANTATOR
Its drawbacks include having to wait longer for every spell cast. It's +4 to casting time, or the reverse of a Robe of Vecna. That turned me off from the start and made me mentally pass on it. If this drawback only applies in combat, that's fairer.
Beyond that, the +50% energy damage and spell duration are sometimes handy, but for me at least, not worth the extra cast time. I quit BGII for years because buffing before each fight took too long!
MAGIC MINIMUS
The poverty playthough kit to play for its advantanges! Even in a normal game, this kit is rated A for Awesome in the early game (BG1 mostly) and becomes more and more dump-worthy as the game progresses since it can't equip any items, even though it can store some in inventory. Its main early game benefit is immunity to mundane weapons, which are very common in the early game!
SPIRIT OF THE MIRROR
I couldn't find how to cast reflect image at will. Was it bugged?
Regardless, getting mirror image known automatically as a level 1 spell in addition to your normal Sor spells is a significant advantage. Play correctly - like relying on stoneskin, haste, and other life-saving spells, and this class's downsides are minimized.
Yeah, you ran into it. At least 64 total kits, with these installed at the end, and they ran into the ID numbers that get abjurer restrictions. Learning spells from scrolls is unaffected, but character creation and sorcerer level-ups end up with unintended banned schools.
As this kit mod includes sorcerer kits, it should be installed earlier than most other kit mods; if you have more than 20 or so custom kits before installing these, the sorcerer kits here will be unable to learn alteration spells. Or possibly divination spells, if you add another 64 to that. Or both, if you're really pushing the bounds with 150+ custom kits. Just make sure to install it early, before you install other large collections of kits.
This is not fundamentally a problem with this kit mod; it's a problem with the game itself, and hardcoding connected to the original eight mage specialties. Assigning a kit ID number that didn't use any of those eight problem bits would fix the problem, but it might break other things and none of the standard tools for adding kits support non-sequential kit IDs.
I don't understand. you can only cast one spell per round. 4 buff spells, 4 rounds. Casting time 1 or 5, it doesn't matter. So how does this kit bother your pre-buff?
The power of this kit is : lvl 1 magic missile, casting time 1, damages 1D4+1. With this kit, casting time 5, damages 3x 1D6+1,5.
Another? lvl 11 fire arrow, casting time 3, damage 3x5D6. With this kit casting time 8, damage 4x5D9.
and many more exemples.
Check your abilities (like the bhaal powers)
You are absolutely right. In fact, this overpowered advantage was added at the very end before the release because I didn't have any other idea to balance it with the disadvantage. I guess that just "double castable spells" is not enough?
these kis are overpowered, I assume. The very idea of this mod is overpowering. And I have other kits under construction in the same vein (make you change your way of playing) that will be of the same kind.
Il will check how to use ADD_KIT_EX. thanks for the advice.
I didn't understand why this kit can still pick the spells the kit gets automatically - mirror image, simulacrum, project image, etc. Maybe it was my Dragonspear UI++.
Also, what is the purpose of major reflected image? It is meant to act as a self-only displacement? Does it stack with mirror image? Throughout various editions, I generally preferred mirror image to displacement because mirror image lasted as least as long and it normally offered greater - though declining - defense.
Magic Minimus: Preventing it from equipping only magic items (while still allowing the equipping and use of consumables and nonmagical items) is still better, but even double spells per day - or even double spells per day plus double spells known - is only questionably balanced. Itemization potentially matters a lot, and Boots of Speed are simply the best boot slot item for convenience, especially if people aren't using mods to increase party movement speed. However, the idea of being a totally self-sufficient character like a 3.5 Vow of Poverty character is intriguing. If the class got the effects of certain items (Boots of Speed, Amulet of Power, maybe faster cast speed, better AC, better saves, and maybe the occasional status immunity) at certain predefined levels, the loss of magic equipment access would be more tolerable. I'm writing this post very soon before bed and I'm unsure how to balance this class as of yet, but consider what benefits a character is expecting to have over the course of his life (bonuses to AC, saves, resistances, and maybe spell resistance plus status or damage immunities, movement speed boosts, etc.) and go from there.
Another edited request: Apply Olvyn's Spell Tool to any new spell files from this mod so they don't count against the limit of 50 spells per spell level per type (arcane/divine), and so Tome & Blood spell substitution for spontaneous casters works on them. Thankee!
Thankee!
The kit gives the spells with 1 lvl less. I didn't find out how to prevent the same spells to be taken back to normal level; it's not the fault of any mod tier, it's a technical impossibility.
the spell has an in-game description. Summary here: it is a permanent reflected image, so all the time 50% not to receive the blow. (in D&D3 a similar spell is lvl 3 too : Displacement. (in my spell mod it's a lvl 4 spell,more suited to BG2))
Magical Minuims are a swarm. A swarm does not carry an object.
And I always thought it was stupid that the kit that can't carry ANY magic items can carry magic boots.
Will test some when I'm back on the game.
I never really left modding, although I often wanted to. I'm only stuck since 1 year on one of my modules for which I started so many subcomponents that I have to finish and check them all, not to mention a "technically infinite" component, for which I regularly find new things to add -> never finished ^^
companions based on specializations from the mod itself.
looks good. If possible, could more mage kits be a thing in the future. Sorterers have been given a lot of love - both here and elsewhere?
this to Edwin because it looks stylish. Also the teddy bear form one of
Lava's mod: this is a must have for Edwin in his left hand. The evil mage
WANTS a teddy bear. And the amber rose, the item from the dream
quest by Lava: I like that to reinforce Edwin's romantic side.
These are not necessarily power items. Teddy bear is not really needed,
but it just FITS to Edwin really. Just as Jan wants to become a lich
secretly, and turn his love into a banshee spouse.
If someone takes up this mod or picks up an idea, then I think the
arcane improvements should ALSO be stylish. Not necessarily
overpowered items but just things that increase Charisma too.
And more fitting cloaks. Perhaps even one that has rainbow colours.
Or user-modificable colours, would be great if we could have that.
And more spellbooks too. Like for purchase ... costs more than the
spell of course but has something like free 1day per use or so.
Tons of ideas...
If I may, I have some questions/suggestions:
General:
- Bardic Wonders mod has a component that changes bard song to one-time click effect (instead of sustained effect) and lets your bard take more active role - would love to see it here too, if possible!
- would you consider implementing dedicated HLAs for bard songs in order to make them useful in ToB (again, much like bardic wonders or ToB enhanced song)?
Disciple of Ratatoskr:
- that kit is so lovely! I really like the idea, makes me want to play bard for my next walkthrough
- wouldn’t it make sense to make the song stronger as bard gains levels? e.g. saving throws would first be made with a bonus and later apply penalty
- this class definitely deserves a unique squirrel familiar!
- would be super nice to see some squirrel themed spells or abilities (HLAs?), like maybe summon a pack of squirrels (with a small change to summon a mega squirrel) or squirrel shape change, which would make bard very quick, agile and give a chance to avoid the incoming attacks (while keeping ability to cast spells or use bard sing; wild mage additions mod has a 1-st level “rodent form” spell, even with a squirrel icon, that lets you change into a squirrel), but without a possibility to attack with a weapon; there is a fun weasel mod btw: https://downloads.weaselmods.net/download/weasels/
- in BG2 there is an acorn icon (Irenicus dryads), which makes me think of either a special ability or item acorn-themed (maybe a bard can have an ability to gather acorns that can later work as e.g. a consumable portion or a weapon similar to melf meteors)
- I noticed that enemies turned into squirrels still can cast spells or use special abilities; I would suggest to add following effects:
1) disable spells and abilities;
2) squirrel can either only move or have one attack per round doing 1 dmg (weapon changed to squirrel paws);
3) change movement speed to slow.
No-magic chanter:
- how does the dispel effect works? it’s automatic success or rather a level test like dispel magic?
- would be nice if successful dispelling was accompanied by the sound & visual effect (like dispel magic) and displayed in the log (e.g. “Illasera: dispel effects”)
Cruw of chaos:
- applying chaos weave to every spell makes them almost unusable maybe you can consider changing it to 5 or 10 per cent chance?
- not sure if it’s hard coded, but the wild mage caster level varies each time when casting a spell - have you considered implementing it?
- wouldn’t it make sense to make the song stronger as bard gains levels? e.g. saving throws would first be made with a bonus and later apply penalty
- if you want to develop this class further (it has a huge potential!!!) here you may find some inspiration (wild mage additions mod): https://github.com/BGforgeNet/bg2-wildmage/blob/master/wildmage/docs/spells.pdf
- abilities like dragon breath still work for enemies polymorphed into squirrels
- squirrels retain their thac0 and can actually hurt you
- enemies turned into squirrels have like 5h, so even a dragon can be killed instantly when turned into squirrel
If not impossible. As for the cruw of chaos, if I give it a 5% chance of creating a hiatus (like an entropist), its disadvantage becomes minor and the class overcheated. 10% or more than 5% is not possible. It's 5% or 100%. So he's at 100%, but with a level that counts double, and as a bard he progresses quickly.... At 3M xp he's at level 24, which is +48 on the hiatus table. Just monstrous, if you count that he can cast Chaos Shield (+15% -> +63 on the table) and probably wear the entropist cloak sold by Rolles.^^
For squirrels, the song of Ratatoskr's Disciple has exactly the same effect as the 'Polymorph over' spell (and creates the magical weapon SQUIRP in the transformed character's hand). The flaws mentioned are inherent to the spell and therefore to BG2EE itself.
And yes, a squirrel has 5 hp, which makes the disciple's chant overpowered, and therefore its drawback very severe ^^
No-magic chanter: the dispel is 100%, and cast every second. no animation, no sound, no text, otherwise they'd be displayed every second. you just need to "know" that no magic is active in him area.
It's a ressource issue between BGEE and BG2EE., It appear that the items used for polymorph the character are different.
PLYBEAR1.itm
PLYBEAR2.itm
PLYFLIND.ITM
PLYJELLY.ITM
PLYMSTAR.ITM
PLYSPID.ITM
PLYSPID2.ITM
PLYSALA.ITM
PLYWYVRN.ITM
FIRERN.ITM
EARTHRN.ITM
WOLFGR.ITM
TROLLALL.ITM
PLYWOLF1.ITM
cdgoliro.ITM (doesn't exist in BGEE)
cdmindfl.ITM (doesn't exist in BGEE)
You can try this little fix below that add the bg2ee items and assign them to the DAWAP spells.
Tell me if it resolve the issue.
it worked,thank you very much.