Skip to content

Derat's DAWAP, a new kits mods for EE editions

deratiseurderatiseur Member Posts: 228
edited February 23 in BGII:EE Mods
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 35 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 5 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


Hammerer:
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.

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.
- +1 melee damage at levels 7, 14 and 21.
- +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.
Note:
- Improved spells: True strike (taken from Spell revision, otherwise take "infravision" which will be replaced), Armor, Strength, Fire shield (red/blue). Spells are replaced once you've memorised them. Remember not to choose spells, as these would be duplicates.


Vitalomage
Advantages :
- Improved Alacrity.
- +2 spells per spell level.
- Maximum spell casting time set at 5.
Disadvantages:
- Loses one hit point each time he casts a spell.

Cleric kits:
Dweomerist:
Advantages :
- Doubled amount of memorable cleric spells.
- Improved Alacrity.
- Maximum spell casting time set at 5.
Disadvantages:
- No credit for physical attacks: attacks per round fixed at 0.
- Cannot dual-class.


Chaos eoratian:
Advantage:
- His spells and innate abilities are restored at the end of each fight.
Disadvantages:
- Maximum 5 spells per spell level (4 at 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 little 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 crushing damage: 25%.
- Can use all forms of the "Polymorph" spell at will.
- At 7th level, can use all special druidic forms at will.
- At level 15, can use all forms of the "Shapechange" spell at will.
- Hit Die : 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:
- He can't cast any spells.


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 song applies one of the effects of the Sphere of Chaos spell to each enemy.
- Enemies surrounding him suffer the effects of a Sphere of Chaos every time he critically fails.
- He knows the 3 spells normally reserved for entropists.
- His level counts double for the roll on the Wild Surge table.
Disadvantages:
- The spells he casts systematically create a Wild Surge.
- Allies around him suffer the effects of a Sphere of Chaos every time he makes a critical hit.
- Alignment limited to chaotic.


Multiclassed Kits :
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, Evocation and Illusion schools.
- Don't use ranged weapons.
- Starts the game with no known spells.


Downlad it on Mediafire or Github.

- Coming soon: kits for shamans and more multiclasses
Post edited by deratiseur on

Comments

  • Fishmalk_1Fishmalk_1 Member Posts: 58
    Neat stuff Deratiseur.
  • EndarireEndarire Member Posts: 1,512
    The Anomaly class seems like the most powerful of the bunch due to resistances, and you were likely just gonna sleep off his damage anyway.
  • EndarireEndarire Member Posts: 1,512
    edited March 2023
    Greetings again!

    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.
    Post edited by Endarire on
  • jmerryjmerry Member Posts: 3,829
    Endarire wrote: »
    I was concerned about this bug for arcane casting kits...

    EDIT: It seems some of your kits prevented me from learning haste and stoneskin as a level 3 Sor and level 4 spell respectively.

    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.
  • deratiseurderatiseur Member Posts: 228
    edited March 2023
    Endarire wrote: »
    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.
    BG2: Use the Robe of Vecna and no disadvantage. ^^
    Endarire wrote: »
    INCANTATOR
    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!
    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.

    Endarire wrote: »
    SPIRIT OF THE MIRROR
    I couldn't find how to cast reflect image at will
    Check your abilities (like the bhaal powers)
    Endarire wrote: »
    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!
    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.
    Post edited by deratiseur on
  • EndarireEndarire Member Posts: 1,512
    edited March 2023
    I like the Spirit of the Mirror Sor kit. It's a general improvement to the base Sor so long as you aren't facing crushing damage or/and you're properly prepared, like with stoneskin or mirror image. It has something novel - its mirror and image focus - while keeping some thematic disadvantages of a mirror, like ease of which it gets smashed with blunt objects. Its disadvantage of taking double crushing damage is only questionably a disadvantage, since unbuffed Sors tended to die quickly anyway, and mirror image, stoneskin, and protection from magic weapons effectively negate the disadvantage. Unbuffed - which can still happen, especially on higher SCS difficulties - the disadvantage is plausibly if situationally present. There's also the fact that this character is normally getting 6 HP per level at most due to a d4 hit die and a max of +2 HP per HD from CON.

    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!
    Post edited by Endarire on
  • deratiseurderatiseur Member Posts: 228
    edited March 2023
    Endarire wrote: »
    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++.

    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.
    Endarire wrote: »
    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.

    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))
    Endarire wrote: »
    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.

    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.

  • deratiseurderatiseur Member Posts: 228
    V2 is here. With some changes, some corrections and 2 new kits.
  • nysinysi Member Posts: 60
    Wow didn't know you were still active in modding :) Nice to see and this mod seem very creative.
    Will test some when I'm back on the game.
  • deratiseurderatiseur Member Posts: 228
    nysi wrote: »
    Wow didn't know you were still active in modding :) Nice to see and this mod seem very creative.

    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 ^^

  • deratiseurderatiseur Member Posts: 228
    V3 is here with some changes and 1 new kit.
  • deratiseurderatiseur Member Posts: 228
    V4 is here with a (new) updated kit.
  • deratiseurderatiseur Member Posts: 228
    The v5 is here, with 13 new kits, some changes on older kits and some bug fixes.
  • shevy123456shevy123456 Member Posts: 178
    Does the mod also add NPCs? Would be kind of cool to cherry-pick add-on
    companions based on specializations from the mod itself.
  • StummvonBordwehrStummvonBordwehr Member, Mobile Tester Posts: 1,351
    hi @deratiseur

    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?
  • shevy123456shevy123456 Member Posts: 178
    One item mod sells a stylish wizard hat in the promenade. I always give
    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. :D

    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. :D

    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...
  • deratiseurderatiseur Member Posts: 228
    Hey, what are we talking about here?? hey, it's a kit mod guys, let's calm down on the trip.
  • deratiseurderatiseur Member Posts: 228
    edited February 20
    The v6 is coming, with bard kits and 2 more mage kits, thanks to StummvonBordwehr demand ^^
  • StummvonBordwehrStummvonBordwehr Member, Mobile Tester Posts: 1,351
    awesome. Thanks Deratiseur
  • deratiseurderatiseur Member Posts: 228
    The v6 is here, with bard kits, 2 new cleric kits, 2,5 new mage kits, and an option added to avoid changing the animations of kits that should change.
  • ar0nar0n Member Posts: 14
    Hey @deratiseur first of all thank you for this and other kit mods, they are truly wonderful!
    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
  • ar0nar0n Member Posts: 14
    More about squirrels:
    - 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
Sign In or Register to comment.