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Additional priest spells


yarpen

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My 2 cents.

 

I'm not so much for adding tons of new spells but I assume you need them because you want to enforce the sphere system. Anyway...

 

Dispel Fatigue: interesting spell, especially if you make it dispel fatigue-like effects (e.g. those caused by Enrage, Divine Might, etc.) but I'm not 100% sure you can implement that so easily (you have to patch all those effects to add a custom sec type), nor if it is truly balanced (I'm pretty sure PnP version dispels only normal fatigue).

 

Chaos Ward: not a fan, as it looks like any other ordinary buff.

 

Obsurement: I'm not sure you can perfectly implement it (as you and Ardanis are discussing), but even if you could I don't see so much appeal within BG for such a spell unless you turn it into a sort of semi-blinding mist (like SR's Incendiary Cloud).

 

Watery Fist: MMM equivalent? Its PnP version doesn't inflict cold damage imo (though type of damage isn't specified), but surely it doesn't cause slow, and it shouldn't imo (it's not a freezing effect, it's a water-based pseudopod attack).

 

Prayer: another Bless/Chant spell? Do we really need it? It's just a 2x Chant, and being only one lvl higher I think a +2 bonus/-2 penalty combo is really OP. In fact PnP Prayer grants only +1 bonus/-1 penalty, with the advantage over Chant being that it doesn't require concentration to mantain the spell effects, and that multiple Prayers from different clerics of the same faith stack.

 

Imbue With Spell Ability: good luck implementing this! :)

 

Dimensional Anchor: as I already said, I'll add this too within V4.

 

Othertime: I don't think you can implement this well without much hackery.

 

...

 

Call Upon Faith: I neither particularly like it nor dislike it, it's just another buff. I was going to suggest instead to add Divine Favor, and make it the reverse of Doom.

 

Hesitation: where does it come from? You should check how speed factor penalties work, because I know they don't stack and I'm not sure how the whole thing works (e.g if the latter effect override the former or if the highest/lowest bonus/penalty alway takes priority). Nice Idea using a spellcasting time penalty though, I was going to suggest using it for a couple of spells (e.g. a secondary effect on a successful save vs Feeblemind).

 

Accelerate Healing: where does it come from? It seems balanced though I find it appealing only to priests who have no access to Cure Serious Wound.

 

Chaotic Combat: mah...I don't know what to say.

 

...

 

Animal Growth: I instead prefer to keep it a mass effect as per PnP, but with more balanced effects than your suggested 200% hit points that can transform a grizzly into an adamantine golem. Note that AD&D version of this spell doubles HD, and thus I'm not sure animals with high base HD would have 2x hit points (aren't them affected by a cap like all other characters and getting only +x hp after the 9-10th HD?). I think something like +x to thac0/damage and +y hit points (or a % bonus not higher than 20%) is better.

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Watery Fist

Well, in PnP it created pseudopod-like creature which had crushing or constricting attack. I'm not sure about implementation of Constriction. I'd go with something like this:

 

Constriction: everytime Watery Fist deals damage there is 10% chance for constriction. During constriction both attacking priest and his enemy cannot move or do any other action. Constriction deals to victim 1 point of damage every 2 seconds. Every round victim has a chance of breaking out from tentacles by making saving throw vs. breath.

 

Then Watery Fist would deal 2D6 damage and had Constriction special attack. What do you think?

 

Imbue With Spell Ability

Hm, that's probably going to be a problem. I wanted it to work as Minor Sequencer where you can grant this innate ability to someone else. In the worst case, it's going to be usable only on caster.

 

Hesitation and Accelerate Healing

Both of those come from Tome of Magic. I think that this particulary book introduced Numbers and Time spheres. Both of those spheres are going to be available to Spiritual Monk (PnP Monk as Cleric kit).

 

Well, I don't know how to properly implement Accelerate Healing. Current versions are like this:

a) Regeneration of 3hp/turn. Last 10 Turns. -- I'd really prefer to go on this.

b) Regeneration of 1hp/round. Last 1 Turn.

 

Prayer

Well, maybe -3/+3 combo was too much. But then I'm not sure about making Chant at one lever higher which only advantage is fact that it stacks with Chant. I wouldn't mind bringing Chant back to it's PnP version. I was already thinking about it for Defensive Harmony (+1 to AC for every ally creature).

 

Animal Growth

As far as I remember from Monster Manual, they don't have this cap. So +1 HD means 1-8 additional Hit Points. But well, for balancing reasons I think you're right. +2/+2 and +20% bonus but working on all animals in area of effect would be better.

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As example, I've created current list of spells available for speciality priest of Helm (Watcher) and Lathander (Morninglord).

 

Speciality Priest of Helm

Major: all, combat, divination, guardian, protection, sun, wards

Minor: creation, elemental* (not sure about it being right), healing, war

 

1st level:

Armor of Faith

Bless

Command

Cure Light Wounds

Detect Evil

Magical Stone

Protection from Evil

Sanctuary

Shillelagh* (shouldn't belong to Combat sphere)

Sunscorch

Strength of Stone*

 

2nd level:

Aid

Chant

Cure Moderate Wounds

Draw upon Divine Might

Find Traps

Know Opponent

Resist Fire and Cold

Silence

Slow Poison

Spiritual Hammer

Fire Trap*

Flame Blade*

Watery Fist*

 

3rd level:

Break Enchantment

Cause Serious Wounds

Cure Disease

Cure Serious Wounds

Dispel Magic

Glyph of Warding

Gust of Wind

Invisibility Purge

Remove Paralysis

Prayer

 

4th level:

Divine Power

Farsight

Magic Circle against Evil

Negative Plane Protection

Mace of Odo (moved to 4th level) or Seeker Sword

Dimensional Anchor

 

5th level:

Flame Strike

Greater Command

Magic Resistance

Pixie Dust

Protection from ...

Righteous Fury

True Seeing

 

6th level:

Blade Barrier

Bolt of Glory

Dolorous Decay* (shouldn't belong to Combat sphere)

False Dawn

Sol's Searing Orb

Wondrous Recall

Heroes' Feast

 

7th level:

Fire Storm

Globe of Blades

Holy/Unholy Word

Shield of the Archons

Summon Death Knight* (should belong to Summoning sphere)

Sunray

Symbol of Death/Stunning/Weakness (should belong to Guardian sphere)

 

Speciality Priest of lathander

Major: all, astral, charm, creation, elemental, healing, necromantic (restorative forms only) plant, thought, sun, wards, weather

Minor: combat, divination, guardian, time

 

1st level:

Bless

Command

Cure Light Wounds

Doom

Entangle

Faerie Fire

Resist Fear

Sanctuary

Shillelagh

Strenght of Stone

Sunscorch

Dispel Fatigue

 

2nd level:

Aid

Barskin

Cure Moderate Wounds

Fire Trap

Flame Blade

Goodberry

Hold Person

Slow Poison

Obscurement

Watery Fist

Heistitation

 

3rd level:

Animate Dead*

Break Enchantment

Call Lightning

Cure Disease

Cure Serious Wounds

Dispel Magic

Gust of Wind

Holy Smite*

Invisibility Purge

Remove paralysis

Repulse Undead

Storm Shield

Snare

Accelerate Healing

 

4th level:

Cloak of Fear

Cure Critical Wounds

Death Ward

Free Action

Ice Storm

Lesser Restoration

Mental Domination

Negative Plane protection

Neutralize Poison

Poison*

Imbue with Spell Ability

 

5th level:

Champion's Strenght

Flame Strike

Greater Command

Mass Cure

Protection from ...

Raise Dead

Stoneskin

True Seeing* (should be Divination)

 

6th level:

Blade Barrier

Conjure Air/Fire/Earth Elemental

Control undead

Dolorous Decay

False Dawn

Fire Seeds

Heal

Sol's Searing Orb

Wondrous Recall

Heroes' Feast

 

7th level:

Earthquake

Fire Storm

Greater Restoration

Nature's Beauty (should be Animals)

Regeneration

Ressurection

Summon Death Knight (should be Summoning)

Summon Shambling Mound

Sunray

 

Speciality Priest of Talos (Stormlord)

Major: all, animal, chaos, combat, elemental, healing, summoning, war ,weather

Minor: creation, divination, protection, time

 

1st level:

Armor of faith

Bless

Command

Cure Light Wounds

Detect Evil

Faerie Fire

Magical Stone

Protection from Evil

Sanctuary

Shillelagh

Strenght of Stone

Call Upon Faith

 

2nd level:

Aid

Chant

Charm Person or Animal

Cure Moderate Wounds

Draw upon Divine Might

Find Traps

Fire Trap

Flame Blade

Know Opponent

Resist Fire and Cold

Slow Poison

Spiritual hammer

Chaos Ward

Obscurement

Watery Fist

 

3rd level:

Break Enchantment

Call Lightning

Cause Serious Wounds

Contagion

Cure Disease

Cure Serious Wounds

Dispel Magic

Gust of Wind

Hold Person or Animal

Miscast Magic

Remove Paralysis

Repulse Undead

Storm Shield

Summon Insects

Prayer

Accelerate Healing

 

Level 4th:

Animal Summoning I

Call Woodland Beings

Cause Critical Wounds

Cure Critical Wounds

Divine Power

Ice Storm

Neutralize Poison

Poison

Abjure

Chaotic Combat

 

5th level:

Animal Summoning II

Chaotic Commands

Flame Strike

Greater Command

Insect Plague

Mass Cure

Pixie Dust

Polymorph Other

Protection from ...

Righteous Fury

Stoneskin

Animal Growth

 

6th level:

Aerial Servant

Animal Summoning III

Bolt of Glory

Conjure Air/Earth/Fire Elemental

Dolorous Decay

Fire Seeds

Harm

Heal

 

7th level:

Creeping Doom

Earthquake

Finger of Death

Fire Storm

Holy/Unholy Word

Nature's Beauty

Sphere of Chaos

Summon Death Knight

Symbol of Death/Weakness/Stunning

 

Notes: in PnP Speciality priest of Talos also had Major access to Necromantic and Sun spheres. I've stripped those off for various of reasons. I should probably move those to Minor access and remove Creation and Protection spheres.

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Watery Fist

Constriction: everytime Watery Fist deals damage there is 10% chance for constriction. During constriction both attacking priest and his enemy cannot move or do any other action. Constriction deals to victim 1 point of damage every 2 seconds. Every round victim has a chance of breaking out from tentacles by making saving throw vs. breath.

 

Then Watery Fist would deal 2D6 damage and had Constriction special attack. What do you think?

It may be fine, bo you have an animation for it?

 

 

Imbue With Spell Ability

Hm, that's probably going to be a problem. I wanted it to work as Minor Sequencer where you can grant this innate ability to someone else. In the worst case, it's going to be usable only on caster.
I don't like much the idea of giving priests a Minor Spell Sequencer, but it may be just me.

 

 

Hesitation and Accelerate Healing

Both of those come from Tome of Magic. I think that this particulary book introduced Numbers and Time spheres. Both of those spheres are going to be available to Spiritual Monk (PnP Monk as Cleric kit).

 

Well, I don't know how to properly implement Accelerate Healing. Current versions are like this:

a) Regeneration of 3hp/turn. Last 10 Turns. -- I'd really prefer to go on this.

b) Regeneration of 1hp/round. Last 1 Turn.

Well, you previously talked about 1hp per turn for 8 hours, while now your spell seems to be a Regeneration spell more than Accelerated Healing. Considering it's supposed to be a 3rd lvl spell at least stay away from a troll-like regeneration rate, 3hp per turn is more approriate imo.

 

 

Prayer

Well, maybe -3/+3 combo was too much. But then I'm not sure about making Chant at one lever higher which only advantage is fact that it stacks with Chant. I wouldn't mind bringing Chant back to it's PnP version. I was already thinking about it for Defensive Harmony (+1 to AC for every ally creature).
I wasn't talking about Chant+Prayer combo being OP (it obviously is OP though), but your suggested Prayer on its own is uber OP, in fact it's twice as much powerful as in PnP. Just compare it to Doom and you'll notice that you have a Mass Doom (with no save) + Mass 2x Improved Bless. :) A Mass Doom alone is worth a 4th lvl slot in theory.
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It may be fine, bo you have an animation for it?

For attack itself there should be one - it should look similiar to attack of Slimes (this ranged one, so floating goo). But for constriction, I don't think so. Maybe colorising enemy in blue would work. Well, I'm goint to test all of the possibilities during christmas.

 

Well, you previously talked about 1hp per turn for 8 hours, while now your spell seems to be a Regeneration spell more than Accelerated Healing. Considering it's supposed to be a 3rd lvl spell at least stay away from a troll-like regeneration rate, 3hp per turn is more approriate imo.

Then 3HP/Turn. 1HP/Turn for 8 hours would be cool for role-playing reasons (and when you wouldn't have this incredibly bad "Rest until party is healed" button) but in BG2 it had to be a bit "normalised".

 

I wasn't talking about Chant+Prayer combo being OP (it obviously is OP though), but your suggested Prayer on its own is uber OP, in fact it's twice as much powerful as in PnP. Just compare it to Doom and you'll notice that you have a Mass Doom (with no save) + Mass 2x Improved Bless. A Mass Doom alone is worth a 4th lvl slot in theory.

Well, I didn't considered it like this - and you're right. Now I really don't know what to do. -,-

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Well, I hope I'm not dragging him and distracting too much - it's my personal project. And I'd like to co-work with Spell Revisions which I've already mentioned. I hope Demi will think about this topic as a sort of break "Damn, if I'm going to see .itm file again I'm gonna kill someone... great, .spl" :)

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I've started to look for some spells in Faiths and Pantheons handbook. They're a bit less crazy/strange than those from Tome of Magic and Spells/Powers handbooks. :) Currently, one of the spells for Beshaba priests, but I'd think about making it available for everyone. (as Bioware did to Sunray and few other spells)

 

Misfortune

Level: 5

School: Enchantment, Necromancy

Sphere: Charm

Range: Touch

Duration: 1 Round/Level

Casting Time: 5

Area of Effect: 1 Creature

Saving Throw: None

 

This spell causes the recipient to receive a -3 penalty on all saving throws, attack rolls, damage rolls, armor class and a -15% penalty to all thieving skill checks for the spell duration. A priest must physically touch the recipient with a bare hand to cast this spell, requiring a successful roll.

 

Also, list of possible to add spells:

Frost Fingers

Ice Blade

Heart of Ice

Misfortune

Attraction

Mold Touch

Mist of Eldath

Wieldskill

Forceward

Cloudburst

Battletide

Deny Death

Bliss

Beast Claw

Rage

Shadowcloak

Moonblade

Cloud of Pestilence

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Accelerate Healing

If it lasts a day with 1hp/turn regen, then within a battle (or even a dungeon) it is hardly useful, but great for restoring hps on tank during rest or those 20 hours long trips. I would definitely use it.

 

Obscurment

I'm not sure you can perfectly implement it (as you and Ardanis are discussing), but even if you could I don't see so much appeal within BG for such a spell unless you turn it into a sort of semi-blinding mist (like SR's Incendiary Cloud).
Blinding comes from it's name. Also probably the only spell that can be effectively used both as offensive and defensive.
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but even if you could I don't see so much appeal within BG for such a spell unless you turn it into a sort of semi-blinding mist (like SR's Incendiary Cloud).

Well, it was it's primary use. It reduced any creature under mist sight by half. And then we started to add other features such as this semi-invisibility stuff.

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Why do we keep dragging Demi away from IR3?

 

Most of the stuff have already been done, but this is where I come for community input, since I don't get any at BWL.

 

I give this thread a definite thumbs up, DR needs to be complemented by at least one spell mod.

 

-Galactygon

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Most of the stuff have already been done, but this is where I come for community input, since I don't get any at BWL.

Well, do you mean Spellpack? I've seen BAMs which were created by KwiatW for you, and I think that you probably already covered up most of spells. Well, I was afraid of asking you about them - I still think I can do it and also add some of my spells. Also: well, it's not exactly a pack of spells dedicated for Divine Remixes, I think you've never seen anything about my little Faiths and Pantheons. It's let's say Divine Remixes with more proper interpretation of PnP rules about priests as overall - with sphere system but also with Priest sub-classes of Crusader, Mystic and Speciality priest as Cleric kits. Speciality Priest kit is a key to obtaining one of the DR-like kit (Watcher of Helm, Morninglord of Lathander... you catch my drift) via selecting your faith in-game by obtaining one of the respective Holy Symbols.

 

Currently I'm focusing on adding some more spells - I think it's reasonable goal. Maybe most of those ideas are bad or horrible, but I think in the end we will end-up with something like 15-20 new spells which is not bad. :D

 

Thanks for kind words, Galactycon. Do you know any sensible tutorial about porting spell animations from Icewind Dale? Or even better, creating spell animations? I've seen you did some, and probably you're the one of the specialists. :thumbsup: Also: I just don't know why wouldn't you move here to G3? Ask Demi how "good" ( :) ) it is to have a party of raging troll-demons in your forum. :D

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Well, I'd still advice to make a separate kit for each possible combo, instead of killing brain cells when a tiny detail breaks the entire build. But I think you've already heard that :)

 

Do you know any sensible tutorial about porting spell animations from Icewind Dale?
Just install it and extract said BAMs? Format is the same for all IE games.

 

Also: I just don't know why wouldn't you move here to G3?
Well, indeed. Not implying you should betray your fellow countryman because some folks do not approve his actions, but there is indeed not much feedback to be obtained on BWL.
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Well, I'd still advice to make a separate kit for each possible combo, instead of killing brain cells when a tiny detail breaks the entire build. But I think you've already heard that

Yup, and I remember lesson. All of the Speciality Priest are going to have their separate kits (it for example will allow to have modularity - option for alternatives for some kits etc.). But I'm going to still use items because:

a) It's shiny and cool.

b) Allows to easily detect player's faith via scripts and in dialogues.

c) It allows to properly implement -1 spells per level for Speciality Priests.

 

Just install it and extract said BAMs? Format is the same for all IE games.

Well, ok, I'm going to try. :)

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