Demivrgvs Posted December 20, 2010 Share Posted December 20, 2010 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. Link to comment
yarpen Posted December 20, 2010 Author Share Posted December 20, 2010 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. Link to comment
yarpen Posted December 20, 2010 Author Share Posted December 20, 2010 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, wardsMinor: 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, weatherMinor: 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 ,weatherMinor: 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. Link to comment
Demivrgvs Posted December 20, 2010 Share Posted December 20, 2010 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. Link to comment
yarpen Posted December 20, 2010 Author Share Posted December 20, 2010 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. -,- Link to comment
Shaitan Posted December 20, 2010 Share Posted December 20, 2010 Why do we keep dragging Demi away from IR3? Link to comment
yarpen Posted December 20, 2010 Author Share Posted December 20, 2010 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" Link to comment
yarpen Posted December 20, 2010 Author Share Posted December 20, 2010 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) MisfortuneLevel: 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 Link to comment
Ardanis Posted December 20, 2010 Share Posted December 20, 2010 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. Link to comment
yarpen Posted December 21, 2010 Author Share Posted December 21, 2010 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. Link to comment
yarpen Posted December 21, 2010 Author Share Posted December 21, 2010 Also, Demi: how did you standarised Etheralness state? Is this effect available somewhere in your mod? Trough items or spells? I'm not sure if this effect is appropriate for 3rd level spell. Link to comment
Galactygon Posted December 21, 2010 Share Posted December 21, 2010 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 Link to comment
yarpen Posted December 21, 2010 Author Share Posted December 21, 2010 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. 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. 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. Link to comment
Ardanis Posted December 21, 2010 Share Posted December 21, 2010 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. Link to comment
yarpen Posted December 21, 2010 Author Share Posted December 21, 2010 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. Link to comment
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