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better casting in school of specialization - how would you do it?


subtledoctor

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Eh, big problem. I just learned that you can't use KIT.IDS for .EFF targeting in the TOB engine. That means I can't make make some specialists learn more powerful spells from scrolls, I can't make spell protections give a free Spell Shield for Abjurers, and I can't give conjurers a free summons buff effect.

 

Well, I can, on the EE games. On the old engine the only way to do that stuff is make totally different spells, and grant them via CLAB. And make those specialists unable to learn the vanilla spells. So it's still possible I guess, but it will have to be weird and clunky. Boo. :(

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Yeah. The kits that get affected by the different engines are Abjurer, Enchanter, and Conjurer. I've already coded up one of the three. It's not the end of the world I guess - for the Abjurer, on EE I added an .eff to the Deflection and GoI spells that casts Spell Shield automatically... on the old engine, there will be completely different spells, called "Spell Deflection+" and "Globe of Invulnerability+" and the scrolls for those spells are unusable by Abjurers, so you don't mistakenly replace the upgraded spell with the vanilla one.

 

I'll do the same thing for the Charm/Domination/Emotion spells, and for the Conjurer. The Conjurer is going to give me the most trouble... hmm, I could just disable that kit... :p

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The Conjurer is going to give me the most trouble... hmm, I could just disable that kit... :p

Well, or you could just remove the summon cap from everyone and that could be enough for them. And give them a free innate Summon Monster spell ones per rest. One that summons a monster based on level.

Level 1, summons a say 1HD rat

Level 3, summons a 2HD skeleton

Level 5, summons a 3HD Goblin

Level 7, summons a 4HD Orc

Level 9, summons a 5HD Ogre

Level 11, summons a 6HD x

Level 13, summons a 7HD y

Level 15, summons a 8HD z

Level 17, summons a 9HD d.

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If SR is installed, I could just convert Demi's Monster Summoning spells to be one level lower for the Conjurer. That would be pretty great. As far as special abilities go, it would probably see more actual use than any of the others. (Though, the Diviner using Contingency from level 1 is pretty great, it could be extremely useful in BG1.) But what to do in the absence of SR?

 

Heck, maybe I'll just say "this kit only gets special benefits if SR is installed." I mean, screw it.

 

Adding save penalties to Charm spells is turning out to be a nightmare. They are different in every version of the game!

- vanilla TOB

- TOB with Fixpack and/orTobEx

- BGEE/BG2EE

- IWDEE

- TOB with SR

- EE with SR

 

It's way more trouble than it's worth... hmm, enchanters already get immunity to Charm/Sleep, and can craft wands - maybe that's enough...?

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Here's what I've done so far... Enchanters half-done, as described above, and Conjurers untouched. I haven't tested very much - haven't yet tested Grammarsalad's 'Arcane Crafting' at all - that will have to be for another weekend. In the meantime we'll call this an open beta.

 

https://dl.dropboxusercontent.com/u/86011511/WizMod.zip

 

WHAT THIS DOES:

 

- rebalances the school assignments (and, in some cases, the level and/or description and/or functional workings) of various spells

- Abjurers get an automatic Spell Shield when casting Deflection/Turning/GoI

- Enchanters are immune to Charm and Sleep spells, and can craft wands

- Transmuters are immune to Petrification/Polymorph/Disintegration, and can brew potions, and (with SR) can cast Regeneration spells

- Diviners are immune to backstab, and can cast Contingency at level 1

- Invokers do 20% more fire/cold/lightning/magic damage (only on TOB/TobEx or IWDEE)

- Illusionists have permanent NonDetection

- makes Chill Touch, Ghoul Touch, and Vampiric Touch into at-will innate abilities for Necromancers

- makes Minor Spell Deflection and Spell Thrust into at-will innate abilities given to all mages & specialists at levels 3 and 5

- makes Contingency an innate ability given to all mages and specialists at level 11 (but at level 1 for Diviners)

- gives every mage a single at-will cantrip at level 1; generalists and multiclass mages can choose any one of the eight cantrips

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Here's what I'vd settled on. The kit descriptions:

 

ABJURER:

 

A Mage who specializes in protective magic and metamagic disciplines. These mages can erect powerful wards and barriers, and are also trained to break those wards and effects that are created by other spellcasters.

 

Advantages:

- Abjurers automatically learn spells from the school of Abjuration.

- Abjurers may use the "Protective Shell" cantrip, which lasts for 30 seconds and harmlessly absorbs the first physical strike that hits the caster.

- Abjurers gain the Parry Magic and Spell Thrust abilities earlier than other mages.

- When Abjurers cast spell protections, such as a Globe of Invulnerability or Spell Deflection, a Spell Shield is automatically created at the same time, giving the Abjurer an extra layer of protection.

 

 

CONJURER (non-SR):

 

A Mage who specializes in creating or summoning creatures and objects, moving them through space. These wizards ultimately master teleportation magic, able to banish enemies and summon aid from different planes altogether.

 

Advantages:

- Conjurers automatically learn spells from the school of Conjuration.

- Conjurers may use the "Conjure Rabbit" cantrip, which conjures a rabbit out of thin air!

- Conjurers may cast Monster Summoning I innately at 2rd and 4th levels; Monster Summoning II at 6th and 8th levels; and Monster Summoning III at 10th level.

 

 

CONJURER (SR):

 

A Mage who specializes in creating or summoning creatures and objects, moving them through space. These wizards ultimately master teleportation magic, able to banish enemies and summon aid from different planes altogether.

 

Advantages:

- Conjurers automatically learn spells from the school of Conjuration.

- Conjurers may use the "Conjure Rabbit" cantrip, which conjures a rabbit out of thin air!

- Conjurers may cast the various Monster Summoning spells as if they were one level lower.

 

 

DIVINER:

 

A Mage who specializes in detection and divining magics. These wizards developer an instinctive ability to glimpse the future; while such visions are rarely clear, they give enough information to provide Seers with slightly improved reflexes and the ability to use magic to subtly alter the outcome of probabilistic events.

 

Advantages:

- Diviners automatically learn spells from the school of Divination.

- Diviners may use the "Anticipation" cantrip, which provides the caster with a +3 AC bonus for 18 seconds.

- Diviners do not take extra from thieves' backstabs.

- Diviners can use the Contingency ability at level 1, and can load it with two spells from level 10.

 

 

ENCHANTER:

 

A Mage who specializes in Charm and Enchantment magic. These wizards are adept both at using magic to influence the minds of others, inducing sleep, friendliness, despair, or dementia. They are also expert at instilling items with magical energy - stable artifacts take very long to enchant but some limited-use wands may be created fairly easily (at some expense).

 

Advantages:

- Enchanters automatically learn spells from the school of Enchantment.

- Enchanters may use the "Drowse" cantrip, which causes a target to briefly fall asleep if the target fails a saving throw.

- Enchanters are resistant to magic within their specialty, becoming immune to Charm and Sleep spells.

- Magical effects are harder to resist near an Enchanter: nearby enemies automatically suffer a -2 penalty to saves vs. spells.

- Enchanters may craft powerful but limited-charge wands from certain known spells.

 

 

ILLUSIONIST:

 

A Mage who specializes in creating illusions to confuse and mislead. These canny wizards can bend light and manipulate perceptions in various ways. They can duck out of sight when in danger, and eventually gain the power to create illusions of startling substance and realism.

 

Advantages:

- Illusionists automatically learn spells from the school of Illusion.

- Illusionists may use the "Bedazzle" cantrip, which dazzles the target's eyes and causes -3 penalties to thac0, damage, and AC for 12 seconds if the target fails a saving throw.

- Illusionists are permanently under the effect of Nondetection, able to remain invisible even when targeted by scrying magic.

 

 

INVOKER:

 

A Mage who specializes in the manipulation of raw and elemental energies. These wizards use magical spells to manipulate the basic energies of the multiverse. They excel at releasing this energy in explosive flashes of fire or lightning, or shunting it away to project an icy freeze.

 

Advantages:

- Invokers automatically learn spells from the school of Invocation.

- Invokers may use the "Magic Bolt" cantrip, which does 1d4+1 hit points of magic damage to the target.

- Invokers do 20% more damage with spells that involve fire, lightning, cold, or magic damage.

 

 

TRANSMUTER:

 

A Mage who specializes in magic that alters physical reality. These wizards control and transform matter in all the ways their magical learning affords them. They can cause the air to turn to a toxic mist, change their own shape into that of a powerful monster, and even stop time itself. Transmuters are also alchemists, creating the various magical potions on which so many adventurers rely.

 

Advantages:

- Transmuters automatically learn spells from the school of Alteration.

- Transmuters may use the "Earthen Grasp" cantrip, which causes tendrils from the ground to reach out and Entangle the target for 12 seconds if the target fails a saving throw.

- Transmuters can maintain the stability of their personal form, resisting hostile polymorph, petrification, and disintegration effects.

- Transmuters excel at alchemy, able to brew certain potions with effects of spells which which they are familiar.

 

(oh yeah, I forgot to include it in the description but if SR is installed, Transmuters get the druid 'Regenerate Wounds' spells... but 2 levels higher than usual (so Reg. Wounds I is 3rd-level, Reg. Wounds II is 4th level, etc.)

 

NECROMANCER:

 

A Mage who specializes in magic dealing with death, undeath, and energy from the Negative Material Plane. Necromancy is a disturbing art, reviled by most civilized practitioners and academies of magic. They experiment with the living and the dead, and create undead abominations that straddle the gap in between. With practice, some Necromancers eventually learn techniques to achieve immortality by changing their own bodies into the form of a lich.

 

Advantages:

- Necromancers are the only wizards able to cast spells from the school of Necromancy.

- Necromancers automatically learn spells from the school of Necromancy.

- Necromancers may use the "Stiffen Bones" cantrip, which Slows a target and causes -2 penalties to thac0 and AC for 12 seconds if the target fails a saving throw.

- Necromancers may transform parts of their bodies with the power of energy from the Negative Material Plane. Once they learn the technique from a scroll, they may innately use the power of a Chilling Touch, Ghoul Touch, or Vampiric Touch.

 

 

I might add the EE Shadowdancer's Shadowstep ability to illusionists... but I don't know whether it can be easily translated to the old engine. We'll see.

 

Once it's all polished and tested this will become a component of my Scales of Balance mod, you can find the final version there. Thanks for the ideas and discussion!

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That's what's so great about BG. There are so many different ways to cater it to different preferences and playstyles. I hope once they're done and have moved on to a different engine and 5e, that they'll release Dee (erephine) and Asc64 so they can backport some of their work.

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That's what's so great about BG. There are so many different ways to cater it to different preferences and playstyles. I hope once they're done and have moved on to a different engine and 5e, that they'll release Dee (erephine) and Asc64 so they can backport some of their work.

 

Wait, you're saying that Dee (aka Aosaw) has been known as Erephine, and he's the guy who made 1PP? Something's not right here... Erephine is a lady AFAIK, and Dee is a guy... so you must be wrong, I fear ???

 

Also, I think Ascension64 is not currently working with Beamdog (is he?). I think he contributed while BGEE was being made, but I'm not sure about that.

 

As far as I know both just left modding scene, but are not working with Beamdog. But I may be wrong, and would love to be stand corrected.

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