subtledoctor Posted February 11, 2022 Author Share Posted February 11, 2022 Sphere names are in the sphere system files, like /lib/sphere_list_fnp.tpa. Those strings are used in all sorts of ways by the sphere system code (e.g. the strings in the arrays in the bottom part of that file must be the same as the list of sphere strings at the top of the file - see also fnp_system.tpa and sphere_system.tpa) so I've never had the courage to try to traify the thing. It might work! But it might break everything. And I have no idea which is the case - which is kind of crazy. Quote Link to comment
mickabouille Posted February 11, 2022 Share Posted February 11, 2022 Yeah, most of the time pulling a string straight from a tpa to a tra file is really easy, but sphere_system.tpa is not a thing I would touch. Quote Link to comment
subtledoctor Posted February 24, 2022 Author Share Posted February 24, 2022 I haven't been that satisfied with the FnP sphere system in my current game... the variety is great, but the fact is you only play with a couple priests in the party at any given time, so you're not going to see much of that variety. Plus, in IWD you can play anything but in BG2 you have a set roster of companions: Viconia follows Shar, Anomen follows Helm, Aerie follows Baervan, Yeslick follows Clangeddin, Branwen follows Tempus. A few druids too. So there's not actually a ton of variety. And as discussed earlier, the more spheres there are, the more divisions between spell lists, and the more likely a priest won't be able to cast a given spell. Notably, in my current game I have Yeslick and Viconia, and neither of them can cast Chaotic Commands. I am struggling against mental attacks like Chaos, Symbol Stun, psionic attacks, etc. So I've been tinkering with a new sphere system. (How nice that a mod allows one to create a whole new sphere system by editing a single text document!) This is scaled back, removing a bunch of the borrowed wizard spells and with three fewer spheres (21 instead of 24). It uses about 260 spells, versus ~310 in the existing FnP sphere system. I set most kits to have major access to 6-7 spheres, and minor access to ~3 more. There is more overlap among kits, so clerics will tend to play like clerics and you will be less likely to lack a spell that you expect a party cleric to have. The sphere list looks like this so far: All (healing and general cleric-y stuff) Death Law Chaos Protection War Perception Thought Decay Vigor Insects Animal Plant Earth Water Air Fire Radiance Shadow Spirit Spoiler CLERIC_BLESS 1 = Universal CLERIC_CURSE 1 = Universal CLERIC_CHANT 2 = Universal CLERIC_PRAYER 3 = Universal CLERIC_DISPEL_MAGIC 3 = Universal CLERIC_REMOVE_CURSE 3 = Universal CLERIC_LESSER_RESTORATION 4 = Universal CLERIC_RECITATION 4 = Universal CLERIC_RIGHTEOUS_WRATH_OF_THE_FAITHFUL 5 = Universal CLERIC_WONDROUS_RECALL 6 = Universal CLERIC_RESTORATION 7 = Universal CLERIC_HOLY_WORD 7 = Universal CLERIC_UNHOLY_WORD 7 = Universal CLERIC_CURE_LIGHT_WOUNDS 1 = All CLERIC_AID 1 = All CLERIC_SANCTUARY 2 = All CLERIC_SLOW_POISON 2 = All CLERIC_CURE_MODERATE_WOUNDS 2 = All CLERIC_REMOVE_PARALYSIS 2 = All CLERIC_DISRUPT_UNDEAD 3 = All CLERIC_CURE_MEDIUM_WOUNDS 3 = All CLERIC_FREE_ACTION 3 = All CLERIC_HOLY_SMITE 3 = All CLERIC_UNHOLY_BLIGHT 3 = All CLERIC_CURE_SERIOUS_WOUNDS 4 = All CLERIC_CURE_CRITICAL_WOUNDS 5 = All CLERIC_MASS_CURE 5 = All CLERIC_HEAL 6 = All CLERIC_DESTRUCTION 7 = All CLERIC_RESURRECTION 7 = All CLERIC_CAUSE_LIGHT_WOUNDS 1 = Death CLERIC_EYES_OF_THE_DEAD 1 = Death CLERIC_CAUSE_MODERATE_WOUNDS 2 = Death CLERIC_PACIFY_DEAD 2 = Death CLERIC_CIRCLE_OF_BONES 3 = Death CLERIC_CAUSE_MEDIUM_WOUNDS 3 = Death CLERIC_ANIMATE_DEAD 4 = Death CLERIC_CAUSE_SERIOUS_WOUNDS 4 = Death CLERIC_MASS_CAUSE_LIGHT_WOUNDS 5 = Death CLERIC_SLAY_LIVING 5 = Death CLERIC_HARM 6 = Death B_W631 6 = Death //soul eater CLERIC_FINGER_OF_DEATH 7 = Death CLERIC_COMMAND 1 = Law CLERIC_FORBID 2 = Law CLERIC_SILENCE_15_FOOT 2 = Law CLERIC_HOLD_PERSON 2 = Law CLERIC_DICTATE 3 = Law CLERIC_HOLD_ANIMAL 3 = Law CLERIC_EXALTATION 4 = Law WIZARD_SECRET_WORD 4 = Law WIZARD_DISPELLING_SCREEN 5 = Law WIZARD_POWER_WORD_SILENCE 6 = Law CLERIC_SHIELD_OF_THE_ARCHONS 7 = Law CLERIC_SYMBOL_STUN 7 = Law CLERIC_DOOM 1 = Chaos CLERIC_RIGID_THINKING 2 = Chaos CLERIC_MISCAST_MAGIC 2 = Chaos CLERIC_MURDEROUS_COMMAND 3 = Chaos CLERIC_CLOAK_OF_FEAR 3 = Chaos CLERIC_BLOOD_RAGE 4 = Chaos WIZARD_GREATER_MALISON 4 = Chaos CLERIC_MISFIRE 5 = Chaos CLERIC_CONFUSION 5 = Chaos CLERIC_PHYSICAL_MIRROR 5 = Chaos CLERIC_CHAOTIC_COMMANDS 6 = Chaos CLERIC_MAGIC_RESISTANCE 6 = Chaos CLERIC_SPIRITUAL_WRATH 7 = Chaos CLERIC_PROTECT_FROM_EVIL 1 = Protection CLERIC_ARMOR_OF_FAITH 1 = Protection WIZARD_PROTECTION_FROM_PETRIFICATION 2 = Protection WIZARD_SHIELD 2 = Protection CLERIC_GLYPH_OF_WARDING 3 = Protection CLERIC_NEGATIVE_PLANE_PROTECTION 3 = Protection CLERIC_DEATH_WARD 4 = Protection CLERIC_PROTECTION_FROM_EVIL_10_FOOT 4 = Protection CLERIC_REPULSION 5 = Protection // sr repulsion CLERIC_SHIELD_OF_LATHANDER 5 = Protection CLERIC_ENTROPY_SHIELD 6 = Protection CLERIC_GREATER_SHIELD_OF_LATHANDER 7 = Protection CLERIC_ABUNDANT_AMMO 1 = War CLERIC_MAGIC_WEAPON 1 = War CLERIC_SPIRITUAL_HAMMER 2 = War CLERIC_STRENGTH_OF_ONE 3 = War CLERIC_HOLY_POWER 3 = War CLERIC_DEFENSIVE_HARMONY 4 = War CLERIC_STAR_METAL_CUDGEL 4 = War CLERIC_RIGHTEOUS_MAGIC 5 = War CLERIC_BLADE_BARRIER 6 = War CLERIC_SYMBOL_FEAR 7 = War d5fnp03 0 = Perception // identify CLERIC_DETECT_EVIL 1 = Perception CLERIC_FIND_TRAPS 1 = Perception WIZARD_DETECT_INVISIBILITY 2 = Perception WIZARD_TRUE_STRIKE 2 = Perception WIZARD_CLAIRVOYANCE 3 = Perception WIZARD_DETECT_ILLUSION 3 = Perception CLERIC_FAR_SIGHT 4 = Perception CLERIC_INVISIBILITY_PURGE 4 = Perception WIZARD_ORACLE 5 = Perception CLERIC_TRUE_SIGHT 6 = Perception WIZARD_MOMENT_OF_PRESCIENCE 7 = Perception CLERIC_CHARM_PERSON 1 = Thought CLERIC_REMOVE_FEAR 2 = Thought CLERIC_ENTHRALL 2 = Thought WIZARD_EMOTION_COURAGE 3 = Thought WIZARD_EMOTION_FEAR 3 = Thought WIZARD_EMOTION_HOPE 4 = Thought WIZARD_EMOTION_HOPELESSNESS 4 = Thought CLERIC_MENTAL_DOMINATION 5 = Thought CLERIC_GREATER_COMMAND 5 = Thought CLERIC_CONFUSION 6 = Thought CLERIC_NATURE_BEAUTY 7 = Thought CLERIC_IMPERVIOUS_SANCTITY_OF_MIND 7 = Thought CLERIC_UNFAILING_ENDURANCE 1 = Vigor CLERIC_CURE_DISEASE 2 = Vigor CLERIC_DRAW_UPON_HOLY_MIGHT 2 = Vigor CLERIC_REGENERATE_MODERATE_WOUNDS 3 = Vigor CLERIC_NEUTRALIZE_POISON 3 = Vigor CLERIC_REGENERATE_SERIOUS_WOUNDS 4 = Vigor CLERIC_ANIMAL_RAGE 4 = Vigor CLERIC_REGENERATE_CRITICAL_WOUNDS 5 = Vigor CLERIC_MASS_REGENERATE 5 = Vigor CLERIC_RAISE_DEAD 6 = Vigor CLERIC_REGENERATE 7 = Vigor CLERIC_CAUSE_DISEASE 1 = Decay CLERIC_SHATTER 2 = Decay CLERIC_MOLD_TOUCH 3 = Decay WIZARD_WAVES_OF_FATIGUE 4 = Decay CLERIC_POISON 4 = Decay CLERIC_WAVES_OF_AGONY 5 = Decay CLERIC_CLOUD_OF_PESTILENCE 5 = Decay CLERIC_DOLOROUS_DECAY 6 = Decay CLERIC_WITHER 7 = Decay CLERIC_ANIMAL_EYES 1 = Animal CLERIC_ANIMAL_SUMMONING_LEVEL_1 1 = Animal CLERIC_BEAST_CLAW 2 = Animal CLERIC_ANIMAL_SUMMONING_LEVEL_2 2 = Animal CLERIC_FERAL_INSTINCT 3 = Animal CLERIC_ANIMAL_SUMMONING_LEVEL_3 3 = Animal d5fnp04 3 = Animal // Magic Fang CLERIC_ANIMAL_SUMMONING_LEVEL_4 4 = Animal CLERIC_ANIMAL_SUMMONING_LEVEL_5 5 = Animal d5fnp05 5 = Animal // Animal Growth CLERIC_ANIMAL_SUMMONING_LEVEL_6 6 = Animal CLERIC_ANIMAL_SUMMONING_LEVEL_7 7 = Animal d5btswm 1 = Insects // liddle beetle swarm d5spswm 2 = Insects // liddle spider swarm spdr201 3 = Insects // druid version of web CLERIC_SUMMON_INSECTS 3 = Insects CLERIC_GIANT_INSECT 4 = Insects d5spspn 4 = Insects // wizard spider summon CLERIC_INSECT_PLAGUE 5 = Insects d5carsm 6 = Insects // wizard carrion crawler summon CLERIC_CREEPING_DOOM 7 = Insects d5rhbtl 7 = Insects // summon rhino beetle CLERIC_ENTANGLE 1 = Plant CLERIC_GOOD_BERRIES 1 = Plant CLERIC_GOODBERRY 1 = Plant CLERIC_SHILLELAGH 1 = Plant CLERIC_BARKSKIN 2 = Plant CLERIC_THORN_SPRAY 3 = Plant CLERIC_SNARE 3 = Plant CLERIC_SPIKE_GROWTH 4 = Plant CLERIC_CALL_WOODLAND_BEINGS 5 = Plant CLERIC_NATURES_WRATH 6 = Plant CLERIC_ASSASSIN_VINES 6 = Plant CLERIC_STALKER 7 = Plant CLERIC_BINDING 1 = Earth CLERIC_MAGIC_STONE 1 = Earth CLERIC_PROTECTION_FROM_LIGHTNING 2 = Earth CLERIC_STONE_FIST 3 = Earth CLERIC_SPIKE_STONES 4 = Earth CLERIC_IRONSKIN 5 = Earth WIZARD_STONE_TO_FLESH 5 = Earth CLERIC_CONJURE_EARTH_ELEMENTAL 6 = Earth WIZARD_FLESH_TO_STONE 6 = Earth CLERIC_EARTHQUAKE 7 = Earth WIZARD_IRON_BODY 7 = Earth CLERIC_ZONE_OF_SWEET_AIR 1 = Air CLERIC_OBSCURING_MIST 1 = Air WIZARD_STINKING_CLOUD 2 = Air CLERIC_STORM_SHIELD 3 = Air CLERIC_CLOUDBURST 3 = Air CLERIC_CALL_LIGHTNING 3 = Air CLERIC_STORMWALL 4 = Air CLERIC_STATIC_CHARGE 4 = Air CLERIC_WHIRLWIND 5 = Air CLERIC_PROTECTION_FROM_LIGHTNING 5 = Air CLERIC_CONJURE_AIR_ELEMENTAL 6 = Air WIZARD_DEATH_FOG 7 = Air CLERIC_AERIAL_SERVANT 7 = Air CLERIC_FROST_FINGERS 1 = Water CLERIC_RESIST_COLD 1 = Water CLERIC_BLESS_WATER 1 = Water CLERIC_WATERY_FIST 2 = Water CLERIC_ICE_BLADE 2 = Water WIZARD_SNILLOCS_SNOWBALL_SWARM 3 = Water WIZARD_ICELANCE 3 = Water CLERIC_SMASHING_WAVE 4 = Water WIZARD_CONE_OF_COLD 4 = Water WIZARD_ICE_STORM 5 = Water CLERIC_PROTECTION_FROM_ACID 5 = Water CLERIC_PROTECTION_FROM_COLD 5 = Water CLERIC_MIST_OF_ELDATH 6 = Water CLERIC_CONJURE_WATER_ELEMENTAL 6 = Water WIZARD_ACID_STORM 7 = Water WIZARD_BURNING_HANDS 1 = Fire CLERIC_RESIST_FIRE 1 = Fire CLERIC_FLAME_BLADE 2 = Fire CLERIC_FIRE_TRAP 2 = Fire NOSR_CLERIC_PROTECTION_FROM_FIRE 3 = Fire CLERIC_PRODUCE_FIRE 3 = Fire WIZARD_FLAME_ARROW 4 = Fire SR_CLERIC_PROTECTION_FROM_FIRE 4 = Fire WIZARD_FIRE_SHIELD_RED 5 = Fire CLERIC_FLAME_STRIKE 5 = Fire CLERIC_CONJURE_FIRE_ELEMENTAL 6 = Fire CLERIC_FIRE_SEEDS 6 = Fire CLERIC_FIRE_STORM 7 = Fire CLERIC_SUNSCORCH 1 = Radiance CLERIC_ALICORN_LANCE 2 = Radiance WIZARD_GLITTERDUST 2 = Radiance NOSR_CLERIC_REPULSE_UNDEAD 3 = Radiance CLERIC_MOONBLADE 3 = Radiance CLERIC_WALL_OF_MOONLIGHT 4 = Radiance CLERIC_FALSE_DAWN 5 = Radiance CLERIC_PIXIE_DUST 6 = Radiance CLERIC_SOL_SEARING_ORB 6 = Radiance CLERIC_SUNRAY 7 = Radiance CLERIC_CAMOUFLAGE 1 = Shadow B_SSTEP 2 = Shadow // shadowstep CLERIC_CLOAK_DARKNESS 3 = Shadow WIZARD_SHADOW_MONSTERS 3 = Shadow WIZARD_WRAITH_FORM 4 = Shadow WIZARD_DEMI_SHADOW_MONSTERS 4 = Shadow WIZARD_SHADOW_DOOR 5 = Shadow d5fnp01 5 = Shadow // summon shadow WIZARD_SHADES 6 = Shadow WIZARD_POWER_WORD_BLIND 7 = Shadow WIZARD_GHOSTFORM 7 = Shadow CLERIC_FAERIE_FIRE 1 = Spirit CLERIC_SPIRIT_WARD 1 = Spirit CLERIC_WRITHING_FOG 2 = Spirit CLERIC_SPIRITUAL_CLARITY 3 = Spirit CLERIC_SPIRIT_FIRE 4 = Spirit CLERIC_SPIRITUAL_LOCK 5 = Spirit WIZARD_BANISHMENT 5 = Spirit // sr banishment CLERIC_RECALL_SPIRIT 6 = Spirit CLERIC_BOLT_OF_GLORY 6 = Spirit CLERIC_ETHER_GATE 7 = Spirit Some concepts have been split up; for instance, instead of the sphere of Thought having all the mental defense spells, now it is more focused on affecting others' thoughts, and the personal mental defenses are spread around: Spiritual Clarity (level 3) is in the Spirit sphere, Exaltation (level 4) is in the sphere of Law; Chaotic Commands (level 5) is in the sphere of Chaos; and Sanctity of Mind (level 7) is in the sphere of Thought. So most priests should have some kind of magic to protect against mental attacks. I rolled up four clerics and a druid real quick just to look at the spellbooks, and it seems pretty good. And I still have three empty spheres that can be used for... something. Maybe. I'll see. Again, nice that this kind of thing is possible. But, boy - setting up the spheres and spells is the easy part... it's a fair amount of work going through every deity and marking their major and minor access. Anyway, it'll probably be in the next update Quote Link to comment
Awachi Posted February 24, 2022 Share Posted February 24, 2022 I appreciate you explaining your thought process as you go through these various mods. Quote Link to comment
Guest Willis Terwilliger Posted February 24, 2022 Share Posted February 24, 2022 Is there any where I can see a breakdown of the weapon enchantment levels on paw/claw attacks of the different Druid wild shape forms? Quote Link to comment
Guest Willis Terwilliger Posted February 24, 2022 Share Posted February 24, 2022 Also, sorry if this has been asked before, but I have a question regarding install order for SCS and/or IWDification. According to the Readme: Quote The following mods should be installed before Faiths and Powers: Divine Remix (do not install their sphere system) Item Revisions IWDification (FnP will make use of IWD divine spells--e.g. installed by IWDification--if they are detected. Otherwise, FnP will add them) Monastic Orders Spell Revisions (v4 beta or later recommended) Tome and Blood The following mods should installed after Faiths and Powers: Faiths and Powers Multiclass Might and Guile Proficiencies Scales of Balance Sword Coast Stratagems The Tweaks Anthology However, SCS can install its own spell packs, which are nearly identical to the IWDification spells. I was planning on using SCS to install spells, so it can use those spells for enemy casters. If I am installing SCS with the IWD spell pack, how to go about this to avoid a conflict with FnP. Quote Link to comment
mickabouille Posted February 24, 2022 Share Posted February 24, 2022 You can install only certains components on a mod at one point and then the rest later. You would install the spells part of SCS at the same place you would install iwdification and then the rest of SCS much later Quote Link to comment
mickabouille Posted February 24, 2022 Share Posted February 24, 2022 But then iwdification is an improved version of SCS iwd spells if I remember correctly... Quote Link to comment
subtledoctor Posted February 24, 2022 Author Share Posted February 24, 2022 (edited) Well, IWDification and SCS IWD Spells have been playing leapfrog over the past months. IIRC IWDification was kind of stuck at beta 7 or something for years...for a long time IWDification was adding pre-EE versions of spells to the EE games, which had some unfortunate side-effects. I believe that was one reason why Grammarsalad decided to roll his own version of the IWD spell set for this mod. Then IWDification was updated to work better with the EE games; and then SCS added a thoroughly updated version in SCS v33 I think. (I'm using that one right now.) Then IWDification built on the SCS improvements and put out beta 9, then SCS absorbed the improvements and put out v34, and now IWDification has gotten a shiny v1.0 release. Basically there has been a long collaboration between Camdawg and Davidw, to the great benefit of players. At the moment, I would use IWDification v1, as it has received more recent attention than SCS v34 and it seems to be in great shape. And all of the SCS code that makes use of the IWD spells (tweaks for the AI component, etc.) will apparently work just fine if the spells are added via IWDification. However, 3 hours ago, Guest Willis Terwilliger said: SCS can install its own spell packs, which are nearly identical to the IWDification spells. I was planning on using SCS to install spells, so it can use those spells for enemy casters. If I am installing SCS with the IWD spell pack, how to go about this to avoid a conflict with FnP. This is fine - in fact this is how my current game is set up. You run the SCS installer early on, in the same place IWDification would normally go. It will ask you four things: - Ask about IWD spells? (answer 'yes') - Ask about game tweaks? (answer 'no') - Ask about AI enhancements? (answer 'no') - Ask about improved creatures and encounters? (answer 'no') You install just that first section of SCS, then quit the SCS installer. Then install other mods as usual. Finally, when it comes time to install SCS proper, near the end of the order, you run the SCs installer again and answer those questions 'no,' 'yes,' 'yes,' 'yes.' And install the rest of SCS. (Or what parts of it you desire.) Edited February 24, 2022 by subtledoctor Quote Link to comment
Guest Willis Terwilliger Posted February 25, 2022 Share Posted February 25, 2022 11 hours ago, Guest Willis Terwilliger said: Is there any where I can see a breakdown of the weapon enchantment levels on paw/claw attacks of the different Druid wild shape forms? Do you have this info on hand? BTW, love the mod, I basically played through BG1 three times as a Druid now because I keep finding new mods, but yours has the real diversity in shapeshifting forms that I am looking for. Quote Link to comment
subtledoctor Posted February 25, 2022 Author Share Posted February 25, 2022 I just looked it up, and I think they all have enchantment level zero. But, they all have the "magical" flag. I suppose I didn't really think about enchantment levels... they are animals. Shouldn't they have no enchantment level? (Bonus: maul wizards with PfMW.) I don't feel very strongly about this though - beyond the obvious logic of "animals aren't enchanted," if people think there should be some rule for shapeshift animal claws having enchantment, I'm open to the idea. Make a case for how it should work and why. Easy enough to change, and an update to the mod is imminent anyway. Quote Link to comment
Guest Willis Terwilliger Posted February 25, 2022 Share Posted February 25, 2022 Well, the default forms attacks are treated as having an enchantment of +1. The Avenger forms: Sword Spider +1, Baby Wyern +1, Fire Salamander +3. https://baldursgate.fandom.com/wiki/Shapeshift The IWDification mod has a similar progression, Winter Wolf gets +1, Boring Beetle +2, Polar Bear +3 and then the Elemental Forms strike as +4: https://gibberlings3.github.io/Documentation/readmes/readme-iwdification.html From a gameplay perspective, at last my perspective, I want to play a Druid primarily for the ability to shapeshift, and you need to have enchanted weapons to remain viable as you progress through the game and face enemies with immunities to normal weapons, immunity to +1 & +2 (moreso in BG2 than BG1, but especially in ToB). One of the biggest complaints about the default "Shapeshifter"(werewolf) kit is that the Greater Werewolf only gets +2 attacks, which makes it useless late game, unless you shift to a caster role (but in that case, why bother with the kit at all?). As far as roleplay explanations, well the wild forms aren't really normal animals. They are druids transformed into the shape of an animal, using their divine connection to the elemental plane to draw magical energies from. In PnP Druids could also change their shape to appear younger or disguise themselves as someone else at higher levels. So I think that alone should justify giving them magical enchants on their claw/paw attacks. What do you think? Quote Link to comment
Guest Willis Terwilliger Posted February 25, 2022 Share Posted February 25, 2022 Oops, that should say Baby Wyvern +2 Quote Link to comment
CamDawg Posted February 25, 2022 Share Posted February 25, 2022 The 2e DMG has a section about creature HD w.r.t. weapon immunity. Essentially: monsters strike as +1 at 4 HD, and another +1 for every 2 HD beyond that, culminating with a 12 HD monster striking as +5. Quote Link to comment
subtledoctor Posted February 25, 2022 Author Share Posted February 25, 2022 Yes. Although I don't have a Monstrous Compendium handy so I don't know off-hand the HD difference among black/brown/polar bears, and wolves/winter wolves/dire wolves, and the various kinds of beetles and spiders and jungle cats. Frankly I think that the "need a certain enchantment to even scratch this monster" mechanic is poorly implemented in these games, and I really don't want to lean into it and make five different tiers of animal weapons, and then players would have to remember which shapeshift attacks as what enchantment and which enemies need what enchantment to hit... it all just sounds terrible. I would much rather just decide that "druid shapeshifted claws are equivalent to a +2 weapon enchantment" and call it a day. (Or +3, or whatever. Btw FnP's werewolf and shambling mound shapeshift forms all strike as +3 weapons.) An alternative, which I think is worth considering, is to leave animal claws with no enchantment, and instead extend our 'Magic Fang' spell to work on shapeshifted druids. It wouldn't be simple, exactly, but I think it might be worth it. It would give that spell more teeth (so to speak) and would make a ton of sense. Quote Link to comment
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