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Unearthed Arcana present Tome & Blood: more options for arcane casters


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2 hours ago, Guest TwiceTested said:

neither my arcanist NOR Aerie have the ability to scrip scrolls

You mean they can’t learn spells from scrolls, or they can't create new scrolls from their already-known spells?

If it’s the latter, it just might not work with the new patch, or something. TBH I don’t know much about that component, I generally use the aTweaks version if I want something like that. 

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Guest TwiceTested

They can't create scrolls from those they know.  It isn't a big loss, I'll just use aTweaks next time.  Jan Jansen can still craft scrolls and potions, so I'll use him if I need to do such.

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Hi I'm having some trouble with the ability score bonuses from intelligence component.  It appears to be inconsistently applying bonuses and penalties.  I have two mages in the party (a F/M and an FMT), both with 19 int.  One appears to have two bonus 6th level spells and the other appears to have none.  I'm also not sure what the ability score bonuses should look like -- is there a table anywhere of what int gives what bonuses?

I'd ideally like to disable the mod and just fix things with EEKeeper at this point -- is there any way to do that without a full reinstall?

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Guest Relentless Imp

Is there supposed to be a Fighter/Sorcerer/Cleric option available? And is there any way to make a kind of compatibility for Tweaks Anthology's "multiclass madness" option? (Everyone can multiclass anything) - currently I can't get the F/S or S/C kit on races not base game valid for Sorcerer (Half-Orc, namely); though I can make a workaround using EEKeeper, I'd love to not have to do it that way.

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Guest Relentless Imp
On 6/17/2021 at 4:12 PM, Guest Jay said:

I'm also not sure what the ability score bonuses should look like -- is there a table anywhere of what int gives what bonuses?

So I did some poking around and found this PDF Readme for Tome and Blood; not sure if it's for an earlier version? https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=&ved=2ahUKEwj5m_GV_-bxAhVFnJ4KHd_hCOgQFnoECAIQAA&url=https%3A%2F%2Fus.v-cdn.net%2F5019558%2Fuploads%2Feditor%2Fx9%2Fhg32lo86cax4.pdf&usg=AOvVaw1mpMkdMo3YkU0XQdYfluks The last page of this PDF shows what they're supposed to be, and they appear accurate to my game.

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I'm a bit confused about specialist mages and spontaneous casting. Testing with some basic characters, they're able to convert spells to specialist spells of the same level, but the readme says they should convert to spells of one level lower. On the other hand, the in-game description doesn't mention the one level lower part. Level 1 spells can't be converted at all, which is consistent with the readme. This is on BGEE 2.5 with just SR and TnB installed.

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Guest Bigby's Bitchslap

Arcane crafting has two issues (tested on a clean 2.6 install with only Tome & Blood installed).

When using the spell Spirit Armor to craft a Wand of Armory, the wand in the inventory has no item icon. Its item name is displayed as, "The de'Arnise Keep has been conquered by the Roenall Forces..." and its inspection description reads, "With the death of your djinni, the summoning ring vanishes." The item functions as intended, but it has no icon or tooltip in the hotbar. It can still cast Shield and Ghost Armor though.

The other issue is when crafting 5th level wands. When one has Cloudkill and Cone of Cold memorized, the display screen lists two wands of frost available for creation. Following through with one option will indeed make a wand of frost and the other option will make a wand of Cloudkill.

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Guest Bigby's Bitchslap

Thanks for the reply. If I were edit the item name/description with NI would that also change the source of the text it comes from? Specifically, If I edited that line about the keep falling or the djinni dying in the wand's abilities page itself and during those events in the game would it display the changes I made instead? Again, it's a non-issue for me, I'm just curious how displayed strings on items work.

Did that modder also work on the cantrips part of the mod? Stiffen Bones has a similar displayed string issue when an enemy fails a saving throw. Earthen Grasp also is missing from the innate abilities bar when choosing it or rolling a Transmuter. 

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8 hours ago, Guest Bigby's Bitchslap said:

Thanks for the reply. If I were edit the item name/description with NI would that also change the source of the text it comes from?

Yes, it would. I think there’s a way in NI to add a new string there, but I’m not very familiar with it. 

8 hours ago, Guest Bigby's Bitchslap said:

Did that modder also work on the cantrips part of the mod? Stiffen Bones has a similar displayed string issue when an enemy fails a saving throw. 

No, that one’s on me. Probably the string changed in a game update, and I haven’t looked at that code in like 5 years. The 2 newer cantrip options seem so much better to me, I’m always surprised at how many people opt for the junky innate version... sorry!

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Guest Bigby's Bitchslap

Well in that case I'll start using the wand 😁. Is that the same wand from the Weavekeeper of Mystra kit from Faiths and Powers? I remember it being unusable for them (again, easy fix to untick cleric box in NI), but I'll check it out when I get around to it. Thanks for your hard work.

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Ya. It’s basically all 8 innate cantrips (with 1 or 2 substitutions) from a single item. Benefits: 1) you get all 8; 2) the mini missile is cast as a weapon attack instead of a spell, so you can “set it and forget it;” and 3) it doesn’t gum up your innate abilities bar. 

Edited by subtledoctor
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