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


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I did a quick test. The interface for the sorcerer spell selection skill seems to work fine, so I guess the same for M&G's feat selection. Not sure about the Identify component though, I couldn't get it to work except with the button at the item detail screen, and it only identifies that one item.

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@subtledoctor There is an internal inconsistency with the order of components so that if revised specialists and level one cantrips are installed the specialists will automatically know the first level version of spells that are changed to second level I.e identify, protection from petrification, friends if no sr. If 5e is then added they will have the free cast version at second level but also have know the first level version in the spell book. I think it is relatively straightforward to add the compatibility code but this would also need to consider the effect of spell school rebalancing. Would simply swapping the order of the components fix this without needing to change any other code?

Edit: turns out I missed the compatibility code, the actual issue is actually only present with protection from petrification with sr installed.

In addition level 1 cantrips makes changes to mxsplsrc a,nd mxspldd but no changes to splsrckn, which means that the number of first level cast spells is changed (but has no effect as they are refreshing anyway) whilst the number of known spells is not, it also gives the sorcerer and DD second level cast spells at level 2 but they can't know any second level spells, in addition, even if they did know second level spells they would gain some casts at level 2 and then lose them at level 3 as the number of cast spells returns to 0. In my view the mxsplsrc and mxspldd should change the number of cast spells for first level spells to 1 at every level (as I think this just looks better when it's refreshing anyway) and increase second level spells by one for each level as well as adding in the ability to cast second level spells at level 2 and 3, there should also be changes to splsrckn to decrease known first level spells (possibly) and increase known second level spells whilst adding one known second level spells at levels 2 and 3.

 

Edited by Enigmajazz
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Hi @subtledoctor

It _seems_ I can't install the TnB Mana sorcerer on bg1ee. On the other hand, installation on bg2ee is OK.

I have a failure at

ERROR: [luSo0.2da] -> [override/lud5_61.2da] Patching Failed (COPY) (Failure("ERROR: READ_2DA_ENTRY_FORMER failed on variable %file_0_9%"))

T&B is the only mod installed, I had the same failure with many components _and_ with just the 85 (mana sorcerer) component.

setup-tomeandblood.debug.zip

 

EDIT: tried again with DlcMerger applied, still not working.

Edited by mickabouille
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On 5/2/2023 at 4:22 AM, Enigmajazz said:

There is an internal inconsistency with...

In addition level 1 cantrips makes changes to mxsplsrc a,nd mxspldd but no changes to splsrckn

Good catches, thank you for noticing and reporting those!

On 5/4/2023 at 11:27 AM, mickabouille said:

can't install the TnB Mana sorcerer on bg1ee

Will take a look when I can.

On 4/19/2023 at 3:33 PM, Endarire said:

I haven't tested it yet, but I wanted to ensure your Unearthed Arcana mods were compatible with Pecca's new Infinity UI.

No idea, and not something I can test easily. As always, install the UI overhaul first, and tweak mods after it.

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In reference to my earlier bug reports regarding revised specialists, the 172 effects to remove abilities in qdmg+XXX spells added by the level one cantrips component are added at insert point 0 so before the ability has been added, I think the 172 effects need to be added after the 171 effects to actually work. Also would it not be more straightforward to just remove the 171 effect from the spell rather than adding an additional 172 effect?

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I've been playing for a while now in the following environment:
Spell Revisions (Revised, AoE deflections component, some edits like removing spell failure from Spellstrike)
Magic Battles Revised (standard Remove Magic, Spell Thrust at level 3)
TnB revised Specialists and rebalanced spell schools (PnP kit restrictions)
Tweaks' extra save penalties at high levels
SCS (SR mode, experimental edits like enemy potion pseudo-prebuff)

Since this vaguely resembles an "intended" mod setup I thought I'd share my experiences with how the combination changes how Specialist mages play. My current power rankings go something like:

Diviner (and all Sorcerers)
Generalist and Invoker
Enchanter
Transmuter
Illusionist (multi-class) and Necromancer
Illusionist (single-class) and Conjurer
Abjurer

Rationale:

Spoiler
  • Abjurer: Alteration + Illusion opp. Free Spell Shield on casting a spell protection.

Horrible restrictions. You're a sitting duck to physical damage unless you cast PFMW/Mantle constantly. Every thief at the start of SoA is going to backstab you, everything will pelt you with arrows, and you can't even hide by yourself. Being able to shape Abjurations isn't very useful when their offensive use is niche to mage battles and you don't have any secondary protections to waste slots on. The Spell Shield effect seems relevant as an emergency recovery versus Spellstrike; if you're not being targeted by that specifically, I don't think it helps much.

  • Conjurer: Divination + Evocation opp. Can cast Monster Summoning at one level lower.

This is the only specialist to lose Divination, which is really bad: almost no detection access, no Contingencies, and no wishing. Evocation loss is bad as well as you lose most elemental protections. Monster summoning spells aren't very good in general (mundane summons get exploded very quickly whatever they are) and I don't feel inclined to value them even at one level lower. I expect it's a much more significant advantage in BG1. The good summons aren't Conjuration school!

  • Diviner: Conjuration opp. Immune to backstab.

Only one restricted school and it's a weak one. The only spell that's annoying to lose is Freedom. Divinations on demand are excellent. Natural immunity to backstab is very good. Save adjustments only apply to Symbols, which still isn't useless.

  • Enchanter: Evocation + Necromancy opp. Immune to charm and sleep, party gets +1 save vs. spell.

Loses almost every area-target damage spell and most elemental protections. I don't think the loss of offensive spells is that bad; you still get to keep some good ones via Alteration. In exchange a bunch of mid-level save-or-die effects get a save penalty. Undead which are immune to enchantments are immune to necromantic attacks anyway, and it's not like you need to spend slots on potentially useless Enchantment spells when you can shape them. The bonus effects are subtle but welcome.

  • Illusionist: Abjuration + Necromancy + Evocation opp. Permanent Non-Detection, can use Shadowstep.

Abjuration + Evocation restrictions make it a terrible choice for a primary mage. The additional Necromancy restriction isn't very relevant in SR. Permanent Non-Detection is nice because it makes Mirror Image/concealment harder to get rid of. It's not worth losing two good schools for, especially when those schools have essential combat protections.

  • Invoker: Conjuration + Enchantment opp. +20% damage modifier with fire, cold, lightning or magic damage.

No Sequencers, the other restrictions are manageable. Evocations are clumsy spells and I find myself just throwing them around and praying they do what I want... mostly I use Chain Lightning as it's one of the few options that can't instantly gib my own party on double damage mode. The damage is devastating if the spells behave, but a TnB Dragon Disciple is almost as good, doesn't have restrictions and gets great other benefits besides.

  • Necromancer: Enchantment + Illusion opp. Can use Rebuke Undead mode, can use necromancy touch spells as innate summoned weapons.

Restrictions are nasty: no Mirror Image, no Sequencers, no simulacra. Rebuke Undead is awful compared to proper Turning. With the nerfs to the infamous offensive spells, and Death Ward giving a +10(!) save vs. death bonus for 4 hours(!), SR Necromancer isn't very exciting unless you want to gamble on Death Knights. In theory the touch attacks are a great improvement and would be the basis for a fun dual-class character (the legendary boxing Necro->Fighter?) if they weren't all enchantment level 1. I've changed them to resemble weaker versions of the SR spells.

  • Transmuter: Abjuration + Necromancy opp. Immune to petrification, polymorph, and disintegration.

Unlike Illusionist, it doesn't lose Evocations, so at least you get Protection from Energy spells. The Abjuration restriction is still bad. Alteration is one of the best schools with lots of useful things to shape to. Disintegration immunity includes complete protection from SR's Discorporate, which can be life-saving as some enemies will put them in Spell Trigger.

The obvious candidates for improvement are the Abjurer and Conjurer. The problem with Abjurer is its hyper-focus on mage combat when, even after being improved by this mod combo, spell protections are a fairly simple part of combat that most other Specialists can handle just as well. But I don't know how to fix that without losing its identity.

Maybe Conjurers could get something similar to FnP's Animal Growth to make monster summons more attractive?

Edited by Person
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If you are planning to install armored arcane casting from Bardic Wonders/Item Revision or Tweak Anthology don't install Magus kit. I think it prevents any before mentioned mod from providing armored casting because I tried Item Rev and CDTweaks and their armored casting will not take effect even if installed after Magus kit.

Edited by zelazko
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I’m fairly sure CDTweaks has compatibility code to work with TnB’s armored casting method. Bardic Wonders does not. (Of course, TnB itself has an armored casting for bards component, which is broadly compatible with lots of other mods and which will work with the Bardic Wonders kits if they are installed first.) 

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I tried installing Armored Casting in Heavy Armor from CDTweaks after Tome&Blood and arcane casting in any armor was disabled.

On this try I skipped the magus kit and everything works so far.

Edited by zelazko
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I've selected the "Innate Familiar" component, but my Bard (regular, not one from M&G) isn't getting an innate ability to summon a familiar.

Is this intended?

If I'd like to change just the innate familiar component, can I just re-run T&B, or do I need to install from a fresh install? Or is there a Near Infinity way to add it?

 

Thanks in advance!

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I ran into an issue with the mod.  Once I selected my 15th or so spell, the spell list becomes disabled and I can no longer cast and reinitializing or learning more spells doesn't bring it back.  How do you manually reset/re-enable your casting ability?

 

https://drive.google.com/file/d/1jCJ9t6RPBD8tJaZ6NC68LZx-D7xoU593/view?usp=sharing

Here's a save, just learn a new spell and it should disable casting.

Edited by Reshy
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@subtledoctor
I made a Half-Elf Mage (Transmuter) with your Revised Specialists component.  Even consoling to level 31 and taking a nap didn't give me the golem promised.  I checked the character's innates and spells and found nothing.

However, F&P included various summon golem spells for divine casters.

Thankee for fixing!

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Getting an issue where the game will crash on rest after meeting some condition, I think it happens if you rest with an item that gives extra spell slots but also under other conditions I'm not sure of.  Might be related to how spell matrix/spell sequencer works?

Edited by Reshy
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