subtledoctor Posted February 25, 2020 Share Posted February 25, 2020 (edited) As I play through SoD and get ready for a BG2 playthrough (for the first time in probably 10 years), I find myself going in and tweaking this or that little thing. Nothing major, just nerfing a spell here, making this item a bit more interesting, etc. These little tweaks would be nice to have in a single installable mod; but they don't belong in any of our existing projects. (Some of the spell tweaks are in Tome & Blood, but I'm going to remove them because they are really out of place there.) So, I have started to gather them together. If anyone is interested, feel free to use any of them. If anyone has ideas for very small tweaks like this, feel free to discuss it here and maybe I'll add some more. By "small," as an example, think along the lines "the Luck spell is underwhelming - it should affect the whole party!" Bam - there it is. I'm just collecting a lot of teeny-tiny ideas like that. This is EE-only. Here's what's in this mod so far: (NOTE: each of these is a separate, optional component. You can install all of these, or a few, only one if that's all that strikes your fancy. Up to you.) -- Allow Cure spells to bypass Spell Deflection - sets the power level of Cure Wounds and some similar spells to 0, so that you can cure someone who has a Spell Deflection spell up. -- Improve Color Spray - add a chance to Blind someone hit by this spell, regardless of their level. So it will never be totally, 100% useless. -- Improve Sunscorch - SR-only: damage to non-undead is halved, from 1d6 per 2 levels to 1d3 per 2 levels, up to 5d3 max. Damage to undead is 1d6 per 2 levels on top of that, so up to 5d3+5d6. No saving throws are allowed relating to the damage. On a failed save vs. spells, the duration of blindness is increased from 1 round to 3 rounds. -- Improve Faerie Fire - the AoE is expanded and it can now be used quite well to turn hidden enemies visible. -- Improve Blur - adds a missile avoidance effect to the Blur spell, which avoids the damage (of the "missile" damage type) from one projectile each round. Basically the same as the tweak to the Gloves of Missile Snaring, below. -- Change Protection from Petrification - this spell becomes "Mirrored Eyes," giving you an extra chance to save (you get to roll two saving throws instead of one, and you escape the effect if either roll succeeds) against any effect using the GAZE projectile. This includes e.g. vampire Charm, umber hulk Confusion, and Aec'Letec's Death Gaze. -- Improve Luck - give this spell a party-friendly AoE and make it last 5 rounds instead of 3. It's actually still pretty underwhwelming... -- Move Mirror Image - moves MI to 3rd level. It's silly to have two illusionary protections at 2nd level, and MI is noticeably more useful than Blur. A 'Stoneskin Lite' deserves to be 3rd level, I think. (Note: if you also use Tome & Blood's "Revised Invisibility" then you can use Nondetection to protect your mirror images from being dispelled by Oracle/True Sight/etc., so this becomes a more durable protection.) -- Improve Stinking Cloud - SR-only, this will make the effects of nausea last for a few rounds even after someone exits the cloud. So you can use it as a curtain, where enemies will have to pass through it to reach you and when they get to you they will be at a disadvantage. Maaaybe this could make it competitive with Web. -- Nerf Web - instead of being Held if you fail your save, you become Slowed (half movement, slow spellcasting, AC penalty) and have your APR set to zero. And your movement is set to 30% regardless whether you save (so, 15% movement if you fail the save). -- Change Aganazzar's Scorcher - into "Melf's Fiery Missiles," which is like Magic Missile but with extra missiles and a chance to do fire damage in addition to magic damage. -- Improve Glitterdust - SR-only, this removes the saving throw to avoid the inability to go invisible, and adds an AC penalty. -- Improve Decastave - targets struck by the decastave must save or be deafened for 3 rounds. Part of my effort to give every spell-summoned magic weapon unique characteristics. -- Improve Barkskin - this turns Barkskin into a once-per-round Stoneskin... sort of like what SR Reflected Image is compared to Mirror Image. The "Skin of the Forest" leather armor in BG2 can optionally have the same effect, on a permanent basis. -- Improve Goodberry - instead of creating actual consumable berries, it is abstracted away. Upon casting the spell, all nearby allies are assumed to have eaten berries; any intoxication and fatigue are removed, and they regenerate 2 hit points per round, for one round per level of the caster (to a maximum of 10 rounds). This can only be cast outside combat. -- Improve Slow Poison -adds a very short immunity to poison damage - just three rounds - for convenience, to help you finish out a fight against those spiders or snakes or what have you. -- Improve Alicorn Lance - The damage caused by this spell is increased from 3d6 to 4d6, and the damage type changed form 'piercing' to 'magic.' -- Tweak Haste and Slow - SR-only and EE-only: instead of the last one cast being applied (overwriting each other), Haste and Slow effects will now cancel each other out, resulting in a net neutral effect if you are affected by both. -- Tweak Exaltation and Spiritual Clarity - gives all the effects of Exaltation to Spiritual Clarity (curing more conditions, though the duration lasts only half as long) and improves the spells' casting times: to 4 for Exaltation and to 1 for Spiritual Clarity. -- Change Moonblade - removes the casting failure on hit (that's Phantom Blade's thing!) and instead can cast Faerie Fire and Slow undead on hit. -- Improve Hold/Control Undead - these now bypass magic resistance, in order to be useful against undead with pesky magic resistance. -- Tweak Shadow Monsters/Demi-Shadow Monsters/Shades - this turns the summoned creatures into actual illusions, in the technical sense; it also makes them stronger but makes most of the damage they do resistible if the target makes a saving throw. -- Improve Otiluke's Sphere - removes the Hold2 effect, but adds effects to disable all UI buttons and spellcasting. You still cannot interact with the world outside the sphere... but you are awake, and you can e.g. go into your backpack and drink potions. -- Tweak Fire Shield/Acid Sheath - SR-only, this allows the Breach spell to work against Fire Shield and Acid Sheath spells. -- Improve Neutralize Poison - this spell becomes "Remove Afflictions," a combination of Slow Poison, Cure Disease, Remove Paralysis, and IWD's Unfailing Endurance. It removes poison, disease, blindness, deafness, Hold, and fatigue. If Spell Revisions is installed first, this also extends immunity to disease for the same duration as the spell's immunity to poison. -- Change Phantom Blade - the damage done by this weapon is changed from 1d10 slashing to 1d8 stunning/nonlethal (representing 'psychic damage') plus 1d8 magic damage applied via effect. The extra damage vs. undead is removed (use Moonblade) but the casting failure on hit remains. The spell's school is changed from Evocation to Illusion. -- Change Sunfire - this becomes “Missile Storm,” which unlike Sunfire is party-friendly. It fires TWO maximum-strength (5-missile) Magic Missile spells at every enemy within sight range of the caster. -- Improve Waves of Fatigue - SR-only: instead of applying actual fatigue (the effects of which can be frustratingly variable), this will apply a Luck penalty and remove Haste effects on the targets; and if they fail a save vs. polymorph/petrification, it will also penalize their saving throws, APR, and spellcasting speed. -- Improve Wondrous Recall - instead of restoring two random spells up to 4th level, it restores ALL spells of 1st and 2nd level. -- Tweak Blade Barrier - SR-only, his allows the Breach spell to remove Blade Barrier. -- Improve Mantle - this becomes "Iron Skin" which applies stoneskins just like the 4th level spell; but while those skins are there, the extra elemental damage of weapons will not “go through” the skins to hurt you. It also gives 5 extra "skins" compared to the 4th-level spell. (The druid spell is renamed to "Stoneskin" to keep the difference clear.) -- Improve Holy Word - the vanilla spell only applies deafness to high-level enemies, which is useless against non-spellcasters. Now it also applies Slow. -- Move Symbol: Fear - this is moved to 7th level. -- Tweak Moment of Prescience - SR-only, this makes the Breach spell unable to remove Moment of Prescience. -- Move Shapechange - this is moved to 8th level. -- Move Black Blade of Disaster - this is moved to 8th level. -- Move and Improve Energy Drain - this is moved to 8th level, and a save-or-die effect is added. -- Make all spell-summoned weapons set base APR to 2 - what it says. Spending a spell slot on a Shillelagh or a Moonblade should make you appreciably more effective in combat. -- Improve the Ring of Danger Sense - adds a 1-point AC bonus, and immunity to backstabs. -- Improve the Gloves of Missile Snaring - these give you a 3-point bonus to AC vs. ranged attacks, and let you deflect the missile damage (but not elemental damage) of one missile attack each round. -- Tweak detonating weapons - weapons like the Club of Detonation that can create Fireballs on-hit will now trigger the IWD priest spell "Produce Fire" instead. -- Improve Skin of the Forest armor - this leather armor will now act like a permanent version of the modified Barskin spell described above, absorbing one physical attack each round. -- Improve Cloak of the Gargloyle - IR-only, this cloak will provide five Stoneskins, instead of the original AC bonus. This will be the same as Item Revisions' Gargoyle Boots and Potions of Stone Form. -- Nerf vampires' Level Drain - this adds a saving throw vs. Death to resist level drain from melee attacks. -- Improve Bard Harps - Azlaer's Harp will cast Aid in addition to its Resist Fear effect, and Methild's Harp will cast Remove Curse in addition to Remove Paralysis. A bit more reason to carry these around. -- Tweak Planetars - I always thought Planetars were weird in concept: celestial beings that bend to the will of mages, but even the holiest priests cannot receive their aid? This makes superficial changes, giving them genie animations and calling them "Noble Djinn/Efreet," and changing their swords into swords that do fire or electric damage instead of the vorpal effect. So mostly window dressing, except for that slight nerf to their weapons. -- Increase dragons' hit points - dragons are huge. Bigger than giants. For their sheer girth, they should arguably be a lot more durable, regardless of scales and magic and other protective characteristics. This component will let you increase their hit points by 50%, 100%, or 200%. Edited March 4, 2022 by subtledoctor Quote Link to comment
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