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SubtleMods: 5E Spellcasting Rules Conversion


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I only tested it with invoker . I cant pin point the specific spells since all of them are messed up and I cant find any logic in it . e.g. I see more spells in the action bar that I memorized , and some of them match the spells  I have but some some dont . Some of them are not even spells my char know. 

 

How do I cancel all of the reductions of spells from X level spells ? I saw that the Evermemory  ring apply bunch of spells based on the class. so for example , let's say I want to create a 9 spells ,each restore spell slot from corresponding level (spell1- 1st level spell,etc) , which effects do I need to apply to each of them ?  Sorry your mod is black magic to me 

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35 minutes ago, kaiiak said:

only tested it with invoker

Ah. Well, looking at your screenshot again I see several Invocation spells in addition to the ones you prepared, so I think I can conclude that this is no bug, but rather a bonus feature that I took particular pains to add to the mod: specialist mages, in addition to the spells they have prepared, can use their casting slots to freely cast any spell in their specialty school. My earlier mod gave specialists the ability to spontaneously cast their specialty spells within the vanilla casting model; this is an updated version of that, working with the new spellcasting system. Because with this system, trueclass mages have the same number of memorization and casting slots as specialists; so specialists get this benefit to balance the loss of their opposition school. 

From my experience testing, if you were seeing a bug, you would see all of the spells appearing under your casting button. But you will never see a random assortment of spells there. The mod is just not built that way. 

45 minutes ago, kaiiak said:

How do I cancel all of the reductions of spells from X level spells ?

Opcode 321 effects cancel “d5src-#” - where “#” is the spell level. Did I miss some item? 

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8 hours ago, subtledoctor said:

Ah. Well, looking at your screenshot again I see several Invocation spells in addition to the ones you prepared, so I think I can conclude that this is no bug, but rather a bonus feature that I took particular pains to add to the mod: specialist mages, in addition to the spells they have prepared, can use their casting slots to freely cast any spell in their specialty school. My earlier mod gave specialists the ability to spontaneously cast their specialty spells within the vanilla casting model; this is an updated version of that, working with the new spellcasting system. Because with this system, trueclass mages have the same number of memorization and casting slots as specialists; so specialists get this benefit to balance the loss of their opposition school. 

It does not explain why stoneskin was missing , unless the extra spells overwrite existing spell selection ?

8 hours ago, subtledoctor said:

Opcode 321 effects cancel “d5src-#” - where “#” is the spell level. Did I miss some item? 

Sorry , I worded it poorly , how do I cancel single reduction spell from level ?  It seems D5src#  cancel all reduction therefore restoring all spells from that level. I'm trying to remove 1 reduction 

Let me explain : inspire from one of you previous mods (psionic) I create custom internal spells that allow restoring spell level but reduce the caster max hitpoint for a awhile .  the idea to allow caster to "tap" into the internal health as restore spells for reducing health .  In non 5E , I have spells that restore spell level and have max health cost based on the level . I'm trying to create it for 5E casting , so I need spell1 - to reduce 3 hitpoints for 5 min , and restore level 1 spell  ,spell2 will reduce 6 hitpoints restoring level 2 spell... etc.

 

Edited by kaiiak
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2 hours ago, kaiiak said:

does not explain why stoneskin was missing

As I said, your player script cast Stoneskin the second you woke up, so it was no longer memorized. Turn off your player script.

2 hours ago, kaiiak said:

Sorry , I worded it poorly , how do I cancel single reduction spell from level ?  It seems D5src#  cancel all reduction therefore restoring all spells from that level. I'm trying to remove 1 reduction 

You can't cancel a single instance of the reduction. All we have available is opcode 321, which cancels all instances of a given filename. What you can do is make clones of d5src1a.spl through d5src9a.spl, and remove the 206 effects from the clones. So instead of 'canceling' spent casting slots, you would use this to simply give yourself new ones. And then add nine op321 effects canceling your clone spells in both d5zrfsh.spl and d5zprpd.spl.

Then when you want yo apply your extra spell slot, your ability would cast:

  1. your clone bonus slot spell
  2. d5zz172
  3. d5zspld
  4. d5zspla

EDIT - it would probably be a good idea to bake that into the mod itself.

Edited by subtledoctor
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4 hours ago, subtledoctor said:

You can't cancel a single instance of the reduction. All we have available is opcode 321, which cancels all instances of a given filename. What you can do is make clones of d5src1a.spl through d5src9a.spl, and remove the 206 effects from the clones. So instead of 'canceling' spent casting slots, you would use this to simply give yourself new ones. And then add nine op321 effects canceling your clone spells in both d5zrfsh.spl and d5zprpd.spl.

D5src1a - 9a simply modify proficiencies, I dont see an difference between them , how do you make 1a restore 1st level slot , while having 3a restoring 3rd level ? is it just a matter of applying it multiple times ?

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Yes, they modify proficiencies. This mod uses proficiencies (parts of them anyway) to track spellcasting slots. It’s rather complicated, and NI is not set up to show the distinctions very well. You need to look in the spells and open the 233 effect and right-click on parameter1 (which probably just says ‘0’ at first) and select “show in hex.” Then you can see the differences. 

Or you can just trust me and clone the files, because they already work as-is. ;)

Black magic indeed! (Though I freely admit, this particular bit of black magic was thought up by kjeron.)

Edited by subtledoctor
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10 hours ago, kaiiak said:

the idea to allow caster to "tap" into the internal health as restore spells for reducing health .  In non 5E , I have spells that restore spell level and have max health cost based on the level . I'm trying to create it for 5E casting , so I need spell1 - to reduce 3 hitpoints for 5 min , and restore level 1 spell  ,spell2 will reduce 6 hitpoints restoring level 2 spell... etc.

Btw I really like this idea a lot. I would probably make it a bit more severe, like, drop max hit points by one per spell level for... a week or so. So you can't do it a lot. But every once in a while, when the battle is really tough and you're out of spells and suddenly the baddie pops a contingency with PfMW... you can take a 5 hp hit to get a casting of Breach.

Btw in my current game I am basically never hurting for spellcasting slots. I actually have too many. I am getting bonus slots from both items and ability scores, and it is a bit extreme. Chanrmame at 20th level has something like  8 . 9 . 9 . 8 . 7 . 7 . 6 . 4 . 2  slots. Just an enormous amount of spells to cast. Next game I'm going to remove the bonuses from ability scores. (That hit point thing though...)

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8 hours ago, subtledoctor said:

You can't cancel a single instance of the reduction. All we have available is opcode 321, which cancels all instances of a given filename. What you can do is make clones of d5src1a.spl through d5src9a.spl, and remove the 206 effects from the clones. So instead of 'canceling' spent casting slots, you would use this to simply give yourself new ones. And then add nine op321 effects canceling your clone spells in both d5zrfsh.spl and d5zprpd.spl.

Then when you want yo apply your extra spell slot, your ability would cast:

  1. your clone bonus slot spell
  2. d5zz172
  3. d5zspld
  4. d5zspla

It does not work for me . it simply refresh the entire X-level slots instead of just incrementing it .

So basically I made copies of d5srcXa (without the 206 effects ) , added Op321 d5zrfsh.spl and d5zprpd.spl to cancel my copies  ,and modified the my spells to cast the copy and the 3 spells . anything else you can think of ?

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26 minutes ago, subtledoctor said:

Btw I really like this idea a lot. I would probably make it a bit more severe, like, drop max hit points by one per spell level for... a week or so. So you can't do it a lot. But every once in a while, when the battle is really tough and you're out of spells and suddenly the baddie pops a contingency with PfMW... you can take a 5 hp hit to get a casting of Breach.

yep , well I think a week is too severe since your entire spell books keep refresh after sleep . BTW , the problem with this you cant control which spell get restored (would not be an issue with 5E spellcasting.) so I made another version of it that allow you cast list of spell from that level with the same max hitpoints , basically allow you to control which spell you will cast in exchange of hit points 

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While working on the new build of Faiths & Powers, I decided to tinker with this mod a bit more, and updated it to v1.7.

I think I have modified the installation functions such that it is no longer so dependent on install order. Version 1.6 depended on a very specific installation order, and would break easily if done any other way:

  • Tome & Blood but NOT the Arcanist kit
  • other kit mods
  • Faiths & Powers
  • 5E Spellcasting
  • Might & Guile Revised Bards
  • FnP Multiclass kits

Now, with v1.7, I've just tested this install order and it seems to be working:

  • TnB (v0.9.26.2) with or without the Arcanist
  • FnP (v0.82)
  • MnG Revised Bards (v4.18.3)
  • FnP Multiclass (v0.82)
  • 5E Spellcasting

So it seems like install order is no longer quite as critical, and it probably won't break things if you just install this after all kits are in. (There is some fairly complex interplay between TnB multiclass sorcerers, and this mod, and FnP multiclass clerics (which adds kitted cleric/sorcerers). I think I've nailed it all down but, liek I say, it's fairly complex. The install order at the top of this post, even if no longer strictly necessary, is still the most thoroughly-tested and reliable way.)

Okay I'm done. Somebody wake me up when Beamdog updates the iOS apps to v2.6.

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On 2/23/2022 at 4:18 PM, Endarire said:

For EET, I normally have made characters in BG1, paused the game, set spell preps and other factors, rushed to the inn, and recovered.  Maybe Morpheus did too.

FYI, as of v1.7, this is no longer necessary. If you pause right when the game starts, you can go to the spellbook and memorize whatever spells you prefer. Then let the game clock run, and a few seconds later when the first conversion to 5E spells happens, it will account for any changes you made to memorized spells.

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