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The Workshop Kitpack (v2.8) - 11 kits + multiclass kits and 20+ items


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The Workshop Kitpack

GitHub: https://github.com/D2-mods/The-Workshop-Kitpack
Download: https://github.com/D2-mods/The-Workshop-Kitpack/releases (v2.8)
Languages: English, French (by 11jo)


This is a kitpack I've been working on for a while. It currently has 11 kits + 6 multiclass variants. Also adds 20+ items, including 6 Hunter Badges, 12 Caryll Runes, and 10 other misc items. Heavily inspired by FromSoft's Soulsborne games and probably other sources. Compatible with BG:EE, BG2:EE, IWD:EE, and EET.

NOTE: The abilities tables for these kits are made at install time. Every kit clones the table of the base class (if it exists). This means that any class revisions installed before this mod will be included with these kits.


v2.0: Added 6 multiclass variants and 9 Caryll Rune items. More info in this post.
v2.3: Compatibility update for spell system mods (DoF, FnP, 5e-casting). Also added Sphere lists: See this post.

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Mod contents:

Warrior kits:

  • Beast Hunter (fighter)
  • Warhound (fighter)
  • Grave Warden (ranger)
  • Moonlight Knight (ranger)
  • Confessor (paladin)
  • Temple Knight (paladin)

Non-warrior kits:

  • War Magician (mage)
  • Starjammer (sorcerer)
  • Blood Minister (cleric)
  • Crow Hunter (thief)
  • Powder Keg (bard)

Multiclass kits:

  • Beast Hunter (f/m)
  • Beast Hunter (f/m/c)
  • Warhound (f/m)
  • Moonlight Knight (c/r)
  • Crow Hunter (f/t)
  • Crow Hunter (f/m/t)

Misc stuff:

  • 6 Hunter Badges   - can be crafted (see below), can also be purchased
  • 8 new spells           - learned by the Starjammer kit
  • 12 Caryll Runes     - items with party-wide effects
  • 10 other items       - all general use items, no weapons or armor

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Components:

  1. The Workshop Kitpack
  2. Misc item pack (Note: Hunter Badges are part of main component)
  3. Fix for subtledoctor's 5e casting mod


config.ini: Set a kit to = 0 to prevent install

The rest of this post will be kit descriptions and some compatibility stuff.
More info on items/spells/other details in the next post.

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Warrior kits:

Spoiler

Beast Hunter (Fighter)

BEAST HUNTER: Whereever there are beasts, there are hunters. Hunters may be protectors or mercenaries, or simply have an addiction for blood and slaughter. This class is particularly adept at combating several powerful types of monsters, including fiends and werewolves.

Advantages:
– +3 bonus to attack and damage rolls vs. lycanthropes and fiendish creatures.
– 2nd level: May use the Fire Weapon ability once per day. Gains additional uses every 4 levels thereafter.

FIRE WEAPON: Applies fire element to weapons for 1 turn. All melee attacks inflict an extra 1d3 fire damage for the duration. This ability can be enhanced by equipping special Hunter Badges.

– 5th level: May use the Quicksilver ability once per day. Gains additional uses at levels 9 and 13.

QUICKSILVER: Enhances ranged attacks for 1 turn, adding 2 points of piercing damage and a +5% chance to score a critical hit. All ammo types (arrows, bolts, and bullets) are also enchanted and become able to hit enemies that normally require magical or silver weapons to hit.

Disadvantages:
– May not wear armor heavier than studded leather.  

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Warhound (Fighter)

WARHOUND: Warhounds are armored soldiers specializing in long-range warfare. They are often members of elite squadrons, overwhelming enemy armies with a barrage of missiles.

Advantages:
– +1 bonus to Armor Class vs. missile, plus an additional +1 bonus every 5 levels.
– +1 to attack and damage rolls with any ranged weapon every 5 levels.
– May achieve Grand Mastery (5 slots) in longbows, shortbows, crossbows, slings, and darts.
– May use the Shockwave and Incinerate abilities. Gains one use each at level 4, plus an additional use each every 4 levels, up to a maximum of 5 uses each at level 20.

SHOCKWAVE: The next successful ranged attack explodes in a wave of energy. All creatures in a 15-ft. radius take 2d4 crushing damage and are propelled back a considerable distance (no save). The blast inflicts an additional 2d4 crushing damage every 4 levels thereafter, up to a maximum of 10d4 at level 20.

INCINERATE: The next successful ranged attack expands into a fiery cloud, covering a 15-ft. radius. All creatures in the cloud suffer 1d6 fire damage each round for 4 rounds (Save vs. Breath for half). Damage per round increases by 1d6 every 4 levels thereafter, up to a maximum of 5d6 at level 20.

Disadvantages:
– May not Specialize in melee weapons.
– May not Specialize in any fighting style.

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Grave Warden (Ranger)

GRAVE WARDEN: Far to the east, the Grave Wardens tend to the tombs of the slumbering dead, ensuring they remain undisturbed. They are guardians, guides, deterrents, and storytellers, and possess a unique ability to deny death.

Advantages:
– +4 bonus to Saving Throws vs. Paralysis/Poison/Death.
– +10 bonus to Lore each level.
– May cast three arcane spells as priest spells:
    1st level: Chromatic Orb.
    2nd level: Horror.
    3rd level: Skull Trap.
  
– 5th level: May use the Denial ability once per day. Gains additional uses every 5 levels thereafter.

DENIAL: This spell has two effects. First, the recipient becomes immune to all instant death effects for 3 turns. Second, if the recipient falls below 50% of maximum Hit Points, the spell activates and restores the character to full health, consuming the spell in the process.

Disadvantages:
– May not wear armor heavier than leather.
– May not use the Charm Animal ability.

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Moonlight Knight (Ranger)

MOONLIGHT KNIGHT: Scholars tell of a decrepit, old dragon that lies atop a high plateau, hidden away from the rest of Toril. The Moonlight Knights, who have gazed upon the forbidden "Other" moon, travel to this place, seeking a revelation from things unseen.

Advantages:
– +2 bonus to all Saving Throws
– May be of any alignment.
– Will not fall due to reputation loss.
– 2nd level: Gains the Torrent ability (passive).

TORRENT: On a successful melee attack, the character has a 6% chance to become hasted for 10 seconds, gaining an extra attack per round and doubled movement speed. Chance of Haste increases by 1% every 2 levels thereafter, up to a maximum of 15% at level 20.

– 6th level: May use the Moonlight Vortex ability once per day. Gains additional uses at levels 10 and 14.

MOONLIGHT VORTEX: Unleashes a beam of torrential moonlight, which extends as far as the target point, inflicting 4d10 magic damage to enemies in its path. Undead and outerplanar creatures take double damage from this spell. In addition, residual moonlight, left behind from the casting, grants the character a +20% bonus to Magic Resistance for 4 rounds.

Disadvantages:
– May not Specialize in ranged weapons.
– May not use stealth.

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Confessor (Paladin)

CONFESSOR: The Confessor is a paladin who acts on behalf of a patron church, being adept at a variety of duties, including, but not limited to, gathering intel, exposing untruths, and hunting down enemies of the church.

Advantages:
– May cast four arcane spells as priest spells:
    1st level: Blindness.
    2nd level: Blur.
    3rd level: Vampiric Touch.
    4th level: Secret Word.

– 2nd level: May use the Rooting Shot ability once per day. Gains additional uses every 4 levels thereafter.

ROOTING SHOT: The next successful ranged attack entangles the target for 3 rounds, plus an additional 3 rounds on a failed save vs. Spell. An entangled creature can still attack, but suffers a -2 penalty to Armor Class and a 20% chance of spell failure.

– 5th level: May use the Bloodletter ability once per day. Gains additional uses at levels 9 and 13.

BLOODLETTER: For 5 rounds, the character is healed 1-4 Hit Points with melee attacks and the target suffers a bleeding wound, which inflicts 1 point of damage per round for 1 turn (no save). A target can be wounded once per round and the effects are cumulative.

Disadvantages:
– May not wear armor heavier than studded leather.
– May not use the Lay On Hands ability.

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Temple Knight (Paladin)

TEMPLE KNIGHT: These heavily-clad knights can be found guarding the sanctity of temples and churches throughout Toril. They are righteous soldiers, who stand unwavering against any adversary.

Advantages:
– May achieve High Mastery (four slots) in polearms and blunt weapons.
– May use the Lay On Hands ability three times per day.
– 2nd level: May use the Force ability once per day. Gains additional uses every 4 levels thereafter.

FORCE: Creates a shockwave. Inflicts no damage, but staggers nearby foes. All enemies within 15 feet are propelled back and stunned for 4 seconds (no save).

– 12th level: May cast Bolt of Glory as a special ability once per day.
– 16th level: May cast Bolt of Glory as a special ability twice per day.

Disadvantages:
– May not use missile weapons.
– May not turn undead.


Non-warrior kits:

Spoiler

War Magician (Mage)

WAR MAGICIAN: The War Magician learns to draw out and amplify innate magical energies, gaining abilities beyond that of a normal wizard, though the process is very physically draining.

Advantages:
– +10% bonus to fire, cold, electricity, acid, and magic damage resistances. Gains an additional +5% bonus every 5 levels, up to a maximum of 30% at level 20.
– May use the Unleash Magic and Twisted Barricade abilities. Gains one use each at level 2 and an additional use each every 4 levels thereafter.

UNLEASH MAGIC: The caster reverses elemental energies. For 4 rounds, each resistance bonus becomes a -10% penalty and the character gains a +10% bonus to all fire, cold, electrical, acid, and magic damage dealt. The bonuses and penalties increase as the caster's innate resistance bonuses increase.

TWISTED BARRICADE: A whirlwind of magical energy envelopes the caster. For 4 rounds, each resistance bonus is tripled and all normal missiles are deflected away harmlessly. While in effect, the character's movement is slowed by half.

Disadvantages:
– Incurs a -2 penalty to Strength and Constitution.

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Starjammer (Sorcerer)

STARJAMMER: Starjammers are drifters from beyond the stars who escaped a great Evil on their home planet, with several finding their way to Toril. As outsiders, they resemble powerful sorcerers, though the destruction of their home, and the subsequent flight, has taken a toll mentally and physically.

Advantages:
– Unaffected by magical spell failure, deafness, or silence.
– Gains immediate access to a number of kit-specific spells, up to 8th level: Riftstep, Steady Current, Gemini Swap, Pacifying Field, Jolt, Electrocannon, Revitalizer, and Riftgate.
– 5th level: May use the Interference ability once per day. Gains additional uses every 5 levels thereafter.

INTERFERENCE: Disrupts missile and spell attacks in the area of effect. All enemies in a 30-ft. radius suffer a -3 penalty to ranged attack rolls and a 25% chance of spell failure for 1 turn (no save). The penalties increase by -1 to attack rolls and +5% spell failure every 5 levels thereafter.

Disadvantages:
– Incurs a -2 penalty to Dexterity and Wisdom.

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Blood Minister (Cleric)

BLOOD MINISTER: The heretical Healing Church was once the home of blood ministration, a medical remedy said to have the ability to cure any disease, whether natural or god-stricken. More recently, priests of the Healing Church have begun appearing again along the Sword Coast.

Advantages:
– Immune to level drain, poisons, and diseases.
– May use the Blood Transfusion ability. Gains one use at level 2 and an additional use every 4 levels thereafter. When this ability is used, it opens a submenu with a list of transfusions. New transfusions become available at higher levels:
    2nd level: Healing Blood.
    6th level: Beast Blood.
    10th level: Madman's Blood.
    14th level: Lead Elixir.

HEALING BLOOD: Blood drawn from a nun of the Healing Church. Regenerates 2 Hit Points per round for 3 turns. While in effect, the recipient incurs a -1 penalty to attack rolls and damage dealt. This blood will also cure any poisons or diseases.

BEAST BLOOD: Administer medicinal blood that grants temporary Beasthood. The target recieves a +3 bonus to attack and damage rolls, but incurs a -3 penalty to Armor Class. The effects last for 12 hours. This blood will also prevent any poisons or diseases.

MADMAN'S BLOOD: Administer medicinal blood that grants insight into the Cosmos. The target recieves a +5 bonus to Intelligence and Wisdom and a +10% bonus to Magic Resistance, but incurs a -1 penalty to all Saving Throws. The effects last for 12 hours. This blood will also cure level drain.

LEAD ELIXIR: A mysterious concoction that greatly enhances defense at the cost of health. The recipient has all physical damage resistances set to 50%, but incurs a -3 penalty to Constitution. The effects last for 3 turns. This blood will also prevent level drain.

Disadvantages:
– May not wear gauntlets or bracers.

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Crow Hunter (Thief)

CROW HUNTER: A Crow Hunter acts swiftly and mercilessly against the chosen mark. This is a Hunter of Hunters, an experienced killer, and feared, though not necessarily cruel or evil, despite the unsavoriness of the work.

Advantages:
– +3 bonus to attack and damage rolls vs. humans, demihumans, and smaller humanoid races.
– 4th level: May use the Splintering Shot ability once per day. Gains additional uses every 4 levels thereafter.

SPLINTERING SHOT: For 3 rounds, each successful ranged attack bursts into multiple sharp splinters. All enemies in a 15 ft. radius take 2 points of piercing damage and suffer a bleeding wound, which inflicts 1 point of damage per round for 1 turn (no save). A target can be wounded once per round and the effects are cumulative.

– 11th level: May use the Visceral Attack ability once per day. Gains additional uses at levels 15 and 19.

VISCERAL ATTACK: The next melee attack within one round has a 100% chance to score a critical hit. This attack will also restore 20 Hit Points and haste the character for 10 seconds.

Disadvantages:
– May only distribute 20 skill points per level among thieving skills.
– May not use the Set Snare ability.

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Powder Keg (Bard)

POWDER KEG: The Powder Kegs are a faction of bards, known for their love of intricate mechanical weapons and big booms. Their instruments double as incendiary devices and may cause a variety of other explosive effects.

Advantages:
– +20% bonus to Fire Resistance.
– Gains Bard Songs unique to the Powder Kegs. Songs can be switched between from the special abilities menu. New songs become available at higher levels:
    1st level: Blasting Song.
    5th level: Booming Song.
    10th level: Dust Explosion.
    15th level: Frenzying Flame.

BLASTING SONG: A ring of flame bursts outwards in a 15-ft. radius, inflicting 1d4 fire damage per character level to any creatures in the area of effect, up to a maximum of 20d4 at level 20 (Save vs. Breath for half). Only the person playing the song avoids being hit by the flames.

BOOMING SONG: A crushing wave expands outwards in a 15-ft. radius, inflicting 2d4 crushing damage to enemies and causing deafness for 2 rounds, plus an additional 2 rounds on a failed save vs. Spell. Deafness causes a 50% chance to miscast spells.

DUST EXPLOSION: The initial explosion inflicts 5d6 fire damage to enemies in a 15 ft. radius (Save vs. Breath for half). In addition, the blast forms a cloud of dust and smog that lingers for 3 rounds and shrouds a 20 ft. radius. All creatures in the cloud are blinded but also cannot be directly targeted, unless an attacker can see through invisibility.

FRENZYING FLAME: Spreads a frenzy-inducing flame that envelopes a 20-ft. radius and lingers for 2 rounds. Any enemy entering the flames immediately suffers the effects of sleep, confusion, fear, or berserk for 5 rounds (25% chance of each). Enemies also take 2d4 points of magic damage per round while in the area. There is no Saving Throw, though magic resistance can prevent the status effects.

NOTE: If the High-Level Ability "Enhanced Bard Song" is learned, the character will gain an ability to switch to this song.

Disadvantages:
– Bard Song is unusable for one turn after each use.
– Only has one quarter the normal Pick Pockets score.

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Compatibility:

IMPORTANT: If you're running into an issue with the arcane kits (i.e. Starjammer) where they don't have the full selection of spells when leveling up or at character creation, a current workaround is to install the Tome & Blood mod's "No Opposition Schools" component. This tweak is safe to install at end of order.

More info: Due to how the game detects mage specialists, once you get a high enough number of kits, any arcane kits added afterwards may share restricted schools with one or more specialists. This only affects the spell selection screen. Mages and Bards can still memorize scrolls. This is a problem for Sorcerer kits, however. For now, best thing to do if the issue comes up is to install the TnB component mentioned above.

 

General guidelines:

  • Install after Rogue Rebalancing. Several RR files need to be patched for full compatibility.
  • Install after class revision mods, unless they specifically say to install after any kits.
  • Install after mods that revise or overwrite spells.
  • Install after mods that add new weapons or armor.

Spellcasting systems:

  • Compatible with Faiths and Powers spheres system. Can install before or after FnP.
    • My multiclasses don't require the FnP multiclass mod for compatibility with FnP.
    • I'd recommend installing this mod AFTER FnP multiclass, if using it. See info below.
  • Compatible with Deities of Faerun spheres system. Install this mod after DoF.
  • Compatible with subtledoctor's 5e casting mod. Can install before or after 5e casting.
    • You should also install the extra component related to 5e casting.

HLA traps/songs:

  • The Crow Hunter and Powder Keg kits need specific handling of HLA traps and songs. 
  • Currently, this mod accounts for Rogue Rebalancing hlas.
  • If you know of any others, let me know and I can add it.
  • Only abilities gained by the base class are relevant for this.

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Known Issues:

FnP multiclass: 

  • Current versions of FnP multiclass hide the F/M/C class from the selection screen. 
  • It may possibly be updated to not disable F/M/C, but for now, there are a few ways around this:
  1. Install this mod after FnP multiclass. It will automatically re-enable the class.
  2. Use cdtweaks/Tweaks Anthology. It has components that make all classes (including FMC) available to all races.
  3. Edit clsrcreq.2DA. Just find FIGHTER_MAGE_CLERIC, and set whichever races you want to 1.

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Credits:

Custom functions (not including my own):


Tools/Resources used to make this mod:

Spoiler

Original game resources included with this mod belong to the rights holders.
These files are packaged with the mod to account for possible missing files.

Edited by Dan_P
Link to comment

This post will be used for additional info on items, spells, abilities, etc.


Additional Info (Kit Abilities):

Affected by Wild/Dead Magic zones:

  • Denial (Grave Warden)
  • Moonlight Vortex (Moonlight Knight)
  • Force (Temple Knight)
  • Bolt of Glory (Temple Knight)

Can be dispelled:

  • Denial
  • Moonlight Vortex (magic resist)
  • Rooting Shot (entangled status)
  • Frenzying Flame (status effects)

Can be removed by Zone of Sweet Air

  • Incinerate (Warhound)
  • Dust Explosion (Powder Keg)

Other:

  • Blood transfusions will be removed by a Restoration or Greater Restoration.
  • Bleeding effects can be cured by Heal or Greater Restoration, or by the Blood Minister's "Healing Blood".
  • The multiclass Cleric kits will gain Holy Symbols at around 4 million XP (BG2/EET).


A few other kit abilities are also spell-like, but I decided not to make them affected by Wild/Dead Magic. It's standard for kit abilities in these games not to be affected. The above abilities are cast like spells so I thought it'd look dumb for them not to be affected by Magic Zones.

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Crafting a Hunter Badge (amulets):

  • Certain kits will gain an ability to craft a Hunter Badge, once they reach a certain level.
  • These abilities are gained only if a Beast Hunter is also in the party.
  • Hunter Badges are usable by anyone, but Beast Hunters gain additional effects.
  • Badges can only be crafted once each per playthrough.

NOTE: Beast Hunters don't gain a crafting ability, but they can still purchase these badges.


Hunter Badges:

  • Spark Hunter Badge
  • Radiant Sword Badge
  • Cosmic Watcher Badge
  • Powder Keg Badge
  • Saw Hunter Badge
  • Old Hunter Badge
Spoiler

Spark Hunter Badge

Hunter badges, of little worth to regular folk, are nonetheless sought after by beast hunters. This badge captures the essence of the darkbeast, whose body is wreathed in destructive energy.

STATISTICS:

Equipped abilities: 
– Armor Class: +1
– Saving Throws: +1
– Electricity Resistance: +50%

Special (Beast Hunter): 
– Fire Weapon: Inflicts an extra 1d3 electrical damage

Weight: 1

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Radiant Sword Badge

Hunter badges, of little worth to regular folk, are nonetheless sought after by beast hunters. This badge represents the divine holy blade, an old symbol of beast hunting.

STATISTICS:

Equipped abilities: 
– Armor Class: +1
– Saving Throws: +1
– Protection From Evil

Special (Beast Hunter): 
– Fire Weapon: +5 magic damage vs. undead

Weight: 1

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Cosmic Watcher Badge

Hunter badges, of little worth to regular folk, are nonetheless sought after by beast hunters. This badge depicts an eye wide open, gazing always towards the Cosmos.

STATISTICS:

Equipped abilities: 
– Armor Class: +1
– Saving Throws: +1
– Magic Resistance: +10%

Special (Beast Hunter): 
– Fire Weapon: Target is drained 1 level on a failed save vs. Spell at -2

Weight: 1

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Powder Keg Badge

Hunter badges, of little worth to regular folk, are nonetheless sought after by beast hunters. Fire is feared by beasts, and this badge was crafted by a Powder Keg to aid in the hunt.

STATISTICS:

Equipped abilities: 
– Armor Class: +1
– Saving Throws: +1
– Fire Resistance: +20%

Special (Beast Hunter): 
– Fire Weapon: 10% chance of an extra 2d12 fire damage

Weight: 1

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Saw Hunter Badge

Hunter badges, of little worth to regular folk, are nonetheless sought after by beast hunters. The saw, with its set of blood-letting teeth, has become a symbol of the hunt.

STATISTICS:

Equipped abilities: 
THAC0: +1
– Armor Class: +1
– Saving Throws: +1

Special (Beast Hunter): 
– Fire Weapon: Target suffers a cumulative -1 penalty to Armor Class for 3 rounds

Weight: 1

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Old Hunter Badge

Hunter badges, of little worth to regular folk, are nonetheless sought after by beast hunters. This badge was a special privilege for the hunters of the past, and should not be dishonored.

STATISTICS:

Equipped abilities: 
– Armor Class: +1
– Saving Throws: +1
– Charisma: +2

Special (Beast Hunter): 
– Fire Weapon: +5% chance to score a critical hit

Weight: 1


Purchasing the badges:

  • BG1: 2 badges can be obtained once you reach the city of Baldur's Gate.
  • SoD: The 2 BG1 badges, plus 1 additional badge, are obtainable.
  • All badges are in BG2 and IWD, including additional badges in the expansions.

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Starjammer spells:

  • 1st level: Riftstep
  • 2nd level: Steady Current
  • 3rd level: Gemini Swap
  • 4th level: Pacifying Field
  • 5th level: Jolt
  • 6th level: Electrocannon
  • 7th level: Revitalizer
  • 8th level: Riftgate
Spoiler

Riftstep
(Alteration)

Level: 1
Range: 0
Duration: Special
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

When Riftstep is cast, a portal opens up in front of the caster, who immediately steps through it. The character may move freely within the rift for 7 seconds while others are frozen in time, but cannot attack, cast spells, or use any items or abilities. After 7 seconds, another portal opens up and the caster steps out of the rift.

A rift should be handled with caution. When this spell is cast, there is a 5% chance to attract the attention of 5 Space Gibberlings, who will savagely attack the caster and <PRO_HISHER> companions.

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Steady Current
(Evocation)

Level: 2
Range: 25 ft.
Duration: 1 round
Casting Time: 3
Area of Effect: 2-ft. by 25-ft. beam
Saving Throw: None

The caster shoots a beam of pure energy that extends to a target, effectively linking the two for one round. The target and any creatures in the path of the beam take 3d6 electrical damage. The spell strikes a second time halfway through its duration, inflicting an additional 3d6 electrical damage. If either the target or the caster moves around, the beam will extend or shrink to maintain the link between the two.

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Gemini Swap
(Alteration)

Level: 3
Range: 500 ft.
Duration: Instant
Casting Time: 1
Area of Effect: Special
Saving Throw: None

The caster selects a target and opens up two Dimension Doors, linked through the Astral Plane, which immediately transfer both target and caster, switching their positions. This spell can be used on both allies and enemies, and the target does not need to be in visual range. As long as the caster knows the target's position on the map, this spell can be cast on it.

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Pacifying Field
(Abjuration)

Level: 4
Range: 0
Duration: 1 turn
Casting Time: 4
Area of Effect: 20-ft. radius
Saving Throw: None

A Pacifying Field covers a 20-ft. radius, centered on the caster. All creatures within the area at the time of casting, whether ally, enemy, or neutral, are enclosed by a protective Sanctuary for one turn. Creatures under a Sanctuary cannot be directly targeted by spells or attacks. There is no Saving Throw and the spell ignores magic resistance.

A sanctuaried creature can move around or cast non-attack spells without breaking the spell. Any combat actions, for example, casting a Fireball, a True Sight, or a summoning spell, will remove the Sanctuary.

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Jolt
(Alteration, Evocation) 

Level: 5
Range: Special
Duration: Permanent 
Casting Time: 5
Area of Effect: 1 party member
Saving Throw: Special

This spell will restore a fallen creature back to a sliver of health. The target can be of any race and must be a member of the party. To use this spell, cast it on the dead character's portrait.

When cast on a living creature, the spell will cure any form of hold, paralysis, feeblemind, sleep, stun, and intoxication. Any cursed items or effects are also removed.

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Electrocannon
(Evocation)

Level: 6
Range: Visual range of the caster
Duration: Instant
Casting Time: 6
Area of Effect: 5-ft. radius
Saving Throw: 1/2

This spell fires an orb of pure energy at a creature, inflicting 1d4+2 points of electrical damage per level of the caster to the target and any within 5 feet. A 15th level caster, for example, would inflict 15d4+30 damage. Creatures may attempt a save vs. Spell for half damage.

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Revitalizer
(Necromancy, Evocation)

Level: 7
Range: Visual range of the caster
Duration: Permanent
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

The caster shoots a golden, pulsating orb at a creature in visual range, restoring 20 + 1d4 Hit Points per level of the caster. A 15th level caster, for example, would restore 20 + 15d4 Hit Points. 

IWD: The spell does not affect creatures without corporeal bodies, those of extraplanar origin, or those not living.

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Riftgate
(Conjuration/Summoning)

Level: 8
Range: 30 ft.
Duration: 1 turn
Casting Time: 9
Area of Effect: Special
Saving Throw: None

By means of this spell, the caster opens a rift in spacetime to a place far beyond the stars. After a moment, a Juggernaut Golem emerges from the rift. The golem stays for 1 turn and will obey the caster as long as it remains summoned. Due to the energy exerted in the summoning process, the caster must wait 1 turn between each use of this spell.

A rift should be handled with caution. When this spell is cast, there is a 2% chance to attract the attention of a balor, who will destroy the golem and exit the rift in its place, intent only on tearing the caster and <PRO_HISHER> companions apart piece by piece. A Protection From Evil spell will not make the fiend ignore the party.

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Misc items:

  • Crowfeather Cloak (cloak)
  • Etherbomb Songbook (item)
  • Ether Booster (amulet)
  • Prisoner's Chain (ring)
  • Cruciform (amulet)
  • Golem Ring (ring)
  • Calamity Ring (ring)
  • Stone Ring (ring)
  • Flynn's Ring (ring)
  • Ether Limiter (amulet)
Spoiler

Crowfeather Cloak (cloak)

An attire worn by veteran Hunters of Hunters, who dressed as crows to suggest sky burial. The first Hunters came from a foreign land, and gave the dead a virtuous funeral ritual, with the hope that the fallen might find rest in the afterlife.

STATISTICS:

Equipped abilities:
– Saving Throws: +1
– Hide In Shadows: +30%
– Non-detectable by magical means such as Detect Invisibility and scrying

Special (Crow Hunter):
– 5% chance of a Visceral Attack (melee only)

Weight: 3

----------------------------------------------------------------------------------------------------

Etherbomb Songbook (item)

A songbook, said to have fallen out of the sky. The runes on the cover indicate cosmic origins, perhaps a gift left behind by a planar traveler.

STATISTICS:

Charge abilities:
– Ether Explosion once per day
    8d8 magic damage in a circle around the user (Save vs. Spell for half)
    Special: If Lore is 80 or higher, the blast damages only enemies
    Area of Effect: 15-ft. radius

Special (Powder Keg): 
– Bard Song is changed to Ether Explosion when item ability is used

Weight: 2

----------------------------------------------------------------------------------------------------

Ether Booster (amulet)

A strange rock discovered in the remains of a fallen meteorite. Can be worn as an amulet to harness the latent magic-enhancing powers.

STATISTICS:

Equipped abilities:
– All magic and elemental damage inflicted by the wearer is increased by 20%
– Slows casting speed by 3

Special (War Magician): 
– Unleash Magic: Casting speed penalty is reversed and becomes a +3 bonus

Weight: 1

----------------------------------------------------------------------------------------------------

Prisoner's Chain (ring)

Portion of a steel chain used to restrain a great hero of old. A prisoner is one who has staked everything on a belief, a proclivity most apparent in the greatest of champions.

STATISTICS:

Equipped abilities:
THAC0: +1
– Armor Class: +1
– Saving Throws: +1
– Hit Points: +15
– Damage Resistance: -10% (all damage types)

Weight: 0

----------------------------------------------------------------------------------------------------

Cruciform (amulet)

A gem-encrusted stone shaped in the form of a cross. Rather worn from age. The fading blessing grants the wearer a small amount of regeneration.

STATISTICS:

Equipped abilities:
– Save vs. Death: -2
– Can memorize two extra 2nd-level priest spells
– Regenerate 2 Hit Points per round

Special (Confessor): 
– Bloodletter: Inflicts 3 bleeding wounds at a time

Weight: 1

----------------------------------------------------------------------------------------------------

Golem Ring (ring)

These enchanted rings were crafted enmasse by a Halruaan wizard-inventor. In an instant, the wearer harnesses the raw minerals of the earth, seemingly turning flesh into iron.

STATISTICS:

Equipped abilities:
– Armor Class: +3
– Cannot be hasted or slowed

Charge abilities:
– Iron Flesh three times per day
    The user's physical resistances are set to 80% and <PRO_HESHE> cannot be pushed or pulled by any force or spell, including a dragon's wing buffet, but movement speed is halved
    Duration: 4 rounds

Weight: 0

----------------------------------------------------------------------------------------------------

Calamity Ring (ring)

A ring depicting a dragon's eye, the sign of calamity. This ring exists only in the legends, quietly passed down amongst disciples of dragons.

STATISTICS:

Equipped abilities:
– Receive double damage from all attacks

Weight: 5

----------------------------------------------------------------------------------------------------

Stone Ring (ring)

The beloved ring of a forgotten hero. This ring is weighty, and the enchantment carries that weight to the wearer's attacks, strengthening the force of blows.

STATISTICS:

Equipped abilities:
THAC0: -2

Combat abilities:
– Melee: 15% chance to stun the target 4 seconds
– Ranged: 25% chance to knock back the target

Weight: 3

----------------------------------------------------------------------------------------------------

Flynn's Ring (ring)

Ring of an eulogized thief, who fought with the wind on his side. Flynn was small of stature, but packed a mighty punch. Strength of wind increases the damage of attacks.

STATISTICS:

Equipped abilities:
– +20% increase to all physical damage dealt when not wearing armor or robes

Weight: 0

----------------------------------------------------------------------------------------------------

Ether Limiter (amulet)

The stone of this amulet, a meteoric iron, is known to exhibit strong magic and energy-suppressing properties.

STATISTICS:

Equipped abilities:
– Crushing Resistance: +15%
– Magic Damage Resistance: +50%
– Save vs. Spell: +2
– Spellcasting disabled

Special (Warhound): 
– Shockwave and Incinerate damage only enemies

Weight: 1


Non-spoilery item info:

  • BG1: Prisoner's Chain, Calamity Ring, and Stone Ring are obtainable (other items are still installed).
  • SoD: Etherbomb Songbook and Golem Ring are obtainable.
  • BG2: All items obtainable in SoA. If starting a new game in ToB, the starting bag will have 1 or 2 items.
  • IWD: Golem Ring is in TotL. The rest are in main IWD campaign.

----------------------------------------------------------------------------------------------------

Caryll Runes:

  • These are usable items with party-wide effects.
  • Can be used at will. These items function best gameplay-wise if the player can freely switch between them.
  • Characters don't need to be on the same map to be affected.
  • Only one rune may be in effect at a time. When a rune is used, it first removes other rune effects.

Note: Icons are slightly different for each rune. They're not amazing looking, but at least helps to differentiate them. The description image is the same for all runes. I couldn't draw anything I liked, so I just used one of the already-made BAM images from BG2.


Runes:

  • Clawmark
  • Blood Rapture
  • Oedon Writhe
  • Corruption
  • Anti-Clockwise Metamorphosis
  • Clockwise Metamorphosis
  • Great Lake
  • Fading Lake
  • Beast's Embrace
  • Hunter
  • Moon
  • Milkweed
Spoiler

Clawmark

One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

STATISTICS:

Charge abilities:
– Clawmark (can be used at will)
    Area of Effect: The party
    Duration: 24 hours
    +5% chance to score a critical hit and critical hits cause bleeding, which inflicts 1 point of damage per round for one turn (no save); a target can be wounded once per round and the effects are cumulative

Weight: 0

----------------------------------------------------------------------------------------------------

Blood Rapture

One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

STATISTICS:

Charge abilities:
– Blood Rapture (can be used at will)
    Area of Effect: The party
    Duration: 24 hours
    Critical hits restore 9 Hit Points

Weight: 0

----------------------------------------------------------------------------------------------------

Oedon Writhe

One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

STATISTICS:

Charge abilities:
– Oedon Writhe (can be used at will)
    Area of Effect: The party
    Duration: 24 hours
    Critical hits restore 1 memorized spell

Weight: 0

----------------------------------------------------------------------------------------------------

Corruption

One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

STATISTICS:

Charge abilities:
– Corruption (can be used at will)
    Area of Effect: The party
    Duration: 24 hours
    Regenerate 4 Hit Points per round at under 50% HP, 6 Hit Points per round at under 25% HP, and 8 Hit Points per round at under 10% HP

Weight: 0

----------------------------------------------------------------------------------------------------

Anti-Clockwise Metamorphosis

One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

STATISTICS:

Charge abilities:
– Anti-Clockwise Metamorphosis (can be used at will)
    Area of Effect: The party
    Duration: 24 hours
    +2 movement speed; +0.5 Attacks Per Round; -10% to maximum Hit Points

Weight: 0

----------------------------------------------------------------------------------------------------

Clockwise Metamorphosis

One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

STATISTICS:

Charge abilities:
– Clockwise Metamorphosis (can be used at will)
    Area of Effect: The party
    Duration: 24 hours
    +20% bonus to maximum Hit Points

Weight: 0

----------------------------------------------------------------------------------------------------

Great Lake

One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

STATISTICS:

Charge abilities:
– Great Lake (can be used at will)
    Area of Effect: The party
    Duration: 24 hours
    +10% to all physical damage resistances

Weight: 0

----------------------------------------------------------------------------------------------------

Fading Lake

One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

STATISTICS:

Charge abilities:
– Fading Lake (can be used at will)
    Area of Effect: The party
    Duration: 24 hours
    80% Fire Resistance

Weight: 0

----------------------------------------------------------------------------------------------------

Beast's Embrace

One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

STATISTICS:

Charge abilities:
– Beast's Embrace (can be used at will)
    Area of Effect: The party
    Duration: 24 hours
    Transform into a werewolf during combat; this action happens automatically and the character will revert back to natural form if no enemies are in visual range
    Special: Clerics and Paladins transform into a greater werewolf

Weight: 0

----------------------------------------------------------------------------------------------------

Hunter

One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

STATISTICS:

Charge abilities:
– Hunter (can be used at will)
    Area of Effect: The party
    Duration: 24 hours
    +1 bonus to attack rolls

Weight: 0

----------------------------------------------------------------------------------------------------

Moon

One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

STATISTICS:

Charge abilities:
– Moon (can be used at will)
    Area of Effect: The party
    Duration: 24 hours
    +35 bonus XP for each enemy slain by the party

Weight: 0

----------------------------------------------------------------------------------------------------

Milkweed

One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

STATISTICS:

Charge abilities:
– Milkweed (can be used at will)
    Area of Effect: The party
    Duration: 24 hours
    Transform into a mind flayer during combat, but Wisdom and Constitution are set to 5; this action happens automatically and the character will revert back to natural form if no enemies are in visual range

Weight: 0


Game notes:

  • BG1/SoD: 5 total runes are obtainable (2 are in SoD)
  • BG2: All obtainable in SoA portion. Also added to starting bags for some kits in ToB.
  • IWDEE/HoW: Spread throughout, in various dungeons and locations.
Edited by Dan_P
Link to comment

This should hopefully be the last smaller update for a while.

v1.2

  • One item in SoD was gained without charges. This is fixed.
  • Revised the balor script (Riftgate enemy). It has more spell variety, but also doesn't use annoying spells like Death Spell or Remove Magic as often. It no longer starts with Protection From Magical Weapons, but it has a couple summons instead. The phase 2 and phase 3 buffs also happen earlier.
  • Also made minor edits to the golem and gibberling scripts.
Link to comment

Updated a few things:

v1.3/v1.4

  • Powder Keg: Fixed minor issue when installed after Rogue Rebalancing. The kit was starting with the RR song, though you could switch right away to Blasting Song. Now the kit starts with Blasting Song set as the Bard Song.
  • Added spell cap option to config.ini: This affects 2 spells, Electrocannon and Revitalizer (Starjammer kit). The cap can be set to level 20, 30, 40, or 50. Any other number will revert to the defaults (20 for BG games and 30 for IWDEE).
  • More edits to the Riftgate balor (both buffs and nerfs). If you're unprepared for it, best thing to do would be to run to a different map (it will search you out if on the same map). It's also vulnerable to Imprisonment, if you can get the spell off.
  • Added 2 items to the "Misc items" component: Stone Ring, Flynn's Ring
  • Golem Ring ability now says "Iron Flesh" by the portrait icon to differentiate from Stoneskin.
  • Might have made a few other minor adjustments.
Link to comment

v1.5

Another minor update, but something I didn't want to leave unchanged:

  • Starjammer: Minimum stats changed to be different from Dragon Disciple

Will no longer have a minimum of 14 Dex, which didn't make sense combined with the -2 Dex penalty.

Edited by Dan_P
Link to comment

This is a slightly bigger update, so I bumped it up to v2.0.


New additions:

  • Added 6 multiclass variants:
    • Beast Hunter (f/m)
    • Beast Hunter (f/m/c)
    • Warhound (f/m)
    • Moonlight Knight (c/r)
    • Crow Hunter (f/t)
    • Crow Hunter (f/m/t)
  • These are installed together with the single classes. As with the single class, each kit can be enabled or disabled from the config.ini file.
  • Added 9 Caryll Runes to Misc items component. These are items with party-wide effects, inspired by the similarly named items from Bloodborne. See below for more details.


Fixes/Tweaks:

  • Blood Minister
    • DoF sphere system: Added weapon restrictions (blunt, crossbows, small piercing weapons). These are implemented the same way as Raduziel's own kits (added directly to weapon files). This kit also wasn't getting "All" spheres up to 7th level. This is fixed.
    • FnP sphere system: Will now gain higher level healing spells, in addition to previous spheres.
  • Frenzying Flame: Added audio while the spell is active
  • Craft Hunter Badge: Added info about using the ability when right-clicking the icon
  • Fixed WeiDU error when installing after FnP.
  • Fixed proficiencies for Paladin and Ranger kits when installed after FnP.
  • Updated ADD_KIT_EX to v0.5.1


----------------------------------------------------------------------------------------------------

Additional info (multiclass kits)

  • All kit abilities and restrictions also apply to the multiclass variants (i.e. Beast Hunter can't wear heavier than studded leather)
  • Mage multiclasses will receive -1 to spell slots at game start to remove the specialist bonus slot.
  • Warhound can grandmaster in ranged weapons.
  • Divine multiclasses are compatible with FnP or DoF spheres. (Minor issue noted below)
  • Crow Hunter multiclasses may start with the "Set Snares" ability (happens in HoW). These are removed on the next level up.


Minor issue (IWDEE) - DoF spheres + Starting a new game in Heart of Winter

  • Only noticed this with one kit, multiclass Moonlight Knight (C/R).
  • Level 1 spells may not be learned when starting a new game in HoW.
  • Happens if character is newly created (not pregenerated or imported).
  • Pregenerated characters will gain all spells properly.


----------------------------------------------------------------------------------------------------

Caryll Runes:

  • These are usable items with party-wide effects.
  • Can be used at will. These items function best gameplay-wise if the player can freely switch between them.
  • Characters don't need to be on the same map to be affected.
  • Only one rune may be in effect at a time. When a rune is used, it first removes other rune effects.

Note: Icons are slightly different for each rune. They're not amazing looking, but at least helps to differentiate them. The description image is the same for all runes. I couldn't draw anything I liked, so I just used one of the already-made BAM images from BG2.


Runes:

  • Clawmark
  • Blood Rapture
  • Oedon Writhe
  • Corruption
  • Anti-Clockwise Metamorphosis
  • Clockwise Metamorphosis
  • Great Lake
  • Fading Lake
  • Beast's Embrace
Spoiler

==================================================
Clawmark
==================================================
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

STATISTICS:

Charge abilities:
– Clawmark (can be used at will)
    Area of Effect: The party
    Duration: 24 hours
    +5% chance to score a critical hit and critical hits cause bleeding, which inflicts 1 point of damage per round for one turn (no save); a target can be wounded once per round and the effects are cumulative

Weight: 0


==================================================
Blood Rapture
==================================================
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

STATISTICS:

Charge abilities:
– Blood Rapture (can be used at will)
    Area of Effect: The party
    Duration: 24 hours
    Critical hits restore 9 Hit Points

Weight: 0


==================================================
Oedon Writhe
==================================================
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

STATISTICS:

Charge abilities:
– Oedon Writhe (can be used at will)
    Area of Effect: The party
    Duration: 24 hours
    Critical hits restore 1 memorized spell

Weight: 0


==================================================
Corruption
==================================================
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

STATISTICS:

Charge abilities:
– Corruption (can be used at will)
    Area of Effect: The party
    Duration: 24 hours
    Regenerate 4 Hit Points per round at under 50% HP, 6 Hit Points per round at under 25% HP, and 8 Hit Points per round at under 10% HP

Weight: 0


==================================================
Anti-Clockwise Metamorphosis
==================================================
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

STATISTICS:

Charge abilities:
– Anti-Clockwise Metamorphosis (can be used at will)
    Area of Effect: The party
    Duration: 24 hours
    +2 movement speed; +0.5 Attacks Per Round; -10% to maximum Hit Points

Weight: 0


==================================================
Clockwise Metamorphosis
==================================================
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

STATISTICS:

Charge abilities:
– Clockwise Metamorphosis (can be used at will)
    Area of Effect: The party
    Duration: 24 hours
    +20% bonus to maximum Hit Points

Weight: 0


==================================================
Great Lake
==================================================
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

STATISTICS:

Charge abilities:
– Great Lake (can be used at will)
    Area of Effect: The party
    Duration: 24 hours
    +10% to all physical damage resistances

Weight: 0


==================================================
Fading Lake
==================================================
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

STATISTICS:

Charge abilities:
– Fading Lake (can be used at will)
    Area of Effect: The party
    Duration: 24 hours
    80% Fire Resistance

Weight: 0


==================================================
Beast's Embrace
==================================================
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

STATISTICS:

Charge abilities:
– Beast's Embrace (can be used at will)
    Area of Effect: The party
    Duration: 24 hours
    Transform into a werewolf during combat; this action happens automatically and the character will revert back to natural form if no enemies are in visual range
    Special: Clerics and Paladins transform into a greater werewolf

Weight: 0


Game notes:

  • BG1/SoD: 3 total runes are obtainable (2 are in SoD)
  • BG2: All obtainable in SoA portion. Also added to starting bags for some kits in ToB.
  • IWDEE/HoW: Spread throughout, in various dungeons and locations.
Edited by Dan_P
Link to comment
11 hours ago, Endarire said:

Do all your kits use ADD_KIT_EX?  I ask because of this.

Thankee!

Yes, all use ADD_KIT_EX, though that issue isn't specific to ADD_KIT_EX or fixed by it. There's another post here discussing it. The workaround I know of is to install the Tome and Blood mod's "No opposition schools" component. The kits are still technically getting opposition schools, but since the schools no longer restrict any spells, you get the full spell selection. The next update to this mod, which I've already changed in my local working version, will re-arrange the install order of the kits to move the arcane kits to the top.

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