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ThreeQuarters

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  1. Whoops. Yes, I guess it will fit here better. Thank you for your answer. I completely forgot about the fact that deflection did not block AOE spells by default. I guess this component effectively makes these spells much more versatile than they are supposed to be without it. For Dispelling Screen, it is true that protecting the whole party instead of just the spellcaster like Spell Shield does makes a big difference, and is reasonable in terms of balance… I did not consider that aspect and I guess it is reasonable for a L5 spell. It does not make my spell picks for this level easier though, haha. ^^; For Lightning Bolt, I don’t know if it is possible to use the same mechanic as Agannazar’s Scorcher, but that could be a way to achieve what I described. Maybe with a shorter duration though, like one single round ? Or even "instant" duration to simulate the bolt going from caster to target ? In any case that would be a nice improvement from the single target version. I wonder if it could be possible to do something similar for Chain Lightning btw ? Ie. Chain Lightning would become the addition of a 10d6 lightning bolt that hits every creature between caster and target (included), plus an AOE electric deflagration in a 30' radius around the target, which only hits enemies for 1d6 per two levels of the caster. The total would still be 20d6 for the primary target, and every enemy between caster and target. I am gonna look into your mod Tome & Blood, it seems there are some interesting things in there as well. Thank you for the pointer.
  2. Hello, Thanks again for the descriptions. I have read many of the (arcane) spell descriptions and here are a few comments / remarks / feedback (while I haven’t had time to install the mod nor try anything yet ^^). These remarks are made from the POV of a sorcerer trying to pick spells, and most of them are just minor remarks about typos in the descriptions, minor inconsistencies, or imprecisions. Spell deflection variants : All descriptions of the Spell Deflection variants say that AOE spells or stationary area effect spells are not absorbed, is this true ? If I remember correctly (from a playthrough with what I think was beta 16), those kind of spells protect against AOE and AOE-DOT effects as well (which is a very good thing and makes these spells a worthy pick), but the description is not up to date. Dispelling Screen : feels under powered to me for a 5th level spell. It only protects from two spells, L5 Breach and L3 Dispel Magic (but not L8 Pierce Shield for example, which also removes combat protections). If you compare that to Spell Shield (same level, similar function to cancel one spell then vanish), which stops up to L9 Spellstrike. Plus there already are many unique / « almost-mandatory » (situational) spell picks at L5 (Breach, Spell Shield, Dispelling Screen and Lower Resistance come to mind). So maybe a possibility could be to move Dispelling Screen to L4 instead of L5, where there are less such spells ? And/or make it protect at least from the combat-protections dispelling effect of Pierce Shield, but not from its spell-protections dispelling effect ? Lightning Bolt : I feel this spell is slightly under powered compared to competitors like Skull Trap and Fireball, which deal the same amount of damage but over a large area instead of a single target (even with the difference in save throws), although I understand that the rebound of the bolt was overpowering this spell for humans, and making it dangerous for the AI at the same time. Yet, isn’t there a way to create a small AOE in the line between caster and target ? Ie. throw the bolt like vanilla Lightning Bolt did, but instead of "traversing" the target and continuing its course, make the bolt stop at the target and disappear there ? That would avoid the rebound problem, while still giving the spell a (small) AOE that would make it much more useful. And maybe with a casting time of 1 so that you have a real high chance to hit the creatures you really target before they have the time to move ? I don’t know if it’s technically doable, though. Prismatic spray : The description says « Any creature that is caught within the area of effect will be touched by one or more rays », but does not say what is the probability of being touched by more than one ray, which I feel is relatively important to estimate its effectiveness when picking spells (for example, « Any creature will be touched by one of the seven rays randomly chosen, and there is a 20 % base chance + 2 % per level of the caster chance (up to 60 % chance total at level 20) that it is touched by a second one, randomly picked between the six rays remaining. »). Same remark for Chromatic Orb, where the rules for randomness could be explained. Prismatic Mantle : The description says that any attacker in the radius will be subject to « a random prismatic effect », I guess it means the same effects as L7 Prismatic Spray spell, with the same -4 penalty to save throws ? Does the spell block insects as well like the other « shield » spells ? Conjure Elemental variants : having three different spells to summon Air / Earth / Fire elementals always struck me as strange, so I thought maybe this is the kind of spells that *could* be assembled in one, and you chose whichever you want to summon when you cast it ? This would make the spell slightly more versatile. Same remark for Dijnni / Efreeti, which are relatively similar in nature. Banishment : Which « summoned » creatures are immune to Banishment ? Instinctively, it feels to me like the skeletons should be immune for example (as they are « animated » and not summoned), but I suspect they are not. Genies are immune, but it is the only creature for which it is explicitly stated in their spell description (though I suspect gated demons as well as planetars are immune as well ?). What about Simulacrum or Project Image, I suspect they are immune too ? Maybe adding just a few examples of what is and is not immune in the description of the Banishment spell could help ? Mislead : there is a contradiction in the description about the duration. The spell characteristics say « Duration : 1 round/level », but the text says « The illusory double vanishes after 6 rounds » Simulacrum : What is the real level of the clone summoned ? Since increase in the power of spells is usually caped at level 20, what happens when simulacrum is cast by a 30th level sorcerer or wizard, for example ? Is the level of the caster taken into account still 20, so the simulacrum would be level 12 ? Or does it summon a 60 % of 30 = 18th-level clone ? Maybe adding an explicit « up to a maximum of a 12th level clone for a 20th level caster » could be nice ? Find Familiar : the current variant, where the familiar stays relatively weak, and you lose one constitution point permanently if it dies, discourages using the familiar for almost anything but its HPs bonus, and encourages keeping it in your bag at all times. I don’t know if you know about the WTP familiar mod (WTP Familiars subject), but I find the idea very cool. Maybe SR could implement something similar to make familiars more useful ? Oracle vs True Seeing : if I understand it correctly, Oracle dispels all illusion spells, including Project Image and Mislead (but not Simulacrum), while True Seeing does not dispel them, but only « clearly highlights them, revealing them as deceptions ». I am not sure I truly understand what it means. I suppose that for Mislead it simply shows where the real caster is, so that you can target and attack him or her directly, but without dispelling the clone. Am I correct ? In that case, then the Oracle spell still has advantages over True Seeing (which is not a bad thing since they have just 1 spell level of difference, and True Seeing still offers many advantages). Other than those few things, I think everything I saw was solid. Sorry about the long post. ^^;
  3. Thank you very much. Te ability to select specialist mages and see which spell is available is extremely convenient ! I know that it is really asking much, but could there as well be a one page version, containing all of the descriptions in one big file, in addition to the current « TOC + one page per spell description » ? That would help when you want to do Ctrl-F to find all spells that protect from / negate the effects of another one for example (Pierce Shield, etc.), or negate a specific effect like confusion. (Yeah, sorry. ) Well, about the contents, I have read through a many of these descriptions, and it looks like you really have made a good job (again) ! There are now so many spells worth using that it will make it even more difficult to pick spells than before, and it makes me wonder if I should stick with a specialist mage instead of a sorcerer haha. Thank you again for all that work.
  4. Hello, and thank you for this update (and for all the work in general on this mod ). I hope to try this new version soon, as soon as I can find the time to start a new BG2 game. ^^ Is there somewhere a readme / exhaustive list of all spells and their effects, updated to v4 beta 17 ? Currently I only know of this file https://gibberlings3.github.io/Documentation/readmes/readme-spell_rev_descriptions.html which is only for v3 and not updated to the newer version. Although the spell descriptions are accessible in-game, it would be very helpful to have a full and exhaustive list from the start, especially if you want to plan your spell picks ahead (ie. for a sorcerer). Thanks again.
  5. Thanks for the tip ! The worst thing is that I actually tried without the -something before posting this thread (ie I tried https://www.gibberlings3.net/forums/topic/17358) and got a 404, so I assumed it was not possible, and did not think about just adding a dash and something after. And thank you @Mike1072 for updating the discussion post as well, I’m gonna take a look at that. Good day to you both.
  6. Hello everybody, and a big thank you to all the people working on this mod (or other mods, btw). Is there some readme somewhere for the kit revisions beta ? I was looking for information about all the changes the mod makes, and only found this topic (https://www.gibberlings3.net/forums/topic/29294-discussion-threads/), which links to other (discussion) topics, but all the links are dead because the URL format changed since the topic was created, so it is currently quite difficult to get some information. Thanks again.
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