ToF: New Classes and Kits

New Wizard Specializations: Elemental Specialists

This component adds a new style for specialist wizards: elemental magic. Elementalists shun the traditional division of magic into schools, and instead embrace the power of spells focused on a single element: earth, air, fire, or water.

As with conventional specialists, elementalists receive one extra spell per level, which must be from their preferred element (assuming there are any elemental spells of that level). They are barred from learning spells from the element opposed to their own: air opposes earth, fire opposes water. There is at least one spell of each element at each level (some come from the 'Add Nine New Arcane Spells' component), and elementalists automatically add one spell of their element to their spellbook for each level of spells they can cast (so that they will always be able to memorize at least one elemental spell of each level). A full list of spells for each element may be found here.

Elementalists gain a +25% chance of learning a spell of their preferred element and a +15% chance of learning spells from the two elements not opposed to their own. They also gain 10% resistance to, and +20% damage when using, one particular damage type: electricity for air elementalists, acid for earth elementalists, fire for fire elementalists, cold for water elementalists.

Elementalists have no racial or ability-score restrictions beyond those which apply to mages. If you have installed 'Allow Multi-Classed Mages to Become Specialists and Wild Mages' then multi-classed mages can also become elementalists.

By default, this component requires you to be using the Icewind Dale arcane spells (either because you are playing IWD:EE, or because you have them installed) and the 'Add Nine New Arcane Spells' component of ToF. This is because without these extra spells, there aren't really enough elemental spells to make the specialities fun. If you want to bypass this for any reason you can do so via the ini.

This component automatically installs the contents of the 'Tidy Up Class-Selection Menu' component and (for technical reasons) the 'No Intelligence-Based Spell Restrictions' component.

New Wizard Specialization: Force Mage

This component adds another new style for specialist wizards: force magic. Force mages specialize in spells that directly produce or manipulate pure magical energy to launch telekinetic attacks, strike with magic missiles or magical blades, hold foes immobile or stunned, or protect the caster with force fields. The cost is that they are untrained with magic that summons impure—that is, elemental—energies.

As with conventional specialists, force mages receive one extra spell per level, which must be from the list of Force spells. They are barred from learning spells associated with any of the four elements: air (including electricity), earth (including acid), fire, and water (including cold and ice). A full list of spells for each element, and a list of force spells, may be found here.

Force mages gain a +25% chance of learning a force spell. They also gain 10% resistance to magical damage, and +20% damage when using effects or spells that inflict magical damage.

Force mages have no racial or ability-score restrictions beyond those which apply to mages. If you have installed 'Allow Multi-Classed Mages to Become Specialists and Wild Mages' then multi-classed mages can also become force mages.

This component automatically installs the contents of the 'Tidy Up Class-Selection Menu' component and (for technical reasons) the 'No Intelligence-Based Spell Restrictions' component.

New Wizard Kits: Militant Wizards

Militant Wizards train for physical as well as magical combat. They can become proficient, or specialized, in any weapon, and have some ability to cast spells while wearing armor: they can cast spells in leather, studded leather, and hide armor from 1st level; from 7th level they can also cast spells in chainmail or scale mail; from 15th level they can also cast spells in splint mail or plate mail (but not in full plate).

All militant wizards specialize in one or other school of magic, although not all schools are suited to the class: militant wizards can be abjurers, conjurers, invokers, or necromancers. Because of their physical training, they are less versatile than other specialists, being barred from three schools of magic rather than one or two.

Speciality Opposed Schools
Abjurer Alteration, Divination, Illusion
Conjurer Alteration, Divination, Invocation
Invoker Conjuration, Enchantment, Illusion
Necromancer Alteration, Enchantment, Illusion

Militant wizards may not multi-class. They have the same ability score restrictions (if any) as standard specialists. Any class capable of becoming a mage may become a militant wizard of any speciality school.

This component automatically installs the contents of the 'Tidy Up Class-Selection Menu' component and (for technical reasons) the 'No Intelligence-Based Spell Restrictions' component.

New Sorcerer Kit: Bloodrager

Bloodragers are sorcerers whose innate magical power is tied to a deep reservoir of buried rage. While most spellcasters require some level of calm and discipline to use their magic to best effect, bloodragers can enter a state of savage fury while still drawing on their powerful magic abilities.

Bloodragers receive the berserker's rage ability, and are somewhat better trained in weapons and armor than normal sorcerers (they can use any melee weapon; they can become specialized in any weapon; they can use light armor; they receive +1 to hit per 3 levels, partly compensating for sorcerers' poor attack rolls; they have 1d6 hit points per level). However, they are sharply restricted in their choice of spells: they can only learn spells from the schools of abjuration, alteration, invocation, and necromancy.

New Choices of God/Goddess for Speciality Priests

This component introduces 23 additional gods and goddesses for a cleric to worship (in addition to the five in the baseline game: Helm, Lathander, Talos, Tempus and Tyr). Clerics of these powers receive appropriate special abilities and also choose spells from slightly altered spell lists, using the Talents of Faerûn sphere system..

This component borrows some ideas, some icons and other files, and some dialog from the Divine Remix mod. I'm grateful to CamDawg, co-author of that mod, for permission to do so.

On any install, the following 20 additional gods and goddesses are added:

  • Auril, the Frostmaiden
  • Azuth, the Lord of Spells
  • Baervan Wildwanderer, the Forest Gnome (gnomes, elves and half-elves only)
  • Clangeddin, the Father of Battle (dwarves only)
  • Corellon Larethian, Creator of the Elves (elves only)
  • Gruumsh One-Eye, god of the orcs (half-orcs only)
  • Ilmater, the Painbearer
  • Kossuth, the Lord of Flames
  • Lolth, the Queen of the Spiders (female elves and half-elves only)
  • Malar, the Beastlord
  • Mask, the Lord of Shadows
  • Moradin, the Dwarffather (dwarves only)
  • Mystra, the Mother of All Magic
  • Oghma, the Lord of Knowledge
  • Selûne, the Moonmaiden
  • Shar, the Lady of Loss
  • Sune, Lady Firehair
  • Talona, the Lady of Poison
  • Tymora, the Lady of Luck
  • Umberlee, evil goddess of the sea

On an IWD install, these three evil gods are also included:

  • Bane, the Black Lord
  • Bhaal, the Lord of Murder
  • Myrkul, the Lord of the Dead

At the time of the Baldur's Gate saga, all three are dead; on a BG or BG2 install, you instead get these three gods:

  • Cyric, the Black Sun
  • Velsharoon, the Archmage of Necromancy
  • Iyachtu Xvim, the Godson

(Priests of Cyric, game-mechanically, are pretty much equivalent to priests of Bhaal; priests of Velsharoon are pretty much equivalent to priests of Myrkul; priests of Iyachtu Xvim are pretty much equivalent to priests of Bane.)

Unless otherwise noted, all gods and goddesses introduced may be worshiped by clerics of any race.

By default, priests of Auril, Myrkul and Talona are not available as player characters in Icewind Dale, and priestesses of Lolth and Umberlee are not available as player characters in Baldur's Gate and Baldur's Gate II. In both cases, this is for plot reasons: having a priest of that deity in your party would mess with the plot in significant ways. These gods are installed in any case and are usable by enemy NPCs (if you install Sword Coast Stratagems). You can enable these choices for player characters via the ini if you want, though in-game dialog will not really respond appropriately.

On a BG or BG2 install, Viconia becomes a cleric of Shar.

This component requires you to be using the Icewind Dale arcane and divine spells (either because you are playing IWD:EE, or because you have them installed from Sword Coast Stratagems, IWDification, or Talents of Faerûn) and the 'Add Nine New Arcane Spells' and 'Add Six New Divine Spells' components of ToF.

New Class: Favored Soul

Favored souls are spellcasters with an innate connection to a particular god or goddess. They are similar to clerics, but their power flows directly from their patron, without any need to study the litanies of a church. In game terms, they cast spells spontaneously, like a sorcerer or shaman, but choose their spells from the cleric list (with some modifications according to their faith). They lack the ability to turn undead, but gain additional known spells based on the god or goddess they serve.

Favored souls must select a god/goddess to serve at character creation, chosen from almost all of those included in Talents of Faerûn as well as the 'core five' in the unmodded game. For the purposes of dialog options, strongholds, and the like, they are treated as clerics of their chosen deity. ('Under the hood', favored souls are formally a set of kits for shamans, but hopefully this should not be visible in-game.)

This component requires the 'New Choices of God/Goddess for Speciality Priests' component to be installed. It also requires you to be using the Icewind Dale arcane and divine spells (either because you are playing IWD:EE, or because you have them installed) and the 'Add Nine New Arcane Spells' and 'Add Six New Divine Spells' components of ToF.

This component automatically installs the contents of the 'Tidy Up Class-Selection Menu' component, and makes use of the ToF revised sphere system, which is documented here.

Druids May Multi-Class as Mages, Rangers, and Thieves

This component introduces three new multi-class options: druid/mage, druid/ranger, and druid/thief. All three are legal 2nd edition Advanced Dungeons and Dragons classes, but were omitted from Baldur's Gate. These work as you would expect: all three are restricted to druid weapon choices, druid/mages cannot cast spells in armor, and druid/thieves cannot use thief skills in armor heavier than studded leather. All three classes are correctly treated as druid multi-classes in in-game conversations (for instance, in Baldur's Gate II they all will be offered the druid stronghold, as well as the stronghold corresponding to their other class). The component also adjusts cleric/rangers so as to use the cleric spell list (in the unmodded game they used the druid list).

These classes are available to the same races as (respectively) the cleric/mage, cleric/ranger, and cleric/thief. So in an otherwise unmodded game, only half-elves can be druid/mages and druid/rangers, and only gnomes can be druid/thieves. If you install the 'Eliminate Class/Race Restrictions and Most Class/Ability Score Restrictions' component, all races can select these classes.

Druid/mages cannot specialize in a school of magic, even if you have 'Allow Multi-Classed and Dual-Classed Mages to Become Specialists and Wild Mages' installed. They can, however, become elementalists if 'New Wizard Specializations: Elemental Specialists' and 'Allow Multi-Classed and Dual-Classed Mages to Become Specialists and Wild Mages' are both installed. Druid/Elementalists cannot use priest spells associated with their opposing element, and (if you are using Icewind Dale and/or 'Revised Druid Shapeshifting') cannot shapeshift into an elemental of the opposed type.

Druid/mages and druid/thieves must conform to the alignment restrictions of druids (i.e., they must be neutral, or must be at least partly neutral if you have installed an appropriate component). Druid/rangers must be at least partly neutral.

There are a couple of technical limitations to note:

  • Multi-class druids use the spell and XP progression tables of clerics (even if you have not installed the 'Druids Use Cleric XP and Spell Tables' component.)
  • Druid/Rangers will be asked to select one too many mage spells to memorize at character creation. (The extra spells will be grayed out and uncastable; you can delete them from your memorized spells in-game.)

('Under the hood', these limitations reflect the fact that technically these are all kits of the respective cleric multi-classes—but hopefully this should be pretty much invisible in game!)

This component automatically installs the contents of the 'Tidy Up Class-Selection Menu' component, and makes use of the ToF revised sphere system, which is documented here.