Closed Grammarsalad closed 4 years ago
This mod aims to increase player options by adding new and revised spells, as well as new options for spellcasters (and, in some cases, non-spell casters).
This mod does not require EEex , but many of the components will either work best with EEex installed, or will unfortunately be dependent on EEex (because there is no other reasonable way to implement the component). As such, I encourage you to click on the link and install EEex if you are able.
This group offers new spells, either imported from Icewind Dale, or Really new spells created from scratch (with a lot of help!). See the next section for Spell Descriptions.
This component installs all new spells provided by this mod. That is, it will install both the Icewind Dale spells (if applicable), and the 'new new' spells offered by this mod. See the Next Section for Spell Descriptions.
This component will only install IWDEE spells if they are not already installed.
This component will only install the unique spells offered by this mod.
These components offer innate infinite cantrips to various divine and/or arcane classes. This component interacts with the 300 series of components (i.e. Cantrips: 1st level Cantrips) in that no class will have access to both infinite innate and 1st level cantrips. So, for example, if you have infinite cantrips for all arcane classes installed, and you install 1st level cantrips for all classes, then only divine classes will get access to 1st level cantrips.
See the Next Section for Cantrip Descriptions.
This component adds infinite innate cantrips to all divine and arcane classes. If this component is installed, there will be no option to install 1st level cantrips
This component adds infinite innate cantrips to all divine classes. If this component is installed, divine classes will not have an option to cast 1st level cantrips.
This component adds infinite innate cantrips to all arcane classes. If this component is installed, arcane classes will not have an option to cast 1st level cantrips.
This group of components adds an extra cost to spell casting: fatigue.
This group of components gives unique spell lists to different spell casting classes and kits.
This group of components applies charisma bonuses to the turn attempts of clerics and/or paladins (as well as other classes that might get access to turn-like abilities).
\page
This group offers new magic items, either imported from IWDEE or completely new creations.
This component will install all new items, including IWDEE and unique items offered by this mod.
This group of components offers various implementations of 'Spontaneous casting' for divine classes. By Spontaneous Casting, I mean that affected characters can spontaneously 'convert' their existing spell slots to other spells, like the 3e+ cleric's ability to convert their spells to cure or inflict spells.
This group of components allows certain classes and kits use scrolls that they would not otherwise be able to use.
This group of components deal with magic item creation and recharging. These components allow players to create scrolls, potions and wands, and they allow players to recharge wands. There are a number of different creation subsystems for each, and users can install different subsystems for different items. These components can also interact with the proficiency system (see below for details).
This component adds new magic items, and item creation. The general description of each component can be found below. For a more in depth description of each, see the following sections.
The added items are identical to those added by Spells and Magic and B_Kits. However, consumable magic items--in particular scrolls and wands--work slightly differently in these three mods. These mods are completely compatible, however, and any changes will be noted in the description.
This component will install the standard version of Item Crafting and tries, as much as possible, to emulate standard pnp rules.
This group of components deal with high level abilities, either adding new HLAs, modifying existing HLAs, or both.
\page
The purpose of this mod is to re-balance kits and base classes ala Kit Revisions. This mod (is) will be compatible with Kit Revisions if the latter is installed first. This mod will also offer a number of additional (optional) kits to install.
Compatibility: Should be completely compatible with Kit Revisions, Proficiencies, Tome and Blood, Faiths and Powers, Might and Guile, and Rogue Rebalancing. Additionally, this mod will strive to be compatible with all other mods. Please notify the author (Grammarsalad) if you find an incompatibility.
Install Order
TBD
Engine and Mod Compatibility:
Install Proficiencies either before or after the following mods:
- Faiths and Powers
- Spells and Magic
Spells and Magic should be installed after the following mods to minimize conflicts:
- Spell Revisions (v4 beta or later) (?)
- IWDification (?)
- More Style for Mages (?)
- Tome and Blood (?)
- Deities of Faerûn (?)
Spells and Magic should be installed before the following mods:
\page
This mod would be nothing without the numerous modders, testers and users in the BG community. I can't hope to thank them all, but I'll try to remember everybody. (Please bonk me on the head if I haven't mentioned you, and I will rectify the situation asap).
Subtledoctor: Man, what can I say. He has contributed so much to this mod, directly and indirectly, that I can honestly say that much of the best work in this mod is his.
Aquadrizzt: Much like Subtle, Aqua has helped me with this and other mods in so many ways, both directly and indirectly.
Kjeron: Kjeron is just a Weidu Wizard. This mod would be nothing without his insight and countless suggestions.
Raduziel: Raz has contributed a number of spells to this mod. Just a great guy.
Requiem and Mordeus: For Inspiration and Resources.
IchigoRXC: Ichi has graciously created a number of spell icons for this mod (and Faiths and Powers)
Pecca: For allowing me to include his amazing Spontaneous Casting mod as a component in Spells and Magic.
Bubb: For his brilliant work on EEex. A lot of things in this mod would not be possible without him.
OlvynChuru: OlvynChuru has also contributed greatly to EEex, and again, this mod would not be possible without his work.
I would also like to thank the following people for their assistance with, and contributions to, this mod.
The following people have been patiently giving me feedback on this and other mods for years.
Ineth,
Tome and Blood: https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1
Scales of Balance: https://forums.beamdog.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks/p1
Spell Revisions: http://gibberlings3.net/forums/index.php?showforum=153
Faiths of Faerun: https://forums.beamdog.com/discussion/17118/mod-faiths-of-faerun-kitpack-v0-5c-ready-for-testing/p1
Deities of Faerûn: https://forums.beamdog.com/discussion/69241/kit-pack-deities-of-faerun-v-1-9-7-3-49-cleric-kits-and-more-for-iwd-bg-2-ee-and-eet/p1
d20 Pathfinder SRD: http://www.d20pfsrd.com/magic/spell-lists-and-domains
**Countless 2e pdfs purchased at drivethrurpg: https://www.drivethrurpg.com/
Faiths and Powers: https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks/p1
Spells and Magic:
\page
\page
\page
\page
RALLY: When the bard uses rally,
In order to perform rally, the bard must remain in place. If
COUNTERSONG: When the bard uses this ability, all of
FASCINATE: When the bard uses this ability, all enemies within 30 ft. must save vs. Spell (with a +2 bonus) or become enthralled, unable to take action until 1 round passes or they take damage. Enemies suffer a -1 penalty to this save for every 3 levels the bard possesses beyond 8th level (maximum -4 at 20th level).
The bard must remain still while performing fascinate. If
\page
DEFENSIVE SPIN: Defensive spin is a specialized form of parrying that is quite impressive to watch. While performing defensive spin, the Blade gains a +1 bonus to AC against all melee weapons for every two levels
OFFENSIVE SPIN: Offensive spin is a much more aggressive display of prowess compared to defensive spin, though it is a bit more reckless. While in this stance, the Blade's movement rate doubles and
WEAPON DISPLAY: When performing a weapon display, the Blade performs an impressive and intimidating display with
Enemies that come within melee range of the blade (about 4') must save vs. breath (with a -2 penalty) or take 1d6 slashing damage from the whirling blades. This damage increases by 1d6 for each 5 levels (max 5d6 at 20th level).
The blade can only move at half speed while performing Weapon Display.
Finally, Weapon Display cannot be performed while the blade is in a Stance.
\page
TAUNT: The jester can use taunt against any creature within 30' that can hear
This effect lasts for 1 round, +1 round per 3 levels of the jester. Further, the target suffers a penalty to their save for every three levels of the jester.
The jester cannot taunt a creature more than once in a given encounter. Whether or not they save, targets are immune to further taunting effects for 8 hours.
BUFFOONERY/JESTING: The jester is a master at using humor and buffoonery to lighten the mood, buffering
While using this performance, the Jester takes advantage of distracted enemies effectively gaining a +2 bonus to AC. This bonus increases by +1 per 5 levels the jester has attained (maximum +6 at 20th level).
At 1st level, allies gain a +1 bonus to saves, while enemies must save each round vs. wands with a +2 bonus or become enraged (as taunt above) for 1 round. Every 5 levels the jester has attained, the save bonus increases by +1 and enemies suffer a -1 penalty to this save (max +5/-5 at 20th level).
At 10th level, allies recover from , and are immune to, fear and charm effects while the jester is performing.
\page
BATTLESONG: ?
1st level: Grants allies a +2 bonus to hit and damage rolls, and a +2 bonus to AC.
15th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear.
20th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear, stun, and confusion.
INCITE RAGE:
SONG OF THE FALLEN:
\page
\page
Prime Requisites For Dual-Classing: Wisdom
^Domain spells can be swapped out for Spontaneous Casting (See below).
Domain Spells
Here is a list of each spell that the cleric can cast once per day for each selected sphere. Note that in some instances, a character will gain the ability to cast a single spell more than once. Also note that in some instances, different spells will be available depending on cleric alignment.
HEALING
Spell Level | Spell |
---|---|
1st | Cure Light Wounds |
2nd | Cure Moderate Wounds* |
3rd | Cure Medium Wounds |
4th | Cure Serious Wounds |
5th | Mass Cure Light Wounds |
6th | Heal |
7th | Heal (x2) |
//*spell added by this component
NECROMANTIC
Spell Level | Spell (Good or Neutral) |
---|---|
1st | ? |
2nd | Hold Undead |
3rd | ? |
4th | Death Ward? |
5th | Death Ward x2(?) |
6th | |
7th | Death Ward x3(?) |
\page
\page
\page
This component only adds performance fatigue to the Bard Song and not to the Shaman Dance.
This component only adds performance fatigue to the Shaman Dance and not to the Bard Song.
This component adds performance fatigue to both the Shaman Dance and the Bard Song.
This component imposes 1 point of fatigue whenever the Enrage Class feature is used.
This component imposes 1 point of fatigue whenever the Rage Class feature is used.
This component imposes 1 point of fatigue whenever the Rage or Enrage Class feature is used.
This component imposes 1 point of fatigue whenever the Rage or Enrage Class feature is used.
This component adds performance fatigue to both the Shaman Dance and the Bard Song.
This component will modify priests' and paladins' turn undead level by their current charisma as per the table above.
This component will modify only priests' turn undead level by their current charisma as per the table above.
This component will modify only paladins' turn undead level by their current charisma as per the table above.
\page
This component adds the performance skill, and gives it to bards only. The base skill is 30% (15% for blades). Most Bards gain +5% per level (Blades gain 3% per level) unless they gain the ability to distribute (in which case, they can allot points to performance as they see fit).
This component adds the performance skill, and gives it to rogues. The base skill for bards is 30% (15% for blades). Most Bards gain +5% per level (Blades gain 3% per level) unless they gain the ability to distribute (in which case, they can allot points to performance as they see fit). The Base skill for thieves is 0%.
This component adds the use scrolls skill, and gives it to both bards and thieves. This component restricts characters from putting points into the skill until 10th level. At 10th level, bards (except skalds and blades) have 20% in this skill. If they cannot distribute skills as a thief, they gain gain 2% in use scrolls per level. At 10th level, thieves have no skill in use scrolls. Note that this skill only applies to cleric scrolls for bards (as they can already use mage scrolls).
This component adds the use scrolls skill, and gives it to both bards and thieves. Bards (not skalds or blades) gain 2% per level in this skill if they cannot distribute skills as a thief. Note: This component is likely to imbalance the game. Note that this skill only applies to cleric scrolls for bards (as they can already use mage scrolls).
This component adds the use scrolls skill, and gives it to both bards and thieves. Beginning at 10th level, bards (not skalds or blades) and thieves can use mage and/or cleric scrolls of 1st level (and 0 level if they exist in the game). They can use a scroll of 1 level higher ever two levels thereafter (i.e. level 2 scrolls at 12th level, 3rd level scrolls at 14th level, etc.). Note that this skill only applies to cleric scrolls for bards (as they can already use mage scrolls).
\page
\page
\page
\page
\page
Note: The added items are identical to those added by Spells and Magic and B_Kits. However, consumable magic items--in particular scrolls and wands--work slightly differently in these three mods. These mods are completely compatible, however, and any changes will be noted in the description.
This component adds new magic items, and item creation.
101-???: The Bard
Description
Also see the Performance Fatigue component in the 'extra' class modifications. That component was originally meant to be a part of all Bard revisions, but I decided to separate it out as that might be too extreme of a change for some.
101: The Bard: Conservative Version
This component will install the 'conservative' bard revision. The overall changes to the Bard class are as follows (see the revised descriptions below for more detail):
\page
Class Features:
Performances are taxing, incresing the fatigue level of the bard by 1 for every round
RALLY: When the bard uses rally, grants all of allies, including self, a +1 bonus to attack rolls, damage rolls, and saving throws. At 6th level, all allies are also protected from fear. They gain immunity to fear effects for as long as the song lasts, and any fear effects currently on them are removed. At 12th level, all allies also gain +1 to luck, which grants an additional +1 to all saves, and a +10% bonus to all of their thieving skills. In addition, the bonuses to attacks, damage and saves increase to +2 (for a total of +3 to saves). Finally, at 17th level, the the bonuses to luck increases to +2, with it the additional save bonus increases to +2, and the skill bonuses increase to +20%, and the bonuses to hit, damage and saves increase to +3 (+5 to saves). moves, rally ends (though, the effects continue based on level; that is, 1 round per 5 levels.)
In order to perform rally, the bard must remain in place. If
COUNTERSONG: When the bard uses this ability, all of allies within 30', including self are protected from magic, and gain a +3 bonus to save against spells, and a +1 to all other saves. In addition, all allies are permitted to make a save vs. spell (with the bonus), and if they succeed, they shrug off the effects of spells such as Silence, Shout, Great Shout, Command, Greater Command, or any other sound-based attack. At 9th level, allies can also shrug off paralysis, hold, stun, charm, or emotion-based effects, such as fear or berserk, if they make their saves. At 11th level, enemy casters find countersong distracting, and suffer a 15% chance of spell failure while within 30' of the bard. This chance increases to 30% at 16th level. Finally, at 18th level, all allies gain a +5 to their saves vs. spell, and +2 to their other saves.
The bard's movement is reduced by half while performing countersong.
FASCINATE: When the bard uses this ability, all enemies within 30 ft. must save vs. Spell (with a +2 bonus) or become enthralled, unable to take action until 1 round passes or they take damage. Enemies suffer a -1 penalty to this save for every 3 levels the bard possesses beyond 8th level (maximum -4 at 20th level). moves, the effect ends.
The bard must remain still while performing fascinate. If
\page
Advantages:
DEFENSIVE SPIN: Defensive spin is a specialized form of parrying that is quite impressive to watch. While performing defensive spin, the Blade gains a +1 bonus to AC against all melee weapons for every two levels has (minimum +1) to a maximum of +10 at level 20. Further, any opponent that gets in melee range (4') with the blade must save vs. breath or suffer 1d6 points of slashing damage from the whirling blades. This damage increases by 1d6 every 5 levels (max 5d6 at 20th level). The Blade cannot attack nor cast spells while using Defensive Spin.
OFFENSIVE SPIN: Offensive spin is a much more aggressive display of prowess compared to defensive spin, though it is a bit more reckless. While in this stance, the Blade's movement rate doubles and gains a +2 bonus to melee attack and damage rolls as well as an extra attack per round. Finally, deals an additional +1 to damage with all melee attacks for every 5 levels. Offensive Spin may not be used in conjunction with the Haste or Improved Haste spells. The blade suffers a -2 penalty to AC while using offensive spin.
WEAPON DISPLAY: When performing a weapon display, the Blade performs an impressive and intimidating display with weapon. All intelligent enemies within 30' of the Blade must make a save vs. wands or be demoralized, suffering a -2 penalty to attack rolls, AC and moral. This penalty increases by -1 for each five levels possesses (max -6 at 20th level). Enemies make their save at -1 per 6 levels of the Blade (maximum -3 at 18th level).
Additionally, the display inspires allies, granting them a +1 bonus to attack and damage rolls.
Enemies that come within melee range of the blade (about 4') must save vs. breath (with a -2 penalty) or take 1d6 slashing damage from the whirling blades. This damage increases by 1d6 for each 5 levels (max 5d6 at 20th level).
The blade can only move at half speed while performing Weapon Display.
Finally, Weapon Display cannot be performed while the blade is in a Stance.
Disadvantages:
\page
Advantages:
TAUNT: The jester can use taunt against any creature within 30' that can hear and that has greater than animal intelligence. If the creature fails a save vs. spell, they become enraged and resort to melee, disregarding all tactics, possibly even mistakenly attacking their own allies in a fit of rage.
This effect lasts for 1 round, +1 round per 3 levels of the jester. Further, the target suffers a penalty to their save for every three levels of the jester.
The jester cannot taunt a creature more than once in a given encounter. Whether or not they save, targets are immune to further taunting effects for 8 hours.
BUFFOONERY/JESTING: The jester is a master at using humor and buffoonery to lighten the mood, buffering allies against harmful magics and effects, often by telling timely jokes at the expense of enemies.
While using this performance, the Jester takes advantage of distracted enemies effectively gaining a +2 bonus to AC. This bonus increases by +1 per 5 levels the jester has attained (maximum +6 at 20th level).
At 1st level, allies gain a +1 bonus to saves, while enemies must save each round vs. wands with a +2 bonus or become enraged (as taunt above) for 1 round. Every 5 levels the jester has attained, the save bonus increases by +1 and enemies suffer a -1 penalty to this save (max +5/-5 at 20th level).
At 10th level, allies recover from , and are immune to, fear and charm effects while the jester is performing. enemies must make a save vs. paralysis each round (in addition to the save vs. enrage) or become confused for 1 round. Enemies gain a -1 penalty to this save at levels 15 and 20.
Disadvantages:
\page
Advantages:
BATTLESONG: ?
1st level: Grants allies a +2 bonus to hit and damage rolls, and a +2 bonus to AC. 15th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear. 20th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear, stun, and confusion.
INCITE RAGE:
SONG OF THE FALLEN:
Disadvantages:
\page
\page
Class Features:
Prime Requisites For Dual-Classing: Wisdom
^Domain spells can be swapped out for Spontaneous Casting (See below).
Domain Spells
Here is a list of each spell that the cleric can cast once per day for each selected sphere. Note that in some instances, a character will gain the ability to cast a single spell more than once. Also note that in some instances, different spells will be available depending on cleric alignment.
HEALING
//*spell added by this component
NECROMANTIC
\page