Grammarsalad / B_Kits

Revision of core classes and base kits for Baldur's Gate games. Also, more kits!
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New and Revised Mage Class and Kits #63

Open Grammarsalad opened 4 years ago

Grammarsalad commented 4 years ago

0011-???: The Mage

Revision Notes

The mage has taken some inspiration from pnp, especially the Complete Wizard's Handbook, the Player's Option books, as well the 5e version of the wizard.

0011: The Mage: Liberal Version

This component will install the 'conservative' mage revision. The overall changes to the Mage class are as follows (see the revised descriptions below for more detail):

Revised Spell Progression Table

Revised Spells Per Level. Note that this table assumes that the mage spells/day table has not been altered. If it has, the generalist mage gains an additional 2 spells per day of any spell level up to 6.

Specialist spells/day are unchanged.

Mage Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 3 - - - - - - - -

Mage (Revised Base Class)

MAGE: CONTINUE

Class Features:

ARCANE RECOVERY: The mage has learned to regain some of magical energy by studying spellbook. Once per day, can take a brief rest and recover a number of spell slots equal to 1/3 level (rounded down). The highest level spell that can be recovered is equal to the second highest level spell that can cast (max 6th level).

The mage cannot use Arcane Recovery if there are enemies present.

CONTINGENCY: This ability allows the wizard to choose a spell out of repertoire of known spells. One spell level every 3 levels of the caster is allowed, up to 6th-level spells at 18th level. Once the spell is chosen, the caster may choose a condition of some kind from the list provided. The starting condition can be anything from reaching 10% of Hit Points to an enemy being sighted. Once this starting condition is satisfied, the spell that was chosen will be cast automatically.

A limitation of this spell is that the target of the spell placed in the contingency must be the caster: Therefore, it may not be an offensive spell, nor may it target any other party members.

At 19th level, this ability increases in potency. It can target any creature, can contain up to three spells, and can contain spells of up to 8th level.

SPELL SEQUENCER: This ability allows a wizard to store three spells and activate them all at the same time from Special Ability button. All spells must be of 4th level or lower. To create a sequencer, a Mage must memorize have in memory the spells intends to store in it in. After using Spell Sequencer, the player will be prompted to choose the sequenced spells from those has memorized.

A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Spell Sequencer at a time, and it may not be given to other characters.

At 20th level, this ability improves significantly. It will allow to store three spells to be released simultaneously, all of which must be of 6th level or lower.

Notes:
1st-Level cantrips: If you have first level cantrips installed, you effectively gain an additional first level slot when at 14th level that must be filled with your 1st level signature spell.

Abjurer (Revised Kit)

ABJURER: CONTINUE

Advantages:

Disadvantages:

Restrictions:

Conjurer (Revised Kit)

CONJURER: CONTINUE

Advantages:

Disadvantages:

Restrictions:

Enchanter (Revised Kit)

ENCHANTER: CONTINUE

Advantages:

Disadvantages:

Restrictions:

Evoker (Revised Kit)

EVOKER: CONTINUE

Advantages:

Disadvantages:

Restrictions:

Illusionist (Revised Kit)

ILLUSIONIST: CONTINUE

Advantages:

Disadvantages:

Restrictions:

Necromancer (Revised Kit)

NECROMANCER: CONTINUE

Advantages:

Disadvantages:

Restrictions:

Grammarsalad commented 4 years ago

Conservative

Grammarsalad commented 4 years ago

Revised Kit: Abjurer--radical version

No opposition schools

Advantages:

177 or 326 the affected spells. May apply it to any spell that removes magical affects

Name these creatures Augmented (name)

Disadvantages:

Restrictions:

Grammarsalad commented 4 years ago

Revised kit: (Dread) Necromancer--radical version

Has Opposition schools

Advantages:

Will have a number of unique spells that only they can cast

Disadvantages:

Restrictions:

Grammarsalad commented 4 years ago

Revised kit: Conjurer--radical version

No opposition schools

Will create a summon monster spell for every level if SR not installed

Advantages:

Convert wizard summoning spells to use 177effects

Name these creatures Augmented (name)

Disadvantages:

Restrictions:

Grammarsalad commented 4 years ago

Diviner

Grammarsalad commented 4 years ago

Enchanter

Grammarsalad commented 4 years ago

Transmuter

Grammarsalad commented 4 years ago

Evoker

Grammarsalad commented 4 years ago

Illusion

Grammarsalad commented 4 years ago

New Kit: Exalted Arcanist

See book of exalted deeds

Grammarsalad commented 4 years ago

Alchemist: mage kit. Transmutation specialist. Can create unique alchemical items. Penalty?

Alchemist: mage kit. Transmutation specialist. Can create unique alchemical items and can gain 7 ranks in alch (if proficiencies).

Grammarsalad commented 4 years ago

Radical: Illusionists (and, I guess, other specialists) can only learn spells of their discipline (but add a lot more that are exclusive)

Grammarsalad commented 4 years ago
Grammarsalad commented 4 years ago

Mage Kits:

Sorcerer Kits:

Grammarsalad commented 4 years ago

Radical Version

Basic idea: Make them a bit better in the early game and a bit worse late game.

Generalist useability flag: generalist, evoker, transmuter, abjurer, enchanter, conjurer.

Necromancer flag: necro: unique necro spells

Diviner flag: white necro: unique spells

Illusionist flag: Illusionist (gnomes, see). Unique spells, prolly

http://gibberlings3.net/forums/index.php?showtopic=21289&page=1