Grammarsalad / Spells_and_Magic

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Revised Spells: Full Descriptions #17

Open Grammarsalad opened 3 years ago

Grammarsalad commented 3 years ago
## Revised Arcane Spells This section details changes to arcane (mage, bard and sorcerer) spells. ## b_spells_settings.ini You can choose not to install one of many changes detailed below by setting the relevant variable to 0 in b_spells_settings.ini. For example, if you do not want to install the expensive material requirement for the identify spell, then open b_spells_settings.ini and change this: `OUTER_SET identify_mucho_gold = 1` to this: `OUTER_SET identify_mucho_gold = 0` You can also choose to install different variants for certain spells. Find the details for each change below ## Patching Wherever possible, I will patch, rather than overwrite, a given spell. What this basically means is that whatever modifier introduced will be adding the extra effect to the spell itself (i.e. to whatever version of the spell you have installed). So, for example, if you have the SR version of the Chill Touch spell, all of the chill touch modifications will modify that spell, meaning that the spell will be otherwise identical to the SR version of the spell. Or, if you don't have the SR version, that's fine; the vanilla Chill Touch spell will be modified instead. I will endeavor to let you know if the revision notes if the changes are patched, or overwritten (and why if the latter).

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### Level 1

Armor (Revised)


(Abjuration)

By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). It is cumulative with Dexterity bonuses to Armor Class and, in the case of Fighter/Mages, with the shield bonus. The Armor spell does not hinder movement, adds no weight or encumbrance, and doesn't prevent spellcasting. It lasts until successfully dispelled or until its duration expires. Multiple castings of this spell are not cumulative.

Revision Notes: The pnp version works on any touched creature, so I figured that I would allow the player to do the same. The spell and description will be patched, so it'll modify whatever version of the spell you have installed (e.g. SR or vanilla). The description is also patched to indicate that multiple castings are not cumulative.

Specific Changes 1) Touch Range: If armor_touch_patch is set to 1 in b_spells_settings.ini (set to 1 by default)

Notes:
1st level cantrips: If 1st level cantrips is installed, then Armor will Not be touched by this component. If 1st level cantrips is later installed, then the change to Armor will be reverted back to the original spell (i.e. caster only).

Chill Touch (Revised)


Revision Notes: The main issues that I have with the original spell are both that it is weak, and that it is only useful when the mage has made a mistake and gotten themselves into melee. As such, it's a plan to fail spell. On the other hand, there a number of cool modifications possible for this spell, but all of them together make the spell too powerful for a first level spell (much less a cantrip!) Because of this, those modifications have been divided into two spells: one that can either replace Chill Touch, or be added as an additional spell, and the other which just modifies the Chill Touch spell itself.

For the replacement spell (Spectral Hand), see the New Spells section. This section will just outline possible alterations of the spell itself (also see the cantrip section--even if you choose to replace Chill Touch with Spectral Hand, the Chill Touch spell can still reappear as a cantrip, and any modifications you make with this component will apply to the Cantrip version of the spell).

Chill Touch Patches: All revisions are patched into the existing spell (or chill touch item). I have as many as 4 different revisions for this spell. The first modification allows chill touch to affect undead creatures (either causing them to flee or holding them in place). The second modification gives Chill Touch a damage progression, meaning that it causes more damage as the character levels up. There are two options for this increase: one gives the spell an additional die of damage at levels 6, 12, and 18. The other increases damage like the vanilla burning hands spell (+2/level, to a max of +20). The final modification removes or modifies the save when chill touch has landed. You can choose to have the spell either deal 1/2 damage on a successful save, or not allow a save at all. Finally, there is the Consistent Damage patch. This spell has different effects in IWDEE compared to BG(2)EE, including how much damage it causes. In IWDEE, it causes d4 damage, and in BG(2)EE, it causes d8 damage. This component sets the amount of damage to a specific amount (default is d8, but you can set it to virtually any die size).

Specific Changes: Changes to Chill Touch Spell 1) Affect Undead: If chill_affect_undead_patch is set to 1 in b_spells_settings.ini, then undead affected by chill touch will flee from the caster. If chill_affect_undead_patch is set to 2, then undead are held in place as if they fail to save (but are otherwise unaffected.) (set to 1 by default) 2) Increased Damage Progression: If chill_increased_dam_patch is set to 1 in b_spells_settings.ini, then the spell will do an additional die of damage at levels 6, 12 and 18. (set to 1 by default) 3) No Save: If chill_no_save_patch is set to 1 in b_spells_settings.ini. If chill_no_save_patch is set to 2, then chill touch is changed to save for 1/2 damage (and extra effect). (set to 1 by default) 3) Consistent Damage: If chill_con_dam_patch sets the damage size. So, if is set to 3 in b_spells_settings.ini, then chill touch will do d3 damage. (set to 8 by default)

1st-Level Chill Touch Spell Description with all of the default changes

TO DO CONTINUE

For Reference #### Text Alterations **Affect Undead**: If this patch is installed, the following will be added to the end of the spell description: _This spell has a special effect on undead creatures. Undead touched by the caster suffer no damage or Strength loss, but they must successfully save vs. spell or held/flee for 2 Turns._ **Damage Progression**:

Notes:
IWDEE: IWDEE already applies a fear affect to the Chill Touch Spell. As such, the spell is typically modified only applies this effect to the spell if SR is installed (as SR overwrites the spell). Similarly, the spell does d4 damage, so spell damage will not be modified if consistent damage is set to d4. BG(2)EE: The spell does d8 damage in BG(2)EE. As such, the spell will not be modified in this game if consistent damage is set to d8.
0-Level Cantrips: The following modifications will not be available if chill touch is converted to a 0-Level spell: No Save (though, save for 1/2 damage is available), and Hold Undead effect. These modifications will be reverted if 0-Level Cantrips is installed, and they will not be applied if 0-Level Cantrips is installed. Specifically, no save will be converted to save 1/2, and hold undead will be changed to undead fear.
1st-Level Cantrips: The following modifications will not be available if chill touch stays as a 1st level spell: No Save (though, save for 1/2 damage is available). These modifications will be reverted if 1st-Level Cantrips is installed, and they will not be applied if 1st-Level Cantrips is installed. Specifically, no save will be converted to save 1/2. Touch Spells Modification: It is not recommended to remove all saves from Chill Touch if the "Change all touch spells to Targeted Spells" global modification is installed (as this could make the spell imbalanced in the other direction).

Color Spray (Revised)


(Illusion/Phantasm)

Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from hand. 1d6 creatures within the area are affected in order of increasing distance from the wizard. All creatures in the area of effect that have 4 Hit Dice or less must make a successful Saving Throw or be rendered unconscious for 5 rounds.

Blind or unseeing creatures are not affected by the spell.

Revision Notes: This version just adds (patches) immunity for blind creatures. The spell clearly needs a change, but I think the SR version is fine. Patches existing the existing spell.

Specific Changes 1) Blind Immune: If color_blind_immune_patch is set to 1 in b_spells_settings.ini (set to 1 by default)

Notes:
1st level cantrips:

Find Familiar (Revised)


Revision Notes: The find familiar spell is an oddity. It is a very useful spell, but it is the kind of spell that (ideally) you only need to cast once. As such, it doesn't really work great as a 'normal' spell, nor as a cantrip. Also, it has the limit that only one member of the party (specifically, the protagonist in BG(2)EE) can have a familiar at a time (even if you have a party of mages). As such, this mod will modify the spell (or other portions of the game, as needed) to rectify these shortcomings. Specifically, there are two patches offered by this mod to the spell: first, it a patch will convert the spell to an innate ability (though, cast via the mage spell menu) that can be cast once per day by any mage, bard or sorcerer that can cast 1st level arcane spells. Second, a patch (available in EET only) will allow the party to have as many familiars as mages are in the party.

Specific Changes: 1) Innate Find Familiar: if b_ffam_revision_patch_innate is set to 1, this component will convert the find familiar spell to an innate that can be cast once per day and is available to any kit or class that can cast 1st level arcane spells (i.e. mages and sorcerers at 1st level, and bards at 2nd level). (set to 1 by default)
2) Multiple Familiars: if b_ffam_revision_patch_innate is set to 1, this component will allow multiple familiars in the party (EET only) (Set to 1 by default).

Identify (Revised)


(Divination)

When an identify spell is cast, magical items subsequently touched by the wizard can be identified. The spell can identify 1 item of the target allied creature at 1st level, It can identify an additional item at 5th level, and every 5 levels after that (max 5 items at 20th level).

This spell requires the expenditure of 100gp, and it will not function if you do not have 100gp on hand_

Revision Notes: There are two major changes to this spell, both of which are (semi) optional. The first major change is that it allows you to identify multiple items at higher levels, as well as identify items in an allies' inventory. The second major (and, I'm sure controversial) change is the 100gp requirement. Even if you don't install any changes, however, some components of this mod, like the 1st level cantrips component, may change the identify spell. That said, even in these instances, you can control whether or not it identifies multiple items and if it requires a 100gp sacrifice to cast separately. Note that there is no feasible way to patch the identify spell.

Notes:
1st level cantrips: This spell moves to level 2 (unchanged) if 1st level cantrips is installed.

Specific Changes 1) Multiple Items: If identify_multi_items is set to 1 in b_spells_settings.ini (set to 1 by default), then the identify spell can identify multiple items in an allies' inventory. 2) Expensive Component: If identify_mucho_gold is set to 1 in b_spells_settings.ini, then this spell will require an expenditure of 100 gold to cast. If identify_mucho_gold is set to 2, then this spell will require an expenditure of 100 gold to cast. If identify_mucho_gold is set to 0, then this spell will not require an expenditure of gold to cast. (set to 1 by default)

Special thanks to Bubb for this spell. It wouldn't be possible without his sorcerery

Infravision


Revision Notes: The main 'tweak' to this spell is essentially a replacement spell: Devil's Eyes (see the New Spells Component). I do like SR's replacement, True Strike, but I feel that a low level divination spell that actually grants infravision should be available. Of course, the spell itself is a bit lackluster as is, so I've made it substantially more potent (perhaps too potent if I'm being honest). That said, METweaks gives an option to revise infravision to the point that the original spell may actually be worth a first level slot. Additionally, Devil's eyes may actually be too strong for a 1st level slot, so I've also given an option to add Devil's Eyes as a second level spell (see b_spells_settings.ini section in Notes). All this to say that there is no specific 'revision' of Infravision, but see Devil's Eyes in the New Spells section.

Shocking Grasp (Revised)


Revision Notes: The main tweak to this spell is essentially a replacement spell: Jolt. I do like SR's revision of Shocking Grasp, and I strongly encourage the user to either not install Jolt, or install it as an additional spell if SR is installed (this latter option will be the default). The main issue that I have with the Shocking Grasp spell, which it shares will all similar spells, is that it requires that the mage engage in melee, which is something most mages should generally avoid. While the SR version helps the wizard to escape melee, by potentially stunning the target, the spell is hopefully one that wizards won't find themselves needing often. But, that's just the problem. As such, I've endeavored to create a spell that can find a bit more use for the mage that finds themselves constantly in mid-range combat.

Specific Changes Note: jolt_spell set to 1 by default 1) Replace Shocking Grasp: This spell will (under normal circumstances) replace the Shocking Grasp spell with Jolt, if jolt_spell is set to 1 or 2. If jolt_spell is set to 1, it will not replace Shocking Grasp if (and only if) SR is installed, but will instead be added as a new spell (i.e. otherwise it will replace Shocking Grasp with Jolt). If jolt_spell it will replace Shocking Grasp even if SR is installed. 2) Jolt (see below) added as a New Spell: Jolt will be added as a new spell if jolt_spell is set to 3 or 4. If jolt_spell is set to 3, then the spell will be added as a level 1 spell. If jolt_spell is set to 4, then the spell will be added as a second level spell. Note that in this case, Shocking Grasp will not be touched at all (whether or not SR is installed). Note, that it is recommended to install Jolt as a 2nd level spell (i.e. again, by setting jolt_spell to 4 in b_spells_settings.ini) if SR is Not installed (as otherwise, it will completely outclass Shocking Grasp). If Jolt is added as a second level spell, the damage is increased (see below)

Jolt (New/Revised)


(Alteration)

Upon casting this spell, the caster generates a jolt of electricity in the body of a nearby enemy. The jolt causes 1d4 points of electrical damage (+1d4 at 3rd level, and every 2 levels after that--max 5d4 at level 9), and halves their speed for a crucial 6 seconds if they do not save vs. polymorph.

Notes:
0-level cantrips: This spell becomes a cantrip if 0-level cantrips is installed. In this case, the target gains a +2 bonus to their save (-1 at levels 10 and 20). Damage is increased by 1d4 at levels 6, 12 and 18 2nd Level Version: If this spell is added as a second level spell, it does d8 damage instead of d4 damage.

Sleep (Revised)

Note to self: see 5e version

Spook (Revised)


(Illusion/Phantasm)

A Spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the caster as someone or something inimical, which then appears to advance upon it in a threatening manner. Creatures of a lower level than the caster do not get a save, and flee from the caster for 3 rounds. Creatures of an equal or higher level than the caster are allowed a save. Affected creatures flee at maximum speed as far from the wizard as possible The creature suffers a Saving Throw penalty of -1 every 2 levels of the caster, up to a maximum of -6 at 12th level. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Undead are completely unaffected.

Revision Notes: This spell needs a little 'oomph' to compete with sleep (especially the SR version of sleep). So, I made it so that there is no save for creatures of a lower level than the caster. This change will override any other changes you may have made to the spook spell. That is, this change does not patch the spell. (but set spook_no_save to 0 to avoid install)

Specific Changes 1) No save: If spook_no_save is set to 1 in b_spells_settings.ini (set to 1 by default).

Notes:
1st level cantrips:

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### Level 2

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### Level 3

Flame Arrow (Revised)


Revision Notes: I just wanted to make something that is a bit closer to the 2e pnp version of the spell. Because I made the arrows missile weapons, it is possible for them to miss their target entirely. As such, I removed the save for 1/2 damage (your AC acts as something of a Save to Negate).

Specific Changes: Hurled Flame Arrows: If VAR is set to 1 in b_spells_settings.ini (set to 1 by default).

Hurled Flame Arrows Spell Description

Flame Arrow (Revised)


(Conjuration/Summoning)

This spell enables the caster to hurl fiery arrows at one or more of enemies. The caster can fire one bolt for every five experience levels (two bolts at 10th level, three at 15th level, etc.). gains a +4 bonus to this attack roll. Each bolt inflicts 1d6 points of piercing damage plus 4d6 points of fire damage.

The caster must throw all bolts in the round that they are created. Any bolts does not throw in the round are lost.

Notes:
1st level cantrips:

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### Level 4

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### Level 5

Feeblemind (Revised)


Revision Notes:

Specific Changes :
1) Feral Feeblemind: If VAR is set to 1 (set to 1 by default). This modification makes the spell more similar to the 5e version. Targets can still move and attack, but they can only use unarmed attacks (without the benefit of monk training) and they cannot use spells or special abilities.
2)

Feral Feeblemind Spell Description

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### Level 6

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### Level 7

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### Level 8

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### Level 9
Grammarsalad commented 3 years ago

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## Revised Divine Spells This section details changes to divine (cleric, druid, ranger, paladin, and shaman) spells. ## ini Settings You can choose to install each spell revision on an individual basis by changing the settings in the relevant ini files (located in the following path: B_Spells\lib\revised\b_%spell%.ini where %spell% is the name of the revised spell. Thus, the name for bless is b_bless.ini. You can install or not each individual alteration, and sometimes make more fine grained changes to a given spell, by changing settings in that file. For example, if you wanted to change the bless spell to last for 1 hour, in b_bless.ini, you would change this: ** `OUTER_SET OUTER_SET bless_dur = 60` ** to this: ** `OUTER_SET OUTER_SET bless_dur = 360` ** You can also choose to install different variants for certain spells. Find the details for each change below in the individual spell descriptions.
Template ### Level 1 #### **Spell Name** (Revision) ___ (School) - **Level**: 1 - **Sphere**: - **Range**: 0 - **Duration**: 5 turns - **Casting Time**: 1 - **Area of Effect**: The Caster - **Saving Throw**: None Description >_**Revision Notes**_: Revision notes if a revised spell >_**Specific Additions**_ >1) variable names in b_spells_settings.ini >***Notes***: Compatibility notes
### Level 1

Bless (Revision)


(Conjuration/Summoning)

Upon uttering the bless spell, the caster raises the morale of friendly creatures by +1. Furthermore, it raises their attack dice rolls by +1. The caster determines at what range (up to 30 feet) will cast the spell. At the instant the spell is completed, it affects all friendly creatures in a 15-foot cube centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell’s effect; those entering the area after the casting is completed are not).

A second use of this spell is to bless a single weapon wielded by the target creature. A blessed weapon counts as a +1 weapon for the purposes of determining what it can hit.

The bonuses granted by Bless increase by +1 at 5th level, and every 5 levels after that.

Multiple bless spells are not cumulative.

Revision Notes: This revision changes the bless spell in a couple of major ways. First, the bonus it grants increases by 1 per 5 levels of the caster. Second, it gives the caster the ability to use the spell to bless a single ally's weapon allowing it to strike creatures that can only be struck by magical weapons (counts as a +1 weapon at level 1, +1/five levels).

Duration: A separate modification changes the duration of the bless spell (default 1 turn). The player can change the duration as they see fit (see below)

Specific Additions variable names in b_bless.ini 1) Install Bless revision: Set bless_total to 1 (set to 1 by default) 2) Change Bless duration: Set bless_dur to desired number (set to 60, 1 turn, by default)

Notes: Compatibility notes

Command (Revision)


(Enchantment/Charm)

You give the subject a single command, which it obeys to the best of it's ability on its turn. You may select from the following options:

Revision Notes: Command is revised to allow the caster to issue multiple options to their enemies.

variable names in b_command.ini 1) Install Bless revision: Set command_total to 1 (set to 1 by default)

Notes: Compatibility notes

Know Evil (Revision)


(Divination)

This spell instills the recipient with an insight into the heart of evil. For a full turn, they can recognize evil on sight.

Further, the target gains a +2 bonus to attack and damage against evil creatures, undead, or summoned creatures.

Revision Notes: Replacement for Detect Evil.

Specific Additions 1) replace detect evil with know evil: set d_evil_total to 1 (set to 1 by default)

Notes: Compatibility notes