Open Grammarsalad opened 3 years ago
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.
This component revises all spells not covered by the global components below (subject to settings in b_spells_settings.ini.
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 gives unique spell lists to different spell casting classes and kits.
Many of these components give skills to classes that either already have at least one skill, or that do not normally have any skills at all. In any case where a given kit or class has exactly one skill, they will gain points to that skill at a set rate by level. However, wherever a given kit or class gains two or more skills, or where they gain at least one skill where they already have at least one skill, they can distribute skills as a thief. This rate is set by class or kit, and does not change by the number of skills that they have, so the character may have to specialize. The rate at which kits or classes gain skill points is determined by the table below. Note that any mod kits will have the same skill point distribution as the base class if they are not specifically mentioned (let me know if there are any kit mods that need special attention).
Also, magic item creation skills do not count toward this limit.
Thieves actually gain a few more skill points if they gain access to any of the new offered skills. If they gain even a single skill described in this section, they will gain skill points at the increased rate below:
Kit/Class | Skill Points at 1st Level | Skill Points gained per Level |
---|---|---|
Ranger (all) | 30 | 15 |
Base Fighter | 20 | 10 |
Barbarian | 30 | 15 |
Berserker | 20 | 10 |
Kensai | 20 | 10 |
Wizard Slayer | 30 | 10 |
Defender | 20 | 10 |
Base Thief | 50 | 30 |
Shadowdancer | 35 | 20 |
Assassin | 50 | 20 |
Swashbuckler | 50 | 30 |
Base Bard | 30 | 20 |
Multiclass Thief | 50 | 30 |
Skald | 30 | 20 |
Jester | 30 | 20 |
Blade | 20 | 10 |
CONTINUE
This component is very similar to Tweaks Anthology component that transforms high level Quest and 10th level spells into innate abilities. The difference is aesthetic in that these spells are still cast using the spell menu button.
\page
\page
PLUG IN SPELL DESCRIPTIONS HERE
\page
PLUG IN SPELL DESCRIPTIONS HERE
\page
PLUG IN SPELL DESCRIPTIONS HERE
\page
This group of components is just a collection of 'extra' options related to arcane and/or divine casting. Note that these components are identical to those with the same names found in Skills & Proficiencies or B_Kits. So, if you've installed that modification in one of these other mods, they should not be installed again. In this case, Spells & Magic should skip any duplicates. Please let me know if it does not.
This group of components adds an extra cost to spell casting: fatigue.
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.
Spells & Magic
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).
Special Note: EEex
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.
Components Overview
Spells & Magic: 101-???: New and Revised Spells
This group of components deal with spells, both adding new spells and revising existing spells. This group of components does not deal with broader modifications to the spell system, such as the addition of cantrips or unique spell lists (see the following sections for details on those components).
The general description of each component can be found below. For a more in depth description of each, see the following sections.
Known Issues (New and Revised Spells):
Spells & Magic: 120 - ???: Cantrips and Modified Spell Lists {NOT AVAILABLE IN VERSION 1}
This group of components add cantrips, both the '0-level' versions and/or the '1st-level' versions, or radically modify spell lists in some way.
Known Issues (Cantrips and Modified Spell Lists):
Spells & Magic: ???-???: New and Revised Items
This group of components add new items and revises existing items.
Known Issues (New and Revised Items):
Spells & Magic: ??? - ???: Expanded Abilities and Attributes
This group of components modify special abilities, especially 'skill-like', special abilities or make attributes (especially non physical attributes) more meaningful by granting modifiers to abilities and skills based on the characters attribute scores. For components that convert certain abilities to skills, see the following section (Expanded Skills).
Note
These components are virtually identical to those in B_Kits and thus will not install if they are already installed by that mod (and vice versa).
Known Issues (Expanded Abilities and Attributes):
Spells & Magic: 2101 - ???: Expanded Skills
Heavily inspired by OlvynChuru's epic thieving mod, and largely impossible without OlvynChuru's contributions to EEex, these components seek to expand rogue skills in some way, whether by allowing choice where there wasn't choice before, by expanding what a player can do with their skills (or both), or even restricting a skill or skill-like ability in some way.
This group of components adds (thief-like) class skills to the game or modifies class skill points to be distributed differently, or allows other classes to perform them where possible.
Note
These components are virtually identical to those in B_Kits and thus will not install if they are already installed by that mod (and vice versa).
Known Issues (Expanded Skills):
EEex expanded skills in BGEE: These components may not work properly in non-SOD BGEE. This is an EEex issue, and cannot be fixed on my end (er, I don't know how to fix it).
Thief Skills: Use Scrolls:
'Component 1901: Use scrolls - 10th level' will not display for a character created in Throne of Bhaal. The skill will display upon level up, however.
'Component 1902: Use scrolls - no level requirement' is likely overpowered. Use at your discretion.
Spells & Magic: 4001 - ???: Magic Item Creation
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.
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.
Known Issues (Magic Item Creation):
Spells & Magic: 5001 - ???: High Level Abilities
This group of components deal with high level abilities, either adding new HLAs, modifying existing HLAs, or both.
Note
These components are virtually identical to those in B_Kits and thus will not install if they are already installed by that mod (and vice versa).
Known Issues (High Level Abilities):
Spells & Magic: 6001 - ???: Limitations
This group of components actually reduce player ability in some way. They are intended to be installed with the above enhancement components, in order to preserve some kind of balance. However, they can be installed without the bonuses, or not at all as you prefer.
Note
These components are virtually identical to those in B_Kits and thus will not install if they are already installed by that mod (and vice versa).
Known Issues (Limitations):
Spells & Magic: ??? - ???: Extras
This group of components contain a number of features that do not fit anywhere else.
Note
Known Issues (Extras):