Open Grammarsalad opened 5 years ago
(Just in case)
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The purpose of this mod is to improve the EE experience by adding new and revised spells, as well as new options for spellcasters (and, in some cases, non-spell casters).
Engine and Mod Compatibility:
Install Spells and Magic either before or after the following mods:
- Faiths and Powers
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 (?)
Spells and Magic should be installed before the following mods:
- Deities of Faerûn
If you encounter a bug while using this mod, please post on the mod thread on the Beamdog forums, or in the issues thread on github (links located below). While reporting bugs, please provide your WeiDu log, the game, and the game version.
https://github.com/UnearthedArcana/B_Spells/issues
BEAMDOG LINK Forthcoming
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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.
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
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This group offers new spells, either new spells from IceWind Dale, or Really new spells created by Grammarsalad (with a lot of help!)
This component installs all new spells provided by this mod. That is, it will install both the Icewind Dale spells, and the 'new new' spells.
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 will install all new items, including IWDEE and unique items offered by this mod.
This component allows priests (Item crafting; Spontaneous casting; etc)
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(Necromancy)
This spell stimulates the body, boosting the recipient's natural defenses against death and poison, and allowing them to heal at an increased rate.
At first level, recipients heal 1 hit point per hour, and gain a +1 bonus to save vs. death. For each 5 levels, the recipient heals an additional hit point per hour, and gains an additional +1 to save vs. death (max 5 hp/hour and +5 vs. death at 20th level).
Multiple castings of this spell are not cumulative.
Notes:
1st level cantrips: Converted to a second level spell, unchanged
(Divination)
When alarm is cast, the caster and
This alarm awakens the caster and
Once the ward is set, it protects the caster and
Notes:
1st level cantrips: Converted to a second level spell, unchanged
(Divination)
This spell gives the caster a temporary, intuitive foreknowledge of the immediate future, resulting in improved reaction time granting a +5 bonus to AC, and +1 to weapon and casting speed for 3 rounds.
Credit for this spell belongs to Subtledoctor (Modified with permission)
Notes:
1st Level Cantrips: This spell is converted to a second level spell, and the duration increased to 1 turn.
(Divination)
With this spell, the mage can detect traps and secret doors, as if
This chance to detect spells stacks with any preexisting skill the mage might otherwise have with detect traps, and if
Notes:
1st level cantrips: Converted to a second level spell, +20% to skill bonus (maxes out at 95%)
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(Necromancy)
When this spell is cast, a ray slams into the target chosen by the caster, sapping their energy and knocking the wind out of them. At first level, this spell does 2d4 non-lethal damage to the target, and, if they do not save vs. death, penalizes their AC, THAC0 and Saves by -1.
Damage increases by 2d4 at 3rd level, and every 2 levels thereafter (max 10d4 at 9th level). The penalties are increased by -1 at 5th level, and every 5 levels thereafter (max -5 at 20th level).
Undead and creatures without a biological anatomy are immune to Enervating Ray.
Notes:
1st level cantrips: Damage is reduced to 1/2, but kept as a 1st level spell
(Divination)
Upon the casting of this spell the recipient gains the sight of an infernal being. This allows them to not only see in the dark as per the infravision ability, but it allows them to see and exploit vulnerabilities in their targets, allowing them to more often land critical blows. As such, they crit on a natural roll of an 19 or above.
Notes: I have no problem with Spell Revisions replacement for Infravision--True Strike--and I do agree that infravision alone is a rather poor 1st level spell. But, I wanted to have a spell that still grants infravision for the few times that its useful, and further, that gives 'something extra'.
METweaks:
(Abjuration)
This spell causes nearby undead to lose track of and ignore the warded creature for the duration of the spell. This spell is effective against undead with 4 Hit Die or undead with Hit Die equal to the caster's level, whichever is higher. Note that unlike normal invisibility, the recipient of this spell can still attack undead creatures without losing the invisibility. Priests affected by this spell cannot turn undead.
Notes:
1st Level Cantrips: This spell is converted to an Second Level Spell if 1st level cantrips is installed, and the spell is effective against all undead for the duration.
(Abjuration)
When this spell is cast, a magical barrier forms around the recipient and moves with
Notes: See Priest version
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(Divination)
Level: 1
Range: Touch
Duration: 1 hour
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None
The recipient of this spell gains extraordinary vision, able to see twice as far as before with clarity. Additionally, they gain a +2 bonus to THAC0 with ranged weapons.
Notes:
1st level cantrips: Duration reduced to 3 rounds METweaks: Note that this spell will not increase visual range if the following component is installed: "Increase the visual range and movement speed of all creatures in the game (including party members) significantly"
(Enchantment/Charm)
This spell entrances up to 1d4 creatures, causing them to stand mystified for 1 round if they do not save vs. spell. Specifically, it affects the targeted enemy and up to 3 hostile creatures within 20 ft. of it. Hypnotized creatures stand where they are, and fail to notice creatures around them.
Affected creatures shake off this effect if they are attacked.
Notes:
1st level cantrips: Converted to a second level spell, unchanged
(Abjuration)
This spell creates a thin magical shell that harmlessly absorbs the first physical strike that hits the caster.
Credit for this spell belongs to Subtledoctor (Modified with permission)
Notes:
(Alteration)
This spell causes a single ally to vanish in a flash of light. After one round that ally will reappear at the location you were when you cast this spell.
Lasts for 1 round at first level, +1 round for every two levels after that (max 5 rounds at level 9).
Credit for this spell implementation belongs to Kjeron
Notes:
0 level cantrips: Changed to a cantrip 1 level cantrips: Range changed to 1 round
(Illusion/Phantasm)
This spell turns the caster invisible and makes
Notes:
1st level cantrips: Duration reduced to 1 round if 1st level cantrips is installed
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(Evocation)
When the mage casts this spell, a bolt of pure energy lances at
Even if the target makes their save, they are instead slowed for the duration.
This spell does not affect undead or constructs, such as golems.
Notes:
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(Abjuration)
Level: 3
Range: Touch
Duration: 1 hour
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
When the mage casts this spell, and touches a creature, that creature becomes immune to charm or fear effects for the next hour. Additionally, recipients gain a +2 bonus to save vs. spell for the duration.
This spell does not protect against domination affects (except though the bonus to save vs. spell).
Notes:
(Conjuration)
Level: 3
Range: 10'
Duration: 3 rounds
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Special
This spell conjures a corrosive, acidic slime of horrid strength on one creature. The acid persists, burning the creature over 3 rounds. The first round, the creature suffers 1d3 points of acid damage per level (max 15d3). On the second round, the creature suffers 1d2 points of acid damage (max 15d2). On the third round, the creature suffers 1 point of damage per level (max 15).
Additionally, the target suffers a -2 penalty to attacks while the acid is in effect. The affected creature can save vs. poison/death to reduce the damage by 1/2 and to avoid the to hit penalty.
This spell is effective against constructs and other creatures normally resistant to magic.
Notes:
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(Enchantment/Charm)
Level: 4
Range: Visual range of the caster
Duration: 5 rounds
Casting Time: 1
Area of Effect: 1 person or monster
Saving Throw: Neg.
This spell affects any single person or monster it is cast upon. The term monster includes any non-undead, non-construct, non-extraplanar creature, such as an ogre or even a dragon. The target is allowed a Saving Throw vs. Spell to negate the effect (a person, as described by charm person, saves at -4).
If the spell's recipient fails
If the caster harm or attempts to harm the charmed creature by some overt action, or if a Dispel Magic spell is cast upon the charmed creature, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.
Notes:
Revised Charm: This spell is only installed if Revised Charm global revision is installed
(Divination)
Level: 4
Range: 0
Duration: 1 hour
Casting Time: 1
Area of Effect: the caster
Saving Throw: None
When this spell is cast, the caster is able to "see" and "hear" everything in
Spells and Magic
(aka B_Spells)
##### Grammarsalad ##### Version 0.90.03 (2020-01-21)
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Overview
The purpose of this mod is to improve the EE experience by adding new and revised spells, as well as new options for spellcasters (and, in some cases, non-spell casters).
Engine and Mod Compatibility
Engine Compatibility
Faiths and Powers only works on the Enhanced Engine versions of Baldur's Gate, Baldur's Gate: Siege of Dragonspear, Baldur's Gate II, and Icewind Dale.
Faiths and Powers should also work on Enhanced Edition Trilogy (EET)
Install Order
If you plan to use the Revised Spells Components, especially the global components, you should install Spells and Magic after any other spell mods that add new spells to the game (please let me know about any spell mods that I have missed). Otherwise, use your best judgement in terms of install order. Because new spells are added using ADD_SPELL, install order should matter less, at least with regards to mods that do not change the spell system in any major way. In such cases, please let me know where there are conflicts and I will do my best to address them.
Install Order: Spells and Magic:
The following mods should be installed before Spells_and_Magic:
The following mods can be compatible if installed either before or after Spells_and_Magic:
The following mods should installed after Spells_and_Magic:
The following mods are not compatible with Faiths and Powers (we'll see about changing that in the future):
Bugs
If you encounter a bug while using this mod, please post on the mod thread on the Beamdog forums, or in the issues thread on github (links located below). While reporting bugs, please provide your WeiDu log, the game, and the game version.
Known Bugs (and plans for the future)
https://github.com/UnearthedArcana/B_Spells/issues
BEAMDOG LINK Forthcoming
Known Issues
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Credits
Special Thanks
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.
Acknowledgements
I would also like to thank the following people for their assistance with, and contributions to, this mod.
Feedback and Suggestions
The following people have been patiently giving me feedback on this and other mods for years.
Ineth,
Tools Used and other resources
Links:
These mods and resources have inspired me. Check them out:
Mods:
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
Inspiration:
d20 Pathfinder SRD: http://www.d20pfsrd.com/magic/spell-lists-and-domains
**Countless 2e pdfs purchased at drivethrurpg: https://www.drivethrurpg.com/
My other mods:
Faiths and Powers: https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks/p1
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New Spells: Components 101 - 103
This group offers new spells, either imported from IceWind Dale, or Really new spells created from scratch (with a lot of help!)
101: All new spells (including IWDEE spells if applicable)
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.
102: IWDEE spells only
This component will only install IWDEE spells if they are not already installed.
103: New spells only
This component will only install the unique spells offered by this mod.
Cantrips: Infinite Innate: Components 201 - ???
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 installed 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.
201: Infinite Innate Cantrips for all divine and arcane classes
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
202: Infinite Innate Cantrips for all divine classes
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.
203: Infinite Innate Cantrips for all arcane classes
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.
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New Items: Components 501 - ???
This group offers new magic items, either imported from IWDEE or completely new creations.
501: Install All new items (including IWDEE items if applicable)
This component will install all new items, including IWDEE and unique items offered by this mod.
Extras: Spontaneous Casting: Components 1001 - ???
1001: Class 'Extras': Spontaneous Casting (By Pecca)
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Spell Lists (Arcane Spells)
Spell Lists (Divine Spells)
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Accelerate Metabolism (New)
(Necromancy)
This spell stimulates the body, boosting the recipient's natural defenses against death and poison, and allowing them to heal at an increased rate.
At first level, recipients heal 1 hit point per hour, and gain a +1 bonus to save vs. death. For each 5 levels, the recipient heals an additional hit point per hour, and gains an additional +1 to save vs. death (max 5 hp/hour and +5 vs. death at 20th level).
Multiple castings of this spell are not cumulative.
Alarm (New)
(Divination)
When alarm is cast, the caster and allies are alerted if any creature, visible or invisible, with hostile intent comes within 30' of by a mental or audible alarm. allies, and makes them alert to all enemies, giving them a +2 bonus to weapon and casting speed for a single round. This spell cannot be cast in the presence of enemies. allies as long as they stay within the general area. The ward lasts for 8 hours or until triggered.
This alarm awakens the caster and
Once the ward is set, it protects the caster and
Anticipation (New)
(Divination)
This spell gives the caster a temporary, intuitive foreknowledge of the immediate future, resulting in improved reaction time granting a +5 bonus to AC, and +1 to weapon and casting speed for 3 rounds.
Credit for this spell belongs to Subtledoctor (Modified with permission)
Detect Traps and Portals (New)
(Divination)
With this spell, the mage can detect traps and secret doors, as if were a Thief. When casts this spell, has a chance to detect traps equal to 30%, +5% for each additional level after first (max 75% at level 10) for one hour. need not take a special action, will automatically look for traps for the duration as long as this spell is in effect, and is not doing anything else. has levels in thief, this spell will give a bonus to disarm traps as well.
This chance to detect spells stacks with any preexisting skill the mage might otherwise have with detect traps, and if
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Enervating Ray (New)
(Necromancy)
When this spell is cast, a ray slams into the target chosen by the caster, sapping their energy and knocking the wind out of them. At first level, this spell does 2d4 non-lethal damage to the target, and, if they do not save vs. death, penalizes their AC, THAC0 and Saves by -1.
Damage increases by 2d4 at 3rd level, and every 2 levels thereafter (max 10d4 at 9th level). The penalties are increased by -1 at 5th level, and every 5 levels thereafter (max -5 at 20th level).
Undead and creatures without a biological anatomy are immune to Enervating Ray.
Devil's Eyes (Revised)
(Divination)
Upon the casting of this spell the recipient gains the sight of an infernal being. This allows them to not only see in the dark as per the infravision ability, but it allows them to see and exploit vulnerabilities in their targets, allowing them to more often land critical blows. As such, they crit on a natural roll of an 19 or above.
Invisibility to Undead (New)
(Abjuration)
This spell causes nearby undead to lose track of and ignore the warded creature for the duration of the spell. This spell is effective against undead with 4 Hit Die or undead with Hit Die equal to the caster's level, whichever is higher. Note that unlike normal invisibility, the recipient of this spell can still attack undead creatures without losing the invisibility. Priests affected by this spell cannot turn undead.
Protection From Evil (Revised)
(Abjuration)
When this spell is cast, a magical barrier forms around the recipient and moves with. The barrier has two effects: First, it bestows a +2 bonus to the recipient's Armor Class and Saving Throws against attacks from evil-aligned opponents; second, it grants a +2 bonus to saves vs. enchantment spells.
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Farseer (New)
(Divination)
Level: 1
Range: Touch
Duration: 1 hour
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None
The recipient of this spell gains extraordinary vision, able to see twice as far as before with clarity. Additionally, they gain a +2 bonus to THAC0 with ranged weapons.
Hypnotism (New)
(Enchantment/Charm)
This spell entrances up to 1d4 creatures, causing them to stand mystified for 1 round if they do not save vs. spell. Specifically, it affects the targeted enemy and up to 3 hostile creatures within 20 ft. of it. Hypnotized creatures stand where they are, and fail to notice creatures around them.
Affected creatures shake off this effect if they are attacked.
Protective Shell (New)
(Abjuration)
This spell creates a thin magical shell that harmlessly absorbs the first physical strike that hits the caster.
Credit for this spell belongs to Subtledoctor (Modified with permission)
Reprieve (New)
(Alteration)
This spell causes a single ally to vanish in a flash of light. After one round that ally will reappear at the location you were when you cast this spell.
Lasts for 1 round at first level, +1 round for every two levels after that (max 5 rounds at level 9).
Credit for this spell implementation belongs to Kjeron
Vanish (New)
(Illusion/Phantasm)
This spell turns the caster invisible and makes undetectable by normal vision or infravision. The spell remains in effect for 1 round, +1 round per 2 levels after 1st, level (max 5 rounds at levl 9), until it is magically broken or dispelled, or until the recipient talks to or attacks any creature. Thus, the invisible being can open doors, eat, climb stairs, etc., but if attacks or casts a spell, immediately becomes visible (although the invisibility enables to attack first).
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Bolt of Paralysis (New)
(Evocation)
When the mage casts this spell, a bolt of pure energy lances at target, unerringly hitting them. If they do not successfully save vs. poison/death, they are paralyzed for 1 round per level.
Even if the target makes their save, they are instead slowed for the duration.
This spell does not affect undead or constructs, such as golems.
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Iron Mind (New)
(Abjuration)
Level: 3
Range: Touch
Duration: 1 hour
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
When the mage casts this spell, and touches a creature, that creature becomes immune to charm or fear effects for the next hour. Additionally, recipients gain a +2 bonus to save vs. spell for the duration.
This spell does not protect against domination affects (except though the bonus to save vs. spell).
Solvent of Corrosion (New)
(Conjuration)
Level: 3
Range: 10'
Duration: 3 rounds
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Special
This spell conjures a corrosive, acidic slime of horrid strength on one creature. The acid persists, burning the creature over 3 rounds. The first round, the creature suffers 1d3 points of acid damage per level (max 15d3). On the second round, the creature suffers 1d2 points of acid damage (max 15d2). On the third round, the creature suffers 1 point of damage per level (max 15).
Additionally, the target suffers a -2 penalty to attacks while the acid is in effect. The affected creature can save vs. poison/death to reduce the damage by 1/2 and to avoid the to hit penalty.
This spell is effective against constructs and other creatures normally resistant to magic.
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Charm Monster (New)
(Enchantment/Charm) Saving Throw, regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible.
Level: 4
Range: Visual range of the caster
Duration: 5 rounds
Casting Time: 1
Area of Effect: 1 person or monster
Saving Throw: Neg.
This spell affects any single person or monster it is cast upon. The term monster includes any non-undead, non-construct, non-extraplanar creature, such as an ogre or even a dragon. The target is allowed a Saving Throw vs. Spell to negate the effect (a person, as described by charm person, saves at -4).
If the spell's recipient fails
If the caster harm or attempts to harm the charmed creature by some overt action, or if a Dispel Magic spell is cast upon the charmed creature, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.
Mindsight (New)
(Divination) immediate area, as though the environmental conditions are ideal for sight and sound, and can effectively "see" twice as far as before. needs no sensory organs for this detection, and, as such, effects that blind or deafen are effectively dispelled. Additionally, need not fear such effects as long as this spell is in place.
Level: 4
Range: 0
Duration: 1 hour
Casting Time: 1
Area of Effect: the caster
Saving Throw: None
When this spell is cast, the caster is able to "see" and "hear" everything in