Closed Grammarsalad closed 4 years ago
Chromatic Orb Level: 1 Components: V, S, M Range: 0 AoE: One creature Save: Neg. Casting Time : 1 Duration: Special This spell causes a 4-inch-diameter sphere to appear in the caster's hand. Within the limits described below, the sphere can appear in a variety of colors; each color indicates a different special power. The caster can hurl the sphere at an opponent up to 30 yards away, providing there are no barriers between the caster and the target. If the target is no more than 10 yards away, the caster's to hit roll is made with a +3 bonus. If the target is 10-20 yards away, the caster's roll is made with a +2 bonus. If the target is 20-30 yards away, the caster's roll is made with a +1 bonus. If the chromatic orb misses its target, it dissipates without effect. If the target creature makes a successful saving throw, the chromatic orb is also ineffective. Otherwise, the color of the orb determines the amount of damage inflicted and its special power, as summarized on Table 16; details about the special powers are listed below. The caster can create a single orb of any color listed for his level or lower; for instance, a 3rd-level wizard can create an orange, red, or white orb. The material component for this spell is a gem of the appropriate hue or any diamond. The gem must have a value of at least 50 gp. Light from the orb causes the victim to become surrounded by light to a radius of 20 feet, as if affected by a light spell. The effect lasts for 1 round, during which time the victim makes his attack rolls and saving throws at a -4 penalty, and his AC is penalized by 4. Heat from the orb is intense enough to melt 1 cubic yard of ice. The victim suffers a loss of 1 point of Strength and 1 point of Dexterity (or for victims without these attributes, -1 to hit and a penalty of 1 to AC) for 1 round. Fire from the orb ignites all combustible materials within 3 feet of the victim. Blindness from the orb causes the victim to become blind as per the spell. The effect lasts for 1 round/level of the caster. Stinking cloud from the orb surrounds the victim in a 5-foot-radius noxious cloud. The victim must save vs. poison or will be reeling and unable to attack until he leaves the area of the vapors. Magnetism from the orb has an effect only if the victim is wearing armor made from iron. The iron armor becomes magically magnetized for 3-12 (3d4) rounds. Other iron objects within 3 feet of the caster will stick tight to the magnetized armor; only dispel magic or a similar spell can release the stuck items. At the end of the spell's duration, the stuck items are released. Paralysis from the orb causes the victim to become paralyzed for 6-20 (2d8 + 4) rounds; a successful saving throw vs. paralyzation halves the number of rounds. Petrification from the orb turns the victim to stone. If the victim successfully saves vs. petrification, he avoids turning to stone and instead is slowed (as per the spell) for 2-8 (2d4) rounds. Death from the orb causes the victim to die. If the victim successfully saves. vs death magic, he avoids death and instead is paralyzed for 2-5 (1d4 +1) rounds. Table 16: Chromatic Orb Effects Level of Color of Orb Hit Points Special Caster Generated of Damage Power s White 1-4 Light n Red 1-6 Heat r Orange 1-8 Fire t Yellow 1-10 Blindness t Green 1-12 Stinking Cloud t Turquoise 2-8 Magnetism t Blue 2-16 Paralysis t Violet slow Petrification t Black paralysis Death
Protection From Cold (Abjuration)
Level: 3 Range: Touch Duration: 1 turn/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None
This spell confers complete invulnerability to cold damage.
Protection From Fire (Abjuration)
Level: 3 Range: Touch Duration: 1 turn/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None
This spell confers complete invulnerability to fire damage.
Larloch's Minor Drain (Necromancy)
Level: 1 Range: Visual range of the caster Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None
With this spell, the wizard drains the life force from a target and adds it to
Demi-Shadow Monsters (Illusion/Phantasm)
Level: 5 Range: Visual range of the caster Duration: 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None
This spell is similar to the 4th-level wizard spell Shadow Monsters, except the summoned creatures are much more powerful.
Flame Arrow (Conjuration/Summoning)
Level: 3 Range: Visual range of the caster Duration: Instant Casting Time: 3 Area of Effect: 1 creature Saving Throw: Special
This spell enables the caster to hurl fiery arrows at one of
Protection From Normal Missiles (Abjuration)
Level: 3 Range: Touch Duration: 1 turn/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None
By means of this spell, the wizard bestows total invulnerability to non-magical hurled and launched missiles such as arrows, bolts, bullets, darts, throwing axes, and throwing daggers. Note, however, that this spell does not convey any protection from such magical attacks as Fireball, Lightning Bolt, or Magic Missile, nor does it protect against magical missiles such as arrows +1.
Protection From Evil (Abjuration)
Level: 1 Range: Touch Duration: 2 rounds/level Casting Time: 1 Area of Effect: 1 creature Saving Throw: None
When this spell is cast, a magical barrier forms around the recipient and moves with
Protection From Petrification (Abjuration)
Level: 2 Range: Touch Duration: 3 rounds/level Casting Time: 1 Area of Effect: 1 creature Saving Throw: None
This spell grants the recipient immunity to all petrification attacks. This includes basilisk and medusa gaze, cursed scrolls of petrification, etc.
Detect Evil (Divination)
Level: 2 Range: 0 Duration: Instant Casting Time: 9 Area of Effect: Visual range of the caster Saving Throw: None
When Detect Evil is cast, any evil creature within the range of the spell will glow red briefly.
Maybe it will be better to include option for b_spells_settings.ini like that additional cost for materials - during instalation?
@Majber Yes, that's the plan.
Virtually everything will be optional. Every spell revision, and in many places, different revisions to the same spell will all be optional. If you're reacting to the descriptions that do not specify a way to 'opt out' in b_spells_settings.ini, that's just because I haven't gotten to that spell yet with any concrete details (i.e. the variable name for each modification, etc.)
The only thing that might not be optional is very specific cases, like with the Identify Spell and 1st-Level Cantrips. That spell will work a bit differently (though, the difference is purely aesthetic--it will do the exact same thing). That sort of thing should be pretty rare, though. I'll be listing any specifics as I develop the mod further.
Nice, I cant wait for new release then :) Keep up great work, and dont forget to do release when it will be ready :)
Inspiration:
https://www.youtube.com/watch?v=jxUBLrWzK30&list=PLAmVMMzG6qEpbGUBZeI-HFBPABJyRY1Kx
Agannazar's Scorcher 1) Reduce Caster Pause
Animate Dead 1) Casting time 5 rounds 2) Allow them to follow as a familiar 3) Material requirement: one onyx per creature (or 25 gp)
Antimagic Shell 1) protection from summoned creatures
Armor 1) Bonus HP but dispelled when hp are depleted 2) Target allies
Barkskin 1) Target takes 1/2 dam from blunt or piercing but double dam from fire
Bigby's Spells
1) Faster Casting Times
Bigby's Crushing Hand 2) No saves
Bless/Chant/Prayer 2) additional bonus every 5 levels
Black Blade of Disaster 1) summoned blade that fights for you
Blindness (and/or deafness)
1) Combine Blindness/Deafness (Causes one or the other--your choice)
2) 1/2 Visual Range even if Save
3) penalty to save at higher levels
4) Deafness moved to 1st level
5) Deafness no save
Burning Hands
1) Allow mage to move away sooner (shorter pause effect)
2) Does d4/2 levels max 5d4
Call lightning 1) 1x/round call a bolt of lightning that does 3d8 dam save for 1/2 (duration in rounds not turns
Carrion Summons Incorporate into summon monster
Chain lightning 1) 1d8/Level
Charm Person: Patch
See Charm Global
1) No save bonus
2) No hostility after charm
Chill touch 1) affect undead 2) range 10' 3) additional damage at level up (as standard cantrip) 4) target can't heal for 1 round (rather than strength drain) 5) No save required (or save 1/2) 6) d10 cold damage
Chromatic Orb: Not Patched
1) Complete Revision (select orb from list--that grows as you level up) for a number of different effects. Damage is constant, and save vs. spell for extra effects (no save bonus). No insta-death or turn to stone
Cloudkill 1) Take 3d8 poison damage each round (save for 1/2). 2) no auto-kill OR any creature immune to poison is immune to auto kill
Cone of cold 1) d8 damage 2) faster casting time Note: also see disintegration global
Conjure Elemental 1) Combine: 5th and greater at 7th p166-167 2) better summons (see bg1) including magic weapons
Control Undead 1) Change to level 4 2) Ignore Magic Resistance (not lich) Also see control evil, a new 7th level spell replacement
Color Spray: No patch 1) Change similar to Chromatic Orb, but better effects (some auto effect even if save); much shorter pause, weaker creatures no save,
Contagion
1) Save ea round over 5 rounds, take attribute dam each round, d8 damage
2) Each round target fails save, it casts another contagion that affects all nearby enemies (i.e. their allies)
Death Spell 1) 2d8 damage to living creatures with 9+HD
Demi-Shadow Monsters (IWDEE) 1) Shadow Trolls (notes shades has them)
Detect Evil
1) Reveal Evil (chance to dispel evil invisibility--or just invisibility, save to negate)
2) Know Evil (Gain offensive bonuses vs. evil creatures--maybe penalize their saves vs. spell)
Dire Charm
1) Not Just Charm: Charm and berserk as p246 (only if charm revision installed)
2) Save pen -2
Dispel Magic 1) does not dispel positive effects; only neg effects of allies
Disintegration 1) massive damage if target saves Note: also see disintegration global.
Domination 1) Faster casting time
Emotion Spells
See P306 - 307
Enchanted Weapon
1) Gives +3 to Dam/strike
2) Revert to 'Older' version, summons x enchanted weapons (optionally, requires a mundane item of same type).
Energy Drain
1) Drain Constitution/HP and Empower the Caster
2) Ranged
Feeblemind
1) Use unarmed, melee attacks only (no spells or special abilities). Even monks use 'fist' rather than mfist (use magic item slot)
2) as the spell is, but move slowly (movement of 1) no actions
3) -4 to save
4) Reduce to level 4
5) 4d4 magic damage (no save)
6) duration: 8 hours
Finger of Death 1) Create zombie if the spell kills target p358 2) 3d10 damage on failed save
Find Familiar: Patch 1) Familiar can set off traps 2) Can be cast by other than main character (IWD version?) 3) Innate 4) 5e version 5) multiple familiars (?) 6) See Familiar Enhancer p 340+ 7) See Undead familiar p355 8) No penalty to con if familiar dies 9) Universal Spell (castable by all)
Fire Shield(red/blue) 1) Merge into 1 spell, select blue or red
Flame Arrow 1) gain magic item slot fire arrows Duration: 1 round Effect: Caster can hurl individual bolts of fire at enemies, similarly to the minute meteors spell, each doing 1d6 piercing dam +4d6 fire. (no save vs. spell for ½ dam (bolts can miss)). Attacks per round set to number of bolts summoned, and the caster has to throw them all in that round or they are lost. All must be thrown in same round as cast (casting time 0).
Friends 1) Add Friends Spell (iff SR). Because it's a useful spell
Freedom: Removes any impeding magics/projectile (web, paralysis, hold, etc.) from party/area
Ghoul Touch 1) Level 1/Cantrip 2) Damage (d6) + paralysis 3) Substantial Duration (as many uses as wanted) 4) Ghast Stench--nearby enemies must save vs. death or are -2 to hit. 5) No save Also see Global Touch Spells
Glitterdust: 1) not actual blindness, but 'difficulty seeing'. -2 AC/to hit and can't invisible if no save. Pen to save at higher levels
Globe of Invulnerability/Minor
1) protection from AOE spells of relevant level
2)GoI: protects vs level 5 spells
Grease: When fall, -4 to AC (because you're on the ground)
Save x times/second, but if save immune for 6 seconds (so creatures immediately effected).
Hold monster: 1) -4 to save
Hold Undead 1) Bypasses Magic Resistance (vs. undead weaker than lich)
Ice Storm
1) +2d4 Piercing damage (after ice storm)
2) +1 round/3 lev after 7th
Identify: 1) Option to have gold cost of 50 or 25gp.
Imprisonment
1) Traps the target in a state of Suspended Animation (pause target). A super paralysis that cannot be removed by lesser magics. Creature type is irrelevant (golem, undead all affected).
2) Target drops valuables
3) Some effect if target saves
Improved Invisibility See Global Consistent Invisibility Duration
Invisibility See Global Consistent Invisibility Duration
Infravision: 1) See about original BG version, (picking out creatures on the map)
Know Alignment --> Detect Life (see new spells)
Larloch's Minor Drain: Patch
1) Make it stackable
2)
Lightning Bolt 1) No Bounce
Luck: Patch 1) 1 turn/level
Magic Weapon 1) Gives bonus to attack and damage = to enchantment
Maze 1) Target is stuck in a maze of the mind (paralyzed w pause target). Only affects creatures w/minds. 2) range of 10 ft
Meteor Swarm
1) Party Friendly
2) Faster Cast time
3) Ignores MR
4) Does Crushing Damage = to fire damage (ie doubles damage)
Melf's Acid Arrow 1) No attack roll (is there one?) 2) Moar damage! (1d6 piercing damage + the acid damage).
Minor spell turning 1) Target party members
Mislead 1)
Monster Summoning I, II, III 1) Check original game (BG1, not EE)
Nahal's Reckless Dweomer/Chaos Shield/ICS
1) Revise the Surge Table (to still suck, but not be deadly because that's no fun)
2) No Aura Cleansing
3) Remove Improve Chaos Shield, but Make CS improve at higher levels (max 25 bonus)
Non-Detection
1) Make it an illusionist Spell (auto if Universal School is installed)
2) Protect vs. True Sight(?) Or Can allow Save to avoid True Sight (possible???)
Otiluke's Resilient Sphere 1) Allies no save(no save in IWDEE--check BG(2)EE)
Phantom Blade 1) Mordy sword summon 2) +6 Blade, 3 attacks
Power Word: All: Patch Increase HP affected by caster level Save if above HP limit
Power Word: Sleep: Patch 1) Creature does not wake if affected 2) Increase HP affected by level 3) Save if above HP limit
Polymorph Self/Other
1) One spell, but different vs. allies or enemies: baleful vs enemies; beneficial for allies (also, polymorph self works for allies). Also see p673+
2) Polymorph: Self/Beneficial (bonus to THAC0)
3) Additional Forms at higher levels
4) Create forms with thief skills
Project Image 1) No Equipment 2) drains casters spells (doable?) See Simulacrum Maybe fewer and weaker spells
Protection from Evil: Patch
1) Longer Duration
2) Stackable(?) Check BG1 Implementation (not EE)
Protection From Fire/Cold/Acid/Electricity--> Protection from Elements Choose Fire/Cold/Acid/Electricity (as a lev 3 spell) Remove level 7 spell (or set to 100%) 8th level, Protection from energy (100% all elemental and magic damage).
Protection From Normal Missiles
1) Grants an additional 30% missile damage reduction (vs magic missiles)
2) Or +10 missile Defense
3) Protection from certain missile spells (magic missile, Melf Spells).
(In any case, change name to Protection from Missiles)
Protection from normal weapons 1) -10 AC bonus vs non missile weapons
Protection from Petrification
1)
Ray of Enfeeblement
1) No save first round (save for additional round/level)
2) No movement while affected
Reflected Image 1) replace with displacement (as r/image but self-renewing) (delay = spell duration removes)
Shadow Door 1) casting time: 1
Shapechange 1) Give special abilities to different forms 2) Cast while shapechanged
Shillelagh
1) Hits entangle opponent (if they fail save)
2) Increased damage (e.g. cantrip)
Shield 1) Gives a +2 bonus to AC (stackable and can be used in conjunction with (e.g.) armor and similar spells. +4 AC vs. missiles 2) Contingent Shield (when see enemy, or some other condition)
Shocking Grasp
1) Damage increase as cantrip
2) Ranged
3) 1 round, penalty to speed (casting and weapon)
Skull Trap 1) Cap damage as per fireball (10d6)
Simulacrum 1) No Equipment 2) drains casters spells (doable?) See Project Image Maybe no spells, but improved fighting ability
Sleep 1) HP based (increased hp limit as level up) --creatures wake if struck (like 5e version)
Slow 1) No Save
Slow Poison
1) Change spell to protection from poison/disease (p709)
Spell Immunity 1) Does not make you immune to your own spells 2) Alteration: Immunity to time stop 3) Conjuration: Protection from summoned creatures. Insect plague 4) Divination: 5) Enchantment: 6) Evocation: Immunity to your own spells (with 1) including cloudkill 7) Illusion: 8) Necromancy: Protection from undead
Spider Spawn --> Giant insect 1) Can create giant spiders, as well as beetles (scorpions?)
Spirit Armor 1) No damage to target 2) Costs the target some fatigue
Spook: Patch
1) No save (creature of lower level). Normal save for cre => level or cre 20hd+
Spider Spawn 1) add poison to Sword Spiders (including enemy sword spiders)
Stinking Cloud: patch
1) Save each round or be nauseated (no attack or cast spell, but can move at 1/2 speed).
2) -2 saves
Similar to SR, but requires a save every round, and also slows movement.
Stone to Flesh/Flesh to Stone 1) Combines these spells and has different effects depending on whether cast on Ally or enemy 2) Does damage to Stone golems and Earth elementals
Strength 1) Does not lower Str (+1 up to Str 23 for any cre w Str 18+). and only castable on allies
Sunfire 1) Targeted like fireball 2) Extra damage to undead (or only affects undead)
Symbol Spells
1) Grouped all together, choose which to cast at time of casting
2) Revived save penalties (pen death (-2)<stun(-4)<fear(-6))
3) Can't dodge (change to projectiles)
4) Party Friendly
Tenser's Transformation 1) Dispel disabled casting if dispelled
Wail of the Banshee
1) -4 Save
2) Party Friendly
3) Ignores MR
Web
1) Save each round (vs. breath -2). Success means that creatures move at 1/2 speed. Failure means creatures cannot move and are -4 to attack, AC (except missile attacks, +10), and suffer 20% spell failure for round.
2) Huge creatures and creatures with str 20+ are immune.
3) fire spells remove web
Wraithform
1) Cast spell while protected by this spell
2) 50% resistance to physical damage
1) Combine Blindness/Deafness (Causes one or the other--your choice)
2) 1/2 Visual Range even if Save
3) penalty to save at higher levels
4) Deafness moved to 1st level
Moved to IE Designs
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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.
Chill Touch (Revised)
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).
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**: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.
Find Familiar (Revised)
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_
Special thanks to Bubb for this spell. It wouldn't be possible without his sorcerery
Infravision
Shocking Grasp (Revised)
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.
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.
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Flame Arrow (Revised)
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.
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Feeblemind (Revised)
Feral Feeblemind Spell Description
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