Tome and Blood an Arcane Magic Mod for the Infinity Engine Games
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Tome and Blood an arcane magic mod for the infinity engine games Aquadrizzt version 0.7 (18/12/16) Overview ome and Blood is the largest arcane magic mod for the Infinity Engine games. The Credits current version of Tome and Blood boasts reworks for all existing Mage and Sorcerer Collaborators kits, five original and unique Sorcerer kits, and I would like to thank my partners-in-crime: grammarsalad nine mechanics tweaks directed at arcane and Subtledoctor. This mod has truly been a team effort, and Tmagic and associated systems. it would not be nearly as expansive or ambitious without their Tome and Blood attempts to tackle a variety of the issues insight, assistance, and inspiration. faced by Mage and Sorcerer class design within the Infinty Engine games. Components like Revised Specialists and Revised Dragon Disciples try to reframe the kits to Acknowledgements emphasize their unique advantages, rather than focus on I would also like to thank the following people for their their disadvantages. The Cantrips and Ability Score Bonuses assistance with, and contributions to, this mod. components try to make low level casters more formidable Mike1072, for allowing me to adapt their armor library and reliable. and borrow code from Item Revisions. Mechanics discussions aside, Tome and Blood still offers a CrevsDaak, for their guide on making kit mods for the variety of original and unique options for anyone who is Enhanced Editions. looking for a new experience within the Mage and Sorcerer Wisp and aVENGER, for their Scribe Scroll component kits. in aTweaks (www.spellholdstudios.net/ie/atweaks), which was very helpful in the creation of the Arcane Crafting component. Engine and Mod Compatibiltiy Anyone who contributed to the mod discussion on the The current version of Tome and Blood (v0.7) is forums, played earlier versions of the mod, or otherwise designed to work with any of with the released helped with the creation and development of this mod. Enhanced Editions (BG:EE, BG:SOD, BG2:EE, The creators of the tools I used while developing this mod, IWD:EE). Features that can work as intended on without which this mod would not exist. older engines (such as ToB, BGT, or ToBEx) will still be offered. Tome and Blood should be installed after the Tools Used following mods to minimize conflicts: WeiDu, by Westley Weimer, the bigg and Wisp Near Infinity, by Jon Hauglid and Argent77 Spell Revisions (v4 or later) The Infinity Engine Data Structures Project (IEDSP), IWDification maintained by igi and lynx More Style for Mages WeiDu Highlighters, by Idobek and cmorgan Tome and Blood is intentionally written to NotePad++, by Don Ho maximize compatibility with other mods, especially The Homebrewery, by Scott Tolksdorf mods that affect arcane spellcasters. Copyright & Distribution Installation This mod may not be sold, published, compiled or To install Tome and Blood, simply extract the contents of redistributed in any form, in whole or in part, TomeAndBlood.rar to your game directory (which will be of without the consent of the author. The Tome and the form: [Game]/Data/00XXX). Simply run the executable Blood mod is ©2014 – 2016, Aquadrizzt. (SetUp-TomeAndBlood.exe) and follow the prompts shown. Any part of this mod written by another author is clearly denoted as such and is used with their permission. Feature Requests Have an idea for a feature that would fit within the scope of Aquadrizzt: As the author of this mod, I give this mod? Post the idea on the mod forum and I'll see what I permission to use any code I have written for Tome can do. and Blood for other mods, provided that proper credit is gven. Bugs If you encounter a bug while using this mod, please post on the mod thread on the Beamdog forums. While reporting bugs, please provide your WeiDu log, the game, and the game version. Table Of Contents 1 Tome and Blood 2 Overview 2.1 Installation 2.1.1 Feature Requests 2.1.2 Bugs 2.2 Credits 2.2.1 Collaborators 2.2.2 Acknowledgements 2.2.3 Tools Used 3 Classes and Kits 3.1 Revised Specialists 3.1.1 Abjurer 3.1.2 Conjurer 3.1.3 Diviner 3.1.4 Enchanter 3.1.5 Illusionist 3.1.6 Invoker 3.1.7 Necromancer 3.1.8 Transmuter 3.2 Revised Dragon Disciples 3.2.1 Dragon Disciple 3.3 Magus 3.3.1 Magus 3.4 Favoured Soul 3.4.1 Favoured Soul 3.5 Revenant Disciple 3.5.1 Revenant Disciple 3.6 Sylvan Disciple 3.6.1 Sylvan Disciple Features 3.7 Amorphous Disciple 3.7.1 Amorphous Disciple 4 Tweaks 4.1 Innate Find Familiar 4.2 Armored Casting for Bards 4.3 Arcane Crafting 4.4 Cantrips 4.4.1 Innate Cantrips 4.4.2 First Level Cantrips 4.5 Spell Tweaks 4.6 Metamagic 4.7 Ability Score Bonuses 4.8 Spell Selection Dialog Classes and Kits Revised Specialists This component revises the Specialist Mage features to Revised Conjurer and Spell Revisions emphasize the unique specialties of each school of magic, If Spell Revisions (v4) is installed when the Revised and establishes Necromancy as the only prohibited school of Specialists component is installed, the Conjurer's magic. Monster Summoning I, II, and III abilities will be replaced with the following ability: Practiced Summoner. The Conjurer casts Monster Abjurer Summoning spells as if they were one level lower. A Mage who specializes in protective magic and metamagic disciplines. These mages can erect powerful wards and barriers, and are also trained to break those wards and effects that are created by other spellcasters. Diviner Abjuration Specialty. The Abjurer has a +15% chance to A Mage who specializes in detection and divining magics. learn any spell of the Abjuration school and a -15% penalty to These wizards developer an instinctive ability to glimpse the their chance to learn any spell from a school other than future; while such visions are rarely clear, they give enough Abjuration. The Abjurer also receives a +2 bonus on Saving information to provide Diviners with slightly improved Throws to resist Abjuration spells, and targets of the reflexes and the ability to use magic to subtly alter the Abjurer's Abjuration spells receive a -2 penalty to Saving outcome of probabilistic events. Throws to resist them. Divination Specialty. The Diviner has a +15% chance to Abjuration Spells. The Abjurer starts with all Abjuration learn any spell of the Divination school and a -15% penalty to spells already in their spellbook. their chance to learn any spell from a school other than Bonus Spells. The Abjurer gains one additional spell slot Divination. The Diviner also receives a +2 bonus on Saving for each spell level. Throws to resist Divination spells, and targets of the Diviner's Protective Magic. The Abjurer gains a Spell Shield effect Divination spells receive a -2 penalty to Saving Throws to whenever they cast a spell protection from the school of resist them. Abjuration on themselves. Divination Spells. The Diviner starts with all Divination Prohibited School. The Abjurer may not learn or cast any spells already in their spellbook. spells from the school of Necromancy. Bonus Spells. The Diviner gains one additional spell slot for each spell level. Conjurer Backstab Immunity. The Diviner does not suffer extra damage from Backstab multipliers. A Mage who specializes in creating or summoning creatures Prohibited School. The Diviner may not learn or cast any and objects, moving them through space. These wizards spells from the school of Necromancy. ultimately master teleportation magic, able to banish enemies and summon aid from different planes altogether. Conjuration Specialty. The Conjurer has a +15% chance Enchanter to learn any spell of the Conjuration school and a -15% A Mage who specializes in Charm and Enchantment magic. penalty to their chance to learn any spell from a school other These wizards are adept both at using magic to influence the than Conjuration. The Conjurer also receives a +2 bonus on minds of others, inducing sleep, friendliness, despair, or Saving Throws to resist Conjuration spells, and targets of the dementia. Conjurer's Conjuration spells receive a -2 penalty to Saving Enchantment Specialty. The Enchanter has a +15% Throws to resist them. chance to learn any spell of the Enchantment school and a Conjuration Spells. The Conjurer starts with all -15% penalty to their chance to learn any spell from a school Conjuration spells already in their spellbook. other than Enchantment. The Enchanter also receives a +2 Bonus Spells. The Conjurer gains one additional spell slot bonus on Saving Throws to resist Enchantment spells, and for each spell level. targets of the Enchanter's Enchantment spells receive a -2 Monster Summoning I. Starting at 2nd level, the Conjurer penalty to Saving Throws to resist them. may cast Monster Summoning I once per day as a special Enchantment Spells. The Enchanter starts with all ability. They gain an additional use of this ability at 4th level. Enchantment spells already in their spellbook. Monster Summoning II. Starting at 6th level, the Bonus Spells. The Enchanter gains one additional spell Conjurer may cast Monster Summoning II once per day as a slot for each spell level. special ability. They gain an additional use of this ability at Immunities. The Enchanter is immune to charm and 8th level. sleep. Monster Summoning III. Starting at 10th level, the Irresistible Aura. Enemies near the Enchanter suffer a -2 Conjurer may cast Monster Summoning III once per day as a penalty to Saving Throws against spells. special ability. Prohibited School. The Enchanter may not learn or cast Prohibited School.