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The Black Wyrm's Lair Terms of Use |
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#1
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![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
Although I haven't made any major decisions in this area, I have thought of giving Specialist Wizards a bit more attention and depth as well as having more specialist opponents (including Irenicus) rather than simple mages. Most of the specialists would naturally specialize in schools that match their character.
The specialist wizards will recieve the following stats: Abjurer: Requirements: - Must be a human with a wisdom of at least 15 Bonuses: - An abjurer can memorize an extra spell at each spell level (via innate ability), provided it is from the school of abjuration. That extra spell is chosen by the player at the level up of the abjurer - An abjurer adds a +1 bonus when saving against wizard/priest abjuration spells - At 17th level, immunity hold spells is granted - At 17th level a +1 bonus when saving against poison, paralyzation, and death magic is granted - At 20th level, his base Armor Class is permanently raised from 10 to 9 Penalties: - An abjurer cannot learn spells from the schools of alteration and illusion Transmuter: Requirements: - Must be a human or half-elf with a dexterity of at least 15 Bonuses: - A transmuter can memorize an extra spell at each spell level (via innate ability), provided it is from the school of alteration. That extra spell is chosen by the player at the level up of the transmuter - A transmuter adds a +1 bonus when saving against wizard/priest alteration spells - At 17th level, the transmuter may increase any of his weapon proficiencies by one - At 20th level, the transmuter may further increase any of his weapon proficiencies by one Penalties: - A transmuter cannot learn spells from the schools of abjuration and necromancy NOTE: When increasing a weapon proficiency of his choice, the transmuter may only do so for any of the weapons that are normally usable by a mage Conjurer: Requirements: - Must be a human or half-elf with a constitution of at least 15 Bonuses: - A conjurer can memorize an extra spell at each spell level (via innate ability), provided it is from the school of conjuration. That extra spell is chosen by the player at the level up of the conjurer - A conjurer adds a +1 bonus when saving against wizard/priest conjuration spells - At 17th level, the conjurer ??? - At 20th level, the conjurer may dispel up to a total of 10HD worth of summoned creatures, each less than 6HD thrice per day Penalties: - A conjurer cannot learn spells from the schools of divination and invocation/evocation Enchanter: Requirements: - Must be a human, elf, or half-elf with a charisma of at least 16 Bonuses: - An enchanter can memorize an extra spell at each spell level (via innate ability), provided it is from the school of enchantment. That extra spell is chosen by the player at the level up of the enchanter - An enchanter adds a +1 bonus when saving against wizard/priest enchantment spells - At 17th level, the enchanter becomes immune to all forms of charm and domination - At 20th level, the enchanter may cast free action once per day that lasts a single hour and has a casting time of 1 Penalties: - An enchanter cannot learn spells from the schools of invocation/evocation and necromancy Diviner: Requirements: - Must be a human, elf, or half-elf with a wisdom of at least 16 Bonuses: - A diviner can memorize an extra spell at each spell level (via innate ability), provided it is from the school of divination. That extra spell is chosen by the player at the level up of the diviner. - A diviner adds a +1 bonus when saving against divinations - At 17th level, the diviner gains a permanent nondetection ability - At 19th level, the diviner may cast find traps thrice per day - At 20th level, the diviner may cast clairvoyance once per day Penalties: - The diviner is denied access to the school of conjuration/summoning Illusionist: Requirements: - Must be a human or gnome with a dexterity of at least 16 Bonuses: - An illusionist can memorize an extra spell at each spell level (via innate ability), provided it is from the school of illusion. That extra spell is chosen by the player at the level up of the illusionist. - An illusionist adds a +1 bonus when saving against illusions - At 17th level, the illusionist gains an additional +1 bonus when saving against illusions - At 20th level, the illusionist may cast dispel illusion thrice per day. It functions similarly to dispel magic, except the area effect is one creature and the chance of success is 99% Penalties: - An illusionist cannot learn spells from the schools of necromancy, invocation/evocation, and abjuration NOTE: The illusionist will recieve the widest variety of spells that are restricted to illusionists. Invoker: Requirements: - Must be a human with a constitution of at least 16 Bonuses: - An invoker can memorize an extra spell at each spell level (via innate ability), provided it is from the school of invocation. That extra spell is chosen by the player at the level up of the invoker - An invoker adds a +1 bonus when saving against wizard/priest invocation spells - At 17th level, the invoker gains an additional +1 bonus when saving against invocation spells - At 20th level, the invoker gains an additional +1 bonus when saving against invocation spells Penalties: - The invoker is denied access to spells from the schools of enchantment/charm and conjuration/summoning Necromancer: Requirements: - Must be a human with a wisdom of at least 16 Bonuses: - An necromancer can memorize an extra spell at each spell level (via innate ability), provided it is from the school of necromancy. That extra spell is chosen by the player at the level up of the necromancer - A necromancer adds a +1 bonus when saving against wizard/priest necromancy spells - At 17th level, the necromancer gains a +2 bonus to saving throws and armor class against undead in addition to a further +1 bonus when saving against wizard/priest necromancy spells - At 20th level, the necromancer may cast raise dead once per day Penalties: - The necromancer cannot learn spells from the schools of illusion and enchantment/charm NOTE: The necromancer will recieve the second widest variety of spells that are restricted to necromancers. -------------------------------------------------------------------------------------- Here is what I have thought so far about NPC specialists: Abjurer - Nalia Conjurer - Zallanora (a high-level cowled enforcer official) Invoker - Edwin (I am not sure about this, but he does mention himself as someone hurling fireballs) - Sendai Necromancer - Just about any Lich with a few exceptions (they might be conjurers, invokers, or simple mages) - Lavok - Irenicus Some of the above are listed as NPCs that have dual classed, but I will remove the unkitted dual class restrictions from the game (so you can have a Dweomerkeeper of Mystra dualed to an Abjurer) by applying the AddSuperKit() command. At the moment I am unsure how to allow 2 kits to be active with multi-classed characters, but I will hopefully have it figured out when I get there. -Galactygon -------------------- |
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#2
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![]() consiglieri ![]() Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. ![]() |
they seem nice choices but besides the normal penitalies are there any other ones? they could recive a penitaly from there opposite school.
for example An invoker adds a -1 penitaly when saving against wizard/priest enchantment/charm. -------------------- |
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#3
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![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
I haven't thought about that idea yet, and it's quite an interesting one, considered the specialist doesn't know that school really well. But then again, that would mean fighters would have that penalty too, since they don't know any of the 8 wizard schools.
-Galactygon -------------------- |
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#4
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![]() Forum Member Posts: 32 Joined: 21-August 04 ![]() |
This may sound extra picky, but I don't really like the idea of the necromancer gaining Raise Dead. I feel that is a power which should be restricted to the cleric class for the sake of balance and preserving the uniqueness of the cleric's abilities. Not a huge issue in any respect, though.
An interesting ability for the diviner that I'm unsure is feasible: Perhaps the diviner would be able to cast spells upon creatures affected by Improved Invisibility. I always thought that the diviner was one of the weaker choices for a specialist. If this is possible it would make the diviner a much more attractive choice for me. |
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#5
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![]() Master of energies ![]() Council Member Posts: 3324 Joined: 9-July 04 From: Magyarország ![]() |
I like Kalindor's diviner idea very much.
I also support the Raise Dead idea for the Necromancer, this specialist mage also isn't too popular (and I like Necromancers). -------------------- Mental harmony dispels the darkness.
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#6
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![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
QUOTE This may sound extra picky, but I don't really like the idea of the necromancer gaining Raise Dead. I feel that is a power which should be restricted to the cleric class for the sake of balance and preserving the uniqueness of the cleric's abilities. Not a huge issue in any respect, though. Clerics will have other potent uses (such as warding large areas from particular creatures, spells, damage types, or bestowing blessings, etc.) QUOTE An interesting ability for the diviner that I'm unsure is feasible: Perhaps the diviner would be able to cast spells upon creatures affected by Improved Invisibility. I always thought that the diviner was one of the weaker choices for a specialist. If this is possible it would make the diviner a much more attractive choice for me. If you take a look at the schools of restrictions, you will see the diviner is only restricted from learning spells from one particular school rather than two (or in some cases three). -Galactygon -------------------- |
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#7
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![]() A fool and a knave Forum Member Posts: 153 Joined: 21-July 04 From: Oxford, UK ![]() |
I am not convinced by Raise Dead either - many nonevil Necromancers take up their school specially to combat the Undead, rather than to create more of them. The rest looks nice, though.
![]() Also, is it possible to give a save bonus vs. spell school as you are suggesting? If so, how? -------------------- "We are the Gibberlings Three, as merry a band as you ever did see..." - Home of IE mods.
<jcompton> Suggested plugs include "Click here so Compton doesn't ban me. http://www.pocketplane.net/ub" |
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#8
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![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
It could be alignment-based: Good-aligned necromancers might recieve Raise Dead, evil-ones might recieve Animate Dead, and I don't know what neutral-aligned necromancers might recieve. Perhaps they might also recieve Raise Dead? I initially thought about introducing Reincarnation to the game, and giving the necromancers an extra innate ability to cast Reincarnation once per day. Due to engine limitations, I decided to stick with Raise Dead instead.
I also don't see how raising the fallen to give them an extra chance would be considered "animating the dead" as opposed to animating them as zombies to serve the caster's needs. QUOTE Also, is it possible to give a save bonus versus spell school as you are suggesting? If so, how? I thought about changing the specific.IDS of the caster to a some value depending on the school of his/her specialization. All spells using that school would have .eff files embedded within, granting a +1 saving throw bonus for an extremely short duration. -Galactygon -------------------- |
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#9
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![]() Forum Member Posts: 32 Joined: 21-August 04 ![]() |
QUOTE I also don't see how raising the fallen to give them an extra chance would be considered "animating the dead" as opposed to animating them as zombies to serve the caster's needs. Well, that's the part that seems to me to be detrimental to class identity. I'm no PvP loremaster, especially concerning Forgotten Realms. However, I'm assuming that once someone dies something happens to their soul after death. It passes into the great beyond or what have you. If that's the case, it seems to me that messing with the domain of the great beyond would require intervention on the level of the divine only: I.E. clerics and those with a direct conduit to the gods. As I see it, the necromancer animating corpses with magical "programs," if you will, doesn't fiddle with souls that have passed already into the void. It seems odd that bringing dead souls back from the afterlife would be in the domain of a necromancer when it would require divine authority to accomplish. Maybe I think about things too much, though. ![]() |
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#10
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![]() A fool and a knave Forum Member Posts: 153 Joined: 21-July 04 From: Oxford, UK ![]() |
Yeah, I misread Raise Dead for Animate Dead.
Either way, I am not convinced it would work well - the power to raise the dead is meant to be a divine one, not available to arcane casters. -------------------- "We are the Gibberlings Three, as merry a band as you ever did see..." - Home of IE mods.
<jcompton> Suggested plugs include "Click here so Compton doesn't ban me. http://www.pocketplane.net/ub" |
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#11
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![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
Then why is reincarnation a level 6 wizard spell?
-Galactygon -------------------- |
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#12
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![]() Forum Member Posts: 32 Joined: 21-August 04 ![]() |
QUOTE Then why is reincarnation a level 6 wizard spell? I don't even know what the reincarnation spell contains the abilities to achieve. Like I said, I'm no PvP loremaster. If it lets an arcane spellcaster revive the dead in an original-soul type of way, then I say nuts upon it and whoever came up with it is full of soot and poo poo. ![]() |
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#13
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![]() Master of energies ![]() Council Member Posts: 3324 Joined: 9-July 04 From: Magyarország ![]() |
It's just a convention that only divine magic can raise the dead. It's nice and good, but nothing forces us to respect the convention, if want to add Arcane spells e.g. for raising the dead.
-------------------- Mental harmony dispels the darkness.
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#14
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![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
QUOTE I don't even know what the reincarnation spell contains the abilities to achieve. Reincarnation is similar to raise dead except you restore a character in a different (humanoid) body. QUOTE It's just a convention that only divine magic can raise the dead. It's nice and good, but nothing forces us to respect the convention, if want to add Arcane spells e.g. for raising the dead. Wizards can potentially achieve anything that priests could; only without the help of an external deity and with much greater difficulty. Thus, wizards could heal wounds, except at a much greater cost (for example, cure light wounds might be a second- or a third-level spell rather than a first-level spell). The same would apply to spells that raise the dead. For example, a wish spell is capable of duplicating any priest spell. -Galactygon -------------------- |
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#15
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![]() Forum Member Posts: 32 Joined: 21-August 04 ![]() |
I see your reasoning now. That makes a little more sense. I always assumed that arcane and divine magic were fundamentally different in nature. If the gods simply wield a huge amount of arcane magic and bestow abilities upon their servants, it seems they would give them some of the incredible offensive magic that mages command. I mean, what's with this Magic Stone and False Dawn crap?
![]() This post has been edited by Kalindor: Jul 9 2005, 02:42 AM |
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#16
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Forum Member Posts: 70 Joined: 7-September 04 From: Hampshire, UK ![]() |
It should be pointed out that Wish doesn't draw on the caster's own energies or even the magical weave - rather it relies on extraplanar creatures. Why these creatures should be as or more powerful than the gods I don't know, but that's just the way it is
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#17
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![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
That would be the same case with reincarnation/raise dead the necromaners may cast.
-Galactygon -------------------- |
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#18
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![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
According to AD&D, conjurers who have reached 17th level will not have to rely on material components when casting a conjuration spell. However, since I will not be introducing material components into the game, I have ran out of ideas on what ability I should to give 17th level conjurers instead.
My first thoughts were to give a special monster summoning spell, or to choose which type of monsters the conjurer wishes to conjure when (s)he casts Monster Summoning I-VII (remember the default is a random amount of monsters appearing of a random type). I felt they weren't fitting enough or were too repetetive (I am tired of giving out innate abilities to character subclasses/kits like candy). -Galactygon -------------------- |
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#19
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Forum Member Posts: 207 Joined: 5-October 04 ![]() |
Would there be any way to alter the normal spells found in the Conjurer's spellbook so it would allow selection of which type of monster is being cast? So for example normal players would get the random version, but when a conjurer casts the spell, the get a spell-immunity type listing of the different monsters they can choose to summon for that particular spell.
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#20
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![]() Master of energies ![]() Council Member Posts: 3324 Joined: 9-July 04 From: Magyarország ![]() |
It would be really good if I could choose the monster I want to summon. For example, when fighting an enemy not immune to paralysation, I would summon Ghouls, while a strong enemy would get Ogrillons from me. Actually I know we're talking of BG2 spells, so the Monster Summoning spells don't summon 6 creatures of the same type, which I don't like.
In case of MonSum III, I personally preferred 6 ogrillons/ghouls to 1 ogre/ettercap. What do you think about this, Galc? -------------------- Mental harmony dispels the darkness.
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