View Full Version : POLL: New Specialist Mage Abilities


Baronius
Sat, 31st Aug '02, 8:06pm
Maybe I will create a mod for ToB, and it will contain specific abilities for specialist mages.
I think that Sorcerers are much more powerful then Mages and Specialist Mages. They get fewer spells, but this is enough to choose the best spells in the game. So too powerful. I wish to give a little power to specialists.
So each specialist mage would get a specific ability of his/her class.

Which abilities would you like to see here? (normal replies)
Abilities existing already, or new ones? (poll)
(not existing abilities, rather existing spells)

[ August 31, 2002, 20:09: Message edited by: Baronius the Sorcerer ]

Poll Information
This poll contains 1 question(s). 19 user(s) have voted.
You may not view the results of this poll without voting.

Poll Results: New Specialist Mage Abilities (19 votes.)

New abilities (f.e.: Shapeshifts Green Dragon) or the existing (f.e. Time Stop)? (Choose 1)
* New Ability (please write about it in a reply) - 63% (12)
* Existing Ability - 37% (7)

Parvini
Sun, 1st Sep '02, 10:00pm
I think that thou hast too much spare time on thine hands sir.

Gothmog•
Sun, 1st Sep '02, 10:04pm
I agree with Baronius that specialists are not enough specialized :) They should get some spells only available to them and none else.
I've got no idea what kind of though :confused:

[ September 01, 2002, 22:05: Message edited by: Gothmog4230 ]

Eze
Sun, 1st Sep '02, 10:14pm
Thats a cool idea. I thijnk I post some suggestions when my brain is actually working.

Eze
/still baffled by The Queen of the Damned/

Keneth
Sun, 1st Sep '02, 10:24pm
Conjurers might summon creatures others can't, necromancer can summon greater undead or raise the dead as undead, ... I dunno for the rest but I'll try to think of something.

Gothmog•
Sun, 1st Sep '02, 10:33pm
yes necromncer would do well with some kind of resurrect spell only with exception that resurected creature fights for you side after that.

Enchanters would be able summon self-attacking weapons, enchanting already existing weapon, cursing enemy weapon,...

Keneth
Sun, 1st Sep '02, 10:47pm
An abjurer could get some cool defensive spells, a diviner could use some more such spells or get them at lower levels, an illusionist can get more illusions which have their own abilities, an invoker may have more offensive spells such as improved magic missile that shoots more missiles/casting, and a transmuter can make more drastic changes with his trasmuting spells like changing items (longsword - two-handed sword, a bow to crossbow, etc.).

Rastor
Mon, 2nd Sep '02, 3:02am
How about necromancers getting Raise Dead and Resurrection (ala priests)? Since they can raise dead, they should be able to raise fallen companions.

[ September 02, 2002, 03:02: Message edited by: Rastor ]

Maldir
Mon, 2nd Sep '02, 9:59am
...though maybe not in the way their mothers would recognise :eek:

Gothmog•
Mon, 2nd Sep '02, 12:21pm
Raise fallen companions as undead cretures for a limited amount fo time.

Arabwel
Mon, 2nd Sep '02, 1:48pm
I agree, specialists need more speciality of their own. Improved Magic Missile for one is a really good idea.

Ara
(Weee!)

Baronius
Mon, 2nd Sep '02, 7:57pm
I am happy to hear so many good ideas.
I haven't got enough time to start the creating of the mod yet, because I am a student and have a lot of study.
I must admit that I never created mods for RPG-s.
I have studied many programming languages, and since 1998 I have been playing RPGs.(Fallout - I got it only in 1999, but now I like only ADnD games and hate any sci-fi (except SW) and post-apocaliptic things, games and movies/films)
So what can you say, how should I start the creating of the mod(when i have free time)?
Does it need some programming language, or scripting language or exaxtly what?
(I hacked BG1 many times, and removed XP cap alone, but only with a DOS program called Diskedit)
Or is there an editor to make the work easier?

[ September 03, 2002, 11:27: Message edited by: Baronius the Sorcerer ]

Errol
Tue, 3rd Sep '02, 12:04pm
Right, here's a few ideas:

Abjuration: Can cast a spell where the next magical attack is completely ignored. Call it Absolute Magical Immunity or something, and it lasts for one round (6 seconds), for every 4 or 5 levels. All spells cast at the Abjurer in that time are disfunctional (ie. they don't work).

Alteration: Could cast Property Change, a spell which increases a random stat by 1d6, gives you a random +1/+2/+3 weapon, or shapeshifts you. This could be cast once per day, and the spell wears out while you rest, (so that you never have say... two +3 weapons.) This spell would have to be weak at low levels and gradually get stronger for balance.

Conjuration: The Conjurers could cast the spell Un-Conjure, which would Kill all summoned creatures in the Area, instantly. Or summon a random creature.

Enchantment/Charm: Can't really come up with anything apart from Super Charm and stuff.

Divination: Alert Sense, which would enable the Diviner to sense what blows where coming, and therefore enable him/her to counteract them properly, therefore giving him/her an +5 AC bonus, and an THAC0 Bonus. The bonuses would increase/decrease depending on level.

Illusion: Illusionary Discharge, releases a plaethora of Illusions, confusing and disorientating the target, making him/her Confused, Feared, and Blinded (?). Last for a number of rounds changed by level.

Invocation/Evocation: Remove Residue, which would remove the magical residue left over after casting spells. This would make it easier and quicker to cast spells until it builds up again. This spell enables the next ? number of spells to be cast instantly. You can cast this ? times a day. ?= depends on level.

Necromancy: As Gothmog said above, they should be able to either Resurect, or raise slain creatures from battle, and make them join him/her. Number of creatures/times cast per day depends on level.

That's all I could think up today, these may be a bit powerful, but they could be scaled. They were meant to be Special Abilities.

Baronius
Tue, 3rd Sep '02, 7:43pm
Very good ideas, indeed! (But I am waiting for new ones so keep writing :) )

The one thing I do not like in BGII (and I do not want to put it in the mod ) is the instant casting
(because in BGII when contingencies or sequencers trigger, the effect is instant, but the spell's graphic is still on the screen
(like you cast the spell)
F.e. the red casting (evocation) light of the Magic Missile (fired by f.e. by a Contingency) is still glowing when Magic missile already hit its target )
But such spell as the Improved Alacrity would be
good.
Using Gopher's idea, the "Improved" Improved Alacrity's
(certainly it will get other name :) )
duration would be x rounds, where x=level of caster.

I think I will create the mod on my autumn or winter holiday.
But I haven't started to educate myself about creating mods yet.
Can you help me a bit?
Some advice, or anything. I do not have much time to search about this using the Internet.

[ September 03, 2002, 19:50: Message edited by: Baronius the Sorcerer ]

Gothmog•
Tue, 3rd Sep '02, 9:10pm
Using Gopher's idea, the "Improved" Improved Alacrity's
(certainly it will get other name )
duration would be x rounds, where x=level of caster.

This spell would be too powerfull :( even IA is one of the strongest spells in the game if you wear Robe of Vecna and other spell casting speed decreasing item it goes down to 0 for almost anz spell.
With this Improved IA you would release all your repetoar of known spells. :eek: :eek:
Poor creature who gets this :D :D

Rastor
Tue, 3rd Sep '02, 10:35pm
I don't know of any way to give the special abilities that will be easy to do, other than using ShadowKeeper. It would be easy to give to NPCs, but not to PCs.

Anyway, making the spells and creating scrolls out of them wouldn't be too hard. In fact, I'm taking the ideas I got from my thread and making them into the game right now.

Download Gopher's Spell Guide and Item Guide if you don't already have them. And get IEEP.

Baronius
Wed, 4th Sep '02, 7:35pm
What is IEEP?

Gothmog•
Wed, 4th Sep '02, 8:45pm
Infinity Engine Editor Pro ;)
The Grand tool for all item/spell makers :D

Baronius
Thu, 5th Sep '02, 8:06pm
Where can I get it?

Rastor
Thu, 5th Sep '02, 11:01pm
Get IEEP here. (http://www.teambg.com)

Baronius
Fri, 6th Sep '02, 10:02am
Thank you.

Keneth
Fri, 6th Sep '02, 10:35am
Improved IA?! What's wrong with you guys? The normal IA is already way to powerful but there is just nothing that could stand against you ever again if you use IIA (change the name it sounds stupid). Believe me I know because I tried it.

Oh and you can also download some other utilities from teambg (http://www.teambg.com/) that will help you making mods.

The Grim Rippor
Fri, 6th Sep '02, 6:12pm
I'd love a new specialty spell. Dragon Shifting my be a bit extreme, so try baby Draggy, if at all possible. That way you wont be too big to move around right. if possible. Cool idea though :)

Gothmog•
Sat, 7th Sep '02, 11:47am
dont get nature forms(animals or elementals) 'couse thats too close to druid.
Some undead shapeshifting (vampire with level drain :mad: ) prehaps even lich :eek:

Prophete D'Acier
Sat, 7th Sep '02, 12:48pm
Yeah, maybe we can have a new specialist mage class, the scientist or something and the scientist has a spell called nuclear weapons.

Baronius
Sat, 7th Sep '02, 1:23pm
I do not want to create such things, because they do not belong to ADnD. Nuclear things, nope.

[ September 07, 2002, 13:23: Message edited by: Baronius the Sorcerer ]

Errol
Sat, 7th Sep '02, 3:59pm
Baronious, after you get IEEP, download my Guides as Rastor said (thanks!), from here: Hints, Tips & Tricks at SP (http://www.sorcerers.net/Games/BG2/index_tips.htm)
It's the 5th and 6th ones down, the Item making Guide and Spell Making Guide.
These should help you get started making spells and such, although not in-depth, they should only help get you started...
If you need anymore help making Innate abilities, give me an e-mail or PM.

Baronius
Sat, 7th Sep '02, 8:08pm
Thank you. I will download them. I hope it will contain the innate ability creation, because I cannot find the bif file or reference where are the preferences for gaining of innate abilities
(f.e. I wish the the necromancer to get the Undead Transformation ability at 30th level and I do not know where to set it exactly (There are the other spells' (Summon Planetar, I. Alacrity, etc) gaining settings probably))

<Sept 09, 2002>
I learned that creating a mod for Specialist Mages is very complicated, so I think I will not try to do this. But I am working on a mod, and it will use and contain your good ideas. Simply, the spells will be usable by any wizard. And I will make some new interesting items,too.

[ September 09, 2002, 19:28: Message edited by: Baronius the Sorcerer ]