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POLL: New Specialist Mage Abilities

Discussion in 'BG2: Throne of Bhaal (Classic)' started by Baronius, Aug 31, 2002.

  1. Baronius

    Baronius Mental harmony dispels the darkness ★ SPS Account Holder Veteran

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    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)
     
  2. Parvini Gems: 10/31
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    [​IMG] I think that thou hast too much spare time on thine hands sir.
     
  3. Gothmog

    Gothmog Man, a curious beast indeed! ★ SPS Account Holder Veteran

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    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 ]
     
  4. Eze Gems: 24/31
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    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/
     
  5. Keneth Gems: 29/31
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    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.
     
  6. Gothmog

    Gothmog Man, a curious beast indeed! ★ SPS Account Holder Veteran

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    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,...
     
  7. Keneth Gems: 29/31
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    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.).
     
  8. Rastor Gems: 30/31
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    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 ]
     
  9. Maldir Gems: 11/31
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    ...though maybe not in the way their mothers would recognise :eek:
     
  10. Gothmog

    Gothmog Man, a curious beast indeed! ★ SPS Account Holder Veteran

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    Raise fallen companions as undead cretures for a limited amount fo time.
     
  11. Arabwel

    Arabwel Screaming towards Apotheosis Veteran

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    I agree, specialists need more speciality of their own. Improved Magic Missile for one is a really good idea.

    Ara
    (Weee!)
     
  12. Baronius

    Baronius Mental harmony dispels the darkness ★ SPS Account Holder Veteran

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    [​IMG] 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 ]
     
  13. Errol Gems: 23/31
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    [​IMG] 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.
     
  14. Baronius

    Baronius Mental harmony dispels the darkness ★ SPS Account Holder Veteran

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    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 ]
     
  15. Gothmog

    Gothmog Man, a curious beast indeed! ★ SPS Account Holder Veteran

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    [​IMG] 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
     
  16. Rastor Gems: 30/31
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    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.
     
  17. Baronius

    Baronius Mental harmony dispels the darkness ★ SPS Account Holder Veteran

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    [​IMG] What is IEEP?
     
  18. Gothmog

    Gothmog Man, a curious beast indeed! ★ SPS Account Holder Veteran

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    Infinity Engine Editor Pro ;)
    The Grand tool for all item/spell makers :D
     
  19. Baronius

    Baronius Mental harmony dispels the darkness ★ SPS Account Holder Veteran

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    Where can I get it?
     
  20. Rastor Gems: 30/31
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