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New Wizard Kits


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#1 -Sword_of_Geddon-

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Posted 13 October 2004 - 11:44 AM

I am aware that the maximum number of Kits for Wizards has already been acceived with Throne of Baal.

My idea was this:

For those of you how are old 2nd edition AD&D junkies like me, you may remember new Specialist Wizards appearing in various TSR projucts, such as Player's Option: Spells and Magic

Basically, if it is possible to REPLACE the existing kits(other than the Wild Mage), here are some interesting ideas:

Elementalists(Fire,Water,Earth and Air): Wizards who specialize in one of the four elements.

They gain Elemental Immunitys with advanced levels and can control Elementals of their type better

Shadow Mage: A Wizard who controls Darkness and the Shadow.

With advancing levels, these Wizards gain better and better Vision, and the ability to hide in shadows like a thief.

Force Mage: A Wizard who specializes in Spells related to Forcefields and Energy.

With advancing levels, these Wizards accuire master over forcefield type spells, enabling them to cast them better than other wizards.

Chronomancer: A Wizard who specializes in Spells dealing with Time and Time Travel, such as Haste, Slow and Time Stop. Possibly the most mysterious of all Wizards.

Chronomancers cast Slow, Haste, Timestop and other related spells as though they were two levels higher. With advancing levels, Chronomancers can better resist the effects of time-based magic directed against them.

Of coarse, the mod would also include new Spells such as Conjure Water Elemental for example, other new spells would fill in the gaps so to speak, Like Wall of Water from Spells and Magic for example.

#2 Aion

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Posted 14 October 2004 - 03:24 AM

Interesting idea, but...replacing original kits? Is that possible? If so, wouldn't it mess with the classes the NPC's in the game have? :wacko: Like Edwin being a Chronomancer, and Xzar a Water Elementalist or something? :ph34r:

Edited by Moongaze, 14 October 2004 - 03:25 AM.


#3 hlidskialf

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Posted 14 October 2004 - 04:39 AM

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#4 -Sword_of_Geddon-

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Posted 14 October 2004 - 01:23 PM

?????

Anyway, I'm sure it is possible, I mean, look at Hierdalis for example, he is a Tiefling, a Race you cannot select in BG2. If the standard Wizard Kits were changed, than I think that Edwin would remain the same.

#5 Aion

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Posted 16 October 2004 - 04:56 AM

Mm....possible. :/ Sounds like a good idea, but if it involves replacing the actual Kits, I would have to say no...

#6 Archmage Silver

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Posted 16 October 2004 - 12:02 PM

Aye, I agree with Moongaze.

#7 -Guest-

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Posted 16 October 2004 - 12:12 PM

I agree..Is there anyone who knows more on this issue? Perhaps an expierenced modder?

#8 Deva

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Posted 16 October 2004 - 12:23 PM

The elementalists might be better suited to sorcerer kits. A sorcerer could have a connection with a particular element, plus, you wouldn't have to replace old wizard kits.

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#9 Archmage Silver

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Posted 16 October 2004 - 12:48 PM

Yes, that would be a better choice obviously. And what disadvantages a sorcerer using a kit would get?

#10 Awake

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Posted 16 October 2004 - 12:59 PM

i don't believe it's possible for sorcerer, barbarian, or monk kits. i could be wrong...
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#11 LordKableNikon

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Posted 16 October 2004 - 01:07 PM

Firstly haste and slow are not chronomancy, haste is a transmutation spell that makes you a few years older in AD&D 2nd edition and even in 3.5 it still is transmutation, you are changing your body to make yourself faster, you aren't slowing time down for everyone, and time-stop is the exact same way, you make yourself so fast, everything seems to slow down, so a protection from time-stop spell doesn't really make sense, since you are protecting yourself from someone augmenting themselves. Try and find the 4 books of magic for AD&D second edition and look for Prismal, and Prismal's wormhole etc... that is a chronomancer, and the school of force and so forth, is in a few rare 2nd edition magic books if you can find it, ranging from magic missle to the bigby hands etc...

#12 -Guest-

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Posted 17 October 2004 - 12:24 PM

Ah, but theres where you are wrong...there is more than one way to cast a Haste Spell. Different Wizards have different ways of casting spells(and there is, according to 2nd edition rules, more than one version of a particular spell floating around). For a Chronomancer, the spell does not change the person's body, but speeds up time around that person, allowing the person to move and attack faster.

#13 LordKableNikon

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Posted 17 October 2004 - 01:01 PM

ok, then incorporating the fact it ages the person atleast 2 years...
and is only time stop haste and slow be his only chronomancy spells, you are probably going to have to find what spells a chronomancer uses.
so When I see Prismal's wormhole, I'll know there is a real chronomancer.

#14 Stone Wolf

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Posted 17 October 2004 - 01:27 PM

I love having the Wizard's Spell Compendium, it makes this so easy ;)

Wizard spells that are also Chronomantic spells:

Lasting Breath
Alacrity
Haste
Slow
Slowspell (and Slowspell 10' radius)
Extension (I, II, III)
Improved Haste and Slow
Permanence
Time Stop
Improved Alacrity (IE games only)

Then they get a bunch of their own spells. That does not include Prismal's wormhole, as that's a dimensional spell, not chronomantic. Perhaps you're thinking of Prismal's Reversal?

#15 Awake

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Posted 17 October 2004 - 02:05 PM

ok, i REALLY don't think it's possible to have PC selectable wizard kits. I would think igi knows what he's talking about, but i could be wrong... or not....
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#16 Nerik

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Posted 18 October 2004 - 05:23 AM

I thought of one way to do this (adding more of the 2nd ed. wizard specialists - <pedant>technically they are not actually kits as defined in AD&D</pedant>), but I realised there were a couple of problems...

My idea was to use a system similar to that used by the sub-race mod:

Replace the available wizard kits selection list with:

Philosophical Specialist (these are the ones already available: abjurer etc., not including wild mage)
Effect Specialist (Elementalists, Shadow Mages, Force Mages, etc. - Chronomancers should be listed here as well)
Thaumaturgical Specialists (Alchemists, Geometers, Artificers, Song Mages, etc.)
For simplicity, Elementalists and Wild Mages could be given their own coding.

Once the game began, a dialogue would start allowing the player to choose which actual specialist the character was.

Problem
Although the 'new' specialists (except for elementalists) implemented their opposition schooles using the standard philosophical schools (alteration, evocation, etc.) - doing it this way, there is no way to prevent a player selecting spells that the character couldn't cast, and which would then be removed from their spell books - wasting a spell selection (if they memorised a forbidden spell, they would have worst problems - as I found out when experimenting with NPCKit :) ).
There is a bigger problem for elementalists, whose opposition schools are based on the elements - how do we tell which element a spell belongs to?

An alternative method would be to to retain the existing kit selection screen - but then have a dialogue allowing the character's kit to be changed to an effect or thaumaturgical specialist with the same opposition school(s) - this uses the more liberal opposition schools of the IE games, probably combined with reducing the opposition schoools of the 'new' kits. Any mod that re-introduced full PnP opposition schools would break this.

Sliding off-topic - does anyone know if it would be possible to implement the PnP specialist wizard restriction that at least 1 spell of each level memorised should be of the wizards speciality?

As a final thought - the artificer specialist would fit Jan perfectly - but I think this should be a part of NPCKit.

Charles

#17 Andyr

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Posted 18 October 2004 - 06:40 AM

ok, i REALLY don't think it's possible to have PC selectable wizard kits. I would think igi knows what he's talking about, but i could be wrong... or not....

I am pretty sure you can do it, although through scripting or dialogue. But not on the main character selection screen.
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#18 Potencius

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Posted 18 October 2004 - 06:51 AM

Mage "kits" are all treated as individual classes for the purposes of modding, if I remember right. To make a proper mage kit, you'd need to take an existing class (true class is fine) and allow kit selection through a series of global variables. Then abilities and such would have to be applied through script rather than 2da.
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#19 -Sword_of_Geddon-

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Posted 18 October 2004 - 10:29 AM

So basically, there is support for this, but the means to accomplish it are unclear..

#20 Deva

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Posted 18 October 2004 - 10:57 AM

Yes, that would be a better choice obviously. And what disadvantages a sorcerer using a kit would get?

Perhaps they cannot choose spells of an opposing element. For example, an ice elementalist couldn't use fire, and the other way round.

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