New Wizard Kits
#1 -Sword_of_Geddon-
Posted 13 October 2004 - 11:44 AM
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
Posted 14 October 2004 - 03:24 AM
Edited by Moongaze, 14 October 2004 - 03:25 AM.
#3
Posted 14 October 2004 - 04:39 AM
The great wolf Fenrir gapes ever at the dwelling of the gods.
#4 -Sword_of_Geddon-
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
Posted 16 October 2004 - 04:56 AM
#7 -Guest-
Posted 16 October 2004 - 12:12 PM
#8
Posted 16 October 2004 - 12:23 PM
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#9
Posted 16 October 2004 - 12:48 PM
#10
Posted 16 October 2004 - 12:59 PM
And the raven, never flitting, still is sitting, still is sitting
On the pallid bust of Pallas just above my chamber door;
And his eyes have all the seeming of a demon's that is dreaming,
And the lamp-light o'er him streaming throws his shadow on the floor;
And my soul from out that shadow that lies floating on the floor
Shall be lifted - nevermore!
Like dealing with terrorists by giving them explosives. -NotMrT
If you don't know where you're going, any road will take you there.
#11
Posted 16 October 2004 - 01:07 PM
#12 -Guest-
Posted 17 October 2004 - 12:24 PM
#13
Posted 17 October 2004 - 01:01 PM
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
Posted 17 October 2004 - 01:27 PM
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
Posted 17 October 2004 - 02:05 PM
And the raven, never flitting, still is sitting, still is sitting
On the pallid bust of Pallas just above my chamber door;
And his eyes have all the seeming of a demon's that is dreaming,
And the lamp-light o'er him streaming throws his shadow on the floor;
And my soul from out that shadow that lies floating on the floor
Shall be lifted - nevermore!
Like dealing with terrorists by giving them explosives. -NotMrT
If you don't know where you're going, any road will take you there.
#16
Posted 18 October 2004 - 05:23 AM
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
Posted 18 October 2004 - 06:40 AM
I am pretty sure you can do it, although through scripting or dialogue. But not on the main character selection screen.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....
< jcompton > Suggested plugs include "Click here so Compton doesn't ban me. http://www.pocketplane.net/ub"
#18
Posted 18 October 2004 - 06:51 AM
I have come to believe that the whole world is an enigma, a harmless enigma that is made terrible by our own mad attempt to interpret it as though it had an underlying truth. - Umberto Eco
The truth of #meeting:
KenTeamBG: a/s/l
Deano: 14/f/in ur heart
* KenTeamBG it's getting hot so i remove my jacket
Daxziz: Oooh
* Echon, MaxTeamBG and Hlidskialf all get naked.
* SimDing0 has joined #meeting
SimDing0: Eew.
* SimDing0 has left #meeting
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#19 -Sword_of_Geddon-
Posted 18 October 2004 - 10:29 AM
#20
Posted 18 October 2004 - 10:57 AM
Perhaps they cannot choose spells of an opposing element. For example, an ice elementalist couldn't use fire, and the other way round.Yes, that would be a better choice obviously. And what disadvantages a sorcerer using a kit would get?
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