Thats some trek for a half MB download. For those that either aren't registered or don't have the patience, the readme is here:
Weavers of spells: wild magician kits for Baldur's Gate II: Throne of Bhaal
Author: Sovran (saarenvelho{at}hotmail.com)
Version: 1 (24.11.2004)
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TABLE OF CONTENTS:
1. Introduction
2. Kits
2.1 Spellweaver
2.2 Wild Jester
3. Descriptions
4. Known incompatibilities
5. Credits
6. Version history
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1. INTRODUCTION
At some point in BGII, I noticed that casting even the most tremendous of spells had reduced to pointing, clicking and waiting for the pixels to settle, and the only risk I took by toying with the elements was that of my monitor overloading. Because of this disillusionment, I decided to try and combine sorcery and wild magic: it seemed that a spellcaster struggling with an innate talent for erratic, destructive magic would have access to considerable power, but using it would be hazardous, at best. Hence, the Spellweaver.
Note: Due to the way wild magic, the Wild Mage kit and the Sorcerer class are coded in the game, I have had to use some rather inelegant tricks to get the Spellweaver to work. Therefore, PLEASE READ SECTION 2.1 BEFORE PLAYING WITH SPELLWEAVER: it might save you time and aggravation. Especially note that the kit REPLACES the Wild Mage.
The Wild Jester started as a spinoff from a discussion at Forgotten Wars. As with the Spellweaver, I wanted to create a kit that would have access to wild magic of considerable power, but would use it at a risk.
To install, extract the archive "weaverV1.zip" to your main BGII directory, and run "setup-weaver.exe". Throne of Bhaal is what introduces wild magic to the game, so yes, it's required.
When you look at a spellweaver's kit description on the character record screen, what you will see is the description of the Sorcerer class, so I've added a brief overview of the kit to the end of that. To revert to the original Sorcerer description, you can install component #2 at any time.
If you have bugs or incompatibilities to report, questions, complaints, or suggestions, do let me know: either e-mail me or send me a PM at Gibberlings Three, Forgotten Wars, Pocket Plane Group, or RPG Dungeon. (If you use e-mail, please put something relevant in the subject line.)
If you like the kits and think they play well, I'd be very glad to hear that, too.
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2. KITS
2.1 Spellweaver
In short, a spellweaver is a sorcerer with the following advantages and disadvantages:
-- Casts one extra spell / level / day
-- May cast "Unravel*" once per day + once per day for every 5 levels
-- Casting level varies from 5 below to 5 above the spellweaver's own level
-- A chance of a wild surge every time a spell is cast, dependent on caster's level
-- A chance of a wild magic backlash every time a spell is cast, dependent on caster's level
-- Suffers a -2 penalty to saves vs. breath weapons and polymorph
-- Suffers a slight penalty to fatigue
-- Requires 11 in Constitution, Intelligence, and Wisdom.
High level abilities:
-- Standard 10th level wizard spells
-- Attempt to learn a 1st and a 2nd level spell
-- Attempt to learn a 7th level spell
-- Attempt to learn a 9th level spell
-- Tangle* (can be picked multiple times)
Eventually, a spellweaver may also learn more advanced versions of lower-level wild magic spells: Chaos Armor and Weaver's Wicked Dweomer. (See section 3 for details on Wild Magic Backlash, the spells, and the special abilities.)
On character creation:
-- As mentioned above, the Spellweaver kit replaces the Wild Mage kit. You can create a new character in either SoA or ToB, or, if you have an old wild mage character in store, import him/her. You should even be able to load an old savegame with a wild mage, should you wish to, but you will be back down to the default starting level (7 in SoA, 16 in ToB).
-- Like a sorcerer or a wild mage, a spellweaver must be human, elf, or half-elf. There are no alignment restrictions. Choose "Spellweaver" under the main Mage class: it appears where Wild Mage would be.
-- When prompted to pick your mage spells, do yourself a favour and choose "Pick For Me". Really. Those spells will be removed in just a few moments, so you might as well make use of the facilities.
-- Character creation continues in-game. Wait until you see the messages "<CHARNAME> - Gained the special ability: Unravel*" and "Level Up". Go to the record screen, level up, choose your spells for real, and play.
-- I have had to make the wild magic spells Nahal's Reckless Dweomer, Chaos Shield and Improved Chaos Shield available to *all* magicians in character creation. I leave it to your discretion not to abuse this. You are also not forced to choose to learn wild magic spells before anything else, but I heartily recommend that you do. Make your spellweaver's life easier.
-- It seems to be impossible to remove already allotted weapon proficiencies in-game, so after the double character creation, the spellweaver ends up gaining more proficiency points than a regular wizard. This is hardly enough to ruin game balance - a few extra proficiencies cannot turn a single-classed magician into a warrior - but if it bothers you, I'm afraid the only option is a savegame editor.
On high level abilities:
-- The Spellweaver and the Sorcerer use the same HLA table. Unless you have ToB Refinements installed, you can choose between going the path of a regular sorcerer, gaining extra spells to cast for levels 6-8, or the path of a spellweaver, attempting to catch and memorise new spells for the levels 1 and 2, 7, and 9, to compensate for having to learn the wild magic spells. I recommend the latter, of course.
-- Concerning the learning attempt HLAs, it might not be a good idea to take up such educational endeavours in the middle of a fight, or without saving first.
2.2 Wild Jester
A wild jester is a bard who spins words, melodies, and wild magic into moving, inspiring, or lethal songs. Wild jesters gain access to spells to protect themselves from wild magic, since every time a wild jester casts a spell, there is a chance of a wild surge, a wild magic backlash, or both.
Wild jesters are always on the lookout for more ways to tweak the flow of magic and to befuddle the minds of men. As they gain levels, they can learn new songs to play, and switch between them at will.
Advantages:
-- Gains one extra spell to cast per level
-- Special bard song: can select one of several different songs via a special ability. As the wild jester gains levels, new songs become available:
Level 1: Arpeggio. Enemies and allies alike must save vs. spells or be affected by wild magic for one round. The singer is affected by wild magic for two rounds after stopping singing.
Level 7: Counterpoint. Enemies must save vs. spells at +2 or be confused for one round. There is a slight chance of the singer being confused for one round, no save.
Level 14: Consonance. The singer's party receives 10% magic resistance, +2 to saves vs. spells and +1 to other saves. This song has no harmful effects.
Level 21: Dissonance. Enemies must save vs. spells or suffer 2d4+1 magical damage each round, save vs. paralysis or be stunned for one round, and save vs. breath weapons or be deafened for one round. The singer suffers 100% casting failure for two rounds after stopping singing.
Disadvantages:
-- A chance of a wild surge and/or a wild magic backlash every time a spell is cast, dependent on caster's level
-- -2 to saves vs. breath and polymorph, fatigue penalty
-- Requires 9 in Constitution and Wisdom
High level abilities:
-- Evasion, Greater Evasion, Use All Items, Avoid Death, Alchemy, Scribe Scrolls, Magic Flute
-- Wilder Songs
-- Protection from Chaos 10' Radius (can be picked multiple times)
-- Gambler's Fallacy (can be picked multiple times)
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3. DESCRIPTIONS
SPELLWEAVER: Like the sorcerer, the spellweaver has an innate talent for the arcane - yet surviving such a talent tends require a considerable amount of study and practice. This is especially true for spellweavers, who draw their strength from the erratic ebb and flow of wild magic, a new, unpredictable type of magic generally considered to be an unfortunate by-product of the Time of Troubles. Needless to say, disciplined mages who have little stomach for intuitive sorcerers frown even more deeply on spellweavers, harbingers of all manner of magical mayhem.
It is thought that the blood of some powerful creature flows through the veins of sorcerers and spellweavers; perhaps they are the spawn of the gods themselves, or even dragons walking in humanoid form. Spellweavers know fewer spells than wizards, and acquire spells more slowly, but they can cast spells more often and have no need to select and prepare spells ahead of time. They have access to spells to protect themselves from wild magic, since every time a spellweaver casts a spell, there's a chance dependent on the caster's level of a random wild magic effect happening. Wild magic is extremely unpredictable and should be used with caution.
The combination of sorcery and wild magic takes its toll, and to maintain mental and physical balance a spellweaver needs fortitude in both body and mind. A spellweaver saves against breath weapons and polymorph at -2, and suffers a slight fatigue penalty.
Finally, spellweavers may even be overcome by their own magic. Every time a spellweaver casts a spell, there is a chance dependent on the caster's level of a wild magic backlash: the spell is cast as normal, but some magical energy breaks loose and hits the caster, who either falls unconscious for one round, takes some damage, or is affected by wild magic for five rounds. The 7th level spell Improved Chaos Shield protects the spellweaver from this occupational hazard.
Unravel*:
The distortions that a spellweaver causes in the Weave can be a curse, but also something to capitalize on. By reaching into the magical chaos within her and letting it loose, the spellweaver may unravel a little patch of the Weave for a short while.
When Unravel is cast, a shockwave of wild magic bursts from the caster to a 30-foot radius. Everyone within the area of effect - friends, foes, and the caster alike - must save vs. spells or be affected by wild magic for two rounds. Unraveled creatures are also immune to dispel magic. Those who make a successful saving throw manage to hold on to a secure strand of the Weave, but they must save again for every round they stay in the area of effect, which remains unraveled for one turn.
As the spellweaver gains experience, skill and power, this ability grows more potent. The casting speed of Unravel is initially 10 and the saving throw unmodified, but for every 5 levels of the caster, a -1 modifier is applied to the saving throw, -2 to the casting speed. Magic resistance provides no protection from Unravel.
Tangle*:
This ability, a more refined version of Unravel, allows the spellweaver to tangle the Weave ever so subtly, just enough to let wild magic loose upon one creature for five rounds. Every time a tangled creature tries to cast a spell, a wild surge occurs. The target is also immune to dispel magic for the duration of the spell.
Like Unravel, Tangle grows more potent as the spellweaver gains experience. The casting speed of Tangle is initially 10 and the saving throw unmodified, but for every 8 levels of the caster, a -1 modifier is applied to the saving throw, -2 to the casting speed. Magic resistance provides no protection from Tangle.
Chaos Armor* (Abjuration)
Level: 8
Range: 0
Duration: 2 turns
Casting Time: 8Area of Effect: Caster
Saving Throw: None
Chaos Armor increases a spellweaver's chance to gain a favorable result when a wild surge occurs. Every time a roll is made on the wild surge chart, an extra 33 is added to the dice roll. When Nahal's Reckless Dweomer is cast, the bonus from Chaos Armor stacks with the spellweaver's level bonus. Chaos Armor also protects the spellweaver from Unravel and wild magic backlash.
Weaver's Wicked Dweomer* (Alteration)
Level: 10
Range: Special
Duration: Instant
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This wild, wicked wisp of a spell resembles its first-level cousin, but is less reckless and more versatile. When a spellweaver casts Weaver's Wicked Dweomer, he releases a burst of wild magical energy, and weaves it into a spell. The caster is not limited to choosing from his repertoire of known spells; the shapes and patterns that the dweomer can assume are only limited by the caster's imagination.
There is a 33 % chance that the spell erupts with a wild surge. However, the wild surge roll is made with a +33 bonus.
Wilder Songs
Wild jesters may compose more potent versions of their songs and further sing the world in their favor. The more fantastic the song, however, the more draining it is on the bard.
Level 24: Arpeggio is enhanced. Both enemies and allies must save vs. spells at -3 or be affected by wild magic for one round. The singer is affected by wild magic for four rounds, no save.
Level 26: Counterpoint is enhanced. All enemies must save vs. spells at -1 or be feebleminded for 1 round. There is a slight chance of the singer being overcome and feebleminded for one round, no save.
Level 28: Consonance is enhanced. The song bestows 15% magic resistance, +3 to saves vs. spells and +2 to all other saves to the singer and his party. This song has no harmful effects.
Level 30: Dissonance is enhanced. All enemies must save against spells at - or take 2d8+2 magical damage, save vs. breath weapons at -2 or be deafened for two rounds, and save vs. paralysis or be stunned for one round. There is also a 5% chance of being Mazed, no save. The singer suffers 100% casting failure, -4 to hit and -2 to all saving throws while singing and for 4 rounds after stopping, and may take some physical damage. There is also a 5% chance of the singer dropping unconscious for one round, no save.
Protection from Chaos 10' Radius*
Wild jesters are familiar with chaos in mind and magic, and may gain a measure of control over it. This ability renders all allies within ten feet immune to magical commands in a manner similar to the 5th level priest spell Chaotic Commands. In addition, the wild jester gains a +33 bonus to all wild surge rolls. Both effects last for one turn.
Gambler's Fallacy
Lady Luck favors those who know how to take their chances. By means of this ability, the wild jester may catch a thread of magic and spin it into the form of a loaded coin.
For the magic to be released, the coin must be flipped and called. Depending on the call, the wild jester's allies and enemies will be affected by either good luck and a beneficial random effect or two, or bad luck and harmful random effects, for the next turn. However, the odds are on the wild jester's side: allies are very likely to enjoy good luck, enemies are very likely to suffer bad luck, and allies get saving throws against the possible ill effects, while enemies do not.
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4. KNOWN INCOMPATIBILITIES
-- The Spellweaver component is incompatible with the Druidic Sorcerer mod to some extent. It seems the game only allows 24 high level abilities, so both new sets of HLAs don't fit in sorcerer's HLA table. You can play a spellweaver with the Druidic Sorcerer mod installed, but s/he will only get the standard Sorcerer HLAs.
-- The Spellweaver component is INCOMPATIBLE with the Cleric Kits component of Oversight: for some reason, installing Spellweaver after Oversight, at least, causes *every* mage to turn into a spellweaver, not just would-be wild mages. If some other mod affects the specialist mages' portion of kit.ids, it's probably incompatible as well. I'll try to fix this.
-- If you have the Improved HLAs component of ToB Refinements installed, the spellweaver HLAs will be added after Refinements' sorcerer HLAs. If you have either the Improved HLAs or the Sword Angel kit installed, these kits' new spells won't have new portrait icons. Otherwise both kits should be compatible with Refinements.
If you find more, please let me know.
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5. CREDITS
The Spellweaver was created using these tools:
-- WeiDU by Westley Weimer -- http://weidu.org/
-- NearInfinity by Jon Olav Hauglid -- http://www.idi.ntnu.no/~joh/ni
-- spcie and icie by igi / Marc Wrench -- http://www.mcwrench.com/files/ie/
-- BAMWorkshop by Glenn Flansworth -- http://www.gafware.com/
-- BAMWorkshop II by Andrew Bridges -- http://www.teambg.net/~andy/
I also have to mention Tatmaster's fine Druidic Sorcerer mod, WeiDUized by hlidskialf, which helped me figure out how to do a number of things that I wanted to do with Spellweaver.
BioWare created the game; modders created mods and modding tools; the community discussed, gave ideas, advice and feedback; RPG Dungeon hosted. Thank you.
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6. VERSION HISTORY
Version 1, 24.11.2004: First public release