ADVANTAGES:
- Gains 4% innate Magic Resistance every odd level (1, 3, 5, etc.)
- For each successful hit (melee or ranged) on an opponent, a 10% cumulative spell failure is applied
- Gains +2 bonus to save vs. spells
DISADVANTAGES:
- Cannot wear magical items that have spellcasting special abilities unless they protect against magic
- Cannot use scrolls, wands, rods or potions (excluding healing and grenade-like potions) unless they are beneficial against spellcasters
- Cannot dual-class to Mage
- Limited to Mastery (***) in any weapon
The advantages haven't changed much. Only magic resistance and the save bonus have been added. The removal of mages dual-classing makes a lot more sense and proved to be a well-justified disadvantage (since magic clearly rules in Baldur's Gate II). This allowed me to open up the item restrictions, giving the wizard slayer access to previously unuseable items. Limiting weapon proficiencies to mastery helps to further balance the kit in my eye.
To clarify which kinds of items wizard slayers can't use, basically anything that casts a spell. This includes items with charges (wands, staves and rods), items with X/day uses (such as Daystar's sunray ability), green protection scrolls, potions and anything that can't be used by a vanilla fighter. Exceptions to these include items that grant protection from magic (green protection from magic scroll, potions of magic blocking/shielding), healing potions, grenade-like items (potion of explosions, oil of fiery burning, necklace of missiles) and items that otherwise state in their description they are usable by wizard slayers (wand of striking).
In addition, I included a few new high level abilities (HLAs) solely for the wizard slayer:
Amnesia Strike
Amnesia Strike allows the wizard slayer to disrupt an enemy mage's memory. For each successful attack, a spell is removed from the enemy mage's memory, starting from the highest level spell memorized. This ability lasts 2 rounds.
This is identical to the effects of Everard's Morning Star. It is unknown as to whether these effects will stack if used in conjunction.
Breaching Blow
This ability enables the wizard slayer to tear down the defenses of enemy spellcasters. For the next 2 rounds, every hit the wizard slayer scores on an enemy spellcaster brings down a magical protection.
This is similar to the spell Breach except only one spell protection is removed per hit.
The second component adds a third HLA described below:
Immunity
Immunity is a unique ability that allows the wizard slayer to gain immunity to one school of magic. This mimics the 5th level wizard spell, Spell Immunity. The effects are permanent and the wizard slayer may only pick one school ever.
This is a separate component consisting of eight subcomponents for each of the eight schools of magic. Only one school can be installed at a time so choose wisely. At this time, there is a globe effect (aka, the wiffle ball) which I intend to remove by the final release.
The HLAs Resist Magic and Hardiness have been removed from the wizard slayer's HLA list. Resist magic, which sets magic resistance to 40% is now useless since they get this much by the time this ability becomes available. Hardiness has also been removed for balance reasons. To justify this, I figure the wizard slayer focuses so much effort in resisting magic that resistances in other areas suffer because of this. Therefore, no hardiness.
Technically, this mod is still in BETA. All I have to figure out is how to remove that pesky wiffle ball effect from the immunity HLA. I'll be taking a look at code from the G3 BG2 Tweakpack as it has a component that removes the wiffle ball for the cloak of mirroring.
Feel free to try this out and lend any suggestions you may have. Also report any bugs.
EDIT: I want to point out to everyone that the Throne of Bhaal expansion is required in order for this mod to work properly.
This mod has been depreciated. Please download Konalan's Tweaks for this component.
Attached Files
Edited by Konalan, 26 March 2009 - 10:32 AM.