Spells & their levels
#1
Posted 14 May 2009 - 05:15 PM
Looking around the modding sites I can see several mods for improving spells, I`m presently looking forward to trying Spell Revisions 2.9 for example. It is clear that certain spells are unbalanced for their level, for example stoneskin is a very important 4th level spell and mirror images is a vital 2nd level one, especially for a soloing mage. In many cases the disparity between the power of a spell and its level often results from something that can`t be translated conveniently into from pen & paper to computer games. For example, Stoneskin previously required 500 gp of diamond dust, and this was one reasone why it could be 'only' 4th level. Ruby Ray of Reversal (which dealt with many more situations in p&p, such as trap disarmament) originally required a ruby!
My idea is simple, for spells which are relatively overpowered for their level, some of the casters` energy would be employed instead. So Stoneskin castings (not from scrolls) could automatically deduct 500gp from the inventory or give a dex penalty a la the potion of stone form. Has this kind of thing been explored anywhere? It would give a good reason for using some spells in some situations! Not sure how it would work for sorcerers though... if their spells were innate then they`d have to be limited to non-component spells!
#2
Posted 23 June 2009 - 09:50 AM
Is there any mod that totally changes the spellbook to all-new spells?
#3
Posted 23 June 2009 - 10:04 AM
Aa-a, not really. But there is Spell Revision, Galactygon's SpellPack?, Divine Remix, one day there will be fully tested Arcane Remix and few other spellbook alteration mods.Is there any mod that totally changes the spellbook to all-new spells?
Personally, what bothers me most is that the spells have a spell level that say on what level it's casted on, but then they have a spell level attribute that the spells effect is depended on... a good example is the Dispel Magic, it's 3rd level spell yes, but when it's casted a creature it's level 0 spell, meaning they can't have immunity it, provided by spells like Minor/or Globe of Invulnerability that should provide immunity to all level 1st, 2nd and 3rd (4th)level spells.
By the way, the GoI is immune to the Dispel'ing, so in the worst case, you'll loose the other protection spells while you still have the 'spell protection'.
Edited by Jarno Mikkola, 23 June 2009 - 01:34 PM.
Deactivated account. The user today is known as The Imp.
#4
Posted 23 June 2009 - 10:24 AM
Though I do not think these spells you mentioned are 'overpowered', however, if casting certain powerful high level spells like Timestop will require various rare spell components, it could be interesting. But I strongly suspect that implementing it will be next to impossible.I`m not sure if this idea has already been explored and rejected but...
Looking around the modding sites I can see several mods for improving spells, I`m presently looking forward to trying Spell Revisions 2.9 for example. It is clear that certain spells are unbalanced for their level, for example stoneskin is a very important 4th level spell and mirror images is a vital 2nd level one, especially for a soloing mage. In many cases the disparity between the power of a spell and its level often results from something that can`t be translated conveniently into from pen & paper to computer games. For example, Stoneskin previously required 500 gp of diamond dust, and this was one reasone why it could be 'only' 4th level. Ruby Ray of Reversal (which dealt with many more situations in p&p, such as trap disarmament) originally required a ruby!
My idea is simple, for spells which are relatively overpowered for their level, some of the casters` energy would be employed instead. So Stoneskin castings (not from scrolls) could automatically deduct 500gp from the inventory or give a dex penalty a la the potion of stone form. Has this kind of thing been explored anywhere? It would give a good reason for using some spells in some situations! Not sure how it would work for sorcerers though... if their spells were innate then they`d have to be limited to non-component spells!
#5
Posted 23 June 2009 - 10:26 AM
Though I do not think these spells you mentioned are 'overpowered', however, if casting certain powerful high level spells like Timestop will require various rare spell components, it could be interesting. But I strongly suspect that implementing it will be next to impossible.I`m not sure if this idea has already been explored and rejected but...
Looking around the modding sites I can see several mods for improving spells, I`m presently looking forward to trying Spell Revisions 2.9 for example. It is clear that certain spells are unbalanced for their level, for example stoneskin is a very important 4th level spell and mirror images is a vital 2nd level one, especially for a soloing mage. In many cases the disparity between the power of a spell and its level often results from something that can`t be translated conveniently into from pen & paper to computer games. For example, Stoneskin previously required 500 gp of diamond dust, and this was one reasone why it could be 'only' 4th level. Ruby Ray of Reversal (which dealt with many more situations in p&p, such as trap disarmament) originally required a ruby!
My idea is simple, for spells which are relatively overpowered for their level, some of the casters` energy would be employed instead. So Stoneskin castings (not from scrolls) could automatically deduct 500gp from the inventory or give a dex penalty a la the potion of stone form. Has this kind of thing been explored anywhere? It would give a good reason for using some spells in some situations! Not sure how it would work for sorcerers though... if their spells were innate then they`d have to be limited to non-component spells!
Yup.
"Tyranny is a quiet thing at first, a prim and proper lady pursing her lips and shaking her head disapprovingly, asking, well what were you doing (wearing that dress, walking home at that hour, expressing those inappropriate thoughts) anyway? It's subtle and insidious, disguised as reasonable precautions which become more and more oppressive over time, until our lives are defined by the things we must avoid. She's easy enough to agree with, after all, she's only trying to help -- and yet she's one of the most dangerous influences we face, because if she prevails, it puts the raping, robbing, axe-wielding madmen of the world in complete control. Eventually they'll barely need to wield a thing, all they'll have to do is leer menacingly and we fall all over ourselves trying to placate them." -godlizard
#6
Posted 23 June 2009 - 12:59 PM
yes, eventually all the classes and items and AI will get changed, too. i didn't say i would finish!
#7
Posted 23 June 2009 - 06:58 PM
One way to implement this would be to remove those spells from spellbooks entirely and attach them to the items instead. You would put class and level requirements on the items which would get consumed upon using them.For example, Stoneskin previously required 500 gp of diamond dust, and this was one reasone why it could be 'only' 4th level. Ruby Ray of Reversal (which dealt with many more situations in p&p, such as trap disarmament) originally required a ruby!
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