![]() Their magical talents bring out their draconic heritage, allowing them to cast powerful magical spells and exhibit dragon-like abilities.ĭ6 Hit Die. Finally, this replaces the 3rd-level arcane spell "Detect Illusions" with the 3rd-level divine spell "Invisibility Purge."ĭragon Disciples are powerful sorcerers with dragons' blood somewhere in their lineage. It will also allow the caster of Detect Invisible and True Sight to spot and target enemies who are protected by Non-detection. The upshot is, if you cast 2nd-level Detect Invisible, the caster will be able to see and target invisible enemies but other party members who cannot see invisible things cannot. This component merges the effects of Invisibility and Sanctuary (you can now loot chests and open doors while invisible ). Caster becomes normal invisible - NOT super-Mislead-invisible.Ħth Level: Shadow Clone - clone has 40% hit points and -7 to thac0 and caster level, can cast only 1st-level arcane spells, cannot cast divine spells.ħth Level: Lesser Simulacrum - clone has 60% hit points and -5 to thac0 and caster level, can cast up to 4th-level arcane spells, cannot cast divine spells.Ĩth Level: Simulacrum - clone has 75% hit points and -3 to thac0 and caster level, and can cast any spells.ĩth Level: Projected Simulacrum - cast this version of Simulacrum on another creature. This component makes Mislead and Project Image work just as Simulacrum does, except the clones can use more magic as you go up in level, and the caster gets progressively better invisibility at the same time:ĥth Level: Mislead - clone is a pure image, cannot attack or cast spells. There are four options: BG2 Opposition Schools IWD Opposition Schools PnP AD&D Opposition Schools and No Opposition Schools (every specialist can learn every spell) This component changes which schools are restricted from each specialist wizard kit. That file is human readable and you can change it as you like, so you have complete control over the school of every spell, before installing the mod. These changes are determined by a list that resides in /tomeandblood/data/core/spell_list_base.tpa. Symbol spells are moved to the school of Divination Power Word spells are moved to the school of Enchantment Sequencer spells are moved to the school of Enchantment ![]() This component changes the school of various spells, to make sure there is at least one spell at each level in each school, and that specialists of different schools are better-balanced against one another. Here’s a breakdown of what is currently in the mod: You can install one component, or all of them, or any combination you like. You'll have the option to choose which categories you want to consider when you install the mod. There are a lot of different components to the mod at this point, so I have organized them into three categories: 1] spell tweaks 2] new and revised kits and 3] deeper tweaks to various game mechanics. Best I can tell, the spell school changes, the armored casting for bards, the first four innate sequencer options, the first and third cantrip options, and the innate find familiar component might probably work on the old engine. This is not designed for pre- EE TOB/ BGT/Tutu games. The 0.8 series has only been tested in the EE v2.5 engine. (I only haven't made the ALWAYS block comliant yet.) What does that mean for you, the player? Pretty much nothing. Since version 0.8.40, the mod is now almost completely compliant with DavidW''s principles of encapsulation and immutability. The more in-depth Readm for v0.7 can be found here. You can download the latest version of the mod here. But for now I'll highlight the recent changes. In time I'll turn this post into a source of general information about the mod, for newcomers. I'm pleased to announce that Tome and Blood has been updated to version 0.8.40 0.9.35! in my branch of the mod.
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