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Opposite schools and specialist mages


subtledoctor

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Already done, many years ago. Why do you think I gave this aura to Enchanter, so he could Disintegrate better? :)

Ha ha, okay I guess I should have looked before I typed!

 

Still it might not be a bad idea to break it out as another mod template, so any player can easily change things if they want to.

 

Also is Wands ever used? If so, how?

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Still it might not be a bad idea to break it out as another mod template, so any player can easily change things if they want to.

I agree, yes.

 

 

Also is Wands ever used? If so, how?

I'm not sure I understand. If you mean "does SCS AI use Wands", yes. Not often tho (iirc the one I'm sure of is BG1 Iron Throne cleric - Flamestrike wand).

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Also is Wands ever used? If so, how?

I'm not sure I understand.

 

sd wants to ask if the save vs. Wand is used by a specific spells, or is it just wand items, and if so, do they all use that or is it specific wands and so on...
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Yeah sorry meant saving throws vs. Wands.

 

I generally consider that saves vs Spells are to resist a pure, direct magical effect (something like Will checks in later/other editions) and saves vs Breath Weapon represent dodging an AoE, and saves vs Death are to do with vitality, and saves vs Polymorph/Petrification are to resist transformative effects... but what does a save vs Wands/Staffs/Rods represent? Is it just any effect that comes from a wand? Should there be a different saving throw for a Fireball cast as a spell vs a Fireball cast from a wand?? Seems silly.

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Yeah sorry meant saving throws vs. Wands.

 

I generally consider that saves vs Spells are to resist a pure, direct magical effect (something like Will checks in later/other editions) and saves vs Breath Weapon represent dodging an AoE, and saves vs Death are to do with vitality, and saves vs Polymorph/Petrification are to resist transformative effects... but what does a save vs Wands/Staffs/Rods represent? Is it just any effect that comes from a wand? Should there be a different saving throw for a Fireball cast as a spell vs a Fireball cast from a wand?? Seems silly.

Aha.

Wand save is rarely used. I agree that using different save for a wand fireball and a mage book fireball is silly. I don't like Wands behaviour much (IR or not), spells don't get patched correctly due to naming conventions, Spell Deflection doesn't block them properly anymore yada yada.

In short, I prefer Wands (and other items with magical ability) to cast *real spells*. I put high value on consistency in my game.

If it's named Wand of Fire and has a spell named Fireball, it will be the very same Fireball my wizard can cast.

I'd use Wand/Rod save on weapon effects (Ages, Celestial Fury, etc, since I don't like spells save there (this doesn't include vorpals however, Death is ok for them since.....they cause death :rolleyes: ).

I recommended it to Demi some (long) time ago, I can't remember what he said about it. I think it would be nice that this save has some value, if only for the AI (bar Koshi I guess).

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Still it might not be a bad idea to break it out as another mod template, so any player can easily change things if they want to.

I agree, yes.

 

...Aaaand, here you go:

 

https://dl.dropboxusercontent.com/u/86011511/SaveMod.zip

 

(It's not perfect, but it's a template that can be used for this purpose. Right now it sets every spell that offers a save, to use a save vs. Wands. They can be changed quickly and easily by editing /savemod/spells/save_list_base.tpa. I didn't bother to make an SR-specific list this time, but if SR changes any spells to give a saving throw, they can be added to the list.

 

Cheers.

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Incidentally, I've released my wizard kits, plus a saving throw standardization component like the one above for people without SR, or who want to easily tinker with saves after SR is installed.

 

http://gibberlings3.net/forums/index.php?showtopic=26838&page=4&do=findComment&comment=235796

 

Final description of the specialist kits is here:

http://forums.beamdog.com/discussion/comment/637239/#Comment_637239

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Eh, I've tested that "savemod" - it's great. Very neat. If I ever get the time (maybe even today!) I'd definitely patch traps to behave sensible (breath for elements, death for Fingers, petrification for mmm...petrification/disintegration etc).

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Interesting. I have no idea how traps work. Do they just cause custom .SPLs to be cast? If so, then you could just add those .SPL files to the list.

 

I even have this working on items that cause effects - like, I added a save vs. Death to vampire level drain.

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Interesting. I have no idea how traps work. Do they just cause custom .SPLs to be cast? If so, then you could just add those .SPL files to the list.

 

I even have this working on items that cause effects - like, I added a save vs. Death to vampire level drain.

It's done already. :) I'll upload it in a minute. Yeah, traps are just spells.

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Here it is. Link.

- things altered:

 

Innates:

 

Abazigal Shockwave - breath

Hive Mother disintegrate - petrification

Vortex Web - breath

Lightning bolt (beholder) - breath

Plant Growth - breath

Death Knight Fireball - breath

Celestial bolt (???) - breath, does electric damage

Beholder gas spore (??) - breath, electric

Hell Hound Breath - breath

Beholder Paralyzation - death

Beholder Finger of Death - death

Golem Slow - petrification

Beholder disintegrate - petrification

Beholder slow - petrification

Beholder Lightning - breath

Beholder paralyzation - death

 

And traps:

 

- fireball - breath

- lightning - breath

- detonation arrow - breath

- minor lightning - breath

 

Install this after SCS. I don't know if SCS makes new spl resources for beholder rays (it makes them have spells save), I'll check it out later since I don't have SCS installed. If it does, I'll put them in code as well.

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