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#586554 [MOD] Shadow of the the Hierophant - Arena project (chapter one)

Posted by Saradas on 01 February 2016 - 12:00 AM in BG:EE Modding

Discussing thread..

 

[space reserved for future contents]




#586553 [MOD] Shadow of the the Hierophant - Arena project (chapter one)

Posted by Saradas on 31 January 2016 - 11:57 PM in BG:EE Modding

Posted Image

File Name: Shadow of the the Hierophant - Arena project (chapter one)
File Submitter: Saradas
File Submitted: 01 Feb 2016
File Category: BG:EE Mods

Hello fellow players, this mod for BG2EE is called "Shadow of the Hierophant - Arena Project". 

 

 


It is intended to be played at the end of ToB story, just before the final boss.

Through the Hierophant, a mysterious person that appeared in your pocket plane, you will be able to meet some memorable characters of the first BG title.

This is the first chapter, so you will be revisiting past encounters ONLY from the original Baldur's Gate.

 

You don't know exactly what is the purpose of these spirits: they might be vengeful, hostile, or simply lost souls in search of peace.

And the Hierophant...is he to be trusted?

That is up to you to find out!

 

 

THE MOD IS IN BETA VERSION: it is around 75% completed and I need you people to test it and give me some impressions of the work so far. Feel free to give advices to make it a better experience and you can even propose your own ideas about future contents. 

I will upload new versions as the developing proceeds.

 

The mod is no longer in beta version, the contents are completed, but still in need of polishing.

In the future I will change the spirits' selections/battle lines, 

 

 

You can discuss in the official thread (near the file information, click Support Topic).

 

Thank you for your support.


Click here to download this file



#586432 Errors with states.ids

Posted by Saradas on 29 January 2016 - 07:46 PM in Resource Request Forum

alright he likes this one! it's working

 

    !CheckStatGT(LastSeenBy(Myself),1,WIZARD_PROTECTION_FROM_MAGIC_WEAPONS)



#586431 Errors with states.ids

Posted by Saradas on 29 January 2016 - 07:32 PM in Resource Request Forum

Still not working......I think the states/stats entries are glitchy...

 

   IF
    See(Nearestenemyof(Myself))
    HPPercentLT(LastSeenBy(Myself),50)
    HaveSpell(ROGUE_ASSASINATION)
    OR(4)
    !CheckStat(LastSeenBy(Myself),3,WIZARD_PROTECTION_FROM_MAGIC_WEAPONS)
    !CheckStat(LastSeenBy(Myself),4,WIZARD_PROTECTION_FROM_MAGIC_WEAPONS)
    !CheckStat(LastSeenBy(Myself),5,WIZARD_PROTECTION_FROM_MAGIC_WEAPONS)
    !CheckStat(LastSeenBy(Myself),6,WIZARD_PROTECTION_FROM_MAGIC_WEAPONS)
    THEN
    RESPONSE #100
    EquipMostDamagingMelee()
    Spell(Myself,ROGUE_ASSASINATION)
    AttackReevaluate(Nearestenemyof(Myself),30)
  END

 

for example here I'm trying to make my enemy Assassin cast the assassination ability ONLY IF the last enemy he saw is not over 50% hp or protected from magical weapons +3 up to +6.

 

I cast protection from magic weapons on my cavy, but the assassin's script still reports TRUE and performs the action.




#586375 Errors with states.ids

Posted by Saradas on 29 January 2016 - 05:50 AM in Resource Request Forum

Thank you for your info, Argent77, I will try again tomorrow.

 

The Imp, sorry if it doesn't work but I see no point in uploading those infos as the spell is not custom-made and that is hardly the problem. Thanks anyway




#586366 Errors with states.ids

Posted by Saradas on 29 January 2016 - 04:11 AM in Resource Request Forum

I'm not sure if I screened the right part you wanted to see... 

 

http://i68.tinypic.com/jkbp21.png




#586354 Errors with states.ids

Posted by Saradas on 28 January 2016 - 09:56 PM in Resource Request Forum

Hello fellow modders,

today I'm experiencing a problem that is driving me crazy. The game handles the states in State.ids incorrectly...

 

For example, my enemy mage has 2 stunning spells, but I want her to cast the second spell in the chain only if the target is not stunned yet.

 

So, this is the code:

 

 

IF
    HPLT(Protagonist,90)
    HaveSpell(WIZARD_POWER_WORD_STUN)
    See(NearestEnemyOf(Myself))
THEN
RESPONSE #100
    Spell(NearestEnemyOf(Myself),WIZARD_POWER_WORD_STUN)
    Continue()
 END


 IF
    See(NearestEnemyOf(Myself))
    HaveSpell(WIZARD_BIGBYS_CLENCHED_FIST)
    !StateCheck(Player1,STATE_STUNNED)
THEN
RESPONSE #100
    Spell(NearestEnemyOf(Myself),WIZARD_BIGBYS_CLENCHED_FIST)
    Continue()
 END

 

The problem is that even if the target gets stunned with the first spell (Power word stun), the game fails to recognize this state [ !StateCheck(Player1,STATE_STUNNED ] in the next script chain and reads TRUE even if it's not....

 

what is the problem? thanks




#586014 [MOD] Saradas Magic for BG2

Posted by Saradas on 23 January 2016 - 11:57 PM in BG:EE Modding

File Name: Saradas Magic for BG2
File Submitter: Saradas
File Submitted: 24 Jan 2016
File Category: BG:EE Mods
 
 

As of v2.0.0, Saradas Magic for BG2 offers a backward native classic BG2:ToB compatibility, and is EET compatible.

 
 
 
 
 


 
Readme
 
SHS official GitHub alternate download center
 


 
Saradas Magic 2 is a mod that introduces a new NPC, Saradas the archmage, which interacts in various ways with the Bhaalspawn's group. In Shadows of Amn, he is a non-playable NPC that offers many services to the Bhaalspawn's group. You can find him in the temple of Lathander, in the Temple District of Athkatla. In addition to having several exclusive dialogues that take place as the plot takes shape, it offers:
  • Identification at reduced price
  • Cure the party when one or more members of the group are seriously injured
  • An advanced artificial intelligence scripted by me that offers an epic fight, should you decide to fight him
  • A store with exclusive articles.
In the latter, you can find 7 brand new arcane spells I created:

- Flawless Teleport
- Lashing Wind
- Gravitational Field https://www.youtube.com/watch?v=eHwCaTr5ABQ
- Horrid transformation https://www.youtube.com/watch?v=tdsylCxq-MI
- Drain Spell https://www.youtube.com/watch?v=XK4DvrcsgIo
- Spectacular Combustion https://www.youtube.com/watch?v=GXZsW9TzLdY
- Tenser's Supremacy https://www.youtube.com/watch?v=kcuMWvShB1g

(The prices are not very cheap but you can still try to steal from the store :] )


In addition to this, Saradas is an artifact collector. If you find any ancient artifact, you can bring it to him and he will enchant it for you, granting magic properties to the item.
I have introduced this new feature in Saradas Magic 2 because sometimes, after a quest has been completed, it's not rare to find some useless items inside your inventory.
The funny thing is they are mostly ancient relics made of gold but end up being sold for a fistful of coins or abandoned in some dusty chest, and forgotten soon after.
My idea was to give them a purpose.

The six artifacts are:
  • The Shaman's Staff
  • The Book of Kaza
  • The Mask of King Strohm III
  • The Shadow Dragon Wardstone
  • The Symbol of Amaunator
  • The Mantle of Waukeen
Saradas Magic 2 aims to improve the tactical approach to the game as a magician, in the battles of the Forgotten Realms, creating dozens of new devastating combinations.
This is possible with the new exclusive class skills. You certainly felt that one increased slot capacity for spell level was not a very high reward for being a specialist mage.
So, I introduced those epic level spells that can be acquired after you finish the Underdark portion of the game.
Saradas will teach you the skill related to your mage class.


All this is possible thanks to the epic level spells, available for each school of specialization, and taught by Saradas:
  • Spiritual Explosion (Invocation)
  • Impenetrable Defense (Abjuration)
  • Ego's Frailty (Alterazione)
  • Summon Devil of Baator (Evocation)
  • Foreseeing the future (Divination)
  • Absolute abnegation (Enchantment)
  • Legion of shadows (Illusion)
  • Deathly Hallows (Necromancy)
  • Knowledge of the Scholar (Generalist)
  • Shroud of wild magic (Wild magic)
  • Dragonborn (Dragon Disciple)
(work on pure mages, multi-classed mages, dual-classed mages)
 
 
 
ToB PART:
 
In Throne of Bhaal Saradas is finally a recruitable NPC!
You can summon him through the Fate Spirit in your pocket plane.
He is a human Priest of Lathander dual-classed to Mage.
His stats are:
  • STR 10
  • DEX 13
  • CON 14
  • INT 18
  • WIS 20
  • CHA 15
Background:

Saradas is an old mage who has spent his entire life traveling throughout Faerun. His homeland is Sembia, where he has an old house in the city of Yhaunn. He was a priest of Lathander with an innate interest for all the forms of magic.
So he started getting more and more interested in studying the arcane arts and ancient artifacts, and dedicated his life to this purpose.

Before he met the Gorion's ward, he thought that his days as an adventurer were finished, but his interest towards the son of Bhaal grew stronger and decided to follow his path.

Saradas is a very wise man indeed, and he always tries to share his knowledge with the young ones, in his own cryptic way.
He doesn't speak much about his past and his trust is hardly earned, but he can be a very good friend to those who prove worthy of his time.
You suspect that he's hiding much more information about his past, but you can try and ask him.



Saradas Magic 2 features in Throne of Bhaal :
  • Banters and dialogues with many of the original BioWare NPCs
  • He expresses his thoughts regarding events and dialogues (interjections)
  • He has a custom ring
  • You can experience 6 different epilogues
  • 1 custom skill
  • Dialogues with the protagonist
  • Two small but enjoyable Easter egg cutscenes. One takes place inside the Sendai's enclave if you have Saradas in your party. (https://www.youtube.com/watch?v=NC6YPDjXcjg). The other one eventually triggers if you have both Saradas and Edwin inside your party. This time Edwin has really gone too far ;) (https://www.youtube.com/watch?v=kkoBmEKTCw8)
 

SIDE NOTES:

For SoA, the mod can be installed at any time of your playthrough, without compromising the current save game, and making it still enjoyable at 100% of its contents.
For ToB it's best to have a fresh start.
Removing the mod will not cause flaws in the game, nor will it corrupt save files.

 

 
SPECIAL THANKS:
 
Syntia13 for Edwina's portrait, great piece of artwork.
 
https://forums.beamd...3#Message_56260

Click here to download this file



#576368 [MOD] Saradas Revisioned Shapeshifter

Posted by Saradas on 01 April 2015 - 08:51 PM in BG:EE Modding

Posted Image

File Name: Saradas Revisioned Shapeshifter
File Submitter: Saradas
File Submitted: 02 Apr 2015
File Category: BG:EE Mods

WHAT'S THIS MOD?

This mod is a rebalancing of the shapeshifter's skills compatible with Bg1:EE Bg2:EE SoA + ToB.

I've always thought this wonderful kit didn't express its full potential, due to some bugs and
a limited design.
What bugged me the most was the lack of progression. First of all, the Shapeshifter's level was almost pointless to determining the strength of the Werewolf forms...
And some features were never implemented (immunity to normal weapons, regeneration....)
So, beside adding some new features, I slightly improved the two forms in order to keep them useful and competitive in the late parts of SoA and ToB without resulting overpowered.

 

 

 

This mod improves the synergy between class level and shapeshifting power. When the druid reaches a certain level, his werewolf form becomes stronger, according to this table:

 

WEREWOLF FORM:------------------LV 1                 LV 13                 LV 15                 LV 20Claw +2 1d8          Claw +2 1d8+1         Claw +3 1d8+2         Claw +3 1d8+3 / Poison on hitSTR +2               STR +2                STR +2                STR +3DEX +2               DEX +2                DEX +2                DEX +3CON +2               CON +2                CON +2                CON +3APR +1               APR +1                APR +2                APR +2HP +10               HP +20                HP +30                HP +30M RES: +20           M RES: +30            M RES: +40            M RES: 40BASE AC: 3           BASE AC: 2            BASE AC: 1            BASE AC:0Thac0: +1            Thac0: +2             Thac0: +3             Thac0: +3Hasted               ELEM RES: +10         ELEM RES: +20         ELEM RES: +30                     PHYS RES: +10         PHYS RES: +20         PHYS RES: +25                     REG: 1HP/s            REG: 1HP/s            REG: 1HP/s                     Hasted                IMM POISON & DIS      IMM POISON & DIS                                           IMM NORM WEAPON       IMM NORM WEAPON                                           Hasted                HastedGREATER WEREWOLF FORM:---------------------------LV 13                           LV 17                                   LV 20Claw +3 2d6/ Poison on hit      Claw +4 2d6+1 / Poison on hit           Claw +5 2d6+2 / Poison on hit + Knock BackSTR +3                          STR +4                                  STR +4DEX +3                          DEX +4                                  DEX +4CON +4                          CON +5                                  CON +5APR +2                          APR +2                                  APR +2HP +30                          HP +40                                  HP +50M RES: +40                      M RES: +50                              M RES: +50BASE AC: -6                     BASE AC: -6                             BASE AC: -6Thac0: +3                       Thac0: +5                               Thac0: +6ELEM RES: +50                   ELEM RES: +50                           ELEM RES: +50PHYS RES: +33                   PHYS RES: +35                           PHYS RES: +35IMM POISON & DIS                IMM POISON & DIS                        IMM POISON & DISIMM NORM WEAPON                 IMM NORM WEAPON                         IMM NORM WEAPONREG: 2HP/s                      REG: 2HP/s                              REG: 3HP/sHasted                          Hasted                                  Hasted

 

 

The claws' improvement keeps the werewolf forms useful against tougher enemies (Liches for example) and their damage type is now slashing, not piercing.
I kept the first level of shapeshifts werewolf very close to the vanilla one, this way the kit will not result overpowered in BG1:EE (it will not regenerate, it is not immune to poisons or normal weapons).
At higher levels (reached in SoA) the shapeshifted form of the druid will scale well with the progression of the game.
Moreover, I thought it was lazy putting the same stats for every shapeshifting druid.
In vanilla version, the werewolf form has standard stats for strength and dexterity, so it could potentially be counterproductive for high level characters, and very unbalanced for weak characters.

With my mod, the druid's stats receive a buff (constitution and maximum HP too), resulting in an enhancment of the druid's prowess, but still proportional to his/her initial stats in human form.

 


Click here to download this file



#576367 Saradas Revisioned Shapeshifter V 1.1

Posted by Saradas on 01 April 2015 - 08:33 PM in BG:EE Modding

WHAT'S THIS MOD?

This mod is a rebalancing of the shapeshifter's skills compatible with Bg1:EE Bg2:EE SoA + ToB.

I've always thought this wonderful kit didn't express its full potential, due to some bugs and
a limited design.
What bugged me the most was the lack of progression. First of all, the Shapeshifter's level was almost pointless to determining the strength of the Werewolf forms...
And some features were never implemented (immunity to normal weapons, regeneration....)
So, beside adding some new features, I slightly improved the two forms in order to keep them useful and competitive in the late parts of SoA and ToB without resulting overpowered.

 

This mod improves the synergy between class level and shapeshifting power. When the druid reaches a certain level, his werewolf form becomes stronger, according to this table:

 

 

 


WEREWOLF FORM:
------------------

LV 1                 LV 13                 LV 15                 LV 20

Claw +2 1d8          Claw +2 1d8+1         Claw +3 1d8+2         Claw +3 1d8+3 / Poison on hit
STR +2               STR +2                STR +2                STR +3
DEX +2               DEX +2                DEX +2                DEX +3
CON +2               CON +2                CON +2                CON +3
APR +1               APR +1                APR +2                APR +2
HP +10               HP +20                HP +30                HP +30
M RES: +20           M RES: +30            M RES: +40            M RES: 40
BASE AC: 3           BASE AC: 2            BASE AC: 1            BASE AC:0
Thac0: +1            Thac0: +2             Thac0: +3             Thac0: +3
Hasted               ELEM RES: +10         ELEM RES: +20         ELEM RES: +30
                     PHYS RES: +10         PHYS RES: +20         PHYS RES: +25
                     REG: 1HP/s            REG: 1HP/s            REG: 1HP/s
                     Hasted                IMM POISON & DIS      IMM POISON & DIS
                                           IMM NORM WEAPON       IMM NORM WEAPON
                                           Hasted                Hasted


GREATER WEREWOLF FORM:
---------------------------

LV 13                           LV 17                                   LV 20

Claw +3 2d6/ Poison on hit      Claw +4 2d6+1 / Poison on hit           Claw +5 2d6+2 / Poison on hit + Knock Back
STR +3                          STR +4                                  STR +4
DEX +3                          DEX +4                                  DEX +4
CON +4                          CON +5                                  CON +5
APR +2                          APR +2                                  APR +2
HP +30                          HP +40                                  HP +50
M RES: +40                      M RES: +50                              M RES: +50
BASE AC: -6                     BASE AC: -6                             BASE AC: -6
Thac0: +3                       Thac0: +5                               Thac0: +6
ELEM RES: +50                   ELEM RES: +50                           ELEM RES: +50
PHYS RES: +33                   PHYS RES: +35                           PHYS RES: +35
IMM POISON & DIS                IMM POISON & DIS                        IMM POISON & DIS
IMM NORM WEAPON                 IMM NORM WEAPON                         IMM NORM WEAPON
REG: 2HP/s                      REG: 2HP/s                              REG: 3HP/s
Hasted                          Hasted                                  Hasted

 

The claws' improvement keeps the werewolf forms useful against tougher enemies (Liches for example) and their damage type is now slashing, not piercing.
I kept the first level of shapeshifts werewolf very close to the vanilla one, this way the kit will not result overpowered in BG1:EE (it will not regenerate, it is not immune to poisons or normal weapons).
At higher levels (reached in SoA) the shapeshifted form of the druid will scale well with the progression of the game.
Moreover, I thought it was lazy putting the same stats for every shapeshifting druid.
In vanilla version, the werewolf form has standard stats for strength and dexterity, so it could potentially be counterproductive for high level characters, and very unbalanced for weak characters.

With my mod, the druid's stats receive a buff (constitution and maximum HP too), resulting in an enhancment of the druid's prowess, but still proportional to his/her initial stats in human form.

 

 

What's new in version 1.1:

 


- In Werewolf form now the druid regenerates 3HP/round (1HP/2s) starting from level 13. It was 1HP/s before.
- Greater Werewolf form now has 0 base AC at level 13, -1 at level 17 and 20. (Before was -6, ending up at -16 AC...my mistake. Now it's much more reasonable.)
- Greater Werewolf form now has +4 thac0 bonus at level 13, before it was +3.
- In Greater Werewolf form now the druid regenerates 6HP/round (1HP/s). Before it was 2HP/s and considering the GWW's high resistances and low AC, the results were overpowered.
- The "Regenerating" status icon now correctly appears during Werewolf form, starting from level 13.
 

 

 




#576366 Saradas Magic V_1.1

Posted by Saradas on 01 April 2015 - 07:45 PM in BG:EE Modding

[reserved for future content]




#576365 [MOD] Saradas Magic

Posted by Saradas on 01 April 2015 - 07:44 PM in BG:EE Modding

File Name: Saradas Magic
File Submitter: Saradas
File Submitted: 02 Apr 2015
File Category: BG:EE Mods


Saradas Magic is a mod for Bg1:EE that introduces a new non-playable NPC, Saradas the archmage, which interacts in various ways with the Bhaalspawn's group.
You can find him in the temple inside the Friendly Arm Inn.
In addition to having several exclusive dialogues that take place as the plot takes shape, it offers:

- Identification at reduced price
- Cure the party when one or more members of the group are seriously injured
- An advanced artificial intelligence scripted by me that offers an epic fight even to the game's veterans
- A store with exclusive articles

In the latter, you can find 7 brand new arcane spells:

- Flawless Teleport
- Lashing Wind
- Gravitational Field
- Horrid transformation
- Drain Spell
- Spectacular Combustion
- Tenser's Supremacy


 

PLUS epic level spells you will obtain after you kill Davaeorn. Saradas will teach you the epic spell related to your class:



- Spiritual Explosion (Invocation)
- Impenetrable Defense (Abjuration)
- Ego's Frailty (Transmutation)
- Summon Devil of Baator (Conjuration)
- Foreseeing the future (Divination)
- Absolute abnegation (Enchantment)
- Legion of shadows (Illusion)
- Deathly Hallows (Necromancy)
- Knowledge of the Scholar (Generalist)
- Shroud of wild magic (Wild magic)
- Dragonborn (Dragon Disciple)


Click here to download this file



#576364 Saradas Magic V_1.1

Posted by Saradas on 01 April 2015 - 07:33 PM in BG:EE Modding

WHAT'S SARADAS MAGIC?:

Saradas Magic is a mod for Bg1:EE that introduces a new non-playable NPC, Saradas the archmage, which interacts in various ways with the Bhaalspawn's group.
You can find him in the temple inside the Friendly Arm Inn.
In addition to having several exclusive dialogues that take place as the plot takes shape, it offers:

- Identification at reduced price
- Cure the party when one or more members of the group are seriously injured
- An advanced artificial intelligence scripted by me that offers an epic fight even to the game's veterans
- A store with exclusive articles

In the latter, you can find 7 brand new arcane spells I created:

- Flawless Teleport

Level: 3
Radius: 30m
Duration: Instantaneous
Casting Time: 3
Area of Effect: Caster

This prodigious spell allows the caster to teleport without error within 30 meters in his range of vision, also, as soon as he arrives to the chosen destination, he will turn invisible as for the spell of invisibility, getting a considerable tactical advantage over is foes. The wizard will remain in this state for 2 rounds, unless he starts an offensive action during this period.

 

 



- Lashing Wind

Level: 6
Casting Time: 6
Radius: 15m
Area of Effect: front of magician
Saving Throw: breath (-2) reduces the effects

With a single gesture of his hand the magician conjures a powerful gust of wind capable of knocking out an entire group of enemies. They are thrown 20 meters away from the mage, and if they fail a saving throw they suffer 1d10 bludgeoning damage, they will lose their grip on their weapons, and will be temporarily stunned because of the strong impact with the ground or other obstacles met on their way.

 




- Gravitational Field

Level: 5
Time to cast: 5
Range: 20 meters
Target: Area
Duration: the effects last for 15 seconds
Saving Throw: vs Spell (+2) negates

This spell increases the force of gravity in a small area decided by the enchanter. All creatures in the area of effect must succeed a saving throw vs spell, or be overwhelmed by a sudden increase in gravity, thus dropping their weapons on the ground, because of their unsustainable weight. In addition, they are slowed down and their dexterity value is halved. The effects can be dispelled.
 

https://youtu.be/eHwCaTr5ABQ

 


- Horrid transformation

Level: 7
Range: 5m
Target: 1 creature
Duration: Permanent
Saving throw: negates the effects

The target reached by this terrible curse must succeed a saving throw vs. Polymorph (-2 penalty) or suffer a horrid and nauseating transformation. His limbs begin to rot quickly, losing most of their strength. He will become so repellent to cause nausea and disgust in anyone standing less than a few feet away from him. He also suffers a serious motor impairment that will halve his movement speed.
Even the lucidity disappears, making the target completely unable to think and undertake any action, even the most basic one.
The intelligence, strength and charisma suffer the heaviest penalty.
The only action available to the target is the use of potions and equipped items.
The effects are permanent unless a "remove curse" spell is casted on the victim of this curse.
NOTE:
It only affects humanoid creatures, therefore animals, undead or giant humanoids are not affected by this spell.
 

https://youtu.be/tdsylCxq-MI


- Drain Spell

Level: 7
Target: Single
Radius: 7m
Duration : Instantaneous
Casting Time : 7
Saving Throw: spells -5 denies

This spell is quite famous among sorcerers. It was used many time in the past in the settling of scores between magicians, with the intent to ridicule the opponent. It's definitely one of the most devastating spells to use against a magician. Saradas was one of the most powerful and reknowned masters in Faerun and he used to entertain himself to use this spell, which he invented, on unsuspecting students, to make the exams much more difficult. EFFECT : The caster attacks the opponent's mind to make him forget two memorized spell if he fails a saving throw vs. spells ( -5), restoring one of his own. It affects spells from level 1 to 9, but it will try to start from the highest level available. NOTE: This spell affects only sorcerers and wizards (including dual-class and multiclass). If the target is not a magician, nothing would happen and the spell would be wasted.

 

https://youtu.be/XK4DvrcsgIo



- Spectacular Combustion

  Level: 7
 Radius: 30m
 Target: Single
 Casting Time: 7
 Saving throw: halves damage spells

The wizard creates a small luminescent sphere into its hands, ready to be thrown at the target. When it touches the target creature, it triggers an immense column of fire that surrounds it, causing terrible burns. In addition, the target's weapon becomes incandescent and if the opponent does not succeed a saving throw vs. spells, must let it fall to the ground to avoid being burned. The initial fire damage is 5d10, and 3d10 more if target fails a saving throw. The target also continues to burn for the next three rounds, taking 5 fire damage for each one of them.

 

 

https://youtu.be/GXZsW9TzLdY


- Tenser's Supremacy
Level: 9
Duration: 1 minute
Area of Effect: Caster
Casting Time: 9

This spell is the terror of every fool in the Realms. Many warriors bullies the magicians for their lack of athleticism, but the magician under the effect of this spell will no doubt wipe the smiles from their faces. His body is transformed, becoming impressively strong. The magician leaves his old nature, believing that he has always been a warrior and becoming very skilled in combat. As if that was not enough, the sorcerer summons a magical sword that he can brandish perfectly. The magician can maintain this status only for a minute, during which he cannot cast spells. At the end of the effects, he'll be fatigued for trauma suffered and will experience severe difficulty in spell casting. The effects can be dispelled.

BONUS:
CA +5
TACH0 set to -3
Strength rised to 25
HP and movement speed doubled.

 

 

https://youtu.be/kcuMWvShB1g
 

 


PLUS epic level spells you will obtain after you kill Davaeorn. Saradas will teach you the epic spell related to your class:

 


- Spiritual Explosion (Invocation)

Level: Epic
Range: 75m
Target: 1 creature
Duration: Instantaneous
Saving Throw: vs spells (-7)

This is the final offensive spell, plasmed for the first time by Saradas, the Blue Wizard. The caster focuses an immense energy in its hands, including a fraction of his on spirit.
The base damage is 1d10 per level of the wizard (up to a maximum of 10) and cannot be avoided with a saving throw, although the magic resistance helps to prevent the effects. The other component of the damage comes from the spirit of the sorcerer, which inflicts 20D10.
If the target succeeds against a saving throw vs. spells with penalty -7, will avoid the spiritual damage. The magic resistance cannot stop the spiritual damage.
Exhausted by the casting, the Invoker will loose 3d10 hit points and will be fatigued for the next hour.
Note that the sphere can overcome the effects of protective barriers.


- Impenetrable Defense (Abjuration)

Level: Epic
Range: Allies within 10m
Duration: 1 turn

The magician that has specialized in the school of Abjuration and has achieved total mastery in this field, has access to this barrier of magical nature of incomparable power.
All of the elemental defenses are raised up to 75%, also resistance to bludgeoning, slashing, piercing and ranged damage, are raised to 33%.
The saving throws receive a universal bonus of +2 and +3 to armor class, the barrier also prevents 7th level spells to penetrate it.
Note that the creatures protected by Impenetrable Defense are also immune to the effects of level drain, instant death, disintegration and petrification.
The abjurer can cast this spell only once a day and its great effectiveness makes it relatively short in duration. Also for the entire duration of the spell, the caster cannot cast other spells because he must focus to maintain the barrier active.
It cannot be dispelled by Dispel Magic.


- Ego's Frailty (Transmutation)

Level: Epic
Range: 20m
Target: multiple enemies
Duration: 1 turn and a half
Saving Throw: Negates effects

The magician that has specialized in the school of Alteration and has achieved total mastery in this field, has access to this spell that allows him to destabilize not only the matter of the target, but also its soul.
When the spell hits the target he will feel the weight of the whole universe on his shoulders, leaving him heavily weakened and dismayed.
All his elemental resistances, magic damage resistance, and physical resistance will be brought to a flat value of -25, thus exposing the target to an increased 25% damage from those sources.
The magic resistance will be lowered by 75 points and the effects of the Slow spell will affect the creatures hit by Ego's frailty.
A successful saving throw vs. spells (with penalty -2) completely negates the effects.


- Summon Devil of Baator (Conjuration)

Level: Epic
Range: 15m
Duration: 1 turn and a half

The magician that has specialized in the school of Conjuration and has achieved total mastery in this field, has access to this frightening ritual of evocation. He will create a dimensional rift between the First Material Plane and the Nine Hells of Baator, invoking a demon prince of immeasurable power.
He will not obey blindly to the Evoker's command, but he will protect him whenever an enemy would come too close; as soon as the danger is averted, he will wander around the group, waiting for an enemy to devour.
His attacks are deadly, causing 2d10 +5 slashing damage. His claws are considered as a +5 weapon, also causing an extra 1d6 damage from fire. The attack also has a 10% chance of tearing an enemy apart instantly if he fails a saving throw vs. death.
In exchange for his services, the devil claims half of the Conjurer's current hit points.


- Foreseeing the future (Divination)

Level: Epic
Radius: self
Duration: 1 hour

The magician that has specialized in the school of Divination and has achieved total mastery in this field, has access to this wonderful spell. He starts to focus his mind in order to receive visions. He will be able to see, almost flawlessly, the events that will happen in the next coming hour, granting him a huge tactical advantage over the foes.
The armor class of the Diviner increases by 5 points and his saving throws get a universal bonus of 4 points, he is also immune to the first 10 physical attacks that would otherwise normally hit him.
The power of this spell has more to offer, infact the extraordinary gifts of divination, allow the caster to materialize the surrounding area in his mind, as well as to reveal the presence of useful magical objects hidden from the sight of normal people. The spell also grants the ability to see the reality with absolute clarity (True Sight).
The protection lasts for one hour and cannot be dispelled.


- Absolute abnegation (Enchantment)

Level: Epic
Radius: 30m
Duration: 1 turn and a half
Target: multiple enemies
Saving Throw: negates


The magician that has specialized in the school of Enchantment and has achieved total mastery in this field, has access to this dreadful spell that completely disrupts the mind and body of the targets.
They suffer the same effects of the spell "Dire Charme", but their body is hit by a powerful adrenaline rush that will unleash animalistic behaviors.
They will try to protect the caster at the cost of their own lives, and they will never doubt any of the Enchanter's commands. They will also be faster, stronger and shall not be diverted in any way from their task.
At the end of the effect of the spell, the body of the target's will suffer a strong shock due to stress, leading them to cardiac arrest and therefore, to instant death.
A saving throw vs. spells with penalty -5 negates the effects.

STATISTICS:
Strength +3
THAC0 +5
Attacks per round : +1
Doubled movement speed
Immunity to charm and confusion.


- Legion of shadows (Illusion)

Level: Epic
Radius : party
Duration: 1 turn

The magician that has specialized in the school of Illusion and has achieved total mastery in this field, has access to this masterful illusion. He creates perfect clones of his party members, including their equipment.
As soon as these replicants are created, the party members will be concealed and teleported to a close safe place. The enemies are totally unaware of the illusion, and shall not tell the difference between the party members and the replicants, thus attacking them instead of the Illusionist's group.
Note that these shadows are not able to hurt the opponents, but they are totally under the influence of the caster, which is able to cast any other spell he desires.
All party members under the effects of Legion of Shadows, cannot cast other illusions such as Simulacrum, Mislead and Project image.~


- Deathly Hallows (Necromancy)

Level: Epic
Radius: Self
Duration : About half an hour

The magician that has specialized in the school of Necromancy and has achieved total mastery in this field, has access to this macabre ritual of transformation. He can now polymorph himself into a Lich.
This spell is particularly brilliant due to the nature of its duration. In fact, it does not permanently turn the Necromancer into an undead creature, but bestows the exact same benefits for all the duration of the spell.
In addition to being immune to effects such as fear, charm, poison, instant death, blindness, feeble mind, sickness, confusion, level drain, he can only be harmed by magic weapons greater than +2.
He's also immune to frost damage and will suffer 75% less damage from electrical sources, but he strongly suffers from fire element attacks and his new body does not allow him to move easily.
Its frightening appearance instills fear in all surrounding enemies.
During the transformation, the Necromancer can use his Lich's touch as a weapon, inflicting 1d10 +5 piercing damage, and an additional 2d6 cold damage, also, if the target does not succeeds a saving throw vs. death, will be paralyzed for 10 seconds.
The Lich's touch is to be considered as a +5 enchanted weapon, and it drains life on hit (1d6).

Deathly Hallows cannot be dispelled and the Necromancer cannot use other polymorph spells while the spell is in effect.


- Knowledge of the Scholar (Generalist)

Level: Epic
Radius: Self
Duration: 30 minutes

The magician who has decided not to specialize in any specific magical school, has fully understood the energies that pervade Faerun and is able to channel and mold them more effectively. For the entire duration of the spell, the magician lowers the casting time of all of his spells by 1 and doubles their duration, he also expands his magical aura. The enemies hit by the aura will suffer an inevitable penalty of 3 points to all their saving throws. The resistance to elemental and magic damage is halved, and magic resistance is lowered by 25 points. The effects of the aura last for 30 seconds and can not be stacked. Any magic item equipped by the enemies or potions can still increase these resistances, same goes for protective spells.


- Shroud of wild magic (Wild magic)

Level: Epic
Radius: 20m
Target: Single
Duration: 1 turn
Saving Throw: negates effects

The magician that has specialized in the school of Wild Magic and has reached the total mastery in this field, has access to this spell that has the power to wrap the enemy into a strong shroud of wild magic.
If the enemy fails a saving throw vs Breath with a penalty -3, will be wrapped up in this energy for 1 turn. Every spell that he will try to cast will instead result in a burst of untamable wild magic, causing ill-omened effects on himself. The Wild Mage infact, makes sure of this by negatively altering the enemy's table of wild magic effects.
This energy that envelops the enemy cannot be dispelled. One must also keep in mind that even a grand master shall never fully control this type of magical energy, therefore, positive effects for the enemy can not be completely excluded.


- Dragonborn (Dragon Disciple)

Level: Epic
Target: Self
Length: 1 minute

The Dragon Disciple has reached full self-awareness, he can now truly feel the dragon's blood coursing through his veins and he wants to control the power that comes with it.
Thanks to this ability he's finally able to unleash the greatest power his blood has to offer. He can polymorph himslef into a red dragon for the duration of the spell, obtaining the following bonuses:
Immunity to fire and magic weapons +4 or lower; charm, fear, feeble mind, diseases and confusion.
Doubled hit points and strength increased to 23;
Ranged damage reduced by 75%;
Bludgeoning damage reduced by 50%;
Slashing Damage reduced by 75%;
He will cause fear every round to the surrounding enemies.
His claws are considered weapon +5, cause 2d10 +5 slashing damage and throw the enemies away.
He cannot use other metamorphosis spells while Dragonborn effects are still active.



(obtainable by multi-classed and dual-classed mages too)


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More info in the READ ME file. Enjoy!

 

(I will add some videos to this thread in the future)