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Diablo2 Kit Pack for BG2 - The Necromancer Ver 0.5


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#1 shohy

shohy
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Posted 26 November 2014 - 09:50 PM

Further version will not be released here, please go to
 
V0.5 Fixed the problem that Fire Golem damages party members continuously after death.
     Enhanced Revive, Corpse Explosion and Posion Explosion: some effects for creatures beyond level 20 or successfully save vs. spell.
 
V0.4 Fixed the problem of wrong summoning of skeleton mage at low and high level.
 
V0.3 Fixed the problem of game crash when summoning Fire Golem at high level.
     Skeleton Mastery and Golem Mastery enhances creatures with 2 level per choice.
     Priest spell slots penalties are cancelled because they may cause some problem.
     Give another 3D Effect to Dim Vision because the old one often displays as half of a full graphic.
 
V0.2 Fixed the AI problem of summoned creatures caused by conflict with some tactics MODs on using of extra weapon proficiency.
     Bone Wall becomes three piles of bones, each of them has less HP than before.
 
V0.1 Finished the Necromancer kit.
 
Notice and Bugs: 
    Only one Necromancer is suggested in a whole game, or amount and high-leveled skill of summoned creatures will be in conflict.
    Necromancer's curses may work together in case that MOD items which have immunity from "Removal: Remove Secondary Type" are equipped by enemies.
    Sometimes golems may disappear when players move between areas. Try press the Select All button at the bottom right corner and use the Debug Mode hot key CTRL+J. Or try to summon another golem, the first summoned golem may disappear, and the second one will stay behind.
    Golems and Bone Walls do not occupy the limited quantity of summoned units, but when there're already five summoned units, they can't be summoned.
 
 
Necromancer
From the steamy recesses of the southern swamps comes a figure cloaked in mystery. The Necromancer, as his name implies, is an unseemly form of sorcerer whose spells deal with the raising of the dead and the summoning and control of various creatures for his purposes. Though his goals are often aligned with those of the forces of Light, some do not think that these ends can justify his foul means. Long hours of study in dank mausolea have made his skin pale and corpselike, his figure, skeletal. Most people shun him for his peculiar looks and ways, but none doubt the power of the Necromancer, for it is the stuff of nightmares. 
 
Advantages:
- New divine spells and high-level skills: Summoning Spells, Poison and Bone Spells, Curses.
- Get bonus of +1 to intelligence and wisdom on character creation.
 
Disadvantages:
- May not learn divine spells and high-level skills of original clerics.
- May not be good alignments.
- May not turn endead.
- Get penalty of -2 to vitality and charisma on character creation.
- May not dual class.
 
 
Summoning Spells
 
Raise Skeleton (Necromancy)
Level: 1
Range: Visual sight of caster
Duration: 8 hours
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This spell creates a skeleton with melee weapons and shield. The skeleton can follow the summoner, remain in an area and attack any enemy. It remain animated until it's destroyed in combat, 8 hours pass, or turned.
The skeleton gain a fighter's class and the class level (up to 10) equal half of their summoner's. When a skeleton's class level increases, its abilities such as HP, THAC0 and save ability, also increase.
The skeleton equips normal weapons and shield when the summoner is less than level 10. The equipments gain +1 enchantment with every 10 levels of the summoner, and become a maximum +4 enchanted when the summoner get level 40.
 
Clay Golem (Necromancy)
Level: 2
Range: Visual sight of caster
Duration: Special
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This spell creates a clay golem. The golem can follow the summoner over different areas and attack any enemy. It will remain under the caster's control until it's destroyed in combat, unsummoned, or rest. The magic cannot be dispelled. 
The golem gain a fighter's class and the class level (up to 10) equal half of their summoner's. When a golem's class level increases, its abilities such as HP, THAC0 and save ability, also increase.
The golem's fist equals to +1 enchanted weapon when the summoner is less than level 10. The fist gain +1 enchantment with every 10 levels of the summoner, and become a maximum +5 enchanted when the summoner get level 40.
Clay golem has probability of slowing enemies on attack, and the probability increases with its level. Enemies hit by a clay golem must save vs. spell with -2 penalty in order to avoid the effect.
The Necromancer can control only one golem at a time. The golem will not occupy the limited quantity of summoned units.
 
Skeletal Mage (Necromancy)
Level: 3
Range: Visual sight of caster
Duration: 8 hours
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This spell creates a skeleton mage with ranged elemental attack spell. When a skeleton mage is summoned, it randomly gains one type of element attack ability from fire, cold, electricity, acid and poison. The skeleton mage can follow the caster, remain in an area and attack any enemy. It remain animated until it's destroyed in combat, 8 hours pass, or turned.
The skeleton mage gain a wizard's class and the class level (up to 10) equal half of their summoner's. When a skeleton mage's class level increases, its abilities such as HP, spell level and save ability, also increase.
The skeleton mage casts level 1 spell when it's at level 1. The spell gain 1 level with every 2 class levels of the skeleton mage, and up to level 5.
 
Blood Golem (Necromancy)
Level: 5
Range: Visual sight of caster
Duration: Special
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This spell creates a blood golem. The golem can follow the summoner over different areas and attack any enemy. It will remain under the caster's control until it's destroyed in combat, unsummoned, or rest. The magic cannot be dispelled. 
The golem gain a fighter's class and the class level (up to 10) equal half of their summoner's. When a golem's class level increases, its abilities such as HP, THAC0 and save ability, also increase.
The golem's fist equals to +1 enchanted weapon when the summoner is less than level 10. The fist gain +1 enchantment with every 10 levels of the summoner, and become a maximum +5 enchanted when the summoner get level 40.
Blood golem has ability of draining life on attack, and the amount of life drained increases with its level. 
The Necromancer can control only one golem at a time. The golem will not occupy the limited quantity of summoned units.
 
Iron Golem (Necromancy)
Level: 6
Range: Visual sight of caster
Duration: Special
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This spell creates a iron golem. The golem can follow the summoner over different areas and attack any enemy. It will remain under the caster's control until it's destroyed in combat, unsummoned, or rest. The magic cannot be dispelled. 
The golem gain a fighter's class and the class level (up to 10) equal half of their summoner's. When a golem's class level increases, its abilities such as HP, THAC0 and save ability, also increase.
The golem's fist equals to +1 enchanted weapon when the summoner is less than level 10. The fist gain +1 enchantment with every 10 levels of the summoner, and become a maximum +5 enchanted when the summoner get level 40.
Iron golem has ability of return damage when hit by melee attack, and the amount of damage returned increases with its level. 
The Necromancer can control only one golem at a time. The golem will not occupy the limited quantity of summoned units.
 
Fire Golem (Necromancy)
Level: 7
Range: Visual sight of caster
Duration: Special
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This spell creates a fire golem. The golem can follow the summoner over different areas and attack any enemy. It will remain under the caster's control until it's destroyed in combat, unsummoned, or rest. The magic cannot be dispelled. 
The golem gain a fighter's class and the class level (up to 10) equal half of their summoner's. When a golem's class level increases, its abilities such as HP, THAC0 and save ability, also increase.
The golem's fist equals to +1 enchanted weapon when the summoner is less than level 10. The fist gain +1 enchantment with every 10 levels of the summoner, and become a maximum +5 enchanted when the summoner get level 40.
Fire golem gives fire damage on attack, and automatically damages enemies in sight each round with fire. It is immune to normal weapons and fire, and even restore some life when hit by fire attacks. When it's destroyed or unsummoned, it gives a small explosion which damages nearby enemies.
The Necromancer can control only one golem at a time. The golem will not occupy the limited quantity of summoned units.
 
Revive (Necromancy)
Level: 7
Range: Visual sight of caster
Duration: 3 turns
Casting Time: 5
Area of Effect: 1 Creature
Saving Throw: Neg.
This spell applies a powerful curse to a creature. The target creature must save vs. spell with -2 penalty, or dies and be revived to undead. Category of revived creature is determined by its original race, and some revived creatures retain their spell ability and special ability. 
Revived creatures will remain under the caster's control and attack any enemy until it's destroyed in combat, unsummoned, or duration expires. Some of them can follow the summoner over different areas.
This spell affects undead and construct creatures as well, but can't affect targets beyond level 20. Creatures beyond level 20 or successfully save vs. spell will get part of the curse and -10% to maximum HP during 24 hours.
 
Unsummon (Necromancy)
Level: 1
Range: Visual sight of caster
Duration: Instantaneous
Casting Time: 2
Area of Effect: 1 Creature
Saving Throw: None
The spell releases control of summoned creatures, makes them return to the places where they come from. The spell affects summoned creatures regardless of their alignment, but are not effective to planetars, devas and devils.
 
 
Poison and Bone Spells
 
Teeth (Necromancy)
Level: 1
Range: 10
Duration: Instantaneous
Casting Time: 2
Area of Effect: Special
Saving Throw: Half
When this spell is cast, it causes a cone-shaped area of teeth, originating at the wizard's hand and extending outward in a cone five feet long and one foot in diameter per level of the caster. It causes 1d4 points of damage per level of experience of the Necromancer and up to 20d4. All enemies in the area of effect must save vs. spell with -2 penalty for half damage.
 
Bone Armor (Necromancy)
Level: 2
Range: 0
Duration: 12 hours
Casting Time: 2
Area of Effect: Caster
Saving Throw: None
When a Necromancer casts this spell upon himself, three pieces of bone armors circles around his body. The effect of bone armor is to protect the Necromancer from physical attacks such as melee weapons and projectiles. For each pieces of armor the Necromancer possesses, the spell will stop one attack, so the Necromancer would be protected from the first 3 attacks made against him but the sixth would affect him normally. The armors will remain on the Necromancer until he is affected by a dispel magic, all of the armors are removed due to physical attacks or the spell duration expires. 
 
Poison Dagger (Necromancy)
Level: 2
Range: 0
Duration: 1 turn
Casting Time: 2
Area of Effect: Caster
Saving Throw: None
Any melee weapon may be poisoned for 1 turn when this spell is casted. Successful hits will inject the poison into the target, dealing out 2 damage every 2 levels per round, which lasts for 4 rounds. A saving throw vs. death with -2 penalty reduces the damage for half. The caster also gains a bonus of +1 to melee attack for every 2 levels (up to +10). Multiple casting of this spell are not cumulative.
 
Corpse Explosion (Necromancy)
Level: 3
Range: Visual sight of caster
Duration: Instantaneous
Casting Time: 3
Area of Effect: 1 Creature
Saving Throw: Neg.
This spell applies a powerful curse to a creature. The victim must save vs. spell, or dies and gives an explosion of 15 feet in radius. All hostile creatures in the area of effect will suffer 1d12 damage (half in fire and half in crushing. save vs. death for 1d8 damage) per hit dice of the victim. This spell affects undead and construct creatures as well, but can't affect targets beyond level 20. Creatures beyond level 20 or successfully save vs. spell will get part of the curse and -1 to all saves in 1 turn.
 
Bone Wall (Necromancy)
Level: 4
Range: Visual sight of caster
Duration: 1 round/2 levels
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This spell creates a pile of bones to block enemies. The bone wall persists in duration until it's destroyed. The wall gains 1 hit dice every 2 levels of the Necromancer, and up to 20 hit dice.
 
Poison Explosion (Necromancy)
Level: 4
Range: Visual sight of caster
Duration: Instantaneous
Casting Time: 3
Area of Effect: 1 Creature
Saving Throw: Neg.
This spell applies a powerful curse to a creature. The victim must save vs. spell, or dies and gives an explosion, creates a toxic cloud of 15 feet in radius. All hostile creatures in the area of effect will suffer 1d6 poison damage (save vs. death for half) per round for every 2 levels of the caster. This spell affects undead and construct creatures as well, but can't affect targets beyond level 20. Creatures beyond level 20 or successfully save vs. spell will get part of the curse and suffer 1d4 poison damage for every 2 levels of the caster.
 
Bone Spear (Necromancy)
Level: 5
Range: 30
Duration: Instantaneous
Casting Time: 3
Area of Effect: Special
Saving Throw: Half
Upon casting this spell, the Necromancer releases a bone spear that inflicts 1d8 points of magical damage per level of the spellcaster (maximum damage of 20d8) to each enemy within its area of effect. A successful saving throw vs. spell with -2 penalty reduces this damage to half. 
 
Bone Prison (Necromancy)
Level: 5
Range: Visual sight of caster
Duration: 4 rounds
Casting Time: 4
Area of Effect: 1 Creature
Saving Throw: None
This spell applies a bone prison to trap enemy within its circumference. Imprisoned within a cage of bone, the captives suffer -5 penalty to attack and damage, and are unable to move (but still able to take other actions). Target's magic resistance will not interfere this spell.
 
Poison Nova (Necromancy)
Level: 6
Range: 0
Duration: Instantaneous
Casting Time: 4
Area of Effect: 30' radius
Saving Throw: Half
This spell generates a toxic cloud to poison hostile creatures within 30-foot radius. The victims lose 1 hit point per second for each 2 level of the caster, up to 10 damage per second. A successful saving throw vs. spell with -2 penalty reduces this damage to half.
 
Bone Spirit (Necromancy)
Level: 7
Range: Visual sight of caster
Duration: Instantaneous
Casting Time: 5
Area of Effect: 1 Creature
Saving Throw: None
Upon casting this spell, the Necromancer releases a bone spirit that inflicts 1d10 points of magical damage per level of the spellcaster (maximum damage of 20d10) to target. No save is need for this spell.
 
 
Curses
 
Amplify Damage (Necromancy)
Level: 1
Range: Visual sight of caster
Duration: 2 rounds + 1 round/ 2 levels
Casting Time: 3
Area of Effect: 30' radius
Saving Throw: None
The spell allows the caster to adversely affect all the physical resistance of enemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make resistance of crushing, slashing, piercing and missile at a penalty of -40%. 
Multiple castings of this curse are not cumulative. This curse will also be overwritten when other curses are applied.
 
Dim Vision (Necromancy)
Level: 3
Range: Visual sight of caster
Duration: 1 round/ 2 levels
Casting Time: 3
Area of Effect: 30' radius
Saving Throw: Neg.
When a Dim Vision spell is cast, hostile creatures within the area of effect become sightless. The spellcaster selects a target center, and the effect spreads outward from the center, affecting all within a 30 foot radius. All of the effects of blindness apply to the victims such as a penalty to hit and to AC. As well the visibility range of the afflicted character is decreased. A successful saving throw vs. spell with -2 penalty enables the creature to avoid the effect.
This curse will be overwritten when other curses are applied.
 
Weaken (Necromancy)
Level: 3
Range: Visual sight of caster
Duration: 2 rounds + 1 round/ 2 levels
Casting Time: 3
Area of Effect: 30' radius
Saving Throw: Neg.
By means of this spell, a Necromancer weakens his opponents, reducing their Strength and thereby the attacks that rely upon it. The victims' strength will decrease 33% for the duration of the spell, unless a save vs. spell with -2 penalty is made. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally. However the target receives all of the penalties for a lower strength such as attack and damage penalties as well as lower weight allowance.
Multiple castings of this curse are not cumulative. This curse will also be overwritten when other curses are applied.
 
Iron Maiden (Necromancy)
Level: 4
Range: Visual sight of caster
Duration: 2 rounds + 1 round/ 2 levels
Casting Time: 3
Area of Effect: 10' radius
Saving Throw: Neg.
When a Iron Maiden spell is cast on melee enemies, any damage they made will be reflected back to themselves, unless a save vs. spell with -2 penalty is made. The damage monsters receive back increases for 1d4 piercing damage every 2 levels of the caster, up to 10d4.
Multiple castings of this curse are not cumulative. This curse will also be overwritten when other curses are applied.
 
Terror (Necromancy)
Level: 2
Range: Visual sight of caster
Duration: 4 rounds
Casting Time: 3
Area of Effect: 10' radius
Saving Throw: Neg.
Terror empowers the caster to radiate a aura of fear out to a 10-foot radius. Hostile creatures within this aura must roll successful saving throws vs. spell with -2 penalty or run away in panic for 4 rounds. Affected individuals may even drop items. 
This curse will be overwritten when other curses are applied.
 
Confuse (Necromancy)
Level: 5
Range: Visual sight of caster
Duration: 1 round/ 2 levels
Casting Time: 3
Area of Effect: 30' radius
Saving Throw: Neg.
This spell causes confusion in hostile creatures within the area, creating indecision and the inability to take effective action. All creatures within the area of effect are allowed saving throws vs. spell with -4 penalties. Those successfully saving are unaffected by the spell. 
This curse will be overwritten when other curses are applied.
 
Life Tap (Necromancy)
Level: 4
Range: Visual sight of caster
Duration: 2 rounds + 1 round/ 2 levels
Casting Time: 3
Area of Effect: 30' radius
Saving Throw: None
This spell allows the Necromancer's allies to literally suck the life from his victims. A cursed creature gives health point of 4 + 1d4 / 2 caster levels to the attacker when struck, up to a maximum of 4 + 10d4.
Multiple castings of this curse are not cumulative. This curse will also be overwritten when other curses are applied.
 
Attract (Necromancy)
Level: 6
Range: Visual sight of caster
Duration: 4 rounds
Casting Time: 3
Area of Effect: 1 Creature
Saving Throw: Neg.
This spell causes hostile creatures in 30' radius to target one victim. They'll forget their previous purpose and attack the victim for 4 rounds if he fails saving vs. spell with -2 penalties. This spell will not affect targets beyond level 20.
This curse will be overwritten when other curses are applied.
 
Decrepify (Necromancy)
Level: 6
Range: Visual sight of caster
Duration: 4 rounds
Casting Time: 3
Area of Effect: 10' radius
Saving Throw: None
This curse gives the victim a glimpse of his own mortality, briefly aging the victim. Imagining itself with an infirm body of advanced age, the afflicted believes it is no longer capable of youthful exertions. Decrepify slows the speed, reduces the damage by 5 and makes enemies more susceptibile to physical damage by 20%. 
Multiple castings of this curse are not cumulative. This curse will also be overwritten when other curses are applied.
 
Lower Resist (Necromancy)
Level: 7
Range: Visual sight of caster
Duration: 1 round/ 2 levels
Casting Time: 3
Area of Effect: 10' radius
Saving Throw: None
The spell allows the caster to adversely affect all the elemental resistance of enemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make resistance of fire, cold, electricity and acid at a penalty of -40%, their resistance of poison is also set to zero.
Multiple castings of this curse are not cumulative. This curse will also be overwritten when other curses are applied.
 
 
High-leveled skills
 
Skeleton Mastery
Enhance skeletons and skeletal magi with 2 class level and also the relevant abilities such as HP, THAC0, damage and save ability.
 
Golem Mastery
Enhance golems with 2 class level and also the relevant abilities such as HP, THAC0 and save ability.
 
Summon Resist
Give 10% elemental resistances of fire, cold, electricity, acid and poison to all summoned units of Necromancer.
 
Revival Enhancement
Enhance revived creatures with 1 class level and also the relevant abilities such as HP, THAC0, damage and save ability.

Attached Files


Edited by shohy, 12 May 2015 - 04:12 AM.


#2 shohy

shohy
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  • 39 posts

Posted 09 December 2014 - 04:45 PM

:doh: :doh:  I forget to give a TP2 file because from v0.4 to v0.5 the file requires no change...it is in the zip package now.