Tome and Blood

an arcane magic mod for the infinity engine games


Aquadrizzt
version 0.7 (18/12/16)

Overview

Tome and Blood is the largest arcane magic mod for the Infinity Engine games. The current version of Tome and Blood boasts reworks for all existing Mage and Sorcerer kits, five original and unique Sorcerer kits, and nine mechanics tweaks directed at arcane magic and associated systems.

Tome and Blood attempts to tackle a variety of the issues faced by Mage and Sorcerer class design within the Infinty Engine games. Components like Revised Specialists and Revised Dragon Disciples try to reframe the kits to emphasize their unique advantages, rather than focus on their disadvantages. The Cantrips and Ability Score Bonuses components try to make low level casters more formidable and reliable.

Mechanics discussions aside, Tome and Blood still offers a variety of original and unique options for anyone who is looking for a new experience within the Mage and Sorcerer kits.

Engine and Mod Compatibiltiy

The current version of Tome and Blood (v0.7) is designed to work with any of with the released Enhanced Editions (BG:EE, BG:SOD, BG2:EE, IWD:EE). Features that can work as intended on older engines (such as ToB, BGT, or ToBEx) will still be offered.

Tome and Blood should be installed after the following mods to minimize conflicts:

  • Spell Revisions (v4 or later)
  • IWDification
  • More Style for Mages

Tome and Blood is intentionally written to maximize compatibility with other mods, especially mods that affect arcane spellcasters.

Installation

To install Tome and Blood, simply extract the contents of TomeAndBlood.rar to your game directory (which will be of the form: [Game]/Data/00XXX). Simply run the executable (SetUp-TomeAndBlood.exe) and follow the prompts shown.

Feature Requests

Have an idea for a feature that would fit within the scope of this mod? Post the idea on the mod forum and I'll see what I can do.

Bugs

If you encounter a bug while using this mod, please post on the mod thread on the Beamdog forums. While reporting bugs, please provide your WeiDu log, the game, and the game version.


Credits

Collaborators

I would like to thank my partners-in-crime: grammarsalad and Subtledoctor. This mod has truly been a team effort, and it would not be nearly as expansive or ambitious without their insight, assistance, and inspiration.

Acknowledgements

I would also like to thank the following people for their assistance with, and contributions to, this mod.

  • Mike1072, for allowing me to adapt their armor library and borrow code from Item Revisions.
  • CrevsDaak, for their guide on making kit mods for the Enhanced Editions.
  • Wisp and aVENGER, for their Scribe Scroll component in aTweaks (www.spellholdstudios.net/ie/atweaks), which was very helpful in the creation of the Arcane Crafting component.
  • Anyone who contributed to the mod discussion on the forums, played earlier versions of the mod, or otherwise helped with the creation and development of this mod.
  • The creators of the tools I used while developing this mod, without which this mod would not exist.

Tools Used

  • WeiDu, by Westley Weimer, the bigg and Wisp
  • Near Infinity, by Jon Hauglid and Argent77
  • The Infinity Engine Data Structures Project (IEDSP), maintained by igi and lynx
  • WeiDu Highlighters, by Idobek and cmorgan
  • NotePad++, by Don Ho
  • The Homebrewery, by Scott Tolksdorf


This mod may not be sold, published, compiled or redistributed in any form, in whole or in part, without the consent of the author. The Tome and Blood mod is ©2014 – 2016, Aquadrizzt.

Any part of this mod written by another author is clearly denoted as such and is used with their permission.


Aquadrizzt: As the author of this mod, I give permission to use any code I have written for Tome and Blood for other mods, provided that proper credit is gven.

Classes and Kits

Revised Specialists

This component revises the Specialist Mage features to emphasize the unique specialties of each school of magic, and establishes Necromancy as the only prohibited school of magic.

Abjurer

A Mage who specializes in protective magic and metamagic disciplines. These mages can erect powerful wards and barriers, and are also trained to break those wards and effects that are created by other spellcasters.

Abjuration Specialty. The Abjurer has a +15% chance to learn any spell of the Abjuration school and a -15% penalty to their chance to learn any spell from a school other than Abjuration. The Abjurer also receives a +2 bonus on Saving Throws to resist Abjuration spells, and targets of the Abjurer's Abjuration spells receive a -2 penalty to Saving Throws to resist them.

Abjuration Spells. The Abjurer starts with all Abjuration spells already in their spellbook.

Bonus Spells. The Abjurer gains one additional spell slot for each spell level.

Protective Magic. The Abjurer gains a Spell Shield effect whenever they cast a spell protection from the school of Abjuration on themselves.

Prohibited School. The Abjurer may not learn or cast any spells from the school of Necromancy.

Conjurer

A Mage who specializes in creating or summoning creatures and objects, moving them through space. These wizards ultimately master teleportation magic, able to banish enemies and summon aid from different planes altogether.

Conjuration Specialty. The Conjurer has a +15% chance to learn any spell of the Conjuration school and a -15% penalty to their chance to learn any spell from a school other than Conjuration. The Conjurer also receives a +2 bonus on Saving Throws to resist Conjuration spells, and targets of the Conjurer's Conjuration spells receive a -2 penalty to Saving Throws to resist them.

Conjuration Spells. The Conjurer starts with all Conjuration spells already in their spellbook.

Bonus Spells. The Conjurer gains one additional spell slot for each spell level.

Monster Summoning I. Starting at 2nd level, the Conjurer may cast Monster Summoning I once per day as a special ability. They gain an additional use of this ability at 4th level.

Monster Summoning II. Starting at 6th level, the Conjurer may cast Monster Summoning II once per day as a special ability. They gain an additional use of this ability at 8th level.

Monster Summoning III. Starting at 10th level, the Conjurer may cast Monster Summoning III once per day as a special ability.

Prohibited School. The Conjurer may not learn or cast any spells from the school of Necromancy.


Revised Conjurer and Spell Revisions

If Spell Revisions (v4) is installed when the Revised Specialists component is installed, the Conjurer's Monster Summoning I, II, and III abilities will be replaced with the following ability:

Practiced Summoner. The Conjurer casts Monster Summoning spells as if they were one level lower.

Diviner

A Mage who specializes in detection and divining magics. These wizards developer an instinctive ability to glimpse the future; while such visions are rarely clear, they give enough information to provide Diviners with slightly improved reflexes and the ability to use magic to subtly alter the outcome of probabilistic events.

Divination Specialty. The Diviner has a +15% chance to learn any spell of the Divination school and a -15% penalty to their chance to learn any spell from a school other than Divination. The Diviner also receives a +2 bonus on Saving Throws to resist Divination spells, and targets of the Diviner's Divination spells receive a -2 penalty to Saving Throws to resist them.

Divination Spells. The Diviner starts with all Divination spells already in their spellbook.

Bonus Spells. The Diviner gains one additional spell slot for each spell level.

Backstab Immunity. The Diviner does not suffer extra damage from Backstab multipliers.

Prohibited School. The Diviner may not learn or cast any spells from the school of Necromancy.

Enchanter

A Mage who specializes in Charm and Enchantment magic. These wizards are adept both at using magic to influence the minds of others, inducing sleep, friendliness, despair, or dementia.

Enchantment Specialty. The Enchanter has a +15% chance to learn any spell of the Enchantment school and a -15% penalty to their chance to learn any spell from a school other than Enchantment. The Enchanter also receives a +2 bonus on Saving Throws to resist Enchantment spells, and targets of the Enchanter's Enchantment spells receive a -2 penalty to Saving Throws to resist them.

Enchantment Spells. The Enchanter starts with all Enchantment spells already in their spellbook.

Bonus Spells. The Enchanter gains one additional spell slot for each spell level.

Immunities. The Enchanter is immune to charm and sleep.

Irresistible Aura. Enemies near the Enchanter suffer a -2 penalty to Saving Throws against spells.

Prohibited School. The Enchanter may not learn or cast any spells from the school of Necromancy.

Illusionist

A Mage who specializes in creating illusions to confuse and mislead. These canny wizards can bend light and manipulate perceptions in various ways. They can duck out of sight when in danger, and eventually gain the power to create illusions of startling substance and realism.

Illusion Specialty. The Illusionist has a +15% chance to learn any spell of the Illusion school and a -15% penalty to their chance to learn any spell from a school other than Illusion. The Illusionist also receives a +2 bonus on Saving Throws to resist Illusion spells, and targets of the Illusionist's Illusion spells receive a -2 penalty to Saving Throws to resist them.

Illusion Spells. The Illusionist starts with all Illusion spells already in their spellbook.

Bonus Spells. The Illusionist gains one additional spell slot for each spell level.

Undetectable. The Illusionist is always under the effects of a non-detection spell, protecting them from detection by minor divination magic.

Shadowstep. Once per day, plus an additional time for every five levels, the Illusionist may enter the Plane of Shadow and move freely for 7 seconds while others remain suspended in time.

Prohibited School. The Illusionist may not learn or cast any spells from the school of Necromancy.

Invoker

A Mage who specializes in the manipulation of raw and elemental energies. These wizards use magical spells to manipulate the basic energies of the multiverse. They excel at releasing this energy in explosive flashes of fire or lightning, or shunting it away to project an icy freeze.

Evocation Specialty. The Invoker has a +15% chance to learn any spell of the Evocation school and a -15% penalty to their chance to learn any spell from a school other than Evocation. The Invoker also receives a +2 bonus on Saving Throws to resist Evocation spells, and targets of the Invoker's Evocation spells receive a -2 penalty to Saving Throws to resist them.

Evocation Spells. The Invoker starts with all Evocation spells already in their spellbook.

Bonus Spells. The Invoker gains one additional spell slot for each spell level.

Prohibited School. The Invoker may not learn or cast any spells from the school of Necromancy.

Revised Invoker Damage Bonus

If the Revised Specialists component is installed on Enhanced Engine (v1.4 or later) or certain ToBEx games, the Invoker gains the following ability:

Destructive Magic. The Invoker deaks +20% more damage with spells that deal cold, fire, lightning, or magic damage.


Necromancer

A Mage who specializes in magic dealing with death, undeath, and energy from the Negative Material Plane. Necromancy is a disturbing art, reviled by most civilized practitioners and academies of magic. They experiment with the living and the dead, and create undead abominations that straddle the gap in between.

Necromancy Specialty. The Necromancer has a +15% chance to learn any spell of the Necromancy school and a -15% penalty to their chance to learn any spell from a school other than Necromancy. The Necromancer also receives a +2 bonus on Saving Throws to resist Necromancy spells, and targets of the Necromancer's Necromancy spells receive a -2 penalty to Saving Throws to resist them.

Necromancy Spells. The Necromancer starts with all Necromancy spells already in their spellbook.

Bonus Spells. The Necromancer gains one additional spell slot for each spell level.

Chill Touch. The Necromancer may use chill touch as a special ability at will.

Ghoul Touch. Starting at 3rd level, the Necromancer may use ghoul touch as a special ability at will.

Vampiric Touch. Starting at 5th level, the Necromancer may use vampiric touch as a special ability at will.

Alignment. The Necromancer must have one of the following alignments: Lawful Evil, Neutral Evil, or Chaotic Evil.

Exclusive Necromancy

Necromancers now begin with all Necromancy spells already in their spellbook. All such spells cannot be learned from scrolls, nor can they be selected during character creation or level-up.

Transmuter

A Mage who specializes in magic that alters physical reality. These wizards control and transform matter in all the ways their magical learning affords them. They can cause the air to turn to a toxic mist, change their own shape into that of a powerful monster, and even stop time itself. Transmuters are also alchemists, creating the various magical potions on which so many adventurers rely.

Alteration Specialty. The Transmuter has a +15% chance to learn any spell of the Alteration school and a -15% penalty to their chance to learn any spell from a school other than Alteration. The Transmuter also receives a +2 bonus on Saving Throws to resist Alteration spells, and targets of the Transmuter's Alteration spells receive a -2 penalty to Saving Throws to resist them.

Alteration Spells. The Transmuter starts with all Alteration spells already in their spellbook.

Bonus Spells. The Transmuter gains one additional spell slot for each spell level.

Immunities. The Transmuter is immune to polymorph, petrification, and disintegration.

Prohibited School. The Transmuter may not learn or cast any spells from the school of Necromancy.

Revised Dragon Disciples

This component expands Dragon Disciples to include the various other types of dragons, rather than just fire dragons. There are four Dragon Disciple kits, each one dealing with a specific element tied to several different types of chromatic and metallic dragons.

Dragon Disciple

Dragon Disciples are powerful Sorcerers with dragons’ blood somewhere in their lineage. Their natural magical talents bring out their draconic heritage, allowing them to cast powerful magical spells and exhibit dragon-like abilities.

d6 Hit Die. The Dragon Disciple rolls a d6 instead of a d4 whenever a new Hit Die is earned.

Elemental Affinity. Dragon Disciples are attuned to one of the following damage types: acid, cold, electricity, or fire. They gain a +50% bonus to resistance against that damage type and they also deal +25% more damage of the selected type.

Scales. While not wearing armor, the Dragon Disciple may subtract their Charisma modifier from their base Armor Class.

Reduced Spellcasting. The Dragon Disciple gains one fewer spell slot for each spell level they can cast.

Magus

This component adds the new Magus kit for Sorcerers.

Magus

A student of both arcane knowledge and martial prowess, a Magus blends together spell and steel to devastating effect. The most defining quality of a magus is their ability to cast complicated arcane spells while wearing even the heaviest armors.

d8 Hit Die. The Magus rolls a d8 instead of a d4 whenever a new Hit Die is earned.

Specialization. The Magus may achieve, but not exceed, Specialization in any melee weapon, as well as two-handed and single weapon styles.

Weapons and Armor. The Magus may use any melee weapon and wear any armor, including helmets.

Armored Caster. The Magus may cast spells while wearing any kind of armor.

Reduced Spellcasting. The Magus gains one fewer spell slot for each spell level they can cast.

One-Handed Casting. The Magus suffers a -2 penalty to casting speed and may not use shields.


Favoured Soul

This component adds the new Favoured Soul kit for Sorcerers.

Favoured Soul

Favoured Souls attribute their magical powers to the blessing of some divine being. This blessing grants them potent magical protections, as well as access to spells usually beyond the reach of Sorcerers.

Divine Spells. After character creation, the Favoured Soul may select a single divine sphere, granting them arcane versions of the divine spells from the selected sphere.

Protected. The Favoured Soul is always under the effects of a protection from evil spell, granting a +2 bonus to Armor Class and saving throws against evil foes, as well as protection from summoned fiends.

Reduced Spellcasting. The Favoured Soul gains one fewer spell slot for each spell level they can cast.

Favoured Soul Bonus Spells

Favoured Souls gain a set of bonus spells from their selected sphere, as shown in the table below.


Note: Favoured Souls are the only Sorcerer kit that still offers bonus spells. These bonus spells will be counted against the Sorcerer's maximum spells known, unless the Spell Selection Dialog component of this mod is also installed.

Favoured Soul: Spheres
Spell Level Battle Death Life Nature Protection
1st Magic Stone
Remove Fear
Command
Doom
Bless
Cure Light Wounds
Entangle
Shillelagh
Armor of Faith
Sanctuary
2nd Draw Upon Holy Might
Flame Blade
Hold Person
Spiritual Hammer
Aid
Slow Poison
Barkskin
Goodberry
Chant
Silence: 15' Radius
3rd Strength of One Animate Dead Cure Medium Wounds Summon Insects Glyph of Warding
4th Cloak of Fear Death Ward Lesser Restoration Call Woodland Beings Defensive Harmony
5th Champion's Strength Slay Living Mass Cure Pixie Dust Magic Resistance
6th Blade Barrier Bolt of Glory Heal Fire Seeds Physical Mirror
7th Gate Unholy Word Resurrection Nature's Beauty Shield of the Archons

Revenant Disciple

This component adds the Revenant Disciple kit for Sorcerers.

Revenant Disciple

The taint of the grave runs through the families of Revenant Disciples. Perhaps one of their ancestors became a powerful lich or vampire, or maybe they were born dead before suddenly returning to life. Either way, the forces of death move through them and touch their every action.

d6 Hit Die. The Revenant Disciple rolls a d6 instead of a d4 whenever a new Hit Die is earned.

Immunities. The Revenant Disciple is immune to sleep and death magic.

Deathly Resilience. The Revenant Disciple has a +4 bonus to saves vs. death.

Reduced Spellcasting. The Revenant Disciple gains one fewer spell slot for each spell level they can cast.

Revised Specialists and Necromancy

If both the Revised Specialists component and the Spell Selection Dialog component are installed, the Revenant Disciple will be able to learn Necromancy spells via the Spell Knowledge ability.


Sylvan Disciple

This component adds the Sylvan Disciple kit for Sorcerers.

Sylvan Disciple Features

The capricious nature of the fey runs in the veins of Sylvan Sorcerers due to some long forgotten intermingling of fey blood or magic. These sorcerers are more emotional than most, prone to bouts of joy and rage.

Non-detectable. The Sylvan Disciple is always under the effects of a non-detection spell, providing immunity to detection via minor divination magic.

Feyblooded. The Sylvan Disciple has a +4 bonus to saves vs. spells and is immune to charm.

Reduced Spellcasting. The Sylvan Disciple gains one fewer spell slot for each spell level they can cast.


Amorphous Disciple

This component adds the Amorphous Disciple kit for Sorcerers.

Amorphous Disciple

The foul ichor of oozes runs through your veins, granting you magical control over noxious chemicals and slime, as well as a gift for changing your form to suit your needs.

Immunities. The Amorphous Disciple is immune to poison and disease.

Shifting Form. The Amorphous Disciple has a +4 bonus to saves vs. polymorph.

Oozeborn. The Amorphous Disciple is protected from hostile oozes, preventing the Amorphous Disciple from being attacked or targeted by oozes.

Reduced Spellcasting. The Amorphous Disciple gains one fewer spell slot for each spell level they can cast.

Removed Kits

This update (v0.7) to Tome and Blood features the removal a number of kits present in the previous version. These kits include: the Celestial, Fiendish, and Verdant Sorcerers as well as the various Oracles.

If a player enjoyed the play style of a removed kit, here are some suggestions to closely replicate that character with the new kits.

  • Celestial Sorcerer → Favoured Soul (Life or Protection)
  • Fiendish Sorcerer → Favoured Soul (Battle or Death)
  • Verdant Sorcerer → Favoured Soul (Nature)
  • Hathran (Dynaheir) → Favoured Soul (Life)

For Hathran Dynaheir, install the Favoured Soul component and then use NPC:EE to change Dynaheir's class to Sorcerer and kit to Favoured Soul. The kits function almost identically, mechanically.

The Oracles have been removed as they are being reincorporated into the upcoming Faiths and Powers mod. Oracles have been more fully enabled with the introduction of the Shaman in Siege of Dragonspear, and therefore do not need to be included in a mod centered around arcane magic.

Tweaks

These mod components change various game mechanics associated with arcane magic. Most of the changes in this group modify existing features, but some components also introduce new abilities for arcane casters.

Innate Find Familiar

This component converts Find Familiar from a spell to an innate ability. Familiars can now be summoned by all Mages and Sorcerers via the Special Abilities menu. All Scrolls of Find Familiar have been replaced with Scrolls of Magic Missile.

If installed, this component will render it impossible for Bards to obtain familiars.

Armored Casting for Bards

Requires: Enhanced Engine v2.0 or later.
This component allows Bards to cast spells while wearing Leather and Studded Leather armor.

Bug: Bards who equip Leather armor or Studded Leather armor will still see the warning message "Your wizard spells have been disabled." due to an engine issue.


Arcane Crafting

This component adds in grants Mages and Sorcerers the ability to craft magical items, such as potions, scrolls, and wands. All abilities are accessed via the Craft Item ability in the Special Abilities menu. All crafting abilities require the expenditure of gold and an appropriate prepared spell slot.

At 1st level, Mages can scribe scrolls.

At 5th level, Mages and Sorcerers can brew potions.

At 10th level, Mages and Sorcerers can craft wands.

At 15th level, Mages and Sorcerers can recharge wands.


The Mage or Sorcerer must be able to cast the associated spell when they use the Craft Item ability. If their arcane spellcasting is disabled, such as by wearing armor, they will be unable to craft items by expending memorized spells. They may still craft items by expending scrolls, as usual.

Costs and Associated Spells for Arcane Crafting
Level1
Scroll Potion Craft Wand Recharge Potions Wands
1 100 75 900 225 Infravision
Mirrored Eyes (Prot. Petrification)
Magic Missile
Sleep
2 200 300 1,500 475 Agility2 (Cat's Grace)
Invisibility
Strength
Fear (Horror)
3 300 400 5,000 1,250 Cold Resistance (Prot. Cold)
Fiery Burning (Fireball)
Fire Resistance (Prot. Fire)
Speed (Haste)
Fire (Fireball)
Lightning (Lightning Bolt)
Monster Summ. (Monster Summ. I)
4 400 500 10,000 2,500 Defense (Spirit Armor)
Insulation (Prot. Electricity)
Stone Form (Stoneskin)
Armory (Spirit Armor)
Freezing Death (Ice Storm)
Polymorphing (Polymorph Other)
5 500 1,000 15,000 3,750 Fire Breath2 (Shroud of Flame)
Invuln. (Prot. Normal Weapons)
Cloudkill
Frost (Cone of Cold)
Paralysis (Hold Monster)
6 1,000 1,500 25,000 6,250 Heroism (Tenser's Transformation)
Magic Blocking (Globe of Invuln.)
Magic Prot. (Prot. Magic Energy)
Corrosion3 (Death Fog)
Cursing (Power Word: Silence)
Spell Striking (Pierce Magic)
7 1,500 50,000 12,500 Corrosion2,3 (Acid Storm)
8 2,500
9 5,000

1 – Cost is determined by the level of the associated spell.

2 – These items require spells that are typically only available in Icewind Dale: Enhanced Edition.

3 – The Wand of Corrosion differs depending on the game; the sixth tier version is available for Baldur's Gate games, while the seventh tier version is available for Icewind Dale: Enhanced Edition.

Cantrips

Cantrips are minor magical effects that Mages and Sorcerers can manifest at will. This component offers two options for cantrip systems: innate and first level.

Innate Cantrips

This subcomponent grants each Mage or Sorcerer a single minor ability that is usable once every 6 seconds. Mages and Sorcerers may select a cantrip from the eight available to Specialist Mages. Kitted Mages and Sorcerers are assigned an appropriate cantrip.

Innate Cantrips
Cantrip
Effect
Anticipation
(Divination)
For 3 rounds, the caster gains a +3 bonus to Armor Class.
Bedazzle
(Illusion)
Target creature within 20 feet must make a save vs spell. On a success, they suffer a -1 penalty to hit, damage, and Armor Class for 2 rounds. On a failure, the penalties increase to -3 and they are also Blinded for 1 round.
Conjure Rabbit
(Conjuration)
Summon a medium-sized rodent at target location. The rabbit lasts for 5 rounds or untiled killed.
Drowse
(Enchantment)
Target creature within 20 feet must make a save vs spell or fall asleep for 1 round.
Earthen Grasp
(Alteration)
Target creature within 20 feet must make a save vs breath or be held for 2 rounds.
Magic Bolt1
(Evocation)
Deals d5 magic damage to a target within 20 feet.
Protective Shell
(Abjuration)
For 3 turns, the next physical attack against the caster is negated.
Stiffen Bones
(Necromancy)
Target creature within 20 feet must make a save vs death. On a success, they suffer a -1 penalty to hit and Armor Class for 2 rounds. On a failure, the penalty increases to -2 and they are also slowed.

1 – There are other Evocation cantrips (Acid, Earth, Electric, Fire, and Ice Bolts) which deal alternative damage types (acid, crushing, electric, fire, and cold, respectively) and are not available for selection by Mages or Sorcerers.


First Level Cantrips

This subcomponent modifies all first level spells to refresh their spell slot upon use. Most spells have been changed to reduce their power, although some have been moved to 2nd level. Using a first level spell will now also prevent spellcasting for 1 second.

The spell slot progressions for Mages, Sorcerers, and Bards have been modified to reflect these changes.

The following spells have been moved to second level: Friends, Identify, Magic Missile, Sleep, Nahal's Reckless Dweomer. If Spell Revisions has been installed, Dimension Jump and True Strike are also moved to second level. If not, Shield and Protection from Petrification are moved to second level instead.

First Level Cantrip Modifications
Spell
Changes
Grease No longer stacks with itself
Burning Hands Damage reduced significantly
Charm Person Can only affect same target 1/day
Blindness Renamed to "Dazzle"
Duration reduced to 2 rounds
Protection from Evil Can only target the caster
Shield Also negates Chromatic Orb
Shocking Grasp Damage reduced.
Sleep Renamed to "Drowse"
Single target
Duration reduced to 3 rounds
Target wakes if hit
Can only affect same target 1/day.
Chromatic Orb Damaged reduced to 1d4 + 1
Random minor effect on failed save
Larloch's Minor Drain Deals 1d6 magic damage
Heals 4 hit points on caster
Bonus hit points last 1 turn and can only be gained once per turn
Spook Can only affect same target 1/day



Favoured Souls and Cantrips

If the Favoured Soul and First Level Cantrips components are both installed, the Favoured Soul will not receive the bonus first level spells. They will still receive all other spells and class benefits as usual.

Spell Tweaks

This component modifiers numerous arcane spells, for the purposes of balance, ease of use, or consistency.

Changes to Spells
Spell Changes
Grease School changed to Alteration.
Blindness Moved to 2nd level.
Deafness Moved to 1st level.
Luck School changed to Divination.
Spell effects changed (see below).
Flame Arrow School changed to Alteration.
Greater Malison School changed to Divination
Invisible Stalker Renamed to "Shadow Stalker".
School changed to Illusion.
Disintegrate Renamed to "Discorporate".
School changed to Necromancy.
Mordenkainen's Sword School changed to Enchantment.
Limited Wish Moved to 8th level.
School changed to Divination.
Symbol: Fear School changed to Divination.
Shapechange Moved to 8th level.
Black Blade of Disaster Moved to 8th level.
Energy Drain Moved to 8th level.1
Spell effects changed (see below).
Armor Moved to 2nd level.1
Blur1 Moved to 1st level.1
Reflected Image1 Moved to 2nd level.1
Mirror Image1 Moved to 3rd level.1

1 – This change is only applied if Spell Revision (v4) is installed.

Luck

2nd-level divination


  • Casting Time: 2
  • Range: 0 feet.
  • Area of Effect: 30 feet.
  • Duration: 5 rounds.

All allies near the caster of this spell gain a very slight, instinctive insight into the immediate future.

Allies become lucky in every regard for the next 5 rounds, receiving a 5% bonus to all actions. This includes Saving Throws, to-hit rolls, damage, thieving skills, etc.


Energy Drain

9th-level necromancy
8th-level necromancy (with Spell Revisions v4)


  • Casting Time: 2
  • Range: 0 feet.
  • Area of Effect: 30 feet.
  • Duration: 5 rounds.

The casting of this spell opens a channel between the caster's plane and the Negative Energy Plane. The caster of the spell acts as a conduit between the two planes, sucking life energy from a victim and transferring it to the Negative Energy Plane.

This has the practical effect of draining the victim of 4 levels of experience. The target loses levels, Hit Dice, Hit Points, and abilities permanently - they can only be restored by a priest's Restoration spell. There is no saving throw to resist the effect. What's more, the shock of the effect is so great that if the victim fails a saving throw with a -2 penalty, he or she dies instantly.

Metamagic

This component makes revisions to the various Sequencer and Contingency spells in order to provide Mages with a unique ability unavailable to Sorcerers. If this component is installed, Sorcerers will be unable to learn Sequencer or Contingency spells.

Minor Sequencer, Spell Sequencer, Spell Trigger, and Contingency are removed from the spell selection tables and are replaced with innate abilities. These innate abilities function identically to the original spells, but must first be unlocked by learning the spell from a scroll, casting that spell, and then resting.

Chain Contingency is converted to a High Level Ability, and may be selected by Mages, Mage/Thieves, and Cleric/Mages via the high level ability selection menu.

Ability Score Bonuses

Requires: Enhanced Engine v2.0 or later.
This component provides bonuses to Mages, Sorcerers, and Bards with sufficiently high primary attributes. These bonuses include low level spell slots, and, for Sorcerers, caster level bonuses.

To maintain balance with the existing system, the existing spell progressions for Mages, Bards, and Sorcerers will all be reduced by one spell per level, to a minimum of one spell.

For Mages and Bards, their primary attribute provides bonus spell slots similar to the effects of Wisdom on divine casters. Bards gain bonus spells from a high Charisma score, while Mages benefit from a high Intelligence score.

Mage and Bard Attribute Bonus Spells
Ability Score
1st
2nd
3rd
4th
5th
6th
7th
13 1 - - - - - -
14 2 - - - - - -
15 2 1 - - - - -
16 2 2 - - - - -
17 2 2 1 - - - -
18 2 2 1 1 - - -
19 2 2 2 1 - - -
20 2 2 2 1 1 - -
21 2 2 2 2 1 - -
22 2 2 2 2 1 1 -
23 2 2 2 2 2 1 -
24 2 2 2 2 2 1 1
25 2 2 2 2 2 2 1

† – Bards do not have access to 7th level spells by default.

Sorcerers receive fewer bonus spell slots than Mages or Bards, but they will also receive caster level bonuses for high Charisma. These bonuses will have minor impacts on all spells that scale with level.

Sorcerer Attribute Bonuses
Charisma
1st
2nd
3rd
4th
5th
Caster Level
13 1 - - - - -
14 2 - - - - -
15 2 1 - - - -
16 2 1 - - - +1
17 2 2 - - - +1
18 2 2 1 - - +1
19 2 2 1 - - +2
20 2 2 2 - - +2
21 2 2 2 1 - +2
22 2 2 2 1 - +3
23 2 2 2 2 - +3
24 2 2 2 2 1 +3
25 2 2 2 2 1 +4


Updating Ability Score Bonuses

The implementation of ability score bonuses has several major engine limitations, due to the way ability score checks are implemented.

Unlike other bonuses, extra spell slots can not be continually updated without removing the prepared spells from those slots. Thus, the bonus spell slots for Mages, Sorcerers, and Bards will only be updated when they are created and when they receive permanent changes to their attributes. Ability score bonuses from equipped items or from spells will not affect bonus spell slots.

Futhermore, as having permanent bonuses update requires some additional modification to the relevant game files, permanent bonuses introduced via mods will not update the character's spell slots.

The following sources will properly update spell slots:

  • Tome of Leadership and Influence
  • Tome of Clear Thought
  • Potion of Action Transference
  • Potion of Aura Enhancement
  • The Machine of Lum the Mad
  • The Hell Trials

It should be noted, however, that the caster level bonus for Sorcerers will update once per round and can be affected by temporary effects, such as the Friends spell or the Ring of Human Influence.


Spell Selection Dialog

Requires: Enhanced Engine v2.0 or later.
This component fundamentally changes the way that Sorcerers learn new spells. Instead of selecting spells during character creation and at level-up, Sorcerers learn spells via a dialog menu accessible by using the Spell Knowledge ability in the Special Abilities menu.

Other Sorcerer Kit Mods

The Spell Selection Dialog component modifies a file that affects all Sorcerer kits, including ones installed by other mods.

Install any other mods that add Sorcerer kits before installing this component, or those Sorcerer kits will find themselves unable to learn spells.

Note that, currently, the sorcerer kit list the mod uses does not include any other Sorcerer kit mods. Contact me if you would like me to add your kit to the list.

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