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Final v2 preparations
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AngelGryph committed May 21, 2020
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5 changes: 3 additions & 2 deletions README.md
Expand Up @@ -8,7 +8,8 @@ A spell pack for Baldur's Gate 1 and Baldur's Gate 2.

## Version History

Version 2 - ???
Version 2 - 21 May 2020
- Almost complete rewrite using the SFO library

Version 1 - 2 May 2018
Version 1 - 1 June 2019
- Initial version
4 changes: 2 additions & 2 deletions mih_sp/arcane/arcane_aftercare.tpa
Expand Up @@ -21,13 +21,13 @@ BEGIN
"mh#wiz51" => "WIZARD_SUPERHEROISM"
"mh#wiz52" => "WIZARD_SPELL_MATRIX"
"mh#wiz53" => "WIZARD_RAMAZITHS_SLIME_SUMMONS"
"mh#wiz54" => "WIZARD_DISMISSAL"
//"mh#wiz54" => "WIZARD_DISMISSAL"
"mh#wiz55" => "WIZARD_STARFIRE"
"mh#wiz61" => "WIZARD_MORDENKAINENS_LUCUBRATION"
"mh#wiz62" => "WIZARD_ISAACS_GREATER_MISSILE_STORM"
"mh#wiz71" => "WIZARD_FAERIE_SWORD"
"mh#wiz72" => "WIZARD_STYGIAN_ICE_STORM"
"mh#wiz73" => "WIZARD_BANISHMENT"
//"mh#wiz73" => "WIZARD_BANISHMENT"
"mh#wiz81" => "WIZARD_DEATHBOLT"
"mh#wiz82" => "WIZARD_MAJOR_GLOBE_OF_INVULNERABILITY"
"mh#wiz83" => "WIZARD_POLAR_RAY"
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4 changes: 4 additions & 0 deletions mih_sp/arcane/arcane_core.tpa
Expand Up @@ -275,6 +275,7 @@ BEGIN
END


/*
// mh#wiz54 - Dismissal

LAUNCH_ACTION_FUNCTION install_spell
Expand All @@ -284,6 +285,7 @@ BEGIN
location = "spells"
editstring = "say_name=>49"
END
*/


// mh#wiz55 - Starfire
Expand Down Expand Up @@ -359,6 +361,7 @@ BEGIN
END


/*
// mh#wiz73 - Banishment

LAUNCH_ACTION_FUNCTION install_spell
Expand All @@ -368,6 +371,7 @@ BEGIN
location = "spells"
editstring = "say_name=>50"
END
*/


// mh#wiz81 - Deathbolt
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2 changes: 1 addition & 1 deletion mih_sp/divine/divine_aftercare.tpa
Expand Up @@ -50,7 +50,7 @@ BEGIN
END

MAKE_PATCH
clone_effect_inline=>~match=>"opcode = 83 and parameter2 = 227" number_to_add=>2 opcode=>"entry_index from [205 221] parameter1=>0 parameter2=>%sectype%~
clone_effect_inline=>~match=>"opcode = 83 and parameter2 = 227" number_to_add=>2 opcode=>"entry_index from [205 221]" parameter1=>0 parameter2=>%sectype_value%~
END
END

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Binary file modified mih_sp/divine/spells/mh#prs23.spl
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58 changes: 58 additions & 0 deletions mih_sp/docs/arcane_spell_list.html
Expand Up @@ -20,6 +20,7 @@
Saving Throw: 1/2</p>
<p>This spell creates a shower of purple sparks at the point designated by the caster. Every creature caught within will be shocked for 4d4 points of electrical damage unless they save versus spell, in which case they will take half damage.</p>
</div>

<div class="section">
<p><img src="img/mh%23wiz22.png">
<strong>Seeking</strong><br/>
Expand All @@ -32,6 +33,7 @@
Saving Throw: None</p>
<p>This spell slightly twists the normal laws of momentum and gravity in the recipient's favor, making her arrows, bolts or other projectiles veer towards their intended target, even dodging around obstacles if needed. For the duration, the recipient has a +4 bonus on all to-hit rolls with ranged weapons.</p>
</div>

<div class="section">
<p><img src="img/mh%23wiz31.png">
<strong>Improved Magic Missile</strong><br/>
Expand All @@ -44,6 +46,7 @@
Saving Throw: None</p>
<p>Like the 1st-level spell Magic Missile, Improved Magic Missile creates missiles of magical energy that dart from the wizard's fingertips and unerringly strike their target, which must be a creature of some sort. However, this spell creates up to eleven such missiles instead of only five. The damage is still the same, 1d4+1 per missile. For a caster below 11th level this spell works just like Magic Missile, but at 11th level she gets 6 missiles, then 7 at 13th level and so on up to 11 missiles at 21th level. The Shield spell and other effects that specifically counter Magic Missile will also block the missiles created by this spell.</p>
</div>

<div class="section">
<p><img src="img/mh%23wiz32.png">
<strong>Heroism</strong><br/>
Expand All @@ -56,6 +59,7 @@
Saving Throw: None</p>
<p>This spell causes the recipient's life energy to surge, making her perform at a higher level than she actually is. Base THAC0 is improved by 10%, and the recipient's hit points are raised by 10%, this may cause the recipient to have more hit points than her current maximum. Any damage taken reduces these magically gained hit points first, if any remain after the spell expires these will be lost, but the recipient will not take any additional damage.</p>
</div>

<div class="section">
<p><img src="img/mh%23wiz33.png">
<strong>Blink</strong><br/>
Expand All @@ -68,6 +72,7 @@
Saving Throw: None</p>
<p>Upon casting this spell, the caster starts rapidly winking in- and out of existence, making it difficult to strike her with any weapons. However, the caster has no control over where and when she winks into existence, making it more difficult to strike opponents and possibly placing her in a dangerous situation. For the duration of the spell, the caster's AC is improved by 4 and all physical attacks deal half their normal damage, but the caster has a -4 penalty to hit.</p>
</div>

<div class="section">
<p><img src="img/mh%23wiz34.png">
<strong>Scintillating Sphere</strong><br/>
Expand All @@ -80,6 +85,7 @@
Saving Throw: 1/2</p>
<p>This spell creates a burst of electricity, shocking anyone unfortunate enough to be in the area for 1d6 damage per level of the caster (up to a maximum of 10d6). A grape-sized sphere appears near the caster and travels to the designated point at a high velocity, where it bursts into the scintillating sphere. Creatures failing their Saves vs. Spell take full damage from the shock. Those who roll succesful Saving Throws have managed to partially evade the blast and receive half damage.</p>
</div>

<div class="section">
<p><img src="img/mh%23wiz35.png">
<strong>Minor Malison</strong><br/>
Expand All @@ -92,6 +98,7 @@
Saving Throw: None</p>
<p>The spell allows the caster to adversely affect all the Saving Throws of her enemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all Saving Throws at a penalty of -2.</p>
</div>

<div class="section">
<p><img src="img/mh%23wiz36.png">
<strong>Ball Lightning</strong><br/>
Expand All @@ -104,6 +111,7 @@
Saving Throw: 1/2</p>
<p>This spell creates glowing, floating orbs of electrical energy that unerringly seek out targets designated by the caster. Upon contact, the floating orb shocks the victim for 4d12 points of electrical damage. The caster gains one orb for every five levels, up to four. Each orb can be targetted at a different creature.</p>
</div>

<div class="section">
<p><img src="img/mh%23wiz41.png">
<strong>Iron Maiden</strong><br/>
Expand All @@ -116,6 +124,7 @@
Saving Throw: None</p>
<p>This secret spell of the Harpers creates a construct known as a "helmed horror" which appears as an animated suit of armor wielding a flaming long sword. The creature will fight as directed by the caster for the duration of the spell, after which it falls apart into worthless junk. Because this is a construct created on the spot and not a creature conjured from elsewhere, the iron maiden is not vulnerable to effects that specifically target summoned creatures.</p>
</div>

<div class="section">
<p><img src="img/mh%23wiz42.png">
<strong>Command Elementals</strong><br/>
Expand All @@ -128,6 +137,7 @@
Saving Throw: Neg.</p>
<p>This spell enables the caster to command (or wrest command of) a single creature from one of the elemental or para-elemental planes.</p>
</div>

<div class="section">
<p><img src="img/mh%23wiz43.png">
<strong>Rary's Mnemonic Enhancer</strong><br/>
Expand All @@ -140,6 +150,7 @@
Saving Throw: None</p>
<p>This spell restores previously cast spells to memory so they may be cast again. Up to three spells will be restored, one of which can be up to third level, one up to second, and the final one of first level. Only arcane spells can be restored.</p>
</div>

<div class="section">
<p><img src="img/mh%23wiz44.png">
<strong>Evard's Black Tentacles</strong><br/>
Expand All @@ -152,6 +163,7 @@
Saving Throw: Neg.</p>
<p>By means of this spell, the wizard calls forth a mass of writhing tentacles that grab on to any creature in the area, holding them in place and dealing 1d6+4 crushing damage per round. A succesful save versus spell allows a victim to escape, but as long as they remain in the area they may be grabbed again.</p>
</div>

<div class="section">
<p><img src="img/mh%23wiz45.png">
<strong>Isaac's Lesser Missile Storm</strong><br/>
Expand All @@ -165,6 +177,27 @@
<p>This spell bombards all hostile creatures in the designated area with magic missiles similar to that of the Magic Missile spell. Each hostile creature will be randomly targetted by 1d3 missiles, each of which deals 1d6 damage with no saving throw. This spell will not harm party members. The missiles can be stopped by anything that also stops the Magic Missile spell, such as the Shield spell.</p>
<p>This spell was developed in the city of Neverwinter.</p>
</div>

<div class="section">
<p><img src="img/mh%23wiz46.png">
<strong>Tenser's Giant Strength</strong><br/>
<i>(Alteration)</i></p>
<p>Level: 4<br/>
Range: Touch<br/>
Duration: 1 round/level<br/>
Casting Time: 1 round<br/>
Area of Effect: Target creature<br/>
Saving Throw: None</p>
<p>This variation of the Strength spell gives the recipient the strength of one of the true giant races. The exact strength given depends on the caster's level:<br />
- 7- 9: Hill Giant Strength (19)<br />
- 10-12: Stone Giant Strength (20)<br />
- 13-15: Frost Giant Strength (21)<br />
- 16-18: Fire Giant Strength (22)<br />
- 19-21: Cloud Giant Strength (23)<br />
- 22-24: Storm Giant Strength (24)<br />
- 25+ : Titanic Strength (25)</p>
</div>

<div class="section">
<p><img src="img/mh%23wiz51.png">
<strong>Superheroism</strong><br/>
Expand All @@ -177,6 +210,7 @@
Saving Throw: None</p>
<p>This spell causes the recipient's life energy to surge, making her perform at a higher level than she actually is. Base THAC0 is improved by 20%, and the recipient's hit points are raised by 20%, this may cause the recipient to have more hit points than her current maximum. Any damage taken reduces these magically gained hit points first, if any remain after the spell expires these will be lost, but the recipient will not take any additional damage. In addition to this, the spike of positive energy will render the recipient immune to fear and energy drain for the duration of the spell.</p>
</div>

<div class="section">
<p><img src="img/mh%23wiz52.png">
<strong>Spell Matrix</strong><br/>
Expand All @@ -190,6 +224,7 @@
<p>This spell allows a wizard to store two spells and activate them both at the same time from her Special Ability button. Both spells must be of 3rd level or lower. To create a matrix, a Mage must memorize not only Spell Matrix but also the spells she intends to store in it (a Sorcerer can store spells of any level for which she still has spell slots). After casting Spell Matrix, the player will be prompted to choose the sequenced spells from those she has memorized.</p>
<p>A matrix lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a matrix is formed. A wizard can possess only one Spell Matrix at a time, and it may not be given to other characters.</p>
</div>

<div class="section">
<p><img src="img/mh%23wiz53.png">
<strong>Ramazith's Slime Summons</strong><br/>
Expand All @@ -202,6 +237,20 @@
Saving Throw: None</p>
<p>This spell was developed by the evil mage Ramazith of Baldur's Gate. The mage casts this spell at a specially prepared foul brew which then comes to life as a mustard jelly under her control. There is a 50% chance that the mustard jelly splits in two immediately after forming. All jellies created by this spell will fight for the mage until slain or the duration elapses.</p>
</div>

<div class="section">
<p><img src="img/mh%23wiz55.png">
<strong>Starfire</strong><br />
<i>(Invocation/Evocation)</i><br /></p>
<p>Level: 5<br/>
Range: 90 yards<br/>
Duration: 3 rounds<br/>
Casting Time: 3<br/>
Area of Effect: 15-foot radius<br/>
Saving Throw: 1/2</p>
<p>Upon casting this spell, the mage causes a rain of golden fire to descend into the area of effect. The fire deals 5d6 points of damage to anyone caught in the area, with a save versus spell allowed for half damage.</p>
</div>

<div class="section">
<p><img src="img/mh%23wiz61.png">
<strong>Mordenkainen's Lucubration</strong><br/>
Expand All @@ -214,6 +263,7 @@
Saving Throw: None</p>
<p>This spell restores previously cast spells to memory so they may be cast again. Up to three spells will be restored, one of which can be up to fifth level, one up to fourth, and the final one up to third level. Only arcane spells can be restored.</p>
</div>

<div class="section">
<p><img src="img/mh%23wiz62.png">
<strong>Isaac's Greater Missile Storm</strong><br/>
Expand All @@ -227,6 +277,7 @@
<p>This spell bombards all hostile creatures in the designated area with magic missiles similar to that of the Magic Missile spell. Each hostile creature will be randomly targetted by 1d3+1 missiles, each of which deals 1d6 damage with no saving throw. This spell will not harm party members. The missiles can be stopped by anything that also stops the Magic Missile spell, such as the Shield spell.</p>
<p>This spell was developed in the city of Neverwinter.</p>
</div>

<div class="section">
<p><img src="img/mh%23wiz71.png">
<strong>Faerie Sword</strong><br/>
Expand All @@ -246,6 +297,7 @@
<li>disintegrated (allows save vs. death)
</ul>
</div>

<div class="section">
<p><img src="img/mh%23wiz72.png">
<strong>Stygian Ice Storm</strong><br/>
Expand All @@ -259,6 +311,7 @@
<p>Few know the true terror of Baator, let alone the gruesome Fifth Layer. This devastating spell summons the harshest cold and bitter ice of the Fifth Layer of Baator, Stygia, to annihilate all enemies within range. As the River Styx flows through the Stygian Ice, so it does in this spell as well. Perhaps if the victims are strong enough to survive this devastation they may live to tell others about the true terror... but the River Styx has a tendency to make people forget.</p>
<p>Ice from Stygia is summoned to crush all creatures within sight for 8d8 points of cold damage, with no saving throw. Finally, all creatures must save vs. spell or suffer confusion for five rounds due to the immediate contact with the frozen, forgetful waters of the River Styx.</p>
</div>

<div class="section">
<p><img src="img/mh%23wiz81.png">
<strong>Deathbolt</strong><br/>
Expand All @@ -272,6 +325,7 @@
<p>Death comes in many forms, but none so painful as this. For even if you evade Death's Touch, it will always leave a mark.</p>
<p>This spell calls forth a magical bolt of death energy that kills a specified target, unless it makes a successful saving throw vs. spell. Even on a successful saving throw, the victim suffers 10d6 points of electrical damage.</p>
</div>

<div class="section">
<p><img src="img/mh%23wiz82.png">
<strong>Major Globe of Invulnerability</strong></b>
Expand All @@ -284,6 +338,7 @@
Saving Throw: None</p>
<p>This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, 3rd-, 4th-, or 5th-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Major Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. 6th- and higher level spells are not affected by the globe, and magical attacks of 6th-level or higher, such as Spellstrike and Pierce Magic, can bring it down.</p>
</div>

<div class="section">
<p><img src="img/mh%23wiz83.png">
<strong>Polar Ray</strong><br/>
Expand All @@ -296,6 +351,7 @@
Saving Throw: None</p>
<p>Upon casting this spell, the mage projects a ray of intense cold that freezes everything in its path. Everyone and everything crossing the ray will take 1d6 points of cold damage per caster level (max. 25d6).</p>
</div>

<div class="section">
<p><img src="img/mh%23wiz84.png">
<strong>Mechanus' Cannon</strong><br/>
Expand All @@ -309,6 +365,7 @@
<p>The true, logical justice of Primus shall be delivered unto the illogical, as pure energy descends from Mechanus.</p>
<p>This spell summons the ultimate form of 'equalization' from Primus: A huge energy blast that comes from the very heart of Mechanus and fires toward the target specified by the caster, via a portal. A temporary portal will appear 10 ft. from the target and Mechanus' Logical Justice will be handed down, inflicting 20d4+10 points of magical damage, with no saving throw.</p>
</div>

<div class="section">
<p><img src="img/mh%23wiz91.png">
<strong>Rune of Torment</strong><br/>
Expand All @@ -324,3 +381,4 @@
</div>
</body>


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