The Chaos Sorcerer: A Wild Magic Kit for Sorcerers ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Version: 2.9 Author: Argent77 Download: https://github.com/Argent77/A7-ChaosSorcerer/releases Discussion: https://forums.beamdog.com/discussion/66390/ http://www.shsforums.net/topic/59482-mod-the-chaos-sorcerer-a-wild-magic-kit-for-sorcerers/ Overview ~~~~~~~~ A mod for BG:EE, BG2:EE, EET (Enhanced Edition Trilogy) and IWD:EE that introduces the new kit "Chaos Sorcerer" which can be seen as the Wild Mage counterpart for the Sorcerer class. For more details see the "Kit Description" section below. The mod will also somewhat change the spell selection of Wild Mages. More information can be found in the "Components" section below. Installation ~~~~~~~~~~~~ This is a WeiDU mod, that means it is very easy to install. Simply unpack the downloaded archive into your game directory and run "setup-A7-ChaosSorcerer.exe". Follow the instructions and you are ready to start. Note for Siege of Dragonspear (SoD): GOG and Steam both install the "Siege of Dragonspear" expansion in a way that is not moddable out of the box. You must install a mod called "DLC Merger" on your SoD installation before this or any other WeiDU-based mods can be installed. It can be downloaded from here: https://github.com/Argent77/A7-DlcMerger/releases/latest Compatibility ~~~~~~~~~~~~~ Patch versions v1.3 and higher of BG:EE, BG2:EE and IWD:EE are supported. The mod may cause issues if the Wild Mage or Chaos Sorcerer kits are used by mods for creating true multiclass kits. Apart from that, it should be compatible with all other mods as long as they don't make substantial changes to Wild Magic spells. The component "Spell Select Dialog" of "Tome and Blood" is known to be incompatible with this mod. The component "Level 1 Cantrips" of "Tome and Blood" will interfere with the availability of the spell "Nahal's Reckless Dweomer". Components ~~~~~~~~~~ 1. "Chaos Sorcerer" kit (for BG:EE, BG2EE, EET and IWD:EE) This component installs the Chaos Sorcerer kit with associated spells and HLAs. See Kit Description below for more details. The component does also apply several changes to the Wild Mage spell selection: 1. New level 1 spell "Surge Control" applies a slim chance to avert the next Wild Surge. 2. New level 2 spell "Unluck" can be seen as the negative counterpart of the "Luck" spell. 3. "Chaos Shield" merges with "Improved Chaos Shield" and becomes a level 3 spell that starts with a +15 wild surge bonus and improves to +20 and +25 at higher levels. 4. New level 7 spell "Nahal's Wildstrike" surrounds the target with an aura of chaotic energies. Each time the target casts a spell will trigger a wild surge with unpredictable results. The Wild Mage additions are also available to the Chaos Sorcerer. However, "Nahal's Reckless Dweomer" is replaced by "Chaotic Weave". 2. Recreate spell selection lists (requires main component) This component can be used to recreate the spell selection lists used by "Chaotic Weave", as there is some randomness involved about which spells are included or not. It can be safely called even in an ongoing game. It can also be used to update the spell selection lists if other mods, installed later, added new spells. 3. Make "Wild Mage" kit unavailable for character creation (requires main component) Added by request, this component removes the Wild Mage kit from the list of available Mage kits during Character Generation, so that the Chaos Sorcerer remains as the only viable choice for a Wild Magic user. Note: This component is only available for games since patch version 2.0 4. Add "Primordial Artifacts" (requires main component) This component adds a set of four artifacts specifically for Chaos Sorcerers to the game. The items can be combined to unlock more hidden abilities. BG(2)EE: The items are scattered over the whole series - BG1, BG1:SoD, BG2:SoA and BG2:ToB. The BG1/SoD items can also be found in the opening dungeon of BG2:SoA when starting a new BG2EE game. IWDEE: The items are scattered all over the locations you can visit in the course of the main story. Kit Description ~~~~~~~~~~~~~~~ CHAOS SORCERER: Unlike Wild Mages, who struggle to comprehend the chaotic magic of damaged and distorted parts of the Weave, Chaos Sorcerers learned to derive their power from the Elemental Chaos itself – a plane that is largely unknown to most inhabitants of Toril. The Elemental Chaos is a place of primeval entropy and discord, and not even the most seasoned practitioners can account for the inherent unpredictability of such forces. As a result chaos sorcerers have to rely on their agility and strong reflexes to slip out of the way of their own, often unpredictable, spells. Being exposed to this particular type of magic gradually increases the caster's resistance to all forms or magical energy. A basic understanding of the nature of Chaos is required to walk this most dangerous of paths. Advantages: – May cast the 1st-level spells Chaotic Weave and Surge Control (automatically added to spell list). – May cast the 2nd-level spell Unluck (automatically added to spell list). – May cast the 3rd-level spell Chaos Shield (automatically added to spell list). – May cast the 5th-level spell Conjure Chaos Elemental (automatically added to spell list). – May cast the 7th-level spells Nahal's Wildstrike and Conjure Greater Chaos Elemental (automatically added to spell list). – May cast the 9th-level spell Stabilize (automatically added to spell list). – Casting level varies slightly whenever he/she casts a spell—anywhere between five levels lower and five levels higher than the Chaos Sorcerer's true level. – 1st level: +1 bonus to Saves vs. Spell. – 5th level: +1 bonus to Dexterity. – 6th level: +1 bonus to Saves vs. Spell. – 8th level: +5% Magic Resistance. – 11th level: +1 bonus to Saves vs. Spell. – 15th level: +1 bonus to Dexterity. – 16th level: +1 bonus to Saves vs. Spell. – 16th level: +5% Magic Resistance. – 21st level: +1 bonus to Saves vs. Spell. – 24th level: +5% Magic Resistance. Disadvantages: – Incurs a -2 penalty to Strength and Constitution. – Alignment restricted to chaotic good, chaotic neutral and chaotic evil. – May cast fewer spells per level per day. – Upon casting a spell, there is a 5% chance of incurring a wild surge. WILD SURGE: A wild surge generates a completely random magical effect from the spell being cast. Its effects may be either beneficial or detrimental to the Chaos Sorcerer and his/her allies. Spell Description: Chaotic Weave ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chaotic Weave is the basis of the Chaos Sorcerer's exceptional power. The spell opens a small rift into the Elemental Chaos to draw raw magical energies from, which the sorcerer can attempt to shape into a desired spell effect. The attempt usually fails, but something almost always occurs in the process. To use Chaotic Weave simply cast it, then choose from a list of randomly picked spells. A burst of magical energy is released, which the Chaos Sorcerer will try to manipulate into the desired form. The actual effect of the spell is determined randomly by a dice roll on the Wild Surge Table (see the manual for more details). The list of potential spells to choose from becomes larger and more consistent at higher levels. Because the release of energy is planned by the Sorcerer, his or her level is added to the dice roll. If the result indicates success, the Sorcerer has shaped the magical energy into the desired effect. More often than not, the effect is completely unexpected. The result might be beneficial to the Sorcerer, or it might be completely disastrous: This is the risk the Sorcerer takes by relying on the energies from the Elemental Chaos. The list of spells to choose from is based on character level and chance. With higher levels the list will become more stable and complete. The following list shows the odds for all available spell selection lists. The numbers separated by slashes indicate percentage of existing spells for each spell level (1 to 9). Sorcerer level 1 to 3: – 33% chance to get 75/50/25/0/0/0/0/0/0 percent of spells per level – 25% chance to get 100/75/50/25/0/0/0/0/0 percent of spells per level – 18% chance to get 100/100/75/50/25/0/0/0/0 percent of spells per level – 13% chance to get 100/100/100/75/50/25/0/0/0 percent of spells per level – 7% chance to get 100/100/100/100/75/50/25/0/0 percent of spells per level – 4% chance to get 100/100/100/100/100/75/50/25/0 percent of spells per level Sorcerer level 4 to 7: – 33% chance to get 100/75/50/25/0/0/0/0/0 percent of spells per level – 25% chance to get 100/100/75/50/25/0/0/0/0 percent of spells per level – 18% chance to get 100/100/100/75/50/25/0/0/0 percent of spells per level – 13% chance to get 100/100/100/100/75/50/25/0/0 percent of spells per level – 7% chance to get 100/100/100/100/100/75/50/25/0 percent of spells per level – 4% chance to get 100/100/100/100/100/100/75/50/25 percent of spells per level Sorcerer level 8 to 11: – 33% chance to get 100/100/75/50/25/0/0/0/0 percent of spells per level – 25% chance to get 100/100/100/75/50/25/0/0/0 percent of spells per level – 18% chance to get 100/100/100/100/75/50/25/0/0 percent of spells per level – 13% chance to get 100/100/100/100/100/75/50/25/0 percent of spells per level – 7% chance to get 100/100/100/100/100/100/75/50/25 percent of spells per level – 4% chance to get 100/100/100/100/100/100/100/75/50 percent of spells per level Sorcerer level 12 to 15: – 33% chance to get 100/100/100/100/75/50/25/0/0 percent of spells per level – 25% chance to get 100/100/100/100/100/50/25/0/0 percent of spells per level – 18% chance to get 100/100/100/100/100/100/50/25/0 percent of spells per level – 13% chance to get 100/100/100/100/100/100/100/50/25 percent of spells per level – 7% chance to get 100/100/100/100/100/100/100/75/50 percent of spells per level – 4% chance to get 100/100/100/100/100/100/100/100/75 percent of spells per level Sorcerer level 16 to 19: – 50% chance to get 100/100/100/100/100/100/100/75/25 percent of spells per level – 33% chance to get 100/100/100/100/100/100/100/100/50 percent of spells per level – 17% chance to get 100/100/100/100/100/100/100/100/100 percent of spells per level Sorcerer level 20 or higher: – 100% chance to get 100/100/100/100/100/100/100/100/100 percent of spells per level Spell Description: Stabilize ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Level: 9 School: Alteration Range: 0 Duration: 4 rounds Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: None A true master of chaos does not only take advantage of the unpredictable nature of the Elemental Chaos but also know how to shield self from it. This spell negates the effects of wild magic zones, allowing the caster and everyone else within the area of effect to cast spells or use magical items without unpredictable side effects. Furthermore, wild surges are nullified for all spells cast by Chaos Sorcerers or Wild Mages while the spell is in effect. This spell is also available for Wild Mages of chaotic alignments. Credits ~~~~~~~ Writing, coding and testing: Argent77 Polish translation: Cahir Russian translation: Saigon1983 French translation: Deratiseur, JohnBob Additional help with projectiles: kjeron Copyright Notice ~~~~~~~~~~~~~~~~ The mod "Chaos Sorcerer Kit" is licensed under the "Creative Commons Attribution-ShareAlike 4.0 International License" (http://creativecommons.org/licenses/by-sa/4.0/). History ~~~~~~~ 2.9 - Updated French translation (thanks JohnBob) 2.8 - Added new level 9 spell "Stabilize" to the Chaos Sorcerer kit and spell scrolls for Wild Mages - Fixed symbolic spell name references in combat scripts - Switched to ADD_KIT_EX for installing the kit 2.7 - Fixed a compatibility issue with the Tome and Blood mod - Fixed a potential overflow of spell slots - Updated readme with DLC Merger information and additional compatibility notes - Added component labels for Project Infinity - Internal optimizations and improvements 2.6 - Improved effects of HLA "Chaotic Eruption" - Added Project Infinity metadata - Fixed potential display issues with component names in WeiDU.log and Project Infinity 2.5 - Added Russian translation (thanks Saigon1983) - Added French translation (thanks Deratiseur) 2.4 - Rebalanced duration of "Chaos Shield" - Improved combat scripts of (Improved) Chaos Elementals - Removed unneeded spell table from "Chaotic Weave" - Fixed script references to "Nahal's Reckless Dweomer", which caused issues with Neera's ToB quest line 2.3 - Added Polish translation (thanks Cahir) - Increased duration of spell "Conjure Greater Chaos Elemental" - Improved IWD:EE spell icons for "Conjure (Greater) Chaos Elemental" - Improved combat scripts of (Greater) Chaos Elementals and fixed some bugs - Innate effects and immunities of (Greater) Chaos Elementals should not be dispellable - Greatly improved and rebalanced spell "Chaotic Weave" - Added odds for all available spell lists of "Chaotic Weave" to readme - Added a number of Chaos Sorcerer-specific spells to "Chaotic Weave" spell lists - Fixed magic school of Nahal's Wildstrike 2.2 - Overall power of primordial artifacts increases when combined - Improved spell "Surge Control" to work exactly as outlined in spell description - Fixed an installation bug in the "Add Primordial Artifacts" component 2.1 - Fixed a primordial artifact that was not correctly added to an SoD area - Fixed default starting equipment when starting a new SoD or ToB game 2.0 - Added new subcomponent: Add "Primordial Artifacts" - Added new spell 'Conjure Greater Chaos Elemental' - Added (Improved) Chaos Elemental creature stats to spell descriptions - Various optimizations and bug fixes 1.1 - Added compatibility section to readme - Changed spell description of Chaos Shield to be more universal - Fixed an issue with Spell Revisions that made NRD a forced spell choice for Chaos Sorcerers - DEX bonus doesn't show as green number in Record Screen anymore 1.0 - Initial release