File information

Last updated

Original upload

Created by

SiliconMage

Uploaded by

SiliconMage

Virus scan

Safe to use

About this mod

This mod seeks to add more spells to classes that fall in line with some older Pen & Paper spells.

Requirements
Permissions and credits
Shoutouts: kilay for Italian Translations!

NOTICE
5 / 12 / 2019: Version 3.9 ensures compatibility with version 5.0 of Pillars of Eternity II!  It also fixes a bug with Conviction III not granting an extra 6th level Priest casting and with the unique grimoire "Grimoire of the Ascended Archmage" not appearing in the Dark Cupboard.

This mod seeks to add new spells to spellcasting classes that exist within the game; the spells that I have created will generally derive from either another class or from older, P&P (pen and paper) versions of games, such as DnD (Dungeons and Dragons).  I expect that this mod will grow as time passes on, and as I get more suggestions from some spells that other people would like to see.  Just keep in mind that if you are requesting a spell, it has to follow specific rules set in the game, and it has to have an animation that already exists in the game, as I don't think custom animations can be supported yet.

Also please note that his mod adds Grimoire-only spells to the Wizard spell list!

Below is a list of spells that have been added to the game.  You can find what class they belong to, what level they are, and -- most importantly -- what they do.

Wizard Spells

Level 1 - Arcane Light: Caster creates a small light source that provides simple illumination.
Level 3 - Mechanical Mastery: The wizard calls upon his or her magic to help with picking a particularly problematic lock or disabling a potent trap.  The spell makes the wizard's fingers incredibly nimble and reactive for a short duration, yielding to a bonus to the caster's Mechanics.
Level 4 - Limited Invisibiilty: The caster turns invisible for a brief period of time; any attack will break invisibility.
Level 4 - Elemental Sword: The caster summons a sword comprised of elemental energy; the sword is randomly of the type Burn, Freeze, Shock or Corrode.
Level 5 - Invisibility Ward: Caster emits an aura of magic that prevents those near him or her from turning invisible; the spell will not affect those already invisible, however. (Blocks Potions of Invisibility, Unseen Demise, Shadowing Beyond, Enduring Shadows, Vanishing Strike, Arkemyr's Brilliant Departure, Effigy of Skaen's Shadow Leap ability, Invisibility effects from Wild Mind, Shadowed Hunters, Smoke Veil, Limited Invisibility, Invisibility and Veil of Wael)
Level 6 - Mind Blank: The caster utters a spell that invokes mental clarity in its target, making the subject immune to all Mental Afflictions for a short period of time.
Level 7 - Disintegrate: Caster emits a thin, green ray from his or her fingertip; any creature or object struck by the ray takes Raw damage.  If the damage reduces the target's Health to zero, the target is disintegrated.
Level 8 - Invisibility: The caster turns invisible for a brief period of time; attacks will not break invisibility.  Combat only.
Level 8 - Arc of Lightning: The caster shoots a bolt of lightning at the target that chains to nearby enemies. The bolt of lightning can chain to faraway enemies, and will bounce between enemies more frequently.  Arc of Lightning is also more efficient at cutting through an enemy's Shock Armor.
Level 9 - Temporal Acceleration: Caster bends time to his or her will; for an extremely limited amount of time, the caster gains the ability to rapidly cast spells at the cost of his or her own life.
Level 9 - Obsidian Sword of Destruction: Caster summons a dimensional rift in the shape of a sword; anyone hit by the sword begins to disintegrate.  There is a 25% chance that the sword will dissipate after each attack, however.
Level 9 - Temporal Cessation: Caster creates a localized pocket of time in which everyone but himself or herself slows down; the caster (and anyone not included in the initial creation of the pocket) is free to move about and cast spells, but anyone else cannot be harmed by or affected by the caster.
Level 9 - Veil of Wael: Caster envelops himself or herself and his or her allies in a shroud of illusory magic, turning all allies within the area of effect invsibile until the duration of the spell expires.

Wizard Talents

Power Level 5 - Arcane Training I: The wizard rigorously trains his or her mind to push past its normal limits.  The wizard gains an extra 1st level casting and an extra 2nd level casting.  (Blood Mages cannot take this ability)
Power Level 7 - Arcane Training II: The wizard rigorously trains his or her mind to push past its normal limits.  The wizard gains an extra 3rd level casting and an extra 4th level casting.  (Blood Mages cannot take this ability)
Power Level 9 - Arcane Training III: The wizard rigorously trains his or her mind to push past its normal limits.  The wizard gains an extra 5th level casting and an extra 6th level casting.  (Blood Mages cannot take this ability)

Priest Spells
Level 1 - Blessed Harvest (Added from the Harvest of Gaun subclass)
Level 2 - Berath's Awe: Drawing on some of Berath's power, the priest can exude an aura of power that damages and strikes fear into any spirits or vessels close to the priest.  The fear aura only affects vessels and spirits that are of a lower level than the priest, however.
Level 3 - Invisibility Ward: Caster emits an aura of magic that prevents those near him or her from turning invisible; the spell will not affect those already invisible, however. (Blocks Potions of Invisibility, Unseen Demise, Shadowing Beyond, Enduring Shadows, Vanishing Strike, Arkemyr's Brilliant Departure, Effigy of Skaen's Shadow Leap ability, Invisibility effects from Wild Mind, Shadowed Hunters, Smoke Veil, Limited Invisibility, Invisibility and Veil of Wael)
Level 4 - Berath's Will: Drawing on some of Berath's power, the priest can exude an aura of power that dominates and damages any spirits or vessels close to the priest, causing them to fight for the priest instead.  The domination aura only affects vessels and spirits that are of a lower level than the priest, however.
Level 5 - Superior Restore: Shares a generous portion of the caster's divine strength, restoring a great amount of Health to all allies within the area of effect. (Base 90 health recovery)
Level 5 - Limited Spell Resistance: Drawing upon revelations from the Mysteries of Wael, the priest can bless a target with a boon that temporarily blocks hostile magic.
Level 8 - Benediction of Restoration: The priest acts as a conduit to channel his or her deity's divine essence into a spell.  The target is healed of all injuries, but the spell is incredibly taxing for the priest, and as a result, the priest becomes fatigued.  If the priest is severely wounded, he or she could die as a result from casting this spell. (Out of Combat only)
Level 8 - Divine Power: Invokes the benedictions of the priest's god and greatly empowers allies in the area of effect with increased Might and Accuracy.
Level 9 - Superior Spell Resistance: Drawing upon further revelations from the Mysteries of Wael, the priest can bless a group of allies with a boon that temporarily blocks hostile magic.
Level 9 - Miraculous Recovery: The priest prays to his or her god to intercede on his or her behalf.  A wave of divine energy greatly heals all allies and grants them a boon that temporarily makes them immune to all Afflictions.

Priest Talents

Power Level 5 - Conviction I: The priest reinforces his or her faith in his or her beliefs, and draws from it as a source of power.  The priest gains an extra 1st level casting and an extra 2nd level casting.
Power Level 7 - Conviction II: The priest reinforces his or her faith in his or her beliefs, and draws from it as a source of power.  The priest gains an extra 3rd level casting and an extra 4th level casting.
Power Level 9 - Conviction III: The priest reinforces his or her faith in his or her beliefs, and draws from it as a source of power.  The priest gains an extra 5th level casting and an extra 6th level casting.



Druid Spells

Level 1 - Ondra's Whip (Added from the Watershaper subclass)
Level 5 - Ocean Burst (Added from the Watershaper subclass)
Level 5 - Limited Savage Prowess: Drawing on his or her connection to nature, the druid focuses his or her instincts to overwhelm a difficult opponent.  The druid gains a bonus to Accuracy, as well as a bonus to Penetration with Burn, Corrode, Freeze and Shock attacks.
Level 6 - Watery Double (Added from the Watershaper subclass)
Level 6 - Storm Burst: Unleashes a shockwave of electricity that expands out from the druid, dealing Shock damage to all those caught within the spell's range.
Level 6 - Invisibility Ward: Caster emits an aura of magic that prevents those near him or her from turning invisible; the spell will not affect those already invisible, however. (Blocks Potions of Invisibility, Unseen Demise, Shadowing Beyond, Enduring Shadows, Vanishing Strike, Arkemyr's Brilliant Departure, Effigy of Skaen's Shadow Leap ability, Invisibility effects from Wild Mind, Shadowed Hunters, Smoke Veil, Limited Invisibility, Invisibility and Veil of Wael)
Level 7 - Erupting Flame: Causes flame and magma to shoot up in a jet from beneath of the earth, inflicting severe Burn damage on any caught within the spell's area of effect.  Those that remain standing on the molten earth in the aftermath of the eruption will continue to take burning damage.
Level 7 - Peak Condition: The druid calls on Rejuvenation magic to enhance the target's metabolic processes, making the subject immune to all Physical Afflictions for a short period of time.
Level 7 - Lunar Radiance: The druid focuses lunar energy into a column of brilliant light that greatly heals all allies within the area of effect. (Base 100 Heal)
Level 8 - Storm Call: Summons a powerful bolt of lightning forth from the sky to strike a single target, inflicting powerful Shock damage with a chance to stun the target.
Level 9 - Superior Savage Prowess: Drawing further on his or her connection to nature, the druid focuses his or her instincts to overwhelm a difficult opponent.  The druid gains an increased bonus to Accuracy, as well as an increased bonus to Penetration with Burn, Corrode, Freeze and Shock attacks.
Level 9 - Chitinous Carapace: Constructs a protective shield out of strong, magical and chitinous material that absorbs a substantial amount of damage before it shatters.  It does not prevent the protected target from taking action and moving.
Level 9 - Touch of Death: Decay magic surrounds the target and quells their life essence. If the target's will to survive is not strong enough, they are killed outright.  Otherwise, the target takes Raw damage.

Touch of Death has been reworked so that if it cannot destroy the touched target, it will instead deal Raw damage.  I have made it more inline with other destroy type effects in the game, where they will deal damage if they cannot inflict the designated status.

Druid Talents

Power Level 5 - Nature's Bond I: The druid expands his or her connection with nature and the world around him or her. The druid gains an extra 1st level casting and an extra 2nd level casting.
Power Level 7 - Nature's Bond II: The druid expands his or her connection with nature and the world around him or her. The druid gains an extra 3rd level casting and an extra 4th level casting.
Power Level 9 - Nature's Bond III: The druid expands his or her connection with nature and the world around him or her. The druid gains an extra 5th level casting and an extra 6th level casting.




Items

Grimoires
A unique grimoire called "Grimoire of the Ascended Archmage" can be purchased at the The Dark Cupboard in Neketaka; it contains the following spells:
Level 1: Minoletta's Minor Missiles, Thrust of Tattered Veils
Level 2: Arcane Veil, Concelhaut's Draining Missiles
Level 3: Crackling Bolt, Ninagauth's Death Ray
Level 4: Limited Invisibility, Ninagauth's Shadowflame
Level 5: Torrent of Flame, Blast of Frost
Level 6: Chain Lightning, Arcane Reflection
Level 7: Delayed Fireball, Disintegrate
Level 8: Arc of Lightning, Invisibility
Level 9: Temporal Acceleration, Temporal Cessation

The grimoire also grants +1 Power Level to Evocation and Transmutation spells

Rings of Wizardry
Rings of Wizardry can be purchased at the Dark Cupboard in Periki's Outlook in Neketaka.  They grant extra higher level castings for Wizards.

Ring of Wizardry VII: Grants an extra 7th level cast.  Cost: 128000 cp
Ring of Wizardry VIII: Grants an extra 8th level cast.  Cost: 256000 cp
Ring of Wizardry IX: Grants an extra 9th level cast.  Cost: 512000 cp

Rings of Divinity
Rings of Divinity can be purchased from the Dawnstar Vendor in The Sacred Stair in Neketaka.  They grant higher level castings for Priests.

Ring of Divinity VII: Grants an extra 7th level cast.  Cost: 128000 cp
Ring of Divinity VIII: Grants an extra 8th level cast.  Cost: 256000 cp
Ring of Divinity IX: Grants an extra 9th level cast.  Cost: 512000 cp

Rings of Shamanry
Rings of Shamanry can be purchased at Cuitztli's Exotic Herbs in Periki's Outlook in Neketaka.  They grant extra higher level castings for Druids.

Ring of Shamanry VII: Grants an extra 7th level cast.  Cost: 128000 cp
Ring of Shamanry VIII: Grants an extra 8th level cast.  Cost: 256000 cp
Ring of Shamanry IX: Grants an extra 9th level cast.  Cost: 512000 cp

To Install:
1.) Find the Pillars of Eternity II install directory (for Steam, for example, mine is {steam installation directory}steamapps\common\Pillars of Eternity II)
2.) Navigate into the "PillarsOfEternityII_Data" folder 
3.) Find or create a folder called "override" in the "PillarsOfEternityII_Data" folder
4.) Extract the contents of the zip file into the "override" folder 
5.) Ensure that your "override" folder contains a folder called "extendedSpellCollection"
6.) That should be all you need to get started.

To Uninstall:
1.) Delete the "extendedSpellCollection" folder from the "override" folder
Top