Pillars of Eternity 2: Deadfire

File information

Last updated

Original upload

Created by

Burushbuku

Uploaded by

Burushbuku

Virus scan

Safe to use

Tags for this mod

About this mod

3 schools instead of 5, Familiars for everyone, rebalanced grimoires with specialists in mind, NEW unique spells, tougher restrictions but a way to regenerate resources! Cast more, do cooler builds and work around restrictions in this ambitious mod that overhauls completely magic in Eora!

Permissions and credits
WIZARDS REVAMPED

Thanks for checking this out! This is a huge mod that changes many aspects of how wizards work in Deadfire. Avoid the spoiler section and don't go beyond the 2rd picture if you don't want spoilers! This mod should just feel like simply more content was added: more tools to play the game that we all love already, a magic system that is interesting and thought out, to create the same feeling as the first time you played. Balance and gameplay before fantasy :)
Try it out, leave some feedback and let's make this the best magic system ever!

MAIN CHANGES

- The 5 spell schools don't exist anymore! We now have 3 schools, as there just weren't enough spells: Necromancy, Sorcery and Arcane Magic (Picture 1 for the distribution).

- Every wizard can choose a Familiar at level 1, that will consistently grant you the same bonus. New cool builds for everyone!

- Each subclass gets +1 Power Level with their school, and extra spell casts, with some quirks. It was unfair that only Blood Mages or Wizard/Tacticians could have fun with extra spells!
Necromancers get Blood Sacrifice (Health and No Empower for extra casts)
Arcanists get Coalesce Ambient Essence (3 second cast time to restore a level 1, 2, 3 or 4 spell)
Sorcerers get Draconic Heritage (1 extra spell cast/level and a dispelling Dragon Breath, but no way of restoring spells and No Empower)
[The activable ability of each subclass grants +1 Power Level with Wizard spells for 10s.]

- In exchange, they get some Restrictions
Arcanists cannot cast Necromancies. Sorcerers cannot cast Arcane Magic. Necromancers cannot cast Sorceries. (Picture 2).
Arcanists get a +20% recovery time with Sorceries. Sorcerers get a +20% recovery time with Necromancies. Necromancers get a +20% recovery time with Arcane Magic.
Every school has access to damage, utility, buffs and debuffs, so you'll be able to have success even casting mostly spells of your school. It's still the case that some unique, defining spells are only part of certain schools, so careful planning will grant you the selection you like the most. Fun!

- Every single grimoire has been remade: as a specialist you'll have access to many grimoires where you can cast every single spell, with only a few exceptions for flavor. In the base game there weren't grimoires 100% accessible to specialists!

- Spell rebalances: Chill Fog, Ninagauth's Shadowflame, Blast of Frost, Arcane Assault, Deleterious Alacrity of Motion, Arkemyr's Mercurial Madness, Llengrath's Warding Staff, Confusion (1.15), Ryngrim's Repulsive Visage (1.15). Play as a Frost Mage, now that there's a spell available at every level, or as a Shock Mage, with many new spells!. Different specialists will have the same tool at a different level, to invite some tactical reasoning: for example Wizard's Double, Mirror Image, and Llengrath's Displaced Image; Bewildering Spectacle and Confusion; Miasma of Dull-Mindedness and Arkemyr's Wondrous Torment; Mind effects in the Arcane school and Mind effects in the Necromancy school; Electricity and Fire and Ice spells for damage.

- NEW Spells! Discover the unique spells of the battlemage Yara, the wretched Borgnjor, the galvanic Maxwell, and the reclusive Iskenderun (courtesy of DCSS Crawl!). Find their grimoires in your travels, or read below ;) These spells are not meant to break the balance. I don't want Wizards to substitute other classes, so they will do things Wizards were already good at, even when they steal a spell from another class.

- Items
The Eye Of Wael provides +2 PL to Arcane Magic, and the Whitewitch Mask provides +1 PL to Necromancies.
1 new soulbound item with its unique story! (1.16)

- Keyword changes!


COMPATIBILITY
1.16 is compatible with 1.15
1.15 NOT COMPATIBLE with the save files using the previous versions of this mod.

The mod modifies the progression table of the wizard, so if another mod does the same, they won't work together.
Item mods, mods that modify other classes, or mods that don't modify the progression table of wizards will mostly be compatible.
Fassina might be broken? I made a separate mod for her, but let me know!
Only compatible with new playthroughs.

Everything is open to change! Bring some good ideas and we'll make Deadfire magic be the best in the gaming world.




**** SPOILER SECTION ****
CHANGELOG

1.19: New spell in the Dusty Black Grimoire: Ryngrim's Phantasmal Putrefaction. It applies an Injury to an uninjured target, chosen among 3 that benefit the Necromancer. In an AoE around the target, enemies are Terrified, and then faint.
Moved Ryngrim's Enervating Terror to level 6.
Wall of Force now applies a stacking -1 to all defenses, up to -10 for a long time.
Some new Icons and Animations.
Now Form of the Fearsome Brute does NOT disable spells. It even grants Immune to Engagement!
Ninagauth's Shadowflame doesn't have anymore a double save throw.
1.18: New spells in the Zandethus', Nannasin's and Jernaugh's Grimoires, to bring 2 unique spells to special grimoires. A bit less switching, more cool stuff!
Bewildering Spectacle applies more afflictions, to make it of comparable power to Miasma of Dull-Mindedness.
Binding Web doesn't have anymore -5 Accuracy. Not sure why it was there.
Arkemyr's Capricious Hex now applies all of its afflictions <- EXPERIMENTAL
1.18.1: Changed Arkemyr's Dazzling Lights and Kalakoth's Sunless Grasp to be kind of "helper" spells, so one doesn't always need a Morning Star or a Club. 1.18.2 Also fixed 2 borked grimoires
1.17: increased a bit the damage of the unique spells I made. I had been too conservative and they were just terrible.
1.17.1: Fixed one upgrade overwriting the Blunderbuss itemmod. Sorry!
1.17.2 Added better icons and made Minoletta's Pilfering Missiles' animation a lot better!
1.16: Now with a soulbound item for Wizard or Barbarian!

HINTS

- (1.18) NEW spell: Zandethus' Deranged Pact, level 4 Sorcery, in the Zandethus' Dragon-Scaled Grimoire. Steals 3 spells, no save roll, but all attacks affect both enemies and allies for the duration.
- (1.18) NEW spell: Nannasin's Mesmerizing Gaze, level 3 Sorcery, in the Snakeskin Grimoire. Dominates a summoned creature, and for 30s confuses enemies that hit the caster.
- (1.18) NEW spell: Jernaugh's Perfect Counterpoint, level 4 Arcane spell, in Jernaugh's Careful Calamities. Suspends beneficial and negative effects on both allies and enemies in the area, while extending beneficial effects by 8s.
- (1.16) NEW soulbound item: Cigotuvi's Embrace in Arkemyr's laboratories. A cloth armor that binds to Wizard or Barbarian. It will bring you through the Deadfire in search of power, and will reward you with spells and special functionality to make your Barbarian or Wizard playthroughs more interesting!
- (1.15) NEW spell: Pierce Magic, level 7 Arcane spell, available to all wizards. Dispels Arcane Reflections of all types. If it actually dispels anything, causes an AoE around the target.
- NEW spell: Aloth's Pestering Cantrip in Aloth's Grimoire. Interrupts/disorients/pushes with a bit of electric damage.
- NEW unique grimoire: Yara's Explosive Exploits in the Hanging Sepulchers, in the tomb Yseyr the Berathian. It contains the unique spells Yara's Violent Unravelling and Yara's Incendiary Banishment.
- NEW unique grimoire: Maxwell's Maxims, in a bookcase in Arkemyr's bedroom. Shock themed, it contains the unique spells Maxwell's Arc Blade and Irradiate.
- NEW unique grimoire: Borgnjor's Boreal Book, for purchase in Harbinger's Retreat. Ice themed, it contains the unique spells Winter Wind and Borgnjor's Vile Clutch.
- NEW unique grimoire: Iskenderun's Isagogics, for purchase at Sanza's shop. Contains the unique spells Iskenderun's Mystic Blast and Fulminant Prism.
- (1.15) NEW unique grimoire: Memoir of the Mistress of Missiles in. Contains the unique spell Minoletta's Pilfering Missiles.
- Spindle Man's grimoire: allows you to cast selected cipher spells that have effects similar to Wizard spells (no charms!), but it will sap your volition with a curse of -40 Will!
- Weightless grimoire: now has 25 charges of Dimensional Shift, and it contains only Dimensional Shift at level 4. Quirky! Let me know if it's fun to play with!
- Elementalist grimoire, Grimoire of Spark and Flame: Firebug at level 7
- Blood-soaked grimoire: Taste of the Hunt at level 4. Maybe too good? It was too good!
- Menzzago grimoire: now contains Concelhaut's Draining Missiles. It's cool to have more choices for cool spells, I think.
- Weathermage grimoire: Relentless Storm at level 8.
- Book of Storms is now freaking cool!!
- Katrenn's Grimoire: now contains Soul Ignition at level 4
- Fampyr Ancient Sage: now contains Secret Horrors at level 4. The wizard can already apply Sickened and Frightened anyway!
- Form of the Fearsome Brute is now available as a sorcery at level 6, a bit buffed.