Jueg Posted February 24, 2012 Share Posted February 24, 2012 (edited) Hi, it's me, again. I had a mod in mind that would take spellcasting to a new level. It's METAMAGIC. It is simply meant to take one of the coolest aspect of NWN2 and implement it to Dragon Age. Metamagic grants a mage better and more efficient use of his powers for incresed mana cost. It is meant to make life somewhat easier for those play QaL with Hardcore Armor settings on from Gamebalance Revision, Faster Combat and various other difficulty incresing mods, on Nightmare Difficulty. Still Spell (Activated): This ability when activated grants 10.0 mana regeneration and all spell costs will revert to their original cost regardless of the character's Fatigue modifier for 15 seconds. Extend Spell (Sustained): Extended spells' effects last for doubled duration. All spell costs will cost two times higher than original cost as long as this mode is active. Quicken Spell (Sustained): For a quadtrupled mana cost, all spells' cooldowns are reduced to 1 second. Additionally, any spell that requires preperation may be cast instantly. Persistent Spell (Sustained): Persistent Spell, when activated, makes spell effects last 120 seconds for six times higher than original cost. Offensive Persisted Spells have a 40% chance to be resisted and regardless of whether resisted or not they draw hostility towards the caster. If resitance check fails and the target is hit by a persisted spell, the caster becomes the ceteer of attention. Defensive Persisted Spells, except Anti-Magic Ward, Mind Blast, Glyphs, and Lifeward, draw no hostility and have 0% chance to be resisted. Mind Blast is considered offensive, if persisted, the rules apply. Anti-Magic Ward and Lifeward only draw hostility and will stack even if caster is dead. Glyphs incur friendly fire, if persisted. Sleep, Waking Nightmare, Horror, Mass Paralysis, Curse of Mortality, Misdirection and Death Hex, Petrify, Regeneration, Rejuvenation, Mass Rejuvenation, Grease cannot be persisted (They can still be cast however penalties still apply). Spells or combined spells (like Sleep-Horror) that causes damage will cause half spellpower damage every 20 seconds. These spells draw even greater damage, however. Persisted Spells are really difficult cast, let alone maintain. It drains the caster bit by bit. Each time a spell is cast, the caster will suffer -1 mana regen and -2% to spell and spirit resistance and be drained -3 magic. When magic score hits 10, the caster will suffer -20 penalties to attack, spellpower and defense and movement speed will be reduced by 50%. As a countermeasure, Restoration spells are granted. Restoration (Activated): Restoration spell is a countermeasure spell that reverts Persistent Spell's negative effect when it is off. That is not its only function, however. It can also replace moderate amount of mana as well as reduce any penalties incurred by spells or talents by 1/4. If Spell Penetration is also acquired, it evolves into Greater Restoration. In its modified state, it can replace a significant amount of mana, a moderate amount of health and penalty reduction goes up 2/4 as well as treating 1 injuries. Spell Penetration's negative effect are also reverted. It can only be obtained through Persistent Spell, however. Cannot be used if Spell Penetration or Persistent Spell is on. Silent Spell (Activated): Silent Spell is a life-saver ability that reduces hostility to zero making all hostiles attacking the caster divert their attention. For ten seconds, the caster draws no hostility no matter which spell is cast or how much damage is caused. Empower Spell (Sustained): When activated, no matter the creatures physical or mental resistance, spell's effect hits. For example, an Empowered Winter's Grasp will always freeze the target regardless of the creature's physical resistance for tripled cost. Passively, Empower Spell adds a new spell, Telekinetic Blast. Telekinetic Blast (Activated): Telekinetic Blast is modified version of Mind Blast. Telekinetic Blast turns stun effect into knockdown and disorientation effect that lasts 10 seconds. It knocks back creatures that are immune to knockdown effect. Telekinetic Blast cannot be resisted. It can only be used when Empower Spell is active. Maximize Spell (Sustained): Maximize Spell is the most reliable offensive metamagic talent ever. It bypasses any resistances and immunities to hit the target with full force. Immune creatures only take spellpower equivalent damage while resistant creatures take normal spell damage and spellpower equivalent damage. For example, if the caster's spellpower is 40, immune creatures take only 40 damage where the resistant suffer plus 40 damage additionally. Spells cost are quintupled. Spell Penetration (Sustained): If you are fighting an enemy whose spell resistance is pretty high, by activating this mode you can ignore its spell resistance and rain spells on him ... for eight times higher cost. It causes spellpower equivalent damage. Each time a spell is cast, it will drain -2 constitution and the caster will suffer -1 mana regen and -2% to fire, cold, electricity and nature resistance for they require great amount of power to be cast. If constitution score hits 10, random injuries occur. Metamagic talents can be used in harmony. Only two of these talents can be activated at a time. The cost of spell goes up if you have more than one mode active. If you have Spell Penetration and Persistent Spell on, then spell cost is fourteen times higher. (And penalties will multiply.) If this is the case, Still Spell can be used to eliminate increased spell cost and Silent Spell to eliminate any hostility drawn from it. And they cost no mana. Requirements are Arcane Mastery and mage so no one ''unintentionally'' pick up these spells. As mentioned in the title, this is a mod request to expert modders only. If I knew how to do it myself, I would.If you have the skill to get the job done, don't credit me or anything. It would be nice if this mod is compatible with following mods.Class and Specialization PackCombat TweaksAwakening in the OCTalent and Skill Freedom PS: This mod is NOT meant for vanilla players. If you try, you might end up dying a lot. If you want to make the best use that this mod deserves, you should take a look at mods mentioned below. Loot and Gamebalance RevisionSlink's S3 RavageFaster CombatCombat TweaksNightmare Plus If you can't tell the differnce between "slang" and "slur", you're going to make lots of people very angry, and you won't know why. --TNL Edited March 5, 2012 by Jueg Link to comment Share on other sites More sharing options...
Kaldelar Posted February 28, 2012 Share Posted February 28, 2012 (edited) So basically, you're looking for an amped up version of Spell Might? With additional effects like speed and new effects... I suppose that wouldn't be impossible to add. Inappropriate remark snipped. Ok, I laughed at your gentle swipe too, but it was wrong to make it. --TNL Edited February 29, 2012 by Thandal next time, use the "Report" button. Link to comment Share on other sites More sharing options...
Jueg Posted February 29, 2012 Author Share Posted February 29, 2012 (edited) So basically, you're looking for an amped up version of Spell Might? With additional effects like speed and new effects... I suppose that wouldn't be impossible to add. You could say that, sure. It is also meant as an alternative to Blood Magic: If you can't tell the differnce between "slang" and "slur", you're going to make lots of people very angry, and you won't know why. --TNL I do ... I think I do, anyway. I edited it, just to be safe. I can't say entertain the idea of making enemies. Thanks for the warning, Thandal. PS: Doesn't what I said earlier mean incredibly annoying? It wasn't meant as an insult, just so we are clear. Edited February 29, 2012 by Jueg Link to comment Share on other sites More sharing options...
Kaldelar Posted March 2, 2012 Share Posted March 2, 2012 Sorry Thandal :( *adopts a hideous expression of malady and woe* Anyway, back on topic. An alternative? Yeah, I could see that... instead of amping yourself on blood, it'd be much larger amounts of mana through, perhaps, lyrium? All of your spells can be roughly made, though I am not supersure about Persistent Magic. I don't think you can be weak to a certain, single spell, but rather an elemental weakness (the resistances are all divided into elements: cold, electric, fire, nature, spirit) or an overall spell weakness - that would, however, not work in unison with the immunities against Neutralization (anyone got the resistance type and element for that?) and Dispel magic (spirit school). Link to comment Share on other sites More sharing options...
Jueg Posted March 2, 2012 Author Share Posted March 2, 2012 @ to those who are watching this topic Please re-read the first post it's been edited. Link to comment Share on other sites More sharing options...
Thandal Posted March 2, 2012 Share Posted March 2, 2012 PS: Doesn't what I said earlier mean incredibly annoying? It wasn't meant as an insult, just so we are clear.I realized you weren't being intentionally insulting, that's why I simply edited your post. But no, that word has several connotations, none of which are the one you're trying to evoke. (Although I could see that a poor translation of some of them might get close to "annoying".) Link to comment Share on other sites More sharing options...
Jueg Posted March 2, 2012 Author Share Posted March 2, 2012 PS: Doesn't what I said earlier mean incredibly annoying? It wasn't meant as an insult, just so we are clear.I realized you weren't being intentionally insulting, that's why I simply edited your post. But no, that word has several connotations, none of which are the one you're trying to evoke. (Although I could see that a poor translation of some of them might get close to "annoying".) I know its ''slur'' and ''slang'' meaning. If anyone is offended, I apologize. Nothing was meant. That's not the reason specified that I edited the post, though. Which I am sure you recognized. Thanks for the warning, once again. Link to comment Share on other sites More sharing options...
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