1. SPS Accounts:
    Do you find yourself coming back time after time? Do you appreciate the ongoing hard work to keep this community focused and successful in its mission? Please consider supporting us by upgrading to an SPS Account. Besides the warm and fuzzy feeling that comes from supporting a good cause, you'll also get a significant number of ever-expanding perks and benefits on the site and the forums. Click here to find out more.
    Dismiss Notice
Dismiss Notice
You are currently viewing Boards o' Magick as a guest, but you can register an account here. Registration is fast, easy and free. Once registered you will have access to search the forums, create and respond to threads, PM other members, upload screenshots and access many other features unavailable to guests.

BoM cultivates a friendly and welcoming atmosphere. We have been aiming for quality over quantity with our forums from their inception, and believe that this distinction is truly tangible and valued by our members. We'd love to have you join us today!

(If you have any problems with the registration process or your account login, please contact us. If you've forgotten your username or password, click here.)

Bhaallpowers addition patch question

Discussion in 'BG2: Throne of Bhaal (Classic)' started by Brightblade, Nov 17, 2001.

  1. Brightblade Gems: 4/31
    Latest gem: Sunstone


    Joined:
    Nov 12, 2001
    Messages:
    95
    Likes Received:
    0
  2. wittynewt Gems: 7/31
    Latest gem: Tchazar


    Joined:
    Oct 9, 2001
    Messages:
    226
    Likes Received:
    0
    Hi,

    Download the zip file, there is a readme that tells you all.

    Cheers,

    WittyNewt
     
  3. Brightblade Gems: 4/31
    Latest gem: Sunstone


    Joined:
    Nov 12, 2001
    Messages:
    95
    Likes Received:
    0
    I did download it. all the readme says is that they were in the game but were taken out for balance. it does not specify what the effects of each of the diffrent powers is or what they are except that you et them for completing the puzzles in the pocket plane.
     
  4. TGM Gems: 5/31
    Latest gem: Andar


    Joined:
    Sep 23, 2001
    Messages:
    121
    Likes Received:
    0
    [​IMG] Ok Brightblade, listen up!

    Here is a minor spoiler, how they work, and where you can get them:

    First of all (as you should probably know) they can be acquired in your pocket plane. Everey time the Solar speaks to you, your answers will determine your allignment(but won't change it!) and you will get one of two possible Bhaal powers. There is a 'good' and an 'evil' Bhaalpower, and in two cases there are some 'neutral' abilities as well.

    -At the first challenge, you will get your Pocket Plane ability, that is all.
    -At the second challenge, where you will have to fight your "twin" and his friends, you can get Mass Healing(just like the priest spell, but more powerful, and only 1 casting time), Regeneration(again, it works as the 7.lvl priest spell, but without casting time) and Vampiric touch(an improved version of the mage spell, it does 1d4pints of damage / level. The ability you get depends on what answers you give to Solars questions.
    -The third challenge will give you Negative Plane Protection or Dark Taint(this is a massive spell that damages many opponents with poison damage if they fail their saveing throw vs. death. the damage, the s.throw modifier, the duration depends of your level)

    I will post the fourth and fifth challenge a bit later, I have to go for now:)

    I hope you will find these useful anyway.

    TGM
     
  5. Here are the effects...straight from the readme.txt file...


    (Good Ability for Challenge #1)
    Mass Healing (Necromancy)
    Range: Sight of caster
    Duration: Permanent
    Casting Time: 1
    Area of Effect: 30 foot radius
    Saving Throw: None

    When using this ability, the Bhaalspawn must picture the faces of his fellow party members clearly and focus on the unity of the group. Upon completion, all party members within 30 foot radius of the caster are healed 2d8 + 2/level hit points. Other conditions suffered by the party are cured, as well: fatigue, poison, disease, blindness and deafness.

    (Evil Ability for Challenge #1)
    Regeneration (Necromancy)
    Level: 7
    Sphere: Healing
    Range: Touch
    Duration: 1 round/ 2 levels
    Casting Time: 7
    Area of Effect: Target Creature
    Saving Throw: None

    This powerful spell enables the priest to imbue 1 creature with the ability to regenerate. This regeneration will heal any wounds and even regenerate lost limbs. The creature affected will regain 3 hit points per second. The effect lasts for 1 round per every 2 levels of the caster or until dispelled. For example, a 14th level priest would regenerate 18 hit points per round for 7 rounds.


    (Good Ability for Challenge #2)
    Draw Upon Holy Might (Invocation)
    Range: 0
    Duration: 1 turn
    Casting Time: 1
    Area of Effect: The caster
    Saving Throw: None

    The Bhaalspawn calls upon the might of his blood to grant him power for a short period. When he does this, his strength, constitution and dexterity all are raised by 1 point for every 3 levels of the caster. A third level caster would have his abilities raised by 1, while a 12th level caster would have all his abilities raised by 4.

    (Evil Ability for Challenge #2)
    Dark Taint (Necromancy)
    Range: 20 feet
    Duration: 1 turn
    Casting Time: 1
    Area of Effect: 1 creature
    Saving Throw: Negates

    Through this spell, the Bhaalspawn can expel the taint of their evil sire onto a victim, poisoning those who fail their save vs. death. The effects depend upon the caster's level and are detailed below:
    7-9th level: 2d8 + 2/round, slow for 12 seconds, save at -2
    10-12th level: 3d8 + 3/round, slow for 12 seconds, save at -2
    13-14th level: 4d8 + 4/round, slow for 12 seconds, save at -2
    15-16th level: 6d8 + 5/round, slow for 24 seconds, save at -2
    17-21st level: 8d8 + 6/round, slow for 24 seconds, save at -4
    25th level: 8d8 + 6/round, slow for 36 seconds, save at -4, affects group of targets


    (Good Ability for Challenge #3)
    Permanent Negative Plane Protection + 5% Magic Resistance

    no description required

    (Evil Ability for Challenge #3)
    Hand of Murder (Necromancy)
    Range: Caster
    Duration: 1 rounds/5 levels
    Casting Time: 1
    Saving Throw: none

    When this power is called upon by the Bhaalspawn, they immediately do extra damage with each hit to their target with any melee weapon they wish (whether it be fist or sword), their dark energies travelling through their weapon and assaulting their victim...and absorb that damage as healing to themselves.
    The effects vary by level as follows:
    10th: 2 rounds, 4 hp extra damage, 4 hp healed
    15th: 3 rounds, 6 hp extra damage, 6 hp healed
    20th: 4 rounds, 8 hp extra damage, 8 hp healed
    25th: 5 rounds, 10 hp extra damage, 10 hp healed
    30th: 6 rounds, 12 hp extra damage, 12 hp healed


    (Good Ability for Challenge #4)
    Resurrection (Necromancy)
    Range: Touch
    Duration: Permanent
    Casting Time: 1
    Area of Effect: Creature Touched
    Saving Throw: None

    Like the 5th level spell Raise Dead, Resurrection will return a character back to life. However, Resurrection also heals the character so that they are ready for the adventuring life once more.

    (Evil Ability for Challenge #4)
    Permanent 25% Resistance to Physical Damage (Slashing/Piercing/Crushing/Missile)

    no description required
     
  6. TGM Gems: 5/31
    Latest gem: Andar


    Joined:
    Sep 23, 2001
    Messages:
    121
    Likes Received:
    0
    Yepp, thats it:) no more talk, you got your answer, Brightblade:D
     
Sorcerer's Place is an independent project run entirely by fans and for fans. Maintaining Sorcerer's Place and a stable environment for all our hosted sites requires a substantial amount of time and money on a regular basis, so please consider supporting us to keep the site up & running smoothly. Thank you!