Pillars of Eternity II: Deadfire - Game Mod - Extended Spell Collection v.4.0 - Download

The file Extended Spell Collection v.4.0 is a modification for Pillars of Eternity II: Deadfire, a(n) rpg game. Download for free.

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File Type: Game Mod

File Size: 124.8 KB

Last Update: August 21, 2019

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Pillars of Eternity II: Deadfire

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Pillars of Eternity II: Deadfire

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Pillars of Eternity II: Deadfire

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Extended Spell Collection is a mod for Pillars of Eternity 2: Deadfire, created by SiliconMage.

Description (in author’s own words):

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.

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 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 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 - Storm Surge: Caster shoots 3 lightning bolt projectiles that deal damage to anything in their path.

Level 9 - Temporal Acceleration: Allows the Caster to rapidly cast spells for a brief period of time

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.

Priest Spells?

Level 2 - Berath's Awe: Drawing on some of Berath's power, the priest can exude an aura of power that strikes fear into any spirits or vessels close to the priest. The 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 any spirits or vessels close to the priest, causing them to fight for the priest instead. The 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.

Druid Spells

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 - 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 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.

?

Items

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: Storm Surge, Invisibility

Level 9: Temporal Acceleration, Temporal Cessation

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

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

  • Last update: Wednesday, August 21, 2019
  • Genre: RPG
  • File size: 124.8 KB

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