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Posted on: April 08, 2008, 04:41:50 PM
Posted by: Nythrun
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Level 6 has 24 spells already and is full.
Level 7 has room for the original spwi706.spl, though you'd need to either add the basilisk animation or alter monsum05.2da. It doesn't have any icons, if I recall correctly, and some of the creatures want a little touching up.
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Posted on: April 06, 2008, 09:55:35 AM
Posted by: icelus
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I think this died with Ghrey's departure from the modding scene. Anyone up to taking this one on?
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Posted on: April 05, 2005, 02:38:06 PM
Posted by: Nerik
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Just a quick update to the 2nd. ed. Monster Summoning I-V tables to show which animations are now available thanks to Galactygon's Bestial Animations mod. I think this list doesn't belong here any more - anyone know where would be a good place to put it?
Charles
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Posted on: February 20, 2005, 07:33:22 AM
Posted by: Andyr
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Yeh, I don't want to change the existing spells. But in terms of the new spells adding, these lists could prove useful. Thanks. 
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Posted on: February 19, 2005, 04:44:41 PM
Posted by: Nerik
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If it helps, this is what the spells summon in pnp: MS I: 2d4 1st-level monsters for 2 rds. + 1 rd./level. Casting time 3, area of effect 30-yd. radius MS II: 1d6 2nd-level monsters for 3 rds. + 1 rd./level. Casting time 4, area of effect 40-yd. radius MS III: 1d4 3rd-level monsters for 4 rds. + 1 rd./level. Casting time 5, area of effect 50-yd. radius MS IV: 1d3 4th-level monsters for 5 rds. + 1 rd./level. Casting time 6, area of effect 60-yd. radius MS V: 1d3 5th-level monsters for 6 rds. + 1 rd./level. Casting time 7, area of effect 70-yd. radius MS VI: 1d3 6th-level monsters appear 1d3 rounds after spell is cast for 7 rds. + 1 rd./level. Casting time 8, area of effect 80-yd. radius, MS VII: One 7th-level monster or two 7th-level monsters appear one round after spell is cast, or one 8th-level monster appears two rounds after spell is cast, both for 8rds. + 1 rd./level. Casting time 9, area of effect 90-yd. radius So it doesn't really matter which monsters are used (though IIRC they have to be living & breathing monsters from the current plane of existence, so no elementals, golems, demons, celestials, undead, etc), as long as they're the appropriate level  . As a follow up, the creatures summoned in 2nd. ed. were as follows (according to the Wizard's Spell Compendium, vol. 3, p.585-588): Monster Summoning IAnt, GiantBat, HugeBeetle, fire* Bullywug (use small troll animation?) Goblin Hobgoblin Jermlain (use xvart/kobold/goblin animation?) Kobold (3d4) Leech, Giant (1 HD)Muckdweller (!!?) Orc Rat, Giant (3d4) (use standard rat animation?)
Monster Summoning II Beetle, Bombardier (use IWD black beetle animation)* Centipede, Giant Frog, Giant or Killer Gnoll or Flind Lamprey, Land Lizard Man Mongrelmen (2 HD) (use orc animation?) Mudmen (use flesh/stone golem animation?) Spider Large Strige Toad, Giant Troglodyte (use lizard man or kuo-toa animation?)
Monster Summoning III Ankheg (3-4 HD) Bat Giant Beetle, Boring (use IWD copper beetle)* Bugbear Centipede, Megalo- Crab, Giant Crocodile Dog, Death (use dog or wolf animation) Gelatinous Cube Ghoul Lizard, Giant Lycantrope, Wererat* Orc, Orog Osquip Sandling Scorpion, Large Snake, constrictor Spider, Huge Weasel, Giant Urchin, Land
Monster Summoning IV Ankheg (5-6 HD) Ape, Carnivorous Banderlog Ettercap Gargoyle (Could use stone-coloured cornugon animation) Ghast Hellhound Huecuva (use Lich or Mummy) Hydra, 5 Headed Lycanthrope Werewolf Ogre Ooze, grey Owlbear Scorpion, Huge Snake, Giant Constrictor Toad, Poisonous Toad, Fire Wasp, Giant Wolf, Worg Yeti (use IWD animation)*
Monster Summoning V Ankheg (7-8 HD) Cockatrice (could use chicken animation ) Displacer Beast (use panther animation) Doppleganger Hornet, Giant Hydra, 7 Heads Hydra, 5 Heads, cryo- or pyro- Leucrotta (use deer animation?) Lizard, subterranean Lycantrope, wereboar (replace with werebadger?)* Margoyle (see gargoyle) Minotaur Ochre Jelly Rust Monster Slithering Tracker (use 'slime' animation - slig?) Snake, Giant poisonous or spitting Spider, Giant Giantkin, Verbeeg* Wolf, Winter Zombie, Ju-Ju (use IWD Zombie Lord animation)*
* Animation available in Galactygon's Bestial Animations mod. Those listed in Italics are creatures for which no suitable animation exists in BG II - in some cases, however, a suitable animation exists in another IE game, and I have noted these.
Ok, a complete PnP implimentation of the 2nd. edition Monster Summoning spells goes beyond Unfinished Buisiness remit (but could be done as a separate 'PnP Monster Summons mod), but I've posted the lists to (hopefully) provide inspiration. Also, as the Monster Summoning spells in BG II tend to summon fewer monsters than in PnP, the monsters summoned are stronger (Monster Summoning I summons Kobold Kommandos, Ogrellons, Worgs, or War dogs, for instance), typically including creatues summoned by spells 1 or 2 levels higher in PnP.
Charles
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Posted on: February 19, 2005, 03:29:28 PM
Posted by: Lord Kain
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There are lizard men in the sphere and outside spellhold
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Posted on: February 19, 2005, 07:51:17 AM
Posted by: FluffigtDjur
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hrmf, never did like turn to stone... there was always that feeling that you just destroyed some nice equipment when you blasted them statues. Anyway the problem is balance... a basilisk is too strong and a big cat is too weak... I'd go for the nishuru every time anyway. I mean, Lizardmen? Why? Guess you could use the skin though, you only come across them once in the entire game. Perhaps something with spells then? I like the ogre mage idea.
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Posted on: February 19, 2005, 05:45:13 AM
Posted by: Loriel
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Awww...and here I was hoping to get myself a nice pet basilisk! 
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Posted on: February 19, 2005, 04:56:46 AM
Posted by: NiGHTMARE
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If it helps, this is what the spells summon in pnp: MS I: 2d4 1st-level monsters for 2 rds. + 1 rd./level. Casting time 3, area of effect 30-yd. radius MS II: 1d6 2nd-level monsters for 3 rds. + 1 rd./level. Casting time 4, area of effect 40-yd. radius MS III: 1d4 3rd-level monsters for 4 rds. + 1 rd./level. Casting time 5, area of effect 50-yd. radius MS IV: 1d3 4th-level monsters for 5 rds. + 1 rd./level. Casting time 6, area of effect 60-yd. radius MS V: 1d3 5th-level monsters for 6 rds. + 1 rd./level. Casting time 7, area of effect 70-yd. radius MS VI: 1d3 6th-level monsters appear 1d3 rounds after spell is cast for 7 rds. + 1 rd./level. Casting time 8, area of effect 80-yd. radius, MS VII: One 7th-level monster or two 7th-level monsters appear one round after spell is cast, or one 8th-level monster appears two rounds after spell is cast, both for 8rds. + 1 rd./level. Casting time 9, area of effect 90-yd. radius So it doesn't really matter which monsters are used (though IIRC they have to be living & breathing monsters from the current plane of existence, so no elementals, golems, demons, celestials, undead, etc), as long as they're the appropriate level  .
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Posted on: February 18, 2005, 10:06:56 PM
Posted by: devSin
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That would be contrary to the spell description. I seriously doubt that basilisks should be added to the game (unless you did want to extend out to Monster Summoning VII). Unfortunately, the tasloi animation isn't included in the game, either. They were the cutest... ehrm, most terrifying... creatures in Baldur's Gate.
I'd recommend adding logical things, like minotaurs, ogre magi, bears and great cats, etc. Maybe even yuan-ti and lizard men and similar Icewind Dale creatures.
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Posted on: February 18, 2005, 04:45:31 PM
Posted by: Loriel
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Wait, summoning basilisks are a little overpower don't you think? And should the spells merge with wyvern call etc? No need for those spells if you have monster summoning V, right? It's and interesting idea but let's not make it too spiffy... anyway Edwin-users will rejoice.
Depends on if the Basilisk is friendly or not. If you make it hate everything and everyone, you could end up a statue yourself.
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Posted on: February 18, 2005, 08:54:28 AM
Posted by: FluffigtDjur
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Wait, summoning basilisks are a little overpower don't you think? And should the spells merge with wyvern call etc? No need for those spells if you have monster summoning V, right? It's and interesting idea but let's not make it too spiffy... anyway Edwin-users will rejoice.
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Posted on: February 12, 2005, 10:24:09 AM
Posted by: Ghreyfain
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Yes, I saw those, but since they didn't have any logical monsters in them, I didn't feel they were worthwhile.
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Posted on: February 12, 2005, 02:23:53 AM
Posted by: Lord Kain
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I was looking throught the .2da files a.nd I found stuff on VI and VII
Summon Monster VII skelwasu (skeleton warrior, same dude as animate dead by a 15th level caster) basilgus (greater basilisk, can't be summoned via console) tasloisu (Tasloi Elite Trooper, crashes game if summoned) tasloisu
I know its listed twice, its listed twice under the .2da
Summon Monster VI is solid Tasloisu.
I'm geting the idea that bioware cut the last summon monster spells in favor of things like summon invisible stalker or summon dinjin
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Posted on: February 05, 2005, 04:10:23 PM
Posted by: Andyr
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If quest-specific stuff is fine then it's probably ok then.
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