Just a kit mod that I made for myself a while back that became a lot more than I expected it to be. It's not lore accurate and is not intended to be.
This is a mage kit with a completely unique spell selection with over 90 spells to choose from. A lot of them are copies of existing spells but there are quite a few relatively unique ones in there.
Bear in mind this kit is by no means properly balanced and I never really intended it to be. I threw in a few restrictions but it may very well be too strong even for a mage. Some of the spells are probably game breakers, but they're still rather fun to use.
This mod is still unstable and has a few known issues:
This is a mage kit with a completely unique spell selection with over 90 spells to choose from. A lot of them are copies of existing spells but there are quite a few relatively unique ones in there.
SHADOW ADEPT: Shadow adepts hurl themselves into the abyss of the Shadow Weave, immediately acquiring all the gifts available to casual students and discovering secrets unavailable to all but the most dedicated.
Advantages:
- Hit Die: d6
- May use Shadow Magic.
SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a save vs. death at +5 minus spell level (e.g. +4 for level 1, -4 for level 9) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, <PRO_HESHE> is killed instantly.
- Gains infravision.
- Gains one bonus spell cast per level.
- 4th level: May use the Shield of Shadows ability once per day.
SHIELD OF SHADOWS: The shadow adept surrounds <HIMHER>self with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting <HISHER> armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at him for 1 hour per 2 levels to a maximum of 9 hours.
From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws.
- 5th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter.
SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane.
- 14th level: May use the Shadow Double ability once per day.
SHADOW DOUBLE: The shadow adept creates a copy of himself out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level.
Disadvantages:
- May not learn or use spells from the Weave. (Spells chosen during character creation will be erased)
- Alignment restricted to non-good.
Prime Requisites For Dual-Classing: Constitution, Intelligence, CharismaBear in mind this kit is by no means properly balanced and I never really intended it to be. I threw in a few restrictions but it may very well be too strong even for a mage. Some of the spells are probably game breakers, but they're still rather fun to use.
This mod is still unstable and has a few known issues:
- The kit was designed for PC use. It might work to some extent if cheated onto NPCs like Edwin but I wouldn't count on it.
- One level 9 spell has a side effect that requires party AI to active to take effect, as it depends on the dplayer3.bcs script. Once you've met the prerequisites (you'll understand once you see the spell) simply turn on scripts for the effect to kick in and then turn it off if you wish.
- DO NOT ERASE SPELLS FROM THE SPELLBOOK! Due to the nature of how spells are learned with the mod, erasing a spell means you can NEVER relearn it. I'm still seeking a way to work around it but it doesn't look easy.
- A couple spells are a bit glitchy here and there. Bug reports are welcomed.




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