Download: Improved Shamanic Dance (latest)
I created this mod initially because of my own frustrations while playing a shaman.
The Shamanic Dance is one of the more prominent features of the shaman class. It allows the shaman to call forth an endless supply of spirits to fight on his or her side. However, the drawbacks of the original version are severe. You can't move, attack, cast spells, use items or do anything else that may break the dance.
This mod makes an attempt to rebalance the Shamanic Dance by allowing the shaman to move at reduced speed while performing the dance. To counteract this improvement somewhat, spirits won't listen to any shamans anymore but their own master.
A second component, "Expanded Shamanic Dance for high level characters", unlocks another tier of spirits at level 24 and enabling the spirits to protect the shaman from normal weapons and low level spell effects while the dance is performed.
A third component, "Add spell "Shamanic Pact", adds the new level 6 spell "Shamanic Pact" to the shaman's spellbook. It allows the caster to resurrect a target as spirit after its death and control it for a limited amount of time (see detailed spell description below). Note: This component can be installed independently from the main component.
A fourth component, "Apply Shamanic Dance improvements to Shaman kits", attempts to modify the Shamanic Dance of available Shaman kits to behave like the dance of the main class. It should be installed after all mods that are providing Shaman kits. A list of kits that have been confirmed to be compatible is included in the mod's readme.
A fifth component, "Shaman-specific items for IWD:EE", scatters several items exclusively for shamans all over Icewind Dale and beyond. The list includes several artifacts that were originally created for BG:EE - Siege of Dragonspear as well as a couple of new items.
Available languages: English, French, German, Italian and Polish.
To install this mod, unpack it into the game directory and execute "setup-A7#ImprovedShamanicDance.exe". It supports BG:EE, BG:SOD, BG2:EE, EET and IWD:EE.
Updated class description:
SHAMAN: Shamans forge a divine connection with the natural world, similar to the way Druids commune with nature, but Shamans are more spiritual than primal. They directly tap into the energies that flow through the earth and air, through plants and animals, and even through the dead, and shape these energies to obey their will. Nowhere is this more evident than in their ability to summon powerful spirits as guardians and defenders. A being of two worlds, Shamans value balance over dominance.
CLASS FEATURES:
The Shaman will also be protected by spirits at level 24 and higher. The spirits grant the Shaman immunity to normal weapons and protection against all 1st- and 2nd-level spell effects (which includes adverse as well as beneficial spells).
CLASS FEATURES:
- May only wear leather, studded leather, and hide armor.
- May not equip shields larger than bucklers.
- May only use the following weapons: dagger, club, spear, axe, quarterstaff, dart, sling, and shortbow.
- May only become Proficient (one slot) in any weapon class.
- May only become Proficient (one slot) in any fighting style.
- May cast druidic spells.
- Does not automatically learn all spells of a given level as Druids do. Instead, Shamans select new spells to learn at each level, which they can cast daily without memorization.
- Gains immediate access to a number of Shaman-specific spells, which can be cast like any other: Spirit Ward, Writhing Fog, Spiritual Clarity, Spirit Fire, Recall Spirit, Shamanic Pact, Spiritual Lock, and Ether Gate.
- Gains use of the Detect Illusion skill with 20% points as a base and an 4 points per level, up to a maximum of 100% at level 20.
- May use Shamanic Dance at will.
- Level 1: Minor animal spirits (snake, fox, hound), up to 2 spirits at the same time.
- Level 6: Major animal spirits (bear, panther, boar), up to 3 spirits at the same time.
- Level 12: Minor nature spirits (lesser air spirit, lesser earth spirit, lesser fire spirit), up to 4 spirits at the same time.
- Level 18: Major nature spirits (air spirit, earth spirit, fire spirit), up to 5 spirits at the same time.
- Level 24: Grand nature spirits (greater air spirit, greater earth spirit, greater fire spirit), up to 6 spirits at the same time.
The Shaman will also be protected by spirits at level 24 and higher. The spirits grant the Shaman immunity to normal weapons and protection against all 1st- and 2nd-level spell effects (which includes adverse as well as beneficial spells).
- Does not gain bonus spells per day from high Wisdom.
- Alignment restricted to neutral good, true neutral, and neutral evil.
- May not dual-class or multi-class.
- Ineligible for any stronghold. (This affects only the Shadows of Amn campaign in Baldur's Gate II: Enhanced Edition.)
- Hit Die: d8
Spell description for "Shamanic Pact":
Shamanic Pact
(Conjuration)
Level: 6
Sphere: Summoning
Range: 30 ft.
Duration: 2 rounds/level
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.
This spell allows the caster to negotiate a contract with the target. If the target fails a Save vs. Spell (with a -4 penalty for matching moral alignments, -2 otherwise) it will be resurrected as a spirit version of its former self after death, as long as the body is not destroyed completely. The spirit can be controlled by the shaman for two rounds per caster level. Afterwards it will permanently leave the world of the living. The negotiation process is very draining for the caster as it requires a direct connection with the spirit of the target. As a result there will be a 50 percent chance that spells cast in the next three rounds will fail, and strength as well as constitution will be halved for one turn, regardless of the outcome of the negotiation.
Spirits can't talk and won't be able to use any spells or special abilities from their former life. However, they will preserve their basic traits, such as primary stats or resistances. Spirits will attack with fists only. Attack power, accuracy and enchantment depend on the creature level. Undead, golems, summoned creatures as well as targets protected by Death Ward are not affected by the spell. The target's Magic Resistance, if any, does not affect this spell.
(Conjuration)
Level: 6
Sphere: Summoning
Range: 30 ft.
Duration: 2 rounds/level
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.
This spell allows the caster to negotiate a contract with the target. If the target fails a Save vs. Spell (with a -4 penalty for matching moral alignments, -2 otherwise) it will be resurrected as a spirit version of its former self after death, as long as the body is not destroyed completely. The spirit can be controlled by the shaman for two rounds per caster level. Afterwards it will permanently leave the world of the living. The negotiation process is very draining for the caster as it requires a direct connection with the spirit of the target. As a result there will be a 50 percent chance that spells cast in the next three rounds will fail, and strength as well as constitution will be halved for one turn, regardless of the outcome of the negotiation.
Spirits can't talk and won't be able to use any spells or special abilities from their former life. However, they will preserve their basic traits, such as primary stats or resistances. Spirits will attack with fists only. Attack power, accuracy and enchantment depend on the creature level. Undead, golems, summoned creatures as well as targets protected by Death Ward are not affected by the spell. The target's Magic Resistance, if any, does not affect this spell.
Except for the subcomponent "Add spell 'Shamanic Pact'" it is not required to start a new game for the mod to take effect.
Have fun!











