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An updated and overhauled version of Wizard Traditions - War Magic. Cleaned up the code and fixed its first feature to scale properly with intelligence instead of a flat bonus. Now actually works with compatibility framework and goes up to level 20!

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Commissions are now open if you have a mod idea you've always wanted send me a private message here or on the Larian Discord (Bernos is my discord name)!

Author note: Fallen on hard times and would appreciate any support you can give. Happy to work on mods for BG3, Elden Ring, Minecraft, or Stellaris.

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Wizard: War Magic

A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of
evocation and abjuration, rather than specializing in either of those
schools. It teaches techniques that empower a caster’s spells, while
also providing methods for wizards to bolster their own defenses.

Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any
piece of steel. War mages act fast in battle, using their spells to
seize tactical control of a situation. Their spells strike hard, while
their defensive skills foil their opponents’ attempts to counterattack.
War mages are also adept at turning other spellcasters' magical energy
against them.

In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes
tease war mages for splitting their attention between offense and
defense. A war mage's typical response: "What good is being able to
throw a mighty Fireball if I die before I can cast it?"



Arcane Deflection: At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a
saving throw, you can use your reaction to gain a +2 bonus to your AC
against that attack or a +4 bonus to that saving throw.

When you use this feature, you can't cast spells other than cantrips until the end of your next turn.

Tactical Wit: Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a
bonus to your initiative rolls equal to your Intelligence modifier.

Power Surge: Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells.
You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest,
your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled.If you end a short rest with no power surges, you gain one power surge.
Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage
to that target. The extra damage equals half your wizard level.

Durable Magic Beginning:
at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC
and all saving throws.

Deflecting Shroud: Not yet implemented (14th level feature


Load Order:
Baldur's Gate 3 Community Library

ImprovedUI ReleaseReady
Wizard - War Magic Tradtion
Compatibility Framework

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