BobTokyo’s Semi-Multi Micro-Mod:


Well here it is, my attempt at a one day (well, three or four hour) micro-mod. By bringing in an item, this mod will make available the following Semi-multi-classes:


1) Single Class Mage/Cleric (advances as Mage).
2) Sorcerer/Cleric (advances as Sorcerer)
3) Bard/Cleric (advances as Bard)
4) Cleric/Mage/Rogue (advances as Mage/Rogue)
5) Fighter/Mage/Cleric (advances as Fighter/Mage, may use Fighter weapons)
6) Kitted versions of the above (Wild Mage/Cleric, Blade/Cleric, etc.)
7) The Fighter/Mage/Thief/Cleric (Your One Stop Shopping Character Outlet)


THE QUICK README:


For BG2:SOA and ToB. Install as per any other IAP, CLUA in TACPRSP and use the manual in your quick item slot. If you don’t get all 24 spells, CLUA in TACPRS2 and use that repeatedly in the quick slot until all spells appear in your Mage’s spell book. If the Mages book is full, you’ll have to remove older spells to see the new ones.


SPELLS ADDED:
Mystra’s Grace
Shillelagh
Aid
Armor of Faith
Resist Fire/Cold
Draw Upon Holy Might
Remove Paralysis
Holy Smite
Cure Serious Wounds
Defensive Harmony
Protection from Evil 10’ Radius
Holy Power
Lesser Restoration
Raise Dead
Chaotic Commands
Magic Resistance
Insect Plague
Righteous Magic
Blade Barrier
Physical Mirror
Fire Storm
Regeneration
Greater Restoration
Creeping Doom
Bless
Doom
Zone of Sweet Air
Death Ward
Free Action
Call Woodland Beings
Mass Cure
Heal
Harm
Bolt of Glory
Sunray

Subtract 2 from both dex and con


THE LONGER, DULLER README:


The semi-multi learns and uses spells as per a normal Arcane caster, and also has access to 35 clerical spells, including one that duplicates the effect of the cleric’s Turn Undead. These spells must be memorized and cast as if they were Arcane spells. The semi-multi does not receive any more spell slots per day than his or her base class. As a balancing factor, the semi-multi takes a -2 to Dex and Con.


KNOWN ISSUES:

In some rare cases, you might get a "Spell Learning failed" message. In such case, set the difficulty to Easy or Easiest, CLUA in tacprsp2.itm and use it to learn the spells you've missed.


BALANCE:


Are these semi-classes balanced? If you’re using Big Picture, Tactics, or other mods that add multiple very tough encounters then yes. For standard BG2? I think so, at least as much as any class once you start adding custom spells. The stat penalties feel like a fair trade for the extra flexibility, especially as you have only so much space in an overcrowded spell book. Like any Jack of all trades the semi-multi will still be trumped in any one area by a specialist. On the other hand, he is a very good Jack of all trades. The classes that gain the most from being turned into a semi-multi are the Bard and the Sorcerer; The Sorcerer version is probably overpowered, but is still fun to play.


WHY:


So why take this approach? Why not use a Cleric/Mage or Fighter/Cleric/Mage as the starting point? That would get you more spells per day, and more room in your spell books. On the other hand, you’d lose access to weapons, abilities and items unique to the base fighter, rogue and mage classes and kits.


Why these 35 spells? I wanted the Undead Turning, as it is probably the single most useful ability Clerics have in BG2. The other spells were things that fit the theme of a Priest of Mystra, and that didn’t duplicate existing Mage spells. I also wanted to avoid excessive lower level healing spells; a true Cleric is still a better healer and buffer, even as a Semi-Multi is a much better healer and somewhat better buffer than a pure arcane caster.


SUMMARY:


Advantages:


1) Access to divine spells not available to the base class.
2) Undead turning as a spell.
3) Full range of items and weapons available to the base class.


Disadvantages:


1) -2 Con and Dex, resulting on average in a drop in Hit Points and AC for a main PC.
2) Fewer spells per day than a true Cleric/Mage.
3) More limited spell selection than a true Cleric/Mage.
4) Overcrowded Mage book becomes even more so, requiring even more careful choices.


FUTURE PLANS:


Version 1.0 of my upcoming Ritual Magic Mod will include this Semi-Multi Mod, as well as one or two more custom spells and five or more new items. Version 2.0 of that mod will include some new encounters and mini-quests.