Necromancy spells

Discussion in 'General Modification' started by Basil the Timid, Nov 12, 2025.

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  1. Basil the Timid

    Basil the Timid Dont Mention the War

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    Perhaps we could discuss these spells here:
    1. Ghoul Touch, for which I have deleted a line in order to correct the particles to stay with the target rather than the caster. File attached. It is a simple fix, and I am sure someone else could do it better than I did.
    2. Animate Dead. I am hoping to mod this spell so it can create bugbears, gnolls, hill giants and ogres. I can see skeletons and zombies are referred to as choices: 201, 202. What file / section are they calling to? I have tried to play with this one to make it animate 6 corpses. Although I can target 6 corpses, only one is raised and it is somewhere out of sight on the map. I can see it momentarily on the initiate order. Since this one hasn't been fixed after 20 years, I'm guessing it isn't possible and, the deeper I go, the more I will be banging my head on a brick wall.
    3. Command Undead. This 2nd level arcane spell (PnP 3.5) functions most similarly to Charm Monster in ToEE, I suppose, except that the spell can't be broken unlike Charm. Perhaps this is the easier of the two spells to fix? Is there a system for choosing the new spells ID number?
    4. Nothing important here, but I thought Touch of Fatigue and Death Knell were too lame so I arbitrarily put +4 to the DC. I had originally wanted to eliminate the saving throw for Touch of Fatigue since many touch spells only require a successful hit. I'm fine with Ghoul Touch having a saving throw since the creature is set up for coup-de-grace. Chill Touch is a great spell for warmage!
    5. Is Create Undead working properly? Lvl 7 Control Undead?
     

    Attached Files:

    Last edited: Nov 12, 2025
  2. Basil the Timid

    Basil the Timid Dont Mention the War

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    I have made my best attempt at creating Command Undead (spell 1312) by Frankensteining Charm Monster and Halt Undead. I get an error message in the die roll interface explaining "missing line in 21312 rules/spell_enum.mes"

    I am attaching the relevant files because I can't figure out what it refers to. I added my new spell to dolio_spell_enum AND I put it in my override/rules/spell_enum folder.
     

    Attached Files:

    Last edited: Nov 12, 2025
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  3. Basil the Timid

    Basil the Timid Dont Mention the War

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    I believe I correctly added the right line to 21312.

    Is this problem with spell_enum also related to the problem with Item_creation that I mentioned in my (the last) post in SGoS bug report?
     
    Last edited: Nov 16, 2025
  4. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Re #2 you can edit Temple.dll to allow many more NPC followers the maximum you can have I believe is 7 because it's a single byte that controls the number, any more than that will break the entire engine. I did to an Evil party campaign with a Necromancer and half a dozen randomly controlled undead running around, it was an absolute blast. There is a thread around here somewhere that explains the exact byte that needs a change to make this work.
     
  5. zertzax

    zertzax Established Member

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    I wish the game had the spells to create and control higher level undead. Leveling them up to add to the flavor to your undead hoard.
     
  6. zertzax

    zertzax Established Member

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    Or there is I've never discovered it.
     
  7. Shiningted

    Shiningted The Thunder of Justice Administrator

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    I seem to remember I added 'Create Undead' and possibly even, 'Create greater undead'.
     
  8. zertzax

    zertzax Established Member

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    I do not see them I play with Temple + so perhaps they were removed? or are they part of another mod pack?
     
  9. Shiningted

    Shiningted The Thunder of Justice Administrator

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    Not sure, sorry, I am playing a NC install atm, not even Co8 mod... can't check just now.
     
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