Tales of the Sword Coast Manual

Introduction

Welcome back, my friends!

Due to the popularity of my last work, "Volo’s Guide to Baldur’s Gate", I have returned again to the Sword Coast to shed light on some of the mysterious tales that can be overheard in the dark pubs across the region. Poor lighting, cold meals and stale brews were no match for my relentless pursuit of literary material. Not a few hard—earned coppers were required to pry open hesitant mouths and grease dry tongues. In the end, I am certain that ye will find a work up to the highest standards of the "Volo’s Guide" series. In thy service, as always!

Volothamp Geddarm

A task I’m sure ye relished, my hedonistic friend. Perhaps ye would be advised to keep more to the facts and less to the ale pot — and then we would all be wiser.

Elminster

 

About Tales of the Sword Coast

Tales of the Sword Coast is an expansion for the game Baldur’s Gate. You must own Baldur’s Gate and currently have it installed on your Mac to play. However, Tales of the Sword Coast is not a new chapter in the saga of Baldur’s Gate; rather, it is literally an expansion of the game world which increases the number of areas available to explore and adventure through. Because of this, Tales of the Sword Coast is played within the Chapters of Baldur’s Gate.

If you have not completed the original game of Baldur’s Gate, you will notice very little difference initially after installing Tales of the Sword Coast. New adventure areas will become available, but you will have to find them first.

If you have already completed the original game, you will start adventuring with your last save game file (and party) in the town of "Ulgoth’s Beard", having traveled there from the city of Baldur’s Gate. The new adventure areas can be accessed through Ulgoth’s Beard. You may return to Baldur’s Gate (or adventure in any of the other areas of the original game) at any time, but be warned: the game state remains set at just PRIOR to the final big battle in the original game. What this means is that if you return to Baldur’s Gate, you may find that there is someone waiting for you…

For Multiplayer games all players must either have the expansion or not have the expansion installed. A game in which some players are using Tales of the Sword Coast and some are not will not connect.

How to Get Help

TECHNICAL SUPPORT

Graphic Simulations technical support now offers troubleshooting guides, product FAQ’s and many other useful resources on the internet.

If you have access to the internet, you can find these at: www.graphsim.com

You may also email customer or technical support at support@graphsim.com.

Support is also available by conventional mail at:

Technical Support

Graphic Simulations Corp

15400 Knoll Tail, Suite 104

Dallas, TX 75248

Changes to the Baldur’s Gate game after installing Tales of the Sword Coast

Area Effect Spells

All area effect spells have been altered so they only affect people still within the area of effect when the spell triggers (for example, it is now possible to run out of the blast radius of a Fireball spell as it is exploding). You will only take damage if the fire actually hits you.

Autopause

There is now an option for the game to automatically pause whenever an enemy is sighted.

Character Hotkeys

Pressing character hotkeys will center the screen on a character if the character is already selected.

Inventory Autostacking

Items added to a character’s inventory will automatically stack with other items of the same kind.

Item Status

Unidentified magic items are now tinted blue. When opening containers (chests, sacks, etc) any items not usable by the character opening the container will be tinted red — as they were in the inventory and shop screens in BG.

Projectiles

The speed of all projectiles (normal and magical) has been doubled to reflect more realistic travel times.

Save Game Status

Saved games will now also record the state of NPC AI (on/off) and text panel size.

Stealth/Backstabbing

A thief’s ability to hide in shadows and move silently (stealth) will be affected by the presence (or absence) of shadows.

Additionally, a thief’s ability to backstab an opponent on the first attack while in stealth mode now requires the thief to be behind the target.

World Map

The world map has been altered slightly to make possible the connections with the new areas in the game. Its use has not been changed. However, tool tip help on the World Map now shows traveling time (in hours) between locations.

Experience and Gaining Levels

Baldur’s Gate has a limit on the amount of experience that a character can achieve during the course of the game. This was set at 89,000 experience points, which allowed character classes to advance as high as 7th or 8th level depending on their class. This limit is being raised in Baldur’s Gate to 161,000 experience points. This will allow you to go up at least one level, depending on your class, with TSC installed. Please refer to the experience point tables at the end of this manual for specifics by character class.

 

Higher Level Spells

New spell entries for levels 4 and 5 are listed below. Level 1 through 3 spells remain unchanged.

Mage Spells — Level 4

Emotion—Hopelessness (Enchantment/Charm)

Range: Visual range of caster Area of Effect: 60—foot cube

Duration: 2 rounds + 1 round/level Saving Throw: Special

Casting Time: 4

 

When this spell is cast the wizard can affect the emotional state of those around him. The effect of this is to inflict a feeling of hopelessness upon the enemies within the visual sight of the caster. Upon a failed save vs. spell, the effected can be seen to lay down where they stand and appear to give over all will to a higher power. This will last for the duration of the spell upon which they will return to normal.

The secondary effect of this spell is to instill upon the caster the feeling of courage. This will remove any effects of panic and restore his morale, as well as preventing the above from creeping forth into his psyche. There is no save vs. this and it will last for the duration of the spell. It will, however, be affected by magic resistance and other such things.

Greater Malison (Enchantment/Charm)

Range: Visual range of caster Area of Effect: Up to 60—foot cube

Duration: 2 rounds/level Saving Throw: None

Casting Time: 4

The spell allows the caster to adversely affect all the saving throws of his enemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all saving throws at a penalty of —2.

Otiluke's Resilient Sphere (Alteration)

Range: 0 Area of Effect: target creature

Duration: 1 round/level Saving Throw: Neg

Casting Time: 1

When this spell is cast, the result is a globe of shimmering force that encloses the subject creature—if it fails to successfully save vs. spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; the only method of removing the sphere is by the use of a Dispel Magic spell. Hence the creature caught inside the globe is completely safe from all attacks, but at the same time is completely unable to affect the outside world.

Polymorph Other (Alteration)

Range: Visual range of caster Area of Effect: 1 creature

Duration: Permanent Saving Throw: Neg.

Casting Time: 4

The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, but the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a save vs. petrification/polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.

Polymorph Self (Alteration)

Range: 0 Area of Effect: Self

Duration: 1 turn + 3 rounds/level Saving Throw: None

Casting Time: 4

When this spell is cast, the wizard is able to assume the form of another creature. The caster also gains the physical mode of locomotion and breathing as well. This spell does not give the new form's other abilities such as special attacks and magic, nor does it run the risk of the wizard changing personality and mentality.

When the spell is cast, for the duration of the spell the caster may transform into any of the new forms at any time, and as many times as he wishes. The caster gains the natural attacks of the new form in some cases and may use weapons in others. The mental attributes of the wizard remain the same, however all the physical attributes are attained from the new form. Also, any natural protections that the new form offer are conferred to the wizard, such as the resistance to missile and blunt weapons possessed by a slime.

Remove Curse (Abjuration)

Range: Touch Area of Effect: Special

Duration: Permanent Saving Throw: Special

Casting Time: 4

 

Upon casting this spell, the wizard is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more.

Spirit Armor (Necromancy)

Range: Touch Area of Effect: 1 creature

Duration: 3 turns Saving Throw: None

Casting Time: 3

This spell is very similar to the 3rd level spell Ghost Armor in that it creates a corporeal barrier around the target’s body for the duration of the spell. This spell however, actually taps in to the target’s life force in order to create the barrier. The armor itself is weightless, and does not hinder movement or spell casting at all.

The Spirit Armor does not work cumulatively with any other armor, however dexterity bonus' still apply as well as magic rings and a shield. While in effect the AC (armor class) of the recipient will be 1, as if he was wearing plate mail. Also, due to the magical nature of the spell, he will also receive a +3 bonus to save vs. magical attacks.

There is a danger however, as when the spell runs out the external portion of the spirit is temporarily lost, inflicting 2d4 points of damage upon the target.

Mage Spells — Level 5

Chaos (Enchantment/Charm)

Range: Visual range of caster Area of Effect: 60—foot cube

Duration: 3 rounds + 1 round/level Saving Throw: Special

Casting Time: 4

 

The effects of this spell are identical to the 4th level spell Confusion in all respects. The victims wander around as if in a daze, sometimes wandering away, sometimes attacking, either friend or foe. If the victim is 4th level or lower, he does not receive a saving throw versus the effects. However if the victim is 5th level or higher, he receives a save vs. spell at —4. The spell lasts for the duration or until a successful Dispel Magic is cast.

Domination (Enchantment/Charm)

Range: Visual range of caster Area of Effect: 1 creature

Duration: 12 hours Saving Throw: Neg.

Casting Time: 5

 

The Domination spell enables the caster to control the actions of any creature while the spell is in effect. This control is maintained through a telepathic link between the caster and the victim. Unlike the 4th level priest spell Mental Domination, the target has no option for release, even if made to do something against his morals, except of course a Dispel Magic. The target gets a saving throw vs. spell at —2 in order to avoid the effect.

Feeblemind (Enchantment/Charm)

Range: Visual range of caster Area of Effect: 1 creature

Duration: permanent Saving Throw: Neg

Casting Time: 5

 

Feeblemind causes the subject's intellect to degenerate to that of a moronic child. The subject remains in this state until a successful Dispel Magic is cast upon him. The victim must make a save vs. spell at —2 in order to avoid the effect.

Hold Monster (Enchantment/Charm)

Range: Visual range of caster Area of Effect: 5 foot radius from target

Duration: 1 round/level Saving Throw: Neg

Casting Time: 5

 

This spell holds 1d4 creatures of any type rigidly immobile and in place for nine or more rounds, unless a save vs. spells is made with a —2 penalty.

The effect is centered on the victim selected by the caster. Every enemy within 5 feet of the target is also effected. Those who succeed on their saving throws are totally unaffected by the spell. Undead creatures cannot be held.

Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison.

 

Priest Spells — Level 4

Defensive Harmony (Enchantment/Charm)

Range: Caster Area of Effect: 10' radius

Duration: 6 rounds Saving Throw: None

Casting Time: 1

Defensive Harmony grants affected creatures a defensive bonus by bestowing an enchanted coordination of their attacks and defenses. This allows a group of creatures to act as a single unit for a single battle or encounter. The effect is always centered on the caster but affects all those within a 10 foot radius. The affected can move outside of this area after the spell is cast and still enjoy the benefits of the harmony. While the spell is in effect, each affected creature gains a +2 bonus to his armor class. This lasts for 10 rounds or until successfully dispelled.

Mental Domination (Enchantment/Charm)

Range: Visual range of caster Area of Effect: 1 creature

Duration: 3 rounds/level Saving Throw: Neg.

Casting Time: 4

When cast upon a subject, he must make a save vs. spell at —2 in order to avoid the priest entering his mind. The effects of this spell are similar to the wizard spell Domination, with a few minor differences. First this spell gives the priest no access to the subject's thoughts, memory, or sensory apparatus. The priest simply is able to command the subject to perform certain tasks or functions during the spell duration. To control the subject the priest must be within range and must be able to see the subject. Also, this requires a moderate amount of concentration from the priest, so he may enter combat and attack, however he cannot cast another spell.

Protection From Evil 10' radius (Abjuration)

Range: Touch Area of Effect: 10' radius

Duration: 1 turn/level Saving Throw: None

Casting Time: 7

 

When this spell is cast, all creatures within a 10' radius are affected individually by Protection from Evil. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of — 2 to each attack roll, and second any saving throws caused by such attacks are made by the protected creature with a +2 bonus.

Protection From Lightning (Abjuration)

Range: Touch Area of Effect: Creature touched

Duration: 5 rounds/level Saving Throw: None

Casting Time: 7

When the spell is cast it confers complete invulnerability to electrical attack such as dragon breath or magical attacks such as Lightning Bolt, Shocking Grasp etc.. The protection will last for the duration of the spell or until successfully dispelled.

Priest Spells — Level 5

Champion's Strength (Alteration)

Range: Visual range of caster Area of Effect: One creature

Duration: 3 rounds/level Saving Throw: None

Casting Time: 2

 

When this spells is cast, the priest effectively draws on the strength of his god’s strength and lends it to the target creature, in effect creating a champion. The target gains a bonus to his THAC0 at a rate of 1 for every 3 levels of the caster. (A 9th level priest would confer a THAC0 bonus of 3 to the target, etc.) Also the target's strength is set to 18/00 for the duration of the spell, with all the bonuses to hit and damage that this strength confers. Note that if the targets strength is above 18/00, it will actually be reduced to this value.

The drawback to this spell is that the priest must concentrate on the connection between the target and his god for the duration of the spell, hence losing the ability to cast any additional spells during this time. The effect lasts for 3 rounds for every level of the caster or until dispelled.

Chaotic Commands (Enchantment/Charm)

Range: Visual range of caster Area of Effect: One creature

Duration: 1 turn/level Saving Throw: None

Casting Time: 3

Chaotic Commands renders a creature immune to magical commands. Suggestion, Charm, Domination, Command, Sleep, Confusion are all spells that fit into this category. The spells affects only one creature and lasts for the duration or until dispelled.

 

Table 3a-d: Experience Tables

3a. Warriors

Level

Fighter

Paladin/Ranger

Hit Dice (d10)

1

0

0

1

2

2000

2250

2

3

4000

4500

3

4

8000

9000

4

5

16,000

18,000

5

6

32,000

36,000

6

7

64,000

75,000

7

8

125,000

150,000

8

9

250,000

300,000

9

10

500,000

600,000

9+3

 

3b. Rogue

Level

Thief/Bard

Hit Dice (d6)

1

0

1

2

1250

2

3

2500

3

4

5000

4

5

10,000

5

6

20,000

6

7

40,000

7

8

70,000

8

9

110,000

9

10

160,000

10

 

Table 3a-d: Experience Tables (cont)

3c. Priests

Level

Cleric

Druid

Hit Dice (d8)

1

0

0

1

2

1500

2000

2

3

3000

4000

3

4

6000

7500

4

5

13,000

12,500

5

6

27,500

20,000

6

7

55,000

35,000

7

8

110,000

60,000

8

9

225,000

90,000

9

10

450,000

125,000

9+2

 

3d. Wizards

Level

Wizard

Hit Dice (d4)

1

0

1

2

2500

2

3

5000

3

4

10,000

4

5

20,000

5

6

40,000

6

7

60,000

7

8

90,000

8

9

135,000

9

10

250,000

10

 

Tables 5a—c: Spell Progression

5a. Wizard

Level

1

2

3

4

5

6

7

8

9

1

1

2

2

3

2

1

4

3

2

5

4

2

1

6

4

2

2

7

4

3

2

1

8

4

3

3

2

9

4

3

3

2

1

Note: Specialist Wizards get one extra spell per level but are prohibited from learning spells of their opposition schools (see spell descriptions and Table 4 for opposing schools).

5b. Priest /Druid

Level

1

2

3

4

5

6*

7**

1

1

2

2

3

2

1

4

3

2

5

3

3

1

6

3

3

2

7

3

3

2

1

8

3

3

3

2

9

4

4

3

2

1

10

4

4

3

3

2

Note: Priests with high Wisdom receive additional spells.

*usable by priests with 17 or greater wisdom

** usable by priests with 18 or greater wisdom

Tables 5a—c: Spell Progression (cont)

5c. Bard

Level

1

2

3

4

5

6

1

2

1

3

2

4

2

1

5

3

1

6

3

2

7

3

2

1

8

3

3

1

9

3

3

2

10

3

3

2

1