Minor Sequencer

The Minor Sequencer spell allows a caster to store two spells and activate them both at the same time as though they were an innate ability. The casting time for this ability is 1.
==Description==
==Gameplay==
The caster creates a Minor Sequencer by casting the spell on self.
A brief casting animation plays out, and then a Minor Sequencer menu screen is displayed - the instruction reads "ADD SPELLS TO YOUR SEQUENCER".
The player may select up to two memorized spells from the 1st and 2nd level spell book(s) to add. If the caster has both Wizard and Priest spells, then any of those applicable spell choices can be selected (e.g. a Cleric / Mage multiclass can also put Cleric spells in the Sequencer.)
When all the spells desired are "clicked" on and entered, select the "DONE" button, and the minor sequencer creation animation graphic renders over the caster's sprite Additionally, an icon is placed on the character's portrait titled "Minor Sequencer Active". If you changed your mind about a spell you have selected, you can click on the selected spell to cancel it and choose another one in its place (before clicking "DONE").
In case a player has forgotten what spells have been placed inside the sequencer, they can find out by opening their Spell Book and clicking on the button "CONTINGENCY". This will display a list with all their spell sequencers, triggers and contingencies, showing which spells have been selected for each one.
To use the sequencer, for instance during a battle, select the character and the Special Abilities button (F12), which displays all the current abilities that can be selected. Click on the "Minor Sequencer" icon to activate it and designate a target.
A mage can have one Minor Sequencer, one Spell Sequencer and one Spell Trigger each active at the same time but can't have two of the same type active at the same time.
Moreover, if the required range of the two spells differs significantly, one of them will likely fail. In other words, the range at which the sequencer is released must be such that satisfies both spells' effective range. Also, the target of the sequencer must be an eligible target for both spells. For example, if a mage tries to cast Web followed by Invisibility with the same Minor Sequencer targeting the ground, only the Web part of the sequencer will work - however, if the mage targets themself, then both spells will work (the caster will be invisible with a Web centered on him). A player may have to practice this a few times to appreciate the dynamic of different ranged spells in a sequencer, so as to get them both to work.
Since the duration is permanent until triggered, you can memorize the sequencer and the spells you want to put in it, cast it, then replace the used spells and rest. That way, you still have the trigger active after rest but also have more spell slots for the next encounter.
Several spells that require the same type of saving throw roll with the same modifier within the same short time frame will share a single roll instead of each having their own. This might be intended rather than a bug. Either way, sharing the same roll, they will fail or succeed in sync. If the player is trying to inflict a status effect like Horror for instance, two of the same spells shoved into a Minor Sequencer are no more likely to succeed than one. Note that persistent spells like Web will share a roll only in the first round. Subsequent rounds will force a save roll for both spells.
==Where to obtain its scroll==
===Baldur's Gate===
*Alai 
===The Black Pits===
*Dinguer the Mad 
===Baldur's Gate II: Shadows of Amn===
*Cutpurse's Shop, Bridge District
*Caravan Merchant, Trademeet
*Therndle Daglefodd
*Ust Natha Bazaar
===Baldur's Gate II: Throne of Bhaal===
*Arcana Archives
==See also==
* Contingency (spell level 6)
* Spell Sequencer (spell level 7)
* Spell Trigger (spell level 8)
* Chain Contingency (spell level 9)
==Trivia==
The Advanced Dungeons and Dragons 2nd Edition ruleset has no spell titled Minor Sequencer - although there is a rare The Simbul's Spell Sequencer mentioned. This spell is a creation from Bioware for the BG game.
==Gallery==
OG Minor Sequencer 1.png|When the spell is cast, it opens a menu screen that directs the player to "ADD SPELLS TO YOUR SEQUENCER". 
OG Minor Sequencer 2.png|In this example, the caster selects from available Wizard spell book memorized 1st and 2nd level spells and chooses Shield (spell) and Mirror Image.
OG Minor Sequencer 3.png|When finished with the selection, click the "DONE" button, and the spell animation graphic finished the process. The character now has a Minor Sequencer icon added to the Special Abilities button on the character record and icon on his portrait.
OG Minor Sequencer 4.png|The invisible Ward decides to take on a group of Shadow and Shade Wolf enemies and triggers his new Minor Sequencer.
==Mod content==
Regarding this type of spell, the Sword Coast Stratagems mod will do the following, but only if you do not install Spell Revisions:
Make spell sequencers, spell triggers, and contingencies learnable by all mages
In the unmodded game, spell sequencers, contingencies etc. are in the Evocation school, making them unavailable to Enchanters; this is a serious weakness for the class. This component moves them to be in both the Conjuration and Evocation schools (like Wish), so that all mages may use them. The affected spells are Minor Sequencer, Spell Sequencer, Spell Trigger, Contingency, and Chain Contingency. This will not take effect if you have Spell Revisions installed (as SR takes care of this already by making them "Universal" School).
With Spell Revisions installed, this is the equivalent spell description:
Simbul’s Spell Matrix
Level: 4
School: Universal
Range: Personal
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell allows a mage to prepare a magical matrix that can store spells to be used later in a single swift action. The matrix can store two spells to be released simultaneously, all of which must be of 2nd level or lower. A mage can only possess one spell matrix at a time, and the matrix will remain active until the spells contained within it are released.
==External links==
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