Lost Crossroads Spell Pack™ for Baldur's Gate 2: Throne of Bhaal

Version 6 (Beta)

 

CONTENTS

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I.      Summary of Features

II.     Installation

III.    Compatibility

IV.    Known Issues

V.    Version History

VI.   Credits

 

I. Summary of Features

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SpellPack is a collection of WeiDU mods written for Baldur's Gate: Throne of Bhaal. SpellPack's aim is to enhance gameplay experience by changing, tweaking, and rebalancing spells. The idea behind the changes presented in SpellPack is to make spells more interesting and more faithful to AD&D rather than rebalancing the spells by adjusting the numbers (ie damage rolls, saving throw penalties). SpellPack's design philosophy is that all spells should stand out among its peers and that spells should interact with entities and other spells at a realistic level. For example, hurling a fireball in an area covered by the web spell should ignite its strands, and a dragon should be able to wade through the strands to tear them apart. SpellPack meticulously changes spells to adhere to AD&D rules unless there is a good reason not to - the change is unbalancing in BGII's world or it takes away from the fun factor of the game.

 

The component makeup of SpellPack is broken down to an almost spell-by-spell level (there are 135 components); any spell can be independently installed/uninstalled seperately from the rest of the spells. Exceptions to this exist; these are clearly stated during installation, and can be read in the list of components. When installing new wizard spells, SpellPack creates a random number of scrolls in random stores appropriate for the new spell in question.

 

In order to ensure maximum compatibility with other mods that introduce new spells, each new spell in SpellPack uses WeiDU's ADD_SPELL command. This means that filenames accross installations will differ. SpellPack creates a list of spells in the override folder called LCLIST_SPELLS.2da, which include sufficient information for other mods to detect. This list is automatically updated when (un)installing any single component. The format of the list is as follows:

the spell's spell.ids ID number ; the spell's spell.ids name ; the spell's file name (ends with .spl) ; the spell's scroll's filename (ends with .itm)

For example, installing the component Blink will add this row to the list (if Blink was ADD_SPELLed as SPWI323.spl):

2323       WIZARD_BLINK       SPWI323.spl       LCSCRW34.itm

Note that you may add spells to your character through the CLUAConsole:AddSpell("file name without the extension") by looking up the appropriate file names in LCLIST_SPELLS.2da. If the spell Blink were added as SPWI323.spl, then typing in CLUAConsole:AddSpell("SPWI323") with your cursor over the character will make that character learn the spell. It's strongly recommended for mods to detect spells by looking for the spell's IDS name. The spell's IDS name is provided in each component description.

 

- Core Files – this is not a seperate component per se, but is included in each component that is executed whenever you install one of the (or the first) component of SpellPack. These files are essential for nearly all of the spells in SpellPack to function. Installing this will make the following ingame changes: it restores the BG1 chunked death sound, mutes the drumroll sound of many area of effect spells, and blanks out the hardcoded spell turning and deflection animations. In order for the latter to have the least effect in the game, the “core component” makes duplicates of the original animations and patches the affected spells to play those duplicates. The difference is that you will not be able to tell when you have exhausted your enemies' spell deflections/traps/turnings. You will still be able to tell yours – the status icons disappear normally. Otherwise, these changes are purely cosmetic; they have no effect on the ingame mechanics.

Files overridden: ICFIRSDI.vvc, SPBLESHI.vvc, SPPFIRXI.vvc, SPPRAYRI.bam, SPTURNI2.bam, SPTURNI2.vvc, SPMAGGLO.bam, SPMAGGLO.vvc, ARE_M01.wav, ARE_M02.wav, ARE_M03.wav, ARE_M05.wav, ARE_M06.wav, EFF_M40.wav, EFF_M56.wav, EFF_M83.wav, EFF_M83.wav, EFF_P88.wav, EFF_P94.wav, EFF_P96.wav, TRA_44.wav, TRA_50.wav, TRA_52.wav.


Group “Levels 1-3 priest spells”


Level 1 spells


Battlefate – Installs the new spell, battlefate. The spell is chaotic in nature, granting the recipient random and potent bonuses for 2 rounds/level.

Spell IDS name: CLERIC_BATTLEFATE

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Call Upon Faith – Installs the new spell, Call Upon Faith. The spell grants extremely powerful bonuses for but one round. It may be cast only once per day.

Spell IDS name: CLERIC_CALL_UPON_FAITH

Files overridden: EFF_P63.wav, and any identical spell introduced by another mod (the spell uses the same IDS name)


Doom – Changes the spell Doom. The spell's casting time is 1 round, and allows a saving throw at the same penalty as Spook – it is therefore harder to resist at higher levels.

Spell IDS name: CLERIC_DOOM (as per vanilla)

Files overridden: SPPR113.spl


Entangle – Changes the spell Entangle. The area of effect is smaller, but the saving throw is no longer rolled at a bonus, and even successfully making the saving throw slows creatures in the area of effect.

Spell IDS name: CLERIC_ENTANGLE (as per vanilla)

Files overridden: SPPR105.spl, SPENTAAI.bam, SPENTAXI.bam, SPENTACI.bam, SPENTAGI.bam


Faerie Fire – Installs the new spell, Faerie Fire. The spell illuminates creatures, including those who are invisible. Outlined creatures suffer an AC penalty. Faerie Fire sets the variable LCNOINVI to one, making this a detectable spell.

Spell IDS name: CLERIC_FAERIE_FIRE

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Magical Stone – Changes the spell Magical Stone. The spell.fires 3 stones instead of one, and undead suffer double damage. The stone is treated as a magical weapon with no enchantment in terms of what it can hit.

Spell IDS name: CLERIC_MAGIC_STONE (as per vanilla)

Files overridden: SPPR106.spl


Sanctuary – Changes the spell Sanctuary. The spell may be cast to protect another creature, has a longer duration, and uses IWD graphics.

Spell IDS name: CLERIC_SANCTUARY (as per vanilla)

Files overridden: SPPR109.spl, SANCTRY.bam


Shillelagh – Changes the spell Shillelagh. The cudgel inflicts damage as if it were two sizes larger (2D6+1 points).

Spell IDS name: CLERIC_SHILLELAGH (as per vanilla)

Files overridden: None


Sunscorch – Installs the new spell, Sunscorch. The spell causes blindness and damage to one creature unless it makes a saving throw by dodging the ray. Undead receive double damage.

Spell IDS name: CLERIC_SUNSCORCH

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Level 2 spells


Alicorn Lance – Installs the new spell, Alicorn Lance. The spell causes deals damage and illuminates the creature for a short time, incurring penalties to AC and preventing invisibility. Alicorn Lance sets the variable LCNOINVI to one, making this a detectable spell.

Spell IDS name: CLERIC_ALICORN_LANCE

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Beast Claw – Installs the new spell, Beast Claw. The spell transforms the caster's hands into claws with which 2 attacks can be made each round with increased strength.

Spell IDS name: CLERIC_BEAST_CLAW

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Chant – Changes the spell Chant. The spell harms enemies and blesses allies. As per AD&D, Chant requires the caster to sing in order to maintain the spell. The caster may do anything while singing short of casting another spell. Doing so or disabling the caster ceases the chanting, although the effects will linger for one round.

Spell IDS name: CLERIC_CHANT (as per vanilla)

Files overridden: SPPR203.spl, EFF_P63.wav


Charm Person and Charm Person or Mammal – Changes the wizard spell Charm Person and priest spell Charm Person or Mammal. The spell does not grant control over the subjects; they simply become friendly to the party. Despite this, charmed characters give xp to the party if they make a kill, and once they throw off the spell, neutral victims do not turn hostile. The two spells are identical except Charm Person or Mammal allows animals to be charmed. Charmed characters can be talked to, the spell sets the local variable CHARMED to one.

Spell IDS names: CLERIC_CHARM_PERSON, WIZARD_CHARM_PERSON (as per vanilla)

Files overridden: SPWI103.spl, SPPR204.spl


Flame Blade – Changes the spell Flame Blade. The Flame Blade deals pure fire damage, with extra damage against undead, and the caster may attack twice per round with it.

Spell IDS name: CLERIC_FLAME_BLADE (as per vanilla)

Files overridden: SPPR203.spl, FBLADE.itm


Moon Motes – Installs the new spell, Moon Motes. The caster sprays motes in a cone-shaped area of effect, damaging creatures. Undead take double damage. This component also changes the color spray graphic to moon motes unless you have the component Colour Spray installed.

Spell IDS name: CLERIC_MOON_MOTES

Files overridden: SPCSPRA3.bam, and any identical spells introduced by other mods (the spell uses the same IDS name)


Produce Flame – Installs the new spell, Produce Flame. You can call this “Poor Man's Minute Meteors”, because the effects are identical save for the damage and duration values.

Spell IDS name: CLERIC_PRODUCE_FLAME

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Seeking – Installs the new spell, Seeking. The spell creates a small amount of nonmagical missiles that have the special property of not requiring to hit rolls to hit the target. Similar to Create Magical Weapon, the spell opens a menu where you can create bolts, darts, bullets, or arrows of seeking.

Spell IDS names: CLERIC_SEEKING, CLERIC_SEEKING_ARROW, CLERIC_SEEKING_BOLT, CLERIC_SEEKING_BULLET, CLERIC_SEEKING_DART

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Silence 15-foot radius – Changes the spell Silence 15-foot radius. The spell can is centered on one creature who must roll a saving throw to prevent the silence spell from moving with him. Success means the spell becomes stationary at the point in which it was cast. Even in that case, there are no saving throws against the silence itself.

Spell IDS name: CLERIC_SILENCE_15_FOOT (as per vanilla)

Files overridden: SPPR211.spl


Spiritual Hammer – Changes the spell Spiritual Hammer. The spell allows the caster to strike enemies from a distance with the hammer.

Spell IDS name: CLERIC_SPIRITUAL_HAMMER (as per vanilla)

Files overridden: SPPR213.spl


Level 3 spells


Animate Dead (Wizard and Priest) – Changes the wizard and priest spells Animate Dead. The progression between skeletons and skeleton warriors is blurred – you have a chance of animating one skeleton warrior at level 8, but still have a chance of animating 20 skeletons at level 20. Giant skeletons fill the power gap between skeletons and skeleton warriors. Priests may only animate skeletons and zombies, with only nongood priests being able to cast the spell. The powers of the giant skeletons are taken from the Monsterous Manual. The spell lasts forever, the skeletons disappear only when killed.

Spell IDS name: CLERIC_ANIMATE_DEAD, WIZARD_ANIMATE_DEAD (as per vanilla)

Files overridden: SPPR301.spl, SPWI501.spl, uses the slot SPIN002


Call Lightning – Changes the spell Call Lightning, and changes the animation to that of Icewind Dale. The spell allows the caster to control where the bolts of lightning land once per turn. Look under the innate abilities button.

Spell IDS names: CLERIC_CALL_LIGHTNING (as per vanilla), CLERIC_CALL_1_BOLT

Files overridden: SPPR302.spl, SKYBOLT.bam


Cloudburst – Installs the new spell, Cloudburst. It starts raining, no pouring. The spell completely slows creatures, reduces vision, and calls small bolts of lightning directed at random enemies of the caster.

Spell IDS name: CLERIC_CLOUDBURST

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Elysium's Tears – Installs the new spell, Elysium's Tears. A number of tears start raining down on one opponent one after another, causing protracted damage. May not be cast by evil characters.

Spell IDS name: CLERIC_ELYSIUMS_TEARS

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Holy Smite and Unholy Blight – Changes the spells Holy Smite and Unholy Blight. They have different effects apart from damage (one causes blindness, the other curses enemies). They cause damage to creatures of all alignment, but does not harm the caster or his party.

Spell IDS names: CLERIC_HOLY_SMITE, CLERIC_UNHOLY_BLIGHT (as per vanilla)

Files overridden: SPPR313.spl, SPPR314.spl


Invisibility Purge – Changes the spell Invisibility Purge. Rather than lasting for an instant, the spell wards a large area for a very long time from all forms of invisibility. The spell school is switched to abjuration from divination, as per AD&D.

Spell IDS name: CLERIC_INVISIBILITY_PURGE (as per vanilla)

Files overridden: SPPR309.spl


Miscast Magic – Changes the spell Miscast Magic. Rather than incurring a spell failure rate, Miscast Magic forces a wild surge on the affected.

Spell IDS name: CLERIC_MISCAST_MAGIC (as per vanilla)

Files overridden: SPPR310.spl


Mold Touch – Installs the new spell, Mold Touch. The caster infects the target with a disease that comes and goes rapidly. The mold can spread to other creatures, even to the caster.

Spell IDS name: CLERIC_MOLD_TOUCH

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Moon Blade – Installs the new spell, Moon Blade. Only the caster may wield the blade that causes 1D12+4 points of damage against non-undead, 1D12+20 points of damage against undead.

Spell IDS name: CLERIC_MOON_BLADE

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Prayer – Installs the new spell, Prayer. It is identical to Chant, except it does not need to be maintained, and the area of effect covers the caster's line of sight.

Spell IDS name: CLERIC_PRAYER

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Pyrotechnics (Wizard and Priest) – Installs the new spell, Pyrotechnics as a 3rd level priest spell and as a 2nd level wizard spell. This causes fireworks to erupt at a point designated by the caster, blinding hostile creatures within line of sight of the fireworks.

Spell IDS names: CLERIC_PYROTECHNICS, WIZARD_PYROTECHNICS

Files overridden: None, unless another mod introduces identical spells (the spells use the same IDS names)


Random Casualty – Installs the new spell, Random Casualty. Whenever someone strikes the caster with a handheld weapon, one random creature within 30 feet suffers 2D6 points of damage. The spell may fire only once per round.

Spell IDS name: CLERIC_RANDOM_CASUALTY

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Spike Growth – Installs the new spell, Spike Growth. This causes the terrain to sprout spikes, damaging and impeding those who pass.

Spell IDS name: CLERIC_SPIKE_GROWTH

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Storm Shell – Installs the new spell, Storm Shell. The caster becomes invulnerable to fire, cold, lightning, and normal missiles for a short time.

Spell IDS name: CLERIC_STORM_SHELL

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Wheel of Bones – Installs the new spell, Wheel of Bones. The caster creates an immobile barrier through which only he can pass without taking damage.

Spell IDS name: CLERIC_WHEEL_OF_BONES

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Group “Levels 4-5 priest spells”


Level 4 spells


Adamantite Mace – Installs the new spell, Adamantite Mace. The mace strikes as a +4 weapon in terms of what it can hit, and deals double damage against flying creatures.

Spell IDS name: CLERIC_ADAMANTITE_MACE

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Blood Rage – Installs the new spell, Blood Rage. The spell enrages the target, grants combat bonuses, and the recipient may not be charmed.

Spell IDS name: CLERIC_BLOOD_RAGE

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Cloud of Pestilence – Installs the new spell, Cloud of Pestilence. The spell summons a cloud for 4 rounds, and creatures are affected based on how many rounds of exposure they had to the clouud. Spellcasting in the cloud is impossible, and the spell only affects creatures hostile to the caster.

Spell IDS name: CLERIC_CLOUD_OF_PESTILENCE

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Dimensional Folding – Installs the new spell, Dimensional Folding. The spell connects two points on the map, enabling one directional travel for one round. The caster is automatically teleported, and other party members (or pursuing creatures!) may step through the portal. The spell fails if you try to cast it over a solid barrier, but the destination can be outside the caster's line of sight.

Spell IDS name: CLERIC_DIMENSIONAL_FOLDING

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Mental Domination – Changes the spell Mental Domination. The caster must concentrate to maintain the spell; if he is disabled or attempts to cast a different spell, mental domination will expire within 3 rounds. Furthermore, Mental Domination does not give you access to the victim's spells or abilities.

Spell IDS name: CLERIC_MENTAL_DOMINATION (as per vanilla)

Files overridden: SPPR405.spl


Produce Fire – Installs the new spell, Produce Fire. The spell causes fire to erupt out of nothingness, damaging creatures in a medium-sized area of effect.

Spell IDS name: CLERIC_PRODUCE_FIRE

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Recitation – Installs the new spell, Recitation. The spell is nearly identical to and is cumulative with Prayer, except the bonuses are twice that of Prayer. The spell does not stack with itself.

Spell IDS name: CLERIC_RECITATION

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Static Charge – Installs the new spell, Static Charge. Each turn one random enemy within the caster's line of sight suffers damage.

Spell IDS name: CLERIC_STATIC_CHARGE

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Thorn Spray – Installs the new spell, Thorn Spray. The spell fires one thorn per level of the caster at random creatures within 30 yards of each other. The thorns count as magical weapons with no enchantment bonus in terms of what it can hit.

Spell IDS name: CLERIC_THORN_SPRAY

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Level 5 spells


Animal Rage – Installs the new spell, Animal Rage. This grants more powerful bonuses than Blood Rage, but the recipient can be charmed.

Spell IDS name: CLERIC_ANIMAL_RAGE

Files overridden: None, unless the SPPR518 slot is taken by another mod.


Flamestrike – Changes the spell Flamestrike and Imix's ability. 8D8 points of damage is dealt in a small area of effect instead of one target.

Spell IDS name: CLERIC_FLAME_STRIKE (as per vanilla)

Files overridden: SPPR503.spl, SPIMIX01.spl


Insect Plague – Changes the spell Insect Plague. The spell summons a cloud of insect that remain at one place. Creatures inside the cloud suffer damage, are slowed, and have their line of sight reduced. The attack of the insects count as normal weapons in terms of what they can hit. Area effect damage will scatter the insects.

Spell IDS name: CLERIC_INSECT_PLAGUE (as per vanilla)

Files overridden: SPPR517.spl, INSEC1.pro, INSEC2.pro


Ironskin – Changes the spell Ironskin. The spell creates less skins but for 1 week, and is breachable.

Spell IDS name: CLERIC_IRONSKIN (as per vanilla)

Files overridden: SPPR506.spl


Produce Ice – Installs the new spell, Produce Ice. This spell creates ice from nothingness, damaging and trapping creatures in blocks of ice for a short time.

Spell IDS name: CLERIC_PRODUCE_ICE

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Smashing Wave – Installs the new spell, Smashing Wave. This spell strikes as a line-shaped area effect extending 60 feet. The wave gets weaker as it travels, causing less damage to creatures farther from the caster.

Spell IDS name: CLERIC_SMASHING_WAVE

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Spike Stones – Installs the new spell, Spike Stones. This is a more powerful form of Spike Growth, causing the terrain to sprout spikes, damaging and impeding those who pass.

Spell IDS name: CLERIC_SPIKE_STONES

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Undead Ward – The only component that replaces an old spell with a new one. The priest wards an area from undead in such a way they are automatically turned by the priest whenever they enter the area of effect.

Spell IDS name: CLERIC_REPULSE_UNDEAD (as per vanilla)

Files overridden: SPPR515.spl, SPPR515A.bam, SPPR515B.bam, SPPR515C.bam


Shield of Lathander – Installs the new spell, Shield of Lathander. The caster may imbue a creature 2 rounds of invulnerability to all weapons. The tradeoff of a casting time of 8 is the reason this spell is a 5th level spell. This spell is barred from evil characters.

Spell IDS name: CLERIC_SHIELD_OF_LATHANDER

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Wall of Fire – Installs the new spell, Wall of Fire. The wall causes damage to creatures who pass through it. Despite the name and the graphics, the spell has a disk-shaped area of effect.

Spell IDS name: CLERIC_WALL_OF_FIRE

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Group “Levels 6-7 priest spells (including Quest spells)”


Level 6 spells


Blade Barrier – Changes the spell, Blade Barrier. The caster creates an immobile barrier through which only he can pass without taking damage.

Spell IDS name: CLERIC_BLADE_BARRIER (as per vanilla)

Files overridden: SPPR603.spl


Entropy Shield – Installs the new spell, Entropy Shield. Attacks from weapons or spells directed at the caster have a 50% chance of not causing damage. The spell is breachable.

Spell IDS name: CLERIC_ENTROPY_SHIELD

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Hammer of Retribution – Installs the new spell, Hammer of Retribution. A giant hammer appears and impacts at the point specified, causing a great deal of damage. The spell is tricky to pull off, however, since the hammer can be outmanouvered.

Spell IDS name: CLERIC_HAMMER_OF_RETRIBUTION

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Seclusion – Installs the new spell, Seclusion. Where bag of holding is for items, Seclusion is for creatures. The caster may seclude and drop off willing creatures during this spell. Secluded creatures are in an extradimensional space, and are protected from all harm.

Spell IDS names: CLERIC_SECLUSION, CLERIC_SECLUSION_RELEASE, CLERIC_SECLUSION_SECLUDE, CLERIC_SECLUSION_STATE

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name).


Sol's Searing Orb – Changes the spell, Sol's Searing Orb. The orb has a higher chance of dealing more damage, and the graphics look pretty.

Spell IDS name: CLERIC_SOLS_SEARING_ORB

Files overridden: SPPR614.spl


Whirlwind – Installs the new spell, Whirlwind and replaces Chan's/Yan C-Bin's Whirlwind with this one. The whirlwind summoned by the caster moves around in a random fashion, picking up medium and small creatures, and dropping them off someplace else. The ride isn't free, it costs a few hitpoints.

Spell IDS name: CLERIC_WHIRLWIND

Files overridden: SPYANC01.spl, and any identical spells introduced by other mods (the spell uses the same IDS name)


Level 7 spells


Confusion (Wizard and Priest) – Changes the wizard and priest spells Confusion. The priest version lasts for 1 round per level, capped at level 30, while the wizard version lasts for 2 rounds + 1 round/level, capped at level 20. The priest version uses the spell icon originally intended by the developers.

Spell IDS name: CLERIC_WHIRLWIND

Files overridden: SPWI401.spl, SPPR709.spl


Earthquake – Changes the spell, Earthquake, and replaces Ogremoch's/Sunnis's earthquake ability. The spell's effects vary according to the terrain it is cast in; cracks may open in the earth, debris can fall on hapless victims. Regardless of where it is cast, earthquake does not permit magic resistance checks, stops all action for 1 round in the area of effect, and affects creatures on the other side of walls in the area of effect. Only flying creatures and creatures of demigod status or greater are not stopped.

Spell IDS name: CLERIC_EARTHQUAKE (as per vanilla)

Files overridden: SPPR720.spl, SPOGRE01.spl


Finger of Death (Wizard and Priest) Changes the spell Finger of Death. Characters killed by the Finger of Death may only be raised by a Wish or Reincarnation spell. Humanoid NPCs killed by the spell are automatically reanimated as Juju Zombies within 8 hours of the spell. The priestly version is barred from good characters.

Spell IDS name: CLERIC_FINGER_OF_DEATH, WIZARD_FINGER_OF_DEATH (as per vanilla)

Files overridden: SPWI713.spl, SPPR706.spl, and copies SPIN002.spl


Fire Storm – Changes the spell, Fire Storm. At lower levels this spell is almost identical to its vanilla counterpart save for its larger area of effect and shorter duration. The difference becomes obvious at level 30, since this is one of two damage spells in the game (the other being Mordenkainen's Force Missiles) that improves beyond level 20.

Spell IDS name: CLERIC_FIRE_STORM (as per vanilla)

Files overridden: SPPR705.spl


Greater Shield of Lathander – Installs the new spell, Greater Shield of Lathander. In exchange for a 1 round casting time, the recipient gains 2 rounds of complete invulnerability to all damage types, including damage caused by weapons and spells. This spell is barred from evil characters.

Spell IDS name: CLERIC_GREATER_SHIELD_OF_LATHANDER (as per vanilla)

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Mist of Eldath – Installs the new spell, Mist of Eldath. The spell acts like a heal spell and a remove curse spell at once in an area of effect. The hitpoint percentage the spell heals for recipients in the cloud are distributed evenly among them.

Spell IDS name: CLERIC_MIST_OF_ELDATH (as per vanilla)

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Reincarnation – Installs the new spell, Reincarnation. This spell raises the character by giving her a new body – the ability scores are rerolled with the same total used as the original body, with exceptionally high or low ability scores diluted.

Spell IDS name: CLERIC_REINCARNATION, WIZARD_REINCARNATION

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Spacewarp – Installs the new spell, Spacewarp. The spell warps the gravity field in a certain area of effect, pulling creatures towards the point designated by the caster.

Spell IDS name: CLERIC_SPACE_WARP (as per the unused vanilla ID)

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Quest spells


Implosion – Changes the spell, Implosion and makes a slight change to resurrection/mass raise dead spells in that there is no delay for the characters' to be healed once raised. Implosion kills creatures outright, the caster may attempt to kill creatures this way for 4 rounds (in addition to the initial casting). The implosion abilities are located under the innate abilities button.

Spell IDS names: CLERIC_IMPLOSION (as per vanilla), CLERIC_IMPLOSION_CONTINUE

Files overridden: SPPR728.spl, takes the slot SPIN194.


Group “Levels 1-3 wizard spells”


Level 1 spells


Armor – Changes the spell, Armor. Any creature touched may receive protection, and the armor lasts for 1 week.

Spell IDS name: WIZARD_ARMOR (as per vanilla)

Files overridden: SPWI102.spl


Burning Hands – Changes the spell, Burning Hands. The spell is given an area of effect.

Spell IDS name: WIZARD_BURNING_HANDS (as per vanilla)

Files overridden: SPWI103.spl


Charm Person and Charm Person or Mammalsee details of this component under level 2 priest spells.


Chill Touch – Changes the spell, Chill Touch. Undead touched by the caster are held; otherwise the spell does not change

Spell IDS name: WIZARD_CHILL_TOUCH (as per vanilla)

Files overridden: SPWI117.spl


Color Spray – Changes the spell, Color Spray. The spell is given back the BG1 graphics, and remains potent even at high levels.

Spell IDS name: WIZARD_COLOR_SPRAY (as per vanilla)

Files overridden: SPWI105.spl, CSPRAY.pro


Friends – Changes the spell, Friends. The spell gives a random bonus over a random duration.

Spell IDS name: WIZARD_FRIENDS (as per vanilla)

Files overridden: SPWI107.spl


Larloch's Minor Drain – Changes the spell, Larloch's Minor Drain. The spell becomes stronger as the character levels up, and hitpoints are only drained if the creature has a life force. Magic resistance can negate the drain. The hitpoints granted by this spell are non-cumulative.

Spell IDS name: WIZARD_LARLOCH_MINOR_DRAIN (as per vanilla)

Files overridden: SPWI119.spl


Sleep – Changes the spell, Sleep. The spell affects 5 Hit Dice creatures, and saving throws are rolled at -4 penalties.

Spell IDS name: WIZARD_SLEEP (as per vanilla)

Files overridden: SPWI116.spl


Spook – Changes the spell, Spook. The spell allows a new saving throw to be rolled each round to throw off the spell's effects.

Spell IDS name: WIZARD_SPOOK (as per vanilla)

Files overridden: SPWI125.spl


Level 2 spells


Agannazar's Scorcher – Tweaks the spell Agannazar's scorcher. The caster is paused for a longer and more realistic time, and fire-based creatures are excluded from taking damage (there is no “xyz is immune to my damage”, and their spells are not disrupted)

Spell IDS name: WIZARD_AGANNAZAR_SCORCHER (as per vanilla)

Files overridden: None


Detect Invisibility – Changes the spell, Detect Invisibility. The caster may see and target invisible and concealed creatures for the duration of the spell. This spell sets the hardcoded stat SEEINVISIBLE to 1.

Spell IDS name: WIZARD_DETECT_INVISIBILITY (as per vanilla)

Files overridden: SPWI203.spl


Fog Cloud – Installs the new spell, Fog Cloud. The caster creates a thick fog that slows movement, and blocks the line of sight of those inside. Furthermore, creatures within are concealed from those outide the cloud.

Spell IDS name: WIZARD_FOG_CLOUD (as per vanilla)

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Gedlee's Electric Loop – Installs the new spell, Gedlee's Electric Loop. A ring of lightning erupts around the caster, damaging and stunning creatures standing right next him.

Spell IDS name: WIZARD_GEDLEES_ELECTRIC_LOOP

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Glitterdust – Changes the spell, Glitterdust. Creatures are blinded for 1D4+1 rounds, and cannot turn invisible for 1D4 + 1 round/level. Glitterdust sets the variable LCNOINVI to one, making this a detectable spell.

Spell IDS name: WIZARD_GLITTERDUST (as per vanilla)

Files overridden: SPWI224.spl


Hypnotic Pattern – Installs the new spell, Hypnotic Pattern. The caster creates swirling patterns in the the air that captivates creatures as long as she concentrates on maintaining the pattern.

Spell IDS name: WIZARD_HYPNOTIC_PATTERN

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Knock – Tweaks the spell Knock to become an area effect spell.

Spell IDS name: WIZARD_KNOCK (as per vanilla)

Files overridden: None


Melf's Acid Arrow – Tweaks the spell Melf's Acid Arrow to be considered as a magical weapon with no plusses in terms of what it can hit.

Spell IDS name: WIZARD_MELF_ACID_ARROW (as per vanilla)

Files overridden: None


Pyrotechnics (Wizard and Priest)See under level 3 priest spells for more details.


Stinking Cloud – Changes the spell, Stinking Cloud. The cloud lasts for one round per level instead of a fixed turn, and nauseated creatures are not unconscious – they are not automatically hit. Furthermore, undead, and creatures without a sense of smell are not affected (slimes, jellies, mists, golems etc).

Spell IDS name: WIZARD_STINKING_CLOUD (as per vanilla)

Files overridden: SPWI213.spl


Vocalize – Makes a purely cosmetic tweak, where vocalized characters do not play male/female chanting sounds when casting a spell. The spell changes the gender to “other” for its duration.

Spell IDS name: WIZARD_VOCALIZE (as per vanilla)

Files overridden: None


Web – Changes the spell, Web. The spell has an extended duration and a smaller area of effect. Patches of magically created webs can be dispelled normally or destroyed with area of effect damage (use common sense which types can do so – a Cloudkill doesn't). Furthermore, Web is especially vulnerable to fire damage; a small fire is enough to destroy an entire web, damaging creatures in the process.

Spell IDS name: WIZARD_WEB (as per vanilla)

Files overridden: SPWI215.spl, SPFIRSDI.bam, WEBENTD.bam


Level 3 spells


Blink – Introduces a new spell, Blink. The caster blinks once each round at a random time in a random direction, automatically disrupting spells and attacks directed against him, but in turn disrupts spells and attacks the caster undertook at the moment (s)he blinks.

Spell IDS name: WIZARD_BLINK

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Fireball – Tweaks the spell Fireball to have a smaller area of effect (20-foot radius), and to use the BG1 fireball graphics combined with the BG2 explosion animation when 3D acceleration is turned on. Fireball will no longer cause fire-resistant creatures to turn hostile to the caster through race sensitive effects.

Spell IDS name: WIZARD_FIREBALL (as per vanilla)

Files overridden: SPRDRASI.bam


Flame Arrow – Changes the spell, Flame Arrow. The spell allows you to target more than one creature with the arrows. To do so, center the spell on to yourself. Otherwise, the caster may expend the spell in an instant by choosing one creature to be struck and the rest of the arrows hit random creatures within 30 yeards of each other. Protection from magical weapons prevents the flame arrows from hitting. This component modifies Irenicus's cutscene to use a special version of the spell that doesn't harm party members.

Spell IDS name: WIZARD_FLAME_ARROW (as per vanilla)

Files overridden: SPWI303.spl


Ghost Armor – Changes the spell, Ghost Armor. You may choose to protect some other creature. The spell lasts for 1 round/level and AC granted is 3 instead of 2.

Spell IDS name: WIZARD_GHOST_ARMOR (as per vanilla)

Files overridden: SPWI317.spl


Haste and Slow – Tweaks all spells and items that haste or slow the chatacter. Instead of overlapping, these effects will dispel each other when applied. This does not extend to items worn by the character; in those cases, the effects overlap.

Spell IDS name: WIZARD_HASTE, WIZARD_SLOW (as per vanilla)

Files overridden: None


Invisibility 10-foot radius – Tweaks the spell Invisibility 10-foot radius so that you may center the spell on another creature touched, and the casting time is sped up to 3. This component also strips the lighting effects and text “Invisible” from this spell and from the 2nd level wizard spell, invisibility. This reflects the subtle nature of the invisibility spell, it's a giveaway when an offscreen character becomes invisible and you know about it.

Spell IDS name: WIZARD_INVISIBILITY_10_FOOT (as per vanilla)

Files overridden: None


Lightning Bolt – Changes the spell, Lightning Bolt. The original version of Lightning Bolt does not allow you to affect creatures between you and the target – the bolt only started after the target was hit while the bolt graphic was starting from you. This changes this; anyone standing between you and the target will get hit, enabling to hit creatures close to you with higher accuracy.

Spell IDS name: WIZARD_LIGHTNING_BOLT (as per vanilla)

Files overridden: SPWI308.spl


Minor Malison and Greater Malison – Changes the spell Greater Malison and installs the new spell, Minor Malison. Rather than inflicting a -4 penalty to saving throws, Greater Malison inflicts a -2 penalty to saving throws, but increases the damage suffered by 2 hitpoints per die. This means a character will suffer 8 more points of damage caused by a 4D10 meteor from a Meteor Swarm. Minor Malison is a lesser 3rd level version of Greater Malison that inflicts -1 penalties to saving throws and damage rolls per die. The spells stack with each other but not with themselves. A dispel magic or a remove curse does away with both spells.

Spell IDS name: WIZARD_GREATER_MALISON (as per vanilla), WIZARD_MINOR_MALISON

Files overridden: SPWI412.spl


Vampiric Touch – Changes the spell Vampiric Touch. The caster only gains hitpoints if the spell goes through the target's magic resistance and has a life force in the first place. Bonus hit pointa gained by the caster are not cumulative, although the caster may repeatedly cast the spell to heal himself. Furthermore, the spell requires a successful melee attack within 1 turn of the casting (made at a +4 bonus).

Spell IDS name: WIZARD_VAMPIRIC_TOUCH (as per vanilla)

Files overridden: SPWI314.spl


Wraithform – Installs the new spell, Wriahtform. The caster makes himself incorporeal with respect to physical attacks. At 5th level, she is immune to normal weapons, at 10th level to +1 weapons and so on. The caster may not make any physical attacks or affect creatures with spells, and less intelligent forms of undead ignore her. The wraithform changes the caster's race to MIST in terms of what other SpellPack spells will affect her. For example, she can walk through a web spell without hindurance, since the web spell is keyed not to affect incorporeal creatures through race sensitive effects. The caster may end the spell at will through the innate abilities button.

Spell IDS name: WIZARD_WRAITH_FORM (as per the usused vanilla ID), WIZARD_WRAITH_FORM_END

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Group “Levels 4-6 wizard spells”


Level 4 spells


Confusion (Wizard and Priest)see details of this component under level 7 priest spells.


Dimension Door – Restores the new spell, Dimension Door, changes Phase Spider Teleport, and patches all teleport spells in the game to disrupt targeting by hostile creatures (as if they turned invisible for a split second). The spell becomes useful, in that it can be cast outside the line of sight of the caster, but at the same time fails if you try to cast it over a solid barrier. The AI is exempt from this restriction. The spell makes a change to Phase Spider Teleport so it casts and teleports instantly.

Spell IDS name: WIZARD_DIMENSION_DOOR (as per vanilla)

Files overridden: SPWI402.spl


Ice Storm – Changes the spell, Ice Storm. The spell affects a smaller area of effect for 2 rounds, but for 10D3 points of damage. This component is recommended with p5Tweaks to prevent valuable loot from being destroyed when a creature freezes to death.

Spell IDS name: WIZARD_ICE_STORM (as per vanilla)

Files overridden: SPWI404.spl


Mordenkainen's Force Missiles – Installs the new spell, Mordenkainen's Force Missiles. This is a more powerful version of the Magic Missile spell; at level 25, you may create up to 7 missiles.

Spell IDS name: WIZARD_MORDENKAINENS_FORCE_MISSILES

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Improved Invisibility – Changes the spell, Improved Invisibility. The duration is 4 rounds + 1 round/level instead of 3 rounds + 1 round/level. This component also strips the lighting effects and text “Invisible” from this spell to reflect the subtle nature of this spell.

Spell IDS name: WIZARD_IMPROVED_INVISIBILITY (as per vanilla)

Files overridden: SPWI405.spl


Otiluke's Resilient Sphere – Changes the spell, Otiluke's Resilient Sphere. The sphere can be centered on willing creatures (allies) without worrying about saving throws or magic resistance. Creatures inside the sphere can still move around at a crawling pace. If you have this component and the disintegrate component installed, you may use the disintegrate spell to destroy the resilient sphere around the creature.

Spell IDS name: WIZARD_OTILUKES_RESILIENT_SPHERE (as per vanilla)

Files overridden: SPWI413.spl


Shout – Installs the new spell, Shout. This spell causes damage and deafness in a cone-shaped area of effect. Golems and mineral-based creatures are vulnerable to this spell.

Spell IDS name: WIZARD_SHOUT (as per vanilla)

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Wizard Eye – Changes the mechanics of the spell, Wizard Eye. The spell requires a small amount of concentration from the caster. He may still cast spells and engage in combat, but if he is disabled or a successful dispel magic is cast on the eye or the caster, the spell ends.

Spell IDS name: WIZARD_EYE (as per vanilla)

Files overridden: SPWI425.spl, WIZEYE.cre, WIZEYE.eff


Level 5 spells


Animate Dead (Wizard and Priest)see Level 3 priest spells for more details.


Chaos – Changes the spell, Chaos. The spell automatically affects all creatures; the only ones allowed a saving throw are wizards, fighters, creatures with low or exceptional intelligence, and those with more levels or hit dice than the caster..

Spell IDS name: WIZARD_CHAOS (as per vanilla)

Files overridden: SPWI508.spl


Cloudkill – Changes the spell, Cloudkill. The cloud lasts for 1 round/level, has a smaller area of effect, and moves away from the caster at a slow pace.

Spell IDS name: WIZARD_CLOUDKILL (as per vanilla)

Files overridden: SPWI502.spl


Cone of Cold – Changes the spell, Cone of Cold. The cone has a longer and narrower area of effect, the damage is capped at 15D4+15, and uses the Icewind Dale graphics. Installing this component will make a cosmetic change to the winter wolf's ice breath attack.

Spell IDS name: WIZARD_CONE_OF_COLD (as per vanilla)

Files overridden: SPWI503.spl, SPCCOLDL.bam


Domination – Changes the spell, Domination. The duration is extended indefinitely – the creature affected rolls a saving throw each day to shake off the effects of the spell.

Spell IDS name: WIZARD_DOMINATION (as per vanilla)

Files overridden: SPWI506.spl


Invulnerability to Normal Weapons and Invulnerability to Magical Weapons – Changes and renames the spells Protection from Normal and Magical Weapons. Protection from magical weapons lasts 1 round/4 levels and has a casting time of 3. Otherwise, the only other change is that both play an overlay, and casting one of them dispels the other instead of one preventing the other being cast.

Spell IDS name: WIZARD_PROTECTION_FROM_NORMAL_WEAPONS, PROTECTION_FROM_MAGIC_WEAPONS (as per vanilla)

Files overridden: SPWI511.spl, SPWI611.spl


Lower Resistance – Changes the spell, Lower Resistance. The resistance lowered is 30% + 1% per level, but the spell can be resisted by magic resistance at half its normal value.

Spell IDS name: WIZARD_LOWER_RESISTANCE (as per vanilla)

Files overridden: SPWI514.spl


Shadow Door – Changes the spell, Shadow Door. The caster creates a door through which he disappears, invisible. Creatures pursuing the caster are fooled into entering the door, and disappear for 1D4 rounds. The door stays there for 1 round, and the wizard remains invisible for 1 round/level.

Spell IDS name: WIZARD_SHADOW_DOOR (as per vanilla)

Files overridden: SPWI505.spl


Shroud of Flame – Installs the new spell, Shroud of Flame. This spell ignites one creature, who receives a saving to snuff the flames out the next round. What makes this spell dangerous is the ability to spread to other creatures – if creatures near an immolated creature fail their saving throws, they suffer the full force of the spell.

Spell IDS name: WIZARD_SHROUD_OF_FLAME

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Level 6 spells


Chain Lightning – Changes the spell, Chain Lightning and makes a graphical tweak to the spell. This spell causes an initial damage to one creature, and splits to cause half damage to hostile creatures within 30 feet of the initial creature. What makes this spell dangerous is that the lightning chain splits even further, affecting creatures within 15 feet of the creatures affected by the first split – it is entirely possible for a creature to be hit more multiple times if there are many creatures around.

Spell IDS name: WIZARD_CHAIN_LIGHTNING (as per vanilla)

Files overridden: SPWI615.spl, SPCHLGT1.bam, SPCHLGT2.bam, SPCHLGT3.bam


Death Fog – Changes the spell, Death Fog. This spell creates a fog so dense that most creatures would take a turn to cross. The damage doubles for each round of exposure – from 1 to 2 to 4 up to 8 for the remaining rounds spent in the fog. The fog limits vision as if the creatures were blinded, and conceals them from those outside the fog.

Spell IDS name: WIZARD_DEATH_FOG (as per vanilla)

Files overridden: SPWI614.spl


Death Spell – Changes the spell, Death Spell. The spell affects creatures in a large radius, but there is a limit to how many creatures it can kill. Death Spell kills summoned creatures as if they had half their normal hit dice.

Spell IDS name: WIZARD_DEATH_SPELL (as per vanilla)

Files overridden: SPWI605.spl


Disintegrate – Changes the spell, Disintegrate. The spell no longer destroys loot, and characters killed may be resurrected by the Resurrection spell (but not by a Raise Dead spell). Creatures have bonuses and penalties to their saving throws against dodging the ray based on their size. The disintegrate spell uses IWD graphics. If you have this component and the Otiluke's Resilient Sphere component installed, you may use the disintegrate spell to destroy the resilient sphere around the creature.

Spell IDS name: WIZARD_DISINTEGRATE (as per vanilla)

Files overridden: SPWI616.spl, SPDUSTY2.bam, SPDUSTY2.vvc


Improved Slow – Introduces the spell, Improved Slow, requires the component "Haste and Slow". This is more powerful than its third level variant; the spell reduces attack and movement rates to one-fourth, suffer a +8 AC penalty to ranged attacks, and can automatically be hit by melee attacks. The spell is harder to resist; the saving throw is rolled at a -6 penalty.

Spell IDS name: WIZARD_IMPROVED_SLOW

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Mislead – Changes the spell, Mislead. The caster is bumped to a random location within 10 feet, the clone takes the caster's place. The change is harder to notice.

Spell IDS name: WIZARD_MISLEAD (as per vanilla)

Files overridden: SPWI607.spl, MISLEAD.spl


Reincarnation (Wizard: SPWI648, Priest: SPPR746.spl) – See level 7 priest spells for more details.


Group “Levels 7-9 wizard spells”


Level 7 spells


Charm Plants – Installs the new spell, Charm Plants. This is essentially a high-powered entangle spell that entangles hostile creatures with no saving throw allowed.

Spell IDS name: WIZARD_CHARM_PLANTS

Files overridden: SPENTAAI.bam, SPENTAXI.bam, SPENTACI.bam, SPENTAGI.bam, and any identical spells introduced by other mods (the spell uses the same IDS name)


Finger of Death (Wizard and Priest) (Wizard: SPWI713, Priest: SPPR706.spl)See level 7 priest spells for more details.


Guardian Mantle – Installs the new spell, Guardian Mantle. The spell grants invulnerability to +3 weapons and lower for 1 turn + 1 round/level. The catch is, the spell dispells and suppresses all other protections including spell protections, stoneskins, bonuses to damage types. Furthermore, this spell is restricted to abjurers.

Spell IDS name: WIZARD_GUARDIAN_MANTLE

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Mass Invisibility – Changes the spell Mass Invisibility. This spell is meant for battlefield use, allied creatures within 100 feet of the designated point become improved invisible for the next 24 hours.

Spell IDS name: WIZARD_MASS_INVISIBILITY (as per vanilla)

Files overridden: SPWI721.spl


Mordenkainen's Sword – Changes the spell Mordenkainen's Sword. Rather than creating a flying sword, the caster wields the sword at a THAC0 of a fighter one half his level. The sword inflicts 5D6 points of damage instead of 5D4+4 points of damage, but strikes as a +3 weapon rather than as a +5 weapon.

Spell IDS name: WIZARD_MORDENKAINENS_SWORD (as per vanilla)

Files overridden: SPWI716.spl


Persistence – Installs the new spell, Persistence. The spell allows the caster to store one sixth level spell or lower until needed. This spell is restricted to transmuters.

Spell IDS name: WIZARD_PERSISTENCE

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Prismatic Spray – Changes the spell Prismatic Spray. The area of effect is narrowed down and lengthened; you may target moving creatures with this spell. As intended by the spell description, a creature has a chance of being hit by two rays. The blue ray causes insanity instead of feeblemindness (which can be cured by a Heal spell), and the violet ray imprisons rather than disintegrates. The blindness has a random, 2D4 round duration instead of a fixed 5 rounds. The spell is also given Icewind Dale graphics.

Spell IDS name: WIZARD_PRISMATIC_SPRAY (as per vanilla)

Files overridden: SPWI714.spl, SPPRISM3.bam


Level 8 spells


Abi-Dalzim's Horrid Wilting – Changes the spell Abi-Dalzim's Horrid Wilting. The damage is capped at 16D8 for most creatures, and 16D10 for water-based creatures (slimes, kuo-toa, etc.). Undead, and creatures that have no moisture (Golems, Earth Elementals, etc.) do not take damage. There is no way to resist the damage short of a Spell Immunity Necromancy. The spell is also given Icewind Dale graphics.

Spell IDS name: WIZARD_ABI_DALZIMS_HORRID_WILTING (as per vanilla)

Files overridden: SPWI812.spl


Deathbolt (SPWI821) – Installs the new spell, Deathbolt. The spell is a high-powered Finger of Death, causing 6D10 points of damage even if the saving throw was successful. Unlike Finger of Death, characters killed by the Deathbolt can be raised normally, and the spell does not grant juju zombies. The spell uses the PS:T cutscene.

Spell IDS name: WIZARD_DEATHBOLT (as per vanilla)

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Great Shout – Installs the new spell, Great Shout. The spell causes damage to creatures, stuns, and deafens even on a successful saving throw. Unlike its lesser variant, Great Shout has a larger area of effect, rips open doors and containers, and penetrates all types of solid obstacles. As with its lesser variant, mineral-based creatures (such as Golems and Earth Elementals) are vulnerable to this spell.

Spell IDS name: WIZARD_GREAT_SHOUT

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Incendiary Cloud – Changes the spell Incendiary Cloud. The damage caused remains the same, the duration and area of effect are decreased. The Incendiary Cloud creates a cloud of billowing smoke where creatures within are hampered the same way as in a Fog Cloud.

Spell IDS name: WIZARD_INCENDIARY_CLOUD (as per vanilla)

Files overridden: SPWI810.spl


Otto's Irresistible Dance – Introduces the spell, Otto's Irresistible Dance. The caster must successfully attack an opponent in melee in order for this spell to work; there is no saving throw against the effects. The victim starts dancing haplessly for a few rounds, making all saving throw rolls fail unless they are rolled at a 20, and rendering the creature's AC worthless against opponents in melee.

Spell IDS name: WIZARD_OTTOS_IRRESISTIBLE_DANCE (as per the usused vanilla ID)

Files overridden: None, unless another mod introduces an identical spell (the spell uses the same IDS name)


Level 9 spells


Black Blade of Disaster – Changes the spell Black Blade of Disaster. The caster may hit enemies from afar for 2D12 points of damage. On a critical hit, the Blade disintegrates creatures struck with no saving throw. The warrior high level ability does not automatically grant a critical hit.

Spell IDS name: WIZARD_BLACK_BLADE_OF_DISASTER (as per vanilla)

Files overridden: SPWI915.spl


Meteor Swarm – Changes the spell Meteor Swarm. The caster summons 4 glowing fireballs that explode in a diamond-shaped pattern, with overlapping areas of effect. Each fireball does 4D10 points of damage with no saving throw.

Spell IDS name: WIZARD_METEOR_SWARM (as per vanilla)

Files overridden: SPWI911.spl, SPRDRASI.bam


Power Word Kill – Changes the spell Power Word Kill. The spell works the same way as in vanilla BGII, except it becomes an area effect spell if the target has less than 10 hitpoints – in this case, creatures with less than 10 hitpoints within 20 feet of the target are killed. Characters killed by the Power Word may only be raised by a Wish or Reincarnation.

Spell IDS name: WIZARD_POWER_WORD_KILL (as per vanilla)

Files overridden: SPWI912.spl


Time Stop – Changes the spell Time Stop. The spell now has a duration of 1D2 + 1 rounds.

Spell IDS name: WIZARD_TIME_STOP (as per vanilla)

Files overridden: SPWI909.spl


Wail of the Banshee – Changes the spell Wail of the Banshee. The area of effect is much larger, and creatures are forced to save at -2 penalties.

Spell IDS name: WIZARD_WAIL_OF_THE_BANSHEE (as per vanilla)

Files overridden: SPWI913.spl, SPIN789.spl

 

II. Installation

----------------

 

You should obtain and install the latest TOB patch from www.interplay.com or www.bioware.com before installing SpellPack™, unless you already have other mods in place.

 

1. In order to install SpellPack B6, you will have to uninstall any previous version of SpellPack. Extract the contents of SpellPackB6.exe into your BG2 installation directory, and the DOS prompt automatically opens. If not, run Setup-SpellPackB6.exe.

 

2. Follow the instructions on screen.

 

3. Enjoy!

 

If anything goes wrong with the process or you later wish to uninstall SpellPack™, run the "Setup-SpellPackB5.exe" program once more and select the

[U]ninstall option. With the patch, run "Setup-SpellPackB5_Patch.exe" first to uninstall the patch, and proceed to uninstall "Setup-SpellPackB4.exe". If you wish to send me an e-mail, send it to galactygon@baraban.com, but I recommend you join the forums (http://forums.blackwyrmlair.net/) and contact me there. I check that e-mail address, but very rarely.

 

III. Compatibility

------------------

 

SpellPack patches every trap in the game to cast the trapped spell through an invisible creature (as many of the spells I change crash the game if they are not cast by a .cre). Therefore, it is strongly recommended to install trap adding mods (usually quest mods) before SpellPack, so then SpellPack can proceed to patch the scripts.

 

Because both SpellPack and SpellRevisions override the spells they change, installing both will cause one to override the other. Since SpellPack allows you spell-by-spell installation, it is recommended you install SpellPack after SpellRevisions.

 

Because Sword Coast Stratagames II makes duplicates of existing spells for the AI, it is recommended you install it after SpellPack. Installing it before SpellPack will not cause any bugs, but there would be inconsistencies - the AI would not cast the same spells as you would.

 

The SpellPack components of Chant, Hypnotic Pattern, and Mental Domination will break SCSII's install due to a malformed ACTION_MACRO ~mage_alacrity~ in scsII\mage\mage.tph.

 

Item Randomizer v5 and later detects and creates random instances of new scrolls introduced in SpellPack, therefore it is highly recommended you install Item Randomizer after SpellPack.

 

IV. Known Issues, Disclaimers, and Subtleties

------------------

 

- You must uninstall all previous versions of SpellPack in order to install SpellPack B6.


- The spell filenames were reordered since SpellPack B5 for increased compatibility. This will break saved games unless you are willing to add the spells to your character via CLUAConsole. The spell names in your install can be viewed by opening override/LCLIST_SPELLS.2da with any text editor. The spell filenames (ending with .spl) are found in the third column, and the scroll filenames (ending with .itm) are found in the fourth column.

 

- Some of the spell icons for the new spells are taken from Icewind Dale II or Planescape Torment. They are not aesthetically consistent with the rest of the spell icons. Unfortunately, I do not have the time to create new ones, and I would be glad to receive icon donations.

 

- When using Dimension Door, you really have to have a straight unobscured line between the caster and the destination; even if you have a single tree blocking that line (but you know you can physically bypass it!). This is the cost removing the line of sight restriction to the spell.

 

- When uninstalling the component Dimension Door, the installer displays warnings that it could not load override/hidespl.2da. This is completely harmless.

 

- This is cosmetic, but a "Rat - Death" is displayed if Death Spell kills a large number of creatures (the invisible creature kills itself when enough targets are struck - this is how Death Spell targets a limited number of creatures).  Sorry, but there is no way around this.

 

V. Version History

-------------------

Beta 6

General fixes: 

- Where earlier versions of SpellPack forced you to override seemingly unrelated files, SpellPack B6 only overrides the single spell you install. Each overridden file is documented.

- SpellPack no longer overrides msectype.2da; each component patches msectype.2da separately, and makes sure no duplicate entries exist. This will no longer cause compatibility problems with mods that add new sectypes.

- SpellPack no longer forces you to install a core component to install any of the spells. Instead, each component will check and automatically install the required files. The only effect these required files will have on the game is muting area effect spells that use the drumroll sound, and changing the Spell Deflection, Turning, and Trap spells so their visual effects do not turn off when they have absorbed or turned their spell levels. You will still know when they are expended by looking at your PC's state icons. The spells listed will still function the exact same way; they are simply patched to use a different animation. The reason for this change is due to a hardcoded feature of the engine to play those animations if creatures carry certain effects that SpellPack patches to items and spells. You may view the contents of the CORE macro in Macros/core.tph with any text editor.

- The new cloud spells in SpellPack are now dispellable by Zone of Sweet Air.

- The patching done by SpellPack is more robust and systematic: all components use the same handful of macros when patching items and spells in the game, and the installer will no longer bail out when finding corrupt items.


General changes: 

- The component structure is broken down to each spell; only repetitive spells are grouped into a single component.

- There are no “hidden” changes when installing each component; if the changes and features are not documented in the readme, drop me line at any of the modding communities.

- The components that include revised spell graphics, casting graphics and sounds have been moved to the mod LCTweaks.

- There is no instance of a brand new spell overriding a different spell except the case of Undead Ward overriding a similar spell (Repulse Undead). This has no consequences to any AI mods.

- Most spells in SpellPack have effects on other ingame spells and vice versa (for example). SpellPack B6 takes a more proactive stance when patching ingame files. For example, SpellPack will patch all true sight and detect invisibility spells to prevent the characters from entering the Shadow Door.

- SpellPack B6 introduces race sensitive effects to the game – these give the spells a common sense - a flying beholder or a giant will not be obstructed by a web spell for example, nor will a fog cloud hinder the movement rate for slimes. The race sensitive effects are determined through tables which can be edited with ease. The races are given fixed parameters which are used systematically by all components of SpellPack, eliminating human error and allowing spells to be edited more flexibly.

- The attack of the insects of an insect plague are treated as normal weapons in terms of what it can hit, while Thorn Spray, Melf's Acid Arrow, and Flame Arrow are treated as magical weapons in terms of what it can hit. These changes only come into play if you have the appropriate components installed.

- SpellPack introduces spells that are restricted to specialist wizards: Guardian Mantle and Persistence.


Changes to Individual spells: 

- Magical Stone gives you two options – you may cast this spell onto yourself and create 3 stones that anyone can hurl (with no penalty for nonproficiency in darts), or you may expend the spell and fire the stones in a similar fashion to Flame Arrow, by choosing the first target and the other two stones hit random targets within 30 feet of the initial target.

- As consistent with other outlining effects (Faerie Fire and Glitterdust), Alicorn Lance prevents the target from going invisible. The spell sets the variable LCNOINVI to one, so it can be made detectable.

- The chant spell once more requires the priest to chant to maintain the spell. Unlike previous versions of SpellPack, you may do anything with your character short of casting a spell if you wish to maintain the Chant. To give the AI a chance, the effects of the chant will linger for one round if the caster chooses to break concentration.

- Chant plays a better sound when cast by a female spellcaster.

- Due to its potency as a first level spell, Call Upon Faith may be cast only once between each resting period.

- Missiles created by the seeking spell will remain forever in the party for use, and the number of missiles created at high levels is capped at five. The missiles are normal weapons in all respects, except they are enchanted to forgo the characters' to hit rolls.

- Produce Flame creates one flame per level of the caster, and up to 3 flames can be thrown each round.

- Holy Smite and Unholy Blight do not discriminate based on alignment, but are party-friendly. This is done to give Unholy Blight a chance to compete with its good counterpart.

- The area of effect of Invisibility Purge radically reduced to a 5-foot radius/level circle (from 10-foot radius/level circle), but the area effect extends through walls and other solid obstacles.

- Stormshell grants complete immunity to fire, cold, lightning, and normal missiles, as per the spell in Faiths and Avatars. The duration has been reduced to 6 + 1D4 rounds.

- The ability granted by Call Lightning is now located under the innate abilities button.

- Admantite Mace correctly deals double damage to flying creatures as per the description.

- Recitation now has a casting sound.

- Produce Fire now has explosion graphics as originally intended.

- Flamestrike inflicts 8D8 points of damage as originally intended, and the caster is not harmed by his own spell.

- The casting time, damage, and radius of the area of effect of the Insect Plague has been reduced to one-half. Insect Plague is party friendly, hostile creatures will not start swinging at the plague. A rare bug where the Insect Plague did not cause damage has been fixed.

- Ironskin grants less skins as was originally meant to, but lasts for 1 week. Ironskin is breachable.

- Animal Rage gives the recipient one extra attack each round so it could compete with the rest of the tier.

- Druids are barred from learning Undead Ward

- Sol's Searing Orb projectile is now golden instead of purple, and has a higher chance of dealing more damage (causing 12D3 instead of 6D6 points of damage). Sol's Searing Orb affects creatures vulnerable to bright light (slimes, molds, etc) as if they were undead.

- Earthquake produces one tremor instead of three, but hiding behind walls no longer offers protection. The damage caused by the debris is stated in the description.

- Rather than curing a fixed amount of hit points for the characters, Mist of Eldath distributes a Heal spell among those within the cloud (and friendly to the party), and the duration is shortened to two rounds. This is closer to the spell detailed in Faiths and Avatars, where only one character can benefit from the spell.

- Implosion lasts for a maximum of four rounds instead of three turns.

- The component Charm Person also changes the spell Charm Person or Mammal.

- The damage caused by Chill Touch has been increased to 1D6, and undead are held instead of repulsed.

- Sustaining the Hypnotic Pattern does not require the caster's undivided attention; (s)he may do anything short of casting the spell. Furthermore, once creatures are mesmerized and the caster chooses to maintain the spell, nothing short of causing damage or a dispel magic will end the spell.

- Fire is more dangerous against web; not only do patches disappear when ignited, fire spreads throughout the web, causing 2D4 points of damage to creatures within the web.

- Vocalize component now only makes a cosmetic change of removing the male/female spellcasting sounds while it's under effect, as if the verbal components of the spells were removed.

- The Lightning Bolt component no longer overrides the old BG2 lightning bolt animation.

- Vampiric Touch and Larloch's Minor Drain does not affect non-undead creatures with no life force (such as Golems). This change now extends to the Vampiric Touch ability you gain if you have completed

- Wraithform grants you immunity to +1/+2/+3 weapons if the caster is level 10/15/20 respectively. Furthermore, wraithform makes you incorporeal, changing your race to “MIST” and giving you beneficial immunities against other spells introduced in SpellPack (web, spacewarp, etc.) that use race sensitive effects. Wraithform is breachable.

- Ice Storm has a smaller area of effect and is less graphically intensive.

- As Wizard Eye requires a small amount of concentration, it can be broken several ways: either by casting a (successful) dispel on the eye or the wizard, or by disabling the wizard.

- Chaos is patched so that races with low or exceptionally high intelligence are allowed a saving throw.

- The damage caused by a Cone of Cold is capped to 15D4+15 at level 15, the area of the cone is narrowed to 15 degrees, but the spell may be centered on a creature to prevent any misses. Furthermore, the Cone of Cold component makes a cosmetic tweak to the winter wolf's ice breath attack.

- Shadow Door is now more potent at fooling creatures – all creatures who cannot see invisible creatures except wizards and bards of 7th level or more step through the door to disappear for 1D4 rounds. The door stays there for one round after the casting.

- Domination can be resisted with a successful saving throw at a -2 penalty, and only humanoids can be dominated.

- Shroud of Flame does not allow an initial saving throw on the first round to give this spell a chance against moderate and high level opponents. Furthermore, Shroud of Flame reveals invisible creature.

- Invulnerability to Magical Weapons no longer protects you against normal weapons, but Black Blade of Disaster can no longer breach the protection.

- The size of the target has an effect on the disintegrate spell: small creatures roll their saving throws at a +1 bonus, large creature at a -1 penalty, and giant sized creatures at a -3 penalty.

- Mass Invisibility now acts as an Improved Invisibility spell that lasts for 24 hours, and has an area of effect of 100 feet radius. As per the Player's Handbook, this spell has been intended for battlefield use.

- Fixed a Prismatic Spray issue where petrification, imprisonment, and insanity were not happening. Insane creatures act as if confused; this can be cured by a successful dispel magic or a heal spell. The area of effect of Prismatic Spray has been narrowed down to a “cone 70 feet long and 15 feet wide” degrees as per AD&D; the player may now center the spell on a creature to prevent misses.

- Consistency issue with Incendiary Cloud has been fixed, the damage is capped at level 20 instead of 30. Furthermore, Incendiary Cloud blocks vision and obscures creatures within the cloud.

- The duration of Black Blade of Disaster is capped at level 30.

- Time Stop lasts for 1D2+1 rounds rather than 1D3 rounds, and no longer erases the pause between spells.

- Meteor Swarm has been simplified to be more powerful: only 4 large missiles appear instead of a 50-50 chance of smaller spheres appearing.


Beta 5

Fixes:

- Download size reduced to one-half.

- Rewritten the readme. Descriptions are in order of spell type, then spell level, and then in alphabetical order.

- The Known Issues and Credits sections are also updated, as part of rewriting the readme.

- More readable readme, as the components and features are starting to get out of hand.

- More user friendly installer to make the number of components and features manageable.

- Traps that trigger spells no longer crash the game.

- The graphics changes of SpellPack now affects almost every single spell in the game, through changing all the lighting effects. With the exception of Raise Dead, Resurrection, and Mass Raise Dead, only those spells mentioned explicitly as part of the component names are overriden.

- The PROJECTL.ids is patched rather than overriden.

- Minor inconsistency fix for MSECTYPE.2da [has no ingame effect].

- Sound fixes for Draw Upon Holy Might, Mass Invisibility, Recitation, and many other area of effect spells.

- Vanilla graphics for Horror and Monster Summoning spells restored.

- Flesh to Stone looks better.

- Poison graphics (used most notably by Dolorus Decay) do not freeze.

- Minor Globe of Invulnerability protects from Fireball and Lightning Bolt) as it should have done.

- Skull Trap now works

- Raise Dead and Resurrection have casting graphics.

- Cosmetic fix for Mass Raise Dead, and healing is capped at level 30.

- Flesh to Stone and Umberhulk Confusion projectile set to "gaze" so they look better.

- Dragon Breath did not exlcude party members in Beta 4 due to an oversight; B5 fixes this.

- Confusion and Chaos are party friendly, as they were supposed to be.

- True Sight correctly dispells Mass Invisibility.

- The following spells are now affected by Breach: Stoneskin, Invulnerability to Normal/Magical Weapons.

- Some flying and incorporeal creatures are immune to Earthquake, Entangle, Charm Plants, and Gravity.

- Chant spell fixed (now the duration is set to one turn).

- Implosion typo fixed; the spell level reads "Quest" rather than "5".

- The component Shroud of Flame is not bugged, and may be installed normally.

- The component Abi-Dalzim's Horrid Wilting and Incendiary Cloud is not bugged, and may be installed normally.

- The area of effect of Abi-Dalzim's Horrid Wilting is smaller, and the spell does not affect golems and elementals, while adversely affecting aquatic and slime creatures.

- The saving throws discussed in the description of Incendiary Cloud were misleading; creatures have to roll their saving throws each time the cloud bursts.

- Casting sounds for wizard illusion spells sound better

New Features:

- 59 new and changed spells. These are covered in the components listing, and their descriptions are covered in the previous section, highlighted in dark blue.

- Improved BGII casting sounds component

- BGI casting sounds component

- Overlays (such as a Fireshield (Red) or a Globe of Blades) do not play on enemies invisible through Improved Invisibility or Shadow Door (you must have the appropriate components installed).

 

Beta 4

Fixes:

- "Blinded" text properly displayed for Sunscorch

- Character strength does not affect the damage output of a spiritual hammer

- Character strength changed for Beastclaw

- Palettes fixed for spell graphics, so they do not draw an ugly turquoise box

- Minor changes here and there to the core files and graphics component

- BGI Fireball projectile restored (included in the core graphics component)

New Features:

- Guardian Angel removed. Sorry.

- Pretty much everything covered in the components and spell descriptions section. The components now include groups of similar spells due to the sheer number of spells this mod changes. The number of spells changed/introduced/replaced is 60, not counting the countless graphical changes.

 

Beta 3

Fixes:

- Prayer now affects the caster

- Prayer is not cumulative with itself

New Features:

- A more readable readme

- Guardian Angel spell (replaces Mass Raise Dead)

- Recitation spell

- Invisibility Purge spell

- Spiritual Hammer spell

- Miscast Magic spell

- Undead Ward spell

- Whirlwind spell

- Power Word: Kill spell

- Death Spell spell

- Modified Fireball graphics (included in the required files component)

 

Beta 2

Fixes:

 - Alicorn Lance, Sunscorch have fixed 'transparencies'.

 - Call Lightning has a casting time of 2 rounds (but not not the bolts you call down each turn)

 - Chant hinders the caster

 - Elysium's Tears now has spell book icons

 - Fixed the Sunscorch description

 - Included the .wav soundfiles for Entropy Shield

 - Thornspray doesn't play the summoning smoke

New Features:

 - IWD spell graphics

 - Beast Claw spell

 - Magical Stone spell

 - Sanctuary spell

 

Beta 1

 - Initial Beta Release

 

VI. Credits

------------

 

DEVELOPER(s)

Galactygon

 

BUG REPORTS

Altomar

aVENGER

Caedwyr

Camagna (aka CamDawg)

DavidW

Grog

J Beau

kekle3

Magnus_025

Marvin


TOOLS USED

DLTCEP

Near Infinity

WeiDU

 

SPECIAL THANKS TO

Kwiat_W – For spell icons

Miloch - For some of his code.

Mike1072 – For extensive coding assistance

The_Bigg – Coding assistance

Taimon - For diligent assistance on WeiDU coding, and his work on the ToB Hacks used in SpellPack

theacefes- For converting the readme to HTML form.