A discussion in the G3 Workroom about inclusion of mod-added spells in the sphere system of Divine Remix prompted a discussion about standardizing mod-added spell files so that duplicate spells do not occour and spells that do different things do not overwrite each other.
This is best explained through examples: Mod A might introduce the 1st level spell "Curse" as SPWI124.spl. Mod B introduces the same spell "Curse" as SPWI125.spl. There will be two copies of "Curse" in the players' 1st level priest spellbooks.
An even worse case scenario might be: Mod A introduces "Curse" as SPWI124.spl. Mod B introduces "Sunscorch" as SPWI124.spl. The user is forced to choose between those spells, by installing one mod first and the other one afterwards.
The WeiDU function ADD_SPELL was introduced to remedy this issue: different versions of the same spell accross different mods will overwrite each other if necessary, without unintentionally overwriting another spell and without unintentionally using up extra slots. Since WeiDU v221, mods that use this function can be safely un/reinstalled without messing up saved games.
The versatility of ADD_SPELL allows us to agree on common spell names added in the spell.ids instead of common .spl resources (which is less compact and would be much more difficult to maintain). We do not have to worry about how many slots we spend unless some user has more than 99 spells per level on his/her installation.
This applies to spells that use the SPCL/SPIN/SPPR/SPWI prefixes. The benefits of these prefixes are: scriptability (RES actions do not cover everything), sorcerer/new-game spell selection, priest spells being automatically granted to classes that use them, and certain opcodes are hardcoded to these prefixes. Ascension64's ToBExtender erases the only disadvantage to using these prefixes: the spell selection screens and mage/priest spellbooks can display more than 24 spells per level.
We will have to: a.) compile a list of spell.ids entry names (ie CLERIC_BLESS) from various mods b.) agree on common entry names so we can generate a standard list c.) convert old mods to use ADD_SPELL using entry names from the standard list d.) ensure (for each mod author) that any other mod files take into account that the same .spl file might be different for each and every install
This does not apply to: a.) spells/abilities with prefixed filenames that are unlikely to appear in any other mod (ie Quest-specific spells, spells tagged to a certain character, etc.)
The benefits: a.) basic compatibility between different spell mods b.) introducing new scriptable spells without worrying about what filename to assign, since ADD_SPELL does it during installation in an optimal way c.) the inclusion of mod-added priest spells in Divine Remix's sphere system d.) allows users to play with more robust versions of the same spell by installing more robust mods after less robust ones (ie SpellPack's Sunscorch will overwrite TDD's version of the spell)
You can read more about ADD_SPELL in Turambar's thread or the WeiDU Readme. SpellPack B6 (yet to be released) has already switched to using ADD_SPELL.
Edited by Galactygon, 26 December 2010 - 10:47 AM.
Here is the list of spell.ids names (to be edited) used by different mods. We need submissions according to spell level and spell type (wizard/priest/innate/class). Mods: feel free to edit this post.
List of existing BGII:ToB spell.ids entries can be found in the IESDP.
I've started with: * Setup-CtB.tp2 (v1.12, might not be the newest, correct me if there are discrepancies) * Setup-TDD.tp2 (is it safe to leave/change these idsnames, since no other mod uses them?)
I haven't organized anything right now, all I've done is a search for SPELL.IDS in each of the .tp2 files. We need more submissions from different mods!
I've started with: * Setup-CtB.tp2 (v1.12, might not be the newest, correct me if there are discrepancies) * Setup-TDD.tp2 (is it safe to leave/change these idsnames, since no other mod uses them?)
I haven't organized anything right now, all I've done is a search for SPELL.IDS in each of the .tp2 files. We need more submissions from different mods!
What version of TDD are you testing? There is a discrepancy with Anti-Magic Cloud which conflicted with BGT and I thought I removed that baby from the IDS and just relied on it being used with scripts. I'll check some things tomorrow.
Also any spells that are written to the IDS with Shadows Over Soubar are most likely duped with Check the Bodies and or TDD.
Region adds a lot but some are shared. I am currently looking at that right now if you want more info or I can post the IDS segment from the TP2 tomorrow.
Quite sleepy now... <yawn>
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire
"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong... Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again." - King Diamond
"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day "You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant
What version of TDD are you testing? There is a discrepancy with Anti-Magic Cloud which conflicted with BGT and I thought I removed that baby from the IDS and just relied on it being used with scripts. I'll check some things tomorrow.
There was no indication anywhere in Setup-TDD.tp2. Looks like I have an outdated version, as the .tp2 was modified June 21, 2007, and TDD has last evolved at Dec 21, 2010
I am currently looking at that right now if you want more info or I can post the IDS segment from the TP2 tomorrow.
What version of TDD are you testing? There is a discrepancy with Anti-Magic Cloud which conflicted with BGT and I thought I removed that baby from the IDS and just relied on it being used with scripts. I'll check some things tomorrow.
There was no indication anywhere in Setup-TDD.tp2. Looks like I have an outdated version, as the .tp2 was modified June 21, 2007, and TDD has last evolved at Dec 21, 2010
I am currently looking at that right now if you want more info or I can post the IDS segment from the TP2 tomorrow.
Please do, you know more about it than I do.
-Galactygon
Yep, that old one was the last update King Diamond did for TDD. The other change I did in TDD 1.13 was renamed the Weird spell but that wasn't an IDS adding thing, it was replacing/overriding one of the vanilla IDS entries claiming it was unused but in fact it still is. These changes were mainly due to spells still used in the BGMain executable of BG1, which BGT merges with the executable for BG2, thus the universal changes to be safe.
Edited by Hoppy, 30 December 2010 - 09:59 AM.
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire
"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong... Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again." - King Diamond
"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day "You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant
Sorry I forgot about this but here is the info for Region of Terror and Shadows Over Soubar. Mainly shared files if the other mods are installed:
SOS
~2429 BELTYNS_BURNING_BLOOD~ //Shared with TDD
All other Soubar spells have CB as prefix so I don't think we will have a problem. I don't see anything else that could conflict with other spell naming or even the IDS. Maybe spell BAMs?
RoT
~2140 WIZARD_EAGLES_SPLENDOR~ //sharing with CtB
~2733 WIZARD_MONSTER_SUMMONING_IV~ //sharing with TDD
~2828 WIZARD_MONSTER_SUMMONING_V~ //sharing with TDD
~2968 WIZARD_MONSTER_SUMMONING_VI~ //sharing with TDD
Now for KITS: (this might be overkill but if you don't want things to overwrite each other, this may be necessary. TDD has kits too)
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire
"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong... Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again." - King Diamond
"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day "You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant
I've updated the list with those we'd agree for sure.
I'm going to dispute some of the IDS names, since they are not consistent with vanilla's system of naming spells. Would you be willing to update old mods to use ADD_SPELL with IDS names we're going to agree on? Are you willing to change the IDS names so they are more consistent with vanilla's system, so that future mods will use from this standardized list?
COM_DRUID_SOMETHING COM_PRIEST_SOMETHING
These prefixes could be changed to simply CLERIC_SOMETHING.
In some cases where the spell effects are nearly identical but the spell name slightly different, we will have to agree on spell names. I'd go with their AD&D names:
COM_PRIEST_BANE -> CLERIC_CURSE (according to 2e) COM_DRUID_FREEZING_HANDS -> CLERIC_FROST_FINGERS (according to 2e) COM_DRUID_FREEDOM_OF_MOVEMENT -> Is this identical to CLERIC_FREE_ACTION? COM_PRIEST_DIVINE_POWER -> Is this identical to CLERIC_HOLY_POWER? COM_DRUID_WINDS_OF_PANDAMONIUM -> There is a misspell at PANDEMONIUM. COM_DRUID_SUMMON_NATURES_ALLY5, COM_DRUID_SUMMON_NATURES_ALLY6 -> Is this identical to CLERIC_ANIMAL_SUMMONING_2? There is no COM_DRUID_SUMMON_NATURES_ALLY1-5 or COM_DRUID_SUMMON_NATURES_ALLY7 COM_PRIEST_CALL_UPON_FAITH -> There is a 1st level AD&D spell CLERIC_CALL_UPON_FAITH that SpellPack introduces, so it might be best to rename this IDS name to CLERIC_CALL_UPON_FAITH_5. Do you agree? COM_PRIEST_HEROES_FEAST -> There is a 6th level AD&D spell of the same name, so it might be best to rename this 5th level variant CLERIC_HEROES_FEAST_5 COM_DRUID_WALL_OF_THORNS -> There is a 6th level AD&D spell of the same name, so it might be best to rename this 5th level variant CLERIC_WALL_OF_THORNS_5 COM_DRUID_ANIMATE_ROCKS -> There is a 7th level AD&D spell of the same name, so it might be best to rename this 6th level variant CLERIC_ANIMATE_ROCKS_6 COM_DRUID_GREATER_DISPELLING -> 3e has a 6th level spell Greater Dispel Magic. Should the spell name be changed to CLERIC_GREATER_DISPEL_MAGIC? COM_PRIEST_MOON_BEAM -> There is a 5th level AD&D spell of the same name, so it might be best to rename this 6th level variant CLERIC_MOON_BEAM_6 CLERIC_SYMBOL_OF_BANISHMENT -> Vanilla leaves out the OF, so it would be CLERIC_SYMBOL_BANISHMENT COM_DRUID_EVALUTION -> Isn't this CLERIC_EVOLUTION COM_PRIEST_MYSTRAS_UNRAVELLING -> Isn't this CLERIC_MYSTRAS_UNRAVELING COM_PRIEST_GREATER_UNDEAD -> Isn't this CLERIC_CREATE_GREATER_UNDEAD? COM_SUFFOCATION -> There is a 7th level AD&D spell of the same name, so it might be best to rename this 8th level variant WIZARD_SUFFOCATION_8 COM_SACRAFICIAL_TRANSFER -> COM_SACRIFICIAL_TRANSFER
Are these meant to be available to the player on level-up? If not, it might be best to give them a custom prefix other than SPWI/SPIN. CBWI or CBIN could work.
BELTYNS_BURNING_BLOOD
For consistency's sake, this should be WIZARD_BELTYNS_BURNING_BLOOD
~2733 WIZARD_MONSTER_SUMMONING_IV~ //sharing with TDD ~2828 WIZARD_MONSTER_SUMMONING_V~ //sharing with TDD ~2968 WIZARD_MONSTER_SUMMONING_VI~ //sharing with TDD
This is more of a consistency issue with the ingame system of IDS names. Since the game uses WIZARD_MONSTER_SUMMONING_3 instead of WIZARD_MONSTER_SUMMONING_III, we might as well use numbers instead of roman numerals.
Now for KITS: (this might be overkill but if you don't want things to overwrite each other, this may be necessary. TDD has kits too)
(...)
Since you are using the SPCL prefix, it would help if you'd give them proper IDS names, and ADD_SPELL them.
There are many SPPR new spells from DSotSC, and some new spells for wizards too (but they are prefixed, which makes them, I think, not accessible to sorcerers; would it be useful to ADD_SPELL them too?). There are also some wizard spells from NT (same problem).
One of the priest spells (sppr738) is "Confusion", which works like the vanilla confusion spell, but with slightly different timings; perhaps, that should be removed from the BGT version of this mod.
Anyway, the mod appears to be completely unsupported, now; erebusant's disappeared more than one year ago, but perhaps someone (myself, when I find the time?) could make a new, ADD_SPELLed version, sooner or later.
There are many SPPR new spells from DSotSC, and some new spells for wizards too (but they are prefixed, which makes them, I think, not accessible to sorcerers; would it be useful to ADD_SPELL them too?). There are also some wizard spells from NT (same problem).
If those spells are designed for widespread use and are meant to be available to the player, then yes ADD_SPELL 'em. We'd need a list though.
One of the priest spells (sppr738) is "Confusion", which works like the vanilla confusion spell, but with slightly different timings; perhaps, that should be removed from the BGT version of this mod.
Anyway, the mod appears to be completely unsupported, now; erebusant's disappeared more than one year ago, but perhaps someone (myself, when I find the time?) could make a new, ADD_SPELLed version, sooner or later.
I am leaving this up to you. Compatibility is always a good thing.
There are many SPPR new spells from DSotSC, and some new spells for wizards too (but they are prefixed, which makes them, I think, not accessible to sorcerers; would it be useful to ADD_SPELL them too?). There are also some wizard spells from NT (same problem).
If those spells are designed for widespread use and are meant to be available to the player, then yes ADD_SPELL 'em. We'd need a list though.
They are definitely meant for player's use, as there are scrolls around; moreover, all priest sels have the sppr form, which makes them accessible to all priests. Probably, mage spells are prefixed because sorcerers don't exist in BG1, and this mod is designed for that game. Anyway, Cu'choinneach has appeared again, so perhaps it's possible to ask him what he meant.
I'm looking at the DS spells. There are some 'innate' spells (such as cuchy's wolf,...) which could probably just get a prefix; the scripts could be altered in order to use the *spellRES actions.
The mod does not deal with spell.ids, so I'll write the name those spells have now and their name from the .tra file. The descriptions are in the .tra file; luckly, the spells are in the first part of the setup.tra (attached in spoiler below), so they're really easy to find.
PRIEST SPELLS: (some of them could be, for instance, druid versions of some cleric spells, or vice versa; I have written where I saw duplicated spells).
SPPR145.spl @3 = Cause light wounds SPPR146.spl @5 = ~Fire Bolt~ SPPR147.spl @7 = ~Armor Melt~ SPPR245.spl @9 = ~Cure Moderate Wounds~ SPPR246.spl @12 = ~Sparks~ SPPR247.spl @14 = ~Ward of Protection~ SPPR345.spl @17 = ~Pain~ SPPR346.spl @19 = ~Armor of Darkness~ SPPR347.spl already in .tlk = ~Stoneskin~ SPPR445.spl @22 = ~Poison Spray~ SPPR446.spl @24 = ~Mielikki's Blade~ SPPR545.spl @26 = ~Blades~ SPPR546.spl Selune's Blessing SPPR547.spl @29 = ~Call Undead~ SPPR548.spl @31 = ~Transport via Plants~ SPPR645.spl Hold Monster SPPR646.spl Tenser's Transformation SPPR647.spl Flesh to Stone SPPR648.spl Stone to Flesh SPPR649.spl @37 = ~Choking Vines~ SPPR650.spl @39 = ~Life Steal~ SPPR738.spl Confusion * DUPLICATED SPELL! (I think the only difference from the vanila spell is the duration) SPPR739.spl @43 = ~Aura of Protection~ SPPR740.spl @45 = ~Dark Ritual~ sppr755.spl @47 = ~Summon Sirine~ SPPR756.spl @49 = ~Thunder Bolt~ SPPR757.spl Selune's Curse
This is the reverse of the Cure Light Wounds spell. The creature touched loses 1-8 hit points unless a save vs. spells is made. Caused wounds may be healed or cured normally.~ @5 = ~Fire Bolt~ @6 = ~Fire Bolt (Evocation) Level: 1 Sphere: Elemental Fire Range: Line of Sight Duration: Instantaneous Casting Time: 4 Area of Effect: 1 creature Saving Throw: Special
The caster summons fire and forms it into a small projectile which travels to the target causing 1D3 fire damage. The target creature must make a Save vs. spell at -2 or suffer a further 1D3 fire damge.~ @7 = ~Armor Melt~ @8 = ~Armor Melt (Alteration) Level: 1 Sphere: Combat Range: Line of Sight Duration: 1 turn Casting Time: 4 Area of Effect: 1 creature Saving Throw: 1/2
Upon casting this spell the priest can cause a change in certain physical material. Armor and metal objects will start to melt. Any creature affected by the spell receives an 8 point loss in armor class. Save vs spells for 1/2.~ @9 = ~Cure Moderate Wounds~ @10 = ~Cure Moderate Wounds (Necromancy) Level: 2 Sphere: Healing Range: Touch Duration: Instantaneous Casting Time: 5 Area of Effect: 1 creature Saving Throw: None
When casting this spell and laying his hands upon a creature, the priest heals 12 hit points of damage to the creature's body. This spell has no effect on undead or extraplanar creatures.~ @12 = ~Sparks~ @13 = ~Sparks (Evocation) Level: 2 Sphere: Combat, Weather Range: Line of Sight Duration: Instantaneous Casting Time: 5 Area of Effect: 1 creature Saving Throw: 1/2
The druid summons up the electricity from the air around him and hurdles it at the target causing 4D6 electrical damage, save vs. spell to half.~ @14 = ~Ward of Protection~ @15 = ~Ward of Protection (Evocation) Level: 2 Sphere: Protection Range: Self Duration: 2 turns Casting Time: 2 Area of Effect: Caster Saving Throw: None
When this spell is cast, an invisible barrier comes into being in front of the caster. It sets the caster's base armor class to 3.~ @17 = ~Pain~ @18 = ~Pain (Enchantment/Charm) Level: 3 Sphere: Charm Range: Visual range of caster Duration: 1 turn Casting Time: 4 Area of Effect: 15' radius Saving Throw: Neg
This spell causes excruciating pain in all hostile creatures within the area of effect. The spell does no damage, but those who fail a saving throw vs. spells at -2 will suffer a -2 to dexterity and a -2 to all attack rolls for one turn. Creatures that do not normally feel pain (such as undead) are unaffected by this spell.~ @19 = ~Armor of Darkness~ @20 = ~Armor of Darkness (Conjuration) Level: 3 Sphere: Protection, Sun Range: Touch Duration: 1 round/level (1 turn maximum) Casting Time: 6 Area of Effect: 1 creature Saving Throw: None
The goddess of the night Shar grants clerics the power to call forth a shroud of mystical darkness that envelops the target of the spell. While encased in this the subject's Armor Class improves by 2 and saving throws vs. spells are made at a +2 bonus. The target also gains infravison and is unaffected by blindness. Due to the evil nature of this spell the caster takes 3 hit points of damage when the spell is cast.~ @21 = ~Stoneskin (Alteration) Level: 3 Range: 0 Duration: 12 hours Casting Time: 1 Area of Effect: Caster Saving Throw: None
When a druid casts this powerful spell upon himself, an outer skin of stone will move up from the ground completely covering him. This skin is of course magical and will hinder the druid in no way. The effect of this is to protect the druid from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster an additional skin is gained upon casting, for example a 10th level druid would receive 5 skins while a 20th level druid would receive 10. For each skin the druid possesses the spell will stop one attack, so a 10th level druid would be protected from the first 5 attacks made against him, but the sixth would affect him normally. The skins will remain on the druid until he is affected by a dispel magic, all of the skins are removed due to physical attacks, or the spell duration expires. It is important to note that this will not protect the druid from any magical attacks such as fireball, however it will protect him from physical magical attacks such as magic missle.~ @22 = ~Poison Spray~ @23 = ~Poison Spray (Necromancy) Level: 4 Sphere: Plant Range: 15 ft Duration: 8 rounds Casting Time: 4 Area of Effect: 1 creature Saving Throw: 1/2
The Druid summons the poisons from the area around them and sprays them at the target creature bathing it in the spray doing 4 points of damage per round up to a total of 32, damage can be halved with a successful save vs. death.~ @24 = ~Mielikki's Blade~ @25 = ~Mielikki's Blade (Evocation) Level: 4 Sphere: Combat, Nature Range: Self Duration: 6 rounds + 1 round/level (12 round maximum) Casting Time: 4 Area of Effect: 3' long blade Saving Throw: None
This spell conjures a magical weapon symbolic of the goddess Mielikki - a great scimitar that blazes with a cold blue fire. The blade is wielded as a +4 magical weapon dealing 1-8 points of damage, and any creature struck must make a saving throw or suffer an additional 1-6 cold damage from the flames. Mielikki's blade also grants the druid a resistance to fire for as long as it exists.~ @26 = ~Blades~ @27 = ~Blades (Alteration) Level: 5 Sphere: Combat Range: Line of Sight Duration: Instantaneous Casting Time: 6 Area of Effect: 1 creature Saving Throw: 1/2
The Druid conjurers up a swarming circle of small sharp blades that are launched at the target creature slicing them for 4D8 damage, damage is reduced by half with a successful save.~ @28 = ~Selune's Blessing (Abjuration) Level: 5 Sphere: Protection Range: 0 Duration: 2 turns Casting Time: 7 Area of Effect: 5' radius sphere Saving Throw: None
This spell invokes the power of the goddess Selune to protect the priest from physical or magical harm. The caster is surrounded by a shimmering field that improves his or her armor class by a full 4 factors, and also prevents the effects of any 1st through 4th level spells. As with the mage spell Globe of Invulnerability, spells may still be cast out of the area of effect with no penalty.~ @29 = ~Call Undead~ @30 = ~Call Undead (Necromancy) Level: 5 Sphere: Necromantic, Summoning Range: 10 yards Duration: 5 turns Casting Time: 5 Area of Effect: Special Saving Throw: None
Upon the casting of this spell 3 to 6 ghouls and 0 to 2 ghasts will claw their way out of the earth to serve the caster. The creatures can understand simple commands and will remain for 5 turns unless destroyed or turned.~ @31 = ~Transport via Plants~ @32 = ~Transport via Plants (Alteration) Level: 5 Sphere: Plant Range: Visual range of caster Duration: Instantaneous Casting Time: 1 Area of Effect: Caster only Saving Throw: None
By means of this spell the caster can effectively teleport by stepping into any living plant, and emerging instantly from any other within visual range.~ @33 = ~Hold Monster (Enchantment/Charm) Level: 6 Sphere: Charm, Law Range: Visual range of caster Duration: 1 round/level Casting Time: 5 Area of Effect: 60 foot cube Saving Throw: Neg
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.~ @34 = ~Tenser's Transformation (Alteration/Evocation) Level: 6 Sphere: Protection Range: 0 Duration: 1 round/level Casting Time: 6 Area of Effect: Caster only Saving Throw: None
The priest casting this dweomer undergoes a startling transformation, their size and strength increasing to heroic proportions so they become a formidible fighting machine. The priests hit points double and their armor class improves a full 4 factors. All attacks are made as if the priest is a fighter of equal level. Each attack is made at +2 and each successful hit in combat inflicts an additional 2 points of damge. All bonuses will be lost when the spell ends or is dispelled including the hit point bonus. Note: This spell does not give the caster any extra attacks.~ @35 = ~Flesh to Stone (Alteration) Level: 6 Sphere: Elemental Earth Range: Sight of Caster Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: Neg
The target of this spell must make a saving throw vs. petrification or be turned to stone. Likewise, all possessions on the person will be petrified and be rendered unremovable unless a Stone to Flesh spell is cast. Any successful hit on a petrified creature will shatter it, killing it irrevocably.~ @36 = ~Stone to Flesh (Alteration) Level: 6 Sphere: Elemental Earth Range: Touch Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: None
By use of this spell the caster can restore a petrified creature to living flesh provided his stone body is still intact. The recipient will be physically drained by his time as a statue and will have only 1 hit point upon restoration. Cure spells or rest will recover the lost health.~ @37 = ~Choking Vines~ @38 = ~Choking Vines (Alteration) Level: 6 Sphere: Plant Range: Line of Sight Duration: 3 rounds Casting Time: 7 Area of Effect: 20 square yards Saving Throw: Special
The Druid summons up the powers of the earth to form a vine which grabs all creatures in the target area crushing them for 3 rounds. Any creature caught by the vine will be slowed and takes 4D5 damage when the vine attacks and must make a saving throw at -2 or suffer the same damage one round later.~ @39 = ~Life Steal~ @40 = ~Life Steal (Necromancy) Level: 6 Sphere: Necromantic, Healing Range: Line of Sight Duration: Instantaneous Casting Time: 9 Area of Effect: 1 creature Saving Throw: Neg
The caster prays for divine aid and attempts to steal the very life force from the target creature. The target creature suffers 6D5 points of damage, half with successful save. The caster then absorbs the life force healing up to 27 points.~ @41 = ~Confusion (Enchantment/Charm) Level: 7 Sphere: Charm, Law Range: Visual range of the caster Duration: 5 rounds + 1 round/6 Casting Time: 4 Area of Effect: Up to 60-feet cube Saving Throw: Special
This spell causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action. All creatures within the area of affect are allowed saving throws vs. spell with - 2 penalties. Those successfully saving are unaffected by the spell. The spell lasts for two rounds plus one round for each level of the caster. Those who fail their saving throws will either go berserk, stand confused or wander about for the duration of the spell. Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.~ @43 = ~Aura of Protection~ @44 = ~Aura of Protection (Conjuration/Summoning) Level: 7 Sphere: Protection Range: Party Duration: 10 turns Casting Time: 7 Area of Effect: 30' radius Saving Throw: None
The caster calls favor from his God upon his party. While Aura of Protection is in effect all party members are granted a base armor class of 1.~ @45 = ~Dark Ritual~ @46 = ~Dark Ritual (Alteration) Level: 9 Sphere: Protection Range: Touch Duration: 15 rounds Casting Time: 7 Area of Effect: 1 creature Saving Thow: None
This spell provides the protection of the dark deities. This evil spell provides 12 full hit points and armor class lowered by 4. Due to the evil nature of this spell strength is reduced by 1 for the duration.~ @47 = ~Summon Sirine~ @48 = ~Summon Sirine (Conjuration/Summoning) Level: 9 Sphere: Summoning Range: Visual range of caster Duration: 2 turns Casting Time: 9 Area of Effect: Special Saving Throw: None
Once cast, four Sirine's will rise from the Ethereal Plane to serve the Druid with their most aggressive demeanor. They will stop at nothing to destroy all the opponents currently on the screen.~ @49 = ~Thunder Bolt~ @50 = ~Thunder Bolt (Evocation) Level: 7 Sphere: Combat Range: 150 feet Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: 1/2
This spell is similar to the Wizard level 3 spell Lighting Bolt but any creature hit by the bolt suffers 12d4 electrical damage with a saving throw for half.~ @51 = ~Selune's Curse (Evocation) Level: 7 Sphere: Charm, Combat Range: Visual range of caster Duration: Instantaneous Casting Time: 9 Area of Effect: 20' radius Saving Throw: 1/2
This powerful incantation calls down the wrath of Selune upon the cleric's enemies. The spell creates an explosion of cold blue flames that deal 6d10 damage to all creatures within the area of effect. A failed saving throw results in the victim suffering the full effects of the blast, while those who succeed manage to avoid the worst, only taking 1/2 damage.~
@52 = ~Orb of Air~ @53 = ~Orb of Air (Alteration) Level: 1 Range: 40 Feet Duration: 4 Rounds Casting Time: 2 Area of Effect: Special Saving throw: Save vs. Spell
This spell allows the mage to turn a target into a puff of smoke for a limited amount of time.~
@54 = ~Thunderslap~ @55 = ~Thunderslap (Conjuration/Summoning) Level: 2 Range: 0 Duration: 10 Rounds Casting Time: 1 Area of Effect: The caster Saving Throw: None
When the caster completes this spell, a green glow encompasses his hand. When the wizard makes a successful melee attack against a creature, that creature is Stunned for 10 rounds and takes damage.~ @56 = ~Icebolt~ @57 = ~Icebolt (Evocation) Level: 2 Range: 10 yards Duration: Instantaneous Casting Time: 2 Area of Effect: One creature Saving Throw: None
Upon uttering this dweomer a freezing ball of ice bursts from the caster's hands and streaks unerringly toward one target. The Icebolt deals 2d10 damage with no saving throw allowed, however magic or cold resistance can negate it's effects.~ @58 = ~Minor Globe of Darkness~ @59 = ~Minor Globe of Darkness (Alteration) Level: 2 Range: 10 yds Duration: 1 turn Area of Effect: 15-ft. radius Casting Time: 2 secs Saving Throw: None
This spell causes total, impenetrable darkness in the area of effect. Infravision is useless. Neither normal nor magical light works unless a "light" or "continual light" spell is used. In the former event, the Globe of Darkness spell is negated by the "light" spell, and vice versa.~ @60 = ~Ray of Frost~ @61 = ~Ray of Frost (Evocation) Level: 3 Range: 20 yards Duration: Instantaneous Casting Time: 3 Area of Effect: 1 creature Saving Throw: Special
Upon casting this spell a 2 foot by 60 foot jet of incredibly cold frost bursts from the caster's hands. The Ray inflicts 5d6 points of damage and is so cold that the target creature must save vs. spell or be unable to move or fight at full capacity until it shakes off the chill. Cold or magic resistance may negate these effects.~ @62 = ~Army of One~ @63 = ~Army of One (Illusion/Phantasm) Level: 3 Range: 0 Duration: 1 Turn Casting Time: 5 Area of Effect: Self Saving Throw: Neg.
This spell causes the caster to seem to become an army unto himself, many but one.~ @64 = ~Wraith Form (Alteration, Illusion) Level: 3 Range: 0 Duration: 1 turn Casting Time: 1 Area of Effect: The caster Saving Throw: None When this spell is cast, the wizard and all of his gear become insubstantial. The caster is subject only to magical or special attacks, including those by weapons of +1 or better, or by creatures otherwise able to affect those struck only by magical weapons. The wizard also gains a 25% magic resistance. While in wraith form the caster is unable to cast spells.~ @65 = ~Ettin's Healing~ @66 = ~Ettin's Healing (Necromancy) Level: 4 Range: Caster Duration: 10 rounds Casting Time: 7 Area of Effect: Special Saving Throw: None
Ettin, a monk who lived during the Time of the Ancients, was also an adept herbalist who found many ways to heal the body.~ @67 = ~Ajandurah's Ice Shard~ @68 = ~Ajandurah's Ice Shard (Conjuration/Summoning) Level: 4 Range: Visual range of caster Duration: 1 round Casting Time: 2 Area of Effect: One Creature Saving Throw: None
This spell summons a burning shard of magical ice that flies unerringly toward its target inflicting cold damage on that target as if 3 arrows had in actual fact struck.~
@69 = ~Melf's Explosive Meteors~ @70 = ~Melf's Explosive Meteors (Evocation) Level: 5 Range: Caster only Duration: 1 minute Casting Time: 5 Area of Effect: Special Saving Throw: Special
This evocation is the same as the third level mage spell Melf's Minute Meteors, except that the missiles created explode violently on impact. All creatures within 20' of the point of impact will be showered with flaming shrapnel inflicting 2-12 points of damage. A successful saving throw will allow the affected creature to avoid the worst effects, reducing the damage taken by half.~
@71 = ~Geas~ @72 = ~Geas (Enchantment/Charm) Level: 6 Sphere: Creature Range: Visual range of the caster Duration: Permanent Casting Time: 5 Area of Effect: 1 single target Saving Throw: Save vs Spells
This spell will effect any single creature cast upon. The targets include all known creatures upon the land. The person receives a Save vs. Spells roll to avoid the effect without adjustments of wisdom. If the saving throw fails, the target regards the caster as his/her new master. The caster may give the target orders, and the charmed character will carry them out as quickly as possible.~ @73 = ~Anti-Magic Shell~ @74 = ~Anti-Magic Shell (Abjuration) Level: 6 Range: Caster only Duration: 2 turns Casting Time: 2 Area of Effect: Caster only Saving Throw: None
By means of this spell, the caster surrounds himself with a shimmering barrier that moves with him. The area within this barrier is totally impervious to all magic and magical spell effects, thus preventing the passage of any and all spells, harmful or beneficial alike. Likewise it prevents any spellcasting within its confines and magic affecting the wizard when this spell is cast is immediately dispelled. Breath weapons, gaze or voice attacks, and similar special attack forms also cannot penetrate the barrier. Dispel Magic does not remove the spell.~
@77 = ~Sphere of Dissipation~ @78 = ~Sphere of Energy Dissipation (Abjuration) Level: 7 Range: 0 Duration:180 seconds Casting Time: 4 Area of Effect: Self Saving Throw: None
Otiluke derives great amusement from the fact that many mages use his resilient sphere spell when in fact it was merely a mistake test spell from the making of this spell his sphere of energy dissipation. A powerful spell for the adventuring arch mage it creates a powerful sphere of energy around the caster that absorbs the energy from all the attacks made against the caster rendering them harmless. Only the most potent of spells or magical weapons could hope to pierce this shield making it very useful when wandering the planes or backstreets of Toril.~ @79 = ~Mass Charm~ @80 = ~Mass Charm (Enchantment/Charm) Level: 7 Range: Visual range of caster Duration: 5 rounds Casting Time: 2 Area of Effect: 20' radius sphere Saving Throw: None
This spell affects any people within an area of 20' from where it is cast. The term person in all humanoid creatures who will be charmed for 30 seconds. Humanoid creatures include: humans, dryads, dwarfs, elves, brownies, gnomes, goblins, half-elves, hobgoblins etc. but does not include larger creatures eg ogres. All creatures make a saving throw vs. spells to negate the effects.~ @81 = ~Fire Storm~ @82 = ~Fire Storm (Invocation) Level: 7 Range: 80 Duration: Instant Casting Time: 4 Area of Effect: Large Saving Throw: None
For the average Archmage a fireball is simply not enough. This spell from the time of Nethril fills this void. It requires a great deal of skill to cast and even then it is slightly unstable. The effects however are truly devastating. A initial spell is released that might appear to a fire ball however after its detonation there are many more explosions of equal or greater power consuming the battle field in a storm of fire.~ @83 = ~Vestcakes Floating Curse~ @84 = ~Vestcakes Floating Curse (Invocation) Level: 7 Target: Area Duration: 30 Seconds Casting Time: 5 Range: 150 feet
This powerful curse creates a cloud of boiling gas that spreads around the battle ground. The cloud crackles with energy and small lightning bolts leap around in it. The cloud is so highly charged with electricity that any creature caught in the cloud will suffer continual detrimental effects as the energy discharges on to them over the clouds duration.~ @85 = ~Infernal Combustion Enigma~ @86 = ~Infernal Combustion Enigma (Invocation) Level: 8 Range: 50 feet Duration: Instantaneous Casting Time: 3 Area of Effect: 30-feet radius Saving Throw: 1/2
The Infernal Combustion Enigma was the creation of the powerful yet insane ArchMage, better known as the Arch-Astronomer, in the time of Nethril. This mage had an addiction to fire and made this spell to accommodate to all of his needs (It is noted that this mage died shortly after completing the spell probably from its effects). Nearly all of modern fire spells are included in this cocktail of spells and as such this spell is capable incinerating many a noble adventurer. However, it is a unpredictable spell so it is considered a prime example of spells to be launched from afar.~ @87 = ~Insanity~ @88 = ~Insanity (Enchantment/Charm) Level: 8 Range: 50 feet Duration: Permanent Casting Time: 5 Area of Effect: Single Target Saving Throw: None
This spell causes the Mage to send forth his will into the mind of his target completely destroying that mind in the process leaving the victim completely insane but still dangerous. The effect is permanent and the victim will walk around dazed or confused or run madly into battle with anyone close to him. The process by which this spell works is iffy at best so there is a 50 percent chance the spell will work.~ @89 = ~Miasma~ @90 = ~Miasma (Evocation) Level: 8 Range: 100 yards Duration: 30 seconds Casting Time: 4 Area of Effect: 40' wide, 20' high, 20' deep cloud Saving Throw: Several
This powerful spell summons forth a acidic cloud of deadly vapors that envelop all around them. The acidity of the vapors increases through out the duration of this spell so the damage done every 5 seconds increases up to a max of 7d 6. Anyone caught in the cloud even if they leave it are covered in the acid and continue to suffer the effects as if they were still in the cloud. This effect can however be dispelled if done fast enough. The acid damage done is normally quite easy to save against however the cloud carries one greater effect. If a person is trapped in the cloud there is a 25% chance that they will be reduced to a puddle of slime due to the corrosive nature of the acidic fumes(with no saving throw).~ @91 = ~Thunder Bolt (Evocation) Level: 8 Range: 150 yards Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: none
In some circles of Archmages it is considered rather pathetic to cast a lightning bolt like a weak little mage. So the thunder bolt was developed. While looking to all intensive purposes like a lightning bolt it is however charged a great deal more and capable of doing vast amounts of damage to anything it strikes, including its caster! The bolt will rebound back and forth until all its power is lost and there are few beings which can withstand a hit from this spell.~ @92 = ~Varashar's Life Drain~ @93 = ~Varashar's Life Drain (Necromancy) Level: 8 Range: 30 feet Duration: Special Casting Time: 1 Area of Effect: Single Target Saving Throw: None
The Mage King Varashar, according to rumor, used this spell to extend his life many times during his 120 year reign.~ @94 = ~Arc of Death~ @95 = ~Arc of Death (Necromancy) Level: 9 Range: 50 feet Duraation: Instant Casting Time: 8 Area of Effect: 1 creature Saving Thow: None
By casting this spell, the wizard causes massive, but highly variable damage to a single target.~ @96 = ~Azuth's Rune of Utter Negativity~ @97 = ~Azuth's Rune of Utter Negativity (Invocation) Level: 9 Target: One Target Area of effect: One Creature Range: 100 feet Casting time: 7
Before perhaps the greatest mage of all time rose to godhood as Mystra's consort, he created this spell. A devastatingly powerful spell which can truly be called a deity kill spell for its power is unsurpassed in all the planes. The Archmage (for great power and skill is needed to cast this spell) stretches forth his hand and calls on the very powers of reality that hold the universe together. Huge bolts of energy spin in front of him and as he releases the spell a bolt of pure energy ripples down from the sky and destroys the spells target.
No save, this spell will even overcome magic resistance.~ @98 = ~Heal~ @99 = ~Heal (Divination) Level: 9 Range: 10 yards Duration: Permanent Area of Effect: 1 single target Saving Throw: None
When cast, this spell removes poison and will restore all hit points of the current target. There is no saving throw so magical defense and protection will not stop the effects of the spell.~
PRIEST SPELLS: (some of them could be, for instance, druid versions of some cleric spells, or vice versa; I have written where I saw duplicated spells).
Thanks for posting these; I've done some AD&D research and compared duplicates with that of TDD. I've proposed IDSnames based on second and third edition rulebooks; if you disagree with them this is the time for debate.
Anyway, Cu'choinneach has appeared again, so perhaps it's possible to ask him what he meant.
If you could convince him to contribute to this thread, that would be great.
SPPR145.spl @3 = Cause light wounds
CLERIC_CAUSE_LIGHT_WOUNDS
SPPR146.spl @5 = ~Fire Bolt~
CLERIC_FIRE_BOLT
SPPR147.spl @7 = ~Armor Melt~
There's a level 7 TDD spell that does this, so you might want to rename it. Heat Metal is already taken as level 2 druid spell by TDD.
SPPR245.spl @9 = ~Cure Moderate Wounds~
CLERIC_CURE_MODERATE_WOUNDS (We can use this because the 3rd level spell in BGII is called CLERIC_CURE_MEDIUM_WOUNDS)
SPPR246.spl @12 = ~Sparks~
CLERIC_SPARKS
SPPR247.spl @14 = ~Ward of Protection~
CLERIC_WARD_OF_PROTECTION
SPPR345.spl @17 = ~Pain~
CLERIC_PAIN (I'd rename it something like 'Inflict Pain', because Pain is just too bland.)
SPPR346.spl @19 = ~Armor of Darkness~
CLERIC_ARMOR_OF_DARKNESS
SPPR347.spl already in .tlk = ~Stoneskin~
CLERIC_STONEKIN_3 (CLERIC_STONESKIN would normally be a level 4/5 spell, so I'm placing a '_3' stuffix to prevent any modder confusion in case someone wishes to port Stoneskin.)
SPPR445.spl @22 = ~Poison Spray~
CLERIC_POISON_SPRAY
SPPR446.spl @24 = ~Mielikki's Blade~
CLERIC_MIELIKKIS_BLADE
SPPR545.spl @26 = ~Blades~
CLERIC_BLADES (I'd rename this to something better sounding.)
SPPR546.spl Selune's Blessing
CLERIC_SELUNES_BLESSING
SPPR547.spl @29 = ~Call Undead~
CLERIC_CALL_UNDEAD
SPPR548.spl @31 = ~Transport via Plants~
CLERIC_TRANSPORT_VIA_PLANTS_5 (In AD&D, this is a level 6 spell)
SPPR645.spl Hold Monster
CLERIC_HOLD_MONSTER
SPPR646.spl Tenser's Transformation
CLERIC_TENSER_TRANSFORMATION
SPPR647.spl Flesh to Stone
CLERIC_FLESH_TO_STONE
SPPR648.spl Stone to Flesh
CLERIC_STONE_TO_FLESH
SPPR649.spl @37 = ~Choking Vines~
CLERIC_CHOKING_VINES
SPPR650.spl @39 = ~Life Steal~
CLERIC_LIFE_STEAL_6 (There is an equivalent level 5 AD&D spell)
SPPR738.spl Confusion * DUPLICATED SPELL! (I think the only difference from the vanila spell is the duration)
If this mod is written soley for BGT/TuTu, then delete this.
There's a level 7 TDD spell that does this, so you might want to rename it. Heat Metal is already taken as level 2 druid spell by TDD.
Oh, dear. I'm sorry I compared these descriptions.
Armor Melt (Alteration) Level: 1 Sphere: Combat Range: Line of Sight Duration: 1 turn Casting Time: 4 Area of Effect: 1 creature Saving Throw: 1/2
Upon casting this spell the priest can cause a change in certain physical material. Armor and metal objects will start to melt. Any creature affected by the spell receives an 8 point loss in armor class. Save vs spells for 1/2.
Armor Melt (Alteration) Level: 7 Range: Line of sight Duration: 1 turn Casting Time: 4 Area of effect: 1 creature Saving throw: Special
This spell, if successful, causes the target to have a 5 point armor class penalty which could make him open to melee attacks. The spell allows a saving throw vs spells at -3 which will reduce the effects to a -1 AC penalty.
These sound like the same spell if you adjust for the balance issues.
SPPR347.spl already in .tlk = ~Stoneskin~
CLERIC_STONEKIN_3 (CLERIC_STONESKIN would normally be a level 4/5 spell, so I'm placing a '_3' stuffix to prevent any modder confusion in case someone wishes to port Stoneskin.)
The BG1 version of the mod has this spell and an arcane version, both quite different to BG2 incarnations. However, the spell used in the BGT version of the mod appears identical to Iron Skins, except it's available at level 3. I'm not sure why the spell wasn't just removed in the update, as the arcane version was.
SPPR548.spl @31 = ~Transport via Plants~
CLERIC_TRANSPORT_VIA_PLANTS_5 (In AD&D, this is a level 6 spell)
This spell is obviously inspired by PnP, and we wouldn't want 2 versions of the same spell in-game if someone adds one at level 6. CLERIC_TRANSPORT_VIA_PLANTS
SPPR646.spl Tenser's Transformation
CLERIC_TENSER_TRANSFORMATION
CLERIC_TENSERS_TRANSFORMATION
SPPR650.spl @39 = ~Life Steal~
CLERIC_LIFE_STEAL_6 (There is an equivalent level 5 AD&D spell)
I couldn't find any information on the PnP spell, but this one should just be named CLERIC_LIFE_STEAL. If another mod implements a different spell with this name, we can discuss renaming procedures.
I noticed a few things in Turambar's post: Dark Ritual, Summon Sirine: Should be level 7 priest instead of level 9
@52 = ~Orb of Air~
WIZARD_ORB_OF_AIR
@54 = ~Thunderslap~
WIZARD_THUNDERSLAP
@56 = ~Icebolt~
WIZARD_ICEBOLT
@58 = ~Minor Globe of Darkness~
I'd change this to "Darkness, 15' Radius", because the effects are identical to the 2nd level AD&D spell. This would be called DARKNESS_15_FOOT (I'm following vanilla's naming convention, which leaves out the _RADIUS)
@60 = ~Ray of Frost~
WIZARD_RAY_OF_FROST
@62 = ~Army of One~
WIZARD_ARMY_OF_ONE
@64 = ~Wraith Form [snip]~
WIZARD_WRAITH_FORM (already used in BGII)
@65 = ~Ettin's Healing~
WIZARD_ETTINS_HEALING
@67 = ~Ajandurah's Ice Shard~
There is a duplicate TDD spell of the same level and a similar name, so I'd rename it to "Ice Shard", and use WIZARD_ICE_SHARD.
@69 = ~Melf's Explosive Meteors~
WIZARD_MELFS_EXPLOSIVE_METEORS
@71 = ~Geas~
WIZARD_GEAS
@73 = ~Anti-Magic Shell~
WIZARD_ANTIMAGIC_SHELL (rename this to Antimagic Shell, as per AD&D)
@77 = ~Sphere of Dissipation~
WIZARD_SPHERE_OF_DISSIPATION
@79 = ~Mass Charm~
WIZARD_MASS_CHARM_7 (unless you can change this to a level 8 spell, like in AD&D)
@81 = ~Fire Storm~
WIZARD_FIRE_STORM
@83 = ~Vestcakes Floating Curse~
WIZARD_VESTCAKES_FLOATING_CURSE
@85 = ~Infernal Combustion Enigma~
WIZARD_INFERNAL_COMBUSTION_ENIGMA
@87 = ~Insanity~
WIZARD_INSANITY
@89 = ~Miasma~
WIZARD_MIASMA
@91 = ~Thunder Bolt [snip]~
WIZARD_THUNDER_BOLT
@92 = ~Varashar's Life Drain~
WIZARD_VARASHARS_LIFE_DRAIN
@94 = ~Arc of Death~ @96 = ~Azuth's Rune of Utter Negativity~ @98 = ~Heal~
The number of free level 9 spell slots are extremely limited because BG1 spammed it with various abilities. The only free slots are: SPWI966-SPWI978, and only if the .exe is patched to give spells of a higher number than 50. So I think the best solution would be to write a mini-mod that shunts all these leftover spells to SPWI0xxx/SPCLxxxx and updates the dialogues/scripts accordingly in order to free those slots. Maybe even include it to fixpack.
For now, I'm not adding these 9th level spells.
These sound like the same spell if you adjust for the balance issues.
The level 1 priestly version clearly is stronger than the level 7 wizard. At the very least, I'd switch their effects. But this isn't a let's-rebalance-all-spells thread, so I'll leave this decision up to whoever is maintaining both mods.
This spell is obviously inspired by PnP, and we wouldn't want 2 versions of the same spell in-game if someone adds one at level 6. CLERIC_TRANSPORT_VIA_PLANTS
This needs some thought. I'm open to a level 5 CLERIC_TRANSPORT_VIA_PLANTS if the spell is intended to be used within the same area (in AD&D this allows long distance travel). On the other hand, this spell can (probably) be cast inside/underground, while the AD&D spell can't. I'll leave this decision up to the maintainer (if it were me, I'd move this to level 6).
CLERIC_TENSERS_TRANSFORMATION
Thanks for catching this, will fix.
I couldn't find any information on the PnP spell, but this one should just be named CLERIC_LIFE_STEAL. If another mod implements a different spell with this name, we can discuss renaming procedures.
Look on page 374 of volII of the Priest Spell Compendium. DSotSC's current description seems more suited to a level 5 spell, but that's just me.
There is a duplicate TDD spell of the same level and a similar name, so I'd rename it to "Ice Shard", and use WIZARD_ICE_SHARD.
They can both use WIZARD_ICE_SHARD and this one can keep its special wizard name in-game.
@79 = ~Mass Charm~
WIZARD_MASS_CHARM_7 (unless you can change this to a level 8 spell, like in AD&D)
If there's a special identifier for each different level version of a spell, players will end up having Mass Charms and Cure Medium Wounds at every spell level.
@83 = ~Vestcakes Floating Curse~
WIZARD_VESTCAKES_FLOATING_CURSE
The identifier looks good, but this description has some typos I've tried to correct: @83 = ~Vestcake's Floating Curse~ @84 = ~Vestcake's Floating Curse (Invocation) Level: 7 Target: Area Duration: 30 Seconds Casting Time: 5 Range: 150 feet
This powerful curse creates a cloud of boiling gas that spreads around the battleground. The cloud crackles with energy and small lightning bolts leap around in it. The cloud is so highly charged with electricity that any creature caught in the cloud will suffer continuous detrimental effects as the energy discharges into them over the cloud's duration.~
@94 = ~Arc of Death~ @96 = ~Azuth's Rune of Utter Negativity~ @98 = ~Heal~
The number of free level 9 spell slots are extremely limited because BG1 spammed it with various abilities. The only free slots are: SPWI966-SPWI978, and only if the .exe is patched to give spells of a higher number than 50. So I think the best solution would be to write a mini-mod that shunts all these leftover spells to SPWI0xxx/SPCLxxxx and updates the dialogues/scripts accordingly in order to free those slots. Maybe even include it to fixpack.
For now, I'm not adding these 9th level spells.
There's also the matter of HLAs. I only see about three level 9 spots available, and TDD alone adds more level 9 spells than that. For now, keeping the custom filenames of these spells seems best.
These sound like the same spell if you adjust for the balance issues.
The level 1 priestly version clearly is stronger than the level 7 wizard. At the very least, I'd switch their effects. But this isn't a let's-rebalance-all-spells thread, so I'll leave this decision up to whoever is maintaining both mods.
My point is that their effects are so similar that they can be deemed the same spell, with no renaming required to distinguish between the two. One is a divine spell and the other arcane, so they won't ever override each other anyway.
This spell is obviously inspired by PnP, and we wouldn't want 2 versions of the same spell in-game if someone adds one at level 6. CLERIC_TRANSPORT_VIA_PLANTS
This needs some thought. I'm open to a level 5 CLERIC_TRANSPORT_VIA_PLANTS if the spell is intended to be used within the same area (in AD&D this allows long distance travel). On the other hand, this spell can (probably) be cast inside/underground, while the AD&D spell can't. I'll leave this decision up to the maintainer (if it were me, I'd move this to level 6).
As of now, we're only aware of one Transport via Plants spell implemented by a mod. If another one is introduced, then it will have to be determined whether that spell is sufficiently different that it would make sense for it to coexist with the current one and require a separate identifier or whether they should override each other.
I couldn't find any information on the PnP spell, but this one should just be named CLERIC_LIFE_STEAL. If another mod implements a different spell with this name, we can discuss renaming procedures.
Look on page 374 of volII of the Priest Spell Compendium. DSotSC's current description seems more suited to a level 5 spell, but that's just me.
Found it. They do seem like different concepts, but I don't think there's any need to anticipate the implementation of the PnP spell. It looks like it's for some special prestige class or something.
They can both use WIZARD_ICE_SHARD and this one can keep its special wizard name in-game.
Sounds fine.
If there's a special identifier for each different level version of a spell, players will end up having Mass Charms and Cure Medium Wounds at every spell level.
Here are our options: - DSoTSC uses WIZARD_MASS_CHARM as a level 7 spell and I will use WIZARD_MASS_CHARM_8 as a level 8 spell - DSoTSC uses WIZARD_MASS_CHARM_7 as a level 7 spell and I will use WIZARD_MASS_CHARM as a level 8 spell - We both use WIZARD_MASS_CHARM as a level 8 spell (I'm the most likely going to agree with this) - We both use WIZARD_MASS_CHARM as a level 7 spell (I'm the least likely going to agree with this)
The best solution obviously is agreeing to a spell level, but I don't see myself backing down from a level 8 Mass Charm (I have this planned, and I'm introducing more than enough level 7 spells for enchantments). If we can't agree on a common spell level, subsequent mods can use ToBEx's hidespell feature to disable any other instances of the spell. The first two options are a debate on the IDSname (the player won't notice or care). I'm in favour of basing naming conventions on a well-established base (AD&D rulebooks, vanilla's naming convention) rather than some mod (I'm basing my stuff on rulebooks).
There's also the matter of HLAs. I only see about three level 9 spots available, and TDD alone adds more level 9 spells than that. For now, keeping the custom filenames of these spells seems best.
There seems to be only one slot available (SPWI904), SPWI901 was meant to be Spell Invulnerability (or the magical equivalent to Absolute Immunity), SPWI906 was meant to be Sand Form.
I'm willing to write a mini-mod that shunts all the BG1 SPWI9xx spells to SPWI0xx so that we free up extra slots and patch all dialogues/scripts to use the updated filenames. My question is to the wider community: if I do this, would you use this? Is this going to cause compatibility problems (such as with ScS/aTweaks)? The_Bigg: would you be willing to make an exception for ADD_SPELL to overwrite completely different level 9 spells (if their IDSentries have been shunted)? If not, do you have any alternative solution in mind?
My point is that their effects are so similar that they can be deemed the same spell, with no renaming required to distinguish between the two. One is a divine spell and the other arcane, so they won't ever override each other anyway.
Sure, I'm not going to debate balance issues. Let's use CLERIC_ARMOR_MELT for the level 1 spell.
As of now, we're only aware of one Transport via Plants spell implemented by a mod. If another one is introduced, then it will have to be determined whether that spell is sufficiently different that it would make sense for it to coexist with the current one and require a separate identifier or whether they should override each other.
I can live with a level 5 CLERIC_TRANSPORT_VIA_PLANTS; I'm not planning on introducing this in my mods and it's not likely some other mod is going to introduce this.
Found it. They do seem like different concepts, but I don't think there's any need to anticipate the implementation of the PnP spell. It looks like it's for some special prestige class or something.
The AD&D spell can easily be adapted for a specialty priest class dealing with death (Cyric, Velsharoon, insert evil deity name here). I don't have the final say on this, so I'll ask you (or whoever else is maintaining the mod) to choose: - DSoTSC uses CLERIC_LIFE_DRAIN as a level 6 spell and future mods will have to use CLERIC_LIFE_DRAIN_5 if they introduce the level 5 spell - DSoTSC uses CLERIC_LIFE_DRAIN_6 as a level 6 spell and future mods will have to use CLERIC_LIFE_DRAIN if they introduce the level 5 spell - DSoTSC changes the spell level to 5, and uses CLERIC_LIFE_DRAIN
I'll ask you (or whoever else is maintaining the mod) to choose: - DSoTSC uses CLERIC_LIFE_DRAIN as a level 6 spell and future mods will have to use CLERIC_LIFE_DRAIN_5 if they introduce the level 5 spell - DSoTSC uses CLERIC_LIFE_DRAIN_6 as a level 6 spell and future mods will have to use CLERIC_LIFE_DRAIN if they introduce the level 5 spell - DSoTSC changes the spell level to 5, and uses CLERIC_LIFE_DRAIN
I don't think anyone is currently maintaining the BGT version of DSotSC, if that's what you're asking. The last such maintainer was erebusant, but he's been gone a while. However, as Turambar said, the original author seems to've put in an appearance, so you could ask him. Nerfing some of the spells might make sense, but I'm not sure raising their levels would, as this was a BG1 mod after all. Then again, I don't know what all they're used for (whether for enemies or players - cleric spells at least will likely end up as the latter or both).
At another level, there are several mods that change the levels of existing spells (Divine Remix being one, Spell Revisions perhaps). How are you planning to deal with that if spell level is an issue with mod-added spells?
DSotSC is known to be a bit unbalanced, so, especially if there is a PnP version of its spells, I think it's right to fix them, rather than duplicating spells in order to have them at different levels.
The globe of darkness spell also exists in BP's Orcus' Wand component; I've edited it, there (for the next release), in order to make it "dispel/bypass" (I think it's nothing you can actually resist to); I'll check if anything else changes between the two versions of the spell:
Level:5 Sphere: Illusion/Phantasm Range: Visual sight of caster Casting Time:5 Duration: 1 turn Saving Throw: None Area of Effect: 30' sphere
This spell afflicts the area with lightlessness; the effect is to blind all within for the spell's duration. Although there is no saving throw, magic resistance does apply and it can be dispelled by any conventional means.~
Do you need the current file names of the wizard spells of DS, or are the strings enough?
If this is about spells obtainable by the player in the game, the following spells can afaik not be accquired by normal means at the moment:
- Selune's Curse
- Summon Sirine
- Thunder Bolt
- Mass Charm
- Azuth's Rune of Utter Negativity
Moreover Melf's Explosive Meteors should be fixed, as is not the same as Minute Meteors, but with more explosions.
At the moment it will only create five meteors, it doesn't matter if your caster level is 5 or 50. Moreover they only have an enchantment of +2 unlike MMM's +6. Additionally it doesn't set attacks per round to five like MMM.
10th
Edited by 10th, 17 March 2011 - 10:52 AM.
Avast! You cannot defeat our titan-mounted submarine staffed by cannibal vikings! - Nodwick
"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board
I'm willing to write a mini-mod that shunts all the BG1 SPWI9xx spells to SPWI0xx so that we free up extra slots and patch all dialogues/scripts to use the updated filenames. My question is to the wider community: if I do this, would you use this? Is this going to cause compatibility problems (such as with ScS/aTweaks)? The_Bigg: would you be willing to make an exception for ADD_SPELL to overwrite completely different level 9 spells (if their IDSentries have been shunted)? If not, do you have any alternative solution in mind?
Without using prefixes where they are not needed, I think the name of those spells could be changed from the SPWI form into a prefixed name (using the RES version of the ForceSpell..... actions in dialogues and scripts)