Spell Revisions for Baldur's Gate 2

Author: Demivrgvs

Contact:

Version 1

I Overview

II Compatibility

III Customizing Your Installation

IV Installation

V Contents

VI Acknowledgements

VII Version History

I Overview

The Spell Revisionsmod aims to fix/tweak/enhance arcane and divine spells in Baldur's Gate II. This originally started as a project to make the spell system more balanced: weaker spell have been improved, overpowered ones have been (or will be) nerfed, save-or-else spells now benefit from increased saving throw penalties, and so on.

All spell descriptions can be found in Spells_rev\languages. I know that not everyone will like some of the changes I've made - and some of them are controversial- but this can be discussed and I’m open to any suggestions. Anyway, if you think that your favorite spell has become complete rubbish, don't delete this mod just yet! You can choose spells that should be left unmodified before starting the installation process. See Section III - Customizing Your Installation for more details.

Spell Description Changes

Descriptions for all spells have been updated. Now, you can be sure that what you read is what you get (well, maybe 95% sure). Descriptions are constructed in the following manner:

<Name>

<Level>

<School>

<Sphere>

only priest and druid spells

<Range>

Personal - area of effect is centered on the caster

Touch - same as the range of one-handed weapons

Short - 1/3 of visual range of caster

Medium -2/3 of visual range of caster

Long -visual range of caster, the longest that the game allows

<Duration>

BG2 uses the following units:

1 round = 6 seconds

1 turn = 10 rounds

1 hour = 5 turns

1 day = 12 hours

<Casting time>

1 = fastest

9 = 1 round = slowest

<Area of effect>

Caster - spell affects the caster only

1 creature - spell affects one creature

X'radius - spell affects creatures in thegiven radius (50 feet is almost equal to visual range of caster)

Cone - spell has a cone-shaped area of effect

<Saving Throw>

<Magic Resistance>

Yes – the target’s magic resistance can protect from the spell effects

No – target’s magic resistance is ignored (Breach, Lower Resistance, ...)

<Description>

Universal School of Magic

Spells that belong to the universal school can be learned and cast by every specialist mage(in the case of arcane spells), and cannot be blocked by the Spell Immunity spell. Universal spells include all level 10 wizard spells, all level 8 priest spells, and Find Familiar.

Scroll of Restoration

Some spells that had previously been available to both clerics/paladins and druids/rangers are now accessible by only one pair. After starting the game, the protagonist will be given a Scroll of Restoration. Use it on all clerics, druids, paladins and rangers in your party - spells with changed restrictions will be removed, andthe correctones will be added to the spellbook after the next level-up.

Note: characters created after the mod has been installed willalready have the correct spells in their spellbooks. In this case, you will only have to use the scroll on the NPCs in the party.

II Compatibility

This mod is designed to work with BG2: Throne of Bhaal. It hasn't been tested with BG2: Shadows of Amn, but there shouldn’t beany problems without the expansion installed. The modhas been tested and may be installed over BGT/Tutu if desired.

Spell Revisions should also work fine with most other WeiDU and non-WeiDU mods (it has been tested with most of them). Small problems may arise if you've installed other spell-modifying mods. Spell Revisions will overwrite changes made by these mods (although new spells introduced by them probably won't be affected). To prevent this, you might want to disable some of the changes made by this mod. Read the section below for details.

In general, it should be installed after BG2 Fixpack and before AI enhancing mods.Install it before all mods that change spells unless you want their version. I highly recommend to install DavidW’s SCS II, all my efforts will be put to achieve compatibility between the two mods, and the author himself has already been kindly enough to take into accountsome of the new summons (e.g. Death Knights) as of SCS II v5.

Spell Revisions may haveslight compatibility issues with Divine Remix. Divine Remixrearranges the spellbooks of clerics and druids, and I’ve not tested how this works with the changes made bySpell Revisions (e.g. clerics no longer have access to animal summoning spells while druids gain some “precluded” spells like sunray along with new ones like ice storm and polymorph other). However installing Divine Remix after Spell Revisions will surely lead to better results.

III Customizing Your Installation

You can find all of the spell descriptions in:

Spells_rev\doc\mage_spells.doc

Spells_rev\doc\priest_spells.doc

To choose which spells should not be changed by Spells_rev, follow these instructions:

1) Open the file Spells_rev\Setup-Spells_rev.tp2 with a text editor.

2) Find the spell that should be left unmodified.

3) Use the structure /* ...... */ to disable the spell.

4) Save the file.

example: disabling the spell Oracle

/* COPY ~Spells_rev\spwi5##\spwi515.spl~ ~override~ //Oracle

SAY NAME1 @639 SAY UNIDENTIFIED_DESC @640

COPY ~Spells_rev\spwi5##\scrl6w.itm~ ~override~

SAY NAME2 @639 SAY IDENTIFIED_DESC @640 */

5) Optional - spell descriptions that appear in the game can be altered by editing (with a text editor) one of these files:

Spells_rev\Languages\English\arcane.tra

Spells_rev\Languages\English\divine.tra

IV Installation

1) Unpack the main RAR file into your BGII main directory. This is normally:

C:\Program Files\Black Isle\BGII - SoA\

2) Run (double click on) "Setup-Spells_rev.exe" in your BG2 directory.

3) Choose which components you would like to install. The first component is required to install the secondor third components. You can always uninstall any or all of these later by re-running "Setup-Spells_rev.exe".

You should not need to start a new game to take advantage of this mod. Currently, only an English version is available.

V Contents

1) Shared Files (Required) - files used by both the second and the third component.

New animation for some illusion spells, from Icewind Dale

Some minor fixes

Items used by the improved creatures summoned by various spells

Innate Abilities of many summoned creatures

2) Divine Spells

Most notable changes:

-LEVEL 1-

Armor of Faith – no longer provides elemental damage reduction

Cure Light Wounds - heals 1d8+1/level HP (max 1d8+5)

Magical Stone - creates magical stones that can be thrown at opponents

Shillelagh - creates +1 enchanted weapon (no bonus to THAC0 and damage); 5% chance of entangling the target; druids only

-LEVEL 2-

Aid - corrected description (gives +1 to saving throws)

Barkskin–+x bonus to AC instead of set AC to x; druids only

Chant - affects allies and enemies (fix); effect centered on the caster

Cure Medium Wounds - moved from level 3; heals 2d8 +1/level HP (max 2d8+10)

Flame Blade - creates +1 enchanted weapon; damage 1d4 + 10 fire; druids only

Goodberry - heals 1 HP + 1/3 levels; duration 24 hours

Know Alignment - no save; ignores magic resistance

Resist Fire/Resist Cold - duration increased to 1 turn + 1 round/level

Silence 15' Radius - area of effect 15' (fix); affects only enemies

Spiritual Hammer - the hammer can strike opponents from a distance

-LEVEL 3-

Animate Dead – improved creatures

Call Lightning – limited to 6d6 damage but it can be cast indoors!

Cause Serious Wounds – moved from level 4; causes 3d8 +15 damage

Contagion – replaces Rigid Thinking; as per mage’s spell

Cure Serious Wounds - moved from level 4; heals 3d8 +1/level HP (max 3d8+15)

Glyph of Warding - damage 1d4 per level up to 10d4; doesn't affect allies

Invisibility Purge - area of effect 50'; lasts for 1 turn (as True Seeing)

Hold Person or Animal – improved to be useful (it now affects humanoids)

Holy Smite – limited to 10d4 damage (previously too powerful for its lvl)

Miscast Magic - causes wild surge instead of spellcasting failure

Protection from Fire – disabled (for now)

Repulse Undead - moved from level 5

Rigid Thinking – disabled in favor of Contagion

Strength of One - +2 bonus to strength instead of setting it to 18

Summon Insects - no save against the damage; spellcasting failure allow a save

Unholy Blight – same as Holy Smite

-LEVEL 4-

Animal Summoning I–summon 1-5 Dire Wolves; druids only

Cause Critical Wounds – moved from level 5; causes 4d8 +20 damage

Cloak of Fear - lasts for 1 turn

Cure Critical Wounds – moved from level 5; cure 4d8 +1/level HP (max 4d8+20)

Defensive Harmony - area of effect 10' (fix); +4 to AC for 8 rounds

Ice Storm – added to druids available spells

Lesser Restoration - available to druids

Negative Plane Protection - duration 1 turn/level (worth memorizing now!)

Neutralize Poison– protects from poison for 1 turn

Protection from Evil 10' Radius - area of effect 10' (fix)

Protection from Lightning – disabled (for now)

-LEVEL 5-

Animal Summoning II–summon 1-3 Dire Leopards; druids only

Champion's Strength - +1 point/3 levels to Str, Con, and Dex

Flame Strike - damage 15d6; affects all within 5' radius around the target

Greater Command - area of effect 20' (fix); allow a save every round; affects only enemies

Insect Plague - spellcasting failure allow a save

Iron Skin – renamedStoneskin (druids with iron?!); is affected by breach

Magic Resistance - cumulative with items

Slay Living - available to druids

-LEVEL 6-

Animal Summoning III–summon 1-2 Dire Bears; druids only

Blade Barrier - damage 1d6 per second (save for none); dispels invisibility and sanctuary on the caster

Conjure Animals – disabled (for now)

Conjure Air Elemental – added to druid’s available spells

Conjure Earth Elemental – moved from level 7; druids only

Dolorous Decay - available to clerics; damage 60HP

Fire Seeds - improved

-LEVEL 7-

Shield of the Archons - clerics only

Confusion– disabled (forever, a useless spell for its level)

Creeping Doom - spellcasting failure allow a save

Earthquake - doesn't summon earth elemental; druids only; causes the targeted creature(s) to drop a piece of equipment (no save): first tremor-50% chance, second-35%, third-20%; general improvements

Fire Storm - does not ignore magic resistance; duration 4 rounds (fix)

Gate–Pit Fiend has been vastly improved

Greater Restoration - area of effect 50'; fully heals and restores targets but doesn't remove poisons or diseases; causes fatigue upon the caster (-2 to Con and 10% spellcasting failure for 1 turn)

Nature's Beauty - area of effect 15' (fix); no bonus to saving throw (fix)

Symbol of Weakness - replaces Symbol Fear; -4 to Str, Dex and Con permanently

3) Arcane Spells

Most notable changes:

-LEVEL 1-

Armor – AC 6 + 1/4 levels (maximum AC 1 at level 20)

Blindness - permanent; no AC penalty; -10 to THAC0; now a Necromantic spell

Burning Hands - damage 1d4/round up to 5d4; no save; single target only

Chill Touch – damage 1d8; drains 1 point of Strength

Chromatic Orb – damage 1d8 + random effect

Color Spray–causes sleep, blindness or stuns creatures depending on their HD

Find Familiar – fixed and tweaked familiars

Magic Missile – damage 1d4 +1 (fix)

Sleep – affects creatures with less Hit Dice than caster

Shield - +2 bonus to AC (further +4 vs. missile) instead of setting it

Shocking Grasp – 5d6 damage; stuns the target for 1 round

Spook – no improving save (previously too powerful for its level)

True Strike – replace Infravision (for now); +10 to thac0 for 1 round

-LEVEL 2-

Deafness – permanent duration; now a Necromantic spell

Detect Invisibility - area of effect 50'; lasts for 1 turn (as True Sight)

Ghoul Touch – damage 1d8; paralyzes the target for 3-6 rounds

Know Alignment - no save; ignores magic resistance

Luck – duration 10 rounds; added the missing +1 to all saves

Stinking Cloud –new cloud color

-LEVEL 3-

Detect Illusion - cancels all illusion spells of 4rd level and lower

Ghost Armor – AC 2; duration 1 turn/2 levels; +30% to Hide in Shadow

Haste – spell recipients are fatigued after the spell ends (-2 to THAC0, AC and damage for 1 turn); corrected description

Lightning Bolt – damage 1d10/level up to 10d10; single target

Melf's Minute Meteors – creates +3 enchanted meteors; damage 1d4 and 2d4 fire

Protection from Missiles – now protects from ALL type of missile (including Acid Arrows, Flame Arrows, and Melf’s Minute Meteors)

Slow – -1 AC and thac0 penalty; better description

Skull Trap – damage 1d4/level (up to 20d4 at level 20)

Vampiric Touch – damage 3-18 + 3/2levels up to 3-18 + 18 at 12th

-LEVEL 4-

Ice Storm – slow targets in the area; duration 4 rounds (fix)

Improved Invisibility – no saving throws bonus

Teleport Field – creatures are allowed a save every round to avoid effect

-LEVEL 5-

Cloudkill - new cloud color

Conjure Lesser Fire/Air/Earth Elemental – improved creatures

Oracle - cancels all illusion spells in the area of effect (all levels)

Phantom Blade–1d12 magic damage (+10 vs. Undeads); +4 enchantment; causes 100% spell failure for 1 round

Spell Immunity – only one School at a time is allowed

-LEVEL 6-

Carrion Summons - changed to Summon Shadow; 1-4 shadows are conjured

Chain Lightning - damage 1d6/level to primary target half damage to following targets

Conjure Fire/Air/Earth Elemental - elementals don't turn hostile; improved creatures

Death Fog - changed to Acid Fog; doesn't automatically kill summons; movement reduced to 50% (no save); new cloud color

Invisible Stalker – improved creature

Mislead – clone lasts only 6 rounds (previously overpowered); +4 bonus to AC granted from Improved Invisibility (previously missing); improved invisibility lasts 1 round/level

-LEVEL 7-

Cacofiend–summon a Death Knight; now a Necromantic spell

Khelben's Warding Whip - removes 4 protections instead of 3

Mantle - protects from +3 weapons or lower

Mordenkainen's Sword - corrected sword's statistics

Prismatic Spray - effects are slightly changed

Sphere of Chaos - causes wild surges instead of random effects

Summon Djinni - corrected Djinni's statistics; new spells

Summon Efreeti - corrected Efreeti's statistics; new spells

-LEVEL 8-

Improved Mantle - protects from +4 weapons or lower

Protection from Energy - resistances+75% (now cumulative with items but not with itself); duration 2 rounds/level

Summon Fiend–Glabrezu are more powerful now (corrected the animation)

Power Word, Blind - creatures with less than 6 Hit Dice are blinded permanently; affects only a single target

-LEVEL 9-

Black Blade of Disaster - improved

Bigby's Clenched Fist- general improvements

Energy Drain - greater range; drains 2-4 levels

Gate - Pit Fiend are much more powerful (corrected the animation)

Meteor Swarm - damage 24d6 with no save; no duration

Wail of the Banshee - area of effects 50'

Spellstrike–now has a 10’ radius area of effect

4) Cure Sleep Fix

This fix allow creatures afflicted by Sleep to awaken if hit, and creatures afflicted by Greater Command to make a save each round to awaken. It shouldn’t be optional, and most of you won’t find any problem at all installing it but being an .exe patching it may give problems due to different localizations, patches, nocd cracks, etc. If it gives you an error message don’t install it, it’s not really a big problem, you just won’t have the two mentioned features. Contact me if you have any problem.

VI Acknowledgements

Firstly, many thanks to Gibberlings Three, and especially Cam, for hosting!

Huge thanks of course to Westley Weimer, who created an astonishingly flexible and powerful mod editor for IE games, and to the bigg for his modifications to that editor. Many thanks also to the creators of the Infinity Engine Structure Description Project, which clarified what the hell was going on several dozen times; and to Jon Hauglid, for Near Infinity.

I'm also very grateful to anyone whohas beta-tested the mod and/or provided much useful feedback, especially to Mike1072, who’s help has been essential to this project.

And last but not least, thanks to Marv for creating ADPack from which all my work started…

Tools Used in Creation

WeiDU by Wes Weimer
Near Infinity by Jon Olav Hauglid
IESDP maintained by igi

VII Version History

V1:

  • First public release