Sword Coast Stratagems: Spell Tweaks
These components (most of which are borrowed from my BG2 mod, Sword Coast Stratagems II) makes a few small tweaks to the spell system, mostly to correct odd inconsistencies or to make certain tactics less overpowered. Most of them actually have only limited effects in a BG1-only game.
Make Protection from Normal Missiles affect magical projectiles
This component improves the power of the PNM spell. It now blocks almost all arrows, bolts etc. The exceptions are the Arrows of Detonation, the Arrows of Slaying, and the Arrows of Dispelling.
The logic behind this is basically that magic arrows are two a penny in BG. It's essentially pointless for an enemy mage to use PNM, since any prepared party worth their salt will just swap to magic ones. (By contrast, in pen-and-paper D&D magic arrows are often fairly rare at mid levels). By making PNM more impervious, enemy mages gain a basic defence against long-range attack, compensating for the lack of Stoneskin in BG2.
You don't need this component to use the Smarter Mages scripts, but you'll find them a lot easier to kill if it isn't installed.
As of version 12, there is a lower-key version of this component available. It replaces all +1 arrows in the game with non-magical masterwork arrows, and it changes the spell so only arrows which are +1 or better can penetrate it. The practical upshot is the same as the normal component except that +2 arrows penetrate Protection from Magic Weapons; however, purists may prefer it on style grounds.
If you install this component on a BGT install, it will (obviously) affect the spell in BG2 as well as in BG.
More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning)
Although it isn't documented, the 5th level spell Breach will remove a creature's combat protections (such as Stoneskin) even if that creature is protected by Spell Deflection, Spell Turning or Spell Trap; it will not, however, affect creatures like liches or rakshasas, because they are immune to spells of level 5 or below (not that there are many of the latter in Baldur's Gate I!). This component removes both features: Breach now bounces off Spell Turning (etc.), but it affects even those creatures immune to "normal" 5th level spells.
Once this component is installed, the Breach effect of the Wand of Spell Striking will behave in exactly the same way as the Breach spell.
Enemy wizards will assume Breach works this way (and so won't target characters protected by Spell Turning etc with a Breach), even if you don't install this component.
This component is identical to the equivalent component of SCSII.
Antimagic attacks penetrate improved invisibility
This component changes those spells which target a creature's spell defences (e.g. Secret Word, Spellstrike, Ruby Ray of Reversal - but not Breach) so as to give them a small area of effect rather than requiring them to be targetted on a specific creature. The idea of this component is that these spells can now be cast on enemy mages who are protected by Improved Invisibility - this makes the Improved Invisibility / Spell Immunity: Divination combination less overpowering.
Prior to version 16, this component worked by giving the spells a small area of effect. This option remains, as a legacy component, for those who prefer it.
The antimagic attacks of enemy mages will bypass Improved Invisibility even if you don't install this component.
This component is identical to the equivalent component of SCSII.
Iron Skins behaves like Stoneskin (can be brought down by Breach)
For some reason the Iron Skins spell, although it appears identical to a Stoneskin, counts as a Spell Protection (like Spell Turning) and not as a Combat Protection (like Stoneskin). This means that in the unmodded game, Breach does not bring down Iron Skins, but (e.g.) Secret Word does. This component relabels Iron Skins as a Combat Protection.
Enemy mages will assume that Iron Skins works this way (and so will, e.g., cast Breach at it) even if you don't install this component.
Reduce the power of Inquisitors' Dispel Magic
This component is identical to the equivalent component of SCSII.
Inquisitors have a very fast powerful Dispel Magic ability, which is cast at twice their level. In most bits of the game, this is usually much higher than the majority of spellcasting enemies. This component reduces the power of the Dispel a little; you can choose to use it at 1.5xlevel or at 1xlevel.
This component is identical to the equivalent component of SCSII.
Slightly reduce the power of Insect Plague spells (and the like) and let Fire Shields block them
In the unmodified game, Insect Plague and Creeping Doom are very hard indeed for a spellcaster to deal with or defend against. This component (which was partly inspired by Demivrgvs's Spell Revisions) grants a per-round saving throw against the spell-failure effects of the insects; it also cause the insects to be destroyed if the target protects himself/herself with a Fire Shield spell (either colour) or Aura of Flaming Death spell. (This component will have only limited effect in a BG1-only game, since few characters will have the power to use Insect Plague.)
This component is identical to the equivalent component of SCSII.
Cosmetic change: stop Stoneskins from changing your character's colour
The Stoneskin spell causes the recipient to turn a uniform grey colour, which is realistic but does get a bit monotonous when your spellcasters are permanently protected by it. This tweak (which uses Ascension64's "ToB Extender") removes the colour change from the spell.
This component is identical to the equivalent component of SCSII.
Make spell sequencers, spell triggers, and contingencies learnable by all mages
In the unmodded game, spell sequencers, contingencies etc are in the Evocation school, making them unavailable to Enchanters; this is a serious weakness for the class. This component moves them to be in both the Conjuration and Evocation schools (like Wish), so that all mages may use them. The affected spells are Minor Sequencer, Spell Sequencer, Spell Trigger, Contingency, and Chain Contingency.
Note that if you have Smarter Mages installed, SCS enchanters will use sequencers and the like even if you do not have this component installed.
This component is identical to the equivalent component of SCSII. In BG1, you'll only see it for Minor Sequencers.


