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Demivrgvs

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  1. Ioun Stones All ioun stones now use WoRm's wonderful animations. Pearly White Ioun Stone Special Abilities (once per day): Polymorph Self (Troll) Equipped Abilities: Regeneration: 1 hp every 12 seconds Notes: I've moved here Cloak of the Sewer's ability to polymorph into a troll. I've also slightly raised regeneration rate to match Cloak of the Wolf one. I'd probably prefer to rename the item to be more "recognizeable", but I can live with the current one. Troll STR 17, DEX 11, CON 21, AC 4, THAC0 12, Attacks per Round 3, 1D8+1 slashing damage (Claws +2) Regeneration: 3 hp/round Stone of Good Luck Equipped Abilities: Luck: +1 bonus (+5% for skills) Notes: replaces the Dusty Rose Ioun Stone which granted +1 to AC. As I've done for SR I've "fixed" luck effects to really affects most things it's supposed to affect (attack/damage rolls, saving throws, thieving skills, ...). Trueblood's Ioun Stone Equipped Abilities: THAC0: +1 bonus Hit Points: +10% bonus Notes: mostly unchanged. I've renamed it from Pale Green Ioun Stone (though in the description it's still mentioned) just because the item should be quite unique, and because I find quite confusing having all those white/dusty rose/lavander/obsidian/... names. Golden Ioun Stone Equipped Abilities: Intelligence: +1 bonus Caster Level: +2 bonus Notes: I've replaced V2's 5% magic resistance with +2 caster lvl bonus. Obsidian Ioun Stone Equipped Abilities: Constitution: +1 bonus Saving Throws: +3 bonus vs. death Notes: I've replaced V2's 5% physical resistance with +3 to saves vs death. Despite my hate for the "infinite instant Heal" glitch I'd really want to keep +1 CON here, and as long as it's +1 (not Girdle's +2) I think my old sub-optimal fix is fine (equipping it deals 10 points of damage), and I've tried to justify it in the description. I assume the item will mostly be worn only by those character who can actually benefit from having +1 CON, making the fix much less noticeable (whereas +2 CON grants a really too random amount of hp). Silver Ioun Stone Equipped Abilities: Wisdom: +1 bonus Saving Throws: +3 bonus vs. spell Notes: I've added the +3 bonus vs. spell that simulates what a PnP character would gain from having a high wisdom value (even BG's manual mentions it, but apparently they didn't include the feature). Lavender Ioun Stone Dexterity: +1 bonus Saving Throws: +3 bonus vs. breath Notes: I've replaced +1 AC with +1 DEX, and +3 to saves vs death with +3 to saves vs breath. Bronze Ioun Stone Equipped Abilities: Magic Resistance: +10% bonus Notes: This stone is now usable by anyone (not only mages) and grants 10% magic resistance instead of an 8th lvl spell slot. When upgraded into the Circle of Netheril it's usable only by mages and grant mr plus one additional 8th and 9th lvl spell slots (as per V2, with magic resistance replacing hit points bonus). Circlet of Netheril Equipped Abilities: Magic Resistance: +10% bonus Arcane casters can memorize one extra spell of 8th and 9th level Notes: it previously granted +10hp instead of magic resistance. Wong Fei's Ioun Stone Equipped Abilities: Armor Class: +1 bonus Immunity to confusion & feeblemindness Regeneration: 1 hp every 6 seconds Usable By: Monk Fighter Notes: For now I've only replaced vanilla's +15 hp with immunity to confusion and feeblemindness (to complement monk's innate resistances). I've not restricted it to monks, but monks and fighters. Should I open it to all warriors? Btw, I'm not 100% satisfied with it yet.
  2. Cloaks Algernon's Cloak Equipped Abilities: Charisma: +1 bonus Notes: mostly unchanged. Anyway I think something have to be done with it cause right now it's a mere copy of the Nymph Cloak with a different name. Cloak of the Shield Equipped Abilities: Protection from Spell: Magic Missile Armor Class: 5 (+2 vs. missile) Notes: instead of casting Shield Spell it has a permanent effect. I've made it for monks who favor Gauntlets of Crushing over a pair of Bracers of Defense, and even mages and kensai can quite benefit from it. I previously made it add +2 to AC instead of setting it to 5, but it would now be a copy the Cloak of Displacement. Cloak of Non-detection Equipped Abilities: Non-detection Notes: unchanged. Cloak of Displacement Equipped Abilities: Displacement: opponents suffer -2 penalty to attack rolls when fighting the wearer with melee weapons, -4 with ranged ones Notes: previously granted +3 AC vs. missile and +3 bonus to save vs. breath. Due to technical issues I've made it more "simple" than its V2 version, though it still is almost identical to its AD&D PnP version (it only miss the "first hit always misses" feature). Note that unlike the "classic" AC bonus this cloak's effects are not affected by the hardcoded minimum AC cap. Nymph Cloak Special Abilities (once per day): Blinding Beauty: opponents within 15 feet must save vs. spell or being blinded for 1 turn Equipped Abilities: Charisma: +2 bonus Saving Throws: +2 bonus vs. spell Notes: I've replaced Charm (which made this item identical to Ring of Human influence) with Blinding Beauty, and added a bonus to saves vs. mind affecting effects to make it appealing as something more than a "wear to go shopping" item. Any suggestion? Cloak of the Wolf Special Abilities (once per day): Polymorph Self (Werewolf) Equipped Abilities: Regeneration: 1 hp every 12 seconds Notes: the description suggests Polymorph (werewolf) instead of a normal wolf and I think it makes the item much more interesting. It didn't have a single 'while equipped' effect, and I've opted for a "moderate" regeneration rate. Werewolf STR 19, DEX 16, CON 15, AC 1, THAC0 7, Attacks per Round 2, 1D8+7 slashing damage (Pawns +2) Regeneration: 2 hp/round, Magic Resistance: 20% Cloak of the Sewers Special Ability (once a day): Polymorph Self (rat, troll, or mustard jelly) Equipped Abilities: Armor Class: +1 bonus Charisma: -1 penalty Immunity to disease effects Notes: Mustard jelly form has been hugely revised (more similar to PnP now), while I the rat form still needs some (non PnP) improvement to be appealing imo, and I've removed the Troll form (moved to a more appropriate item). I've also added immunity to disease effects (including SR's Stinking Cloud and ghast's stench) and a small charisma penalty. Rat STR 9, DEX 18, CON 9, AC 0, THAC0 15, Attacks per Round 1, 1D2 + Disease (Bite +0) Physical Damage Resistance: 90% Mustard Jelly STR 14, DEX 9, CON 16, AC 4, THAC0 10, Attacks per Round 1, 5D5 acid damage (acidic pseudopod +2, range 20 feet) On Hit: target must save vs. polymorph or being slowed for 2 rounds Immunity to backstab and non-magical weapons Immunity to charm, confusion, hold, poison & stun effects Magic Resistance 10%, Electrical Resistance 100%, Cold Resistance 50% Nature's Vengeance Special Abilities: Retribution: any who strikes the wearer in melee suffers 5 points of electrical damage Notes: replaces the Cloak of the Stars. Stormlord's Cloak Equipped Abilities: Fire Resistance: +25% bonus Cold Resistance: +25% bonus Electrical Resistance: +25% bonus Notes: replaces the cloak of reflection. It now has a really extensive background which ties it to its whereabouts. Cloak of Elvenkind Equipped Abilities: Hide In Shadows: +50% bonus Fade Away: 10% chance to turn invisible when struck by either a spell or a weapon Notes: I've added Fade Away ability to make it more interesting. Cloak of Bravery Equipped Abilities: Immunity to fear effects THAC0: +2 bonus Maximum Hit Points: +10% bonus Usable By: Evil-aligned Characters Notes: It now works similarly to PnP Heroism spell, granting immunity to fear, +10 hit points and +2 to thac0. In theory it should also grant +2 to damage, but I'd go for it only if we make it work as a non-stackable "bless" bonus. Cloak of Balduran Equipped Abilities: Armor Class: +1 bonus Saving Throws: +1 bonus Magic Resistance: +10% bonus Notes: Magic Resistance has been toned down a lot. In BG1's 25% magic resistance affected even friendly spells, a drawback which is missing in BG2 and makes vanilla's cloak way too powerful imo. Cloak of Mirroring Equipped Abilities: Reflected Image: 50% miss chance Notes: completely changed. I do like the new concept and it should be much less exploitable, but it still remains the most powerful cloak in the game. Improved Cloak of Protection +2 Special Abilities (once per day): Mantle Equipped Abilities: Armor Class: +2 bonus Saving Throw: +2 bonus Notes: I've replaced once/day Improved Haste/Invisibility with Mantle. I'm actually thinking to turn it into a CoP +3 to justify (we do have a Ring of Protection +3 after all). Montolio's Cloak Equipped Abilities: THAC0: +1 bonus Armor Class: +1 bonus Saving Throws: +1 bonus Blind-Fight: wielder fights without penalties even if unable to see and cannot be backstabbed Usable By: Ranger Notes: +2 to off-hand thac0 would create strange behaviours with the Dual Wielding Tweak (and with a Refinements HLA too) thus I've changed it with a plain +1 to global thac0. I've added Blind-Fight inspired by the new extended background (which pratically is Montolio's biography taken from Forgotten Realms Wiki).
  3. Bracers/Gauntlets Gloves of the Rogue Equipped Abilities: Lockpicking: +15% bonus Pick Pockets: +15% bonus Set Traps: +15% bonus Precise Strike: +5% chance to score critical hits Notes: "replace" Gloves of Pickpocketing. They now use a completely new lore to better justify its abilities. Gauntlets of Healing Special Abilities (once per day): Lay on Hands Equipped Abilities: Regeneration: 1 hp every 18 seconds Usable By: Cleric Paladin Notes: Cure Poison has been replaced by a once/day use of Lay on Hands (cures 2hp x character level), and I've added a small regeneration bonus to give it at least one equipped effect. I've made them usable by all paladin kits to fix a compatibility issue with Refinements. Gauntlets of Ogre Power Equipped Abilities: Strength: +2 bonus (+100 exceptional) Notes: previously set strength to 18/00, should I nerf it to +1 (+100 exceptional)? Gauntlets of Dexterity Equipped Abilities: Dexterity: +2 bonus Notes: previously set dexterity to 18. I'm thinking about adding somethink to it, like granting ++ to two weapon style while equipped but I think they are alredy quite good for now. Gloves of Missile Snaring Equipped Abilities: Off-Hand THAC0: -20 penalty Deflect Arrows: deflects ranged weapons Requires: 15 Dexterity Usable by: Bard Thief Monk Notes: I've drastically improved them while keeping the original concept (which was +2 AC vs. missile weapons). I've made them usable only by bards, monks and thieves (single class only) for balance, technical and concept reasons. Bracers of Archery Equipped Abilities: THAC0: +2 bonus (missile weapons only) Damage: +1 bonus (missile weapons only) Notes: added +1 to damage. Gauntlets of Parrying Equipped Abilities: Parry: +1 bonus to AC (none vs. missile) Notes: "replaces" the Gauntlets of Weapon Skill. They now grant +1 to AC instead of +1 to THAC0. Gauntlets of Weapon Expertise Equipped Abilities: THAC0: +1 bonus (melee weapons only) Damage: +2 bonus (melee weapons only) Notes: Due to the issue mentioned by yarpen I cannot implement what I previously did (specialization in melee weapons), and I've opted to make it work again similarly to vanilla, but limiting the bonuses (+1 hit, +2 dmg) to melee weapons only (as per description but never implemented). Gauntlets of Weapon Mastery Equipped Abilities: THAC0: +1 bonus Attack Speed: +2 bonus Attacks per Round: +1/2 bonus Notes: Previously named Gauntlets of Extraordinary Specialization. I've replaced +2 damage with +2 speed factor bonus - matching Mastery bonuses from the Revised Grandmastery table. It now uses a much better bam. Gauntlets of Crushing Equipped Abilities: THAC0: +4 bonus (fists only) Damage: +4 bonus (fists only) Notes: unchanged. I've only though about adding a +X damage vs. golems, but I think they are ok. Bracers of Blinding Strike Special Abilities (once per day): Improved Haste (3 rounds) Armor Class: 4 Notes: now they're are also treated as Bracers of Defense which makes them much more valuable imo. Paladin's Bracer Equipped Abilities: THAC0: +1 bonus Saving Throws: +1 bonus Maximum Hit Points: +5 bonus Usable By: Paladin Notes: previously they only granted +10 to max hp, now they simulate a permanent Aid Spell. Some players suggest to make them usable by good clerics too, I think it's reasonable and I may do it for V2. Blessed Bracers Special Abilities (once per day) Resurrection Righteous Magic Equipped Abilities: THAC0: +2 bonus Saving Throws: +1 bonus Maximum Hit Points: +10 bonus Usable By: Paladin Notes: THAC0 and saves bonuses are the new entries, and I've replaced Cure Critical Wounds with Righteous Magic because it seems more approriate to the description. They are quite powerful, but previously they were quite useless and I want them to be a worth alternative to the Gauntlets of Extraordinary Specialization (which still remain the best Bracers/Gauntlets imo). Bard's Gloves Equipped Abilities: Wearer can memorize one extra spell of each level from 1st to 4th Usable By: Bard Notes: previously unenchanted, they now are a weaker version of the Wondrous Gloves. Wondrous Gloves Equipped Abilities: Armor Class: +1 bonus Casting Speed: +1 bonus Wearer can memorize one extra spell of each level from 1st to 4th Usable By: Bard Notes: I've "only" replaced +1 to THAC0 with +1 to Casting Speed, I know it's a pretty powerful effect but I think a little incentive to an underused class like the Bard won't hurt, am I wrong? Bands of Focus Equipped Abilities: Physical Resistance: +10% bonus Armor Class: 3 Usable By: True Fighter Kensai Monk Notes: replace Tzu Zan's Bracers (usable only by Monks) which granted +10 max hp and +1 to AC. They now are the best Bracers of Defense in-game but you get them pratically at the end of the game, and they deserve to be powerful (and a really extensive background too! ). Gauntlets of Might *CURSED* Equipped Abilities: THAC0: -4 penalty Srength: +3 bonus Dexterity: -2 penalty Notes: they "replace" the useless cursed Gauntlets of Fumbling. An attempt to make cursed items at least somewhat appealing. Bracers of Speed *CURSED* Equipped Abilities: THAC0: -4 penalty Attacks per Round: +1 bonus Exhausting: each hit has 5% chance to let the wearer fatigued for 5 rounds Notes: they "replace" the useless cursed Bracers of Binding. An attempt to make cursed items at least somewhat appealing. Fatigue effect uses my standard dvwinded.spl file used by SR spells too, which causes -2 penalty to hit/dmg and AC, as well as +2 penalty to casting speed.
  4. Boots Boots of Speed Equipped Abilities: Movement rate: +5 bonus Notes: I've halved the movement rate bonus but it now stacks with every other bonus and it's not prevented by Free Action anymore. What about adding Haste once per day? Boots of Stealth Equipped Abilities: Move Silently: +40% bonus Notes: I've restored vanilla's lore and removed V2's immunity to web because a lot of players considered them overpowered for BG1. They grant +40% to move silently instead of 20% to both hide and move, but the end result in terms of gameplay is exactly the same. Boots of the North Equipped Abilities: Cold Resistance: +50% bonus Notes: unchanged. Boots of Grounding Equipped Abilities: Electrical Resistance: +50% bonus Notes: unchanged. Boots of Avoidance Equipped Abilities: Armor Class: +4 bonus vs. missile Notes: unchanged. Boots of Elvenkind Equipped Abilities: Dexterity: +1 bonus Move Silently: +20% bonus Protection from Spell: Entangle Notes: I've added dexterity bonus and immunity to Entagle in an effort to differentiate them from the Boots of Stealth. Boots of Phasing *CURSED* Equipped Abilities: Armor Class: +2 bonus Blink: when enemies are on sight the wearer phases to a random opponent every 2 rounds Notes: Previously unused. I've slowed down the rate at which the phasing effect takes place. Boots of Etherealness Special Abilities (once per day): Etherealness: wearer becomes ethereal for 5 rounds. While in this state he is immune to normal and magical weapons, has 100% magic resistance and completely invisible. Anyway he is also unable to attack or cast spell. Equipped Abilities: Dimensional Anchor: wearer is unaffected by Teleport Field, Maze, Imprisonment and similar effects Notes: Vanilla's Etherealness had nothing to do with its PnP version. It simply granted immunity to normal weapons while I've tried to make it slightly more interesting. Then I've slightly modified the lore to fit the new Dimensional Anchor equipped ability. Note that the boots will protect from the "banishing-like" effects of Demi-lich's Soul Trap (but not from its level drain effects added by SCS and/or SR), while it grants immunity to the "dimensional trap-room" effect of SR's Shadow Door. Gargoyle Boots Special Abilities (twice per day): Stoneskin (5 skins, 1 turn) Equipped Abilities: Immunity to backstab Notes: mostly unchanged for now, I've only raised the number of skins granted by the spell from 2 to 5. Personally I don't like too much the immunity to backstab on these boots, I think something like increased AC and or physical resistance would suit it better. Any suggestion? There are still two unused pair of boots and the Boot of Lightning Speed but they're far from being a priority of mine. If you have any suggestion even regarding the boots I've not changed feel free to post your opinion in an appropriate topic.
  5. Belts/Girdles Golden Girdle Equipped Abilities: Armor Class: +4 bonus vs. slashing weapons Notes: raised the bonus by one to match the Girdle of Bluntness. Girdle of Piercing Equipped Abilities: Armor Class: +4 bonus vs. piercing weapons Notes: It now grants +4 AC vs piercing weapons, instead of +3 vs piercing weapons and missiles. Girdle of Bluntness Equipped Abilities: Armor Class: +4 bonus vs. crushing weapons Notes: unchanged. Girdle of Trollish Fortitude Special Abilities (once per day): Regeneration: 1hp/sec (1 turn) Equipped Abilities: Hit Points: +20 bonus Notes: "replaces" Girdle of Fortitude, which could temporarily increase constitution to 18 for 8 hours. It now grants +20 hit points instead of V2'a +2 CON. I'm the first who'd prefer to use CON bonus for uniqueness, but I really can't bear the "infinite healing via re-equip" issue it causes. The good thing is that this belt will now be uber-useful to weak characters such as Aerie and Viconia, and a rather interesting/powerful alternative to the "common" strength-enhancing girdles. Girdle of Beatification Equipped Abilities: Blessing: wearer is under the effect of a Bless spell Werarer is immune to the negative effects of Doom, Chant, or similar spells Notes: replaces the Girdle of Hill Giant Strength. It now grants a permanent Bless (+1 to attack rolls, damage rolls, and morale) instead of V2's +2 STR, making it as useful as before for characters with STR 15-16, much more useful for characters with STR <15, less powerful for those with STR 17-18; and still usefull for characters with STR 19+. To make it more appealing and unique I've also made it grant protection from Doom (including IR's Dooming ability of some weapons) as well as the negative effects of Chant, and aVENGER's Curse (which is the reverse of Bless). Girdle of Priestly Might Equipped Abilities: Strength: +2 bonus Armor Class: +1 bonus Notes: "replaces" vanilla's Girdle of Stone Giant Strength (which was setting STR to 20). Should I add a once/day use of Draw Upon Divine Might? Girdle of Giant Strength Equipped Abilities: Strength: +3 bonus Notes: "replaces" vanilla's Girdle of Frost Giant Strength (which was setting STR to 21). I've removed the "Frost" part because it made no sense for an "ice-related" item to be used to forge Crom Faeyr (it's the only girdle of giant strength now). Girdle of the Champion Equipped Abilities: Strength: +3 bonus Immunity to fear effects Notes: "replaces" vanilla's Girdle of Fire Giant Strength (which was setting STR to 22). Any better suggestion? Belt of Inertial Barrier Equipped Abilities: Saving Throws: +3 bonus vs. breath Missile Damage Resistance: +20% bonus Inertial Barrier: opponents within 10 feet must save vs. breath each round or be slowed Notes: I've removed the magic damage resistance (it didn't make sense imo), reduced the bonus to breath saves by 2, and the missile resistance by 5%. The new aura-like effect (actually inspired by PnP version of this girdle) should be quite unique and much more appropriate, though it has to be tested for balancing purposes (player's feedback is crucial here). To make it work in a smoother way the slow effect is applied every second instead of every round (else opponents could sometimes be able to approach and attack the wearer before having to make the first save), but they still have to save only once per round.
  6. Amulets Silver Amulet Equipped Abilities: Silver Glow: +2 bonus to AC and saving throws vs. shapeshifters and vampires Notes: replaces Wolfsbane Charm. It previoulsy granted +1 to thac0 and damage vs. lycantrophes, but I think that defensive abilities are more appropriate for an amulet, not to mention that thac0 bonuses vs. creature type don't stack, therefore the previous bonus was useless if the character already had a similar bonus (e.g. from Flametongue, BG1's Sword of Balduran, Werebane, ...). Shield Amulet Equipped Abilities: Armor Class: +2 bonus Notes: I prefer a permanent +2 bonus to armor class while equipped because else the amulet ends up being a wand rather than part of the wielder's equipment. Periapt of Proof Against Poison Special Abilities (once per day): Cure Poison Equipped Abilities: Immunity to poison effects Notes: unchanged. Amulet of Metaspell Influence Equipped Abilities: Immunity to silence Casting Speed: +1 bonus Notes: it previously allowed to memorize one more 2nd level spell to arcane casters. It now simulates PnP's quicken spell and silent spell metamagic feats. It should be more way useful throughout the whole game now, and it's usable by both arcane and divine casters. Amulet of Magic Shielding Equipped Abilities: Energy Resistance: +10% bonus Saving Throws: +1 bonus Notes: replaces Amulet of +5% Magic Resistance. Two others amulet did that and even more making it useless very soon imo. The effects are obvioulsy inspired by the Potion of Magic Shielding. Amulet of Spell Warding Special Abilities (once per day): Spell Deflection Equipped Abilities: Saving Throws: +2 bonus Notes: It now grants +2 to all saves, while retaining v2's Spell Turning ability (once/day). Kaligun's Amulet of Magic Resistance Special Abilities (once per day): Magic Resistance Equipped Abilities: Magic Resistance: +10% bonus Notes: I've only added the ability to cast the 5th level spell once per day. It should make it more interesting and I didn't want this amulet to be a lesser version of the Seldarine's Amulet. Periapt of Life Protection Equipped Abilities: Immunity to death & level drain effects Notes: it previously granted +3 to saves vs. death. The new effects are still appropriate (especially with the improved background) and party's saving throws are already too good compared to enemie's ones imo. Necklace of Form Stability Equipped Abilities: Immunity to disintegration, petrification & polymorph effects Notes: it previoulsy granted +5 to saves vs. polymorph/petrification. It still does what it should have done before, but it works better imo because many spell-like abilities that simulate/use disintegrate and petrification don't allow a save vs. polymorph (e.g beholder's ray use a save vs. spell), and it should be more user-friendly allowing a character to be immune to annoying romance/loot breaking deaths. Amulet of Power Equipped Abilities: Arcane and divine casters can memorize one extra spell of each level from 1st to 4th Caster Level: +2 bonus Notes: I know this is a very radical change and I've to explain the reasons behind it. Most of its effects are now granted by other amulets (Metaspell Influence's vocalize and casting speed, Periapt of Life Protection's immunity to level drain) and magic resistance is granted by many other items (including two amulets). Last but not least, it's now much more similar to both PnP and NWN versions. Greenstone Amulet Equipped Abilities: Mind Shield: confers protection against many forms of mind-control magic, such as charm, confusion, domination, fear, feeblemind, hold, sleep, stun, and psionics Notes: changed from a charge-based item to an item which must be equipped to work. In 3rd edition Magic of Faerun book the Mind Shield effect is permanent, while in AD&D the protection could wear-off and slowly recharge itself. If we opted for the latter I would have replaced the x charges system with a once/day usability, still preventing the exploit of using a single amulet to protect the entire party, but I opted for 3E-like soultion because I don't want amulets to work as wands. This has turned the item from a situational but heavily exploitable item into an extremely powerful amulet, but it won't be a free loot in the beholder's dungeon anymore: it's a very expensive item (10000-15000gp) sold within the drow city. Amulet of Seldarine Equipped Abilities: Charisma: +1 bonus Protection from Evil: +2 bonus to AC and saving throws vs. evil creatures Magic Resistance: +10% bonus Notes: I've replaced +1 to saves with Protection from Evil (which pratically is a +2 to saves and AC in BG, because 80% of your enemies are evil), and v2's +1 WIS with +1 CHR. I'd like to replace magic resistance with something more unique (especially because it makes the Amulet of Magic Resistance almost redundant), but for now I'll live with its current implementation, which still makes it the more heavily enchanted amulet in the game together with Amulet of Power and Greenstone Amulet. Amulet of Cheetah Speed Special Abilities (once per day): Improved Haste Equipped Abilities: Dexterity: +1 bonus Attack Speed: +2 bonus Movement Rate: +2 bonus Saving Throws: +2 bonus vs. breath Notes: I've added quite a few effects because it completely lacked "while equipped" utility. It should be more interesting now (vanilla's version was quite useless considering how late you get it) and it also got a much deserved background. Amulet of the Master Equipped Abilities: Lore: +10 bonus Armor Class: +1 bonus Find Traps: +20% bonus Pick Locks: +20% bonus Detect Illusions: +20% bonus Saving Throws: +2 bonus vs. spell Notes: I've added lore, detect illusions and saves bonuses, but I've removed immunity to silence (already granted by another amulet) and I've reduced its +3 bonus to AC (way too much) to only +1.
  7. Bucklers Bucklers now use BG1 bams and the wonderful 1PP animations which finally make them appear as bucklers instead of small triangular shields. Reflection Shield +1 Equipped Abilities: Physical Mirror: reflects missile weapons back to their user Armor Class: +2 bonus (none vs. missile) Notes: I've turned Reflection Shield from a small shield to a buckler (vanilla BG2 had not even a single unique magical buckler). The ironic but cool thing imo is that its special property completely offset buckler's weakness against missiles. Kiel's Buckler +2 Equipped Abilities: Immunity to hold & stun effects Armor Class: +3 bonus (none vs. missile) Notes: previously non-magical, which was odd considering it gave a magical dexterity bonus. I've replaced +1 DEX with immunity to hold and stun, to make it go along with Kiel's Morning Star (immunity to charm and confusion) and Kiel's Helmet (immunity to fear). Small Shields Shield of Harmony +2 Equipped Abilities: Immunity to charm & confusion effects Armor Class: +3 bonus Notes: almost unchanged but I've removed immunity to hold (it still has charm and confusion) and restored BG2-like animation and bams. Nature's Ward +2 Equipped Abilities: Nature's Blessing: +2 bonus to AC and saving throws vs. unnatural creatures Armor Class: +3 bonus Notes: this new small shield replaces vanilla's Shield of the Lost and uses vanilla's Shield of Reflection icons/animations. It's a druid-oriented item that should perform extremely well for almost the entire game because almost any non-humanoid or non-animal opponent you're going to face is considered "unnatural" (e.g. monsters, undead, demons, etc.). Saving Grace +3 Equipped Abilities: Searing Light: all who strike the wearer in melee must save vs. spell or be blinded for 1 round, undead creatures also suffer 2d6 points of damage Armor Class: +4 bonus Notes: It previously was a plain medium shield +3. I've turned it into a small shield using V2's Small Shield +1 bam (the rounded one with the bronze, almost golden color), and I've made its color palette match Radiant Armor and Helm of Glory (the "Radiant Set"). The entire set now has a glowing effect which is not visible during the day, but make them emanate light during the night. Within V2 it granted +2 AC/saves vs undead creatures, which I've replaced with a more unique Searing Light effect. Medium Shields Dragon Scale Shield +2 Equipped Abilities: Fire Resistance: +30% bonus Force Absorbing: wielder is immune to everything, magical and otherwise, that pushes him away Armor Class: +4 bonus Notes: it previously set fire, cold and electrical resistance to 25%. It now grants +30% fire resistance, making it shine if the entire Red Dragon set is used. It still has V2's Hold the Line effect but I've renamed it Force Absorbing (it protects from wing buffets, telekinesis, and similar effects), let me know if you prefer the old name or you have a better one. Shield of Balduran +2 Equipped Abilities: Magic Resistance: +10% bonus Armor Class: +4 bonus Notes: Ardanis and I come up with a twisted solution. This shield replaces vanilla's Sentinel, and is identical to V2's Shield of the Lost (bams, animation, and while equipped 10% mr bonus) to make it a good complementary item for the Balduran Set (all of its items have magic resistance). At the same time I've renamed the old Shield of Balduran into Mirror Shield. Don't worry, any mod AI will still detect the correct Shield of Cheese, thus SCS beholders will try to use telekinesis against the Mirror Shield, and not against the Shield of Balduran. Mirror Shield +3 Equipped Abilities: Deflects rays and gaze attacks Armor Class: +5 bonus Notes: it "replaces" vanilla's Shield of Balduran. I've worked on its animation and color palette to make it look as mirror looking as possible (with a brilliant white color). The major balance change is that instead of reflecting beholder's rays it "only" deflects them. In an effort to make it good in more circumstances than just beholder encounters it now deflects all gaze attacks (e.g. vampire's dominating gaze) and ray attacks (e.g. Ray of Enfeeblement, Scorching Ray, RRoR and Prismatic Spray). Shield of the Order +4 Equipped Abilities: Protection from Demons: +2 bonus to AC and saving throws vs. demonic creatures Memorize one extra spell of each level from 1st to 4th Armor Class: +6 bonus Usable By: Cleric Paladin Notes: vanilla's +1 to saves has been replaced by Protection from Demons (demonic creatures include fallen celestials too), and I've opted to make it grant one additional paladin/cleric spell slot from 1st to 4th lvl, though better ideas would be welcome. Large Shields Shield of the Falling Stars +1 Equipped Abilities: Maximum Hit Points: +10 bonus Shield Others: allies within 5 feet gain +2 bonus to armor class THAC0: -2 penalty Armor Class: +4 bonus (+2 vs missiles) Notes: I removed vanilla's +4 bonus to AC vs. missiles in favor of the new abilities inspired by its description. On a side note, I'd like to find a better name for this item. Dwarven Large Shield +2 Equipped Abilities: Saving Throws: +1 bonus THAC0: -2 penalty Armor Class: +5 bonus (+2 vs missiles) Notes: I kept V2's name, but I can easily change it if we have a better one in mind. I needed something for this unique shield, but at the same time it had to be a small +1 enhancement bonus because this is a BG1 shield, and I ended up moving here SotO's +1 to all saves. It fits both its dwarven origin (dwarves have innate save bonuses) and paladin's background (paladins get +2 to all saves). It makes it a relatively generic but very effective shield for anyone in the early/mid-game, and particularly effective if used by dwarves or paladins. Fortress Shield +3 Equipped Abilities: Physical Resistance: +10% bonus THAC0: -2 penalty Armor Class: +6 bonus (+2 vs missiles) Notes: I've added resistance to physical damage. A tank character using this shield really is a fortress now! Mind you, KR will make Barbarians not use tower shields as per PnP. Darksteel Shield +4 Equipped Abilities: Elemental Resistance: +20% bonus THAC0: -2 penalty Armor Class: +7 bonus (+2 vs missiles) Notes: it previously granted +10% resistance to fire, cold, acid and poison. I've increased the overall level of resistance and changed poison one into acid.
  8. Robes Robe of Cold Resistance Equipped Abilities: Cold Resistance: +40% bonus Notes: I've redistribuited vanilla's bams to have more appropriate colors for robes of elemental resistance (fire-red, cold-white, electric-blue, acid-green), while I've imported BG1 bams for the other robes and together with 1PP paperdolls they now look much better imo (bams, paperdolls and avatars now correctly match one another). Other than that, all elemental robes now grants a much higher resistance bonus because they previously were pretty much useless while I'd like them to be somewhat appealing even within BG2. Robe of Fire Resistance Equipped Abilities: Fire Resistance: +40% bonus Notes: see above. Robe of Electrical Resistance Equipped Abilities: Electrical Resistance: +40% bonus Notes: see above. Robe of Acid Resistance Equipped Abilities: Acid Resistance: +40% bonus Notes: replaces a previously unused robe. Knave's Robe Equipped Abilities: Immunity to backstab Saving Throws: +2 bonus vs. poison Notes: An improved version of the original concept. Traveler's Robe Equipped Abilities: Movement Rate: +2 bonus Armor Class: +2 bonus vs. missiles Saving Throws: +2 bonus vs. breath Notes: As above, I've tried to keep the original concept while making it more appealing/effective. Adventurer's Robe Equipped Abilities: Physical Damage Resistance: +10% Notes: I've borrowed from NWN both item's description and equipped effect, though I'm not sure how much physical resistance is appealing for a mage. Any better suggestion? Robe of the Weave Equipped Abilities: Magic Resistance: +20% bonus Notes: it replaces vanilla's Robe of the Good Archmagi, and it isn't restricted by alignment anymore. Robe of the Battlemage Equipped Abilities: THAC0: +2 bonus Armor Class: +2 bonus Maximum Hit Points: +10 bonus Notes: it replaces vanilla's Robe of the Neutral Archmagi, and it isn't restricted by alignment anymore. Robe of Arcane Might Equipped Abilities: Caster Level: +2 bonus Saving Throws: +2 bonus Magic Damage Resistance: +20% bonus Notes: it replaces vanilla's Robe of the Evil Archmagi, and it isn't restricted by alignment anymore. Robe of Larloch Equipped Abilities: Armor Class: +1 bonus Saving Throws: +1 bonus Casting speed: +2 bonus Magic Resistance: +10% bonus Notes: it "replaces" the Robe of Vecna. I've changed the name in order to give the item a deserved background (again borrowed from NWN) and because Larloch is one of the most famous creatures in the Realms, whereas Vecna shouldn't even exist in the world of Toril. It doesn't set AC to 5 anymore (bracers fill that role) but I've replaced such effect with +1 to AC and saves. Most importantly I've reduced the casting speed bonus by 2. It still is the most powerful robe without being clearly overpowered. Last but not not least, I've obviously removed the original bizarre colors in favor of a more appropriate black/brown palette.
  9. Helmets Helm of Defense Equipped Abilities: Saving Throws: +1 bonus Armor Class Bonus: 1 Notes: I've removed elemental resistances but the helm now have a +1 to AC as all magical helmets within IR. Kiel's Helmet Equipped Abilities: Immunity to fear effects Armor Class Bonus: 1 Notes: unchanged (except the standardized +1 to AC). Helm of Charm Protection Equipped Abilities: Immunity to charm effects Armor Class Bonus: 1 Notes: unchanged (except the standardized +1 to AC). Now use the plumed helm bam/animation. Watcher's Helm Equipped Abilities: Immunity to blindness & deafness Armor Class Bonus: 1 Notes: replaces Helm of Infravision which was quite useless. Helm of Glory Equipped Abilities: Charisma: +1 bonus Blessing: wearer is under the effects of a Bless spell, which raises morale by 1, and grants +1 bonus to attack and damage rolls Armor Class Bonus: 1 Notes: the AC bonus was already there, I've added the blessing ability (its effects may be changed if needed). Now uses BG1 golden and winged helm bam. Helm of Darkness Equipped Abilities: Charisma: +1 bonus Blessing: wearer is under the effects of a Bless spell, which raises morale by 1, and grants +1 bonus to attack and damage rolls Armor Class Bonus: 1 Notes: replaces the unused Helm of Opposite Alignment (neither BG1 nor BG2 used it). It's the evil version of the Helm of Glory, and uses a black winged helm animation (for players who'd like to create a black knight ). Helm of Balduran Equipped Abilities: Maximum Hit Points: +5 bonus Magic Resistance: +5% bonus Armor Class Bonus: 1 Notes: I've simply replaced +1 to all saves with 5% magic resistance to fit the theme of Balduran set. Now uses BG2 vanilla's Helm of Glory bam (the white horned one) in order to make it different from Kiel's Helmet. Dragon Helm Equipped Abilities: Fire Resistance: +20% bonus Immunity to sleep & unconsciousness Armor Class Bonus: 1 Notes: it previously granted various elemental resistances (setting them instead of raising them), but it has been revised to work best when used together with the Red Dragon Scale Shield (helm and shield together grant immunity to wing buffet) and the Red Dragonplate Armor (the whole set together grants complete immunity to fire and Dragon's Breath spell). Skull of Death Special Abilities (once per day): Gaze of Death: target must save vs. death or die Equipped Abilities: Immunity to death effects Armor Class Bonus: 1 Notes: I've added immunity to death effects (a lesser version of Death Ward because the spell would also protects from effects like Disintegration and Petrification). I've also replaced Death Spell with a Gaze of Death (a sort of lesser Finger of Death) which is more appropriate to the item's background/description. Helm of Brilliance Special Abilities (once per day): Fireball False Dawn Prismatic Spray Equipped Abilities: Fire Resistance: +40% bonus Armor Class Bonus: 1 Notes: mostly unchanged, though Sunray has been replaced by False Dawn. PnP's version has a nasty aura that deals damage to undead creatures and adds fire damage to melee weapons. Probably it would be too powerful with those abilities but I'm thinking about using them somewhere. This helm now glows with a bright light (the same used by the Armor of the Hart). Shadow Veil Special Abilities (onces per day): Simulacrum Equipped Abilities: Darkvision Cold Resistance: +40% bonus Armor Class Bonus: 1 Notes: I've changed vanilla's name, Vhailor's Helm, because I needed to find a theme for this item (and I opted for a shadow/illusion related one to keep vanilla's Simulacrum ability). I know its while equipped abilities aren't great by the time you get it, but are mostly there to fit the theme. Furthermore I've replaced the bam it shared with the Skull of Death with a new one "stolen" from IWD. Roranach's Horn Equipped Abilities: Physical Resistance: +10% bonus Armor Class Bonus: 1 Notes: it previously granted +50% resistance to crushing damage (which was very exploitable imo). It isn't used to forge the improved Staff of the Ram anymore (Ring of the Ram is used instead). Thieves' Hood Equipped Abilities: Non-detection Armor Class Bonus: None Notes: in vanilla it was a non-magical recipient to create its improved version. As I've done with the Bard's Gloves I've slightly enhanced it (adding non-detection) because a non-magical hood in Amn wouldn't be so rare! Master Thief's Hood Special Abilities (three times per day): Improved Invisibility Equipped Abilities: Non-detection Immunity to poison effects Armor Class Bonus: 1 Notes: The improved version now uses a slightly different name. I replaced True Seeing with Improved Invisibility for various reasons, but the fact that the Ring of Invisibility is used to forge this upgrade is more than enough imo. Immunity to backstab (already granted by too many other sources) has been replaced by non-detection, which also happens to have great synergy with the new x/day ability. Helm of the Rock Equipped Abilities: Elemental Resistance: +15% bonus Armor Class Bonus: 1 Usable By: Fighter Notes: Almost unchanged. Horned Helm of the Rock Special Abilities (three times per day): Gaze of Despair: target must save vs. spell or be paralyzed by fear for 2 rounds Equipped Abilities: Elemental Resistance: +25% bonus Armor Class Bonus: 1 Usable By: Fighter Notes: The improved version now uses a slightly different name. Almost unchanged, but Aura of Command (pratically a single use Cloak of Fear) has been replaced by Gaze of Despair.
  10. Plate Mails Ankheg Plate Mail +2 Equipped Abilities: Acid Resistance: +25% bonus Armor Class: 1 Arcane Spell Failure: 30% Dexterity Penalty: 5% Movement Rate Penalty: 10% Thieving Skills Penalty: 40% Notes: I've added acid resistance to make it unique. Also note that this armor encumbers less than other heavy armors, and is usable by druids. Radiant Plate +2 Equipped Abilities: Protection from Evil: +2 bonus to AC and saving throws vs. evil creatures Armor Class: 1 Arcane Spell Failure: 40% Dexterity Penalty: 10% Movement Rate Penalty: 20% Thieving Skills Penalty: 60% Notes: This was the golden plate +3 found in Durlag's tower, and unused in BG2. Its glowing gold light suggested something against creatures of the dark (undead, drow, ...) or something that relates to valor and virtue. I've lowered its enchantment lvl by 1 while adding Protection from Evil. Delver's Plate +2 Equipped Abilities: Magic Damage Resistance: +50% bonus Armor Class: 1 Arcane Spell Failure: 40% Dexterity Penalty: 10% Movement Rate Penalty: 20% Thieving Skills Penalty: 60% Notes: I've replaced the common "saving throws bonus" with high resistance against magic damage (aka Magic Missile, Skull Trap, Horrid Wilting, etc.). Doomplate +3 Equipped Abilities: Aura of Despair: opponents within 10 feet suffer -2 penalty to attack rolls, damage rolls and saving throws Luck: -1 penalty (-5% for skills) Armor Class: 0 Arcane Spell Failure: 40% Dexterity Penalty: 10% Movement Rate Penalty: 20% Thieving Skills Penalty: 60% Notes: It was a plain +3 plate mail. Both abilities are suggested by its background. Deep Guardian's Plate +4 Equipped Abilities: Spell Level Immunity: 1st and 2nd level spells are unable to affect the wearer Armor Class: -1 Arcane Spell Failure: 40% Dexterity Penalty: 10% Movement Rate Penalty: 20% Thieving Skills Penalty: 60% Notes: replaces Gorgon's Plate found on Ardulace's corpse. I've borrowed its long description from NWN but I've changed spell resistance to try something different. Red Dragonplate Armor +5 Equipped Abilities: Fire Resistance: +50% bonus Armor Class: -2 Arcane Spell Failure: 40% Dexterity Penalty: 10% Movement Rate Penalty: 20% Thieving Skills Penalty: 60% Notes: I've raised its enchantment bonus to match all the other Dragon Armors, which all have the maximum enchantment level. Still something more "special" wouldn't hurt. Shuruppak's Plate +5 Equipped Abilities: Free Action: the wearer is immune to everything, magical and otherwise, that limits his mobility in any way Armor Class: -2 Arcane Spell Failure: 0% Dexterity Penalty: 5% Movement Rate Penalty: 10% Thieving Skills Penalty: 40% Notes: at the moment I've only made it a mithral highly enchanted plate, with Free Action to make it unique. It may be even better to replace it with something entirely different, especially considering I'm almost sure it's not canon that Shuruppak has ever wore something heavier than his black robe, and probably this armor never existed in PnP Forgotten Realms. Any suggestion? Full Plate Mails Mithral Field Plate +2 Armor Class: -1 Arcane Spell Failure: 30% Dexterity Penalty: 5% Movement Rate Penalty: 10% Thieving Skills Penalty: 40% Notes: there are two of them, one is Bruenor's Armor (which should be left unchanged) and the other one is actually unused both in BG1 and BG2. The latter can be completely changed if needed. Pride of the Order +2 Equipped Abilities: Immunity to berserk & confusion effects Protection from Chaos: +2 bonus to AC and saving throws vs. chaotic creatures Armor Class: -1 Arcane Spell Failure: 50% Dexterity Penalty: 15% Movement Rate Penalty: 30% Thieving Skills Penalty: 70% Notes: previously a plain full plate armor +2. Plate of Balduran +2 Equipped Abilities: Charisma: +1 bonus Maximum Hit Points: +5 bonus Magic Resistance: +5% bonus Armor Class: -1 Arcane Spell Failure: 50% Dexterity Penalty: 15% Movement Rate Penalty: 30% Thieving Skills Penalty: 80% Notes: I've added a small amount of magic resistance to fit the theme of Balduran set. Casiel's Soul +3 Equipped Abilities: Death Armor: any living creature who strikes the wearer in melee suffers 1d4+2 points of cold damage Immunity to level drain effects Spell Immunity: Necromancy Armor Class: -2 Arcane Spell Failure: 50% Dexterity Penalty: 15% Movement Rate Penalty: 30% Thieving Skills Penalty: 80% Not Usable By: Good-aligned characters Notes: "replaces" Armor of the Hart on Demon Knight's corpse in the Underdark Demogorgon's temple, which previously was a plain full plate +3. Armor of the Hart should be a paladin like armor, it's unfair having it equipped by a Death Knight, and that to obtain it your party has to sacrifice a creature to Demogorgon! Spell Immunity isn't so great as it seems because though it protects from some of the nasties spells (Horrid Wilting, Finger of Death and Wail of the Banshee), it also makes the wearer "immune" to friendly healing and curative spells (cure wounds, poison, disease, ...). Armor of the Hart +3 Equipped Abilities: Immunity to fear effects Heroic Inspiration: when the wearer drops below 50% hit points, he gains +2 bonus to hit, damage, and saving throws Armor Class: -3 Arcane Spell Failure: 50% Dexterity Penalty: 15% Movement Rate Penalty: 30% Thieving Skills Penalty: 80% Notes: it replaces the cursed plate +5 sold by Ribald when you return from the Underdark. Who the hell would BUY a cursed weakening plate?!! Enkidu's Armor +4 Equipped Abilities: Immunity to backstab Saving Throws: +1 bonus Armor Class: -3 Arcane Spell Failure: 50% Dexterity Penalty: 15% Movement Rate Penalty: 30% Thieving Skills Penalty: 80% Notes: I've only raised its enchantment level by one and replaced 5% magic resistance (used by Balduran set) with +1 to all saves. Blue Dragonplate Armor +5 Equipped Abilities: Electrical Resistance: +50% Armor Class: -4 Arcane Spell Failure: 50% Dexterity Penalty: 15% Movement Rate Penalty: 30% Thieving Skills Penalty: 80% Notes: I've raised its enchantment bonus to match all the other Dragon Armors, which all have the maximum enchantment level. Still something more "special" wouldn't hurt.
  11. Chain Mails Mail of the Dead +2 Equipped Abilities: Saving Throws: +3 bonus vs. death Armor Class: 3 Arcane Spell Failure: 30% Dexterity Penalty: 5% Movement Rate Penalty: 10% Thieving Skills Penalty: 40% Notes: I've added the saving throws bonus to make it unique and better reflect its description. Darkmail +3 Equipped Abilities: Immunity to fear & disease effects Armor Class: 2 Arcane Spell Failure: 30% Dexterity Penalty: 5% Movement Rate Penalty: 10% Thieving Skills Penalty: 40% Notes: I think vanilla's 20 fire resistance was banal (not to mention Prismatic Chain already offers it), the slightly changed description allow some freedom to chose the armor's benefits. Any other suggestion is also welcome. Mithral Chain Mail +4 Armor Class: 1 Arcane Spell Failure: 20% Dexterity Penalty: none Movement Rate Penalty: none Thieving Skills Penalty: 10% Notes: Drizzt's armor is almost unchanged. Prismatic Chain +4 Special Abilities (once per day): Prismatic Explosion: multicolored rays of light flash from the armor, all opponents within 20 feet are affected by one or more rays which have the following effects Red: 20 fire damage (save vs. breath half) Orange: 40 acid damage (breath half) Yellow: 80 electrical damage (breath half) Green: Death (save vs. poison neg.) Blue: Polymorph (save vs. polymorph neg.) Indigo: Feeblemind (save vs. wands neg.) Violet: Maze (save vs. spell neg.) Equipped Abilities: Fire Resistance: +15% bonus Acid Resistance: +15% bonus Electrical Resistance: +15% bonus Protection from Spells: Color Spray, Chromatic Orb & Prismatic Spray Armor Class: 1 Arcane Spell Failure: 30% Dexterity Penalty: 5% Movement Rate Penalty: 10% Thieving Skills Penalty: 40% Notes: I changed its vanilla's name, Jester's Chain, as it was misleading imo (considering bards cannot wear chain mail while casting spells). I've added a custom Prismatic Spray effect (taking the liberty to better select its effects), and a bunch of abilities related to such spell/concept (elemental resistances and immunity to "color-based" spells). Crimson Chain +5 Equipped Abilities: Blood Rage: 5% chance when struck the wearer enrages, gaining +2 bonus to attack rolls, damage rolls, and saving throws, but losing control of himself for 5 rounds Tireless Rage: wearer doesn't become winded at the end of any rage state Armor Class: 0 Arcane Spell Failure: 30% Dexterity Penalty: 5% Movement Rate Penalty: 10% Thieving Skills Penalty: 40% Notes: Tireless Rage makes this suit especially tailored for berserker characters (though I've always thought barbarian's rage too should apply a fatigue effect afterward). Blood rage just add some fun, and makes it useful for non-berserker characters. Elven Chain Melodic Chain +2 Equipped Abilities: Immunity to silence Armor Class: 3 Arcane Spell Failure: none Dexterity Penalty: none Movement Rate Penalty: none Thieving Skills Penalty: 10% Usable By: Bard Notes: I've lowered its enchantment lvl by 1 (it's available relatively early) but I've added immunity to silence which seems very appropriate for a bard-only item. Sylvan Chain +3 Equipped Abilities: Nature's Blessing: +2 bonus to AC and saving throws vs. unnatural creatures Armor Class: 2 Arcane Spell Failure: none Dexterity Penalty: none Movement Rate Penalty: none Thieving Skills Penalty: 10% Notes: I've raised its enchantment lvl by 1 (it's available really late) and added Nature's Blessing ability to make it unique. Bladesinger Chain +4 Equipped Abilities: Casting Speed: +1 bonus Armor Class: 1 Arcane Spell Failure: none Dexterity Penalty: none Movement Rate Penalty: none Thieving Skills Penalty: 10% Notes: I've added the casting speed factor to make it more unique. Aslyferund Elven Chain +5 Equipped Abilities: Casting Speed: +1 bonus Immunity to non-magical weapons Armor Class: 0 Arcane Spell Failure: none Dexterity Penalty: none Movement Rate Penalty: none Thieving Skills Penalty: 10% Notes: slightly more powerful than before, but I never found it overpowered. Considering it's quite hard to obtain, and incredibly expensive, I do think it deserves to be outstanding. Splint Mails Armor of Faith +1 Equipped Abilities: Armor of Faith: +20% physical resistance Armor Class: 3 Arcane Spell Failure: 40% Dexterity Penalty: 10% Movement Rate Penalty: 20% Thieving Skills Penalty: 50% Notes: its name clearly hinted the use of the homonymous 1st level priest spell, but I had to lower its enchantment lvl by 2 to "make room" for such a powerful effect. Only cleric protagonists can obtain it, and its effects doesn't stack with the homonymous spell. Ashen Scales +2 Equipped Abilities: Immunity to poison effects Armor Class: 2 Arcane Spell Failure: 30% Dexterity Penalty: 5% Movement Rate Penalty: 10% Thieving Skills Penalty: 40% Notes: I've added the poison immunity to make it unique. Being made of wyvern's scales its lighter than normal splint mails (thus it encumbers like a chain mail) and it's now usable by druids and beast masters. White Dragon Scale Armor +5 Special Abilities (3 times/day): Cone of Freezing Cold: inflicts 10d4 + 10 points of cold damage and slows targets for 5 rounds, a successful save vs. breath at -4 halves the damage and negates slowness Equipped Abilities: Cold Resistance: +50% bonus Armor Class: -1 Arcane Spell Failure: 30% Dexterity Penalty: 5% Movement Rate Penalty: 10% Thieving Skills Penalty: 40% Notes: I've customized its cone of cold effect and lowered its enchantment level by one (it's usable by druids and beast masters). Generally (e.g. within PnP, NWN, ...) dragon hide instead of metal doesn't improve anything but the armor's lightness, but vanilla's White Dragon Armor was an exception and was treated much like a Mithral Chain Mail. I kept this feature intact and thus the armor behaves as Ashen Scales armor does, both in terms of usability and encumberance.
  12. Leather Armors Protector of the Second +2 Equipped Abilities: Saving Throws: +1 bonus Protection from Spell: Entangle Armor Class: 6 Arcane Spell Failure: 10% Thieving Skills Penalty: none Notes: It previously was a plain +2 armor. If you have a better suggestion let me know. Karajah's Armor +2 Equipped Abilites: Dexterity: +2 bonus Saving Throws: +2 bonus vs. breath Armor Class: 6 Arcane Spell Failure: 10% Thieving Skills Penalty: none Notes: I've reduced its enchantment lvl by 1, while adding DEX and reflex based saves bonus to fit its lore. Skin of the Forest +3 Equipped Abilities: Barkskin: wielder's skin becames as tough as bark, increasing its Armor Class by 4 Armor Class: 5 Arcane Spell Failure: 10% Thieving Skills Penalty: none Notes: It replaces vanilla's Night's Gift +5 which was a plain +5 armor with a bonus to hide in shadows just like Shadow Armor. Its new Barkskin effect makes its actual base AC identical to both vanilla's spell when fully developed (AC 1) or SR's Barkskin (+4 AC bonus on top of its base AC 5 = AC 1). Obviously I've made it not stack with SR's Barkskin. Human Flesh +4 Equipped Abilities: Saving Throws: +2 bonus Magic Resistance: +20% bonus Armor Class: 4 Arcane Spell Failure: 10% Thieving Skills Penalty: none Notes: I'm still undecided about it. I've only slightly nerfed it, but it still is the most enchanted light armor. Grandmaster's Armor +5 Equipped Abilities: Haste: wearer's movement rate is doubled, he gains an additional attack per round, +1 bonus to attack rolls, armor class and saves vs. breath Armor Class: 3 Arcane Spell Failure: 10% Thieving Skills Penalty: none Notes: I've extended its original concept (it granted double movement rate only), and made it clearly stands out as the perfect armor for any rogue-like character. Studded Leathers Orc Leather +2 Equipped Abilities: Charisma: -1 penalty Physical Damage Resistance: +10% bonus Armor Class: 5 Arcane Spell Failure: 15% Thieving Skills Penalty: 20% Notes: I've lowered its enchantment lvl by 1 but physical resistance has been extended from missile damage to all weapon type. This armor might actually be less appealing than before for most classes (AC generally is more important than physical res, even more so for characters with mid-low hit vitality) but it now has huge potential for barbarians, especially when used with other items which boost physical resistance. Shadow Armor +3 Equipped Abilities: Shadow Armor: allows arcane spellcasting without penalties, and grants +10% bonus to hide in shadows Armor Class: 4 Arcane Spell Failure: none Thieving Skills Penalty: none Notes: its original wearer is a mage/thief who previously couldn't use spells because of his armor. Armor of Missile Attraction +3 *CURSED* Equipped Abilities: Missile Attraction: -10 penalty to armor class vs. missile, creatures within 20' gain +4 bonus to armor class vs. missile Armor Class: 4 Arcane Spell Failure: 15% Thieving Skills Penalty: 20% Notes: I've worked on it, but I've not restored it. Armor of the Viper +4 Special Abilities (once per day): Poisonous Cloud Equipped Abilities: Immunity to poison effects Armor Class: 3 Arcane Spell Failure: 15% Thieving Skills Penalty: 20% Notes: previously had -2 penalty to saves vs. death/poison (= useless). Poisonous Cloud is a sort of Cloudkill. Armor of Deep Night +5 Equipped Abilities: Immunity to backstab Armor Class: 2 Arcane Spell Failure: 15% Thieving Skills Penalty: 20% Notes: It previously was a plain +4 studded leather armor. Hide Armors Skin of the Ghoul +2 Equipped Abilities: Charisma: -2 penalty Saving Throws: +2 bonus vs. paralyzation Stench: living creatures within 10 feet must save vs. death each round or be nauseated, suffering -2 penalty to attack rolls and 25% casting failure rate Armor Class: 4 Arcane Spell Failure: 20% Movement Rate Penalty: 10% Thieving Skills Penalty: 30% Notes: I've changed it from a leather armor to a hide armor and lowered its enchantment lvl by 1 (still a net +1 to AC compared to vanilla). I've reduced its save bonus by 1, and added the CHR penalty, but I've added a very powerful Stench aura-like effect. Aeger's Hide +3 Equipped Abilities: Animal Rage: when the wearer drops below 25% hit points, he gains +2 bonus to attack rolls, damage rolls, and movement rate, but loses control of himself Elemental Resistance: +10% bonus Armor Class: 3 Arcane Spell Failure: 20% Movement Rate Penalty: 10% Thieving Skills Penalty: 30% Notes: elemental resistance now covers all type of elemental damage (I've added electrical one, but lowered all of them from 15% to 10%). I've also removed immunity to confusion but I added Animal Rage to make it unique. I seriously need player's feedback to make Animal Rage a balanced and interesting feature instead of a nuisance (e.g. should I allow a will save to avoid going out of control?). Trollhide Armor +4 Equipped Abilities: Acid Resistance: -25% penalty Fire Resistance: -25% penalty Regeneration: wearer regenerates 1 hit point every 3 seconds Armor Class: 2 Arcane Spell Failure: 20% Movement Rate Penalty: 10% Thieving Skills Penalty: 30% Notes: it replaces vanilla's studded leather Armor of Thorns +5. I've made it a hide armor, and granted it the fastest regeneration rate within IR (it matches PnP troll's regeneration rate) but I balanced such a powerful effect with an appropriately themed drawback (troll's vulnerability to fire and acid). Shadow Dragonhide Armor +5 Equipped Abilities: Immunity to level drain effects Armor Class: 1 Arcane Spell Failure: 15% Thieving Skills Penalty: 20% Notes: it previously had acid resistance, but it's a SHADOW dragon, not a BLACK one, thus I gave it an appropriate effect. I've also turned it into a hide armor rather than a studded leather while I've lowered its enchantment lvl by 1. In the end the AC hasn't changed, nor has the encumberance because dragon armors are lighter and thus it still encumbers as a studded leather.
  13. ARMORS - Light Armors (Leather, Studded Leather, Hide Armor) - Medium Armors (Chain, Splint Mail) - Heavy Armors (Plate, Full Plate Mail) - Helmets - Robes - Shields (Bucklers, Small, Medium and Large Shields) EQUIPMENT - Amulets - Belts/Girdles - Boots - Bracers/Gauntlets - Cloaks - Ioun Stones - Rings WEAPONS - Axes - Bastard Swords - Bows and Arrows - Clubs - Crossbows and Bolts - Daggers - Darts - Flails - Halberds - Katanas and Wakizashis - Long Swords - Maces - Morning Stars - Scimitars - Short Swords - Slings and Bullets - Spears - Staves - Two-Handed Swords - War Hammers MISCELLANEOUS - Drow Equipment - Custom Equipment for NPCs - Scrolls - Various Items - Wands - Potions
  14. The following try to be a simple though exhaustive guide to compare how SR implements SCS's Tweaks within itself. Spell Tweaks which aren't implemented at all in Spell Revisions are: - Make individual versions of Spell Immunity Available - Reduce the power of Inquisitor's Dispel Magic All the other SCS Spell Tweaks are already handled by SR and don't need to be installed unless you do prefer SCS's version of them. Allow Spellstrike to take down a Protection from Magic scroll SR and SCS do the same thing. More consistent Breach spell SR's Breach doesn't bypass liches and rakshasas immunities, but SR's Pierce Shield is now a sort of Breach+Pierce Magic, and being it a lvl 8 spell it will affect both liches and rakshasas. As of SR V3 Breach doesn't bypass Spell Deflection/Turning as per SCS. Antimagic attacks penetrate improved invisibility Both mods do it in the same way, but SR leaves Pierce Magic and Pierce Shield unaffected by this tweak (they remain single target only/never miss). Iron Skins behaves like Stoneskin SR and SCS do the same thing. Modify the Harm spell so it does damage rather than reducing target to 1hp SR and SCS do the same thing. Revert Greater Restoration back to only affecting one creature SR makes the spell single target but greatly improves its effects. Blade Barrier and Globe of Blades only affect hostile creatures SR makes them not affect allies, and it also slightly improves them. Cap damage done by Skull Trap at 12d6 SR and SCS do very similar things. SCS's Skull Trap deals up to 12-72 points of damage while SR's one deals 20-80, but SR's Skull Trap takes longer to become powerful (1d4 damage/caster level instead of 1d6/level). Make Minute Meteors into +2 weapons SR and SCS do the same thing. Make Power Word: Blind a single-target spell SR and SCS do the same thing.
  15. Speaking of it, how does this feature work? Have you used "Spell Effect: Duration Modifier [99]" to double spells' duration? If so I've tested this effect some time ago and unfortunately I don't think it's reliabe at all.
  16. Can I second that? I'm quite curious to know what you've done about cursed items...
  17. Aerial Servant Aerial Servant (16 Hit Dice): STR 21, DEX 19, CON 17, INT 6, WIS 11, CHA 11; AL Neutral HP 148, AC -1, THAC0 2, Saving Throws 4/6/5/4/7 2 Attacks Per Round, 2d6+11 Crushing Damage (Fist +2)Special Qualities: Natural Invisibility: constantly invisible as if affected by an Improved Invisibility spell Immune to hold, poison, sleep, & stun effects Animal Summoning Spells Dire Wolf (4 Hit Dice): STR 17, DEX 15, CON 17, INT 6, WIS 12, CHA 10; AL Neutral HP 44, AC 6, THAC0 15, Saving Throws 13/15/14/16/16 1 Attack Per Round, 1d6+2 Piercing Damage (Bite +1) Dire Leopard (7 Hit Dice): STR 19, DEX 15, CON 17, INT 6, WIS 12, CHA 10; AL Neutral HP 77, AC 5, THAC0 10, Saving Throws 10/12/11/12/13 2 Attacks Per Round, 1d8+8 Piercing Damage (Claws & Bite +1) Dire Bear (10 Hit Dice): STR 21, DEX 13, CON 19, INT 6, WIS 12, CHA 10; AL Neutral HP 130, AC 3, THAC0 7, Saving Throws 8/10/9/9/11 2 Attacks Per Round, 2d4+11 Crushing Damage (Claws & Bite +1) Animate Dead Skeleton (2 Hit Dice): STR 15, DEX 14, CON -, INT -, WIS 10, CHA 1; AL Chaotic Evil HP 24, AC 6, THAC0 18, Saving Throws 10/12/11/13/13 1 Attack Per Round, 1d6+2 Crushing Damage (Mace +1)Special Qualities: Immune to charm, confusion, hold, poison, sleep, stun, & death effects Cold Resistance 100% Slashing & Piercing Resistance 20%; Missile Resistance 40% Greater Skeleton (5 Hit Dice): STR 16, DEX 14, CON -, INT -, WIS 10, CHA 1; AL Chaotic Evil HP 60, AC 4, THAC0 16, Saving Throws 9/11/10/12/12 1 Attack Per Round, 2d6+2 Slashing Damage (Two-Handed Sword +1) Special Qualities: Immune to charm, confusion, hold, poison, sleep, stun, & death effects Cold Resistance 100% Slashing & Piercing Resistance 40%; Missile Resistance 60% Skeleton Warrior (9 Hit Dice): STR 18/51, DEX 14, CON -, INT 15, WIS 14, CHA 12; AL Neutral Evil HP 108, AC 2, THAC0 11, Saving Throws 5/7/6/5/8 2 Attacks Per Round, 2d6+4 Slashing Damage (Two-Handed Sword +1) Special Qualities: Immune to normal weapons Immune to charm, confusion, hold, poison, sleep, stun, & death effects Cold Resistance 100%; Magic Resistance 90% Slashing & Piercing Resistance 40%; Missile Resistance 60% Call Woodland Beings Nymph (7 Hit Dice): STR 10, DEX 17, CON 12, INT 16, WIS 17, CHA 19; AL Chaotic Good HP 42, AC 3, THAC0 15, Saving Throws 7/10/7/10/7 1 Attack Per Round, 1d4 Crushing (Touch +0) Spell Memorized: 1° Cure Light Wounds (x2), Entangle (x2), Shillelagh, Doom 2° Barkskin, Charm Person or Animal (x2), Resist Fire/Cold, Slow Poison 3° Call Lightning, Hold Person or Animal, Summon Insects 4° Animal Summoning I Celestials Deva (14 Hit Dice): STR 19, DEX 18, CON 18, INT 18, WIS 18, CHA 20; AL Chaotic Good HP 162, AC -5, THAC0 0, Saving Throws 3/5/4/4/6 2 Attacks Per Round, 1d10+10 Crushing Damage (Heavy Mace +3) Combat Abilities: Disruption: undead creatures must save vs. death or be destroyed Stun: 50% chance target must save vs. spell or be stunned for 2 rounds Special Qualities: Immune to weapons lower than +2 enchantment Immune to level drain, death, imprisonment, maze, petrification, & poison effects Cold & Electrical Resistance 100%; Fire Resistance 50%; Magic Resistance 70% Slashing, Crushing, Piercing, & Missile Resistance 10% Known Spells: 1° Bless (x3), Resist Fear (x3) 2° Aid (x3), Find Trap, Know Opponent, Draw upon Divine Might 3° Cure Disease (x2), Holy Smite (x2), Break Enchantment (x2) 4° Cure Critical Wounds (x2), Neutralize Poison (x2), Protection from Evil 10' Radius 5° Mass Cure, Raise Dead, True Seeing 6° Blade Barrier, Heal 7° Holy Word Fallen Deva (14 Hit Dice): STR 19, DEX 18, CON 18, INT 18, WIS 18, CHA 20; AL Chaotic Evil HP 162, AC -5, THAC0 0, Saving Throws 3/5/4/4/6 2 Attacks Per Round, 1d8+10 Slashing +1d8 Fire Damage (Long Sword +3) Combat Abilities: Bleeding Damage: 1hp/round for 5 rounds Special Qualities: Immune to weapons lower than +2 enchantment Immune to level drain, death, imprisonment, maze, petrification, & poison effects Fire & Electrical Resistance 100%; Acid Resistance 50%; Magic Resistance 70% Slashing, Crushing, Piercing, & Missile Resistance 10% Known Spells: 1° Doom (x3), Resist Fear (x3) 2° Hold Person (x3), Find Trap, Know Opponent, Silence 3° Contagion (x2), Unholy Blight (x2), Break Enchantment (x2) 4° Cause Critical Wounds (x2), Poison (x2), Cloak of Fear 5° Flame Strike, Greater Command, True Seeing 6° Blade Barrier, Harm 7° Unholy Word Planetar (18 Hit Dice): STR 19, DEX 19, CON 18, INT 18, WIS 21, CHA 22; AL Chaotic Good HP 198, AC -7, THAC0 -4, Saving Throws 3/5/4/4/6 3 Attacks Per Round, 2d6+10 Slashing Damage (Greatsword +3) Combat Abilities: Vorpal: 5% chance target must save vs. death at -6 or die Special Qualities: Immune to weapons lower than +3 enchantment Immune to charm, confusion, feeblemindedness, level drain, death, imprisonment, maze, petrification, & poison effects Regeneration: 2hp/round Cold & Electrical Resistance 100%; Fire Resistance 50%; Magic Resistance 75% Slashing, Crushing, Piercing, & Missile Resistance 20% Known Spells: 1° Bless (x3), Resist Fear (x3) 2° Aid (x3), Find Trap, Know Opponent, Draw upon Divine Might 3° Cure Disease (x2), Holy Smite (x2), Break Enchantment (x2) 4° Cure Critical Wounds (x2), Death Ward (x2), Neutralize Poison (x2), Protection from Evil 10' Radius (x2) 5° Chaotic Commands (x2), Raise Dead (x2), True Seeing (x2) 6° Blade Barrier, Bolt of Glory, Heal 7° Greater Restoration, Holy Word Fallen Planetar (18 Hit Dice): STR 19, DEX 19, CON 18, INT 18, WIS 21, CHA 22; AL Chaotic Evil HP 198, AC -7, THAC0 -4, Saving Throws 3/5/4/4/6 3 Attacks Per Round, 2d6+10 Slashing Damage (Greatsword +3) Combat Abilities: Vorpal: 5% chance target must save vs. death at -6 or die Special Qualities: Immune to weapons lower than +3 enchantment Immune to charm, confusion, feeblemindedness, level drain, death, imprisonment, maze, petrification, & poison effects Regeneration: 2hp/round Fire & Electrical Resistance 100%; Acid Resistance 50%; Magic Resistance 75% Slashing, Crushing, Piercing, & Missile Resistance 20% Known Spells: 1° Doom (x3), Resist Fear (x3) 2° Hold Person (x3), Find Trap, Know Opponent, Silence 3° Contagion (x2), Unholy Blight (x2), Break Enchantment (x2) 4° Cause Critical Wounds (x2), Mental Domination (x2), Poison (x2), Cloak of Fear (x2) 5° Flame Strike (x2), Greater Command (x2), True Seeing (x2) 6° Blade Barrier, Dolorous Decay, Harm 7° Fire Storm, Unholy Word Conjure Elemental Spells Lesser Air Elemental (8 Hit Dice): STR 14, DEX 17, CON 16, INT 6, WIS 11, CHA 11; AL Neutral HP 84, AC 1, THAC0 8, Saving Throws 10/12/11/11/13 3 Attacks Per Round, 1d6+2 Piercing Damage (Fist +2) Air Elemental (12 Hit Dice): STR 16, DEX 19, CON 17, INT 6, WIS 11, CHA 11; AL Neutral HP 126, AC 0, THAC0 5, Saving Throws 7/9/8/8/10 3 Attacks Per Round, 1d8+4 Piercing Damage (Fist +3) Greater Air Elemental (16 Hit Dice): STR 18, DEX 21, CON 18, INT 6, WIS 11, CHA 11; AL Neutral HP 168, AC -1, THAC0 1, Saving Throws 4/6/5/4/7 3 Attacks Per Round, 1d10+5 Piercing Damage (Fist +3) Special Qualities (all Air Elementals): Immune to normal weapons Immune to hold, poison, sleep & stun effects Slashing, Crushing & Piercing Resistance 20%; Missile Resistance 60% Lesser Earth Elemental (8 Hit Dice): STR 19, DEX 8, CON 18, INT 6, WIS 11, CHA 11; AL Neutral HP 104, AC 4, THAC0 8, Saving Throws 10/12/11/11/13 2 Attacks Per Round, 2d6+9 Crushing Damage (Fist +2) Earth Elemental (12 Hit Dice): STR 21, DEX 8, CON 19, INT 6, WIS 11, CHA 11; AL Neutral HP 146, AC 3, THAC0 5, Saving Throws 7/9/8/8/10 2 Attacks Per Round, 2d8+12 Crushing Damage (Fist +3) Greater Earth Elemental (16 Hit Dice): STR 23, DEX 8, CON 21, INT 6, WIS 11, CHA 11; AL Neutral HP 188, AC 2, THAC0 1, Saving Throws 4/6/5/4/7 2 Attacks Per Round, 2d10+14 Crushing Damage (Fist +3) Special Qualities (all Earth Elementals): Immune to normal weapons Immune to hold, poison, sleep & stun effects Slashing, Piercing & Missile Resistance 40% Lesser Fire Elemental (8 Hit Dice): STR 14, DEX 16, CON 16, INT 6, WIS 11, CHA 11; AL Neutral HP 84, AC 2, THAC0 10, Saving Throws 10/12/11/11/13 2 Attacks Per Round, 2d4+2 Slashing +1d6 Fire Damage (Fist +2) Fire Elemental (12 Hit Dice): STR 16, DEX 17, CON 17, INT 6, WIS 11, CHA 11; AL Neutral HP 126, AC 1, THAC0 7, Saving Throws 7/9/8/8/10 2 Attacks Per Round, 2d6+4 Slashing +2d6 Fire Damage (Fist +3) Greater Fire Elemental (16 Hit Dice): STR 18, DEX 19, CON 18, INT 6, WIS 11, CHA 11; AL Neutral HP 168, AC 0, THAC0 3, Saving Throws 4/6/5/4/7 2 Attacks Per Round, 2d8+5 Slashing +2d6 Fire Damage (Fist +3) Special Qualities (all Fire Elementals): Immune to normal weapons Immune to hold, poison, sleep & stun effects Fire Resistance 100% Slashing, Crushing, Piercing & Missile Resistance 20% Create Undead Ghast (4 Hit Dice): STR 17, DEX 16, CON -, INT 11, WIS 12, CHA 10; AL Chaotic Evil HP 48, AC 4, THAC0 15, Saving Throws 9/11/10/12/12 3 Attacks Per Round, 1d8+2 Piercing Damage (Touch +1) Combat Abilities: Paralysis: target must save vs. death or be paralyzed for 5 rounds Special Qualities: Stench: opponents within 10 feet must save vs. poison or suffer a -4 penalty to attack rolls, and 20% spell failure Immune to charm, confusion, disease, hold, poison, sleep, stun, & death effects Mummy (7 Hit Dice): STR 18/99, DEX 9, CON -, INT 6, WIS 12, CHA 10; AL Lawful Evil HP 84, AC 3, THAC0 10, Saving Throws 9/11/10/12/12 1 Attack Per Round, 1d12+6 Crushing Damage (Touch +1) Combat Abilities: Mummy Rot: target must save vs. death or be affected by a foul disease, which inflicts 1 point of damage every 3 seconds for 1 turn. At the end of the turn, the victim's constitution and charisma are reduced by 2. Special Qualities: Despair: at the mere sight of a mummy, targets must save vs. spell or be paralyzed with fear for 2 rounds. Whether or not the save is successful, creatures cannot be affected again by the despair ability for 8 hours. Immune to normal weapons Immune to charm, confusion, disease, hold, poison, sleep, stun, & death effects Cold Resistance 100%; Fire Resistance -25% Physical Damage Resistance 50% Elemental Princes Chan, Prince of Air (20 Hit Dice): STR 19, DEX 24, CON 18, INT 17, WIS 16, CHA 18; AL Neutral HP 180, AC -8, THAC0 -3, Saving Throws 3/5/4/4/6 4 Attacks Per Round, 1d12+11 piercing damage (Fist +4) Special Qualities: Blade Barrier: 1d6 damage/sec within 5' feet (save vs. breath negates) Immune to weapons lower than +2 enchantment Immune to hold, poison, sleep & stun effects Electrical Resistance 100%; Magic Resistance 60% Slashing, Crushing & Piercing Resistance 40%; Missile Resistance 80% Sunnis, Princess of Earth (20 Hit Dice): STR 24, DEX 12, CON 23, INT 17, WIS 16, CHA 18; AL Neutral HP 230, AC -5, THAC0 -6, Saving Throws 3/5/4/4/6 3 Attacks Per Round, 2d12+16 crushing damage (Fist +4) Special Qualities: Stoneskin: 1 skin each round Immune to weapons lower than +2 enchantment Immune to hold, petrification, poison, sleep & stun effects Magic Resistance 60% Slashing, Piercing Resistance & Missile Resistance 60%; Crushing Resistance 20% Zaaman Rul, Prince of Fire (20 Hit Dice): STR 19, DEX 21, CON 19, INT 17, WIS 16, CHA 18; AL Neutral HP 200, AC -7, THAC0 -3, Saving Throws 3/5/4/4/6 3 Attacks Per Round, 2d10+11 slashing +2d10 fire damage (Fist +4) Special Qualities: Fire Shield: 2d10 points of fire damage to whoever strikes the prince within 5' feet Immune to weapons lower than +2 enchantment Immune to hold, poison, sleep & stun effects Fire Resistance 125%; Magic Resistance 60% Slashing, Crushing, Piercing Resistance & Missile Resistance 40% Fiends Death Knight (14 Hit Dice): STR 18/00, DEX 12, CON -, INT 17, WIS 15, CHA 16; AL Lawful Evil HP 168, AC -4, THAC0 -1, Saving Throws 4/4/4/8/4 3 Attacks Per Round, 2d6+12 Slashing Damage (Two-Handed Sword +3) Special Qualities: Aura of Fear: creatures in a 10' radius must save vs. spell each round or flee in terror for 1 round Immune to normal weapons Immune to charm, confusion, hold, stun, sleep, poison & death effects Cold & Electricity Resistance 100%; Magic Resistance 75% Special Abilities: Death Knight's Fireball: 20d6 fire damage (save vs. spell half) Power Words: Blind, Stun or Death (once per day each) Symbols: of Weakness or Death (once per day each) Teleport Without Error (at will) Glabrezu (17 Hit Dice): STR 23, DEX 10, CON 21, INT 16, WIS 16, CHA 20; AL Chaotic Evil HP 190, AC -6, THAC0 -3, Saving Throws 5/5/5/9/5 4 Attacks Per Round, 2d6+15 Piercing Damage (Pincers & Claws +4) Special Qualities: True Seeing (each round) Immune to weapons lower than +2 enchantment Immune to confusion, fear, poison & stun effects Electricity Resistance 100%; Acid, Cold & Fire Resistance 50% Magic Resistance 45% Special Abilities: Mirror Image (at will) Confusion (at will/once each 5 rounds) Unholy Word (once per day) Power Word: Blind (once per day) Teleport Without Error (at will) Pit Fiend (24 Hit Dice): STR 24, DEX 18, CON 18, INT 19, WIS 16, CHA 25; AL Lawful Evil HP 230, AC -10, THAC0 -8, Saving Throws 3/3/3/8/3 5 Attacks Per Round, 2d6+16 Piercing Damage (Claws, Bite & Tail +4) Combat Abilities (20% chance each): Disease: creatures struck by a pit fiend's bite attack must save vs. death at -6 or be infected with a vile disease known as devil chills, losing 2 points of strength after an incubation period of 12 hours Poison: a pit fiend's bite injects a lethal poison which inflicts 20 points of damage on hit, and further 150 points after 1 turn unless a save vs. poison at -6 is made Constrict: creatures struck by the pit fiend's tail must save vs. death at -6 to avoid being stunned for 1 round Special Qualities: Immune to weapons lower than +3 enchantment Immune to confusion, fear, poison & stun effects Regeneration: 2hp/round Fire Resistance 100%; Acid & Cold Resistance 50%; Magic Resistance 65% Special Abilities: Improved Invisibility (at will) Fireball (at will/once each 5 rounds) Power Word: Stun (at will/once each 5 rounds) Unholy Word (once per day) Meteor Swarm (once per day) Teleport Without Error (at will) Genies Djinni (10 Hit Dice): STR 17, DEX 19, CON 15, INT 14, WIS 14, CHA 15; AL Chaotic Good HP 89, AC 0, THAC0 7, Saving Throws 11/7/11/7/7 3 Attacks Per Round, 1d8+5 Slashing Damage (Scimitar +2)Spell Memorized: 1° Magic Missile (x3), Shield 2° Invisibility (x2), Mirror Image 3° Haste, Lightning Bolt (x2) 4° Improved Invisibility, Minor Globe of Invulnerability 5° Conjure Lesser Air Elemental Efreeti (10 Hit Dice): STR 19, DEX 17, CON 16, INT 13, WIS 14, CHA 15; AL Lawful Evil HP 98, AC 1, THAC0 5, Saving Throws 8/11/8/11/11 2 Attacks Per Round, 1d8+10 Slashing +1d6 Fire Damage (Scimitar +2) Special Qualities: Fire Resistance 100% Spell Memorized: 1° Burning Hands, Magic Missile (x2), Shield 2° Agannazar's Scorcher, Invisibility (x2) 3° Fireball (x3) 4° Fire Shield (Red) (x2) 5° Conjure Lesser Fire Elemental Invisible Stalker Invisible Stalker (8 Hit Dice): STR 18, DEX 19, CON 14, INT 11, WIS 14, CHA 11; AL Neutral HP 64, AC -2, THAC0 7, Saving Throws 10/12/11/12/13 2 Attacks Per Round, 2d6+4 Crushing Damage (Fist +2)Combat Abilities: Sneak Attack: can backstab opponents with a x2 multiplier Special Qualities: Hide in Shadows: 120% Natural Invisibility: constantly invisible as if affected by an Improved Invisibility spell Immune to charm, confusion, hold, poison, sleep, & stun effects Slashing, Crushing, & Piercing Resistance 20%; Missile Resistance 60% Monster Summoning Spells Hobgoblin Archer (3 Hit Dice): STR 11, DEX 14, CON 13, INT 8, WIS 10, CHA 8; AL Lawful Evil HP 24, AC 5, THAC0 17, Saving Throws 13/15/14/16/16 2 Attacks Per Round, 1d6+3 Piercing Damage (Arrows) or 1 Attack Per Round, 1d10+2 Slashing Damage (Bastard Sword) Hobgoblin Shaman (4 Hit Dice): STR 13, DEX 11, CON 15, INT 9, WIS 14, CHA 9; AL Lawful Evil HP 36, AC 5, THAC0 16, Saving Throws 9/13/12/15/14 1 Attack Per Round, 1d8+1 Slashing Damage (Long Sword +1) Memorized Spells: 1° Armor of Faith, Bless, Cure Light Wounds (x2), Resist Fear 2° Chant, Hold Person, Silence Gnoll Elite (4 Hit Dice): STR 16, DEX 14, CON 15, INT 8, WIS 10, CHA 8; AL Chaotic Evil HP 40, AC 4, THAC0 15, Saving Throws 13/15/14/16/16 1 Attack Per Round, 1d10+4 Piercing Damage (Halberd +1) Gnoll Captain (5 Hit Dice): STR 17, DEX 15, CON 16, INT 8, WIS 11, CHA 9; AL Chaotic Evil HP 56, AC 3, THAC0 13, Saving Throws 11/13/12/13/14 2 Attacks Per Round, 1d8+4 Slashing Damage (Long Sword +1) Ogre Berserker (5 Hit Dice): STR 18/00, DEX 9, CON 18, INT 8, WIS 10, CHA 7; AL Chaotic Evil HP 62, AC 3, THAC0 11, Saving Throws 11/13/12/13/14 1 Attack Per Round, 1d10+9 Crushing Damage (Morning Star +1) Special Qualities: Enrage (once per day) Ogre Mage (6 Hit Dice): STR 18/00, DEX 9, CON 17, INT 15, WIS 11, CHA 13; AL Lawful Evil HP 56, AC 2, THAC0 11, Saving Throws 11/13/12/13/14 1 Attack Per Round, 1d10+9 Crushing Damage (Katana +1) Special Qualities: Invisibility (at will) Regeneration: 1 hp/round Memorized Spells: 1° Blindness, Magic Missile (x2), Shield 2° Horror, Mirror Image 3° Dire Charm, Slow Spider Spawn Giant Spider (4 Hit Dice): STR 15, DEX 17, CON 12, INT -, WIS 10, CHA 2; AL Neutral HP 32, AC 6, THAC0 16, Saving Throws 10/13/10/13/13 1 Attack Per Round, 1d8 Piercing Damage (Bite +1) Phase Spider (5 Hit Dice): STR 17, DEX 17, CON 15, INT 7, WIS 13, CHA 10; AL Neutral HP 45, AC 5, THAC0 15, Saving Throws 10/13/10/13/13 2 Attacks Per Round, 1d8+2 Piercing Damage (Bite +1) Sword Spider (6 Hit Dice): STR 17, DEX 10, CON 15, INT -, WIS 11, CHA 3; AL Neutral HP 54, AC 3, THAC0 14, Saving Throws 9/12/9/12/12 4 Attacks Per Round, 1d8+2 Piercing Damage (Legs & Bite +1) Combat Abilities (all spiders): Poison: spiders' bites inject a venom which inflicts 3hp/round for 1 turn (save vs. poison negates.) Special Qualities (all spiders): Immune to poison & web effects Summon Nishruu & Hakeashar Nishruu (9 Hit Dice): STR -, DEX 10, CON 16, INT 13, WIS 15, CHA 13; AL Chaotic Neutral HP 90, AC 10, THAC0 7, Saving Throws 8/8/8/8/8 1 Attack Per Round, Drain Magic (Contact +0) Combat Abilities: Drain Magic: - wizards lose one memorized spell. This is chosen at random, however, it will consume the highest level possible; - causes feeblemind (save vs. spell neg.) Special Qualities: Absorb Magic: immune to magic, every spell cast against a Nishruu heals the creature by 1d8+1 hit points Physical Resistance 50% Hakeashar (12 Hit Dice): STR -, DEX 10, CON 16, INT 13, WIS 15, CHA 13; AL Chaotic Neutral HP 114, AC 10, THAC0 2, Saving Throws 6/6/6/6/6 1 Attack Per Round, Drain Magic (Contact +2) Combat Abilities: Drain Magic: - wizards lose one memorized spell. This is chosen at random, however, it will consume the highest level possible; - causes feeblemind (save vs. spell neg.) Special Qualities: Absorb Magic: immune to magic, every spell cast against an Hakeashar heals the creature by 1d8+1 hit points Immune to normal weapons Physical Resistance 50% Summon Shadow Shadow (3 Hit Dice): STR -, DEX 14, CON -, INT 6, WIS 12, CHA 11; AL Chaotic Evil HP 36, AC 5, THAC0 13, Saving Throws 11/13/11/13/13 1 Attack Per Round, 1d6+1 Cold Damage (Touch +1)Combat Abilities: Chill Touch: creatures struck must save vs. death or lose 1 point of strength for 1 hour Special Qualities: Immune to normal weapons Immune to backstab, charm, confusion, hold, poison, sleep, stun, & death effects Cold Resistance 100%; Physical Damage Resistance 50% Wraith (5 Hit Dice): STR -, DEX 15, CON -, INT 11, WIS 13, CHA 12; AL Lawful Evil HP 60, AC 4, THAC0 12, Saving Throws 10/13/10/13/13 1 Attack Per Round, 1d8+1 Cold Damage (Touch +1) Combat Abilities: Life Drain: each successeful hit raises wraith hit points by 5 for 1 turn, and the target must save vs. death or lose 1 level Special Qualities: Immune to normal weapons Immune to backstab, blindness, charm, confusion, hold, poison, sleep, stun, & death effects Cold Resistance 100%; Physical Damage Resistance 50% Wyvern Call Wyvern (7 Hit Dice): STR 19, DEX 12, CON 15, INT 6, WIS 12, CHA 9; AL Neutral Evil HP 91, AC 2, THAC0 8, Saving Throws 9/12/9/12/12 4 Attacks Per Round, 2d6+9 Piercing Damage (Bite, Claws & Sting +2) Combat Abilities: Poison: a wyvern's sting injects a poison which inflicts 2hp/sec for 1 turn (save vs. poison at -4 neg.) Special Qualities: Immune to entangle, grease, hold, sleep, slow, stun & web effects
  18. LEVEL 1 Armor of Faith - sets physical resistance to 20% from 1st level, no longer provides elemental damage reduction Cure Light Wounds - heals 1d8 +1/level HP (max 1d8+5) Faerie Fire - reveals invisible creatures in a 5' radius, -2 penalty to AC, creatures affected cannot hide or go invisible for 4 rounds; druids only Magical Stone - creates 10 magical stones that can be thrown at opponents Shillelagh - creates an entangling club +1, plus 1 enchantment level every 6 levels up to +3; druids only Strength of Stone - sets strength to 18/50, slows the caster but makes him more resistant to blows; druids only Sunscorch - 1d6 +1/level fire damage to single target, double damage to undead, chance to blind; druids only LEVEL 2 Aid - corrected description (gives +1 to saving throws, THAC0, and damage), slightly improves with caster level Barkskin - +1 AC, +1/3 levels up to +4 at 9th level; 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) Draw upon Divine Might - as vanilla's Draw upon Holy Might, but caster is winded for 5 rounds when the spell ends Fire Trap - as Glyph of Warding, but deals fire damage; druids only Flame Blade - various improvements; damage 1d8 + 1/2 levels fire damage (up to 1d8+10); druids only Goodberry - heals 1 HP + 1/3 levels; duration 24 hours Know Opponent - replaces Know Alignment; reduces target's AC by 2 and physical resistance by 10% Resist Fire/Resist Cold - duration increased to 1 turn + 1 round/level Silence - affects only enemies Spiritual Hammer - various improvements; the hammer can strike opponents from a distance LEVEL 3 Animate Dead - summons skeletons, greater skeletons, and skeleton warriors Break Enchantment - replaces Remove Curse, cures enchantments (e.g. Confusion, Feeblemind) and curses; cleric only Call Lightning - bolts now deal 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 Gust of Wind - replaces Zone of Sweet Air; as the original spell, plus creatures near the caster must save or be blown away Hold Person or Animal - improved to be useful (it now affects humanoids) Holy Smite - limited to 10d4 damage (previously too powerful for its lvl) Invisibility Purge - lasts for 5 rounds, dispelling invisibility each round Miscast Magic - causes wild surges instead of spellcasting failure Protection from Fire - moved to 5th level Repulse Undead - moved from level 5 Strength of One - +2 bonus to strength instead of setting it to 18 Summon Insects - many improvements; spellcasting failure allows a save each round, damage can be halved Unholy Blight - same as Holy Smite LEVEL 4 Animal Summoning I - summons up to 5 Dire Wolves; druids only Call Woodland Beings - nymph acts as a 7th level druid with appropriate spells Cause Critical Wounds - moved from level 5; causes 4d8 +20 damage Cloak of Fear - each round causes fear to those within 6 feet for 1 turn Cure Critical Wounds - moved from level 5; cures 4d8 +1/level HP (max 4d8+20) Defensive Harmony - +4 to AC for 10 rounds Divine Power - caster gains attacks per round as a fighter of equivalent level (does not stack with multiclass fighters' ApR) Ice Storm - added to druid's available spells Lesser Restoration - available to druids Negative Plane Protection - duration increased to 1 turn/level Neutralize Poison - protects from poison for 1 turn/level Poison - only ongoing damage can be negated with a save Protection from Evil 10' Radius - area of effect 10' (fix) Protection from Lightning - moved to 5th level LEVEL 5 Animal Summoning II - summon up to 4 Dire Leopards; druids only Champion's Strength - +1 point/3 levels to Str, Con, and Dex to 1 creature Flame Strike - damage up to 15d6; affects opponents within 5' radius of the target Greater Command - allow a save every round; affects only enemies Insect Plague - many improvements; spellcasting failure allows a save each round, damage can be halved Iron Skin - renamed Stoneskin (druids with iron?!); is affected by breach Magic Resistance - 2% per level (up to 40%); can't be exploited to lower target's resistance anymore Polymorph Other - added to druid's available spells Protection from Acid - grants 100% resistance and complete immunity to acid-based spells Protection from Cold - grants 100% resistance and complete immunity to cold-based spells Protection from Electricity - grants 100% resistance and complete immunity to electricity-based spells; moved from 4th level Protection from Fire - grants 100% resistance and complete immunity to fire-based spells; moved from 3rd level Righteous Fury - replaces Righteous Might; +4 to Str, +2 to AC, +20 hit points, +1d6 magic damage on hit LEVEL 6 Animal Summoning III - summons up to 3 Dire Bears; druids only Blade Barrier - damage 3d6 every 3 seconds (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 Control Undead - added to cleric's available spells Create Undead - added to cleric's available spells Dolorous Decay - available to clerics; damage 60HP, lowers STR, DEX and CON False Dawn - caster emanates blinding flashes of light within 15' radius each round for 1 turn, damages undead; druid only Fire Seeds - various improvements Harm - inflicts 150 point of magic damage on hit (save vs. spell half) LEVEL 7 Creeping Doom - many improvements; spellcasting failure allows a save each round, damage can be halved Earthquake - drastically improved; druids only; Fire Storm - various improvements; doesn't affect caster and anyone close to him Greater Restoration - single target, cures hp and almost any negative effect (hold, polymorph, petrification, confusion, etc) Holy Word - improves with caster levels Nature's Beauty - charms any humanoid creature within 30 feet Shield of the Archons - clerics only Sphere of Chaos - replaces Confusion Summon Death Knight - replaces Gate, summons a powerful undead demon Summon Shambling Mound - replaces Conjure Earth Elemental, summons a shambler; druids only Symbol of Weakness - replaces Symbol Fear; -4 to Str, Dex and Con permanently (all symbols don't affect allies anymore) Unholy Word - improves with caster levels
  19. LEVEL 1 Blindness - lasts 8 hours; no AC penalty; -10 to THAC0; now a Necromantic spell Burning Hands - now has a small area of effect Chill Touch - damage 1d8; drains 1 point of Strength Chromatic Orb - damage + random effects, both improve with caster level Color Spray - causes stun, blindness, or confusion depending on target/caster HD Find Familiar - fixed and tweaked familiars Grease - save or fall unconscious for 1 round, 50% movement rate penalty (no save); area of effect reduced to 10' radius Mage Armor - AC 6, +1 every 4 levels up to AC 3 Reflected Image - 50% miss chance (the image isn't destoyed when hit), short duration; doesn't protect from AoE spells anymore Sleep - affects creatures with less Hit Dice than caster; creatures wake up when hit Shield - +2 bonus to AC instead of setting it (further +4 vs. missile) Shocking Grasp - 1d6 damage/2 levels (up to 5d6); stuns the target for 1 round True Strike - replaces Infravision (for now); +10 to THAC0 for 1 round LEVEL 2 Deafness - last 8 hours, not cumulative with itself anymore; now a Necromantic spell Detect Invisibility - area of effect 50'; lasts for 1 turn (as True Sight) Glitterdust - area of effect reduced to 10 feet radius, creatures affected cannot hide or go invisible for 4 rounds; it now correctly bypasses SI: Divination Knock - a ram like force can be used to knockback unconscious a living target or bash a locked door/chest Know Opponent - replaces Know Alignment; reduces target's AC by 2 and physical resistance by 10% Luck - lasts 5 turn; added the missing +1 to all saves, and 5% to thieves skills Power Word Sleep - a single target with more than 19hp must save or fall asleep, no save if hp are less than 20 Stinking Cloud - creatures cannot attack nor cast spells unless they successfully save (replaces the sleep effect) LEVEL 3 Clairvoyance - limited foresight, caster is immune to backstabbing and gains +2 to AC and saves vs breath (cannot be dispelled) Detect Illusion - cancels all illusion spells of 4rd level and lower Flame Arrow - each arrow may target different targets (up to 5 arrows, 4d6 fire damage each) Ghost Armor - set AC 2, +20% to Hide in Shadow; now belongs to Illusion school Haste - spell recipients are fatigued after the spell ends (-2 to THAC0, AC and damage for 5 rounds) Lightning Bolt - damage 1d8/level up to 10d8; single target Melf's Minute Meteors - creates +2 enchanted meteors; damage 1d4 +2d4 fire Monster Summoning I - summons hobgoblin archers and a shaman Protection from Missiles - now protects from ALL types of missile (including Acid Arrows, Flame Arrows, and Melf's Minute Meteors) Slow - halves attack rate, penalty of -1 to AC, THAC0, and saves vs breath Skull Trap - damage 1d4/level (up to 20d4 at level 20) Vampiric Touch - 3 points of damage/2 levels up to 30 at 20th LEVEL 4 Break Enchantment - replaces Remove Curse, cures enchantments (e.g. Confusion, Feeblemind) and curses Dimension Door - reintroduced; small improvements Enchanted Weapon - each and every type of +3 weapon can be created (including arrows, bolts and bullets) Greater Malison - saves are reduced by 2 instead of 4 (as per PnP/BG1/IWD/NWN) Ice Storm - slows targets in the area; duration 4 rounds (fix) Improved Invisibility - no saving throw bonuses Monster Summoning II - summons gnolls elite and a captain Otiluke's Resilient Sphere - no save if cast on allies Polymorph Self - fixed and improved forms, no bear forms, wolf replaced by Winter Wolf Teleport Field - creatures are now allowed a save every round to avoid effect LEVEL 5 Chaos - creatures 5 or more levels below than the caster are not allowed a save Cloudkill - new cloud color Conjure Lesser Fire/Air/Earth Elemental - improved creatures Monster Summoning II - summons ogre berserkers and an ogre mage Oracle - cancels all illusion spells in the area of effect (all levels) Phantom Blade - 1d12 magic damage (+10 vs. undead); +4 enchantment; causes 100% spell failure for 1 round (save negates) Protection from Acid - grants 100% resistance and complete immunity to acid-based spells Protection from Cold - grants 100% resistance and complete immunity to cold-based spells; moved from 3rd level Protection from Electricity - grants 100% resistance and complete immunity to electricity-based spells Protection from Fire - grants 100% resistance and complete immunity to fire-based spells; moved from 3rd level Shadow Door - small friendly AoE maze effect as per PnP, which allows a save and lasts only 1-4 rounds Summon Shadow - replaces Animate Dead; summons shadows and wraiths LEVEL 6 Acid Fog - replaces Death Fog; doesn't automatically kill summons; movement reduced to 50% (no save); new cloud color Chain Lightning - damage 1d6/level to primary target (up to 20d6), half damage to following targets Conjure Fire/Air/Earth Elemental - elementals don't turn hostile; improved creatures Create Undead - replaces Summon Carrion Crawler; summons ghasts and mummies Disintegrate - 2d6/level points of magic damage (up to 40d6), 5d6 on a successful save (doesn't destroy the loot) Invisible Stalker - improved creature to act as a 8th level Stalker with backstabbing abilities Mislead - clone lasts only 6 rounds (previously overpowered); improved invisibility lasts 1 round/level Protection from Magic Energy - grants 100% resistance and complete immunity to spells based on magic damage Protection from Magical Weapons - lasts only 3 rounds Tenser's Transformation - caster gains attacks per round as a fighter of equivalent level (does not stack with multiclass fighters' ApR) LEVEL 7 Control Undead - low level creatures (depending on caster's level) can't save against this spell Delayed Blast Fireball - damage up to 20d6 at 20th level Khelben's Warding Whip - removes up to 4 protections instead of 3 Mantle - protects from +3 weapons or lower Mordenkainen's Sword - corrected sword's statistics Prismatic Spray - various improvements Project Image - can't use quick slots, items, ... the clone only retains spellcasting abilities Protection from the Elements - grants 100% resistance and complete immunity to elemental-based spells Sphere of Chaos - random effects each round (confusion, sleep, paralysis, fear, ...), affects only opponents Summon Death Knight - replaces Cacofiend, summons a powerful undead demon Summon Djinni - corrected Djinni's statistics; new spells and abilities (gaseous form included) Summon Efreeti - corrected Efreeti's statistics; new spells and abilities (gaseous form included) LEVEL 8 Abi-Dalzim's Horrid Wilting - damage reduced from 1d8/level to 1d6/level (up to 20d6); doesn't affect undead creatures Improved Mantle - protects from +4 weapons or lower Power Word Blind - affects only a single target Protection from Energy - grants 100% resistance and complete immunity to energy-based spells Summon Fiend - Glabrezu is much more powerful (corrected animation) LEVEL 9 Bigby's Clenched Fist - completely revised to be more effective Black Blade of Disaster - various improvements Energy Drain - drains 4 levels, caster "gains 4 equivalent levels" Freedom - also cures all allies of any effect which bind the body (hold, stun,...) or the mind (charm, confusion,...) Gate - Pit Fiends are extremely more powerful (corrected animation) Imprisonment - applies a permanent maze effect (it no longer breaks romances and it no longer causes game over if the affected character is Player1) Meteor Swarm - damage 40d4 (save for half); new animation Shapechange - fixed and improved forms, Troll form replaced by Spirit Troll Spellstrike - now has a 10 feet radius area of effect
  20. Good to hear it wasn't normal it took so long!
  21. It installed correctly and i'm going to test Spellhold soon... My only complain is that Smarter Priest component took an eternity to install.
  22. I'm a little confused...where am i supposed to download the beta v7?
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