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Posts posted by Demivrgvs
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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. -
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.
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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. -
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. -
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.
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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. -
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. -
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. -
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. -
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 -
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.
-
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.one of the quintessence magic feat thingys stop summon shambler working (at least in my game). it may be the one that makes spell durations double, but not sure. -
Can I second that? I'm quite curious to know what you've done about cursed items...Sorry I can't be of any help, but can I just say this sounds like a great idea? -
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
-
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
-
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
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Good to hear it wasn't normal it took so long!
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It installed correctly and i'm going to test Spellhold soon...
My only complain is that Smarter Priest component took an eternity to install.
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I'm a little confused...where am i supposed to download the beta v7?
Item Index
in Item Revisions
Posted · Edited by Demivrgvs
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.