ToF: Spell System Revisions and New Spells

Install Arcane Spells from Icewind Dale: Enhanced Edition

Not available for IWDEE

This component includes almost all the arcane spells in Icewind Dale: Enhanced Edition that are not already included in Baldur's Gate. (I think Contact Outer Plane is the only exception on Enhanced Edition games). For the most part, if a spell is present already in BG2 then the IWD version is not used. Scrolls of the new spells are scattered throughout the game; they should be about as common as equivalent-level spells in the main system.

The system is slightly tweaked to resolve some thematic inconsistencies with the existing system:

  • The IWD version of Mordenkainen's Sword summons a weapon which the caster can use at range, rather than summoning swords that act as independent monsters. Since both versions of the spell are quite fun, I have included the IWD version, renamed as Mordenkainen's Force Blade.
  • The IWD elemental animations look very different (bulkier, more humanoid) than the BG2 ones. To avoid visual awkwardness, I have used the existing BG2 water elemental animation instead of the IWD one.
  • The fifth-level IWD 'conjure water elemental' spell has been renamed 'conjure lesser water elemental' and a sixth-level 'conjure water elemental' spell has been added; the magical-battle aspect of elemental summoning has been removed.
  • The collection of creatures summoned by Monster Summoning has been systematically rebalanced, focusing on humanoid creatures; this is to avoid thematic overlap with spells like Spider Spawn and Carrion Summons.
  • The BG2 Emotion: Hopelessness spell has been overwritten by the IWD one, to ensure consistency with the other Emotion spells added by IWD.
  • In IWD, summoning spells have green icons; in BG2, they have red icons. I recolor all BG2 summoning spells to green.

A full list of arcane spells added, and documentation for each, can be found here.

SCS's 'Smarter Mages' AI will detect and use the IWD spells if they are installed.

Install Divine Spells from Icewind Dale: Enhanced Edition

Not available for IWDEE

This component includes pretty much all the divine spells in Icewind Dale: Enhanced Edition that are not already included in Baldur's Gate. For the most part, if a spell is present already in BG2 then the IWD version is not used. Party-joinable spellcasters gain access to the new spells (provided you started a new game).

The system is slightly tweaked to resolve some thematic inconsistencies with the existing system:

  • IWD's third-level 'Prayer' spell is about as powerful as BG's second-level 'Chant' spell, while the IWD version of 'Chant' halves the caster's movement and blocks their spellcasting. I split the difference, installing the IWD versions of both spells but removing the disable-spellcasting effect.
  • BG's sixth-level 'Physical Mirror' spell reflects all missiles and lasts nine rounds. IWD's sixth-level 'Entropy Shield' spell deflects all missiles, gives immunity to many spells, boosts damage resistance and armor class, and lasts one round per level. There's just no real reason to learn Physical Mirror in place of Entropy Shield. (Theoretically the reflection power is nice, but any half-way intelligent enemy will just notice it.) The simplest solution is to change the level of one of the spells; in my judgement Physical Mirror is underpowered for sixth level and Entropy Shield is about right, so I lower Physical Mirror to 5th level.
  • IWD restricts its Cause Wounds spells to evil casters (and its Cure Wounds spells to good casters), but the BG versions aren't so restricted. I remove the restrictions. (There is an ini option to override this; see here.) In addition, BG Cause Wounds require a melee hit, whereas IWD Cause Wounds are just range=touch; I standardize to the IWD version.
  • In IWD, summoning spells have green icons; in BG2, they have red icons. I recolor all BG2 summoning spells to green.

A full list of divine spells added, and documentation for each, can be found here.

SCS's 'Smarter Priests' AI will detect and use the IWD spells if they are installed.

Install Bard Songs from Icewind Dale: Enhanced Edition

Not available for IWDEE

In Icewind Dale, bards have six different songs to choose from (gaining access to the first at 1st level and to another at each odd level up to level 13). This component makes these songs available to (non-kitted) bards in the various Baldur's Gate games.

Use Baldur's Gate-Style Insects in Icewind Dale

Only available for IWDEE

This component replaces the Insect Plague and Creeping Doom spells from Icewind Dale (which summon fairly weak monsters) with the Baldur's Gate version (where the swarm does damage and disrupts spellcasting).

Make the Baldur's Gate Version of Mordenkainen's Sword (as well as the Icewind Dale version) Available in Icewind Dale

Only available for IWDEE

The IWD version of Mordenkainen's Sword summons a weapon which the caster can use at range, while the BG2 version summons swords that act as independent monsters. Since both versions of the spell are quite fun, this component makes the BG2 version available in Icewind Dale (and renames the IWD version to 'Mordenkainen's Force Blade').

Fix Various Errors and Inconsistencies in the Use, Appearance and Removal of Magical Effects (strongly recommended)

This component (which is based on my work for the as-yet incomplete EE Fixpack) goes through the spells and magic items in the game and makes a number of small changes to address various bugs in the original game. Full technical details can be found here. The main changes are:

  • Magical effects are more consistently associated with graphical effects, icons, and in-game text (the games each have specific rules for how spell effects are made visible to the player, but many items added later in their development miss these out
  • Spells and items that protect from or remove harmful effects more consistently protect from or remove the secondary effects associated with them
  • The 'paralyze','hold person/monster', and 'webbed' effects are more consistently distinguished (they are fairly cleanly separated in the early games but get confused later
  • Various forms of sleep and unconsciousness are more consistently distinguished
  • Death magic is more consistently distinguished from other effects (like having a large stone block dropped on you) that cause instant death
  • Slow and Haste are not cumulative with themselves, and counter each other (this is what the in-game text says should happen, but mostly it doesn't

The rest of the mod does not require this component, but my testing generally assumes it.

Special note: As with the other components in this section, this component is available on Sword Coast Stratagems, Talents of Faerûn, and Stratagems of Mystra. Unlike the other components shared between those mods, you can harmlessly install this one multiple times. The best thing to do, though, is to install it once, as late as possible in your overall install order (this will normally mean installing the Sword Coast Stratagems version, unless you don't use SCS).

Because this component overlaps with the EE Fixpack, when the latter mod is installed parts of this component may become obsolete.

Install All Spell Tweaks

This component installs the whole package of Stratagems of Mystra spell tweaks. (If you don't select it you will be given the chance to select tweaks by category.)

Full documentation for spell tweaks can be found here (broken down by mod component) or here (broken down by spell modified).

For more fine-grained control of which tweaks you install (beyond what the component system allows) see under customization.

Core Stratagems Spell-System Changes (assumed by Sword Coast Stratagems mod)

These tweaks alter a range of spells, mostly but not entirely focused around a spellcaster's defenses and abilities to remove other creatures' defenses. What unites them is that all are assumed by the enemy AI in Sword Coast Stratagems, and enemy spellcasters may act quite strangely from time to time if this is not installed. These components will be automatically installed if you install any of SCS's AI or Tactical Challenge components if it is not installed here. (details)

Baldur's Gate-Inspired Tweaks to Icewind Dale Spells

Tweaks in this section alter Icewind Dale spells to more closely match how they work in Baldur's Gate/Baldur's Gate II. In most cases this slightly increases the power of the spell .(details)

Changes to Restoration

Tweaks in this section alter the Restoration and Lesser Restoration spells. (details)

Changes to Shapeshift Spells

Tweaks in this section alter shapeshift spells, making them more flexible and somewhat more powerful. (details)

Icewind Dale-inspired Tweaks to Baldur's Gate/Baldur's Gate II Spells

Tweaks in this section alter Baldur's Gate/Baldur's Gate II spells to more closely match how they work in Icewind Dale. In most cases this slightly increases the power of the spell. (details)

Rebalancings of Slightly-Too-Powerful Spells

Tweaks in this section rebalance various slightly too-powerful spells. The enemy AI in Sword Coast Stratagems will sometimes behave a little oddly if this component is not installed. (details)

Spell School Changes

Tweaks in this section alter the schools of certain mage spells. (details)

Spells Increased in Power

Tweaks in this section somewhat increase the power of various spells which (in my subjective judgement) were a little under-powered compared to similar spells at the same level. (details)

Add Nine New Arcane Spells

This component adds nine new arcane (sorcerer/wizard/bard) spells to the game, mostly focused on elemental effects. A full list can be found here. SCS's 'Smarter Mages' component will use most of these spells if they are installed.

Add Six New Divine Spells

This component adds six new arcane (cleric/druid) spells to the game, mostly borrowed from the Divine Remix mod. A full list can be found here. SCS's 'Smarter Priests' component will use some (to be honest, not many) of these spells if they are installed.

Revised Elementals

Requires either IWDEE or a mod (SCS, SoM, ToF, or IWDification) that introduces the IWD spells into BGEE or BG2EE.

This component revises the stats and abilities of the various elementals (earth/air/fire/water) that appear in the game or can be summoned, as well as the elemental-summoning spells themselves. The goal is to make elementals more interesting and varied, and to make elemental summoning a more interesting tactical option. Overall, elementals are significantly more powerful with this component installed. The detailed changes are as follows:

  • The general statistics of elementals are systematized, and slightly improved at higher levels, as follows:
    • 8-HD elementals get Strength 18/00, Constitution 16, AC 2.
    • 12-HD elementals get Strength 20, Constitution 17, AC 0.
    • 16-HD elementals get Strength 21, Constitution 18, AC -2.
    • More powerful elementals get Strength 22, Constitution 20, AC -4.
  • Elementals get damage resistance depending on their type: air elementals get immunity to electricity and 75% resistance to missile damage, earth elementals get 50% resistance to slashing/piercing/missile damage and 25% vulnerability to crushing damage, fire elementals get 125% resistance to fire damage and 50% vulnerability to cold damage, water elementals get 75% resistance to crushing damage.
  • Elementals get type-specific melee abilities:
    • Air elementals are surrounded by a whirlwind effect which inflicts slashing damage dependent on their HD (2d8/rd at 8HD, 3d8/rd at 12HD, 4d8/rd at 16+HD) with additional damage to mist creatures, disperses clouds, and gives a 50% spell failure chance. Their attacks deal slashing and electrical damage: 2d10+1d6 electrical at 8HD, 3d10 +2d6 electrical at 12-16HD, 4d10 +3d6 electrical for more powerful elementals.
    • Earth elementals' attacks inflict crushing damage: 3d8 at 8HD, 4d8 at 12HD, 5d8 at 16HD and above. Their attacks knock their opponents away unless they make a save vs. paralysis (at +2 for 8-HD elementals, at -2 for 16-HD elementals or more powerful elementals).
    • Fire elementals' attacks inflict a mixture of crushing and fire damage (2d8 + 2d6 fire at 8HD, 3d8 + 3d6 fire at 12-16HD, 4d8 + 4d6 fire at 16+ HD). Their attacks set victims on fire if they fail a save vs. breath weapon (at +2 for 8-HD elementals, at -2 for 16-HD elementals or more powerful elementals), inflicting the fire damage again each round (an additional saving throw may be attempted each round to extinguish the fire).
    • Water elementals are surrounded by a quenching aura that extinguishes fire shields and similar spells. Their attacks inflict crushing damage (3d6 at 8HD, 4d6 at 12-16HD, 5d6 for more powerful elementals) and can partially drown their victims if they fail a save vs. spells (at +2 for 8-HD elementals, at -2 for 16-HD elementals or more powerful elementals). Drowning creatures are slowed, -4 to hit, -4 AC, -4 saves, can't spellcast, and take 1d3 magic damage per second; a new saving throw can be attempted at the end of each round.
  • More powerful elementals (16+ HD) receive innate powers usable once per 10 rounds: Whirlwind for air elementals, Spike Stones for earth elementals, Shroud of Flame for fire elementals, Smashing Wave for water elementals.
  • Priest elemental-summoning spells are tweaked to differentiate 6th- and 7th-level spells, and to allow summoning of all four elemental types:
    • The 6th level priest spell 'Conjure Fire Elemental' now has a 60% chance of calling a 12-HD elemental, a 35% chance of calling a 16-HD elemental, and a 5% chance of calling a 24-HD elemental.
    • The 7th level priest spell 'Conjure Earth Elemental' now has a 70% chance of calling a 16-HD elemental and a 30% chance of calling a 24-HD elemental.
    • A 6th-level priest spell 'Conjure Water Elemental' is introduced, with a 60% chance of calling a 12-HD elemental, a 35% chance of calling a 16-HD elemental, and a 5% chance of calling a 24-HD elemental.
    • A 7th-level priest spell 'Conjure Air Elemental' is introduced, with a 70% chance of calling a 16-HD elemental and a 30% chance of calling a 24-HD elemental.
  • The quest spell 'Elemental Summoning' has been renamed 'Elemental Swarm' and now summons four 16-HD elementals, one from each elemental plane.