Arcane-Divine Spell Pack for Baldur's Gate 2 Author: Marv Contact: wronek85@gmail.com Version 1.1 I Overview II Compatibility III Customize Your Installation IV Installation V Contents VI Thanks VII Version History I Overview The ADPack aims to fix/tweak/enhance arcane and divine spells in Baldur's Gate II. This originally started as a project to bring spells into line with their in-game descriptions. Most of the spells are inconsistent with their descriptions (incorrect range, area of effect, damage, casting speed, etc.), and hopefully this mod corrects all mistakes. But why only fix if you can make the game more interesting? At least, that's what I though when I started working. So this mod also tweaks some spells (minor changes to duration, range, damage), or (rarely) completely changes how the spell works. Note, however, that it wasn't my intention to dramatically change the entire spell system. Expect some changes here and there, but nothing too exciting. Some of the weaker spells have been improved, to make them worth casting. A few spells have been remade. Most of the spells, though, have been left unchanged (except for removing bugs). All spell descriptions can be found in ...\ADPack\doc. I know that not everyone will like some of the changes I've made, and some of them are controversial. If you think that your favorite spell has become complete rubbish, don't delete this mod just yet! You can choose spells that should be left unmodified before starting installation process. See section III - Customize Your Installation for more details. Spell descriptions changes Descriptions for all spells have been updated. Now, you can be sure that what you read is what you get (well, maybe 95% sure). Descriptions are constructed in the same pattern: only priest and druid spells Personal - area of effect is centered on the caster Touch - the same as range of one-handed weapons Short - 1/3 of visual range of caster Medium - 2/3 of visual range of caster Long - visual range of caster, the longest that the game allows BG2 uses the following units: 1 round = 6 seconds 1 turn = 10 rounds 1 hour = 5 turns 1 day = 12 hours 1 = fastest 9 = 1 round = slowest Caster - spell affects the caster only 1 creature - spell affects one creature x' radius - spell affects creatures in the given radius (50 feet is almost equal to visual range of caster) Cone - spell has a cone-shaped area of effect Universal school of magic If a spell belongs to an universal school, it means that every specialist mage can learn and cast this spell (in case of arcane spells), and it cannot be blocked by the Spell Immunity. All level 10 wizard spells, level 8 priest spells, Dispel Magic, and Find Familiar are universal. Scroll Of Restoration Some spells that had been available to both healing classes are now accessible only by clerics (paladins) or druids (rangers). After starting the game, the protagonist will be given a Scroll Of Restoration. Use it on clerics, druids, paladins and rangers in your party - spells with changed restrictions will be removed, and correct ones will be put into the spellbook after the next level-up. Characters created after installation of the ADPack have correct spells in their spellbooks from the beginning. In that case, you have to use the scroll only on NPC's in the party. II Compatibility This mod is designed to work with BG2: Throne of Bhall. It hasn't been tested with BG2: Shadows of Amn, but there should be no problems if you don't have the expansion. The ADPack may be installed over BG1Tutu if desired. The ADPack should work fine with most other WeiDU and non-WeiDU mods. Small problems may arise if you've installed other spell-modifying mods. The ADPack will overwrite changes made by these mods (although new spells introduced by them probably won't be affected). To prevent this, you might want to disable some of the changes made by this mod. Read the section below for details. III Customize Your Installation You can find all the spell descriptions in: ...\ADPack\doc\mage_spells.txt ...\ADPack\doc\priest_spells.txt To choose which spells should not be changed by the ADPack, follow these instructions: 1) Open the file ...\ADPack\Setup-ADPack.tp2 with a text editor. 2) Find a spell that should be left unmodified. 3) Use the structure /* ...... */ to disable the spell. 4) Save the file. example: disabling the spell Oracle /* COPY ~ADPack\spwi5##\spwi515.spl~ ~override~ //Oracle SAY NAME1 @639 SAY UNIDENTIFIED_DESC @640 COPY ~ADPack\spwi5##\scrl6w.itm~ ~override~ SAY NAME2 @639 SAY IDENTIFIED_DESC @640 */ 5) Optional - spell descriptions that appear in the game can be altered by editing (with a text editor) one of these files: ...\ADPack\Languages\English\arcane.tra ...\ADPack\Languages\English\divine.tra IV Installation 1) Unpack the main RAR file into your BGII main directory. This is normally: C:\Program Files\Black Isle\BGII - SoA\ 2) Run (click on) "Setup-ADPack.exe" in your BG2 directory. 3) Choose which components you would like to install. First component is required if you want to install the second and the third component. You may always uninstall any or all of them later by re-running "Setup-ADPack.exe". Currently only English version is available. You should not need to start a new game to take advantage of anything you installed. V Contents 1) Shared files (required) - files used by both the second and the third component. New animation for some illusion spells, from Icewind Dale Some spells have minor fixes to area of effect Gate - corrected demons's statistics; Firestorm, Meteor Swarm - corrected duration Energy Blades - electrical damage ignores magic resistance 2) Divine spells (lvl 1-8) full info => ..\ADPAck\doc\reference.rtf Most notable changes: Cure Light Wounds - heals 1d4 +8 HP Magical Stone - creates magical stones that can be thrown at opponents Shillelagh - creates +1 enchanted weapon (no bonus to THAC0 and damage); 5% chance of entangling the target; druids only Barkskin - druids only Chant - affects allies and enemies (fix); effect centered on the caster Charm Person Or Mammal - +1 bonus to saving throw (+3) Flame Blade - creates +1 enchanted weapon; damage 1d4 + 1d6 fire; druids only Goodberry - heals 1 HP + 1/3 levels; duration 24 hours Know Alignment - no save; ignores magic resistance Resist Fire/Resist Cold - 40% resistance to fire/cold; duration 1 turn + 1 round/level Silence 15' Radius - -2 penalty to saving throw (fix); area of effect 15' (fix); affects only enemies Spiritual Hammer - the hammer can strike opponents from a distance Draw Upon Holy Might - the caster is fatigued after the spell ends (-2 to THAC0, AC and damage for 1 turn) Cure Medium Wounds - moved from level 3; heals 1d6 +11 HP Glyph Of Warding - damage 1d4 per level up to 10d4; doesn't affect allies Protection From Fire - 80% resistance to fire; duration 2 rounds/level Invisibility Purge - area of effect 50'; lasts for 1 turn (as True Seeing) Miscast Magic - wild surge instead of spellcasting failure Cure Medium Wounds - moved to level 2 Summon Insects - no save; -2 penalties to attack rolls and AC; no spellcasting failure (but failure from damage still possible) Repulse Undead - moved from level 5 Cure Serious Wounds - heals 1d10 +18 HP Animal Summoning I - druids only Neutralize Poison - protects from poison for 1 turn Defensive Harmony - area of effect 10' (fix); duration 8 rounds Protection from Evil 10' Radius - area of effect 10' (fix) Negative Plane Protection - duration 1 round/level Cause Serious Wounds - causes 1d10 +18 damage Cloak Of Fear - lasts for 1 turn Lesser Restoration - causes fatigue upon the caster (-2 to Con and 10% spellcasting failure for 1 turn); available to druids Animal Summoning II - druids only Cure Critical Wounds - heals 1d12 + 27 HP Flame Strike - damage 8d8; affects all within 5' radius around the target Raise Dead - available to druids Champion's Strength - +1 point/3 levels to Str, Con, and Dex Magic Resistance - cumulative with items; duration 8 rounds Cause Critical Wounds - causes 1d12 +27 damage Slay Living - available to druids Greater Command - area of effect 20' (fix); affects only enemies Undead Ward - moved to level 3 Insect Plague - -2 penalties to attack rolls and AC; no spellcasting failure (but failure from damage still possible) Animal Summoning III - druids only Blade Barrier - damage 1d8 per second (save for none); dispels invisibility and sanctuary on the caster Dolorous Decay - available to clerics; damage 60HP Shield Of The Archons - clerics only Conjure Earth Elemental - chance of summoning: 50%-12 HD, 40%-16 HD, 10%-24 HD; 24HD elemental won't attack the party anymore (fix) Gate - duration 18 rounds Nature's Beauty - area of effect 15' (fix); no bonus to saving throw Fire Storm - does not ignore magic resistance; duration 4 rounds (fix) Symbol Of Pain - replaces Symbol Fear; -4 to THAC0, -2 to Dex and AC Confusion - disabled Greater Restoration - area of effect 50'; fully heals and restores targets but doesn't remove poisons or diseases; causes fatigue upon the caster (-2 to Con and 10% spellcasting failure for 1 turn) Creeping Doom - -3 penalties to attack rolls and AC; no spellcasting failure Symbol Of Hopelessness - replaces Symbol Stun; causes unconsciousness Symbol, Death - disabled Earthquake - doesn't summon earth elemental; druids only; causes the targeted creature(s) to drop a piece of equipment (no save): first tremor-60% chance, second-30%, third-20%; affects those who enter area of effect after first tremor (fix); area of effect 40’ radius Storm of Vengance – corrected description (max damage = 27d6 !); victims can be poisoned only in the first round (fix) Globe Of Blades - damage 1d4 per second; no save; dispels invisibility and sanctuary on the caster Aura Of Flaming Death - 100% fire resistance; no AC bonus; victims suffer 2d10 +5 damage and their fire resistance is reduced by 15% for 1 turn 3) Arcane spells (lvl 1-10) full info => ..\ADPAck\doc\reference.rtf Most notable changes: Burning Hands - damage 1d4/level up to 5d4; no save; single target only Color Spray - affects creatures with Hit Dice less or equal than the level of the caster Blindness - duration 1 turn; no AC penalty; -10 to THAC0 (corrected description) Friends – sets Charisma to 18; duration 5 turns Magic Missile – damage 1d4 +1 (fix) Shocking Grasp – damage 1d3; stuns the target for 1-4 rounds; saving throw penalty of -1 per 2 levels up to -6 Chill Touch – damage 1d8; drains 1 point of Strength Chromatic Orb – damage 1d8 + random effect Find Familiar – fixed and tweaked familiars Spook – no save; affects creatures with 4 Hit Dice or less Detect Invisibility - area of effect 50'; lasts for 1 turn (as True Sight) Know Alignment - ignores magic resistance Luck – duration 4 rounds Stinking Cloud – no saving throw bonus (fix); new cloud color Ghoul Touch – damage 1d8; paralyzes the target for 3-6 rounds Haste – spell recipients are fatigued after the spell ends (-2 to THAC0, AC and damage for 1 turn); corrected description Lightning Bolt – damage 1d10/level up to 10d10; single target Slow – no AC penalty; corrected description Skull Trap – damage 1d4/level Vampiric Touch – damage 3-18 + 3/2levels up to 3-18 + 18 at 12th Ghost Armor – AC 2; duration 1 turn/2 levels Detect Illusion - cancels all illusion spells of 4rd level and lower Melf's Minute Meteors – creates +2 enchanted meteors; damage 1d4 and 2d4 fire Ice Storm – damage 2d8 + 1/3 levels; duration 4 rounds (fix) Improved Invisibility – no AC and saving throws bonus (corrected description) Spirit Armor – AC 3; duration 10 turns Enchanted Weapon – fixed weapon icons (now they look like real +3 weapons) Cloudkill - new cloud color Breach – dispels combat and specific protections of up to 8th level in strength Oracle - cancels all illusion spells in the area of effect (all levels) Conjure Lesser Fire/Air/Earth Elemental – elementals don't turn hostile; chance of summoning: 85%-8HD, 15%-spell failure; corrected elemental's statistics Phantom Blade - the blade can strike opponents from a distance Protection From Magical Weapons – protects from +2 weapons or lower; duration 6 rounds (thanks to this, Mantle, Improved Mantle and Absolute Immunity are useful now!) Improved Haste - corrected description Death Fog - changed to Acid Fog; doesn't automatically kill summons; movement reduced to 50% (no save); new cloud color Chain Lightning - damage 1d10/2 levels Wyvern Call - duration 1 turn/level Conjure Fire/Air/Earth Elemental - elementals don't turn hostile; chance of summoning: 51%-12HD, 34%-16HD, 15%-spell failure; corrected elemental's statistics Wywern Call - duration 1 turn/level Carrion Summons - changed to Summon Shadow; 1-2 shadows are conjured Protection From The Elements - duration 1 turn/2 levels Khelben's Warding Whip - removes 4 protections instead of 3 Cacofiend - corrected demons's statistics; duration 18 rounds Mantle - protects from +3 weapons or lower Sphere Of Chaos - causes wild surges (save at -2) Summon Djinni - corrected Djinni's statistics; new spells Summone Efreeti - corrected Efreeti's statistics; new spells Prismatic Spray - effects are slightly changed; a successful saving throw negates all effects Protection From Energy - resistances 90%; duration 2 rounds/level Pierce Shield - dispels all combat and specific protections every round, for 3 rounds Summon Fiend - corrected demons's statistics; duration 18 rounds Improved Mantle - protects from +4 weapons or lower Power Word, Blind - creatures with less than 6 Hit Dice are blinded permanently Symbol, Death - affects all creatures (before: only those with less than 60 HP) Bigby's Clenched Fist - replaced by Mind Blank Mind Blank - protects from mind-affecting spells and abilities; duration 12 hours; single target Spellstrike - removes spell protections and lowers magic resistance by 10% + 1/level Gate - duration 18 rounds Meteor Swarm - damage 24d6; no duration Wail Of The Banshee - area of effects 40' Energy Drain - greater range; drains 2-4 levels Black Blade Of Disaster - no proficiency bonus; with each hit the target must save vs. death or be disintegrated (no bonus to saving throw); protects from Maze and Imprisonment Bigby's Clenched Fist - general improvements Dragon's Breath - victims are unconscious for 3 seconds, no save (before: save at -10) Comet - damage 5d10 fire + 5d10 blunt 4) New dimension door animation - this will replace standard BG2 animation with the one from Icewind Dale. VI Thanks DLTCEP - http://www.dragonlancetc.com/ IESDP - http://iesdp.gibberlings3.net/ WeiDU - http://www.cs.berkeley.edu/~weimer/bgate/ BAM Workshop II - http://www.bridgesuk.com/andy/ Special thanks go to the creators of these great tools. Links http://www.sorcerers.net/ - The largest resource for news and information on D&D computer games; walkthroughs, screenshots, downloads, fantasy books, movies and more. http://www.gibberlings3.net/ - A modding community for the Inifinity Engine. http://www.pocketplane.net/ - Mods for Baldur's Gate 2 and the Infinity Engine. http://members.chello.nl/~j.vanthull/BG2SR/Main.htm - Spells Reference for BG2. VI Version History v1.1 - documentation added => ..\ADPAck\doc\reference.rtf - fixes: Mass Invisibility, Sphere of Chaos, Delayed Blast, Lesser Fire Elemental, Hold Person, Spirit Armor, Spook, Regeneration, Free Action, Holy Smite, Animate Dead, Hold Person, Hold Animal - tweaks: Wail of the Banshee, Gate, Mind Blank, Summon Nishruu, Hold Undead, Control Undead, Animate Dead, Contagion, Hold Person, Deafness, Chromatic Orb, Implosion, Earthquake, Storm of Vengance, Confusion, Dolorious Decay, False Dawn, Champion’s Strength, Strength Of One, Remove Paralysis, Hold Person, Entangle v1.0 BETA - first release