| Acid Storm - Malnefein | This is the AD&D wizard 7th level spell Acid storm, scroll included. Here are the stats:Acid Storm (Evocation) Level: 7 Range: Visual sight of caster Duration: 1 round/level Casting Time: 7 Area of Effect: 20-foot radius Saving Throw: 1/2 |
| Banishment - Kensai Ryu | Banish Demon (Necromancy) Level: 7 Range: Visual sight of caster Duration: Instant Casting Time: 6 Area of Effect: One Target Saving Throw: None This spell will send a summoned demon back to its original plane of existence. Note that most demons you find on the prime material plane are summoned. Only enemies are affected by this spell. |
| Den's Globe of Darkness (Alteration) - Cloud | Den Globe of Darkness (Alteration)Level: 3 Range: Visual range of caster Duration: 1 Turn Casting Time: 5Area of Effect: 1 creature Saving Throw: SpecialThis spell when cast on targeted creature will cause blindness with no save, the spell also cause the victim a -5 thaco penalty and their skin will be cover with darkness. However, the victim is allowed a save vs. spell to avoid a -5 AC penalty. |
| Cage - Unknown | No Info(submission) |
| Charm Undead - Unknown | Charm Undead Level: 1 Range: 30 yards Casting Time: 1 Duration: 1 round/level Saving Throw: Negates Area of Effect: 1 undead creature |
| Circle of Doom - Malnefein | This is the AD&D (3rd Edition) cleric/druid 5ft level spell Circle of Doom (reverse of Healing Circle, named Mass Cure in BG2). To use it, just wait until your cleric/druid level up and he/she will be able to cast the spell. |
| Column of Acid - riz | Column of Acid (Conjuration) Level: 6 Range: Visual range of caster Duration: Instantaneous Casting Time: 6 Area of Effect: Targetted creature Saving Throw: Special Casting this spell brings fourth a column of acid from a neighboring dimention which the mage then forms to his own purpose. For every 2 levels over 10 the caster is able to siphon more acid at a time, thus causing more damage: |
| Conversion - Mary Magus. | Conversion was designed to replace Conversion to Light and Conversion to Darkness spells in TDD. Due to this design, it is TDD compatible. There is a scroll included MMCHAL.ITM which is usable by Cleric, Druid, and Mage Classes to learn the spell. The spell function is similar to spell immunity.This Spell is usable in BG2/SOA & BG2/TOB. |
| Curse - Malnefein | This is the AD&D cleric/druid 1st level spell Curse (reverse of Bless). To use it, just wait until your cleric/druid level up and he/she will be able to cast the spell. |
| Destruction - Malnefein | This is the cleric spell Destruction, the reverse of Resurrection. Normally, only evil priests are supposed to be able to cast this spell (since it requires unholy water), but I could unfortunately not do this due to engine limitation. |
| Dimension Door - E_verard | Here is the spell you mages have been waiting for. Dimension Door. It is rather crumby how they didn't add it into the spell list but it is here now. |
| Extension Pack - Malnefein | These are 4th (Extention I), 5th (Extention II) and 6th (Extention III) level wizard spell that allow you to extend the duration of any spell cast in the round following the casting of the Extention spell. These are not totally official, as allowing the extention for only 1st to 6th level spells was impossible. So the extention works for any spell, but with a lower modificator (i.e. in AD&D the Extention I spell extend 1st to 3rd level spells to 150% of their duration but in my version, it extend all spells to 125% of their duration). To use it, you must learn them from the scroll (spwi427 for Extention I, spwi525 for Extention II and spwi626 for Extention III). Just add them to a store, or CLUA them in. |
| Faerie Fire - Malnefein | This is the AD&D druid 1st level spell Faerie Fire (much like Glitterdust except that it does not blind, it gives AC penality instead). Unfortunately, AC penalities depending on darkness degree (-1 in daylight or similar, -2 in darkness) could not be implented (so I put a general -2 penality). Just wait until your druid level up, and it will be aviable to him/her. | Festers Summons - Fester | No discription with this spell but its 3 summon spells which are pretty cool level 5 summons flayers(surprise here at high levels 18+ Funny too) A golem defender spell that summons what else golems,and a cool spell called coweled killers that will summon a vampiric illithid I like to use thise spells in my game and have modified them for myself to use in scripting commands but you will have to do that yourself which will require modifing the spell files themselves and the spell.ids file There are no scrolls with these spells so you will have to add them to your character with a program like shadowkeeper or near infinity or for advanced users a hex editor like Axe |
| Genius - Cloud | Genius Feat (Alteration)Level: 2 Range: Self Duration: 5 Turns Casting Time: 5 Area of Effect: Caster Saving Throw: None This spell gains the caster a tremendous amount of intelligence. Upon casting this spell, the caster gains plus 4 intelligence and become a very smart person. It is said that a stupid wizard in hope of increasing his intelligence, however, creates this spell, but in the end, he become crazy due to the wild magic in the time of trouble. This spell shouldn't pose a problem since the time of trouble is over more than a decade. |
| Giant Insects - Malnefein | This is the IWD version of the Giant Insect spell. It summons either bombardier beetles or boring beetles, just like in IWD. However, this is not the true AD&D version, which I did not made due to a lack of avatars, so if someone would like to make giant ants, praying mantis or other insects BAMs, I would be grateful (as I cannot make them myself). I would give you full credits, of course. Note: the beetle pack (CRE section) is needed to use this. Just wait until your druid level-up, and the spell will be aviable to him/her. |
| Glyph of Control - Demonic_jester | Glyph of Control(Enchantment/Charm)Level:5 Range: Visual range of caster Duration:5 rounds Casting Time: 3 Area of Effect: Area Saving Throw: Neg.This spell has two effects. The first effect is that it will charm anyone the glyph comes in contact with( unless saving throws save them)the effect is similar to the level 1 spell charm person. The second main effect is that it will protect any party member who comes in contact with the glyph from charm for 60 sconds. |
| Thor's Avatar - Lone Wolf | This pack contains the spell Summon Thor's Avatar.Lvl.7 Priest |
| Darth Maul - Methuselahn | Maul is partially smart. Upon summoning he will sense the alignment of the protagonist and if he/she isn't of an Evil alignment, Maul will leave the party. Maul is considered a thief/mage. He will cast spells that affect the mind of his enemies, making them confused, feebleminded, etc. Maul also has a few damaging spells and spells that remove magical defences. If he sees an enemy whos level is greater than 11, he will 'force push' them away or throw thermal detonators at them. When there are no enemies about, he will search for traps and follow the protagonist. DARTH MAUL IS MADE FOR LEGIT PLAY! |
| Necrosis - Unknown | No Info |
| Phoenix Guards - Tannariss | This is a Level 5 wizard spell that summons a creature(s) called The Phoenix Guard(s) There is a 30% chance that 2 will appear and a 10% chance for 3 of them to appear These guys are a Hot number.When they are summoned they appear in a blaze of glory Make shure you have a high resistance to fire.They will engage the enemy in melee with a special halbard +2 that will do fire damage or will equip longbow bow +2 and fire arrows of detonation they will also cast a virety of fire based spells Like fireball and flame strike,flaming arrow,etc.If they are killed they will explode Causing all in the immediate vicinity quite a bit of fire damage.Enjoy |
| Produce Fire - Malnefein | This is the AD&D 4th level druidic spell Produce fire, using IWD graphic. Here are the stats: Produce fire (Alteration)Level: 4 Sphere: Elemental (Fire)Range: 40 yards Duration: 1 round Casting Time: 7 Area of Effect: 6' radius Saving Throw: None By means of this spell, the caster creates a common fire of up to 12 feet per side in area. Though it lasts only a single round (unless it ignites additional flammable material), the fire produced by the spell inflicts 1d4 points of damage plus 1 point per caster level (1d4 + 1/level) upon creatures within its area. Note: it is compatible with TDD. |
| Recall - Unknown | No Info |
| Recitation -Malnefein | Recitation (Abjuration, Invocation/Evocation) Level: 4 Sphere: Combat Range: 0 Duration: 1 rd./level Casting Time: 7 Area of Effect: 30-foot radius Saving Throw: None By reciting a sacred passage or declaration, the priest invokes his deity's blessing upon himself and his allies, while causing confusion and weakness among his enemies. All creatures within the area of effect at the instant of the spell's completion are affected. Allies of the priest gain a +2 bonus to attack rolls and saving throws, and enemies suffer a -2 penalty to attack rolls and saving throws. After the recitation, the priest is free to take further actions during the spell's duration as he sees fit, he need not concentrate to maintain the spell. As a result, it is possible for the priest to cast a prayer spell, which increases the bonuses and penalties provided to +3 and -3 respectively. If another priest is using chant at the same time, then the bonuses and penalties given by it are also allowed to add to the total.Note: it is compatible with TDD. To use it, just wait until your cleric/druid level up and he/she will be able to cast the spell. |
| Shroud of Negation - Unknown | Shroud of Negation (Necromancy)Level: 6 Range: 30 yards Duration: 1 turn Casting Time: 6 Area of Effect: All foes within 30 yards Saving Throw: None The Shroud of Negation prevents curative or regenerative magics from having any effect upon those who suffer this spell; spells or devices which heal, including potions, will have no effect. The Shroud will also cloak its victims with an ashen grey pallor while the healing is prevented. Fortunately, this spell does not cause any actual damage. The Shroud lasts for one turn, unless countered with Dispel Magic. |
| Slayer Spell -Unknown | No info But I think its a wizard spell that allows you to turn into the slayer but with no penalties but dont quote me on that-Tannariss |
| Shadow Slayer -Tannariss | This spell summons a powerfull creature known as the Shadow Slayer It is a level 7 wizard spell.The Shadow Slayer can cast a virety of spells and has a level draining hit that heals himself.The Shadow Slayer Will stay for several hours or until slain.Especially usefull against pesky enemy mages as he has high resistances to fire cold and magic. Enjoy :) |
| Sun Scorch - Malnefein | This is the AD&D 1st level druidic spell Sunscorch. Yes, it is in the Sun sphere, but normally druids *have* access to the Sun sphere, and the average cleric *do not* (except Lathander's, Amaunator's and some other "sun" gods and goddesses). To use it, just wait until your druid level up and he/she will be able to cast the spell. |
| Ultimate Powerr - warchild | This spell transforms the mage into a Red or Black Dragon! This is a full transformation! All Attributes. The caster will be able to choose which one with through the Special Abilities Icon. The dragons claws and innate abilities of Dragon Breathe, Winged Buffet and Dragon Teleport (to help get through small doors). This spell is very power but does have some disadvantages. Here's the spell's game description:Ultimate Power(Alteration)Level: 9 Range: 0 Duration: 5 Turns Casting Time: 12 Area of Effect: Caster Saving Throw: None |
| Vitrioloc Sphere - Malnefein | This is the AD&D 4th level wizard spell Vitriolic Sphere. Here are the stats: Vitriolic Sphere (Conjuration/Summoning) Level: 4 Range: 150 yards Duration: special Casting Time: 4 Area of Effect: 5-ft. radius Saving Throw: 1/2 This spell conjures a one-foot sphere of glowing emerald acid that the caster can direct to strike any target within range. When it reaches its target, the sphere explodes and drenches the victim in potent acid. The victim suffers 1d4 points of damage per caster level (to a maximum damage of 12d4) and may attempt a saving throw vs. spell for half damage. If the victim fails his saving throw, he continues to suffer acid damage in the following rounds, sustaining two less dice of damage each round. For example, an 8th-level wizard inflicts 8d4 damage with this spell on the first round, 6d4 on the second round, 4d4 on the third round, 2d4 on the fourth round, and the spell ends in the fifth round. Each round, the subject is entitled to a saving throw. The spell ends when he succeeds, or when the acid damage runs its course. The vitriolic sphere also splashes acid in a 5-foot radius around the primary target. Any creatures within the splash radius must save vs. paralyzation or suffer a splash hit that inflicts 1d4 points of damage per every five caster levels. Splash hits do not cause continuing damage. |