G3

P&P Celestials

A Gibberlings Three Mod
Author:
Caedwyr
On the web:
Home page, discussion forum, and Discord

Version 10
Languages: English, French, German, Italian, Polish, Russian
Platforms: Windows, macOS, Linux
GitHub: Gibberlings3/PnP_Celestials

Overview

Something that bothered me from the first time I played Baldur's Gate II was the weakness of many of the creatures. Among these were the elemental princes, devas and planetars, and the various demons and devils. In Pen and Paper AD&D these are powerful and scary enemies if you get on their wrong sides. In Baldur's Gate II, they were minor obstacles to be plowed over by the Bhaalspawn and his/her party.

What I have done in this mod is to modify the Devas and Planetars that are summoned by the player so they gain most of their Monster Manual abilities and stats. I have taken some small liberties in how I adapted some of these abilities. Since the devas and planetars that are summoned are level 25 creatures and the monster manual lists them as much lower level creatures, I have chosen a class for each of the creatures and increased their statistics according to their class.

Compatibility

This mod is designed to work with BG2: Shadows of Amn with the expansion pack Throne of Bhaal as well as the Enhanced Editions and the BGT and EET conversions. There are no known incompatibilities.

Bug Reporting

If you should encounter any bugs, please report them to the authors at the Miscellaneous Released Mods forum.

Installation

First time installing a mod? Check out G3's comprehensive tutorial: A New Player's Guide to Installing and Playing Mods.

Enhanced Editions Note
The Enhanced Editions are actively supported games. Please note that every patch update will wipe your current mod setup! If in the middle of a modded game you might want to delay the patch update (if possible) as even after reinstalling the mods, you might not be able to continue with your old savegames. Alternatively, copy the whole game's folder into a new one that can be modded and will stay untouched by game patches. It is important that you install the mod to the language version you are playing the game in. Otherwise, the dialogues of the mod will not show but give error messages.

Windows
P&P Celestials for Windows is distributed as a self-extracting archive and includes a WeiDU installer. To install, simply double-click the archive and follow the instructions on screen.

Alternatively, the files can be extracted into your game directory using 7zip or WinRAR. When properly extracted, your game directory will contain setup-celestials.exe and the folder celestials. To install, double-click setup-celestials.exe and follow the instructions on screen.

You can run setup-celestials.exe in your game folder to reinstall, uninstall or otherwise change components.

macOS
P&P Celestials for macOS is distributed as a compressed tarball and includes a WeiDU installer.

First, extract the files from the tarball into your game directory. When properly extracted, your game directory will contain setup-celestials, setup-celestials.command, and the folder celestials. To install, double-click setup-celestials.command and follow the instructions on screen.

You can run setup-celestials.command in your game folder to reinstall, uninstall or otherwise change components.

Linux
P&P Celestials for Linux is distributed as a compressed tarball and does not include a WeiDU installer. Linux users will need to do a one-time install of WeiDU (and a few other adjustments) as described in this great writeup.

To install, run 'WeInstall celestials in your game folder.

Note for Complete Uninstallation
In addition to the methods above for removing individual components, you can completely uninstall the mod using setup-celestials --uninstall at the command line to remove all components without wading through prompts.

Contents

This mod has two components: the main P&P Celestials (delineated below), and a second cosmetic component that let you use new wings animations for devas and planetars. The latter is largely a re-used, updated and fixed version of Demivrgvs Spell Revision mod component 10 "Deva and Planetar Avatars".

P&P Celestials

One of the largest changes the player will notice is that Summon Deva doesn't always summon the same creature anymore. There are now three different types of Devas that can be summoned depending on which area the player is in.

The Astral Deva

A General Overview
Whenever matters in the lower planes require the attention of the powers of good, Astral Devas are employed. These powerful warriors have both the strength and purity for just such missions They can pass into any of the lower planes at will bringing the force of their justice to the heart of evil. Astral Devas possess another ability that will allow them to perform their missions. If directly commanded by the power that they serve, an Astral Deva can pass into any layer of the lower planes without passing through the higher layers. Astral Devas also commonly travel through the Astral plane, performing any needed tasks there. They are commonly sent to rescue good aligned mortals that have become stranded or lost in the Astral plane. (Shamelessly taken from the Monster Compendium 8)

Combat
Although they are servants of goodness, Astral Devas often find themselves in positions where they must deliver their messages of good by the points of their swords (or maces in the Astral Deva's case), figuratively speaking.

Astral Devas have the following innate powers:

  • Aid, at will 1/round.
  • Blade Barrier, 1/day.
  • Cure Disease, 3/day.
  • Cure Light Wounds, 7/day.
  • Cure Serious Wounds, 3/day.
  • Detect Evil, at will 1/round.
  • Detect Invisibility, at will 1/round.
  • Dispel Magic, 7/day.
  • Detect Snares and Pits, 7/day.
  • Heal, 1/day.
  • Invisibility 10' Radius, at will 1/round.
  • Know Alignment, at will 1/round.
  • Protection from Evil, at will 1/round.
  • Remove Curse, at will 1/round.
  • Remove Fear, at will 1/round.
  • Teleport Without Error (scripted ability)

In addition Astral Devas are immune to Cold, Electricity, Magic Missile, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never surprised, making them immune to backstab, and are also require +2 and above enchantment to hit them. They are immune to level loss, both undead and magical, death spells, maze, and imprisonment.

Astral Devas wield a mace-like weapon that does 3d6+3 damage with a +3 magic bonus to hit. It has all the powers of a mace of disruption, and any enemy that is hit by the mace and fails their saving throw vs. spells is knocked senseless for 6 rounds.

For a complete list of the changes made to the Astral Deva see the file Celestials/Docs/Astral Deva Changes.txt

The Monadic Deva

A General Overview
On rare occasions, a power from the upper the planes will have need of a servant to go to one of the elemental or para-elemental planes. When this need arises, Monadic Devas are used. Monadics are able to pass into any of the elemental planes at will. They can survive in any of the elemental planes without ill effect. Neutral good Monadic Devas have been known to reside in the plane of Elysium when they are not on a quest for their power. (Shamelessly taken from the Monster Compendium 8)

Combat
Although they are servants of goodness, Monadic Devas often find themselves in positions where they must deliver their messages of good by the points of their swords (or rods in the Monadic Deva's case), figuratively speaking.

Monadic Devas have the following innate powers:

  • Aid, at will 1/round.
  • Charm Elemental, at will 1/round.
  • Cure Disease, 3/day.
  • Cure Light Wounds, 7/day.
  • Cure Serious Wounds, 3/day.
  • Detect Evil, at will 1/round.
  • Detect Snares and Pits, 7/day.
  • Dispel Magic, 7/day.
  • Heal, 1/day.
  • Hold Monster, at will 1/round.
  • Invisibility 10' Radius, at will 1/round.
  • Know Alignment, at will 1/round.
  • Mirror Image, at will 1/round.
  • Protection from Evil, at will 1/round.
  • Remove Curse, at will 1/round.
  • Remove Fear, at will 1/round.
  • Teleport Without Error (scripted ability)

In addition Monadic Devas are immune to Cold, Electricity, Magic Missile, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never surprised, making them immune to backstab, and are also require +1 and above enchantment to hit them. They are immune to level loss, both undead and magical as well as death spells. The Monadic Deva is protected at all times by a protection from evil aura around their person, behaving as per the priest spell.

Monadic Devas wield a rod-like weapon that does 1d8+3 damage (+10 versus golems and earth elementals) with a +3 magic bonus to hit. It has all the powers of a rod of smiting, and any golem or earth elemental that is hit by the rod and fails their saving throw vs. death is slain.

For a complete list of the changes made to the Monadic Deva see the file Celestials/Docs/Monadic Deva Changes.txt

The Movanic Deva

A General Overview
Movanic Devas are perhaps the most privileged of all the Devas, for they are sent to the Prime Material Plane where they often directly aid the mortal followers of the good deities. They will normally only do this in moments of dire need and usually only for the more prominent or powerful mortals. Of course, Movanic Devas are able to pass directly into the Prime Material Plane at will. (Shamelessly taken from the Monster Compendium 8)

Combat
Although they are servants of goodness, Movanic Devas often find themselves in positions where they must deliver their messages of good by the points of their swords, figuratively speaking.

Movanic Devas have the following innate powers:

  • Aid, at will 1/round.
  • Anti-Magic Shell, at will 1/round.
  • Cure Disease, 3/day.
  • Cure Light Wounds, 7/day.
  • Cure Serious Wounds, 3/day.
  • Detect Evil, at will 1/round.
  • Detect Snares and Pits, 7/day.
  • Dispel Magic, 7/day.
  • Heal, 1/day.
  • Invisibility 10' Radius, at will 1/round.
  • Know Alignment, at will 1/round.
  • Protection from Evil, at will 1/round.
  • Protection from Normal Missiles, at will 1/round.
  • Remove Curse, at will 1/round.
  • Remove Fear, at will 1/round.
  • Spell Turning, at will 1/round.
  • Teleport Without Error (scripted ability)
  • Cast any Evocation/Invocation Spell, 1/day.

In addition Movanic Devas are immune to Cold, Electricity, Magic Missile, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never surprised, making them immune to backstab, and are also require +2 and above enchantment to hit them. They regenerate 2 hit points per melee round, and are permanently surrounded by a double strength Protection from Evil.

Movanic Devas wield a two-handed sword that deals 1d10+1 with a +1 attack bonus, and which has all the powers and enchantments of a Flame Tongue +1.

For a complete list of the changes made to the Movanic Deva see the file Celestials/Docs/Movanic Deva Changes.txt

The Fallen Deva

A General Overview
Whenever matters in the lower planes require the attention of the powers of evil, Fallen Devas are employed. These powerful warriors have both the strength and corruption for just such missions They can pass into any of the lower planes at will bringing the force of their injustice to the heart of good. Fallen Devas possess another ability that will allow them to perform their missions. If directly commanded by the power that they serve, a Fallen Deva can pass into any layer of the lower planes without passing through the higher layers. They are commonly sent to rescue evil aligned mortals that have become stranded or lost in the Lower planes. (Fallen Deva does not exists in P&P; adapted from Astral Deva)

Combat
Although they are servants of nastiness, Fallen Devas often find themselves in positions where they must deliver their messages of evil by the points of their swords (or maces in the Fallen Deva's case), figuratively speaking.

Fallen Devas have the following innate powers:

  • Aid, at will 1/round.
  • Blade Barrier, 1/day.
  • Cause Serious Wound, 3/day.
  • Cure Disease, 3/day.
  • Cure Light Wounds, 7/day.
  • Detect Evil, at will 1/round.
  • Detect Invisibility, at will 1/round.
  • Detect Snares and Pits, 7/day.
  • Dispel Magic, 7/day.
  • Harm, 1/day.
  • Invisibility 10' Radius, at will 1/round.
  • Know Alignment, at will 1/round.
  • Protection from Evil, at will 1/round.
  • Remove Curse, at will 1/round.
  • Remove Fear, at will 1/round.
  • Teleport Without Error (scripted ability)

In addition Fallen Devas are immune to Cold, Electricity, Magic Missile, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never surprised, making them immune to backstab, and are also require +2 and above enchantment to hit them. They are immune to level loss, both undead and magical, death spells, maze, and imprisonment.

Fallen Devas wield a mace-like weapon that does 3d6+3 damage with a +3 magic bonus to hit. It has all the powers of a mace of disruption, and any enemy that is hit by the mace and fails their saving throw vs. spells has 50% chanced to be knocked senseless for 6 rounds.

For a complete list of the changes made to the Fallen Deva see the file Celestials/Docs/fallen_deva_changes.txt

Planetar

A General Overview
Planetars are powerful spirits that directly serve the deities and powers of the upper planes. Planetars will typically come to the aid of only the most powerful mortal servants of good.

Combat
Planetars have the spell ability of a priest half the level of the Planetar and with wisdom equal to 21. They have major access to all spheres, and in addition have the following innate powers:

  • Aid, at will 1/round.
  • Blade Barrier, 3/day.
  • Cure Disease, at will 1/round.
  • Cure Serious Wounds, 3/day.
  • Detect Evil, at will 1/round.
  • Detect Snares and Pits, at will 1/round.
  • Dispel Magic, at will 1/round.
  • Earthquake, 1/day.
  • Feeblemind, 1/day.
  • Fire Storm, 1/day.
  • Flame Strike, 3/day.
  • Greater Restoration, 1/day.
  • Heal, at will 1/round.
  • Holy Word, 1/day.
  • Improved Invisibility 10' Radius, at will 1/round.
  • Insect Plague, 1/day.
  • Know Alignment, at will 1/round.
  • Limited Wish, 1/day.
  • Polymorph Any Object, at will 1/round.
  • Protection From Evil 40' Radius, at will 1/round.
  • Raise Dead, 3/day.
  • Resist Cold, at will 1/round.
  • Remove Curse, at will 1/round.
  • Remove Fear, at will 1/round.
  • Symbol (any), 1/day.
  • Teleport Without Error (scripted ability)

In addition Planetars are immune to Cold, Electricity, Magic Missile, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never surprised, making them immune to backstab, and are also require +4 and above enchantment to hit them. They regenerate 6 hit points per melee round, are immune to any life level loss (level drain), charm, confusion, domination, feeblemind, imprisonment, maze, death spells. They are permanently surrounded by a Protection from Evil.

Planetars wield a two-handed sword that deals 1d10+3 damage, plus the strength bonus (19 Strength). The weapon has +4 enchantment and all the attributes of a Vorpal Sword.

For a complete list of the changes made to the Planetar see Celestials/Docs/Planetar Changes.txt

Fallen Planetar

A General Overview
Fallen Planetars are powerful spirits that directly serve the deities and powers of the lower planes. Fallen planetars will typically come to the aid of only the most powerful mortal servants of evil.

Combat
Fallen Planetars have the spell ability of a mage half the level of the Fallen Planetar and with wisdom equal to 21. They have access to the following innate powers:

  • Aid, at will 1/round.
  • Blade Barrier, 3/day.
  • Cause Serious Wound, 3/day.
  • Cure Disease, at will 1/round.
  • Detect Evil, at will 1/round.
  • Detect Snares and Pits, at will 1/round.
  • Dispel Magic, at will 1/round.
  • Earthquake, 1/day.
  • Feeblemind, 1/day.
  • Fire Storm, 1/day.
  • Flame Strike, 3/day.
  • Greater Restoration, 1/day.
  • Harm, at will 1/round.
  • Improved Invisibility 10' Radius, at will 1/round.
  • Insect Plague, 1/day.
  • Know Alignment, at will 1/round.
  • Limited Wish, 1/day.
  • Polymorph Any Object, at will 1/round.
  • Protection From Good 40' Radius, at will 1/round.
  • Raise Dead, 3/day.
  • Remove Curse, at will 1/round.
  • Remove Fear, at will 1/round.
  • Resist Cold, at will 1/round.
  • Symbol (any), 1/day.
  • Teleport Without Error (scripted ability)
  • Unholy Word, 1/day.

In addition Fallen Planetars are immune to Cold, Electricity, Magic Missile, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never surprised, making them immune to backstab, and are also require +4 and above enchantment to hit them. They regenerate 6 hit points per melee round, are immune to any life level loss (level drain), charm, confusion, domination, feeblemind, imprisonment, maze, death spells. They are permanently surrounded by a Protection from Good.

Planetars wield a two-handed sword that deals 1d10+3 damage, plus the strength bonus (19 Strength). The weapon has +4 enchantment and all the attributes of a Vorpal Sword.

For a complete list of the changes made to the Planetar see Celestials/Docs/fallen_planetar_changes.txt

Deva and Planetar Animations

This cosmetic component lets you use new wings animations for devas and planetars. The latter is largely a re-used, updated and fixed version of Demivrgvs Spell Revision mod component 10 "Deva and Planetar Avatars".

P&P Celesetials Cosmetic Comparison

Contact Information

Caedwyr created this mod. Visit the Gibberlings Three forums for information on this and any other Gibberlings Three mods on which I may be working.

Thanks and Acknowledgements

Since this is my first major project using WeiDU, and some of the more advanced spell creation techniques by myself, I had lots of questions. Without the assistance of the following people this mod would never have been finished.

With Caedwyr's blessing, TotoR did a ton of work to make version 8 possible--big thanks are due to him and his hard work!

Help with spell creation and scripts
hlidskialf - Everywhere
Stone Wolf - TeamBG, Forgotten Wars
Galactygon - TeamBG, Black Wyrm

Tools and spell creation
Avenger - TeamBG, DLTCEP

Spell Creation
SimDing0 - Pocket Plane Group
Ghreyfain - Pocket Plane Group
igi - TeamBG, Gibberlings Three
Idobek - Gibberlings Three

WeiDU Debugging Help
jcompton - Pocket Plane Group

Mac version compatibility
Idobek - Gibberlings Three

Translations

  • Mathrim Cauthon and Isaya (French)
  • yarpen (Polish)
  • Aedan (Italian)
  • Telperion (German)
  • Prowler, Tierno, and A.E.R.I.E. team (Russian)

Hosting, WeiDU Ninjary, and Oodles of other help
CamDawg - Gibberlings Three

I would also like to extend special thanks and credit to Galactygon who has provided the new AI scripts for the summoned Devas and the new graphics and effects for Anti-Magic Shell and Dimensional Door.

If there is anyone who helped and I have left you out, contact me and I'll make sure to add your name to the list.

Monster Compendium 8 was used as a reference for Aasimon and Devas.

Tools Used in Creation

Credits and Copyright Information

This mod may not be sold, published, compiled or redistributed in any form without the consent of its author. The P&P Celestials Mod is ©2004-present Caedwyr.

I have no objections to the material contained within this mod being used in other mods or modified for personal use. All I ask is that I be asked for permission to use the material prior to the release of a mod using the material and for the appropriate credit to be given for my work. The scripts, Anti-Magic Shell graphics and sounds, and the Dimensional Door graphics and sounds are by Galactygon and he should be contacted for permission before using either in your mod.

Version History

Version 10 - October 27, 2023

  • Big thanks to TotoR, who sent along fixes for the following:
    • The animation component was not properly checking for the main component due to a typo; this meant some changes were not being made
    • Fixed conflicts with the Spell Revisions and Item Revisions mods
    • New icon for Improved Invisibility and Protection From Good 40' (the latter used with permission from Divine Remix)
  • The Polish translation was borked, but Roberciiik sent along a fix
  • Fixed a bug where the mod could choke on EE games with a modified Seven Eyes table
  • "The Winged" from Black Pits II was not being updated with the new planetar animations

Version 9 - November 30, 2022

  • Fixed a fairly dumb and egregious bug from CamDawg where the new spell cloning code was corrupting creature files
  • Fallen Devas from the Blackguard HLA are now covered
  • The Deva and Planetar Animations component will now affect the bogstandard celestials in the game, and no longer requires the main component

Version 8 - November 30, 2022 (TotoR)

  • Add LABEL to both components
  • Add a new component from Spell Revisions: deva and planetar animation. As this component fits really well and was already designed with P&P celestials in mind, I have integrated it directly in this mod. I have updated it with P&P skin and hair colors for various devas and planetars and fixed CTD (missing two-handed flag mostly) - thanks Demivrgvs
  • Create Dark Planetar and Fallen Deva:
    • Dark Planetar is created from a planetar without priest spells (Fallen). For balance purposes those spells are replaced by mage spells. In addition to innate Holy Word, Heal and Cure Serious Wounds spells are replaced by Unholy Word, Harm and Cause Serious Wounds.
    • Fallen deva is created from the Astral deva, with less dexterity (16 was 19), but more strength (19 was 17) and constitution (16 was 15) to compensate the lake of diversity. Innate Heal and Cure Serious Wounds spells are replaced by Harm and Cause Serious Wounds.
  • Corrected XP of deva and planetars to match P&P Source
  • Update planetar immunities to add protection from gas spells
  • Add always-active True Sight for Planetars and remove detect invisibility ability as it is now useless
  • Add always-active infravision to all devas and planetars (P&P) and remove the spell-like ability
  • Removed shapeshift and polymorph self spells - why would you polymorph into a weaker creature?
  • Removed the call Planetar spell from the Movanic Deva - it is too powerful and not P&P
  • Update levels of all devas and Planetars to more match P&P (add +2 levels vs. books) and keep balanced. it used to be too overpowered in comparison with Vanilla. Now: Astral Deva is fighter lv 14 with 121 hp (15 cons), Monadic Deva is fighter lv 12 with 132 hp (18 cons), Movanic Deva is fighter/mage lv 10/10 with 96 hp (16 cons), Fallen Deva is fighter lv 14 with 130 hp (16 cons), Planetar is fighter/priest lv 16/9 with 146 hp (16 cons), Fallen Planetar is fighter/mage lv 16/9 with 146 hp (16 cons)
  • Add compatibility with Item Revisions, specifically the Rod of Smiting (ca#monrd.itm)
  • Add a save vs death at -2 for the vorpal effect of the planetar swords and add immunity to effect for sensible creatures (slimes, constructs, incorporeal creatures, &c.)
  • Corrected typo for planetar boots
  • Removed the weird puff effect (noattack.spl)
  • Set Enchantment to +3 for Mace of Disruption + 3 (P&P) and update trad with +3 ; add a probability of 50% for the senseless ability (P&P) to simulate that the mace need two consecutive attacks to trigger it
  • Weapons are now visible with all animations (SOLAR animation and new animation)
  • Restore Teleport Without Error (resource was present but not installed) - but removed it from innate. it will be used only by script
  • Create Unholy Word for Fallen Planetar
  • Create a special limited wish spell for planetar, and make it more combat oriented: it shows now only repeatable wishes
  • Correction to Anti-Magic Shell, now it works correctly
  • Recreate script to add it with the 'COMPILE' command to allow check of incompatibilities
  • Some update to the script to consider planetar immunity to gas spell
  • Add missing idents in state.ids and stats.ids for compatibility with oBG2
  • Update script to remove typo, useless blocks, triggers
  • Add missing spells for the Monadic deva
  • Add new blocks for new spells added for fallen planetar
  • script update: Add trigger for combat-oriented spells and out-of-fight spells and globally remove blocks that target PCs, as it is a wast of time and take too long in a fight. Those spells could always be used manually.
  • Some bug fixes and code modernization from CamDawg:
    • Improved Invisibility 10' Radius was not providing the +4 save bonus on oBG2 games
    • Various celestials had incomplete immunities, e.g. they would block the actual petrification effect but still report 'Petrified' in the combat feedback
    • The description of Anti-Magic Shell had extra line breaks which would cause the in-game description to be very wonky
    • The various 'at-will' innate spells could be lost until the next rest if the caster was interrupted
    • Innate spells that were cloned from existing spells were not being blocked/reflected/removed like their source spells
    • More innate spells are now cloned from their underlying spells for better compatibility: Symbols, Death, Fear, and Stun; Improved Invisibility 10' Radius; Protection from Evil 40' Radius; Protection from Good 40' Radius
    • Detect Pits and Snares would spam 'Find Traps' every round instead of the correct 'Detect Pits and Snares'
    • Various abilities will now use EE's engine features, e.g. filtering to block effects (Charm Elemental) or spell stacking (Resist Cold)
    • If EE Fixpack is installed, spells will integrate into its better immunity and cure systems
    • Since innate spell descriptions are available in-game on the EEs, descriptions fields will no longer contain random strings

Version 7 - August 31, 2018

  • Added Italian translation
  • Fixed systematic bug where several at-will abilities were not being refreshed
  • Weapons of the Monadic Deva and Planetar now show and are labeled properly
  • Fixed weird feedback that would accompany hits from various celestial weapons
  • Due to a typo, planetars were not receiving their movement speed increase
  • Fixed bug where planetars would some times not have a proper name assigned

Version 6 - September 30, 2013

  • Updated for BGII:EE compatibility

Version 5 - April 20, 2008

  • Added Russian translation by by Prowler, Tierno, and A.E.R.I.E. team, and German translation by Telperion
  • WeiDU v206, README, VERSION, package updates, Linux version packaged.

Version 4 - September 18, 2006

  • Added Polish translation by yarpen
  • Innate spells are now created on the fly from their priest/mage counterparts, as appropriate
  • Celestial-specific items are created are created on the fly from their normal counterparts, as appropriate

Version 3 - October 24, 2004

  • Added new Deva type, the Monadic Deva. It can only be summoned in The Longer Road's Elysium area
  • Updated summoning spell to take into account the BP mod
  • Updated to WeiDU 163

Version 2 - July 8, 2004

  • Added new scripts for the celestials courtesy of Galactygon
  • Added new spell graphics for Dimensional Door and Anti-Magic Shell courtesy of Galactygon
  • Made some small modifications to the functional properties of Anti-Magic Shell. It now protects from more and disables all of the correct buttons
  • Added a French translation by Mathrim Cauthon

Version 1.01 - May 17, 2004

  • Removed some leftover files in the backup directory
  • Changed the Planetar summoning spell and creature file to bypass the celestial summoning cap

Version 1 - April 30, 2004

  • Initial release