Spell Revisions
Overview
Spell Revisions aims to fix, tweak, and enhance arcane and divine spells in Baldur's Gate II, Tutu, and Baldur's Gate Trilogy. This originally started as a project to make the spell system more balanced by improving weaker spells and nerfing overpowered ones, but has evolved to also include changes to spells designed to make them more fun and interesting and fixes for spell-related bugs found in the original game.
The mod places a high priority on making all of the existing spells viable choices, while keeping an eye on balance issues. Now, Magic Missile won't be the only first-level arcane spell you'll want to memorize! To help achieve this goal, portions of the old spell system that were consistently underpowered, like healing spells and summons, have been vastly improved so that they are competitive options once more. In addition, SR takes the stance that low-level spells should not become completely inffective once characters reach higher levels, and adds scaling features to many spells.
Among other things, the mod makes druid and cleric spell selections more distinct, with druids focusing on animal and elemental spheres for a repertoire of spells oriented toward the offensive. Arcane spell schools have also been flushed out, with the belief that each spell level should contain at least one spell from each school. To help fulfill these goals, SR adds a small number of spells to the game and modifies the schools and restrictions of some existing spells where appropriate.
SR also improves the descriptions of many spells to be more accurate, more consistent, and, occasionally, less boring.
An overview of the spell changes can be found here. I know that not everyone will like all of the changes I've made - and some of them are controversial - but this can be discussed and I'm open to any suggestions. Anyway, if you think that your favorite spell has become complete rubbish, don't worry! You can choose spells that should be left unmodified before starting the installation process. See the Installation section below to learn how.
Compatibility
This mod has been designed to work with BG2: Throne of Bhaal. It has not been extensively tested solely with BG2: Shadows of Amn, but there are no problems anticipated if the expansion is not installed. The mod has been tested and should be completely compatible with both BGT and Tutu.
Spell Revisions should also work fine with most other WeiDU and non-WeiDU mods (it has been tested with most of them). Small problems may arise if you've installed other spell-modifying mods before SR. Spell Revisions will overwrite changes made by these mods (although new spells introduced by them probably won't be affected). To prevent this, you may wish to disable specific changes made by this mod. Read the section below for details on how to do this.
In general, Spell Revisions should be installed after the BG2 Fixpack and before AI enhancing mods. Install it before all mods that change spells unless you want their versions. I highly recommend installing DavidW's SCS II. All my efforts will be put to achieve compatibility between the two mods. DavidW himself has been kindly enough to take into account some of the new summons (e.g. Death Knights) as of SCS II v5.
Spell Revisions may have some compatibility issues with Divine Remix, so it is not recommended to use them together at this time. Currently, installing SR after Divine Remix will result in divine spells no longer following the sphere system while installing Divine Remix after SR will result in the replacement of some of SR's spell descriptions and the disappearance of some of SR's new and moved spells.
Spell Revisions is somewhat incompatible with gMinion as that mod is based upon vanilla's creatures, while SR's ones are heavily changed. Anyway, SR provides custom scripts for its creatures heavily inspired by gMinion itself. Installing gMinion before SR should enable its scripts for non-SR creatures, but I haven't tested it.
You shouldn't need to start a new game to take advantage of this mod, but doing so will ensure that divine spellbooks of party members are properly updated.
Currently, only an English version of the mod is available.
Installation
Windows
Spell Revisions is packaged and installed with WeiDU and is distributed as a self-extracting archive. To install, simply double-click the archive and follow the instructions on screen.
Alternatively the files can be extracted from the archive using WinRAR. If properly extracted, you should have a "spell_rev" folder and setup-spell_rev.exe in your BG2/Tutu folder. To install, double-click setup-spell_rev.exe and follow the instructions on screen.
Please run setup-spell_rev.exe in your BG2/Tutu folder to reinstall, uninstall, or otherwise change components.
Mac OS X
If the mod was previously installed, uninstall it before extracting the new version. Spell Revisions is packaged and installed with WeiDU. To install, simply extract the contents of the mod into your BG2/Tutu folder. If properly extracted, you should have a "spell_rev" folder, setup-spell_rev, and setup-spell_rev.command in your BG2/Tutu folder. To install, double-click setup-spell_rev.command and follow the instructions on screen.
Linux
Extract the contents of the mod to the folder of the game you wish to modify. Download the latest version of WeiDU for Linux from WeiDU.org and copy WeiDU and WeInstall to /usr/bin. Following that, open a terminal, cd to your installation directory, run 'tolower' and answer Y to both queries. You can avoid running the second option (linux.ini) if you've already ran it once in the same directory. To save time, the archive is already tolowered, so there's no need to run the first option (lowercasing file names) either if you've extracted only this mod since the last time you lower cased file names. If you're unsure, running tolower and choosing both options is the safe bet.
Run WeInstall spell_rev in your game folder to install the mod. Then run wine BGMain.exe and start playing.
How to Prevent Certain Spells from Being Installed
Note: this must be done before installing the mod. To disable a certain spell, open the file spell_rev/setup-spell_rev.tp2 with a text editor, search for the spell in question, and comment out it and its related files /* like so */. Anything inside the commented area will get skipped when installing. Here is an example for Oracle.
setup-spell_rev.tp2 - searching for 'Oracle' yields:
COPY ~spell_rev\spwi5##\spwi515.spl~ ~override~ //Oracle
SAY NAME1 @639 SAY UNIDENTIFIED_DESC @640
COPY ~spell_rev\spwi5##\scrl6w.itm~ ~override~
SAY NAME2 @639 SAY IDENTIFIED_DESC @640
Adding the following will prevent the spell from being installed:
/* COPY ~spell_rev\spwi5##\spwi515.spl~ ~override~ //Oracle
SAY NAME1 @639 SAY UNIDENTIFIED_DESC @640
COPY ~spell_rev\spwi5##\scrl6w.itm~ ~override~
SAY NAME2 @639 SAY IDENTIFIED_DESC @640 */
Hooray, Oracle will no longer be changed when you install the mod! If you have any questions or require assistance with any of the above, feel free to drop me a line in the forum.
Components
Spell Revisions
This is the main component, containing all divine and arcane spell changes. Also included in this are some minor fixes, new animations from Icewind Dale for some illusion spells, items used by the improved creatures summoned by various spells, and innate abilities for many summoned creatures. More information on this component can be found in the section below this one, while complete spell descriptions can be found here.
Deva and Planetar Avatars (may be used with or without the main component)
This component updates the avatars of the celestials summoned by HLAs to take advantage of 1PP Attachable Wings as seen here, and adjusts their weapons:
- Planetar and Fallen Planetar - Vorpal Greatsword +3: 2d6+3 slashing damage, 5% chance target must save vs. death at -6 or die
- Deva - Heavy Mace of Disruption +3, Stunning: 1d10+3 crushing damage, 50% chance target must save vs. spell or be stunned for 2 rounds, undead creatures must save vs. death or be destroyed
- Fallen Deva - Flaming Long Sword +3, Bleeding: 1d8+3 slashing damage, 1d8 fire damage, 1hp/round bleeding damage for 5 rounds
Mirror Image Fix (may be used with or without the main component)
This .exe patch fixes mirror images so they no longer protect from AoE spells such as Fireball. As with the other .exe patches, this will probably only work if you are using the ToB v26498 patch for PCs.
Dispel Magic Fix (may be used with or without the main component)
This .exe patch fixes the chance to dispel magic to match the spell's description (so there is at least a marginal chance of dispelling effects of a higher-level mage) and corrects conceptual problems caused by the automatic dispelling of all magically created items. More info about its outrageous old behaviour can be found here.
Cure Sleep Fix (requires the main component be installed)
This .exe patch allows creatures affected by Sleep to awaken if hit, and creatures affected by Greater Command to make a save each round to awaken. I'd prefer that this be included in the main component, but being that it is an .exe patch, it may give problems due to different localizations, patches, nocd cracks, etc. Most of you won't have any problems installing it, but if it gives you an error message, don't install it, it's not really a big deal - you just won't have the two mentioned features. Contact me if you have any problems.
Remove Disabled Spells from Spell Selection Screens (requires the main component be installed)
This .exe patch allows certain spells that should no longer be available to be removed from the character generation and sorcerer level-up screens. Without it, a couple of disabled spells will be listed but unselectable.
Update Spellbooks of Joinable NPCs (requires the main component be installed)
This component will patch all joinable NPCs in the game (including mod NPCs) who are divine casters, updating their spellbooks by removing spells that should no longer be available to them and adding the new ones they should get. Without this component, NPCs gain access to their new spells only upon their first level-up after joining the party, and the only in-game way to remove the spells they should no longer have is to CLUA in the item "ADSCROLL" and use it on the character. If installed in the middle of a game, this component will only affect NPCs who have yet to be met.
Spell Revisions
Spell Description 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 following manner:
<Name>
<Level>
<School>
<Sphere>
Listed only in divine spells
<Range>
Personal - area of effect is centered on the caster
Touch - same as the range of one-handed weapons
Short - 1/3 the visual range of the caster
Medium - 2/3 the visual range of the caster
Long - visual range of the caster, the longest that the game allows
<Duration>
BG2 uses the following units:
1 round => 6 seconds
1 turn = 10 rounds
1 hour = 5 turns
<Casting Time>
1 = fastest
9 = 1 round = slowest
<Area of Effect>
Caster - spell affects the caster only
1 creature - spell affects any 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
<Saving Throw>
X Half - making a successful save vs. X reduces damage by half
X Partial - making a successful save vs. X results in a reduced effect
X Negates - making a successful save vs. X results in no effect
None - there is no saving throw against this spell
Special - the spell has multiple saving throws, different targets roll different saving throws, etc.
<Description>
Universal School of Magic
Spells that belong to the universal school can be learned and cast by every specialist mage (in the case of arcane spells), and cannot be blocked by the Spell Immunity spell. Universal spells include Find Familiar, all contingency spells, all sequencer and trigger spells, and Wish spells.
Overview of Divine Spell Changes
While the most accurate spell descriptions are available here, this should give you an overview of the most notable changes made to divine spells.
-
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
Overview of Arcane Spell Changes
While the most accurate spell descriptions are available here, this should give you an overview of the most notable changes made to arcane spells.
-
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
Contact Information
Thanks and Acknowledgements
Firstly, many thanks to Gibberlings Three, and especially Cam, for hosting!
Huge thanks of course to Westley Weimer, who created an astonishingly flexible and powerful mod editor for IE games, and to the bigg for his modifications to that editor. Many thanks also to the creators of the Infinity Engine Structure Description Project, which clarified what the hell was going on several dozen times; and to Jon Hauglid, for Near Infinity.
I'm also very grateful to anyone who has beta tested the mod and/or provided much useful feedback, especially to Mike1072 and Ardanis, whose help has been essential to this project. Thanks to those who have contributed, each in his/her own way, like Galactygon (who made possible to apply a few tweaks), and Yarpen and Scorpio (for working on BAMs), but also many others. A special thanks goes out to Taimon for providing some wonderful .exe patches, fixing things long thought unfixable. Thanks to those so brave to translate the whole mod: Fess, Silent, Commander L for the russian translation; Ancalagon el negro for the spanish one; and Lefreut (of the d'Oghmatiques) for the french one.
And last but not least, thanks to Marv for creating ADPack from which all my work started...
Tools Used in Creation
WeiDU by Wes Weimer and the bigg
Near Infinity by Jon Olav Hauglid and devSin
IESDP maintained by igi
Credits and Copyright Information
This mod may not be sold, published, compiled or redistributed in any form without the consent of its author. Spell Revisions is ©2008-2009 Marco Montagnoli.
Version History
Version 3.1 - January 4, 2012
- New Language: russian
- New Language: spanish
- New Language: french
- Includes all fixes for V3
Version 3 - September 18, 2009
- Added component: Deva and Planetar Avatars
- Added component: Mirror Image Fix
- Added component: Dispel Magic Fix
- Added component: Remove Disabled Spells from Spell Selection Screens
- Added component: Update Spellbooks of Joinable NPCs (deprecates old Restoration Scroll system)
- Improved Tutu compatibility (scrolls now have descriptions and effects updated)
- Many spell changes, details here
Version 2.9 - February 3, 2009
- Intended pre-release of v3
- Details here
Version 2 - August 18, 2008
Version 1.5 - July 22, 2008
Version 1 - May 19, 2008
- Initial "stealth" release