PST Opcodes


#0 (0x0) Stat: AC vs. Damage Type Modifier Variants: IWD2
Parameter #1: AC Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the AC Modifier field to the category specified by the Type field.

Known values for Type are:
  • 0 ⟶ All
  • 1 ⟶ Crushing
  • 2 ⟶ Missile
  • 4 ⟶ Piercing
  • 8 ⟶ Slashing
  • 16 ⟶ Base AC setting
    • Sets the targets AC to the value specified by the AC Modifier field. If the targets AC is already AC Modifier or below, this effect will do nothing.

Each modifier type to AC from this opcode is capped to the range [-20,20]. Each AC type total is capped to the range [-32768,32767].

Note: IWD1 and PST use a slightly different version. The “Base AC” sets to field - 1 instead.
IWD2 uses different parameters altogether.
Note:

#1 (0x1) Stat: Attacks Per Round Modifier Variants: BGEE
Parameter #1: Key Modifier
Parameter #2: Type
Description:
Alters a characters Attacks per Round, by changing the Key by the modifier value specified by the 'Key Value' field, in the style specified by 'Type' field.
Key Attacks per Round
0 0
1 1
2 2
3 3
4 4
5 5
6 0.5
7 1.5
8 2.5
9 3.5
10 4.5


Known values for 'Type' are:
0 Cumulative Modifier -> Key = Key + 'Key Modifier' value
1 Flat Value Modifier -> Key = 'Key Modifier' value
2 Percentage Modifier -> Key = (Key * 'Key Modifier' value) / 100
3 Cumulative Modifier -> Same as 0
Info: When this opcode is stacked, the values of the Key Modifier are stacked, not the number of attacks.
Note: IWD1 treats all keys above 5 as 5. PST does not support Type 3, while BG(2)EE uses it differently.
Important: Timing Modes 1/4/7 alters the creature's base APR stat, leaving behind no removable effect.

#2 (0x2) Cure: Sleep
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes opcode #39 effects and the STATE_SLEEPING flag from the targeted creature(s).
This effect ignores durations attributed to it.
Note: Does not remove the STATE_HELPLESS flag.
Note: At least in EEs, it can remove opcode #177 effects targeting an EFF with opcode #39. Does not always work when delayed.

#3 (0x3) State: Berserking Variants: IWD1
Parameter #1: Irrelevant
Parameter #2: Type
Description:
Applies the berserk effect to the targeted creature(s) in the style specified by the Type field.
Target will uncontrollably attack enemies if any are in view, and will occasionally attack neutral creatures.
Known values for Type are:
  • 0 ⟶ Default/In Combat: only berserk while in combat.
  • 1 ⟶ Constant: always berserk, maintains BERSERK_ALWAYS_ACTIVE and sets BERSERKSTAGE2 to 1.
  • 2 ⟶ Blood Rage: doesn't exist in EE's, values 2+ function the same as 0.

This opcode sets the STATE_BERSERK flag.

Note: Being “in combat” is reliant upon the presence of visible, non-sleeping enemies, but they will attack anyone they can see (including sleeping creatures), ally, neutral, or enemy, without preference (beyond whom is closer).
Info: STATE_BERSERK specs:
  • Grants a +2 bonus to THAC0 and Damage.
  • While "in combat" or "Constant":
    • Creature is unseletectable, Inventory is disabled.
    • The creature's AI scripts are disabled.
    • The creature will randomly execute action ~ AttackReevaluate([ANYONE],15) (or similar, the exact attack action is unknown).
    • Disables Saving while affecting a Party Member (Displayed message: "You do not control all your Party Members")
Note:
  • Forces creature(s) to use a melee weapon if possible.
    • If a certain creature is equipped with a Cursed ranged weapon, this opcode will not force it to switch to a melee weapon.
Note: This effect only affects party members (this is not true for EE games, it works fine on non-party creatures.)
Note: The second paragraph hasn’t been verified for PST and BG1 yet, but likely holds.
Important: Used with Timing Modes 1/4/7 results in setting STATE_BERSERK when it triggers (and using its default behavior), rather than attaching a removable effect with selected behavior.
Note: “Morale Failure: Berserk” does NOT use this or any of the other berserk opcodes, nor does it set STATE_BERSERK.

#4 (0x4) Cure: Berserking
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes opcode #3 effects and STATE_BERSERK from the targeted creature(s). Does not remove opcode #245, opcode #246 and opcode #247 effects.
This effect ignores durations attributed to it.
Important: Both parameters should be 0 (zero).
Note: At least in BG2 and EEs, this effect only affects player characters.
Note: At least in BG2 and EEs, this effect can remove opcode #177 effects targeting an EFF with opcode #3.

#5 (0x5) Charm: Charm Specific Creature Variants: IWD1 IWD2 BG1
Parameter #1: General Type
Parameter #2: Charm Type
Description:
Charms the targeted creature(s) according to value in the 'Charm Type' field, if the target is matched by the value in the 'General Type' field. Values for 'General Type' are from General.ids.
Known values for 'Charm Type' are:
0 Charmed (Target neutral after effect ends)
1 Charmed (Target hostile after effect ends)
2 Dire charmed (Target neutral after effect ends)
3 Dire charmed (Target hostile after effect ends)

#6 (0x6) Stat: Charisma Modifier Variants: IWD1 BG1
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Charisma = Charisma + 'Statistic Modifier' value
1 Flat Value Modifier -> Charisma = 'Statistic Modifier' value
2 Percentage Modifier -> Charisma = (Charisma * 'Statistic Modifier' value) / 100

'Statistic Modifier' can be positive or negative.

#7 (0x7) Colour: Set Character colours by Palette Variants: IWD1
Parameter #1: Gradient Number
Parameter #2: Location
Description:
Alters the colour of the area specified by the Location field, to the colour gradient specified by the Gradient Number field.
Known values for Location are:
  • 0 – 6: Avatar/Armor
    • 00 ⟶ Belt Buckle (on armour) or amulets (on robes) – entire body for some animations
    • 01 ⟶ Minor colour
    • 02 ⟶ Major colour
    • 03 ⟶ Skin colour
    • 04 ⟶ Strap colour (on armour) or minor trimming (on robes – the centre strip down a robe and the hem on some robes)
    • 05 ⟶ Armor colour (and major trimming on robe – cross trim and cape trim on Robe of Archmagi)
    • 06 ⟶ Hair colour
  • 16 – 22: Weapon
    • 16 ⟶ Quillons or Crossguard
    • 20 ⟶ Grip (usually not visible as it's in the characters hand)
    • 21 ⟶ Blade or major portion of weapon
  • 32 – 40: Shield
    • 32 ⟶ Shield hub
    • 33 ⟶ Shield interior
    • 34 ⟶ Shield panelling
    • 37 ⟶ Shield rim
  • 48 – 54: Helmet
    • 48 ⟶ Helm ornamentation – i.e. wings
    • 49 ⟶ Helm ornamentation – i.e. feathers/horsehair
    • 50 ⟶ Helm ornamentation – i.e. feathers/horsehair
    • 52 ⟶ Helm face
    • 53 ⟶ Helm – the main covering
  • 255 ⟶ Whole Body (at least in IWD2 and EEs)
Warning: Other values crash immediately or when opening or manipulating Inventory.
Info:
  • Each Item Type has 7 slots/locations, corresponding to a different set of Palette indexes that they will replace.
  • Near Infinity lists them as Grey, Cyan/Teal, Magenta/Pink, Yellow, Red, Blue, and Green.
    While these colors are arbitrary, they best represent the palette used in animation/paperdoll BAMs by default (before being recolored), so you can look at the BAM file and know which colors will be replaced.
  • 0=Grey, 1=Cyan, 2=Magenta, 3=Yellow, 4=Red, 5=Blue, 6=Green.
    +16 for weapons, +32 for shields, +48 for helmets.
  • The names already listed for some of these locations in IESDP are accurate, as they correspond to their general use in the vanilla game, but all 7 slots can be used for each item, provided their BAM file makes use of them.
  • Palette indexes will be replaced by the gradient specified for those locations:
    • Index 0–3 are reserved for Transparency and Shadows, they are not replaced.
    • Index 4–15: Grey
    • Index 16–27: Cyan
    • Index 28–39: Pink
    • Index 40–51: Yellow
    • Index 52–63: Red
    • Index 64–75: Blue
    • Index 76–87: Green
      (7 groups of 12 indexes, each exclusive to one location)
    • Index 88–95: (Grey + Cyan)
    • Index 96–103: (Grey + Magenta)
    • Index 104–111: (Grey + Yellow)
    • Index 112–119: (Grey + Red)
    • Index 120–127: (Grey + Blue)
    • Index 128–135: (Grey + Green)
    • Index 136–143: (Cyan + Magenta)
    • Index 144–151: (Cyan + Yellow)
    • Index 152–159: (Cyan + Red)
    • Index 160–167: (Cyan + Blue)
    • Index 168–175: (Cyan + Green)
    • Index 176–183: (Magenta + Yellow)
    • Index 184–191: (Magenta + Red)
    • Index 192–199: (Magenta + Blue)
    • Index 200–207: (Magenta + Green)
    • Index 208–215: (Yellow + Red)
    • Index 216–223: (Yellow + Blue)
    • Index 224–231: (Yellow + Green)
    • Index 232–239: (Red + Blue)
    • Index 240–247: (Red + Green)
    • Index 248–255: (Blue + Green)
      (21 groups of 8 indexes, each shared by a different combination of two locations)

#8 (0x8) Colour: Colour Glow Solid Variants: BG1 IWD1 BG2
Parameter #1: RGB Colour
Parameter #2: Irrelevant
Description:
Set the RGB Colour parameter to the colour value you want to use with the second byte being the Red portion (0-255), the third byte the Green portion (0-255), and the fourth byte being the Blue portion (0-255).

#9 (0x9) Colour: Colour Glow Pulsate Variants: BG1 IWD1 BG2
Parameter #1: RGB Colour
Parameter #2: Pulse Speed
Description:
Set the RGB Colour parameter to the colour value you want to use with the second byte being the Red portion (0-255), the third byte the Green portion (0-255), and the fourth byte being the Blue portion (0-255) and the part specified by the third byte of the Speed parameter determining the speed of the flashing with 01 the fastest and 255 the slowest. A speed parameter of 0 does not pulsate. If the colour values are all set to 0, the glow effect only occurs if the creature is in darkness; outside at night, inside a building, or standing in shadows.

#10 (0xA) Stat: Constitution Modifier Variants: IWD1 BG1
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Constitution = Constitution + 'Statistic Modifier' value
1 Flat Value Modifier -> Constitution = 'Statistic Modifier' value
2 Percentage Modifier -> Constitution = (Constitution * 'Statistic Modifier' value) / 100

'Statistic Modifier' can be positive or negative.

#11 (0xB) Cure: Poison
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes opcode #25 poison effects and STATE_POISONED from the targeted creature(s).
Info: This effect ignores durations attributed to it.
Info: At least in EEs, this effect can remove opcode #177 effects targeting an EFF with opcode #25.

#12 (0xC) Damage Variants: BG2 BGEE BG1
Parameter #1: Fixed Damage
Parameter #2: Damage Type
Description:
Set the Dice Throws and Size to the random damage you wish to do to the target (if you want no random damage done, leave it at 0d0). If you wish to do fixed damage as well, or by itself, set the Fixed Damage parameter to the ammount of damage to do (if you want no fixed damage done, leave the value at 0).
If a saving throw is made, the damage values are cut in half, including Fixed Damage. To completely negate damage in the case of a successful saving throw, set the Resource Key to NEG.
The following values are valid for Damage Type:
0 is Crushing Damage
1 is Lower HP to Fixed Damage value(Ignores random damage values)
2 is Lower HP to Fixed Percent set by Fixed Damage value
4 is Lower HP by 1/3 of the effect's damage (after random damage has been rolled)
65536 is Acid Damage
131072 is Cold Damage
262144 is Electic Damage
524288 is Fire Damage
1048576 is Piercing Damage
2097152 is Poison Damage
4194304 is Magic Damage
8388608 is Missile Damage
16777216 is Slashing Damage
33554432 is Magic Fire Damage
67108864 is Magic Cold Damage
134217728 is Stunning Damage
The opcode uses the 'variable' field at 0x2c to determine which (if any) custom critical damage visual to play. Known values are:
0x01 - The Nameless One
0x02 - Annah
0x04 - Grace
0x08 - Nordom
0x10 - Vhailor
0x20 - Morte
0x40 - Dakkon
0x80 - Ignus
Important: Keep in mind that if a character makes a save for damage type 1 or 2 without the NEG Resource Key, the Fixed Damage will be cut in half, which will cause MORE HP loss!
Info: ‘Stunning’ damage does not stun the target. Stunning damage cannot kill a creature, creatures are reduced to 1 HP and are knocked unconscious.

#13 (0xD) Death Variants: BG1 IWD1 BG2
Parameter #1: Irrelevant
Parameter #2: Death State?
Description:
This effect will instantly kill a creature. Leave both parameters at zero for this effect to work.
Warning: DO NOT use a timing mode of Duration or Permanent for this effect, or it will crash! To use this effect without a delay, simply set the timing mode to Delay, and the time to 0.

The Death State? parameter sets whether or not the CGAMESPRITE_STATE_DEAD is applied to the target:
0 or any multiple of 4 (4,8,16,32...)-State set in target
Any other-Target simply killed.

#14 (0xE) Defrost Variants: BG1
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the frozen_death state.

#15 (0xF) Stat: Dexterity Modifier Variants: IWD1 IWD2 BG1
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Dexterity = Dexterity + 'Statistic Modifier' value
1 Flat Value Modifier -> Dexterity = 'Statistic Modifier' value
2 Percentage Modifier -> Dexterity = (Dexterity * 'Statistic Modifier' value) / 100

'Statistic Modifier' can be positive or negative.

#17 (0x11) HP: Current HP Modifier Variants: BG2 IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
  • 0 ⟶ Cumulative Modifier: HP = HP + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: HP = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: HP = (HP * 'Statistic Modifier' value) / 100


'Statistic Modifier' can be positive or negative.
Info: If ‘Statistic Modifier’ and the Dice values are both non-zero, the total HP change is: ‘Statistic Modifier’ + Dice value.
Note: Unlike opcode #12, this opcode does not apply any death effect (opcode #13) to the creature if it reduces their hit points to zero or less. The creature will remain in a bugged state (no HP but not dead) until they take further damage, or the game is saved & reloaded, at which point they will die properly.

#18 (0x12) HP: Maximum HP Modifier
Parameter #1: Statistic Modifier
Parameter #2: Type
Special: Mode
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: HP = HP + 'Statistic Modifier' value (affects current and max HP)
  • 1 ⟶ Flat Value Modifier: HP = 'Statistic Modifier' value (affects current and max HP)
  • 2 ⟶ Percentage Modifier: HP = (HP * 'Statistic Modifier' value) / 100 (affects current and max HP)
  • 3 ⟶ As 0 (does not affect current HP)
  • 4 ⟶ As 1 (does not affect current HP)
  • 5 ⟶ As 2 (does not affect current HP)
  • 6 ⟶ Non-cumulative Modifier: HP = HP + 'Statistic Modifier' value (affects current and max HP) (EE only)


Statistic Modifier can be positive or negative.

Known values for Mode are:
  • 0 ⟶ Normal: Effect functions as dictated by the Type field.
  • 1 ⟶ Do not update current HP.
    • This value is set automatically once the effect has been initially processed on a creature.
    • For normal operation, the special field MUST be zero.
Info: To differentiate non-cumulative HP gain from other forms of HP gain, Type is set internally to 6. As mentioned here, multiple effects of Type=6 can be carried by the creature at the same time and only the largest value is used when calculating extra HP. Hence the term “noncumulative coexisting”. This functionality doesn’t interact with other forms (Type != 6) of HP gain, and cumulative HP drain doesn’t use Type=6.
Note: For non-permanent timing modes of Type 2 or 5 use the base maximum HP value, and therefore override other Type 2 or 5 modifiers.
Note: If Statistic Modifier and the Dice values are both non-zero, the total HP change is: 'Statistic Modifier' + Dice value.
Note:
  • Maximum HP cannot be reduced below a creature's level/HD (average level rounded up for multiclasses).
  • It is still able to reduce current HP below the creature's level/HD, and has the same bugged death as opcode #17 if it reduces a creature to zero or less HP.

#19 (0x13) Stat: Intelligence Modifier Variants: BG1
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Intelligence = Intelligence + 'Statistic Modifier' value
1 Flat Value Modifier -> Intelligence = 'Statistic Modifier' value
2 Percentage Modifier -> Intelligence = (Intelligence * 'Statistic Modifier' value) / 100

'Statistic Modifier' can be positive or negative.

#20 (0x14) Invisibility (state) Variants: BG1 IWD1 IWD2 BG2
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Leave both parameters at all zeros for this Effect to work.
Warning: This effect will not work with a timing mode of Duration or Permanent. All other timing modes function correctly.

#21 (0x15) Stat: Lore Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Lore = Lore + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Lore = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Lore = (Lore * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies LORE.
Warning: This effect does not work with Timing Mode 1.

#22 (0x16) Stat: Cumulative Luck Bonus Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field. Luck affects the minimum damage caused by a weapon (up to the normal maximum damage of the weapon) and the attack roll modifier (up to a maximum of 20, excluding natural attack roll modifiers, e.g. high STR, invisibility etc) by Statistic Modifier amount. Statistic Modifier also affects the damge rolls of opponents (in feature blocks, not extension headers). The effect does not set STATE_LUCK.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Luck = Luck + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Luck = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Luck = (Luck * 'Statistic Modifier' value) / 100
Info: Effects of Luck:
  • Modifies a creature's weapon damage die rolls (up/down to its maximum/minimum).
  • Modifies a creatures's attack roll [1d20] (up/down to its maximum/minimum).
  • Modifies non-weapon damage die rolls dealt to the creature (up/down to its maximum/minimum).
  • Modifies a creatures's initiative roll [1d6 - 4] for weapon attacks (up/down to its maximum/minimum). See opcode #190 for further details about weapon/attack speed.
  • Modifies a creatures's initiative roll [1d8 - 1] for movement (up/down to its maximum/minimum).
  • Modifies a creatures's skill roll [1d100] for Hiding in Shadows (up/down to its maximum/minimum).
  • Modifies a creatures's skill roll [1d100] for Set Traps (up/down to its maximum/minimum).
  • Modifies a creatures's skill roll [1d10] for Open Locks (up/down to its maximum/minimum).
  • Modifies a creatures's skill roll [1d10] for Bash Doors (up/down to its maximum/minimum).
  • Modifies a creatures's skill roll [1d10] for Disarm Trap (up/down to its maximum/minimum).
  • Modifies the chance for a Mirror Image to be struck, chance = ('number of images' + 'Statistic Modifier') / ('number of images' + 1).
Info: Here’s more info about initiative roll for movement:
  • Apparently, there is intentionally a random wait time between when a creature attempts to move to another creature, and when they will actually start pathing. Luck helps with this...
    Wait Time = 0, when roll = 0
    Wait Time = (8 - roll), when roll != 0
  • The natural roll range is [0,7], but like many other rolls Luck alters this slightly. For every point in Luck the highest bound of the roll is converted into the lower bound.
  • So with 1 Luck the roll becomes [0,6], with 0 having a probability of 25% instead of 12.5%. Negative luck works the same, but in reverse.
  • 1 is the worst roll you can get, yet it is neither of the extremes. So, -1 Luck is bad because it prevents you from bypassing the wait time, (rolling a 0), but if Luck must be negative, the lower the better.
    • Luck = "-1": Worst roll possible is a 1, you will be waiting for 7 AI updates (or, if you prefer, 715ths of a second).
    • Luck = "-7": Worst roll possible is a 7, you will be waiting for 1 AI update (or, if you prefer, 115th of a second)!!
  • Positive Luck will always increase the likelihood of instantaneous pathing.
  • Note that this wait time is only applied to creature-to-creature pathing, and never to on-the-ground destinations.
  • Also, every creature rolls for their own delay when they go to target a creature.

#23 (0x17) Stat: Morale Modifier Variants: BG2
Parameter #1: Statistic Modifier
Parameter #2: Type
Special: Mode
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Morale = Morale + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Morale = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Morale = (Morale * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

At least in EEs, known values for Mode are:
  • 0 ⟶ BG2 mode – It's hardcoded to fill the following values:
    • Statistic Modifier = 10
    • Type = 1
    • m_done = 1 (internal field that immediately removes the effect from creature, no matter duration)
    • In addition, it checks if the creature is berserking, and if it is, it returns without doing anything.
  • 1 ⟶ BG1 mode – Default (functions as expected)
Note: Any Morale-based effect (i.e. Panic) may be added or removed by this effect.

#24 (0x18) State: Horror Variants: IWD1
Parameter #1: Irrelevant
Parameter #2: Type
Description:
Applies the horror effect to the targeted creature(s) in the style specified by the Type field, which is suspected to be an EE extension. It sets the STATE_PANIC state.
Known values for Type are:
  • 0 ⟶ Default
  • Non-zero ⟶ Bypass opcode #101 (Immunity to effect)

#25 (0x19) Poison Target Variants: BG1 BGEE IWD1 IWD2 BG2
Parameter #1: Variable
Parameter #2: Poison Type
Description:
The Poison Type determines the damage. The Timing Mode must be set to either 'Duration' or 'Delay with Duration' (Timing Mode 3) for this effect to work. It sets the STATE_POISONED state.
Known values for 'Poison Type' are:
0 Inflict 'Variable' per second
1 Percentage Damage: The Variable parameter defines the percentage damage to inflict
2 Hit Points Per Second: The Variable parameter defines how much hit point damage is done each second
3 Seconds Per Hit Points: The Variable parameter defines how long it takes to do 1 HP of damage

#26 (0x1A) Remove Curse Variants: BG1
Parameter #1: Irrelevant
Parameter #2: Type
Description:
Removes cursed items from the targeted creature(s). Known values for 'Type' are:
0 Normal
1 Dispel effect #211 (Induce Hiccups)

#27 (0x1B) Stat: Acid Resistance Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Resistance = Resistance + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Resistance = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Resistance = (Resistance * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies RESISTACID.

#28 (0x1C) Stat: Cold Resistance Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Resistance = Resistance + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Resistance = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Resistance = (Resistance * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies RESISTCOLD.

#29 (0x1D) Stat: Electricity Resistance Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Resistance = Resistance + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Resistance = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Resistance = (Resistance * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies RESISTELECTRICITY.

#30 (0x1E) Stat: Fire Resistance Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Resistance = Resistance + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Resistance = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Resistance = (Resistance * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies RESISTFIRE.

#31 (0x1F) Stat: Magic Damage Resistance Modifier Variants: BG1
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Resistance = Resistance + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Resistance = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Resistance = (Resistance * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies MAGICDAMAGERESISTANCE.

#32 (0x20) Cure: Death (Raise Dead) Variants: IWD2
Parameter #1: Irrelevant
Parameter #2: Restore creature animation?
Description:
Raises the targeted creature(s) from the dead.
Known values for Restore creature animation? are:
  • 0 ⟶ No
  • 1 ⟶ Yes

This effect ignores durations attributed to it.
Info: The new animation is selected just as it would be at Character Generation.
Base Animation = 0x6000
  • + Class:
    • 0x0000 (Cleric/Druid/Shaman/Default)
    • 0x0100 (Fighter/Paladin/Ranger)
    • 0x0200 (Mage/Sorcerer)
    • 0x0300 (Thief/Bard)
    • 0x0500 (Monk)
    • Mutliclasses prioritize (Warrior > Priest > Rogue > Wizard)
  • + Gender:
    • 0x0000 (Male/Default)
    • 0x0010 (Female)
  • + Race:
    • 0x0000 (Human/Default)
    • 0x0001 (Elf/Half-Elf/Tiefling)
    • 0x0002 (Dwarf)
    • 0x0003 (Halfling)
    • 0x0004 (Gnome)
    • 0x0005 (Halforc)
Note:
  • This opcode will only restore life to creatures with STATE_DEAD. Frozen and Petrified creatures do not qualify until after they shatter (at which point you can no longer target them outside of scripts, so it doesn't really matter).
  • The animation reset is not dependent on the target's death state.
Info: The presence of this opcode in any of a spell’s ability headers will force any Wild Surge of that spell to use the “Cast Normally” result.

#33 (0x21) Stat: Save vs. Death Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Save = Save + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Save = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Save = (Save * 'Statistic Modifier' value) / 100
  • 3 ⟶ Increment Instantly: Save = Save + 'Statistic Modifier' value (EE only)

Statistic Modifier can be positive or negative.

The effect modifies SAVEVSDEATH.
Info: When Type = 3, this opcode processes before saving throws are checked for effects proceeding it in the same effect stack; when Type = 0, it processes after.
Bug: Since at least version 2.5, Type = 3 modifies instantly SAVEVSWANDS instead of SAVEVSDEATH.
As a result, saving throws for effects in the same effect stack and after this opcode are not processed as expected.
Effects proceeded after the stack are treated normaly like Type = 0.

#34 (0x22) Stat: Save vs. Wands Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Save = Save + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Save = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Save = (Save * 'Statistic Modifier' value) / 100
  • 3 ⟶ Increment Instantly: Save = Save + 'Statistic Modifier' value (EE only)

Statistic Modifier can be positive or negative.

The effect modifies SAVEVSWANDS.
Info: When Type = 3, this opcode processes before saving throws are checked for effects proceeding it in the same effect stack; when Type = 0, it processes after.

#35 (0x23) Stat: Save vs. Petrification/Polymorph Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Save = Save + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Save = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Save = (Save * 'Statistic Modifier' value) / 100
  • 3 ⟶ Increment Instantly: Save = Save + 'Statistic Modifier' value (EE only)

Statistic Modifier can be positive or negative.

The effect modifies SAVEVSPOLY.
Info: When Type = 3, this opcode processes before saving throws are checked for effects proceeding it in the same effect stack; when Type = 0, it processes after.

#36 (0x24) Stat: Save vs. Breath Weapons Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Save = Save + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Save = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Save = (Save * 'Statistic Modifier' value) / 100
  • 3 ⟶ Increment Instantly: Save = Save + 'Statistic Modifier' value (EE only)

Statistic Modifier can be positive or negative.

The effect modifies SAVEVSBREATH.
Info: When Type = 3, this opcode processes before saving throws are checked for effects proceeding it in the same effect stack; when Type = 0, it processes after.

#37 (0x25) Stat: Save vs. Spells Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Save = Save + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Save = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Save = (Save * 'Statistic Modifier' value) / 100
  • 3 ⟶ Increment Instantly: Save = Save + 'Statistic Modifier' value (EE only)

Statistic Modifier can be positive or negative.

The effect modifies SAVEVSSPELL.
Info: When Type = 3, this opcode processes before saving throws are checked for effects proceeding it in the same effect stack; when Type = 0, it processes after.

#38 (0x26) State: Silence
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the silence effect to the targeted creature(s). Sets STATE_SILENCED to true.
A silenced creature cannot cast spells / use special abilities (unless flagged as Castable when silenced), bard song or initiate dialog.
The engine is hard-coded to allow these spells to be cast by a silenced creature:
  • "SPWI219" (Vocalize)
  • "SPIN649" (Teleport to Pocket Plane) in BG2/BGEE

#39 (0x27) Unconsciousness (Helpless) Variants: IWD2 BG1
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Leave both parameters at all zeros for this Effect to work. If the Timing Mode is set to 'Duration' or 'Delayed With Duration' (Timing Mode 3), then the target is considered unconscious, and a special graphic effect will appear on the target(s). All other durations simply set 'helplessness'.

#41 (0x29) Graphics: Sparkle Variants: BG1 IWD1 IWD2 PSTEE BG2
Parameter #1: Colour
Parameter #2: Type
Description:
Displays the sparkle effect specified by the 'Type' field, in the colour specified by the 'Colour' field. The colour field may be connected to sprkclr.2da.
Known values for 'Colour' are:
0 Crash
1 Nothing
2 White with small blue specs that alternate between white and dark blue
3 Mostly purple, changing to white towards the end of the effect
4 White sparkles that fade out
5 White sparkles that fade out, but last longer than '4'
6 White sparkles that alternate to purple at the end of the effect
7 Like six, except it seems to change faster
8 Glittering white specs
9 White and grey specs that alternate to blue at the end of the effect
10 Dark grey specs that alternate to white at the end of the effect
11 Pink specs, some changing to white at the end of the effect
12 White effects that very slowly fade out
13 Crash

Known values for 'Type' are:
1 Sparkle Puff
2 No effect?
3 Sparkle Shower
Info: Both of these params use only the lower 16 bits (upper bits might have other function).

#42 (0x2A) Spell: Wizard Spell Slots Modifier Variants: BGEE
Parameter #1: Slot Amount Modifier
Parameter #2: Spell Level
Description:
Alters the number of wizard spell slots available to the targeted creature(s), as specified by the Slot Amount Modifier field, at the level specified by the Spell Level field. Wizard spells are used by Bards, Sorcerers and Wizards in IWD2.

Known values for Spell Level are:
  • 0 ⟶ Double spells
    • The amount of spell slots is doubled for the level specified by the Slot Amount Modifier value and all levels below
  • BIT0 ⟶ Level 1
  • BIT1 ⟶ Level 2
  • BIT2 ⟶ Level 3
  • BIT3 ⟶ Level 4
  • BIT4 ⟶ Level 5
  • BIT5 ⟶ Level 6
  • BIT6 ⟶ Level 7
  • BIT7 ⟶ Level 8
  • BIT8 ⟶ Level 9

The target creature(s) must have at least 1 slot at the selected level to have their slot count changed.

Negative slots start at 65535 (-1), and go from there. Even though the spellbook has room to display only 12 slots at once, the slots are still there and usable.

Slot Amount Modifier can be positive or negative.

Note:
  • If the number of current spell slots is 1:
    • applying a -1 modifier will result in zero current slots and prevent further applications of this opcode from altering spell slots (until this effect terminates or is removed, or the base amount changes).
    • applying a -2 modifier instead would bypass zero and result in 65535 (-1). Then applying a +1 modifier would result in zero current slots and a repeat of the above.
  • Regardless of whether the value can be altered, the effect is still attached to the creature, rather than being discarded entirely. They can still take effect should the creature's base spell slots be altered (such as from leveling up).
  • Applying multiple effects in increments of -1 will insure that spell slots do not go below zero (and thus will not wrap around to maximum).

#43 (0x2B) Cure: Stone to Flesh
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes STATE_STONE_DEATH from the targeted creatures and restores them to 1 HP. Does not affect creatures without STATE_STONE_DEATH.
Important: Both parameters should be 0 (zero).
Note:
  • Will not remove a currently delayed (untriggered) Petrification effect.
  • Nor will it remove the False Petrification mode of opcode #109.

#44 (0x2C) Stat: Strength Modifier Variants: IWD1 IWD2 BG1
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Strength = Strength + 'Statistic Modifier' value
1 Flat Value Modifier -> Strength = 'Statistic Modifier' value
2 Percentage Modifier -> Strength = (Strength * 'Statistic Modifier' value) / 100

'Statistic Modifier' can be positive or negative.

#45 (0x2D) State: Stun Variants: IWD1
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Stuns the targeted creature(s) and sets HELD to 1. In particular:
  • Maintains Portrait Icon Stun (EE only).
  • Immobilizes the creature, limiting it to instantaneous actions (INSTANT.IDS).
  • Maintains STATE_STUNNED.
    • Renders the creature unselectable and disable the Inventory.
  • Maintains STATE_HELPLESS.
    • Renders the creature unselectable and disable the Inventory.
    • Causes all attacks against the creature to automatically hit, disabling Critical Hits and misses.
Note: Applied with Timing Modes 1/4/7: will set the creature’s base STATE_STUNNED flag, while still leaving behind a separate removable effect.
  • Should you remove the effect without removing the state (through means other than opcode #46), the creature will be fully functional, just not controllable by the player (if it was).
  • By itself, STATE_STUNNED does not disable any scripts or limit which actions the creature may take. It needs its opcode's immobilization effect as well as STATE_HELPLESS to fully work.

#46 (0x2E) Unstun Variants: BG1
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
This effect will make the target not stunned anymore. Cannot affect targets stunned by 'Set Status Effect(s)'.
Important: Leave both parameters to zero for this effect to function.

#47 (0x2F) Cure: Invisibility
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the invisibility effect from the targeted creature(s) if they don't have STATE_NONDETECTION set. Also removes STATE_INVISIBLE and STATE_IMPROVEDINVISIBILITY.
This effect ignores durations attributed to it.
Important: Both parameters should be 0 (zero).

#48 (0x30) Cure: Silence (Vocalize)
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the silence effect and STATE_SILENCED from the targeted creature(s).
This effect ignores durations attributed to it.

#49 (0x31) Stat: Wisdom Modifier Variants: IWD1 BG1
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Wisdom = Wisdom + 'Statistic Modifier' value
1 Flat Value Modifier -> Wisdom = 'Statistic Modifier' value
2 Percentage Modifier -> Wisdom = (Wisdom * 'Statistic Modifier' value) / 100

'Statistic Modifier' can be positive or negative.

#50 (0x32) Character Colourglow (Timed) Variants: BG1 IWD1 IWD2 BG2
Parameter #1: RGB Colour
Parameter #2: Timing
Description:
Set the RGB Colour parameter to the colour value you want to use with the second byte being the Red portion (0-255), the third byte the Green portion (0-255), and the fourth byte being the Blue portion (0-255). The third byte of the Timing parameter determines how long the effect takes to reach fully colourization, outside of duration, after which it immediately ends. Valid values are 1-200 for this parameter, with 1 being the fastest.

#52 (0x34) Character Colourglow (Instant II) Variants: BG1 IWD1 IWD2 BG2
Parameter #1: RGB Colour
Parameter #2: Irrelevant
Description:
Set the RGB Colour parameter to the colour value you want to use with the second byte being the Red portion (0-255), the third byte the Green portion (0-255), and the fourth byte being the Blue portion (0-255).

#53 (0x35) Animation ID Modifier Variants: IWD1 IWD2 BG1
Parameter #1: Animation Set
Parameter #2: Irrelevant
Description:
This effect polymorphs the target into a specific creature animation set (i.e. you can change Vhailor into Annah, if you wished, etc). To figure out the Animate Set parameter value, do the following:
Look up the value for the Animation Set you wish to use for this effect in the RESDATA.INI file (it'll be the number in the brackets directly above it), then do the following:
If you want the animation to be falsely/'clown' coloured, add 24576
If you want the animation to be true coloured, add 57344
Warning: There are several animations that SHOULD NOT be used with this effect. They are special, and will result in a CRASH!
Iron Golem
Pillar of Skulls
Foundry Gears
Mortuary Ghost

#54 (0x36) Stat: THAC0 Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: THAC0 = THAC0 + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: THAC0 = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: THAC0 = (THAC0 * 'Statistic Modifier' value) / 100
Note: This effect adjusts the base stat, rather than modified THAC0.

#55 (0x37) Kill Creature Type Variants: BG1
Parameter #1: Index Number
Parameter #2: IDS File
Description:
This item will kill the type of creature set by the parameters. The IDS file is the filen to get the reference number from. The Reference number is the creature type to kill.
NOTE: DO NOT use a timing mode of Duration, Permanent or Delay with Duration for this effect, or it will crash! To use this effect without a delay, simply set the timing mode to Delay, and the time to 0.
The following values are valid for the parameters:
IDS File: 3 (General)
Reference Value:
1 HUMANOID
2 ANIMAL
3 DEAD
4 UNDEAD
5 GIANTHUMANOID
6 FROZEN
7 DRUNK
8 GOOD
9 BAD
10 HIDDEN
11 LEADER
12 FOLLOWER
13 MANY_1
14 MANY_2
15 MANY_3
16 MANY_4
255 MONSTER
IDS File: 4 (Race)
Reference Value:
1 HUMAN
2 AASIMAR
3 ABISHAI_BLACK
4 ABISHAI_GREEN
5 ABISHAI_RED
6 ANNAH
7 BAATEZU
8 CAMPATUSKANELLA
9 CORNUGON
10 Cranium_Rat
11 DABUS
12 DAKKON
13 DEIONARRA
14 DEVA
15 DRONE_BOSS
16 DRONE_HEAVY
17 DRONE_LIGHT
18 DRONE_MEDIUM
19 FALL_FROM_GRACE
20 FELL
21 GEHRELETH
22 GENSAI_AIR
23 GENSAI_FIRE
24 GENSAI_STONE
25 GENSAI_WATER
26 GHOST
27 GHOUL
28 GIANT_SKELETON
29 GITHYANKI
30 GITHZERAI
31 GLABREZU
32 GRILLIG
33 GRONK
34 HARGRIMM
35 IGNUS
36 IRON_GOLEM
37 JAMES_BIRD
38 LADY_OF_PAIN
39 LEMURE
40 LIM_LIM
41 LOTHAR
42 MANTUOK
43 MANY_AS_ONE
44 MODRON
45 MORTE
46 NIGHT_HAG
b47 NO_RACE
48 NORDOM
49 NUPPERIBO
50 PILLAR_OF_SKULLS
51 RESTLESS_SPIRIT
52 ROGUE_MODRON
53 SHADOW_MARK_1
54 SHADOW_MARK_2
55 SHADOW_MARK_3
56 SKELETON
57 SKELETON_GIANT
58 SKELETON_PRIEST
59 SOHMIEN
60 STONE_GOLEM
61 SUCCUBUS
62 TANARRI
63 THOKOLA
64 TIEFLING
65 TRIGIT
66 TROCOPOTOCA
67 VARGOUILLE
68 VHAILOR
69 WERERAT
70 WERERAT_MANTUOK
71 WORM
72 ZOMBIE
73 BARIAUR
254 UNKNOWN_RACE
255 NO_RACE
IDS File: 5 (Class)
Reference Values:
1 MAGE
2 FIGHTER
3 CLERIC
4 THIEF
5 BARD
6 PALADIN
7 FIGHTER_MAGE
8 FIGHTER_CLERIC
9 FIGHTER_THIEF
10 FIGHTER_MAGE_THIEF
11 DRUID
12 RANGER
13 MAGE_THIEF
14 CLERIC_MAGE
15 CLERIC_THIEF
16 FIGHTER_DRUID
17 FIGHTER_MAGE_CLERIC
18 CLERIC_RANGER
255 NO_CLASS
IDS File: 8 (Alignment)
Reference Values:
00 NONE
17 LAWFUL_GOOD
18 LAWFUL_NEUTRAL
19 LAWFUL_EVIL
33 NEUTRAL_GOOD
34 NEUTRAL
35 NEUTRAL_EVIL
49 CHAOTIC_GOOD
50 CHAOTIC_NEUTRAL
51 CHAOTIC_EVIL
Other values are undetermined at this time.

#56 (0x38) Alignment: Invert Variants: BG1
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Inverts the alignment of the targeted creature(s).
Warning: Does not affect the Protagonist.

#57 (0x39) Alignment: Change Variants: BG1
Parameter #1: Irrelevant
Parameter #2: Alignment
Description:
Alters the alignment of the targeted creature(s) to the value specified by 'Alignment'.
Known values for 'Alignment' are:
00 None
17 Lawful Good
18 Lawful Neutral
19 Lawful Evil
33 Neutral Good
34 True Neutral
35 Neutral Evil
49 Chaotic Good
50 Chaotic Neutral
51 Chaotic Evil
Warning: Does not affect the Protagonist.

#58 (0x3A) Cure: Dispellable Effects (Dispel Magic) Variants: BGEE
Parameter #1: Level
Parameter #2: Type
Description:
Dispels magic from the targeted creature(s) (excepting magical weapons eg. Spirtual Hammer). Depending on the value of the 'Type' field, the 'Level' field can be used to set the level of the effect.
Known values for 'Type' are:
  • 0 ⟶ Always dispel
  • 1 ⟶ Use Caster Level
  • 2 ⟶ Use 'Level' field

With 'Type' of 1 or 2, the base chance of successfully dispelling is 50%. This chance is modified by the relative levels of the dispeller to the caster. Each level below gives a -10% chance, each level above gives a +5% chance. There is always a 1% chance of success or failure.

#59 (0x3B) Stat: Stealth Modifier
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Stealth = Stealth + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Stealth = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Stealth = (Stealth * 'Statistic Modifier' value) / 100
Note: In BG2 and EEs, this effect alters the Move Silently skill.
Important: Timing Modes 1/4/7 permanently alter the creature's Move Silently score, leaving no removable effect.
Note: (EE only) When Type = 0 and Timing Mode = 9, it modifies MOVESILENTLYMTPBONUS. The final value for this stat is multiplied by its percentage entry in THIEFSCL.2DA, capped to the range [0,255], before being included in the creature’s Move Silently score.

#60 (0x3C) Stat: Miscast Magic Variants: BG2 IWD1
Parameter #1: Percent Chance
Parameter #2: Type
Description:
The targeted creature(s) will fail to cast the type of spell specified by the 'Type' field, 'Percent Chance' percent of the time.
Known values for 'Type' are:
0 Mage Spells
1 Cleric Spells

#61 (0x3D) Crash Variants: BGEE IWD2
Parameter #1: Undefined
Parameter #2: Undefined
Description:
Warning: This effect crashes the game.
Note: This effect has previously been referenced as Alchemy.

#62 (0x3E) Spell: Priest Spell Slots Modifier Variants: IWD1
Parameter #1: Slot Amount Modifier
Parameter #2: Spell Level
Description:
Alters the number of priest spell slots available to the targeted creature(s), as specified by the Slot Amount Modifier field, at the level specified by the Spell Level field.

Known values for Spell Level are:
  • 0 ⟶ Double spells
    • The amount of spell slots is doubled for the level specified by the Slot Amount Modifier value and all levels below
  • BIT0 ⟶ Level 1
  • BIT1 ⟶ Level 2
  • BIT2 ⟶ Level 3
  • BIT3 ⟶ Level 4
  • BIT4 ⟶ Level 5
  • BIT5 ⟶ Level 6
  • BIT6 ⟶ Level 7
  • BIT9 ⟶ Double spells
    • The amount of spell slots is doubled exclusively for the level specified by Slot Amount Modifier

The target creature(s) must have at least 1 slot at the selected level to have their slot count changed.

Negative slots start at 65535 (-1), and go from there. Even though the spellbook has room to display only 12 slots at once, the slots are still there and usable.

Slot Amount Modifier can be positive or negative.

Note:
  • If the number of current spell slots is 1:
    • applying a -1 modifier will result in zero current slots and prevent further applications of this opcode from altering spell slots (until this effect terminates or is removed, or the base amount changes).
    • applying a -2 modifier instead would bypass zero and result in 65535 (-1). Then applying a +1 modifier would result in zero current slots and a repeat of the above.
  • Regardless of whether the value can be altered, the effect is still attached to the creature, rather than being discarded entirely. They can still take effect should the creature's base spell slots be altered (such as from leveling up).
  • Applying multiple effects in increments of -1 will insure that spell slots do not go below zero (and thus will not wrap around to maximum).

#63 (0x3F) State: Infravision
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Gives the targeted creature(s) infravision and sets STATE_INFRAVISION.
Important: Both parameters should be 0 (zero).
Info: STATE_INFRAVISION specs:
While a creature with Infravision is currently selected,
  • all visible creatures with body heat that are currently in a "shadowed" part of the area receive a "warm" (red-shifted) overlay
  • body heat is determined by a creature's animation (INI file) using detected_by_infravision=1, or by opcode #342 (p1=1 & p2=1)
  • "shadowed" is determined by each area's Light Map "AR####LM.BMP"
    • Some areas have a separate Light Map for "nighttime" hours, "AR####LN.BMP"

#64 (0x40) State: Remove Infravision
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes infravision from the targeted creature(s).
This effect ignores durations attributed to it.
Note: This will not remove racial infravision.
Important: Both parameters should be 0 (zero).

#65 (0x41) Overlay: Blur
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the blur effect to the targeted creature(s) and sets STATE_BLUR. Graphical displacement is affected by movement rate.
Important: Both parameters should be 0 (zero).
Note:
  • STATE_BLUR will maintain the effects of this opcode, once this opcode expires, but only until you save & reload.
  • If you set STATE_BLUR on a CRE file, it won't do anything by itself.
  • If you later apply opcode #65 to the creature, once it expires, the blur visual will remain until you save & reload, but will no longer update based on your movement rate (it will remain stuck at whatever it was when the opcode expired).

#66 (0x42) Transparency Fade Variants: IWD1 BG1
Parameter #1: Fade Amount
Parameter #2: Irrelevant
Description:
Set the Fade Amount parameter to set how faded the Effect does. A 1 is fully visible and a 255 is nearly invisible.

#67 (0x43) Creature Summoning (Ally) Variants: IWD2 BG1
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Leave both parameters at zero and the duration to 'permanent' for this effect to work. The resource key must be set to the name of the file you wish to use. Creatures summoned in this manner are in full control of the party.
Important: This effect REQUIRES a Bam file named SPBOOM in a bif or the override folder for this effect to work. Without it, the effect WILL NOT WORK.

#68 (0x44) Summon: Unsummon Creature
Parameter #1: Text Notification
Parameter #2: Irrelevant
Description:
Unsummons a creature, with feedback controlled by Text Notification.
Known values for Text Notification are:
  • 0 ⟶ No text notification
  • 1 ⟶ Show text notification
Note: At least in BG2 and EEs, the Resource key should be set to the filename of the animation to play when unsummoning the creature, and defaults to "SPGFLSH1" if left empty.
Note:
  • Has no effect on Party Members.
  • Moves the targeted creature(s) to area ".ARE" (a non-existant area). This deletes non-global creatures from the game.
  • Global creatures can still be recovered through scripts actions, such as MoveGlobalObject().

#69 (0x45) Protection: From Detection (Non-Detection)
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the non-detection effect to the targeted creature(s), setting STATE_NONDETECTION while active. This effect is negated by opcode #70. While in the non-detection state, the creature is immune to opcode #47 and opcode #116, though they are affected by effects that remove illusionary protections by school or secondary type.
Important: Timing Modes 1/4/7 will permanently set the creature's STATE_NONDETECTION flag, leaving no removable effect. This flag is not cleared on death.

#70 (0x46) End Non-Detection Variants: IWD2 BG1
Parameter #1: Undefined
Parameter #2: Undefined
Description:
The exact definitions of these parameter and exact functions are undefined at this time.

#71 (0x47) IDS: Sex Change
Parameter #1: Gender Modifier
Parameter #2: Type
Description:
Alters the gender of the targetted creature(s) to the value specified by the Gender Modifier field, in the style specified by the Type value.
Known values for Type are:
  • 0 ⟶ Reverse Gender
  • 1 ⟶ Flat Value Modifier: Gender = 'Statistic Modifier' value (values from GENDER.IDS)


The effect modifies SEX_CHANGED.
Note:
  • Reverse Gender also switches the second BIT of the lower BYTE of the creature's animation, which (for PC races), will switch between their male/female animations (0x60000x6010).
  • Other races can be setup this way, but do not occupy the necessary animation slots by default.
    For instance, VAMPIRE is 0x7F12, VAMPIRE_FEMALE is 0x7F22 (Male should be 0x7F02 and female 0x7F12 for it to work).

#72 (0x48) AI Identifier Modifier Variants: BG1 IWD2 BG2
Parameter #1: IDS Value
Parameter #2: Identifier Type
Description:
Set the Identifier Type to the Object Identifier you wish to alter in the given creature. The IDS Value is the value from the associated IDS file.
Known values for 'Identifier Type' are:
0 Allegiance (EA.IDS)
1 General (GENERAL.IDS)
2 Race (RACE.IDS)
3 Class (CLASS.IDS)
4 Specific (SPECIFIC.IDS)
5 Gender (GENDER.IDS)
6 Alignment (ALIGNMEN.IDS)

#73 (0x49) Stat: Extra Damage Modifier Variants: IWD1
Parameter #1: Statistic Modifier
Parameter #2: Modifier Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field. The effect is an additive modifier, like adding +10 damage.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Damage = Damage + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Damage = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Damage = (Damage * 'Statistic Modifier' value) / 100
Note: PST treats all Type values above 1 as 1 – it does not support the percentage modifier.

#74 (0x4A) State: Blindness Variants: BG1
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the blindness effect to the targeted creature(s). This sets VISUALRANGE to 2, sets STATE_BLIND to true and incurs a cummulative 10 point base THAC0 penalty (4 on EE games, plus a cumulative 4 point base AC penalty. All of that is unverified in PST). Maintains its own portrait icon Blind.
Important:
  • Timing Modes 1/4/7 will permanently set the creature's STATE_BLIND flag, leaving no removable effect.
  • Related: the -4 penalty to AC and THAC0 are apparently tied to the effect, not STATE_BLIND.
    • So for instance you will not be able to 100% cure a creature affected by CLERIC_NATURE_BEAUTY — "sppr704.spl" (it applies opcode #74 with timing_mode=1).
      • As a workaround, you might want to stick with a limited timing_mode and set duration to a very high random value.
Note: In the EE’s, the -4 penalties it applies are not cumulative.

#75 (0x4B) Cure: Blindness
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the blindness effect and the STATE_BLIND flag from the targeted creature(s).
This effect ignores durations attributed to it.
Important: Both parameters should be 0 (zero).

#76 (0x4C) State: Feeblemindedness Variants: IWD2
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the feeblemind effect to the targeted creature(s) – creatures are unselectable, immobile and do not respond to combat. Maintains the target's Intelligence to 3 (stacks normally with opcode #19).
Important: A creature's scripts do not run while the creature is feebleminded.

#77 (0x4D) Cure: Feeblemindedness
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the feeblemind effect and the STATE_FEEBLEMINDED flag from the targeted creature(s).
This effect ignores durations attributed to it.
Important: Both parameters should be 0 (zero).

#78 (0x4E) State: Disease Variants: BG1 BG2 BGEE IWD1
Parameter #1: Damage
Parameter #2: Type
Description:
Set the Damage parameter as the amount of damage, and the Disease Type parameter as how the disease functions.
Known values for 'Type' are:
0 1 HP per second
1 1 HP per second
2 'Damage' per Second
3 Cause 1HP every 'Damage' seconds
4 Strength Penalty
5 Dexterity Penalty
6 Constitution Penalty
7 Intelligence Penalty
8 Wisdom Penalty
9 Charisma Penalty

'Damage' can be positive (penalty) or negative (bonus).
Important: Permanent timing modes require a duration for this effect to work.

#79 (0x4F) Cure: Disease
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the disease and feeblemind effects from the targeted creature(s).
This effect ignores durations attributed to it. It also unsets the feeblemind state bit.
Important: Both parameters should be 0 (zero).

#80 (0x50) State: Deafness Variants: IWD2
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the Deafness effect on the targeted creature(s) – creatures suffer a casting failure rate of 50% (20% in bg1, unknown in iwd1). The casting failure rate refers to Wizard and Priest spells only. This is cumulative with Miscast Magic.
Warning: PST: it is unclear if this effect exist or does anything!
Info: Maintains DEAFENED on the target (EE only).

#81 (0x51) Cure: Deafness
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the deafness effect from the targeted creature(s).
This effect ignores durations attributed to it.
Important: Both parameters should be 0 (zero).
Warning: PST: it is unclear if this effect exists or does anything!

#82 (0x52) Incite Berserk Attack Variants: BG1
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
This effect incites a repeating RunningAttack action on the target creature(s). The chosen target is always male/undead.

#83 (0x53) Protection From Projectile/Special Graphic Effect Variants: BG1 IWD1 IWD2 BG2
Parameter #1: Irrelevant
Parameter #2: Index Number
Description:
Set the index number to the Projectile/Special Graphic effect you wish the target(s) to be immune from. What does this mean? It means any spell, effect, or item using this index number +1 cannot affect the target(s).
Known values for 'Index Number' are:
0 None
1 Arrow (Red End)
2 Arrow (Flame Tipped, Exploding)
3 Arrow (Flame Tipped)
4 Arrow (Lavender End)
6 Throwing Axe #1
9 Throwing Axe #2
10 Throwing Axe #3
11 Crossbow Bolt #1
12 Crossbow Bolt (Smoking, Exploding)
14 Crossbow Bolt #2
15 Crossbow Bolt #3
16 Sling Stone #1
17 Sling Stone (Smoking, Exploding)
19 Sling Stone #2
21 Fan of Flame
22 Quick Lightning Bolt
23 Chromiatic Orb
24 Cone of Cold Graphic effect that is delayed 1 second
25 Cone of Cold Graphic Effect #1
26 Throwing Dagger (Black Handle) #1
29 Throwing Dagger (Grey Handle)
31 Throwing Dagger (Light Grey Handle)
32 Throwing Dagger (Smoking, Exploding)
34 Throwing Dagger (Black Handle) #2
36 Magic Missile (Old, 1) #1
37 Fireball (Explosion)
39 Lightning (Special, Strings between walls back and forth)
40 Thrown Stone
41 Slow light blue missile that makes a bright yellow burst of light
44 Small Steam burst
46 Quick Light Blue Missile #3
47 Quick Light Blue Missile #4
48 Quick Light Blue Missile #5
49 Quick Light Blue Missile #6
50 Quick Light Blue Missile #7

#84 (0x54) Stat: Magical Fire Resistance Modifier Variants: IWD1 IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Resistance = Resistance + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Resistance = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Resistance = (Resistance * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies RESISTMAGICFIRE.

#85 (0x55) Stat: Magical Cold Resistance Modifier Variants: IWD1 IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Resistance = Resistance + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Resistance = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Resistance = (Resistance * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies RESISTMAGICCOLD.

#86 (0x56) Stat: Slashing Resistance Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Resistance = Resistance + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Resistance = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Resistance = (Resistance * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies RESISTSLASHING.

#87 (0x57) Stat: Crushing Resistance Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Resistance = Resistance + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Resistance = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Resistance = (Resistance * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies RESISTCRUSHING.

#88 (0x58) Stat: Piercing Resistance Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Resistance = Resistance + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Resistance = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Resistance = (Resistance * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies RESISTPIERCING.

#89 (0x59) Stat: Missiles Resistance Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Resistance = Resistance + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Resistance = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Resistance = (Resistance * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies RESISTMISSILE.

#90 (0x5A) Stat: Open Locks Modifier
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Skill = Skill + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Skill = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Skill = (Skill * 'Statistic Modifier' value) / 100
Important: Timing Modes 1/4/7 permanently alters the creature's Open Locks score, leaving no removable effect.
Note: (EE only) When Type = 0 and Timing Mode = 9, it modifies LOCKPICKINGMTPBONUS. The final value for this stat is multiplied by its percentage entry in THIEFSCL.2DA, capped to the range [0,255], before being included in the creature’s Open Locks score.

#91 (0x5B) Stat: Find Traps Modifier
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Skill = Skill + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Skill = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Skill = (Skill * 'Statistic Modifier' value) / 100
Important: Timing Modes 1/4/7 permanently alters the creature's Find Traps score, leaving no removable effect.
Note: (EE only) When Type = 0 and Timing Mode = 9, it modifies TRAPSMTPBONUS. The final value for this stat is multiplied by its percentage entry in THIEFSCL.2DA, capped to the range [0,255], before being included in the creature’s Find Traps score.

#92 (0x5C) Stat: Pick Pockets Modifier
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Skill = Skill + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Skill = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Skill = (Skill * 'Statistic Modifier' value) / 100
Important: Timing Modes 1/4/7 permanently alters the creature's Pick Pockets score, leaving no removable effect.
Note: (EE only) When Type = 0 and Timing Mode = 9, it modifies PICKPOCKETMTPBONUS. The final value for this stat is multiplied by its percentage entry in THIEFSCL.2DA, capped to the range [0,255], before being included in the creature’s Pick Pockets score.

#93 (0x5D) Stat: Fatigue Modifier
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Fatigue = Fatigue + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Fatigue = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Fatigue = (Fatigue * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies FATIGUE.

#94 (0x5E) Stat: Drunkenness Modifier
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Drunkenness = Drunkenness + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Drunkenness = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Drunkenness = (Drunkenness * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies INTOXICATION.

#95 (0x5F) Stat: Tracking Skill Modifier
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Skill = Skill + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Skill = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Skill = (Skill * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies TRACKING.

#96 (0x60) Stat: Level Change Variants: BG1
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Level = Level + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Level = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Level = (Level * 'Statistic Modifier' value) / 100
Note: In IWD2 the class to receive the change is specified at 0x2C
Important: Timing Modes 1/4/7 permanently alter the creature's level, leaving no removable effect.
Note: Can only modify the first class level, it cannot modify second or third class levels.

#97 (0x61) Stat: Exceptional Strength Modifier
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Exceptional Strength = Exceptional Strength + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Exceptional Strength = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Exceptional Strength = (Exceptional Strength * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies STREXTRA.

#98 (0x62) Regeneration Variants: BGEE IWD1 IWD2 BG1
Parameter #1: Regen/Time
Parameter #2: Regen Type
Description:
The Regen Type parameter sets how the Regen/Time parameter works.
0 then all of the target's lost Hit Points will be restored
1 then the Regen/Time parameter is the Maximum Hit Point percentage to replace each second
2 the Modifier is the amount of Hit Points to regenerate per second
3 then the Regen/Time parameter's value is the amount of seconds it takes to regenerate 1 Hit Point
Important: Permanent timing modes require a duration for this effect to work.

#99 (0x63) Spell Effect: Duration Modifier
Parameter #1: Duration Modifier
Parameter #2: Type
Description:
Alters spell durations of the targeted creature(s), to the percentage specified by the Duration Modifier field, affecting the spell type specified by the Type field. Timing mode 0 is the only timing mode reliably affected. Timings handled through PRO files are ignored.
For instance:
  • Duration Modifier = 0 ⟶ Spells have no duration
  • Duration Modifier = 100 ⟶ Spells have normal duration
  • Duration Modifier = 200 ⟶ Spells have double duration

Known values for Type are:
  • 0 ⟶ Mage
  • 1 ⟶ Priest
  • 2 ⟶ Bard Song (EE only)

The effect modifies SPELLDURATIONMODMAGE and SPELLDURATIONMODPRIEST.
Note: Durations handled by Static Charge are unaffected (EE only).
Note: Not seen to work in BG1.

#100 (0x64) Protection: from Creature Type Variants: IWD2
Parameter #1: IDS Entry
Parameter #2: IDS File
Description:
Gives the targeted creature(s) protection from the creature type specified by the IDS File and IDS Entry fields.
Known values for IDS File are:
To be protected from any creature, leave IDS Entry at 0 (zero), and IDS File at 2. Protection will grant the bearer immunity from being attacked, cast a spell at, or otherwise targeted by creatures with this type.

#101 (0x65) Protection: from Opcode
Parameter #1: Irrelevant
Parameter #2: Opcode
Description:
Gives the targeted creature(s) protection from the opcode specified by the Opcode field.

#102 (0x66) Spell: Immunity (by Power Level)
Parameter #1: Spell Level
Parameter #2: Irrelevant
Description:
Gives the targeted creature(s) protection from effects (opcodes) whose Power attribute is equal to Spell Level (range: 0 – 9).
Info:
  • Each application of this opcode only protects against its specified Spell Level, not "up to" it.
  • Each effect in a spell/item is checked separately by this opcode.
  • CAN block effects of Secondary Type MagicAttack.
  • CAN block EFF files with resist_dispel = BIT2.
    • Keep in mind that this BIT is automatically set on any effect delivered by an Area-Effect (Explosion) projectile, so this opcode can deflect effects through AoE projectiles.
  • CANNOT block non-hostile effects from self.
Note: EFF files delivered by opcode #177/opcode #283 will interact with Deflection separately from the opcode #177/opcode #283 effect that applies them, and only if that opcode #177/opcode #283 effect already got through. If the opcode #177/opcode #283 effect is deflected, then the values in the EFF file won’t matter. Most vanilla EFF files have these fields set to empty/zero to avoid interacting with this opcode.

#103 (0x67) Text: Change Name
Parameter #1: String Reference
Parameter #2: Irrelevant
Description:
Alters the name of the targeted creature(s) to the strref specified by the String Reference field. When used with a duration timing, after the duration, the name will be set to a blank entry.

#104 (0x68) Stat: Experience Points
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: XP = XP + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: XP = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: XP = (XP * 'Statistic Modifier' value) / 100


The effect modifies XP.

#105 (0x69) Stat: Gold Variants: BG2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Gold = Gold + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Gold = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Gold = (Gold * 'Statistic Modifier' value) / 100


The effect modifies party gold or GOLD for everyone else.
Note: Type=0 can only remove gold. Gold amount has a lower bound of 0.
Note: PST does not support the percentage modifier type (unknown what it actually does).

#106 (0x6A) Stat: Morale Break Modifier
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Morale Break = Morale Break + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Morale Break = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Morale Break = (Morale Break * 'Statistic Modifier' value) / 100


The effect modifies MORALEBREAK.

#107 (0x6B) Portrait Change
Parameter #1: Irrelevant
Parameter #2: Type
Description:
Sets the portrait of the targeted creature(s) to that specified in the resource key, based on the Type value. This effect ignores durations attributed to it.
Known values for Type are:
  • 0 ⟶ Small portrait
  • 1 ⟶ Large portrait

#108 (0x6C) Stat: Reputation
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Sets the individual reputation of the targeted creature(s) to the value specified by the Statistic Modifier field in the style specified by the Type field.
This does not affect the main reputation of the Party, unless Type 3-5 are used. Though it can affect ranger/paladinhood of any target.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Reputation = Reputation + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Reputation = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Reputation = (Reputation * 'Statistic Modifier' value) / 100
  • 3 ⟶ Increment Party Reputation by 10 * 'Statistic Modifier', cannot lower reputation below 100, will raise reputation to 100 if already less (only in EEs)
  • 4 ⟶ Party Reputation = 'Statistic Modifier' value, cannot lower reputation below 100, will raise reputation to 100 if already less (only in EEs)
  • 5 ⟶ Party Reputation = (Party Reputation * 'Statistic Modifier' value) / 100, cannot lower reputation below 100, will raise reputation to 100 if already less (only in EEs)
The effect modifies REPUTATION.

#109 (0x6D) Helplessness Set in Creature Type Variants: BG2 BGEE BG1
Parameter #1: Index Number
Parameter #2: IDS File
Description:
This item will set the 'helpless' status in the type of creature set by the parameters. It's similar to a hold effect. The IDS file is the file to get the reference number from. The Reference number is the creature type to affect.
The following values are valid for the IDS File parameter:
2 is Enemy/Ally (EA.IDS)
3 is General (GENERAL.IDS)
4 is Race (RACE.IDS)
5 is Class (CLASS.IDS)
6 is Specifics (SPECIFIC.IDS)
7 is Gender (GENDER.IDS)
8 is Alignment (ALIGNMEN.IDS)

#110 (0x6E) Run Away Variants: BG1 IWD2 BG2
Parameter #1: Irrelevant
Parameter #2: Type
Description:
Leave both parameters at zero for this effect to work.
Known values for 'Type' are:
7 Weak
8 Walk
Other values for 'Type' act as 'Run Away'

#112 (0x70) Item: Remove Item Variants: BGEE
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes a single instance (or stack) of the item specified by the resource key from the targeted creature(s). Items in container items (e.g. Bags of Holding) will not be removed. If a creature has multiple instances of the item, the one in the lowest slot number (see SLOTS.IDS) is removed. "EFF_M02" is hard-coded to play when an item is removed. This effect should be used to remove equipped items (use opcode #123 for inventory items).

#113 (0x71) Item: (Equip Weapon) Variants: BG2
Parameter #1: Undefined
Parameter #2: Undefined
Description:
The use of this effect is unknown, and effect of its parameters are undefined.

#114 (0x72) Graphics: Dither Variants: IWD1
Parameter #1: Undefined
Parameter #2: Undefined
Description:
Sets IDENTIFYMODE to 1.
Affected creature will be visible, targetable, and if controlled, selectable and orderable within the semi-transparent fog of war, but not within the black shroud.

#115 (0x73) Detect: Alignment Variants: IWD2
Parameter #1: Irrelevant
Parameter #2: Alignment Mask
Description:
Detects the alignment specified by the Alignment Mask field.
Known values for Alignment Mask are:
  • 0 ⟶ Evil (glow Red)
  • 1 ⟶ Neutral (glow Blue)
  • 2 ⟶ Good (glow Green)

#116 (0x74) State: Cure Invisibility
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes invisibility from the targeted creature(s). Also removes STATE_INVISIBLE and STATE_IMPROVEDINVISIBILITY.
This effect ignores durations attributed to it.
Important: Both parameters should be 0 (zero).
Info:
  • The only difference between this opcode and opcode #47 is their index – you can block one with opcode #101 without blocking the other. That's it.
  • Both remove the same effects/STATEs, both are blocked by opcode #69.
  • They might have been intended for identical function, different uses, similar to opcodes #5/#241 (Charm), but it never happened.
  • Opcode #116 is used extensively because the original BG1 used it, and didn't use opcode #47 at all.

#117 (0x75) Spell Effect: Clairvoyance Variants: BG1
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the clairvoyance effect to the targeted creature(s).
Important: Both parameters should be 0 (zero).

#118 (0x76) Detect: (Show Creatures) Variants: BG2
Parameter #1: Undefined
Parameter #2: Undefined
Description:
The use of this effect is unknown, and effect of its parameters are undefined.
Warning: This effect has never been seen to work.

#119 (0x77) Spell Effect: Mirror Image Variants: IWD1
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the Mirror Image effect to the targeted creature(s). The number of images is dicated by the level of the caster.
The exact formula is 'Parameter1' = 2 + ('Caster Level of the spell containing op119' / 3).
Info:
  • A Wizard spell with op119 will use the caster's Wizard Casting Level.
  • A Priest spell with op119 will use the caster's Priest Casting Level.
  • An Innate spell with op119 will use the caster's Innate Casting Level.
Note: A side note about non-spellcaster classes:

A Mirror Image scroll used by a Thief with HLA Use Any Item will use the level 10 duration, but the level 1 Image count.
The scroll casts the spell at level 10, but the opcode checks the caster’s Wizard Caster Level (which for a Thief is 1).

#120 (0x78) Protection: from Weapons
Parameter #1: Enchantment
Parameter #2: Type
Description:
Gives the targeted creature(s) immunity to weapons as specified by the Type field. The Enchantment field is used if Type is set to 0.
Known values for Type are:
  • 0 ⟶ Enchanted
  • 1 ⟶ Magical
  • 2 ⟶ Non-Magical
  • 3 ⟶ Silver
  • 4 ⟶ Non-Silver
  • 5 ⟶ Non-Silver / Non-Magical
  • 6 ⟶ Two-Handed
  • 7 ⟶ One-Handed
  • 8 ⟶ Cursed
  • 9 ⟶ Non-Cursed
  • 10 ⟶ Cold Iron
  • 11 ⟶ Non Cold Iron
Info: Keep in mind that:
  • Protected weapons will still trigger HitBy(), but will not interact with Mirror Image or Stone skins.
  • Blocks weapon damage, on-hit effects of the weapon, opcode #248 and opcode #249, regardless of the effects target.
  • Area-effect projectiles (f.i. Arrow of Detonation) only check for Weapon Immunity on the attacked target, and use that result for all caught within their area of effect.

#121 (0x79) Empty:
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
This opcode has no effect. Sometimes known as "Graphics: (Visual Animation Effect)".
Note: It is still processed, so it will still interact with Spell Turning/Deflection/etc… just like any other effect.

#122 (0x7A) Item: Create Inventory Item Variants: BG1 IWD2
Parameter #1: Charges
Parameter #2: Irrelevant
Description:
Creates the item specified by the resource key. The number of items created is controlled by the Charges field. The number of secondary charge is determined by Parameter3. The number of tertiary charges is determined by Parameter4 (external EFFs). The item is created in the Inventory.
Info:
  • (EE only) Resource 2 and Resource 3 (external EFFs): item to be created is randomly chosen from resource fields 1–3 that are not empty.
  • Applies a delayed opcode #123 effect to remove the item (based on specified duration)

#123 (0x7B) Item: Remove Inventory Item
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the item specified by the resource key from the targeted creature(s). This effect should be used to remove inventory items (use opcode #112 for equipped items).
In particular:
  • Removes all item(s) in the first slot containing the specified resource key from the targeted creature(s).
  • Items in container items (e.g. Bags of Holding) will not be removed.
  • Inventory slots are checked in numerical order from SLOTS.IDS.

#124 (0x7C) Teleport to a Given Point Variants: IWD1 BG1
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
To use the spell as a teleport to a point in the area, set the spell or item's target to Area.
Important: Leave both parameters at all zeros for this Effect to work.

#125 (0x7D) Spell Effect: Unlock (Knock)
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the knock effect to the targeted creature(s).
Important: Both parameters should be 0 (zero).
Important: It is automatically successful but only works on locks that can normally be picked with the Open Locks skill.

#126 (0x7E) Walk/Run Distance Modifier Variants: BG1
Parameter #1: Distance
Parameter #2: Irrelevant
Description:
This alters how far the targets move when walking or running. The effect is somewhat random in appearance though. Set the Distance parameter to the distance you want the targets to be able to move with each step in order for this effect to work.

#127 (0x7F) Summon: Monster Summoning Variants: IWD2 BG1
Parameter #1: Number
Parameter #2: Type
Description:
Summons a number of monsters.
Each creature files has a Creature Power Level number (at 0x18). The amount of monsters summoned by this effect is equal to the 'Number' field / Creature Power Level.
The 'Type' field set which 2da file to pick the creatures to summon from. The 2da files are monsumX and anisumX, where X = Type + 1. The .2da files must be edited to add valid creature names. A file named SPBOOM.bam is required in the override directory for this effect to work. The specific 2da files used are:
0 MONSUM01 Monster Summon 1
1 MONSUM02 Monster Summon 2
2 MONSUM03 Monster Summon 3
3 ANISUM01 Animal Summon 1
4 ANISUM02 Animal Summon 2
5 MONSUM01 Monster Summon 1 Hostile
6 MONSUM02 Monster Summon 2 Hostile
7 MONSUM03 Monster Summon 3 Hostile
8 ANISUM01 Animal Summon 1 Hostile
9 ANISUM02 Animal Summon 2 Hostile
A custom .2da file can be entered in the resource field.
If used from an external effect (.eff), the vvc field controls the bam file played when summoning.

#128 (0x80) State: Confusion
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the confusion effect to the targeted creature(s). The creature will run around uncontrollable, randomly attacking.
Important: Timing Mode 1 will set STATE_CONFUSED without leaving behind a removable effect.
Info: STATE_CONFUSED specs:

#129 (0x81) Aid (Non-commulitive) Variants: BG1
Parameter #1: Statistic Modifier
Parameter #2: Irrelevant
Description:
The Statistic Modifier determines how much of a bonus all saving throws and damage is given. This number is multiplied by 8 to determine the maximum number of bonus hit points granted (i.e. a value of 8 can yield a maximum of 64 hit points.

#130 (0x82) Bless (Non-commultive) Variants: BG1
Parameter #1: Statistic Modifier
Parameter #2: Irrelevant
Description:
The Statistic Modifier parameter sets what point modifier this Effect has on Saving Throws, Damage, and Die Rolls. For every 1 of the Static modifier, a +1 bonus is given to all saving throws, damage, and all die rolls of the target. Can not remove the 'Cursed' status, but can effectively negate it.

#131 (0x83) State: Positive Chant Variants: IWD2
Parameter #1: Modifier
Parameter #2: Irrelevant
Description:
Applies the chant effect to the targeted creature(s).
This opcode has the same effects as opcode #22, but maintains its own separate STATE.
This opcode modifies LUCK.
Note: Multiple chant effects are not cumulative.
Note:
  • While this opcode is "Non-Cumulative" (it sets values rather than increment), what it really does is stack in reverse standard order.
  • The base STATE set on the CRE file will override any effect applied to them (defaulting to a value of zero).
  • The oldest equipped effect will override newer equipped effects, and any equipped effect will override a non-equipped effect.
  • The oldest non-equipped effect will override newer non-equipped effects.
Note: Modifier only reads the first byte for its value, the last 3 bytes are ignored.

#133 (0x85) Spell Effect: Luck Non-Cumulative
Parameter #1: Statistic Modifier
Parameter #2: Irrelevant
Description:
Applies the luck effect to the targeted creature(s).
This opcode has the same effects as opcode #22, but maintains its own separate STATE.
This opcode modifies LUCK.
Note:
  • While this opcode is "Non-Cumulative" (it sets values rather than increment), what it really does is stack in reverse standard order.
  • The base STATE set on the CRE file will override any effect applied to them (defaulting to a value of zero).
  • The oldest equipped effect will override newer equipped effects, and any equipped effect will override a non-equipped effect.
  • The oldest non-equipped effect will override newer non-equipped effects.
Note: Statistic Modifier only reads the first byte for its value, the last 3 bytes are ignored.

#134 (0x86) State: Petrification
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the petrification effect to the targeted creature(s). This effects kills & removes PC's from the party, and ends the game if used on the Protagonist (not in IWDs or PST).
Important: Both parameters should be 0 (zero).
Note: Does not remove any other death STATEs from the creature (as opcode #13 does).
While the end result is otherwise the same as “Stoned Death” applied by opcode #13, this opcode does not actually utilize opcode #13 (internally or otherwise), unlike most (all?) other forms of death.
Info: STATE_STONE_DEATH specs:
  • Creature is NOT helpless – they still require an attack roll to be hit.
  • Creature is unselectable, Inventory is disabled.
  • Disables the creature's SPECIFIC script.
  • Creature may only take actions listed in both ACTSLEEP.IDS and INSTANT.IDS.
  • Any hostile action against the creature(s) applies an Exploding Stoned Death to them.
  • Kicked from party, retains Inventory, Overlay's Color Index 72 on the entire creature.

#135 (0x87) Polymorph Variants: BG1 IWD2 BG2
Parameter #1: Irrelevant
Parameter #2: Change Specifics
Description:
This effect will polymorph the target into the creature type (i.e. the .cre file name) set by the Resource Key. The Change Specifics parameter sets information about how the polymorph affects the target. The known values for the Change Specifics parameter are 1 for polymorph with creature colouring, spellcasting enabled, and gain none of creature statistics or resistences; and 2 for polymorph with creature statistics only.

#136 (0x88) State: Force Visible
Parameter #1: Undefined
Parameter #2: Undefined
Description:
Renders the targeted creature(s) partially visible: removes normal invisibility, but not the improved invisibility state; the targeted is visible and attackable, but not targetable by spells.

The effect has no meaning on visible targets.
This effect has no duration.
Important: Leave both parameters at zero for this effect to work.

#137 (0x89) State: Negative Chant Variants: IWD2
Parameter #1: Modifier
Parameter #2: Irrelevant
Description:
Applies the chant effect to the targeted creature(s).
This opcode has the same effects as opcode #22, but maintains its own separate STATE.
This opcode modifies LUCK.

This opcode works as the reverse of Chant (positive values decrease Luck, negative values increase Luck).
Note:
  • While this opcode is "Non-Cumulative" (it sets values rather than increment), what it really does is stack in reverse standard order.
  • The base STATE set on the CRE file will override any effect applied to them (defaulting to a value of zero).
  • The oldest equipped effect will override newer equipped effects, and any equipped effect will override a non-equipped effect.
  • The oldest non-equipped effect will override newer non-equipped effects.
Note: Statistic Modifier only reads the first byte for its value, the last 3 bytes are ignored.

#138 (0x8A) Animation State Change Variants: BG1 IWD1 BG2
Parameter #1: Irrelevant
Parameter #2: Animation Sequence
Description:
The Animation Sequence parameter sets which animation is shown. The known values of the Animation Sequence parameter are
00,12,66 is Make Attack Motions
01,06 is Fall Down, as if asleep
02 is Spell Casting motions
03 is Stronger Spell Casting Motions
04,59 is Recieve Damage animation
05 is quick combat stance
09,13 is Make more attack motions
10 is Lay Down Quickly
11 is Walk and stop quickly
14 is Third attack animation
20,67 is the first Talk animation
21,68 is Second Talk animation
22,69 is third talk animation
23,70 is fidget while standing
24,71 is the second fidget while standing animation
25,72 is fidget while in attack stance
26,73 is the second fidget while in attack stance animation
27,76 is assume an attack stance from standing
28,77 is assume a stand from and attack stance
29,56 is the first attack animation
30,57 is the second attack animation
31,58 is the third attack animation
32,62 is the first spell animation
33,63 is the second spell animation
34,64 is the third spell animation
35,65 is getting up from sleep/death
36 is the first miscellaneous animation
37 is the second miscellaneous animation
38 is the third miscellaneous animation
39 is the fourth miscellaneous animation
40 is the fifth miscellaneous animation
41 is the sixth miscellaneous animation
42 is the seventh miscellaneous animation
43 is the eigth miscellaneous animation
44 is the ninth miscellaneous animation
45 is the tenth miscellaneous animation
46 is the 11th miscellaneous animation
47 is the 12th miscellaneous animation
48 is the 13th miscellaneous animation
49 is the 14th miscellaneous animation
50 is the 15th miscellaneous animation
51 is the 16th miscellaneous animation
52 is the 17th miscellaneous animation
53 is the 18th miscellaneous animation
54 is the 19th miscellaneous animation
55 is the 20th miscellaneous animation
60 is the Run animation
61 is the Walk animation
74 is the standing animation
75 is the attack stance animation
Note: Not all animations are valid for all chatacters. In such a case, no animation would be shown.

#139 (0x8B) Text: Display String
Parameter #1: String Reference
Parameter #2: Irrelevant
Description:
Displays the strref specified by the String Reference value.
Info: At least in EE games, it is possible to colorize the string. In order to do so, follow the instructions concerning the colorization of the name of your character during Character Creation.

#140 (0x8C) Casting Glow Variants: BGEE IWD2 BG1
Parameter #1: Irrelevant
Parameter #2: Type
Description:
The type parameter makes references to Baldur's Gate casting effect graphics. These graphics are not 3D, nor are they sticky. The animations are uncompressed BAM files.
Known values for 'Type' are:
9 bluish circle with a white star in centre glowing around chest then exploding in a puff of smoke
10 white ball with purple/blue spikes all around it's outside glowing around chest then exploding in a puff of smoke
11 yellow light in an up and down line with yellow light moving around it making triangle shape glowing around chest then exploding in a bunch of sparks
12 green ball with white flashing through it glowing around chest then exploding in a enlarge circle
13 little black ball glowing around chest then exploding in a puff of smoke
14 purple circle with cloud in centre glowing around chest then exploding in a bunch of sparks
15 red ball glowing around chest then exploding in a bunch of sparks
16 lightning in small circle around chest then explodes out to a larger lightning circle around chest

#141 (0x8D) Graphics: Lighting Effects Variants: BGEE IWD2 BG1
Parameter #1: Target
Parameter #2: Type
Description:
Shows the lighting effect (a .bam file) specified by the 'Type' value at the location specified by 'Target'. These effects are usually used for spell hits based on the spell school.
Known values for 'Target' are:
0 Current Location
Non-0 Target Location
Known values for 'Type' are (animations requiring BG1 graphics files are listed with a *):
0 *Whisps of smoke float from the head
1 *Droplets of water fall on the ground
2 *Whisps of smoke travel to the ground
38 *Mirror opens and closes behind target

#141 (0x8D) Graphics: Lighting Effects Variants: BGEE IWD2 PST
Parameter #1: Target
Parameter #2: Type
Description:
Shows the lighting effect (a .bam file) specified by the 'Type' value at the location specified by 'Target'. These effects are usually used for spell hits based on the spell school.
Known values for 'Target' are:
0 Current Location
Non-0 Target Location
Known values for 'Type' are:
0 aqua SHAIR
1 aqua SHEARTH
2 aqua SHWATER
3 *crash*
4 blue SHAIR
5 blue SHEARTH
6 blue SHWATER
7 *crash*
8 gold SHAIR
9 gold SHEARTH
10 gold SHWATER
11 *crash*
12 green SHAIR
13 green SHEARTH
14 green SHWATER
15 *crash*
16 magenta SHAIR
17 magenta SHEARTH
18 magenta SHWATER
19 *crash*
20 purple SHAIR
21 purple SHEARTH
22 purple SHWATER
23 *crash*
24 red SHAIR
25 red SHEARTH
26 red SHWATER
27 *crash*
28 white SHAIR
29 white SHEARTH
30 white SHWATER
31 *crash*
32 red MUSHROOM
33 grey MUSHROOM
34 green MUSHROOM
35 red PILLAR
36 white PILLAR
37 white SWIRL
38 Shadow Door (SPDIMDR) (BGs)
39 Finger of Death (SPFDEATH) (BG2)
40+ *crash* (BG2)

#143 (0x8F) Replace Item Variants: IWD2 BG1
Parameter #1: Slot Type
Parameter #2: Irrelevant
Description:
The Slot Type parameter sets which slot the item is created in. Any items in that slot are replaced by this effect. The Resource Key needs to be set to the item name (i.e. the .itm file name) to be created. Known values are:
Important: The type of slots are dependent on the character's death variable!

00 Hand
01 Eyeball/Earring(Left)
02 Tattoo (Bottom Left)
03 Bracelet
04 Ring (Right)
05 Tattoo (Top Left)
06 Ring (Left)
07 Earring (Right)/Lens
08 Armor
09 Tattoo (Bottom Right)
10 SPECIAL: Replace default weapon until next reload of game
11 Quiver slot #1
12 Quiver slot #2
13 Quiver slot #3
14 Quiver slot #4
15 Quiver slot #5
17 Quick item slot #1
18 Quick item slot #2
19 Quick item slot #3
20 Quick item slot #4
21 Quick item slot #5
22 Inventory Slot #1 (Top Row)
23 Inventory Slot #2 (Bottom Row)
24 Inventory Slot #3 (Top Row)
25 Inventory Slot #4 (Bottom Row)
26 Inventory Slot #5 (Top Row)
27 Inventory Slot #6 (Bottom Row)
28 Inventory Slot #7 (Top Row)
29 Inventory Slot #8
30 Inventory Slot #9
31 Inventory Slot #10
32 Inventory Slot #11
33 Inventroy Slot #12
34 Inventory Slot #13
35 Inventory Slot #14
36 Inventory Slot #15
37 Inventory Slot #16
38 Inventory Slot #17
39 Inventory Slot #18
40 Inventory Slot #19
41 Inventory Slot #20
43 Weapon Slot #1
44 Weapon Slot #2
45 Weapon Slot #3
46 Weapon Slot #4

#145 (0x91) Spell: Disable Spell Casting Abilities Variants: IWD2
Parameter #1: Irrelevant
Parameter #2: Spell Type
Special: Show message?
Description:
Disables spell casting abilities of the targeted creature(s), in the style specified by the Spell Type field.
Known values for Spell Type are:
Known values for Show message? are:
  • 0 ⟶ Yes
  • 1 ⟶ No

#146 (0x92) Spell: Cast Spell (at Creature) Variants: IWD2 BG1
Parameter #1: Casting Level
Parameter #2: Type
Description:
Casts the spell specified by the resource key at the level specified by the 'Casting Level' field, in the style specified by the 'Type' field. A 'Casting Level' of 0 casts at the level of the casting creature.
Target-type 'Global' forcs all creatures within range to cast the spell.
Known values for 'Type' are:
0 Normal Casting
1 Cast Instantly
If the target is a container, the Type parameter is ignored and treated as 0

#147 (0x93) Learn Spell Variants: BG2 IWD2 BG1
Parameter #1: Irrelevant
Parameter #2: Spell Type
Description:
The Resource Key must be set to the Spell Name (i.e. the .spl file name) to learn. The following values are valid for the Spell Type parameter:
0-Mage
1-Priest
2-Innate (Useless in Torment: Spell Learned but NOT memorized.)
Note: In order for the target to learn mage or priest spells, they must be able to cast spells of that type.

#148 (0x94) Spell: Cast Spell (at Point)
Parameter #1: Casting Level
Parameter #2: Type
Description:
Casts the spell specified by the resource key, at the level specified by the Casting Level field, in the style specified by the Type field. A Casting Level of 0 casts at the level of the casting creature.
Known values for Type are:
  • 0 ⟶ Normal Casting
  • 1 ⟶ Cast Instantly (ignore Casting Level)
Note: This opcode does not work if the target is a container in non-ee versions.
Info: This opcode should generally target Self. In particular:
  • The projectile of the subspell will originate from the target(s) of opcode #148.
  • If the SPL/ITM with opcode #148 targets a location, and doesn't have an area-effect projectile, there will be no target to cast on.
  • If the SPL/ITM with opcode #148 has an area-effect projectile, the spell in opcode #148 would be cast once for every valid target.
  • If this opcode uses the Cast Instantly option, then the target, not the caster, would cast the spell in opcode #148.

#149 (0x95) (Identify)
Parameter #1: Undefined
Parameter #2: Undefined
Description:
The use of this effect is unknown, and effect of its parameters are undefined.
Note: It is still processed, so it will still interact with Spell Turning/Deflection/etc… just like any other effect.

#150 (0x96) Spell Effect: Find Traps
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the find traps effect to the targeted creature(s).
Important: Both parameters should be 0 (zero).
Important: This effect is automatically successful, but can only find traps that are normally detectable by the Find Traps skill.

#151 (0x97) Creature Summoning (Replace) Variants: IWD2 BG1
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Leave both parameters at all zeros for this Effect to work. The Resource Key must be set to the Creature Name (i.e. the .cre file name) to be summoned.
If cast upon a party member, the summoned creature appears in the same spot as the target, and the target is moved over slightly.
If cast upon a non party member, the summoned creature appears in the same spot as the target, and the target is removed totally.
Timing modes 'Duration' and 'Delay with Duration' (Timing mode 3) both function as 'Permantent' and 'Delayed', accordingly.

#152 (0x98) Spell Effect: Play Movie Variants: BG1 IWD1 IWD2 BG2
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Leave both parameters at all zeros for this Effect to work. The Resource Key must be set to the Movie Name to play.
Known movies are:
ALYBIRTH
ARRV_IGN
ARRV_VHA
BAATOR
BISLOGO
CANNON
CARCERI
CONFLAG
CREDITS
CRETURN
CURSTD
DEATH
DRAGON
FINALE
FORTDOOR
FORTRESS
INTROH
MAZE1
MAZE2
METEOR
OPENING
OUTLANDS
RUNE
SIGIL
SS_ADETH
SS_MSLAB
SS_PHAROD
T1ABSORB
T1DEATH
T1ENTER
TIME
TSRLOGO

#153 (0x99) Overlay: Sanctuary Variants: BGEE
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the sanctuary effect to the targeted creature(s).

This effect sets stat #63 (SANCTUARY) to 1.
Important: Both parameters should be 0 (zero).

#154 (0x9A) Overlay: Entangle Variants: BGEE
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the entangle visual effect to the targeted creature(s). Does not actually prevent the target from moving.

This effect sets stat #62 (ENTANGLE) to 1.
Important: Both parameters should be set to 0.

#155 (0x9B) Overlay: Minor Globe Variants: BGEE IWD2
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the minor globe visual effect to the targeted creature(s).

This effect sets stat #64 (MINORGLOBE) to 1.

#156 (0x9C) Overlay: Protection from Normal Missiles Cylinder Variants: BGEE
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the protection from normal missiles cylinder visual effect to the targeted creature(s).

This effect sets stat #65 (SHIELDGLOBE) to 1.
Important: Both parameters should be 0 (zero).

#157 (0x9D) State: Web Effect Variants: BGEE
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the web effect to the targeted creature(s). The affected creature becomes immobile and its AI scripts stop running.

This effect sets stats #58 (HELD) and #67 (WEB) to 1. It also sets the STATE_HELPLESS flag.
Important: Both parameters should be 0 (zero).
Note: It cannot be removed by any of the stun/held removal opcodes.

#158 (0x9E) Overlay: Grease Variants: BGEE
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the grease visual effect to the targeted creature(s). Does not actually affect the target's movement rate.

This effect sets stat #66 (GREASE) to 1.
Important: Both parameters should be 0 (zero).

#159 (0x9F) Spell Effect: Mirror Image (Exact Number)
Parameter #1: Amount
Parameter #2: Irrelevant
Description:
Applies the mirror image effect to the targeted creature(s), creating a number of images equal to the Amount value. Sets STATE_MIRRORIMAGE to true.
Note:
  • STATE_MIRRORIMAGE will maintain the effects of this opcode, once this opcode expires, but only until you save & reload.
  • If you set STATE_MIRRORIMAGE on a CRE file, it won't do anything by itself.
  • If you later apply opcode #119/opcode #159 to the creature, once it expires, any remaining images will last until struck (absorbing attacks in the process), or until you save & reload.

#160 (0xA0) Remove Sanctuary Variants: IWD2
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the sanctuary effect from the targeted creature(s).
Important: Both parameters should be 0 (zero).

#161 (0xA1) Cure: Horror
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the horror effect from the targeted creature(s).
This effect ignores durations attributed to it.

#162 (0xA2) Remove Helplessness Variants: BG1
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Leave both parameters at all zeros for this Effect to work. Will not affect helplessness caused by unconsciousness.

#163 (0xA3) Protection: Free Action Variants: BGEE
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the free action effect to the targeted creature(s), restoring the creatures movement rate to its default value if the current movement rate value is below the default for the animation type.
Also check out the EE description here.

#164 (0xA4) Cure: Drunkeness
Parameter #1: Undefined
Parameter #2: Undefined
Description:
Clears the drunkeness stat (as modified by opcode #94).

#165 (0xA5) Spell Effect: Pause Target
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the pause effect to the targeted creature(s).
In particular:
  • Their inventory is still access-able.
  • They are still select-able, and can be issued orders (for instance, activating modal abilities), though not all actions can be taken.
  • It does not interrupt/end modal abilities the creature is currently using.
  • They are not "helpless", an attack roll is still required to hit them.
  • Their scripts stop running.

This effect sets CasterHold to 1.
Important: Both parameters should be 0.

#166 (0xA6) Resistance to Magic Damage Variants: BG1 BG2
Parameter #1: Statistic Modifier
Parameter #2: Modifier Type
Description:
The Modifier Type parameter sets how the Statistic Modifier works. If it it a 00 then it makes the Modifier a flat point modifier (i.e. statistic plus the modifier number), if it is 01 the Modifier is a straight stat change (i.e. the statistic becomes what ever value the Modifier is), and if it is a 02 then the Modifier is a percentile modifier (i.e. the ability is multiplied by the Modifier value in percent so 10 is 10% making the ability 10% of its value).

#167 (0xA7) Missile THAC0 Bonus Variants: IWD2 BG1
Parameter #1: Bonus
Parameter #2: Irrelevant
Description:
Set the Bonus parameter to the value to grant for bonus THAC0.

#168 (0xA8) Destroy Target Variants: BG1
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Leave both parameters at all zeros for this Effect to work. Note that no experience or items are given for creatures removed thusly. Also, the creature will not be considered 'dead' by other characters, and that no matter what, this effect is permanent.

#170 (0xAA) Unknown Effect #170 Variants: BG1
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
This effect is unknown at this time.

#171 (0xAB) Spell: Give Ability Variants: BG1
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Gives the spell specified by the resource key to the targeted creature(s).
Note: The abilities characters can have depend on the creature death variable.

#172 (0xAC) Spell: Remove Spell Variants: BG1 IWD1
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the SPL specified by the resource key from the targeted creature(s) spellbook.

If the key is not 8 characters long, all memorized copies will be removed.
If the key is 8 characters, memorized copies will remain intact.

Important: Both parameters should be 0 (zero). Two 8 characters long keys that are identical up to the 7th character are indistinguishable!

#173 (0xAD) Stat: Poison Resistance Modifier
Parameter #1: Statistic Modifier
Parameter #2: Irrelevant
Description:
Modifies the Poison Resistance of the target creature(s) to the value specified by Statistic Modifier.

The effect modifies RESISTPOISON.
Warning: In EE v2.3 and prior, including the originals, this opcode always “Set” Poison Resistance; in v2.5 and later, it always “increments” Poison Resistance (it stacks).

Also known as "Stat: Set Poison Resistance".

#174 (0xAE) Play Sound Variants: BG1 IWD1 BG2
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Leave both parameters at all zeros for this Effect to work. The Resource Key must be set to the Sound File to play (*.wav).

#175 (0xAF) State: Hold Variants: BG1 BG2 IWD2
Parameter #1: IDS Entry
Parameter #2: IDS File
Description:
Applies a yellow fade in graphic effect to the targeted creature(s), and shows the Hold icon, if the targeted creature(s) match the value specified by the 'IDS Entry' field, in the specified 'IDS File'.
Known values for 'IDS File' are:
2 EA.ids
3 General.ids
4 Race.ids
5 Class.ids
6 Specific.ids
7 Gender.ids
8 Align.ids

#176 (0xB0) Stat: Movement Modifier (II)
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
(As opcode #126, but unaffected by Free Action).
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
The engine allows values for Statistic Modifier from 0 (immobile) to 255 (instantaneous), though behaviour is only consistent in the range 0 – 30.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Movement = Movement + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Movement = 'Statistic Modifier' value
  • 2 ⟶ Non-stacking Percentage Modifier: Movement = (Movement * 'Statistic Modifier' value) / 100
  • 5 ⟶ Multiplicative Stacking Percentage Modifier: Movement = (Movement * 'Statistic Modifier' value) / 100 (EE only)
Warning: PST: This effect doesn’t exist and always crashes the game.
Info: A couple of examples about Multiplicative Stacking Percentage Modifier:
  • 50% * 50% = 25%
  • 150% * 150% = 225%

#177 (0xB1) Use EFF File
Parameter #1: IDS Entry
Parameter #2: IDS File
Description:
Applies the EFF file specified by the resource key to the targeted creature(s), if the targeted creature(s) match the value specified by the IDS Entry field, in the specified IDS File.
NB. When using an eff to alter thac0/dmg bonus, set param1 = 0, and param2 = 2.
Known values for IDS File are:
Warning: This effect causes a crash if used by a container
PST: This effect doesn’t exist and always crashes the game.
IWD2: there was a note to not use this effect in older IESDP.
Important: EFF files applied by this opcode can be blocked by opcode #101.

#178 (0xB2) zzzzCRASH #178 Variants: BG2 BG1
Parameter #1: Not Valid
Parameter #2: Not Valid
Description:
No code exists for this effect number.

#179 (0xB3) zzzzCRASH #179 Variants: BG2 BG1
Parameter #1: Not Valid
Parameter #2: Not Valid
Description:
No code exists for this effect number.

#180 (0xB4) zzzzCRASH #180 Variants: IWD2 BG1
Parameter #1: Not Valid
Parameter #2: Not Valid
Description:
No code exists for this effect number.

#181 (0xB5) zzzzCRASH #181 Variants: BG1 BG2 BGEE IWD1 IWD2
Parameter #1: Not Valid
Parameter #2: Not Valid
Description:
No code exists for this effect number.

#182 (0xB6) Item: Apply Effect Item Variants: BGEE
Parameter #1: Unknown
Parameter #2: Unknown
Description:
Applies an effect when the specified item is equipped.
Warning: This effect has never been seen to work.
Warning: PST: This effect doesn’t exist and always crashes the game.

#183 (0xB7) zzzzCRASH #183 Variants: IWD2 BG1
Parameter #1: Not Valid
Parameter #2: Not Valid
Description:
No code exists for this effect number.

#184 (0xB8) Graphics: Passwall (Don't Jump)
Parameter #1: Undefined
Parameter #2: Jump
Description:
Allows creatures to be placed in impassable areas, based on the value of the Jump field.
Known values for Jump are:
  • 0 ⟶ Do Jump from impassable areas
  • 1+ ⟶ Don't Jump from impassable areas
Warning: PST: This effect doesn’t exist and always crashes the game.
IWD2: Don’t use.

#185 (0xB9) zzzzCRASH #185 Variants: BG1 BG2 IWD2
Parameter #1: Not Valid
Parameter #2: Not Valid
Description:
No code exists for this effect number.

#186 (0xBA) Set Status Effect(s) Variants: BG1
Parameter #1: Set Type
Parameter #2: Effect Type
Description:
Adds effects to any the target may have already had. Enoll Eva's Duplication and Zerthimon's Focus use this effect to work. The first byte Must be set to 1 to use this effect.
Known values of 'Set Type' are:
0 Clear effect
1 Set effect
Known values of 'Effect Type' are:
Sleeping(1) (01 00 00 00)--Sets the 'Asleep' status in target(s)
Berserk(2) (02 00 00 00)--Sets the 'Berserk' status in target(s)
Panic(4) (04 00 00 00)--Sets the 'Panic' status in target(s)
Stunned(8) (08 00 00 00)--Sets the 'Stunned' status in target(s). Works on the protagonist.
Curse(16) (16 00 00 00)--Sets the 'Cursed' status. No penalties towards stats.
Helpless(32) (32 00 00 00)--Sets the 'Helpless' status. No portrait change.
Frozen Death(64) (64 00 00 00)--Immobilizes.
Petrified Death(128)
Mirror Image(256)
Flaming Death(512)
Acid Death(1024)
Death(2048)
Silenced(4096)
Charmed(8192)
Poisoned(16384)
Protection from Critical Hits(32768)
Bonus Critical Hits(65536)
Infravision(131072)
Blind(262144)
Disease(524288)
Feeblemind(1048576)
Non-detection(2097152)
Duplicated(4194304)
Blessed(8388608)
Detect Evil(16777216)
Invisible(33554432)
Luck Bonus(67108864)
Aid(124217728)
Antimagic(268435456)
Blur(536870912)
Embalming(1073741824)
Confused(217483648)
Note that all the death effects are in name only, with the exception of regular 'death', and will not fuction exactly like the regular effects, though they are dispelable by the same manner. The only way to remove frozen death is to kill the target or some other means, otherwise they will be permanately immobilized. Acid and Flaming Death seem to have no effect here. The same is true for Mirror Image. All values between the values listed here are combinations of the effects.

#187 (0xBB) Play BAM File Blended and Sticky Variants: BG1 BG2
Parameter #1: RGB
Parameter #2: Method
Description:
Plays BAM file along with other special features.
Known bit values of Method are:
1 - Repeat animation, otherwise duration counts, except for permanent which plays once.
2 - Removes stickiness (background animation)

#188 (0xBC) Play BAM File Not Blended Variants: BG1
Parameter #1: RGB
Parameter #2: Method
Description:
Plays BAM file along with other special features.
Known bit values of Method are:
0x1000 - Sticky flag (default is opposite as with #187)
0x30000 - Both bits must be set, this causes Repeat animation
0x100000 - RGB is used as transparency, fade totally at speed of DiceSize
There are four effects doing exactly the same, this is probably to have resistances against opcode.
#188 used for swarm curse
#189 used mostly for Ravel's spells (black barbed curse, vampiric touch, blacksphere, cone of cold and stygian ice.)
#190 appears to be unused
#191 used for the rest of the spells.

#189 (0xBD) Play BAM File Not Blended Variants: BG1 BG2
Parameter #1: RGB
Parameter #2: Method
Description:
Plays BAM file along with other special features.
See use at #188

#190 (0xBE) Play BAM File Not Blended Variants: BG1
Parameter #1: RGB
Parameter #2: Method
Description:
Plays BAM file along with other special features.
See use at #188

#191 (0xBF) Play BAM File Not Blended Variants: BG2 BGEE IWD1
Parameter #1: RGB
Parameter #2: Method
Description:
Plays BAM file along with other special features.
See use at #188

#192 (0xC0) Hit Point Transfer Variants: IWD1 BG2
Parameter #1: Fixed Drain
Parameter #2: Drain Type
Description:
Set the Dice Throws and Size to the random drain ammount you wish the effect to do (if you want no random ammount involved, leave it at 0d0). If you wish to do a fixed ammount of draining as well, or by itself, set the Fixed Drain parameter to the ammount of health to drain (if you want no fixed ammount of HP drained, leave the value at 0). The Drain Type sets who receives and who delivers the hit points.
Known values for 'Drain Type' are:
0 the target receives hit points
1 the caster receives hit points
2 the target and caster hit points (this works even if both are at full health)
3 the target receives hit points (this works even if both are at full health. No damage animation is shown)

#193 (0xC1) Vibrate Playing Screen Variants: IWD2 BG2
Parameter #1: Magnitude
Parameter #2: Irrelevant
Description:
This effect will cause the Playing Screen to vibrate for the amount of seconds and a given velocity determined by the Magnitude paratmeter. A duration may be set to increase the time of smaller values, or to decrease the length of time longer values take.

#194 (0xC2) Flash Playing Screen Variants: IWD1 IWD2 BG2
Parameter #1: RGB Ratio
Parameter #2: Unused
Description:
This effects flashes the screen using the bytes of the RGB parameter for the colour. The first byte of the RGB parameter is red brightness amount(0-255), the second is the green brightness amount (0-255), and the third byte is the blue brightness amount (0-255).

#195 (0xC3) Tint Playing Screen Fade Variants: IWD1 BG2
Parameter #1: RGB Colour
Parameter #2: Type
Description:
This effect tints the screen depending on the value specified by the 'Type' field, to a colour specified by the using 'RGB Colour' field.
The 'RGB Colour' field is handled as follows:
First byte = Red (0-255)
Second byte = Green (0-255)
Third byte = Blue (0-255)
Know values for 'Type' are:
0,1 Quick fade from light to dark, then quick fade to light
2,3 Quick fade from light to dark, then instant light
4,5,6,7 Fade from light to dark, goes for duration of effect, then fade to light
8 No Effect
9 Very fast light to black shift and back
10 Instant black for the duration of the effect, then instant light
100 Unknown
200 Unknown
The duration only applies to 4,5,6,7, and 10.
The dice values control the fading speed.
The resource field contains a wav resref.
Note: Character colour will not be affected by this effect.

#196 (0xC4) Special Effects (Planescape: Torment) Variants: IWD1 BG2
Parameter #1: Irrelevant
Parameter #2: Effect
Description:
Starts specific special effects on the targeted creature(s), dependent on the 'Effect' field.
Known values for 'Effect' are:
0 Adder's Kiss
1 Ball Lightning
2 Fizzle

#197 (0xC5) None Variants: IWD1 IWD2 BG2
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
This opcode has no effect.

#198 (0xC6) None Variants: IWD1 IWD2 BG2
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
This opcode has no effect.

#199 (0xC7) None Variants: IWD1 IWD2 BG2
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
This opcode has no effect.

#200 (0xC8) None Variants: IWD1 IWD2 BG2
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
This opcode has no effect.

#201 (0xC9) Special FX Variants: IWD1 IWD2 BG2
Parameter #1: Irrelevant
Parameter #2: Effect
Description:
Set the resource key for the BAM file to apply to the creature. The Effect parameter sets the spell effect to apply to the creature:
0 Cloak of Warding
1 Shield
2 Black Barbed Shield
3 Pain Mirror
4 Guardian Mantle
6 Enoll Eva's Duplication
7 Armor
8 Antimagic Shell
11 Flame Walk
12 Protection from Evil
13 Conflagration
14 Infernal Shield
15 Submerge the Will
16 Balance in All Things

#202 (0xCA) None Variants: IWD1 IWD2 BG2
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
This opcode has no effect.

#203 (0xCB) Curse (Non-commulitive) Variants: IWD1 IWD2 BG2
Parameter #1: Penalty Value
Parameter #2: Undetermined
Description:
This efect causes a penalty to all saving throws and to hit rolls in the amount that the Penalty Value parameter is set to. For every 1 of the penalty value, all saving throws get a penalty of 1, as well as all die throws and damage from the target. This cannot remove the 'Blessed' status from a target, but can effectively negate it.

#204 (0xCC) Prayer (Non-commulitive) Variants: IWD1 IWD2 BG2
Parameter #1: Value
Parameter #2: Undetermined
Description:
The Value parameter sets the effects' ammounts. All friendly and neutral creatures are Blessed, with the Value parameter setting the bonus ammount of bonuses to all saving throws, bonus damage, and To Hit rolls on those creatures. All hostile creatures are cursed, with the Value defining the penalty ammount to all saving throws, bonus damage, and to hit rolls on those creatures.

#205 (0xCD) Move View to Target Variants: IWD1 IWD2 BG2
Parameter #1: Speed
Parameter #2: Irrelevant
Description:
To automatically zoom onto the target, leave both parameters at zero. To have the camera go to the target at a certain speed, set the Speed parameter from 1-255, with 1 being the slowest and 255 the fastest.

#206 (0xCE) Embalm (Non-commulitive) Variants: IWD1 BG2
Parameter #1: Irrelevant
Parameter #2: Embalming Type
Description:
The embalming type parameter determines what affect is given to the target of the effect.
A 0 will give the target 2-8 hit points and +1 AC for the duration of the spell.
Any other value gives the target +2 hit points per level of the caster and +2 AC.
Both effects last for the duration of the spell.

#207 (0xCF) Spell Effect: Stop All Action Variants: IWD1 IWD2 BG2
Parameter #1: Unknown
Parameter #2: Type
Description:
Toggles all interactive elements of the game (e.g. the GUI, character selection etc), based on the 'Type' field.
Known values of 'Type' are:
0 Stop actions
1 Enable actions

This effect has no duration.
Note: Scripts and animations continue to run

#208 (0xD0) Spell Effect: Fist of Iron Variants: BG2
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the Fist of Iron effect to the targeted creature(s). This results in the targetted creature(s) gaining +3 Fist THAC0 and +6 Fist damage.

#209 (0xD1) Spell Effect: Soul Exodus Variants: IWD1 IWD2 BG2
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the Soul Exodus effect to the targeted creature(s). Does not affect the protagonist.

#210 (0xD2) Spell Effect: Detect Evil (Status) Variants: IWD2 BG2
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the Detect Evil effect to the targeted creature(s).

#211 (0xD3) Spell Effect: Induce Hiccups Variants: IWD1 IWD2 BG2
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the Induce Hiccups effect to the targeted creature(s).

#212 (0xD4) Unknown Variants: IWD1 IWD2 BG2
Parameter #1: Undefined
Parameter #2: Undefined
Description:
The use of this effect is unknown, and effect of its parameters are undefined.