| Column name | Description
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| ID (no actual header} | Sequentially numbered. This field identifies the item property to the game engine. The game engine actually ignores the value in this field and sequentially numbers the records as it reads them, so it is good practice to keep the entries in this field sequentially numbered to avoid confusion.
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| Label | The name of the spell. Any spaces should be written as underscores ( _ ). This value is usually just for reference purposes, but can be displayed in game if the value in the Name column is ****.
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| Name | A StringRef indicating a string that will be displayed in the game as the name of the spell.
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| IconResRef | A text value (ResRef) specifying the filename of the icon displayed in game for this spell. By convention, all icon names start is_, for icon spell, followed by the spell name, abbreviated if necessary. The maximum length for the text/filename is 16 characters.
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| School | A letter value specifying the spell school for the spell. A = Abjuration, C = Conjuration, D = Divination, E = Enchantment, N = Necromancy, T = Transmutation, V = Evocation
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| Range | A letter value specifying the range at which targets may be selected. P = Personal, T = Touch, S = Short, M = Medium, L = Long
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| VS | A combination value of letters specifying whether the spell has verbal or somatic components, or both. v = verbal only, s = somatic only, vs = both verbal and somatic
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| MetaMagic | A hex number value which determines which metamagic feats may be used with this spell. See the column notes below for how to determine the value for this field.
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| TargetType | A hex number value which determines the targets which may be selected for this spell. See the column notes below for how to determine the value for this field.
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| ImpactScript | The name of the script file that is run when the spell is cast. The name has a maximum of 16 characters. See the script naming conventions section below for more information on script names.
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| Bard | The spell level at which this spell is available to this class. A value of **** means it is normally unavailable to this class.
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| Cleric | Same as Bard. Spells unavailable in this file may be made available via a domain. This is specified in domains.2da.
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| Druid | Same as Bard.
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| Paladin | Same as Bard.
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| Ranger | Same as Bard.
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| Wiz_Sorc | Same as Bard. This column applies to both sorcerers and wizards.
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| Innate | The spell level of the spell if cast by a creature as a special ability.
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| ConjTime | The amount of time in milliseconds the Conj visuals and sounds specified in the following columns will play. 1000 milliseconds is about equal to 1 second. The usual value for spells (not abilities) in this column is 1500.
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| ConjAnim | Specifies the location on the casting object where the visuals will be played. Value is either head or hand.
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| ConjHeadVisual | ResRef of the visual model to be used on the caster's head.
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| ConjHandVisual | ResRef of the visual model to be used on the caster's hands.
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| ConjGrndVisual | ResRef of the visual model to be used. This field is used for the higher level spells to make them look more "grand", especially if they have lower level counterparts.
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| ConjSoundVFX | ResRef of the sound the spell causes while it is being cast.
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| ConjSoundMale | ResRef of the sound played for verbal components of male casters.
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| ConjSoundFemale | Same as ConjSoundMale, but for female casters.
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| CastAnim | A text value specifying the animation the character makes when finishing the spell. Values are: self, touch, out, area, and up.
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| CastTime | Amount of time in milliseconds that the Cast columns play. These fire when the Conj section completes. The spell script triggers when this starts. Effects from the spell script should be applied as close as possible to when this time finishes.
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| CastHeadVisual | ResRef of visual model played on the caster's head when casting the spell.
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| CastHandVisual | ResRef of visual model played on the caster's hands when casting the spell.
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| CastGrndVisual | ResRef of grand visual model.
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| CastSound | ResRef of sound played.
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| Proj | Value 0 (false) or 1 (true). States whether this spell uses a projectile model used during the CastTime
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| ProjModel | ResRef of the model
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| ProjType | behavior of the projectile. Values are: accelerating, homing, linked, ballistic, spiral, bounce
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| ProjSpwnPoint | spawn point on the caster that the projectile leaves from. Values are: hand (used for 99% of spells), and monster0, monster1, monster2, monster3, monster4 (used for Beholder rays from eyestalks).
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| ProjSound | ResRef of the sound file for the projectile
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| ProjOrientation | for any spell that has a projectile, the value for this field is path.
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| ImmunityType | Specifies an immunity type for this spell. Values are: Acid, Cold, Death, Divine, Disease, Electricity, Fear, Fire, Mind_Affecting, Negative, Poison, Positive, Sonic
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| ItemImmunity | Value 0 (false) or 1 (true).
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| SubRadSpell1 | If a spell has different possible variations, this field contains the ID value for the subspell. This subspell appears in the subradial menu that appears when attempting to select the main spell.
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| SubRadSpell2 | Same as SubRadSpell1.
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| SubRadSpell3 | Same as SubRadSpell1.
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| SubRadSpell4 | Same as SubRadSpell1.
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| SubRadSpell5 | Same as SubRadSpell1.
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| Category | Used for the AI, this column contains the ID value of the category specified in categories.2da.
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| Master | If this spell is a subspell, this field contains the ID value for the spell it is a subspell for.
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| UserType | Specifies what type the "spell" is. Values are: 1 = spell, 2 = spell-like ability, 3 = feat, 4 = special
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| SpellDesc | A StringRef indicating a string that will be displayed in the game as the spell description.
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| UseConcentration | Value 0 (false) or 1 (true). If true, the spell can be interrupted by getting hit in combat, etc.
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| SpontaneouslyCast | Value 0 (false) or 1 (true). If true, the spell may be cast without having been previously memorized.
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| AltMessage | A StringRef.
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| HostileSetting | Value 0 (false) or 1 (true). Determines whether a spell is considered hostile when being cast on other creatures.
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| FeatID | ID value of the associated feat, if there is one.
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| Counter1 | Spell ID of the specific counter-spell, if the spell has one.
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| Counter2 | Same as Counter1.
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| HasProjectile | Value 0 (false) or 1 (true). States whether or not the spell has a projectile.
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A value of 0x40 can be used for trap triggers which have been discovered, and area transition triggers, but they do not work very well.