Spell Shield
mercurier, on Oct 8 2009, 07:33 AM, said:
Actually I didn't get Wizard Spell Shield, so I tried to find out how can I get one, and you tell me it is supposed to be unavailable...

There's no problem with Taimon's exe patch.
Then there's no issue at all, good.
Sphere of Chaos
Quote
Should Chaotic Command protect characters from the berserk effect?
Well, in PnP Chaotic Commands is quite limited (works only against command-like spells), as you may notice looking at how it works within Divine Remix, but we may add such feature within SR (where it actually works almost like Mind Blank). I'd probably go with a "protection from spell: SoC" rather then "immunity to berserk opcode" because the latter may interfere with some things (e.g. I'm not sure CC should allow a character to wield a Berserking Sword without going berserk).
Protection from Fire
mercurier, on Oct 8 2009, 12:26 PM, said:
Protection from Fire, Aura of Flaming Death and similar spells doesn't protect form Flame Arrow: they should grant immunity against spwi303e, not spwi303f.
Nice catch. I've fixed Protection from Fire (arcane & divine), Protection from the Elements, Protection from Energy, and Aura of Flaming Death.
Breach
DrAzTiK, on Oct 9 2009, 04:09 AM, said:
Breach don't work against liches in my game. I don't understand, I also have installed SCS More consistent Breach spell component. O_o
It's the intended behaviour within SR, if you prefer SCS version try commenting SR's Breach out when installing SR.
Wild Surges
Kromgart, on Oct 9 2009, 12:02 PM, said:
It seems that if some spell has the "Spell cast on condition" effect (#232), then the wild surge for this spell always results in "spell cast normally". This affects at least SR's reflected image (casts smth when hit), sleep (casts "cure sleep" on hit), and fire/cold shields. When using nahal's dweomers, these spells are always cast normally.
It's great to see we can always discover new annoying engine related issues... I don't know what to say about this. If it's true I don't think I can do anything about it as it's probably hardcoded, and I can't remove "cast spell on condition" effects from all spells to "fix" it.