General points:
- In summoning spells, the Use Eff has the required duration but the eff itself is usually something like 2400 and may even have timing = 1. This is harmless, but synch up the durations?
- Off by one probability errors are everywhere. The engine rolls a number in the interval 0-99 so that 100 is 99 and a range like 0-30 means 31% chance not 30%.
- Sound Burst: damage bypass MI? AoE damage, so tentatively yes, but it would mean a nerf to enemy mages.
- Slow has a Remove Spell Type Protections 12 = Combination. Is this correct?
- Protection from Missiles: all projectiles covered?
- Halt Undead: implementation can be simplified, since we can filter undead with 318 with stat type not match undead.
- Otiluke's Sphere: Why Use Eff on GOODCUTOFF?
- Waves of Fatigue: undead and constructs should be immune to the spell per the description.
- Dispelling Screen and Spell Shield: the way they are set up is that they raise protections against the relevant effects / spells and then the spell removals first try to remove the appropriate protections, then they remove spell shield.
- Feeblemind: lacks display string 23744 = "Feebleminded", but most mind shield protections do not protect against it.
- Prismatic Mantle: it has no protection from weapons opcode and yet the Modify Prof and Set Spell State opcodes seem to indicate otherwise. The description is also misleading; blindness always applies to creatures less than 8HD, etc. Can use EE damage opcode features in condition spell.
- Mind Blank: protects against power word stun but not stun.
- Wail of the Banshee: should the slay opcode change position with lighting effects?
- Imprisonment: the implementation is still imperfect, as e.g. the kill and or freedom opcodes could be blocked.
- Miscast Magic: State Miscast_Magic -> Wild_Magic?
- Magic Fang: use Enchantment Bonus 345 opcode in aux spells?
- Free Action: 240 opcodes are not spurious if Free Action removes the corresponding icon opcodes.
- Cloak of Fear: immunity to fear blocks the thac0 penalty. Is this correct?
- True Seeing: The protection from spell is against the IR cloak's reflected image, shouldn't it remove resource opcode instead? Uses Force Visible (136) to dispel invis.
- Magic Resistance: implementation non-stacking -> EE refreshing.
- Feeblemind: lacks display string 23744 = "Feebleminded", but most mind shield protections do not have it.
- False Dawn: all but the first cast spell opcodes have magic resist 3. These are delayed cast spell opcodes so it this means they are dispellable, is this correct?
- Sol's Searing Orb: can use EE damage opcode features to slightly simplify implementation of item's ranged header.
- Sunray: killing undead is done via 1000 magic damage opcode. It could still be blocked by magic damage immunity; insta-kill opcodes probably do not work as undead are usually immune to them.
- Creeping Doom: in the aux spell that actually implements the insect swarm effects all opcodes have power 0, same as Insect Plague.