Okay, I was messing around trying to find a way to implement the Iron Body spell and, in a moment of desperation, I tried directly applying the protos bonuses (things like; Armor Bonus, Skill Circumstance Bonus, Monster Juggernaut, DR etc) via the console using the condition_add_with_args function. To my immense surprise, it worked! Not only that but it seems you can do things like apply a shield bonus to a pc or npc and it will increase their armor class just as if they had an item with that bonus equipped! This (typed in the console) Code: game.party.condition_add_with_args('Shield Bonus',8,0) has the effect of raising the armor class of the left-most party member by 8! I tried the same with 'Skill Circumstance Bonus' skill_spellcraft to raise that skill by 20 points and that also worked. I even tried some feats (ie. Flurry of Blows and Toughness) and the effects were the same as if the character had those feats. However the feats do not show up on the character's feat list. I haven't tried any real scripting away from the console but this should work anywhere you can use a python script in ToEE. And it should work for any object you can get a handle to, not just pc's or npc's If you want to use this facility here are some things to note: 1) the bonuse type (the first argument to condition_add_with_args) must be enclosed in quotes and it must correspond to what you find in the protos exactly; 2)the other two parameters are what comes in the two spaces after the bonus type in the protos and they must come in the same order in the call. 3)If a word that does not contain an underscore is used then it must be in quotes as well. If there are just numbers or words with underscores don't use the quotes.4) use a zero (no quotes) for blank cells in the protos. 5) be careful, some of these things, to my knowledge, can't be undone (iie. adding feats) 6) if you try to add something that doesn't exist in the game you will probably get a CTD Oh, bye the way, just in case this was already common knowledge, Why didn't anyone tell me?!! Darmagon Edit by SA: It's only hinted at in here, but this technique was used to create status effects via applying conditions to a spell object and then adding that spell object to a PC's inventory. Example usage: (snippets, not full script) Code: stench_obj = game.obj_create(OBJ_SPELL_STENCH, critter.location) stench_obj.item_flag_set(OIF_NO_DROP) stench_obj.item_flag_set(OIF_NO_LOOT) set_spell_flag(stench_obj, OSF_IS_HEZROU_STENCH) stench_obj.item_condition_add_with_args('sp-Unholy Blight', spell_id, STENCH_DURATION, 0) # Doesn't penalise saves - does flag char info. stench_obj.item_condition_add_with_args('Saving Throw Resistance Bonus', 0, -2) stench_obj.item_condition_add_with_args('Saving Throw Resistance Bonus', 1, -2) stench_obj.item_condition_add_with_args('Saving Throw Resistance Bonus', 2, -2) stench_obj.item_condition_add_with_args('Attribute Enhancement Bonus', 0, 11 - strength) stench_obj.item_condition_add_with_args('sp-Chaos Hammer', spell_id, STENCH_DURATION, 0) # Only get move action. (+2 AC, -2 attack & damage rolls, +2 saves [shoddy implementation]) stench_obj.item_condition_add_with_args('sp-Feeblemind', 0,0,0) Where the proto for the spell object is OBJ_SPELL_STENCH = 6400.