While doing spells for the spell compendium I do come across some spells that offer different version of spells from the PHB, be it a mass version, a lesser or greater version, or a swift version. Usually they are in ToEE already, but some not. Which led to the curiosity that now you could cast those versions but not the non implemented core version of the spell. Having coded a different version ofc means, I have the core version as well, which I will offer here as long as there is no way in Temple+ to differentiate between core and non core spells, as some of you might not want to play with non core material but like to have those spells. At the moment these are the following spells: Bless Weapon (Pal 1) Align Weapon (Cleric 2) All spells come with a full help integration. You will get a warning when you copy those spells to your override folder and use my spell_compendium mod as well, as those spells share their tpModifer and their indicator file. You can safely overwrite those files and it does not matter which mod you copy first. It IS the same file and once Temple+ can differentiate I will merge them and this will be obsolete. This mod uses as well the custom file name options Temple+ offers, so you can savely copy everything to your overrides folder, with the exception of the spells_radial_menu_options.mes which is used by Align Weapon, this file is not customizable. It is very unlikely you use a modded verison of this file, but if you do please be careful. Last but not least, please be aware that cleric spells get blocked for clerics if the alignment descriptor of the spells is opposed to your alignment. ToEE automatically blocks spells that are not fitting with your alignment, so do spells I have added that have a fixed descriptor. But I have started to implement spells that change their alignment descriptor depending on what option you choose when you cast the spell. Align Weapon is such an example. I don't think I can block the spell from being cast with the wrong descriptor once the option is chosen but I have added a check to the spell that will let the spell fizzle, which means you will loose the spell! Example: Align Weapon is a good spell if you choose the Good option from the radial and evil when you choose the Evil option. Casting the Good option when have a LG cleric works fine, the Evil version will fizzle and you loose the spell. While talking about core spells, which lower level core spells (up to character level 9 (not spell level!!)) do you miss and wish would be in the game? I won't do those spells before the non core flag exists but afterwards I can take a look.