this is what I have done the most time during my studies after quiting from Counter Strike

That was how it worked....
and how it was balanced for pvp, because D&D 3.5 never was made for a pvp.
Hidden: show
==============
Death Spells:
==============
Death spells currently do not work on *humanoid players* in NWKnights, all players are supplied with equipment which grants immunity to them. Note that these spells still works on companions and shapechanged players.
=====================
Environmental Spells:
=====================
Duration: (1 Round)+(CasterLevel/10)
These Include all Area spells that have durarion.
=============================
Stun, Fear and Slow Spells:
=============================
1) Duration:
* Spell Level 1-3: 1 Round
* Spell Level 4-6: 2 Rounds
* Spell Level 7-9: 3 Rounds
2) Spells with no saves, now have will saves with +5 DC modifier
=========================
Weapon Buffing Spells:
=========================
Duration: (1 Round)+(CasterLevel)/4 Rounds
These include all spells cast on weapons.
(with the exception of "Blackstaff")
==============================================
These spells last Rounds instead of Turns:
==============================================
>Invisibility
>Invisibility Sphere
>Improved Invisibility
>ShapeChange
>Polymorph Self
==============================================
These spells have special duration changes:
==============================================
>Expeditious Retreat: 1+(Level/4) Rounds
>Mass+Haste: 1+(Level/4) Rounds
>Greater+Sanctuary: 1+(Level/5) Rounds
>Storm of Vengeance: 1+(Level/5) Rounds
>Sunburst: 3 Rounds
=====================================
These spells have specific changes:
=====================================
>AcidSheath & ElementShield: Wont stack
>Bigby's Interposing Hand: duration reduced to 30 sec
>Blade Barrier: Dam = (CasterLevel)x1d4
>Divine favour : clerics get only +1 AB and damage
>Divine power grant's no bonus attack per round
>Drown : Maximim Damage = 80
>Ethereal Visage: demage reduction 10/+3
>Evards Black Tentacle: number of minimum targets == 4
>Expeditious Retreat: +50% movement
>Full Heal Spells: HP = (CasterLevel)x5
>All Heal Spells: Break Invisibility
>Greater+Sanctuary: Effect removed on spell cast attemp
>Harm: Maximum Damage = 50
>Improved Invisiblity: Only concealment, doesn't stack with empty body
>Invisibility Sphere: Works like 'Mass Invisibility' instead of moveable sphere
>Isaac's GMS: 1d6 with 15 missiles max
>Knock: 30 Damage to Gates / effective radius 10m
>Mage Armor: Wont work with Expertise
>Mass+Haste: Applies to movement alone
>Slow: Applies to movement alone
>Mestil's Acid Sheath: Dam= 1d6+1x(Level)
>Resurrection: HP = (CasterLevel)x5
>True Seeing: +10 Listen+Spot and See Invisibility
>Time Stop: 10 seconds/10 meter radius
>Undeath's Eternal Foe does not stack
>Greater Shadow Conjunction - web is disabled due to a NWN Bug
----------------------------------------------------
Archer Cloak
---------------------------------------------------
Dexterity+4
Spot +5
Listen +5
Spell: Cat's Grace x2
One type of special arrows:
Dismissal Arrows (10)
Doom Arrows (10)
Dispel Arrows (10)
Sniper Arrows (5)
--------------------------------------------------
Defense Cloak
--------------------------------------------------
Constitution +5
Bonus Feat: Dodge
Spell: Stoneskin x2
--------------------------------------------------
Healer Cloak
--------------------------------------------------
Regeneration 4 hp/round
Heal +10
Spell: Healing Circle x1
--------------------------------------------------
Element Resistance Cloak
--------------------------------------------------
One type of cloak:
Damage Immunity Electricity 75%
Damage Immunity Ice 75%
Damage Immunity Fire 75%
Damage Immunity Acid 75%
+Spell: Energy Buffer x2
--------------------------------------------------
Sound Mind Cloak
--------------------------------------------------
Immunity: Fear
Immunity: Mind Affecting spells
Immunity: Paralysis
Immunity: Great Thunderclap
Spell: Lesser Mind Blank x2
--------------------------------------------------
Offense Cloak
--------------------------------------------------
Strength +5
Spell: Bull's Strength x2
--------------------------------------------------
Mage Cloak
--------------------------------------------------
Intelligence +1
Charisma +1
Concentration +8
Spellcraft +8
Perform +9
--------------------------------------------------
Spell Resistance Cloak
--------------------------------------------------
Immunity: Level/Ability Drain
Spell Resistance: 20
Spell: Silence x2
---------------------------------------------------
Scout Cloak
---------------------------------------------------
Listen +10
Spot +10
Spell: Freedom of Movement x1
Spell: See Invisibility x2
---------------------------------------------------
Spy Cloak
---------------------------------------------------
Hide +17
Move silently +17
Open Locks +10
Spell: Darkness x2
---------------------------------------------------
Dispel Cloak
---------------------------------------------------
Spell: Dismissal x2
Spell: Greater Dispelling x2
Dispel Wand:
Spell: Mordenkainen's Disjunction x2
==============================
Armor
==============================
>Regular Armors: AC +5
>Clothes: AC +3
+Skill Parry: +5
+Skill Disable Traps: +5
+Skill Set Traps: +5
+Pick Pockets: +5
>Mage Robe: AC +3
+Bard Spell Slot: Level 1
+Wizard Spell Slot: Level 1
+Sorcerer Spell Slot: Level 1
+Skill Concentration: +4
+Skill: Spell Craft +5
>ChainMail: Damage Resistance: Slash 5/-
>HalfPlate: Damage Resistance: Bludg 5/-
>Leather: Damage Resistance Pierc 5/-
>Chain Shirt: Dexterity +2
>SplintMail: Dexterity +2
>Padded: Dexterity +2
>Shields: AC +4 (Not stacking with RDD/Song AC)
===================================
Restrictions
===================================
- Palemaster can not select heavy armor
==================================
NWKnights Default Equipment:
==================================
NWKnights Belt:
---------------------
>AC +4 (+2 with Expertise, 0 with Imp-Exp)
>Constitution +4 (+5 with expertise)
>Save vs Mind Effecting: +3
>Skill Discipline: +12
----------------------
NWKnights Boots:
----------------------
>Immunity: Death Magic
>Save Universal: +5
>Skill Discipline: +5
================================
Class/Race Special Rings & Amulets:
================================
Half-Elf Ring:
------------------
>Dex +1
>Con -1
>All Skills +1
---------------------------------
Legacy Warriors Amulet:
---------------------------------
(Barbarian/Fighter/Ranger)
(Level 15 & No expension levels)
>AC +2
>Str +2
>Con +2
============================
Weapons
============================
Weapons are distributed by alignment, Evil and Good will recieve specific alignment weapons, Neutral will recieve default faction weapons.
-------------------------
Evil/Good Weapons:
-------------------------
>Damage: 1d6 (Type Dam)
>Damage vs Good/Evil: 1D10 (Type Dam)
>Enhancement: +1
>Enhancement vs Good: +2
>Range/Throw : EB vs Good/Evil: +2
>Range: Damage 1d4 (Type Dam)
>Range: Damage vs G/E 1d8 (TD)
(Enhancements do not Stack)
---------------------
Neutral Weapons:
----------------------
>Damage: 1d6 (Type Dam)
>Damage vs Neutral: 1D10 (Type Dam)
>Attack Bonus: +1
>Attack Bonus vs Neutral: +2
>Range/Throw : AB vs Neutral: +2
>Range: Damage 1d4 (Type Dam)
>Range: Damage vs Neutral 1d8 (TD)
(Attack Bonuses do not Stack)
----------
General:
----------
>CrossBows: +5 Might
>Bard Staff: +Spell Slot: Levels 0-6
>Wizard Staff: +Spell Slot: Levels 0-8
>Sorcerer Staff: +Spell Slot: Levels 0-8
===================================
Restrictions
===================================
- Monks can not select Bows and Crossbows
Death Spells:
==============
Death spells currently do not work on *humanoid players* in NWKnights, all players are supplied with equipment which grants immunity to them. Note that these spells still works on companions and shapechanged players.
=====================
Environmental Spells:
=====================
Duration: (1 Round)+(CasterLevel/10)
These Include all Area spells that have durarion.
=============================
Stun, Fear and Slow Spells:
=============================
1) Duration:
* Spell Level 1-3: 1 Round
* Spell Level 4-6: 2 Rounds
* Spell Level 7-9: 3 Rounds
2) Spells with no saves, now have will saves with +5 DC modifier
=========================
Weapon Buffing Spells:
=========================
Duration: (1 Round)+(CasterLevel)/4 Rounds
These include all spells cast on weapons.
(with the exception of "Blackstaff")
==============================================
These spells last Rounds instead of Turns:
==============================================
>Invisibility
>Invisibility Sphere
>Improved Invisibility
>ShapeChange
>Polymorph Self
==============================================
These spells have special duration changes:
==============================================
>Expeditious Retreat: 1+(Level/4) Rounds
>Mass+Haste: 1+(Level/4) Rounds
>Greater+Sanctuary: 1+(Level/5) Rounds
>Storm of Vengeance: 1+(Level/5) Rounds
>Sunburst: 3 Rounds
=====================================
These spells have specific changes:
=====================================
>AcidSheath & ElementShield: Wont stack
>Bigby's Interposing Hand: duration reduced to 30 sec
>Blade Barrier: Dam = (CasterLevel)x1d4
>Divine favour : clerics get only +1 AB and damage
>Divine power grant's no bonus attack per round
>Drown : Maximim Damage = 80
>Ethereal Visage: demage reduction 10/+3
>Evards Black Tentacle: number of minimum targets == 4
>Expeditious Retreat: +50% movement
>Full Heal Spells: HP = (CasterLevel)x5
>All Heal Spells: Break Invisibility
>Greater+Sanctuary: Effect removed on spell cast attemp
>Harm: Maximum Damage = 50
>Improved Invisiblity: Only concealment, doesn't stack with empty body
>Invisibility Sphere: Works like 'Mass Invisibility' instead of moveable sphere
>Isaac's GMS: 1d6 with 15 missiles max
>Knock: 30 Damage to Gates / effective radius 10m
>Mage Armor: Wont work with Expertise
>Mass+Haste: Applies to movement alone
>Slow: Applies to movement alone
>Mestil's Acid Sheath: Dam= 1d6+1x(Level)
>Resurrection: HP = (CasterLevel)x5
>True Seeing: +10 Listen+Spot and See Invisibility
>Time Stop: 10 seconds/10 meter radius
>Undeath's Eternal Foe does not stack
>Greater Shadow Conjunction - web is disabled due to a NWN Bug
----------------------------------------------------
Archer Cloak
---------------------------------------------------
Dexterity+4
Spot +5
Listen +5
Spell: Cat's Grace x2
One type of special arrows:
Dismissal Arrows (10)
Doom Arrows (10)
Dispel Arrows (10)
Sniper Arrows (5)
--------------------------------------------------
Defense Cloak
--------------------------------------------------
Constitution +5
Bonus Feat: Dodge
Spell: Stoneskin x2
--------------------------------------------------
Healer Cloak
--------------------------------------------------
Regeneration 4 hp/round
Heal +10
Spell: Healing Circle x1
--------------------------------------------------
Element Resistance Cloak
--------------------------------------------------
One type of cloak:
Damage Immunity Electricity 75%
Damage Immunity Ice 75%
Damage Immunity Fire 75%
Damage Immunity Acid 75%
+Spell: Energy Buffer x2
--------------------------------------------------
Sound Mind Cloak
--------------------------------------------------
Immunity: Fear
Immunity: Mind Affecting spells
Immunity: Paralysis
Immunity: Great Thunderclap
Spell: Lesser Mind Blank x2
--------------------------------------------------
Offense Cloak
--------------------------------------------------
Strength +5
Spell: Bull's Strength x2
--------------------------------------------------
Mage Cloak
--------------------------------------------------
Intelligence +1
Charisma +1
Concentration +8
Spellcraft +8
Perform +9
--------------------------------------------------
Spell Resistance Cloak
--------------------------------------------------
Immunity: Level/Ability Drain
Spell Resistance: 20
Spell: Silence x2
---------------------------------------------------
Scout Cloak
---------------------------------------------------
Listen +10
Spot +10
Spell: Freedom of Movement x1
Spell: See Invisibility x2
---------------------------------------------------
Spy Cloak
---------------------------------------------------
Hide +17
Move silently +17
Open Locks +10
Spell: Darkness x2
---------------------------------------------------
Dispel Cloak
---------------------------------------------------
Spell: Dismissal x2
Spell: Greater Dispelling x2
Dispel Wand:
Spell: Mordenkainen's Disjunction x2
==============================
Armor
==============================
>Regular Armors: AC +5
>Clothes: AC +3
+Skill Parry: +5
+Skill Disable Traps: +5
+Skill Set Traps: +5
+Pick Pockets: +5
>Mage Robe: AC +3
+Bard Spell Slot: Level 1
+Wizard Spell Slot: Level 1
+Sorcerer Spell Slot: Level 1
+Skill Concentration: +4
+Skill: Spell Craft +5
>ChainMail: Damage Resistance: Slash 5/-
>HalfPlate: Damage Resistance: Bludg 5/-
>Leather: Damage Resistance Pierc 5/-
>Chain Shirt: Dexterity +2
>SplintMail: Dexterity +2
>Padded: Dexterity +2
>Shields: AC +4 (Not stacking with RDD/Song AC)
===================================
Restrictions
===================================
- Palemaster can not select heavy armor
==================================
NWKnights Default Equipment:
==================================
NWKnights Belt:
---------------------
>AC +4 (+2 with Expertise, 0 with Imp-Exp)
>Constitution +4 (+5 with expertise)
>Save vs Mind Effecting: +3
>Skill Discipline: +12
----------------------
NWKnights Boots:
----------------------
>Immunity: Death Magic
>Save Universal: +5
>Skill Discipline: +5
================================
Class/Race Special Rings & Amulets:
================================
Half-Elf Ring:
------------------
>Dex +1
>Con -1
>All Skills +1
---------------------------------
Legacy Warriors Amulet:
---------------------------------
(Barbarian/Fighter/Ranger)
(Level 15 & No expension levels)
>AC +2
>Str +2
>Con +2
============================
Weapons
============================
Weapons are distributed by alignment, Evil and Good will recieve specific alignment weapons, Neutral will recieve default faction weapons.
-------------------------
Evil/Good Weapons:
-------------------------
>Damage: 1d6 (Type Dam)
>Damage vs Good/Evil: 1D10 (Type Dam)
>Enhancement: +1
>Enhancement vs Good: +2
>Range/Throw : EB vs Good/Evil: +2
>Range: Damage 1d4 (Type Dam)
>Range: Damage vs G/E 1d8 (TD)
(Enhancements do not Stack)
---------------------
Neutral Weapons:
----------------------
>Damage: 1d6 (Type Dam)
>Damage vs Neutral: 1D10 (Type Dam)
>Attack Bonus: +1
>Attack Bonus vs Neutral: +2
>Range/Throw : AB vs Neutral: +2
>Range: Damage 1d4 (Type Dam)
>Range: Damage vs Neutral 1d8 (TD)
(Attack Bonuses do not Stack)
----------
General:
----------
>CrossBows: +5 Might
>Bard Staff: +Spell Slot: Levels 0-6
>Wizard Staff: +Spell Slot: Levels 0-8
>Sorcerer Staff: +Spell Slot: Levels 0-8
===================================
Restrictions
===================================
- Monks can not select Bows and Crossbows
Touri