This may be a shot in the dark since the last post was over a year ago in this thread, but I got something to help with that maybe...
To the creator of this fun mod: Was it your intention to make the bandit leaders have magic abilities? I'm assuming no, since it makes them ridiculously more powerful than the high end mages and at quite a bargain to boot.
Now, if Spirokeat isn't around to answer and make the change, I tried myself looking in the DM to see if I could find what was wrong but couldn't. I'll copy/paste the code here for others to look at and see if it is something unintentionally coded or perhaps a conflict? Though if a conflict, why is everything else normal on the unit except for the magic abilities? I dunno, here is said code for Bandit Leader:
#newmonster 2011
#spr1 "./shogun/banditleader1.tga"
#spr2 "./shogun/banditleader2.tga"
#name "Bandit Leader"
#descr "Bandit leaders are lawless villains who live in the wilderness of Shinuyama
and are controlled and influenced by the would be Shoguns of the Dark.
Less well equiped than their counterparts in other clans they are
under strict orders to leave the dead as they fall for reasons
many do not wish to think about."
#ap 12
#mapmove 2
#hp 15
#prot 0
#size 2
#str 10
#enc 1
#att 11
#def 10
#prec 11
#mr 10
#mor 12
#eyes 2
#gcost 60
#rcost 5
#itemslots 15494
#okleader
#nametype 133
#armor "Chain Mail Cuirass"
#armor "Iron Cap"
#weapon "Chokuto longsword"
#end
I don't even see how this unit has magic, yet they do.