 bbloom Posts 1548
|
Greater Invocations
Eldritch Cone DC Modified 833, nw_s0_ieldcone, 113234
Before: 30-ft cone; reflex save for half.
RoT Modified: Increase range to at least 60 feet.
Bewitching Blast DC Modified 830, nw_s0_ibewiblst, 113231
Before: Target takes eldritch blast damage and must succeed on a Will save or be confused* for 1 round
RoT Modified: Target takes eldritch blast damage and must succeed on a Will save or be confused* for 2 rounds, +1 round/5 caster levels +3 rounds per Epic Relevel.
Hindering Blast DC Modified 1130, nx_s0_ihndblst, 196052
Before: Target takes eldritch blast damage and must succeed on a Will save or become slowed.
RoT Modified: Target takes eldritch blast damage and must succeed on a Will save or be slowed for 2 rounds, +1 round/5 caster levels + 1 round per Epic Relevel. Target speed is reduced by and additional 5% per Epic Relevel.
Noxious Blast DC Modified 834, nw_s0_inoxiblst, 113235
Before: Target takes eldritch blast damage and must make a Fortitude save or be dazed for 10 rounds.
RoT Modified: Target takes eldritch blast damage and must make a Fortitude save or be dazed for 10 rounds + 1 round for each Epic Relevel.
Vitriolic Blast 836, nw_s0_ivitrblst, 113237
Before: Eldritch blast does acid damage that is not subject to spell resistance, plus 2d6 non-stackable (? check stackability, please) acid damage for 1 round/5 caster levels. (Note: unlike with Brimstone Blast, there appears to be no save vs. continuing damage with this invocation)
RoT Modified: Continuing damage 2d6 acid damage, +1d6 per five levels over 11. You gain an additional 5 points of acid damage per Epic Relevel per round.
Tenacious Plague Kaedrin Modified 835, nw_s0_itenplage, 16793531
Before: Complex, buggy, poorly-implemented system of swarms independently do 2d6 damage, and cannot hit ACs above 25.
RoT Modified: A swarm affects a large area, doing 1/2 piercing damage and 1/2 magical damage. Because the swarm is a summoned group of (magical) creatures, spell resistance does not apply. The swarm does 1d6 points of damage per round per 3 caster levels, and lasts 2 rounds, +1 round / 5 caster levels. No saving throw applies. You gain 1d10 of magic damage for each Epic Relevel.
Wall of Perilous Flame Kaedrin Modified 837, nw_s0_iwallflam, 16793292
Before (latest Kaedrin's content): A short wall deals half fire and half magical damage equal to 2d6 + Caster Level (max +20) damage, and double this to undead. Duration 1 round/caster level.
RoT Modified: Removed damage cap. Damage equals the caster's level + CHA bonus +2d6. No saving throw applies. 1d10 of bonus damage per Epic Relevel.
Note from Xix: This spell is difficult to use in offensive manner, but well-suited to a party of adventurers planning a battle. As such, it should have a high minimum damage, to reward group-play. If a warlock uses it offensively, is likely to only affect foes for one round, since they will move to avoid continuing damage.
Chilling Tentacles DC Modified 831, nw_s0_ichiltent, 113232
Before: (latest Kaedrin's content) 1d4 attacks per target that enter large area. Attack roll of d20 + caster level + 4. Damage of 1d6+4 bludgeoning per hit. Grapple attempt on each hit (check that - I think it is once per round for targets in the area) at d20 + caster level + 8 vs the targets BAB + strength modifier + d20. Fortitude save, or take 2d6 cold damage.
Notes: Matt/Kaedrin clearly put a lot of effort into this spell, but it looks to me like when the spell is active, any time targets are in the area of effect, the spell is going to consume the same amount of CPU resources as it would for between 1 and 4 player characters. If all four tentacles hit, the server has to make a lot of calculations each round. Kaedrin's website has "grapple" in the description, but I think that's pen-and-paper term; it may not apply to NWN2; the game may just apply the paralyzed trait to that target for each round it is affected. I suggest re-writing the invocation so that it just does damage and has a chance to grapple, and not worry about all the calculations. If the warlock can only have one instance active, that seems fair.
RoT Modified: Each round, field of tentacles does 1d6 + invoker's charisma bonus x 2 in bludgeoning damage to all targets within, plus 2d6 cold damage. Chance of target being grappled is a percentage equal to 5 + caster's level + charisma bonus. The grapple effect is re-rolled every round for affected targets. No spell resistance applies, since the invocation opens a small portal to a frigid Abyssal realm full of demonic tentacles. Duration is 1 round per invoker level. Cold damage increases to 2d6+3 per round; +5% to grapple chance success. Cold damage increases to 1d6+3 and +10% to grapple chance success for each Epic Relevel attained.
Hellrime Blast DC Modified 826, nw_s0_ihellblst, 113227
Before: Blast deals cold damage and target must make Fortitude save or take -2 penalty to DEX for 10 rounds.
RoT Modified: Blast deals cold damage and target must make Fortitude save or take -4 penalty to DEX 10 rounds, +1 round / 5 caster levels. For each Epic Relevel you gain an additional -2 to DEX and 1 round in spell duration
-------------------------- Phase 2 Work - The following won't be apart of initial roll out. --------------------------
And finally, an invocations that is not in the game, but might be one day...
(If you want to use these, let me know, and I'll create spell icons for them. They need to be TGA files, right?)
Xix's Polyelemental Peril
Spell level: Innate level: 6, Warlock: Greater
Components: None
Range: Medium
Target/Area: Large
Duration: 3 rounds, +1 round/5 levels
Save: None
Spell resistance: None This invocation causes 1d8 fire, electricity, cold, acid, and sonic damage to all foes in its area of effect at invoker levels 11-20 (averages to about 24 damage per round, if foes have no resistances -- but many foes have resistances at this level). At levels 21-30, it improves to 2d6. The invocation conjures these energies from the elemental planes and demi-planes, and as a result, spell resistance does not apply.
ER1: +1 to all damage types; +1 round duration
ER2: +2 to all damage types; +2 round duration
ER3: +3 to all damage types; +3 round duration
etc.
Note: In addition to creating a hazardous area for enemies, or creating a defended area for ranged party members to fight from, this invocation is a quick way for a warlock to determine the resistances or vulnerabilities of foes to various elemental types. The damage is not particularly high, but it gives the invoker and his party some idea of how to fight foes more effectively. Naturally, this invocation suggests the need for two others:
Xix's Polyenergetic Peril
Spell level: Innate level: 6, Warlock: Greater
Components: None
Range: Medium
Target/Area: Large
Duration: 3 rounds, +1 round/5 levels
Save: None
Spell resistance: None This invocation causes 1d10 positive, negative, divine, and magic damage to all foes in its area of effect at invoker levels 11-20 (averages to about 24 damage per round, if foes have no resistances -- but some foes have resistances at this level). At levels 21-30, it improves to 2d8. The invocation conjures these energies from the positive, negative, and astral, planes and deities' demi-planes, and as a result, spell resistance does not apply.
ER1: +1 to all damage types; +1 round duration
ER2: +2 to all damage types; +2 round duration
ER3: +3 to all damage types; +3 round duration
etc. Xix's Polyphysical Peril
Spell level: Innate level: 6, Warlock: Greater
Components: None
Range: Medium
Target/Area: Large
Duration: 3 rounds, +1 round/5 levels
Save: None
Spell resistance: None This invocation causes a number of rapidly-moving weapons of force to manifest and attack -- a spear, scimitar, and hammer. The invocation does 2d6+1 piercing, slashing, and bludgeoning damage to all foes in its area of effect at invoker levels 11-20 (averages to about 21 damage per round, if foes have no resistances -- but some foes have resistances at this level). At levels 21-30, it improves to 2d8. The invocation conjures the weapons of force from the astral planes, and as a result, spell resistance does not apply.
ER1: +2 to all damage types; +1 round duration
ER2: +4 to all damage types; +2 round duration
ER3: +6 to all damage types; +3 round duration
etc. edited by bbloom on 2/4/2012 edited by bbloom on 2/4/2012 edited by bbloom on 2/4/2012 edited by bbloom on 2/4/2012 edited by bbloom on 2/4/2012
-- Brian S. Bloom Realms of Trinity Executive Producer Neverwinter Nights Podcast Host Area Developer & Scripter
|