Warlocks are arcane-style casters with usually lower damage but unlimited castings of their invocations. They don't know many however.
Overhaul Warlock
| Level | Ability | Notes/Implementation | Least Invocations | Lesser | Greater | Dark |
|---|---|---|---|---|---|---|
| 1 | Eldritch Blast 1d6 | Eldritch Blast is a cantrip so always selected | 1 | |||
| 2 | Detect Magic | Could implement as a proper spell (and this just be a feat usable version). NWN2 added skill points to Spellcraft and Lore instead. | 2 | |||
| 3 | Damage Reduction 1/- Eldritch Blast 2d6 | Barbarian damage reduction | 2 | |||
| 4 | Skill Focus: Use Magic Device | Was Deceive item for easier UMD checks. NWN2 instead added UMD skill points. Could do either (the latter with Skill Focus as a free feat) | 3 | |||
| 5 | Eldritch blast 3d6 | 3 | ||||
| 6 | 3 | 1 | ||||
| 7 | Damage reduction 2/- Eldritch blast 4d6 | 3 | 1 | |||
| 8 | Fiendish resilience 1 | Basically regeneration (1) for 20 rounds | 3 | 2 | ||
| 9 | Eldritch blast 5d6 | 3 | 2 | |||
| 10 | Energy resistance 5 | Choice of 1 Energy Resistance feat as a bonus feat | 3 | 3 | ||
| 11 | Damage reduction 3/- Eldritch blast 6d6 | 3 | 3 | 1 | ||
| 12 | Imbue item | Item Creation related, leave out until revamped | 3 | 3 | 1 | |
| 13 | Fiendish resilience 2 | 3 | 3 | 2 | ||
| 14 | Eldritch blast 7d6 | 3 | 3 | 2 | ||
| 15 | Damage reduction 4/- | 3 | 3 | 3 | ||
| 16 | 3 | 3 | 3 | 1 | ||
| 17 | Eldritch blast 8d6 | 3 | 3 | 3 | 1 | |
| 18 | Fiendish resilience 5 | 3 | 3 | 3 | 2 | |
| 19 | 3 | 3 | 3 | 2 | ||
| 20 | Eldritch blast 9d6 Energy resistance 10 | Another 1 Energy Resistance feat. Should be same again for 10/- resistance instead of 5/- resistance but Epic Energy Resistance won't be allowed. Yet. | 3 | 3 | 3 | 3 |
| 21+ | Epic Warlock | As Epic Warlock | 3 | 3 | 3 | 3 |
Warlocks are born of a supernatural bloodline, and seeks to master the perilous magic that suffuses his soul. Unlike sorcerers or wizards, who approach arcane magic through the medium of spells, a warlock invokes powerful magic through nothing more than an effort of will. By harnessing his innate magical gift through fearsome determination and force of will, a warlock can perform feats of supernatural stealth, beguile the weak-minded, or scour his foes with blasts of eldritch power. A warlock serves much the same role in an adventuring party as a sorcerer or wizard would. He is much more limited in his abilities compared to the spell selection of spellcasters, and he must rely on his eldritch blast in place of the spell power of an arcane caster. Like a bard, he often fits best in a party that already has another spellcaster or two, since his unique abilities provide him with little magic to use for his companions' benefit. WARNING: To cast a invocation, a warlock must have a Charisma score of 10 + the spell's level. For example, to cast a 3rd-level invocation, a warlock must have a Charisma of 13. - Alignment Restrictions: Chaotic or Evil only. - Hit Die: d6. - Proficiencies: Proficient with simple weapons and light armor. Warlocks are not proficient with shields. - Skill Points (*4 at 1st level): 2 + Int Modifier. - Class Skills: Bluff, Concentration, Craft Armor, Craft Trap, Craft Weapon, Intimidate, Heal, Lore, Spellcraft, Use Magic Device. - Primary saving throw(s): Will. - Base attack bonus: Medium (+3/4 per level). - Spellcasting: Arcane (Charisma-based, unlimited invocations per day, spell failure from armor is a factor); warlocks begin the game knowing Eldritch Blast. ABILITIES: 1: Eldritch Blast - Starting at 1d6 damage, this basic ranged touch attack may be augmented by one Eldritch Essence and one Eldritch Blast Shape if chosen as invocations. 2: Detect Magic - As the spell, unlimited uses per day 3: Damage Reduction 1/- - Does not stack with a Barbarians damage reduction Eldritch Blast 2d6 4: Skill Focus: Use Magic Device 5: Eldritch blast 3d6 7: Damage reduction 2/- Eldritch blast 4d6 8: Fiendish resilience 1 - Regenerate 1 HP/round for 20 rounds once per day. 9: Eldritch blast 5d6 10: Energy resistance - Choose a bonus Energy Resistance feat 11: Damage reduction 3/- Eldritch blast 6d6 13: Fiendish resilience 2 - Regenerate 2 HP/round for 20 rounds once per day. 14: Eldritch blast 7d6 15: Damage reduction 4/- 17: Eldritch blast 8d6 18: Fiendish resilience 5 - Regenerate 5 HP/round for 20 rounds once per day. 20: Eldritch blast 9d6 Energy resistance - Choose a bonus Energy Resistance feat EPIC LEVELS: Your supernatural abilities have transformed you into a powerful epic warlock. Your soul will not be satisfied however, until further power is achieved. Hit Die: d6. Skill Points at Each Additional Level: 2 + Int Modifier. Bonus Feats: The epic warlock gains a bonus feat every three levels after 20th Epic Warlock Bonus Feats List: Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Improved Combat Casting.
Warlock Invocations
This list is being reviewed. Many won't be added.
These are split up by level (least/lesser/greater/dark) and also noted if they are Eldritch Essence that modifies Eldritch Blasts effects, or a Eldritch Blast Shape which alters it's properties. Ones marked as Other are their own, separate invocation.
Source: https://srd.dndtools.org/srd/magic/invocations/classInvocationLists/warlockInvocations.html
ESL is Effective Spell Level. By default the engine treats them as 1/2/3/4 for least/lesser/greater/dark (for the purposes of concentration checks etc.) but the invocation scripts themselves use that spell level for spell immunity and save DC values.
NWN2: The game drastically reduced the durations of many AOE effects. It might be wise to do the same, many of the powerful ones are 3 rounds duration for instance, allowing less stacking. Alternatively any existing ones would go if a new one is cast.
Mechanically we've got them added as a sorcerer-style spellbook with 100 castings per spell (so it doesn't overflow past 255 by accident). This mostly works fine, just makes them act like level 1 through 4 spells in the engine and on the GUI the 100 uses looks a little messy.
The spells themselves are true Spells therefore:
- Attacks of opportunity occur
- Can be counterspelled (not too much of an issue but wish we could set the spell level they're counterspelled at since all are level 4)
- Affected by spell failure (and deafness)
- Affected by Automatic Metamagic feats, which is a bit frustrating but not a massively huge deal
- Counts as a spell for Saving Throw vs. Spells purposes
- Spellcraft needed to identify castings - although Alt Message can override this (we'll leave it as default for now)
If we did them as Creature Powers, instead you get:
- No attacks of opportunity occur
- Cannot be counterspelled
- Not affected by spell failure (and deafness)
- Not affected (mostly) by Automatic Metamagic feats
- Counts as a spell for Saving Throw vs. Spells purposes
- No need for spellcraft to identify casting
The main issue is the lack of Attacks of Opportunity (although Concentration Checks can still occur if damage is timed correctly), which makes the class a lot easier to use in melee combat if the spells are set to creature powers.
Note Arcane Spell Failure is tied to the class, not the spell type, and occurs if the class has AFS enabled so works with both the settings.
Eldritch Blast
| Source | Type | Name | ESL | Full Description | Notes |
|---|---|---|---|---|---|
| CAr | Base | Eldritch Blast | 1+ | A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An eldritch blast is a ray with a medium range. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An eldritch blast is the equivalent of a 1st-level spell. If you apply a blast shape or eldritch essence invocation to your eldritch blast, your eldritch blast uses the level equivalent of the shape or essence. An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock's eldritch blast (because it is a spell-like ability, not a spell). A warlock can use eldritch blast at will. | Essentially the base version is a 20M (Medium) ranged ranged touch attack with spell resistance, cast as if a level 1 spell, doing 1d6 magical damage. |
Least
| Source | Type | Name | ESL | Brief Description | Full Description | Notes |
|---|---|---|---|---|---|---|
| CM | Other | All-Seeing Eyes | 2 | As comprehend languages on written material, bonus on Search and Spot checks. | You gain a supernaturally precise vision of the world around you. You gain a +6 bonus to your Search and Spot skills. All-seeing eyes lasts for 24 hours. | This is easily doable but a bit pants, but I guess has some utility and is only a least invocation. |
| CAr | Other | Baleful Utterance | 2 | Speak word of the Dark Speech and shatter objects as the shatter spell. | You speak a single syllable of the Dark Speech (described in Book of Vile Darkness), affecting an object or area as if by a shatter spell. If a creature is holding or wearing the target of the spell and the target is destroyed, the creature must make a Fortitude save or be dazed for 1 round and deafened for 1 minute by your terrible word. This is a sonic effect. | Don't have shatter as a spell yet so not doing it unless that's added. |
| CAr | Other | Beguiling Influence | 2 | Gain bonus on Bluff, Diplomacy, and Intimidate checks. | You can invoke this ability to beguile and bewitch your foes. You gain a +6 bonus to your Bluff, Persuade, and Intimidate skills for a period of 24 hours. | Easily done and quite useful. |
| CAr | Other | Breath of the Night | 1 | Create a fog cloud as the spell. | A misty cloud of fog spreads in a 20-foot radius around you when you use this invocation, as the spell fog cloud. The fog does not block line of sight, but all creatures in the fog have concealment. A moderate wind or any fire larger than a torch immediately disperses the fog. The fog disperses on its own after 1 minute. | Don't have the fog cloud spell (it's not terrible but basically is some level of concealment in the cloud, 20% melee concealment, 50% ranged concealment) but when added can add this. |
| CM | Other | Call of the Beast | 2 | Speak with animals and influence their behavior. | You gain a rapport with the beasts of the world. You gain the wild empathy ability as a druid of your warlock level and can communicate with animals as if under the effect of speak with animals. This invocation lasts for 24 hours. | Unlikely to implement this |
| City | Other | Cocoon of Refuse | 1 | Subject is entangled by trash and detritus in an area. | You cause various bits of trash and detritus in an area - loose wood, rotting garbage, old clothes, discarded dishes, scraps of parchment, even dead animals - to fly about and latch onto a single target creature. If the target fails a Reflex save, he is entangled. The subject can escape with a successful DC 20 Strength or Discipline check, which can be repeated in every round as a standard action. The invocation ends when the target successfully escapes, or after 1 round per caster level. This invocation requires that the area is artificial, such as a city, so it does not function in natural areas such as the wilderness. Creatures of Huge or larger size are immune to this invocation. | Quite a fun little single target entangle effect. Don't have Escape Artist, closest is probably Discipline. Will make it so it can only be activated in non-natural areas. Would need a fun VFX. Leaving out until had a think about this (plus the balance). |
| CAr | Other | Dark One’s Own Luck | 2 | Gain a luck bonus on one type of saves. | You are favored by the dark powers if you have this invocation. You gain a luck bonus equal to your Charisma bonus (if any) on Fortitude saves, Reflex saves, or Will saves (your choice each time you use this ability) for a period of 24 hours. You can’t apply this ability to two different save types at the same time. This bonus can never exceed your class level. | This is pretty easy, 3 subspells, swap the effects around, 24 hour duration. |
| CAr | Other | Darkness | 2 | Use darkness as the spell. | Use darkness as the spell. | Can just apply Darkness. |
| CAr | Other | Devil’s Sight | 2 | See normally in darkness and magical darkness. | You gain the visual acuity of a devil for 24 hours. You can gain darkvision allowing you to see in the dark, and ultravision allowing you to see through magical darkness. | Can just apply Darkvision plus Ultravision. |
| NWN2 | Essence | Draining Blast | 2 | Target of Eldritch Blast must make Will save or be slowed for 1 round. | In addition to normal eldritch blast damage, the draining blast forces any creature struck to make a Will save or become slowed. Slowed creatures will move at 50% of their current speed. They will also suffer a -2 penalty to armor class, reflex saves, and attack rolls, and will be limited to one attack per round (excluding offhand and bonus attacks). If a creature is slowed who already has a haste effect then it supresses one instance of haste. Multiple slow effects do not have any additional effect but can surpress multiple haste effects. | From NWN2. Looks sensible to add. |
| CAr | Other | Earthen Grasp | 2 | Use earthen grasp as the spell. | You can use earthen grasp as the spell (see page 104). | Meh, not that interesting a invocation in the first place, and hard to sort and would need some pretty decent models/VFX. |
| DrM | Blast | Eldritch Glaive | 2 | Blast becomes a glaive, which uses touch attacks to hit. | Your eldritch blast takes on physical substance, appearing similar to a glaive. You can make a melee touch attacks according to your base attack bonus (eg a 6 BAB allows 2 attacks, 1 at +6 and one at +1). If you hit, your target is affected as if struck by your eldritch blast (including any eldritch essence applied to the blast). | Reasonably easy. |
| CAr | Blast | Eldritch Spear | 2 | Blast range increases to 250 feet. | This blast shape invocation extends your eldritch blast attacks to great distances. Eldritch spear increases the range of an eldritch blast attack to Long range. | Very easy just changes the range. |
| CAr | Other | Entropic Warding | 2 | Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent. | When this invocation is activated, chaotic energies swirl about you, deflecting incoming arrows, rays, and other ranged attacks as entropic shield (20% ranged concealment). | Very easy |
| CAr | Essence | Frightful Blast | 2 | Target must make Will save or become shaken. | This eldritch essence invocation allows you to change your eldritch blast into a frightful blast. Any creature struck by a frightful blast must succeed on a Will save or become shaken for 1 minute. A shaken creature struck by a frightful blast is not affected by the shaken aspect of the blast but takes damage normally. Creatures with immunity to mind-affecting spells and abilities or fear effects cannot be shaken by a frightful blast. | Very easy, unlike NWN2 we'll apply Shaken which is basically the negative effects of Fear. |
| CM | Essence | Hammer Blast | 2 | Eldritch blast deals normal damage to objects. | You transform your eldritch blast into a hammer blast. The blast deals normal damage to objects, rather than half. | I'm not sure we even want to bother with this? |
| CAr | Blast | Hideous Blow | 1 | Melee attack channels eldritch blast. | You invoke your eldritch blast through your melee weapon. The next creature hit by the weapon is affected as if struck by your eldritch blast (including any eldritch essence applied to the blast). The effects will dissipate after 30 seconds. | This should be simplified if we use an On Hit effect applied to the weapon (or item selected the Warlock has), for 30 seconds, nothing else special. Note the "next creature" part may be removed since functionally this doesn't work well in NWN terms unless we make it an instantly cast spell which is all kinds of weird. |
| CAr | Other | Leaps and Bounds | 2 | Gain bonus on Balance, Jump, and Tumble checks. | You invoke this ability to gain amazing agility. You gain a +4 bonus to your Dexterity and a +4 bonus to your Tumble skill for 24 hours. | Very basic. Copied Obsidian and added Dexterity bonus in too (and reduced tumble bonus a little). |
| CAr | Other | Miasmic Cloud | 1 | Create a cloud of mist that grants concealment and fatigues those who enter. | A misty cloud of fog spreads in a medium radius from you when you use this invocation. The fog does not block line of sight, but all creatures in the fog have concealment. Any creature (other than you) that enters the fog must make a Fortitude save or become fatigued. This effect lasts as long as the creature remains within the cloud and for 1 round thereafter. A moderate wind, or any fire larger than a torch, immediately disperses the fog. The fog otherwise lasts for 1 minute. | Basic aoe for fatigue. Medium / 10ft radius. Not hard to do. |
| CM | Other | Otherworldly Whispers | 2 | Gain bonus on Knowledge checks. | You hear whispers in your ears, revealing secrets of the multiverse. You gain a +6 bonus to your Lore and Spellcraft skill for 24 hours. | Very basic. Copied Obsidian and added Spellcraft in too. |
| CAr | Other | See the Unseen | 2 | Gain see invisibility as the spell and darkvision. | When you use this invocation, you can activate great powers of vision, allowing you to see invisible creatures and objects (as see invisibility). You also gain darkvision. | Darkvision and See invisibility. |
| CM | Other | Serpent's Tongue | 2 | Gain the scent ability, +5 bonus on saves against poison. | Your tongue transforms into that of a serpent, you gain a +5 bonus on saves against poison. This invocation lasts for 24 hours. | +5 save vs. Poison is basic. Immunity would be better but whatevs. |
| CAr | Essence | Sickening Blast | 2 | Target must make Fortitude save or become sickened. | This eldritch essence invocation allows you to change your eldritch blast into a sickening blast. Any living creature struck by a sickening blast must make a Fortitude save or become sickened for 1 minute. A sickened creature struck by a second sickening blast is not affected by the sickening aspect of the blast but still takes damage normally. | Sickened is this: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Kinda doom-like. Just can't stack. |
| CM | Other | Soulreaving Aura | 2 | As reaving aura, plus gain temporary hit points if nearby creature dies. | You can use reaving aura as the spell (see page 114). In addition to the normal effect, if any creature within 10 feet of you dies, you gain temporary hit points equal to its HD (maximum 10) for 1 round. | It's...quite difficult to do this and all enemy NPCs just die anyway. |
| CAr | Other | Spiderwalk | 2 | Gain spider climb as the spell and you are immune to webs. | You can grant yourself the ability to spider climb (as the spell) with a duration of 24 hours. While this invocation is in effect, you are unaffected by webs (either mundane or magical). | Nah |
| CAr | Other | Summon Swarm | 2 | Use summon swarm as the spell. | You can use summon swarm as the spell with this invocation. Unlike the spell, this invocation has a duration of concentration instead of concentration + 2 rounds. | Probably not bother |
| CM | Other | Swimming the Styx | 2 | Gain swim speed and ability to breathe water. | By channeling the fiendish and infamous river, you become an aquatic creature. Your hands and feet become slightly webbed, granting you a swim speed equal to your base land speed (and all other benefits derived from a swim speed, including a +8 racial bonus on Swim checks; see MM 311). You gain the ability to breathe water as well as air. This invocation lasts for 24 hours. | Nah |
Lesser
| Source | Type | Name | ESL | Brief Description | Full Description | Notes | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| CAr | Essence | Beshadowed Blast | 4 | Target must make Fortitude save or become blind for 1 round. | This eldritch essence invocation allows you to change your eldritch blast into a beshadowed blast. Any living creature struck by a beshadowed blast must succeed on a Fortitude save or be blinded for 1 round. | Easy to do | ||||||||||
| CAr | Essence | Brimstone Blast | 3 | Blast deals fire damage and target must make Reflex save or catch fire. | This eldritch essence invocation allows you to change your eldritch blast into a brimstone blast. A brimstone blast deals fire damage. Any creature struck by a brimstone blast must succeed on a Reflex save or catch on fire, taking 2d6 points of fire damage per round until it makes a reflex save to extinguish the flames or the duration expires. The fire damage persists for 1 round per five class levels you have up to a maximum of 4 rounds at level 20. For example, a 15th-level warlock deals 2d6 points of fire damage for 3 rounds after the initial brimstone blast attack. A creature burning in this way never takes more than 2d6 points of fire damage in a round, even if it has been hit by more than one brimstone blast. | Easy to do. The "full round to extinguish" is changed to additional reflex saves similar to other NWN spells. | ||||||||||
| CAr | Essence | Hellrime Blast | 4 | Blast deals cold damage and target must make Fortitude save or take -2 penalty to Dexterity. | This eldritch essence invocation allows you to change your eldritch blast into a hellrime blast. A hellrime blast deals cold damage. Any creature struck by the attack must make a Fortitude save or take a –4 penalty to Dexterity for 10 minutes. The Dexterity penalties from multiple hellrime blasts do not stack. | Easy to do | ||||||||||
| CAr | Blast | Eldritch Chain | 4 | Blast jumps from initial target to secondary targets. | This blast shape invocation allows you to improve your eldritch blast by turning it into an arc of energy that “jumps” from the first target to others. An eldritch chain can jump to one or more secondary targets within 30 feet of the first target, allowing you to make additional ranged touch attacks and deal damage to the secondary targets if you hit. You can “jump” the chain to one secondary target per five caster levels, so you can strike two additional targets at 10th level, three additional targets at 15th level, and four additional targets at 20th level. Each new target must be within 30 feet of the previous one, and you can’t target the same creature more than once with the eldritch chain. If you miss any target in the chain, the eldritch chain attack ends there. Each target struck after the first takes half the damage dealt to the first target. This reduction in damage to secondary targets applies to any effect that increases the damage of your eldritch blast (such as vitriolic blast). You must make a separate spell penetration check for each target, if applicable. | Need to revamp description but entirely doable. | ||||||||||
| CAr | Other | Charm | 4 | Cause a single creature to regard you as a friend. | You can beguile a single creature. The creature must succeed on a Will save or instantly come to regard you as its comrade. Other than these differences, this ability works as the charm monster spell. | Easy to do | ||||||||||
| CAr | Other | Curse of Despair | 4 | Curse one creature as the bestow curse spell, or hinder their attacks. | You can use this invocation to bestow a curse upon a touched opponent (as bestow curse). Even if the save against this ability succeeds, the creature takes a -1 penalty on attack rolls for 1 minute. | Easy to do needs the subspells | ||||||||||
| CAr | Other | The Dead Walk | 4 | Create undead as the animate dead spell. | This works as animate dead and summons forth an undead minion. The type of undead summoned is dependent upon the caster level. caster level - summon 1 to 5 - tyrantfog zombie 6 to 9 - skeletal warrior 10+ - skeletal chieftain | Could have a low duration animate dead summon spell. NWN2 made it 1 hour/level. | ||||||||||
| CAr | Other | Fell flight | 3 | Gain a fly speed with good maneuverability. | When you use this invocation, the powers of darkness bear you aloft as you sprout a streaming, winglike cape of shadows. You can fly at a speed equal to your land speed with good maneuverability for 24 hours. | Nah | ||||||||||
| CAr | Other | Flee the Scene | 4 | Use short-range dimension door as the spell, and leave behind a major image. | You can use dimension door as a spell-like ability, although the range is limited to short (25 ft. + 5 ft./2 levels). When you use this ability, you leave behind a major image of yourself in your place that lasts for 1 round. The image reacts appropriately to attacks as if you were concentrating on it. | Nah until we figure out teleports | ||||||||||
| CAr | Other | Hungry Darkness | 3 | Create shadows filled with a swarm of bats. | All creatures within the area of effect are shrouded in a haze of darkness which blinds all within it (and makes them invisible to those outside of the darkness). The magical darkness can only be pierced using Ultravision or True Seeing. Additionally the area is filled with summoned bat swarms that attack all creatures inside the darkness, except you. These attacks bypass spell resistance and do 1d6 points of magical damage, and creatures must succeed on a DC 11 fortitude save or be nauseated for 1 round. This spell requires concentration to maintain, attacking or casting spells or doing complex actions stops the spell after 2 more rounds. | This is basically tuned down a little from 3.5E bat swarms - bats usually added a wounding effect on top of the damage, the damage is untyped so making it magical to compensate. Still seems "powerful". | ||||||||||
| CAr | Other | Stony Grasp | 3 | Use stony grasp as the spell. | You can use stony grasp (see page 124) as the spell. | Nah like Earthen Grasp | ||||||||||
| CAr | Other | Voidsense | 4 | Gain blindsense 30 feet. | You can sharpen your hearing and sight when you use this invocation, gaining blindsense out to 30 feet for 24 hours. | Blindsight feats currently can't be applied dynamically (only on levelup or down) so a bit annoying can't do this. Maybe if EffectVision is properly added. | ||||||||||
| CAr | Other | Voracious Dispelling | 4 | Use dispel magic as the spell, causing damage to creatures whose effects are dispelled. | You can use dispel magic as the spell. Any creature with an active spell effect dispelled by this invocation takes 1 point of damage per level of the spell effect (no save). This spell cannot be used for Counterspell (since Warlocks cannot counterspell). This spell attempts to strip all magical effects from a single target. It can also target a group of creatures, attempting to remove the most powerful spell effect from each creature. To remove an effect, the caster makes a dispel check of 1d20 +1 per caster level (to a maximum of +10) against a DC of 11 + the spell effect's caster level. | Easy to do, we can check spells before and after to check what effect link IDs are removed, and do damage. Also notably this can't be used to counterspell, which is great. | ||||||||||
| CAr | Other | Walk Unseen | 2 | Use invisibility (self only) as the spell. | You gain the ability to fade from view. You can use invisibility (self only), except the duration is 24 hours. | Easy to do | ||||||||||
| CAr | Other | Wall of Gloom | 2 | Use wall of gloom as the spell. | You can use wall of gloom (see page 129) as the spell. | Unlikely - doing "cannot see through a new wall but can walk through it" is difficult in NWN at best and awful to play (and breaks the AI) at worst | ||||||||||
| City | Other | Thieves’ Bane | 3 | As hold portal, plus the portal explodes for 5d6 damage when forced open. | So named for the people who most commonly suffer its effects, this invocation allows you to make a deadly trap of an ordinary door. You can produce a hold portal effect, as the spell. In addition, should anyone other than you open the ensorceled portal from the outside by any means (including knock or dispel magic spells) before the spell’s duration expires, the portal (or a large portion thereof) instantly explodes outward, dealing 5d6 points of damage to all within 20 feet of the door on that side. Creatures standing on the inside of the door are unaffected. Each creature but the one that triggered the effect (assuming it was standing in front of the door) can attempt a Reflex save for half damage. Spell resistance does not apply to the damage caused by this effect. | Nah unless we simply add a trap to the given door that explodes. Doing this an unlimited amount of times doesn't sound abusable at all... | ||||||||||
| CM | Essence | Baneful Blast | 3 | Eldritch blast deals extra damage against specified creature type. | You transform your eldritch blast into a baneful blast. This blast deals an extra 2d6 points of damage against creatures of a specific type. You must select the creature type when you first gain this invocation, and you can’t later change your mind (though you can take this invocation more than once, choosing a new creature type each time). You choose your creature type from the categories offered for a ranger’s favored enemy (PH 47), including a subtype if you choose humanoid or outsider. | Yeah can do this, can create a load of racial type based variants. Not the worst thing in the world. Just a bit of extra damage. NOTE: Not added yet since adding so many spells for alpha testing isn't fun. | ||||||||||
| CM | Other | Cold Comfort | 2 | You and nearby allies protected by endure elements. | Your unnatural aura renders you partly immune to the ravages of the environment. You remain cool in hot weather and warm in cold weather, as the spell endure elements. Additionally, you radiate a small aura of warmth or cold; allies within 30 feet of you also benefit from this effect. This invocation lasts for 24 hours. | Review: Endure Elements in NWN is much stronger (damage resistance) but we could do this but it is unlimited castings (of allies too) so quite powerful then. | ||||||||||
| CM | Other | Crawling Eye | 3 | Your eye leaves your head and grows spidery legs, enabling it to scout for you. | One of your eyes leaves your head and sprouts spidery legs. You can see through the eye no matter where it goes, so you can use it to scout or spy. The eye can’t crawl of its own volition, but you can direct it to move or climb up to 20 feet as a move action. Its Climb modifier is equal to your warlock level +8. You can direct a crawling eye in your space to climb back into your eye socket as a move action. When you use this invocation, your current and full normal hit point totals are reduced by 2 for as long as the eye is detached. The eye is considered a Fine creature with AC 20 and 2 hit points. Its Hide and Move Silently modifiers are equal to your warlock level. For all other purposes, its statistics are equal to yours. You can’t cast most invocations or spells through the eye, but any spells or invocations that affect your sense of sight—such as devil’s sight, all-seeing eyes, or detect magic— function through the eye as though it was still attached. If your crawling eye is destroyed, you are dazzled for 1d4 hours, during which time the eye regrows. (If you normally have only one eye, you are blinded instead). At the end of this period, you regain the 2 lost hit points, and the dazzled condition ends. Only one of your eyes can be used for crawling eye at any time; if your crawling eye is destroyed, you can’t use this invocation again until your eye regrows. | Possible if we code up some very specific stuff, but it's difficult to do LOS without possessing an actual creature. | ||||||||||
| CM | Other | Disembodied Hand | 4 | Detach one of your hands and send it forth to manipulate objects or attack. | One of your hands drops off at the wrist and floats in the air. You can use the hand in all ways as if it were still attached—manipulating items, delivering attacks with a light or one-handed weapon, or even delivering a touch attack with a spell or invocation that you cast before it detaches. However, it requires you to expend the same action that would have been required—picking up an item takes a move action, making an attack takes a standard action, and so forth. The hand flies rather than crawls, but it can’t move on its own. You can move the hand up to 30 feet through the air as a move action. You can direct a disembodied hand in your space to reattach to your arm as a move action. When you use this invocation, your current and full normal hit point totals are reduced by 5 for as long as the hand is detached. The hand is considered a Diminutive creature with AC 20 and 5 hit points. Its Hide and Move Silently modifiers are equal to your warlock level. For all other purposes, its statistics are equal to yours. If your disembodied hand is destroyed, it regrows in 1d4 hours. At the end of this period, you regain the 5 lost hit points. Only one of your hands can be used for disembodied hand at any time; if your disembodied hand is destroyed, you can’t use this invocation again until your hand regrows. | Possible if we code up some very specific stuff, but it's difficult to do LOS without possessing an actual creature. | ||||||||||
| CM | Other | Mask of Flesh | 3 | Touch attack imposes 1d6 Cha penalty and transforms you to look like target. | Make a touch attack against a living creature of your size category. If you succeed, your physical appearance (including garb) changes to match his, as disguise self. In addition, when you use this invocation you can choose to bestow a -1d6 penalty to the touched creature’s Charisma score. This penalty can’t reduce the creature’s Charisma below 1. A successful Will save by the target negates both effects. A creature that successfully saves can’t be affected by your mask of flesh for 24 hours. Both effects last for 1 hour per warlock level; if you dismiss the invocation, both effects end. | Nah for the disguise self stuff | ||||||||||
| CM | Other | Relentless Dispelling | 4 | As targeted dispel magic, with additional targeted dispel magic the next turn. | You can use the targeted version of dispel magic, as the spell. The round after you use this invocation, the target of the effect is subjected to another targeted dispel magic at the start of your turn (with no additional action required on your part). This spell cannot be used for Counterspell (since Warlocks cannot counterspell). This spell attempts to strip all magical effects from a single target. To remove an effect, the caster makes a dispel check of 1d20 +1 per caster level (to a maximum of +10) against a DC of 11 + the spell effect's caster level. | Can be done easily with EffectRunScript or DelayCommand. Again can't be used to counterspell so that's good. | ||||||||||
| CM | Other | Witchwood Step | 3 | Walk on water and move through some obstacles unimpeded. | Your footsteps become supernaturally sure and supportive. Your movement is unaffected by undergrowth or rubble of any kind, and you are immune to being entangled. You can even walk on water, as the water walk spell. This invocation lasts for 24 hours. | Nah | ||||||||||
| DrM | Essence | Deteriorating Blast | 4 | Blast lowers damage reduction of target. | This eldritch essence invocation allows you to change your eldritch blast into a deteriorating blast. Any creature struck by a deteriorating blast must succeed on a Fortitude save or have its damage reduction lowered by 5 for 1 minute. If the target has more than one type of damage reduction, this effect applies to all of them. Multiple uses of this essence don’t stack; instead, the new duration replaces the old one. | Not got a way of doing this effect in NWN | ||||||||||
| DrM | Other | Dread Seizure | 4 | Target moves at half speed and has a -5 penalty to attacks. | You speak a word that sends wracking pain through the limbs of a single target creature within a medium range. Though these seizures are not powerful enough to immobilize the creature, they do reduce its speed by 30% and their attack by -3. This effect lasts for 3 rounds; a successful Fortitude save negates the effect. | Basically did the version NWN2 has which is 30% reduction and -3 to hit. Won't stack since we'll remove previous castings. | ||||||||||
| DrM | Other | Ignore the Pyre | 4 | Gain resistance to any energy type equal to your caster level. | When you use this invocation, you gain remarkable resilience to any one energy type (acid, cold, electricity, fire, or sonic). For 24 hours, you gain resistance equal to your invocation caster level against the energy type of your choice. If you use this invocation a second time before the duration of the first expires, the new resistance and duration replace the old one. | Really easy to do, and will keep the "choose a type" since it's super easy to cast again. | ||||||||||
| DrM | Other | Weighty Utterance | 4 | Flying creature falls to ground. | You speak a word of the Dark Speech (Book of Vile Darkness 47), causing one flying creature to be forced downward suddenly. You can affect a single target creature within 60 feet. The target must make a Will save or fall 5 feet per caster level. A creature that is forced to the ground as a result of this invocation takes 1d6 points of damage per 10 feet traveled and cannot fly again for 1 round. | Nah | ||||||||||
| DotU | Other | Spider-Shape | 3 | Take the form of a fiendish spider. | You can transform yourself into the form of a Small or Medium fiendish monstrous spider. The available range of sizes you can assume increases as your caster level increases.
This invocation is a polymorph effect. It lasts for a number of hours equal to your caster level, or until you choose to end it. | Need to rewrite description with new polymorphs. NWN at least has tons of spiders! Suggest this is doable and we can just do better spider types as the levels increase (more stats, different on hit attacks, etc.). Entirely doable though. | ||||||||||
| DotU | Other | Sudden Swarm | 4 | Creature killed by eldritch blast explodes into spiders. | When you kill a living creature with one of your invocations (including eldritch blast), a swarm of spiders bursts from the corpse. This swarm has the same statistics as a normal spider swarm (MM 239), except that you add your warlock level to its hit points and the save DC for its poison. The swarm is entirely under your mental control, and fights as you direct it. Commanding the swarm is a free action. The swarm remains for a number of rounds equal to your caster level or until it is destroyed. The swarm can take only a standard action in the round when it emerges. At any given time, you can control only one of these swarms. If you slay a second creature when a previous swarm is still active, you can choose either to create a second swarm (in which case the first disappears) or to leave the first swarm active and not create a second one. Sudden swarm lasts for 24 hours or until its effect is triggered. | Nah unless we add a tiny spider swarm, which won't be fun in NWN anyway. Could spawn a small spider instead perhaps. |
Greater
| Source | Type | Name | ESL | Brief Description | Full Description | Notes |
|---|---|---|---|---|---|---|
| CAr | Essence | Bewitching Blast | 4 | Target must make Will save or be confused for 1 round. | This eldritch essence invocation allows you to change your eldritch blast into a bewitching blast. Any creature struck by a bewitching blast must succeed on a Will save or be confused for 1 round in addition to the normal damage from the blast. This is a mind-influencing effect. | Easy to do |
| CAr | Essence | Noxious Blast | 5 | Target must make Fortitude save or be nauseated. | This eldritch essence invocation allows you to change your eldritch blast into a noxious blast. Any creature struck by a noxious blast must make a Fortitude save or be nauseated for 1 minute. Nauseated creatures cannot attack, cast spells but can walk around. | Easy to do, can do Nauseated by reusing Dazed with immunity bypass. |
| CAr | Essence | Repelling Blast | 6 | Target must make Reflex save or be knocked back. | This eldritch essence invocation allows you to change your eldritch blast into a repelling blast. Any Medium or smaller creature struck by a repelling blast must make a Reflex save or be knocked prone by the energy of the attack. | Easy to do, Swapped to just knockdown, no movement. |
| CAr | Essence | Vitriolic Blast | 6 | Blast ignores spell resistance and deals acid damage for several rounds. | This eldritch essence invocation allows you to change your eldritch blast into a vitriolic blast. A vitriolic blast deals acid damage, and it is formed from conjured acid, making it different from other eldritch essences because it ignores spell resistance. Creatures struck by a vitriolic blast automatically take an extra 2d6 points of acid damage on following rounds. This acid damage persists for 1 round per five class levels you have. For example, a 15th-level warlock deals 2d6 points of acid damage per round for 3 rounds after the initial vitriolic blast attack. | Easy to do |
| CAr | Blast | Eldritch Cone | 5 | Blast takes the shape of a cone. | This blast shape invocation allows you to invoke your eldritch blast as a cone. The eldritch cone deals the normal eldritch blast damage to all targets within the area. This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the cone can attempt a Reflex save for half damage. | Easy to do and fun as an option |
| CAr | Other | Chilling Tentacles | 5 | Use Evard’s black tentacles as the spell, and deal extra cold damage to creatures in the area. | This invocation allows you to conjure forth a field of soul- chilling black tentacles that ooze from the ground, groping for victims. This invocation functions identically to the Evard’s black tentacles spell, except that each creature within the area of the invocation takes 2d6 points of cold damage each round. Creatures in the area take this cold damage whether or not they are grappled by the tentacles. | Easy to do, new Evards VFX needed |
| CAr | Other | Devour Magic | 6 | Use targeted greater dispel magic with a touch and gain temporary hit points based on the level of spells successfully dispelled. | This invocation allows you to deliver a targeted greater dispel magic with your touch. You gain 5 temporary hit points for each spell level dispelled by this touch. For example, if you successfully dispel a wall of ice, you gain 20 temporary hit points. These temporary hit points fade after 1 minute and do not stack with other temporary hit points. If you devour a new spell, you can replace the old temporary hit points with the ones gained from the more recent spell, thus resetting the duration. You cannot devour your own invocations. | Reasonably easy to do (again link IDs check them and after do another check). Replace old temp HP with new set. |
| CAr | Other | Enervating Shadow | 5 | Gain total concealment in dark areas and impose a Strength penalty on adjacent living creatures. | The dark powers cloak you and shield you from harm while draining vitality from nearby foes. This invocation grants you total concealment in any area that isn’t brightly lit (it will not work in daylight or in the radius of a spell with the light descriptor). In addition, any living creature adjacent to you with this ability active must make a Fortitude save at the beginning of its turn or take a -4 penalty to Strength for 5 rounds. Once a creature is affected by enervating shadow, it cannot be affected again by your enervating shadow for 24 hours. The duration of this ability is 5 rounds, and it can be countered or dispelled by any light spell or effect of equal or higher level. | Mayybeee. This is basically the spell Displacement with additional restrictions, which are reasonably hard in NWN. Possibly you could do it so it doesn't work in outdoor, daytime periods, and light spell interaction isn't the worst (just have it dispel it). The adjacent == strength loss isn't the worst to do and isn't too effective since it only works once (per 24 hours). |
| CAr | Other | Tenacious Plague | 6 | Use insect plague as the spell, but the summoned locust swarm deals damage as a magic weapon. | You can use this invocation to summon a swarm, as the insect plague spell. You add your Charisma modifier to the Fortitude save DC to resist the swarm’s distraction ability. The attacks of any locust swarm summoned by this ability are treated as magic weapons for the purpose of overcoming damage reduction. | Nah we're not doing swarms in NWN |
| CAr | Other | Wall of Perilous Flame | 5 | Create a wall of fire as the spell, but half the damage from the wall results from supernatural power. | You can conjure a wall of fire as the spell with this invocation. Half the wall’s fire damage results from supernatural power and is therefore not subject to being reduced by resistance to fire. If a creature is reduced to 0 hit points or lower by a wall of perilous flame, its remains are completely consumed. | Can do the "not reduced by resistance to fire" as magic damage to just bypass all the immunity/resistance stuff. The consuming remains is fun and doable as per Destruction and it's setting of the bodybag and forcing it to go. |
| CAr | Other | Warlock’s Call | 5 | Use sending as the spell, but risk damage from recipient. | You can use this invocation to send a message as the sending spell. However, a creature unwilling to reply to you can attempt a Will save to turn the sending back on you, dealing 1d10 points of damage to you. | Meh |
| City | Other | Devil’s Whispers | 5 | As suggestion, plus subject believes his actions were his own idea. | You can use a suggestion effect, as the spell. Additionally, when the duration ends or the task is completed, the subject must attempt a second Will save with a –5 penalty. If this second save fails, the subject completely forgets that you were the one who suggested the course of action mandated by the use of devil’s whispers, instead becoming convinced that it was his own idea—even if he’s not certain why he might have chosen to perform such an action. A successful break enchantment spell can rid him of this delusion, but dispel magic and similar effects cannot. You can have a number of devil’s whispers active at any one time equal to your Charisma modifier (minimum 1). Devil’s whispers is a mind-affecting compulsion effect. | Not adding until we add Suggestion which is a complicated spell to do in NWN |
| CM | Other | Caustic Mire | 4 | Acidic sludge slows progress, deals damage. | You can use caustic mire as the spell (see page 98). If you use this invocation a second time while a previous caustic mire is still present, the previous effect ends. | The spell would be needed first, it seems pretty much like a version of Acid Fog. Slow + 1d6 damage per turn. |
| CM | Other | Hellspawned Grace | 6 | Transform into a hellcat for 1 round/2 warlock levels. | You take on the form and statistics of a hellcat (MM 54) for a number of rounds equal to 1/2 your warlock level. This is a polymorph effect (see page 91). If reduced to 0 or fewer hit points while in hellcat form, you can’t use this invocation again for 1 hour. | Would need a Hellcat! Aww cute. |
| CM | Other | Hindering Blast | 4 | Target of your eldritch blast must succeed on a Will save or be slowed for 1 round. | You transform your eldritch blast into a hindering blast. Any living creature struck by a hindering blast must succeed on a Will save or be slowed for 1 round in addition to the normal damage from the blast. | Easy to do. |
| CM | Other | Nightmares Made Real | 5 | Create illusory terrain that damages foes and allows you to hide. | You can use nightmare terrain as the spell (see page 111). In addition to the normal effect, all creatures within the area at the start of your turn take 1d6 points of damage if they do not succeed on Will saves to disbelieve the effect. If you use this invocation a second time while a previous nightmares made real is still present, the previous effect ends. | The spell Nightmare Terrain is pretty neat (will to disbelieve, but if you don't you're entangled, also concealment in the area). https://dndtools.net/spells/complete-mage--58/nightmare-terrain--843/ Once added could add this, which just adds 1d6 magic damage too. Really needs a super cool VFX however. |
| CM | Other | Painful Slumber of Ages | 6 | Creature falls asleep, takes damage when awakened. | You can use endless slumber as the spell (see page 103). Any creature awakened from this effect by anything other than a successful save takes damage equal to your warlock level (no save). | Might be doable by having EffectRunScript tied to the sleep, with a toggle set that if the sleep is removed by helpful actions (cure spells, or some kind of NPC slap to awaken) then no damage is taken, but otherwise takes some damage. |
| DrM | Blast | Dragonward | 6 | Resist dragon abilities. | Using this invocation makes you resistant to the attacks and special abilities of dragons for 24 hours. You gain the following benefits, which apply against any creature of the dragon type:
| Might just make it immunity to fear from dragons, resistance of damage from dragons and against physical damage from dragons. Although just making it the breath weapons would be pretty easy since they're codified together and therefore a dragon could still fireball you. |
| DrM | Other | Eldritch Line | 5 | Blast becomes a 60ft line. | This blast shape invocation allows you to invoke your eldritch blast as a medium sized line. An eldritch line deals the normal eldritch blast damage to all targets within the area. This is not a ray attack, so it requires no ranged touch attack. Any creature in the line can attempt a Reflex save for half damage. | Basically lighting bolt eldritch blast, pretty easy. |
| DrM | Essence | Penetrating Blast | 6 | Blast has +4 bonus on caster level checks to overcome spell resistance, and target has spell resistance lowered. | This eldritch essence invocation allows you to change your eldritch blast into a penetrating blast. A penetrating blast gains a +4 bonus on caster level checks made to penetrate a target’s spell resistance. A creature affected by a penetrating blast must succeed on a Will save or have its spell resistance lowered by 5 for 1 minute. Multiple uses of this essence don’t stack; instead, the new duration replaces the old one. | Pretty easy to do. |
Dark
| Source | Type | Name | SLE | Brief Description | Full Description | Notes |
|---|---|---|---|---|---|---|
| CAr | Essence | Utterdark Blast | 8 | Target must make Fortitude save or gain two negative levels. | This eldritch essence invocation allows you to change your eldritch blast into an utterdark blast. An utterdark blast deals negative energy damage, which heals undead creatures instead of damaging them (much like inflict spells). Any creature struck by the attack must make a Fortitude save or gain two negative levels. The negative levels fade after 1 hour. If a target ever has as many negative levels as Hit Dice, it dies. | This should be pretty easy |
| CAr | Blast | Eldritch Doom | 5 | Blast affects all enemies within 20 feet. | This blast shape invocation allows you to invoke your eldritch blast as the dreaded eldritch doom. This causes bolts of mystical power to lash out and savage nearby targets. An eldritch doom deals eldritch blast damage to any number of targets designated by you and within a small area. This is not a ray attack, so it requires no ranged touch attack. Each target can attempt a Reflex save for half damage. | This is pretty easy. It only affects enemies. |
| CAr | Other | Dark Discorporation | 8 | Become a swarm of batlike shadows, gaining many benefits of the swarm subtype. | One with the powers of darkness, you learn to abandon your body. When you use this ability, you becomes a swarm of Diminutive, batlike shadows that fills two 10-foot squares (or eight contiguous 5-foot squares, shapeable as you desire). The duration of this ability is 24 hours. In this swarmlike form, you gain the following characteristics and traits. —Abilities: Your Strength score drops to 1, but your Dexterity score increases by 6. —Armor Class: You lose any natural armor or armor bonuses to Armor Class. You gain a +4 size bonus to AC, and a deflection bonus to AC equal to your Charisma modifier. —Movement: You gain a fly speed of 40 feet with perfect maneuverability. You can pass through openings a Diminutive creature could pass through. —Swarm Traits: You are not subject to critical hits or flanking, and you are immune to weapon damage. You cannot be tripped, grappled, or bull rushed, and you cannot grapple an opponent. You are immune to any spell or effect that targets a specific number of creatures, except for mind-affecting spells and abilities. You take half again as much damage (+50%) from spells or effects that affect an area. Unlike other swarms of Diminutive creatures, you are not vulnerable to wind effects. If reduced to 0 hit points or less, or rendered unconscious by nonlethal damage, you instantly return to your normal form in a square of your choice that was formerly covered by the swarm. —Swarm Attack: You gain a swarm attack that deals 4d6 points of damage to any creature whose space you occupy at the end of your turn. Your swarm attack strikes as a magic weapon of your alignment. —Distraction: Any living creature vulnerable to your swarm attack that begins its turn in a square occupied by your swarm must make a Fortitude save or be nauseated for 1 round. Spellcasting or concentrating on spells within the area of your swarm requires a Concentration check (DC 20 + spell level). —Possessions: All of your worn or carried equipment and items become nonfunctional, absorbed into your new form. You can take only move actions (so you cannot use other invocations) while under the effect of dark discorporation. | Nah not doing swarms in NWN |
| CAr | Other | Dark Foresight | 9 | Use foresight as the spell, and communicate telepathically with a close target of the effect. | You can use foresight as the spell with this invocation. If you are within 100 feet of and have line of sight to the target of the ability, you can communicate telepathically with the target. | Nah |
| CAr | Other | Path of Shadow | 6 | Use shadow walk as the spell and speed up natural healing. | This invocation allows you to use shadow walk as the spell. Each hour that you spend shadow walking with this ability, you regain hit points as if you had rested for a full day. | Nah |
| CAr | Other | Retributive Invisibility | 6 | Use greater invisibility as the spell (self only) that deals damage in a burst if dispelled. | You can use greater invisibility as the spell, but you can target only yourself with the invocation. If your retributive invisibility is dispelled, a shock wave releases from your body in a 20-footradius burst. This shock wave deals 4d6 points of sonic damage to all creatures in the area and stuns them for 1 round (a Fortitude save halves the damage and negates the stunning effect). | This is doable, but got to decide if we're going with the NWN style of Improved Invisibility (one invisibility + concealment) or a full invisibility (it keeps you invisible). NWN2 made it the latter and a 3 round duration. |
| CAr | Other | Word of Changing | 5 | Use baleful polymorph as the spell, but the effect could become permanent. | You utter a powerful word that transforms a creature into an inoffensive form. This effect functions like the baleful polymorph spell, except that 24 hours after being transformed, the subject is entitled to a second saving throw (at its original save bonus) to spontaneously resume its normal form. If this second save fails, it remains in its new form permanently or until restored by some other means. | I'd potentially rewrite this to be the 1/round level we have for Baleful Polymorph and add that it might end up being longer if they fail a save at the end point (or rather mid point, we'd make it double the length and have a second save via. EffectRunScript). |
| CM | Essence | Binding Blast | 7 | Target of your eldritch blast must make Will save or be stunned for 1 round. | You transform your eldritch blast into a binding blast. Any creature struck by a binding blast must succeed on a Will save or be stunned for 1 round. This is a mind-affecting effect. | Easy to do. |
| CM | Other | Caster's Lament | 8 | Your touch can break enchantment, and you can counterspell. | You can produce a break enchantment effect (as the spell) with your touch. You can only attempt to affect any single magical effect— an ongoing spell, a permanent transformation, a magic item, or the like—once per 24-hour period. | Doable since we have Break Enchantment coded. We removed the line about counterspelling, sorry Warlocks! |
| CM | Other | Steal Summoning | 6 | Take control of another caster's summoned monster. | You can use steal summoning as the spell (see page 118). | Steal Summoning is an instant spell/action, so difficult to do this. https://dnd.arkalseif.info/spells/complete-mage--58/steal-summoning--788/ It's still ultimately quite a fun idea! So pencil it in as a maybe. |
| DrM | Other | Impenetrable Barrier | 7 | Conjure wall of force as the spell. | You can conjure a wall of force as the spell (PH 298) with this invocation. The wall is black and blocks sight of all kind. You can only have one impenetrable barrier in effect at a time. If you use the invocation a second time before the duration of the first expires, the previous wall disappears. If your barrier is destroyed (such as by a rod of cancellation, a sphere of annihilation, a disintegrate spell, or a Mordenkainen’s disjunction spell), you take 1d10 points of damage. | Nah, basically creating a placeable can bug things out too much. |
Old Notes
Warlock 3E vs NWNEE
Some notes on Warlocks:
- Gain 1 invocation every so often, can swap them out ala Sorcerer/Bards
Invocations are like this, with what we'll do in NWNEE:
| Item | 3E | NWNEE | Further Notes |
|---|---|---|---|
| Type of ability | Spell-like ability with traits of spells | Pure spell | |
| Ability Learning Progression | Level 1: 1, Level 2/3: 2, Level 4/5: 3 etc. 6, 11, 16 unlock new tiers. Max out at Eldritch Blast plus 12 Invocations known | Two main options using spellbooks.
Second option is more spell-book-choosy so easier to parse the available invocations:
The other option is feats which are a pain, since you can't inherently swap them out or find them on the spell radial:
| |
| Effects | Eldritch Blast changes; usually a toggle, sometimes a permanent choice | Spell scripts can account for the effects. | |
| Arcane Spell Failure | Arcane Spell Failure except in light armor | Probably easiest done (without effects) with just a spell hook check | |
| Spell Resistance | Yes as normal using class levels | Spell scripts can account for the effects of spell resistance. | |
| Metamagic | Need spell-like ability versions NB: For now not enabled (except the automatic variants which cannot be disabled) | We should probably mimic this with feats allowing some NUI toggles, since it allows it to be enabled Of course limits it to Empower, Maximise, Extend and possibly Still (just don't do ASF check in spell hook). Silent and quicken are not possible. We could have the original Metamagic feats work but in a sense restrict them to a limited amount of uses/day (and limit spell level it can use based on caster level) using the spell book manipulations. Simplifies things mechanically. We could also add bonus feats when the Ability version feats are chosen, that are disabled after X uses...but needs proper spell books. | |
| Concentration Checks | Yes as other spells do | Need to see how it works with cheat-casting (and defensive casting...) if we use that, else sound if normal spell book. |
The actual invocations range from great to really crap. Might have to cull a whole load of them. Maybe take a page from NWN2 on which to include.
The other abilities are not too bad:
- Damage reduction - apply an effect or reuse the Barbarian's damage resistances (which can't be overcome and end earlier)
- Detect Magic - if we implement the spell throw it on as a free feat
- Deceive Item - allow scrolls to have UMD take 10 (Obsidian made it a +4 to skill checks, we could just give the free feat, Skill Focus: Use Magic Device)
- Energy Resistance - use existing feats for this
Class requirements for Prestige Classes are only caster level (ie Warlocks level) but not spell level which NWNEE doesn't really support checking except by class levels (or I guess feats if you added them at the right levels).