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SourceTypeNameESLBrief DescriptionFull DescriptionNotes
CArEssenceBeshadowed Blast4Target 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
CArEssenceBrimstone Blast3Blast 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.
CArEssenceHellrime Blast4Blast 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
CArBlastEldritch Chain4Blast 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.
CArOtherCharm4Cause 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
CArOtherCurse of Despair4Curse 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
CArOtherThe Dead Walk4Create undead as the animate dead spell.You can turn the bones or bodies of dead creatures into undead skeletons or zombies (as the animate dead spell). Unless you include the normal material component for the spell (an onyx gem worth 25 gp per Hit Die of the undead) as part of the process, undead created by this ability crumble into dust after 1 minute per caster level.

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.
CArOtherFell flight3Gain 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
CArOtherFlee the Scene4Use 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
CArOtherHungry Darkness3Create shadows filled with a swarm of bats.

You can create an area of shadow (as the darkness spell) that is filled with bats (as the bat swarm, page 237 of the Monster Manual, except the swarm fills every square occupied by the darkness). The hungry darkness is stationary.

You are immune to the attacks of your own hungry darkness, but you are still subject to the effect of the darkness. The hungry darkness remains as long as you concentrate on it (like concentrating on a spell), plus 2 rounds thereafter. If the bat swarm is destroyed, the darkness disappears as well.

Maybe, this could be a "creeping doom" style AOE which damages those within it while you concentrate.
CArOtherStony Grasp3Use stony grasp as the spell.You can use stony grasp (see page 124) as the spell.Nah like Earthen Grasp
CArOtherVoidsense4Gain 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.

CArOtherVoracious Dispelling4Use 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).

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.

CArOtherWalk Unseen2Use 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
CArOtherWall of Gloom2Use 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
CityOtherThieves’ Bane3As 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...
CMEssenceBaneful Blast3Eldritch 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.
CMOtherCold Comfort2You 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.
CMOtherCrawling Eye3Your 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.
CMOtherDisembodied Hand4Detach 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.
CMOtherMask of Flesh3Touch 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
CMOtherRelentless Dispelling4As 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).Can be done easily with EffectRunScript or DelayCommand. Again can't be used to counterspell so that's good.
CMOtherWitchwood Step3Walk 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
DrMEssenceDeteriorating Blast4Blast 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
DrMOtherDread Seizure4Target 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 all of its speeds by 1/2 (round fractions up to the nearest 5-foot increment). The target also takes a -5 penalty on attacks made against creatures more than 5 feet away from it (or against creatures outside its own space, for creatures with a natural reach of 0 feet).

This effect lasts for 3 rounds; a successful Fortitude save negates the effect.

Easy enough to do, basically slow (-50% movement) for 3 rounds. Not sure if it should also have the -5 to attacks (since can't do "more than 5 feet away" this could be taken to mean ranged attacks...?)
DrMOtherIgnore the Pyre4Gain 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.
DrMOtherWeighty Utterance4Flying 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
DotUOtherSpider-Shape3Take 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.

LevelAdditional Size Available
8thLarge
11thTiny
15thHuge
20thGargantuan

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.

DotUOtherSudden Swarm4Creature 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.

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