Advanced Beta Jegs and Warlocks!

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Rasael
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Advanced Beta Jegs and Warlocks!

Unread post by Rasael »

Hello,

I am opening this topic to get feedback on the Warlock features contained in the advanced beta jegs module made public for experimenting and play-testing recently. You can download it here. (version of may 7th and later) :)

Please let us know if you've used the module and what you thought of the mentioned content. It contains a number of experimental features, nothing definitive. And of course there can will be bugs!

Happy roleplaying!

The following content is drawn from both 2nd edition AD&D and 3rd / 3.5 edition and later D&D sources. The pact feats are written in a general-vague fashion to leave the player room to fill out the details. The intent is to give enough information to make the player aware of what a pact is, what the bargain includes, and what the consequences usually are.

You select the source of your powers out-of-characterly because it governs the available invocations, and lets dungeon masters see the origin of your powers. The roleplay behind the pact is up to the player, and is not meant to be policed apart from the really ridiculous lore breaking cases. Other players won't be able to see the pact feats on your character sheet if they clone you.

On a server which adopts this part of the custom magic system existing characters get to freely and automatically re-select their pact and invocations / spells. So they could choose the appropriate pact and choose new invocations.

You are specifically informed about the available invocations when you get the 'choose a pact' menu. The pacts closest to the original game's stock invocation choices are the Infernal and Abyssal Pacts (You lose access to Leaps & Bounds, Charm, Beshadowed Blast, Bewitching Blast, Utterdark Blast).

With the infernal and abyssal pacts you don't lose any of the bread-and-butter invocations you likely relied on with your character. Plus you gain access to a larger number of newly made invocations in exchange (Unholy Storm, Witch Sight, Dreadful Word, Warlock's Call, Path of Shadows, more). Those are [probably] more interesting than what you lost access to.

So what's new?

Infernal Pact
Hidden: show
Type of Feat: Class [Devil Pact]
Prerequisites: Warlock
Specifics: You make or inherit a pact with an evil infernal creature. In exchange for warlock powers the patron (the devil) demands periodic sacrifices such as the blood of innocent creatures, vile deeds, or your soul when you die a true death. Only very high level (upper epic) devils can make pacts for warlock powers. Through your patron you gain access to infernal warlock invocations.

The pact cannot be repudiated except through Dungeon Master intervention, and doing so requires considerable effort and - in all likelyhood - sacrifice. If the terms of the pact are broken by the pact taker (you), such as through a late or forgotten sacrifice, or a failed vile deed, then your soul is forfeit upon true death. Infernal creatures are unlikely to assist the pact taker in any fashion, merely supplying warlock powers exactly as the pact stipulates. Without a pact warlock powers become powerless, useless.
Use: Automatic

Special Invocations learnable: (2) Devil's Eyes, Dark One's Own Luck (3) Brimstone Blast, Unholy Storm, (4) Witch Sight, The Dead Walk, (5) Word of Changing, (6) Vitriolic Blast, Tenacious Plague, Hellspawned Grace, (8) Eldritch Doom, (9) Dark Premonition, Dark Foresight.

General Invocations not learnable: Leaps & Bounds, Charm, Beshadowed Blast, Bewitching Blast, Utterdark Blast.
Abyssal Pact
Hidden: show
Type of Feat: Class [Demon Pact]
Prerequisites: Warlock
Specifics: You make or inherit a pact with an evil abyssal creature. In exchange for warlock powers the patron (the demon) demands periodic sacrifices such as the blood of innocent creatures, vile deeds, or your soul when you die a true death. Only very high level (upper epic) demons can make pacts for warlock powers. Through your patron you gain access to abyssal warlock invocations.

The pact cannot be repudiated except through Dungeon Master intervention, and doing so requires considerable effort and - in all likelyhood - sacrifice. If the terms of the pact are broken by the pact taker (you), such as through a late or forgotten sacrifice, or a failed vile deed, then your soul is forfeit upon true death. Abyssal creatures are unlikely to assist the pact taker in any fashion, and often secretly work to sabotage the pact taker's efforts and speed up his or her demise. Without a pact warlock powers become powerless, useless.
Use: Automatic

Special Invocations learnable: (2) Dark One's Own Luck (3) Brimstone Blast, Unholy Storm, (4) Witch Sight, The Dead Walk, (5) Word of Changing, (6) Vitriolic Blast, Tenacious Plague, (7) Abyssal Might, (8) Eldritch Doom, Lure Shadow Demons, (9) Dark Premonition, Dark Foresight.

General Invocations not learnable: Devil's Eyes, Leaps & Bounds, Charm, Beshadowed Blast, Bewitching Blast, Utterdark Blast, Hellspawned Grace.
Seelie Fey Pact
Hidden: show
Type of Feat: Class [Fey Pact]
Prerequisites: Warlock
Specifics: You make or inherit a pact with a good or neutral creature of the Seelie Court. In exchange for warlock powers the patron (the fey) demands periodic sacrifices or services such as protecting a forest, helping fey or elves, fighting dark fey, or your soul when you die a true death. Only very high level (upper epic) fey can make pacts for warlock powers. Through your patron you gain access to fey warlock invocations.

The pact cannot be repudiated except through Dungeon Master intervention, and doing so requires considerable effort and - in all likelyhood - sacrifice. If the terms of the pact are broken by the pact taker (you), such as through a late or forgotten service, or a failed deed, then your soul is forfeit upon true death. Fey creatures are unlikely to assist the pact taker in any fashion, generally staying aloof of his or her affairs so long as the terms of the pact are observed. Without a pact warlock powers become powerless, useless.
Use: Automatic

Special Invocations learnable: (1) Quill Barrage, (2) Leaps & Bounds, (3) Halo of Sand, (4) Witch Sight, Ill Omen, Otherwordly Leap, Bewitching Blast, Charm, Entangle, (5) Misty Vision, (6) Gust of Wind, Unluck, Vitriolic Blast, Tenacious Plague, (7) Opalescent Glare, (8) Eldritch Doom, Flamestrike (9) Airball, Premonition.

General Invocations not learnable: Devil's Eyes, Dark One's Own Luck, Brimstone Blast, Beshadowed Blast, Utterdark Blast, Hellspawned Grace, Word of Changing.
Unseelie Fey Pact
Hidden: show
Type of Feat: Class [Dark Fey Pact]
Prerequisites: Warlock
Specifics: You make or inherit a pact with an evil or neutral creature of the Unseelie Court. In exchange for warlock powers the patron (the dark fey) demands periodic sacrifices or services such as killing creatures encroaching on a forest, poisoning wells, killing or debasing good fey or elves, or your soul when you die a true death. Only very high level (upper epic) dark fey can make pacts for warlock powers. Through your patron you gain access to dark fey warlock invocations.

The pact cannot be repudiated except through Dungeon Master intervention, and doing so requires considerable effort and - in all likelyhood - sacrifice. If the terms of the pact are broken by the pact taker (you), such as through a late or forgotten sacrifice, or a failed vile deed, then your soul is forfeit upon true death. Dark fey creatures are unlikely to assist the pact taker in any fashion, generally staying aloof of his or her affairs so long as the terms of the pact are observed. Without a pact warlock powers become powerless, useless.
Use: Automatic

Special Invocations learnable: (1) Quill Barrage, (2) Dark One's Own Luck, Leaps & Bounds (3) Halo of Sand, Unholy Storm, (4) Witch Sight, Ill Omen, Otherwordly Leap, Dreadful Word, Bewitching Blast, Charm, Entangle, The Dead Walk, (5) Misty Vision, (6) Gust of Wind, Unluck, Vitriolic Blast, Tenacious Plague, (8) Eldritch Doom, Flamestrike (9) Airball, Dark Premonition, Dark Foresight.

General Invocations not learnable: Devil's Eyes, Brimstone Blast, Beshadowed Blast, Utterdark Blast, Hellspawned Grace, Word of Changing.
Far Realm Pact
Hidden: show
Type of Feat: Class [Far Realm Pact]
Prerequisites: Warlock
Specifics: You make or inherit a pact with a chaotic evil unknowable and alien forces from the Far Realm. Warlocks often form these deals without a direct connection, interacting with the elder evils through the intermediary of ancient stars of the void, learning the secret names of those celestial objects which act as doorways into the Far Realm. In exchange for warlock powers the patron (the entity) demands periodic sacrifices or services such as spreading misery, preaching of impending doom, killing a random creature, and other unfathomable tasks. In any case the entity thirsts for the Warlock's soul and seeks to drive warlock insane so it may willingly claim his soul upon permanent death. Only elder evils, very high level (upper epic) far realm entities, can make pacts for warlock powers. Through your patron you gain access to Far Realm warlock invocations.

The pact cannot be repudiated except through Dungeon Master intervention, and doing so requires considerable effort and - in all likelyhood - sacrifice. If the terms of the pact are broken by the pact taker (you), such as through a late or forgotten service, or a failed deed, then your soul is forfeit upon true death. Far Realm entities are unlikely to assist the pact taker in any fashion, generally staying aloof of his or her affairs so long as the terms of the pact are observed. Without a pact warlock powers become powerless, useless.
Use: Automatic

Special Invocations learnable: (2) Leaps & Bounds, (4) Witch Sight, Ill Omen, Dreadful Word, Bewitching Blast, (5) Misty Vision, (6) Unluck, Vitriolic Blast, Tenacious Plague, (8) Eldritch Doom

General Invocations not learnable: Devil's Eyes, Brimstone Blast, Hellspawned Grace, Word of Changing.
Elemental Pact
Hidden: show
Type of Feat: Class [Elemental Pact]
Prerequisites: Warlock, Genasi
Specifics: You make or inherit a pact with an elemental power, the plane of Air, Water, Fire, or Earth, depending on your genasi heritage. In exchange for warlock powers the patron (the element) demands services such as fending off incursions from other types of elementals, protecting kindred elementals, and aiding servants and worshippers of the elemental deity. Through your patron you gain access to the appropriate Elemental warlock invocations.

The pact cannot be repudiated except through Dungeon Master intervention, and doing so requires considerable effort and - in all likelyhood - sacrifice. If the terms of the pact are broken by the pact taker (you), such as through a late or forgotten service, or a failed deed, then your soul is forfeit upon true death. Fey creatures are unlikely to assist the pact taker in any fashion, generally staying aloof of his or her affairs so long as the terms of the pact are observed. Without a pact warlock powers become powerless, useless.
Use: Automatic

Special Invocations learnable depending on your genasi heritage,

Air: (1) Magic Missile, (2) Leaps & Bounds (4) Witch Sight, Otherwordly Leap, (5) Misty Vision, (6) Gust of Wind, Noxious Blast, (8) Airball, (9) Dark Premonition, Dark Foresight.

Water: (1) Magic Missile, (4) Witch Sight, Otherwordly Leap, Ill Omen, (5) Chilling Tentacles, (6) Cone of Cold, (8) Whirlpool, (9) Dark Premonition, Dark Foresight.

Fire: (1) Burning Hands, (2) Brimstone Blast, (4) Witch Sight, Otherwordly Leap, Firestride Exhalation (5) Wall of Perilous Flame (8) Flamestrike, (9) Dark Premonition, Dark Foresight.

Earth: (1) Quill Barrage, (2) Halo of Sand, (4) Caustic Web, Witch Sight, Otherwordly Leap, (6) Vitriolic Blast, (8) Earthquake, (9) Dark Premonition, Dark Foresight.

General Invocations not learnable: Devil's Eyes, Beshadowed Blast, Utterdark Blast, Bewitching Blast, Charm, Caustic Web, Hellspawned Grace, Tenacious Plague, Noxious Blast, Eldritch Doom, Word of Changing.
Chromatic Dragon Pact
Hidden: show
Type of Feat: Class [Chromatic Dragon Pact]
Prerequisites: Warlock
Specifics: You make or inherit a pact with an evil chromatic Dragon. In exchange for warlock powers the patron (the dragon) demands periodic sacrifices or services such as killing creatures encroaching on a dragon's lair, returning stolen treasure, killing treasure thieves, stealing treasure from opposing dagons, killing the servants of opposing dragons, or your soul when you die a true death. Chromatic Dragons often fight other chromatic dragons, even of the same color, but harbor an old hatred for their metallic cousins. Only very high level (upper epic) ancient dragons can make pacts for warlock powers but dragons of all Chromatic colors offer pacts - the color is your choice but must be roleplayed consistently. Through your patron you gain access to draconic warlock invocations.

The pact cannot be repudiated except through Dungeon Master intervention, and doing so requires considerable effort and - in all likelyhood - sacrifice. If the terms of the pact are broken by the pact taker (you), such as through a late or forgotten sacrifice, or a failed service, then your soul is forfeit upon true death. Dragons are unlikely to assist the pact taker in any fashion, generally staying aloof of his or her affairs so long as the terms of the pact are observed. Without a pact warlock powers become powerless, useless.
Use: Automatic

Special Invocations learnable: (1) Burning Hands, Magic Missile (2) Dark One's Own Luck, (3) Brimstone Blast, Unholy Storm, (4) Witch Sight, Firestride Exhalation, The Dead Walk, (6) Cone of Cold, Dragon Scales, Eye of the Oracle, Vitriolic Blast, Tenacious Plague, (8) Eldritch Doom, (9) Dark Premonition, Dark Foresight.

General Invocations not learnable: Devil's Eyes, Beshadowed Blast, Utterdark Blast, Bewitching Blast, Charm, Hellspawned Grace, Word of Changing.
Metallic Dragon Pact
Hidden: show
Type of Feat: Class [Metallic Dragon Pact]
Prerequisites: Warlock
Specifics: You make or inherit a pact with a neutral or good Metallic Dragon. In exchange for warlock powers the patron (the dragon) demands periodic sacrifices or services such as killing creatures encroaching on a dragon's lair, returning stolen treasure, killing treasure thieves, stealing treasure from opposing dagons, killing the servants of opposing dragons, or your soul when you die a true death. Metallic dragons only rarely fight one another, and then usually not to the death. They harbor a deep resentment for chromatic dragons. Only very high level (upper epic) ancient dragons can make pacts for warlock powers but dragons of all Metallic kinds offer pacts - the metallic type is your choice but must be roleplayed consistently. Through your patron you gain access to draconic warlock invocations.

The pact cannot be repudiated except through Dungeon Master intervention, and doing so requires considerable effort and - in all likelyhood - sacrifice. If the terms of the pact are broken by the pact taker (you), such as through a late or forgotten sacrifice, or a failed service, then your soul is forfeit upon true death. Dragons are unlikely to assist the pact taker in any fashion, generally staying aloof of his or her affairs so long as the terms of the pact are observed. Without a pact warlock powers become powerless, useless.
Use: Automatic

Special Invocations learnable: (1) Burning Hands, Magic Missile (3) Brimstone Blast, (4) Witch Sight, Firestride Exhalation (6) Cone of Cold, Dragon Scales, Eye of the Oracle, Primal Speed, Vitriolic Blast, Tenacious Plague, (8) Eldritch Doom, (9) Blessing of Bahamut.

General Invocations not learnable: Devil's Eyes, Dark One's Own Luck, Beshadowed Blast, Utterdark Blast, The Dead Walk, Bewitching Blast, Charm, Hellspawned Grace, Word of Changing.
Divine Pact
Hidden: show
Type of Feat: Class [Divine Pact]
Prerequisites: Cleric 10
Specifics: You make or inherit a pact with your Deity. In exchange for warlock powers the patron (the deity) gains your perpetual faith and loyalty, as well as your soul when you die a true death. Through your patron you gain access to deific warlock invocations.

The pact cannot be repudiated except through Dungeon Master intervention, and doing so requires considerable effort and - in all likelyhood - sacrifice and loss of faith. If the terms of the pact are broken by the pact taker (you), such as through a failure to heed a command, disloyalty, or a crisis of faith, then your soul remains forfeit upon true death and the the deity may punish you or withdraw the granted powers temporarily. Deities are unlikely to assist the pact taker in any direct fashion, generally staying aloof of his or her affairs so long as the terms of the pact are observed. Without a pact warlock powers become powerless, useless. Your gain +1 cleric spell progression for every two warlock levels.
Use: Automatic

Special Invocations learnable: (1) Bane [not-good], Bless [not-evil], (2) Dark One's Own Luck [non-good], (3) Prayer, Unholy Storm [non-good], (4) Witch Sight, Ill Omen, Otherwordly Leap, Dreadful Word, Awaken Sin, The Dead Walk [not-good], (5) Castigation, (6) Vitriolic Blast, Tenacious Plague, Recitation, (7) Righteous Wrath, (8) Eldritch Doom, Flame Strike, (9) Premonition [not-evil], or Dark Foresight and Dark Premonition [not-good].

General Invocations not learnable: Devil's Eyes, Leaps & Bounds, Charm, Beshadowed Blast, Word of Changing, Bewitching Blast, Brimstone Blast, Utterdark Blast, Hellspawned Grace.
Shadowcaster
Hidden: show
Type of Feat: Class [Shadowcaster]
Prerequisites: Warlock
Specifics: The shadowcaster understands the true, primal power of darkness. Instead of pacting a powerfull creature in exchange for warlock powers she attunes herself to the Plane of Shadow (Not: The Shadow Weave!) , and learns great shadow mysteries the equal of any mundane spell. You lose access to a several regular warlock invocations and instead may learn shadow invocations.
Use: Automatic

Special Invocations learnable: (1) Shadow Magic Missile, (2) Shadowed Mage Armor, (3) Summon Shadow, Unholy Storm, (4) Witch Sight, Otherwordly Leap, Shadowed Web, Beshadowed Blast, The Dead Walk, (5) Shadowed Minor Globe of Invulnerability, Shadowed Acid Arrow, (6) Summon Greater Shadow, (7) Call Shadow Pack (8) Shadowed Fireball, Shadowed Cone of Cold, Utterdark Blast, (9) Summon Greatest Shadow, Dark Foresight, Dark Premonition.

General Invocations lost: Word of Changing, Eldritch Doom, Hellspawned Grace, Tenacious Plague, Vitriolic Blast, Wall of Perilous Flame, Charm, Tempest Blast, Brimstone Blast, Bewitching Blast, Devil's Eyes, Dark One's Own Luck, Charm, Leaps & Bounds.
Witch Sight
Hidden: show
Caster Level(s): Blackguard 4, Warlock 4
Innate Level: 4
School: Divination
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 turn / level
Save: Special
Spell Resistance: n/a

The warlock can see through illusory, sanctuary, invisibility, ethereal, and darkness effects. Witch Sight does not grant a bonus to spot nor does it assist in anyway with the detection of enemies using mundane stealth, this includes Hide in Plain Sight. This spell reveals each round whether an illusion is active on a targeted creature (or placeable, or area with Dungeon Master guidance). If the target is under the effect of a non-detection spell a secret check is first rolled to determine if the divination can proceed. If it fails the caster learns nothing more. Upon success the caster will silently roll against illusory effects on the target. Hostile projected or illusory images are affected whenever the caster targets them, prompting him to roll a willsave vs spells against the illussion's casterlevel. If he succeeds the illusion is dispelled. When a target has active mirror images or concealment spells then that spell's casterlevel is compared against Witch Sight's spell save DC. If the casterlevel is lower than the spell save DC the affected spell is supressed for one round.
Dreadful Word
Hidden: show
Caster Level(s): Blackguard 4, Warlock 4
Innate Level: 4
School: Enchantment [Chaos]
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Large
Duration: Round / level
Save: Will negates
Spell Resistance: Yes

As the 4th level arcane Confusion spell, this spell causes disorientation and severe perceptual distortion, creating indecision and the inability to take effective action. The spell affects 1d4 creatures, plus one creature per caster level. Saving throws roll are rolled vs. spell. Affected creatures either wander randomly, attack a random target, or simply stand still. Protection from Alignment and immunity vs mind affecting type of effects do not inhibit the spell.
Misty Vision
Hidden: show
Caster Level(s): Warlock 5
Innate Level: 5
School: Illusion
Component(s): Verbal, Somatic
Range: Self
Area of Effect / Target: Personal
Duration: Round / level
Save: n/a
Spell Resistance: n/a

You invoke a misty illusory image of yourself which joins your party and follows your orders. The image is illusory and cannot do physical harm through its attacks, though it will distract enemies and keep them occupied.
Otherwordly Leap
Hidden: show
Caster Level(s): Warlock 4
Innate Level: 4
School: Conjuration
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Personal
Duration: Immediate
Save: n/a
Spell Resistance: n/a

You immediately move to the targeted location (You must be able to normally reach the selected destination). To observers you are quicker than the wind and faster than the eye can see. In reality you used your eldritch powers to leap through the realm of their origin to the selected location. You can leap through the otherworld once every five rounds (30 seconds).
Ill Omen
Hidden: show
Caster Level(s): Blackguard 3, Warlock 4
Innate Level: 4
School: Necromancy
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: 1 creature
Duration: Round / level
Save: Will
Spell Resistance: Yes

The target of this spell must perform a will saving throw vs spells or will have a hard time avoiding attacks, sometimes even seeming to stumble into harm's way. The subject takes a -2 penalty to AC. The AC penalty is applied as a Dodge AC minus. The effect does not stack.
Lure Shadow Demons
Hidden: show
Caster Level(s): Sor / Wiz 8, Warlock equivalent 8
Innate Level: 8
School: Conjuration [Evil]
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: 10 feet forward
Duration: 20 rounds / 2 turns
Save: No
Spell Resistance: No

You summon 1d3 Shadow Demons from the abyss. Shadow Demons are fickle incorporeal creatures which can be banished by a successful dispel magic spell. Each Shadow Warrior has a natural armour of 24 and is a tenth level outsider with two attacks and a BaB of 10 + 5.
Opalescent Glare
Hidden: show
Caster Level(s): Cleric 5, Sor / Wiz 5
Innate Level: 5
School: Necromancy [Good]
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: target creature
Duration: minute / level
Save: Will special
Spell Resistance: Yes

Inspired by the deadly gaze of the noble ghaele eladrin, this spell causes your eyes to glow with a pearly light. If the target is evil and has 5 or fewer Hit Dice, it dies unless it succeeds on a Will save. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Nonevil creatures and evil creatures with more than 5 Hit Dice are not slain by opalescent glare, and they suffer the fear effect only if they fail the Will save.
Primal Speed
Hidden: show
Caster Level(s): Drd 6, Rgr 4, Sor /Wiz 6
Innate Level: 6
School: Transmutation [Draconic]
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 round / level
Save: No
Spell Resistance: No

A shower of sparks, flies off your shoulders, cascading to the ground and clinging to your arms and legs. This spell draws upon the natural reflexes of hunters and prey, giving you the ability to react to danger as more primitive beings might. You gain a +3 resistance bonus on Reflex saves and a 15% increase in movement speed. If you are of draconic heritage or pacted to a dragon the bonus increases by +1 for each feat / pact.
Eye of the Oracle
Hidden: show
Caster Level(s): Clr 6, Sor /Wiz 6
Innate Level: 6
School: Transmutation [Draconic]
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 round / level
Save: No
Spell Resistance: No

Vague, translucent shadows of your body's form move just out of sync with your own motions, a visible sign that you exist in two places in time. You can see into the future, slightly anticipating your opponents' next moves. You gain a +1 dodge bonus to Armor Class and a +1 bonus on will saves. If you are of draconic heritage or pacted to a dragon the bonuses increase by +1 for each feat / pact.
Dragon Scales
Hidden: show
Caster Level(s): Sor / Wiz 6
Innate Level: 6
School: Abjuration [Draconic]
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: 10 feet forward
Duration: 1 Round / level
Save: n/a
Spell Resistance: n/a

This spell causes the caster's body to become completely covered with young colorless dragon scales. The scales increase the caster's overall armor class by +1 and stack with other spells and source of AC, but they decrease his charisma score by -2. If you are of draconic heritage or pacted to a dragon the bonus increases by +1 for each feat / pact.
Firestride Exhalation
Hidden: show
Caster Level(s): Sor /Wiz 4
Innate Level: 4
School: Transmutation [Draconic]
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 round / level
Save: Reflex halves
Spell Resistance: Yes

With a word and a gesture, you fill your lungs with swirling, burning energy. Then, with a mighty exhalation, you flood the space before you with a powerful cone of fire. You breathe forth a cone of fire that deals d6 * casterlevel points of fire damage. A successful Reflex save halves this damage, and spell resistance applies. The maximum casterlevel is 18. If you are pacted to a dragon the maximum increases to 21 casterlevels, while draconic heritage increases your pre-maximum casterlevel by +2 levels and the spell by +2 DC points.
Quill Barrage
Hidden: show
Caster Level(s): Warlock 1
Innate Level: 1
School: Transmutation [Fey]
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: 1 Hostile Target
Duration: Immediate
Save: None
Spell Resistance: Yes

You throw a barrage of quills at a target, doing 1d4+1 points of magic damage each. After level 1, the spell creates 1 additional quill for every 2 caster levels, to a maximum of 5 missiles at level 9.
Draconic Heritage (Feat)
Hidden: show
Type of Feat: Heritage
Prerequisites:
Specifics: Draconic spells have increased effects when you cast them. The following spells are affected: Blessing of Bahamut, Dragon Scales, Eye of the Oracle, Firestride Exhalation, Primal Speed.
Use: Automatic
Extra Invocation (Epic Feat)
Hidden: show
Type of Feat: Class [Epic]
Prerequisites: Epic Warlock
Specifics: You may select one extra invocation the next time you level up your spell progression. This feat may be selected once.
Use: Automatic
Last edited by Rasael on Thu May 07, 2015 8:59 am, edited 1 time in total.
User avatar
metaquad4
Posts: 1537
Joined: Wed Jul 04, 2012 12:51 pm

Re: Advanced Beta Jegs and Warlocks!

Unread post by metaquad4 »

Mmm, yes, this is most certainly good stuff. Warlocks need a bit of variety, and that certainly offers a lot of variety! Though I think some of the warlock damage invocations should be upped, so they can offer some competition with eldrich blasts, lest they just be pushed aside.
aka aplethoraof (on discord too)
mangel
Posts: 37
Joined: Sun May 26, 2013 11:14 am

Re: Advanced Beta Jegs and Warlocks!

Unread post by mangel »

That's pretty awesome. Though I sense somehow being able to be level 20 cleric AND level 20 warlock with a divine pact might be a bit iffy as much as I would like it not to be!
NegInfinity
Posts: 2450
Joined: Wed Feb 05, 2014 11:24 am

Re: Advanced Beta Jegs and Warlocks!

Unread post by NegInfinity »

Tried testing it. Broken. (Did any other warlock player try this?)

Tried two warlocks in singleplayer. Tiefling/human warlock, no dice.
Warlocks do not receive any invocations in testing module aside from eldritch blast progression.
Leveled human one to level 22, nope. No invocations.
There is no pact selection window or anything like that.
I suspect it might be a matter of missing UI window, because contents of "UI" folder are copied from unmodified JEGs training module. Or maybe I'm supposed to click something to bring pact window up, I don't know.


The moment testing module starts, there are bunch of messages in chatlog (feat gained, etc), then I get message "DFMI tool not found in database" (or something), which is then followed by request to relog ("dfmi tool created"). Upon reloading the level, the whole "DFMI tool" thing is printed again.

Other issues I noticed:
  • Warlock should have disguise as class skill (as per dnd 3.5 rules)
  • Warlocks should have Lore: Religion as class skill (as per dnd 3.5 rules)
  • How about "Lore: Planes"? They should have that as class skill as well.
  • For some reason warlock has "weapon focus: towershield" available at level 1 despite having no proficiency.
  • As usual, warlock has "spell focus" feats available at level 1 despite not castig arcane spells.
  • There are no skill focus feats for disguise and other new skills.
  • Did not receive any invocations, ever.
Suspicious stuff:
  • Apparently I can no longer target party members with eldritch blast. Tried blasting Casavir, doesn't work. Couldn't get rid of Casavir, by the way. I suspect it might break traditional way of going out of invisibility by blasting background objects.
  • I accidentally found "language" window by clicking at transition near "room of pain", it was showing "0 available languages" despite character having positive int modifier.
  • Seeing that lore checks are gone, I highly suspect that "Courteous Magocracy" is broken.
Positive:
  • I liked the idea of "Extra Invocation" feat, BUT it didn't bring invocation selection window anyway.
------------criticism starts beyond this point------
Hidden: show
General critique:
I strongly dislike two things:
  • Removal of basic warlock invocations which have no requirements in pnp.
  • Introduction non-lore-based invocations which are not part of pnp.
This stuff is bad:
The pacts closest to the original game's stock invocation choices are the Infernal and Abyssal Pacts (You lose access to Leaps & Bounds, Charm, Beshadowed Blast, Bewitching Blast, Utterdark Blast).
and contradicts:
ou don't lose any of the bread-and-butter invocations you likely relied on with your character.
Because those are one of the bread and butter invocations. Rogues, assassins and other shady individuals would want leaps and bounds, and someone with high charisma will want to mess with people's minds with beshadowed/bewitching blasts. I absolutely don't see any reason to remove those base abilities from infernal/abyssal pacts, because, frankly, those abilities would be in high demand.

Basically, "removing features" is bad, while "adding new features" is good.

So, unless there's "default pact" which is completely identical original NWN2 warlock, I'd be against this change.

Also:
(1) Shadow Magic Missile, (2) Shadowed Mage Armor
You can't really have anything like that as warlock invocation, since it is arcane spell which requires shaping the weave to your will and speaking arcane language. Warlock magic is more raw/unrefined, have simple gestures (which is why they can cast in light armor), and this spell doesn't even have equivalent among divine casters, as far as I know.

I don't see a point in blurring the line between different casters. Not to mention that Magic Missile does not ever miss (can be blocked by shield spell and mantles, though).

The process of spellcasting is described in detail either in Complete Arcane or Complete Mage. I could probably look up a page.

Counter proposal:
  • Keep list of invocations close to pnp. (warlock invocations are listed in complete arcane/complete mage)
  • Implement some warlock based prestige classes. (see list lower)
  • Implement any feats found in official material.
It would be probably much more interesting to see Eldritch Disciple, Eldritch Theurge or Enlightened Spirit instead of relying in pact powers obtained through feats (which is less likely scenario, IMO).

It is worth considering possibility of having armies of starry-eyed clerics/warlocks of sharess blasting stuff with eldritch doom, but I suppose as long as they get hanged regularly by beregost's ruler, that shouldn't be much of a problem.
Reference material:
Warlock prestige classes:
Hidden: show
  • Eldritch Disciple (warlock+cleric, complete mage)
  • Eldritch Theurge (warlcok+wizard, complete mage)
  • Acolyte of the Skin (walking abomination something, CL requirement, complete arcane),
  • Enlightened Spirit (good aligned warlock, celestial abilities),
  • Enlightened Fist
  • Green Star Adept
  • Wild Mage
  • Suel Arcanamach
  • Mindbender
  • Blood Magus (open up for warlocks)
  • Demonbinder (drow only, drow of the underdark)
  • Hellfire Warlock
Warlock invocations:
Hidden: show
Standard:
Frightful Blast
Sickening Blast

Beshadowed Blast
Brimstone Blast
Hellrime Blast

Bewitching Blast
Noxious Blast
Repelling Blast
Vitriolic Blast

Utterdark Blast

Eldritch Spear
Hideous Blow

Eldritch Chain

Eldritch Cone

Eldritch Doom

Baleful Utterance
Beguiling Influence
Breath of the Night
Dark One’s Own Luck
Darkness
Devil’s Sight
Earthen Grasp
Entropic Warding
Leaps and Bounds
Miasmic Cloud

See the Unseen
Spiderwalk
Summon Swarm
Charm
Curse of Despair
The Dead Walk
Fell Flight
Flee the Scene
Hungry Darkness
Stony Grasp
Voidsense
Voracious Dispelling
Walk Unseen
Wall of Gloom

Chilling Tentacles
Devour Magic
Enervating Shadow
Tenacious Plague
Wall of Perilous Flame
Warlock’s Call

Dark Discorporation
Dark Foresight
Path of Shadow
Retributive Invisibility
Word of Changing

Dragon magic:

DETERIORATING BLAST
DRAGONWARD

DREAD SEIZURE
ELDRITCH GLAIVE
ELDRITCH LINE
IGNORE THE PYRE
IMPENETRABLE BARRIER
PENETRATING BLAST
WEIGHTY UTTERANCE
Warlock feats (check "fey affinity"):
http://archive.wizards.com/default.asp? ... c/20070328

Warlock epic feats:
http://archive.wizards.com/default.asp? ... /20061027a
Last edited by NegInfinity on Wed May 13, 2015 4:39 am, edited 1 time in total.
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Rasael
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Re: Advanced Beta Jegs and Warlocks!

Unread post by Rasael »

Tried two warlocks in singleplayer. Tiefling/human warlock, no dice. Warlocks do not receive any invocations in testing module aside from eldritch blast progression.

Leveled human one to level 22, nope. No invocations.
There is no pact selection window or anything like that.
I suspect it might be a matter of missing UI window, because contents of "UI" folder are copied from unmodified JEGs training module. Or maybe I'm supposed to click something to bring pact window up, I don't know.
Did you open your spell book to level up your spell progression? If you don't have a new spell book UI then it sounds like you haven't copied the included hak(s) into the proper place (your haks folder). I don't know whether the other things are right or wrong
Tried testing it. Broken. (Did any other warlock player try this?)
Yes they have.... works for them.
NegInfinity
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Re: Advanced Beta Jegs and Warlocks!

Unread post by NegInfinity »

Rasael wrote:
Tried two warlocks in singleplayer. Tiefling/human warlock, no dice. Warlocks do not receive any invocations in testing module aside from eldritch blast progression.

Leveled human one to level 22, nope. No invocations.
There is no pact selection window or anything like that.
I suspect it might be a matter of missing UI window, because contents of "UI" folder are copied from unmodified JEGs training module. Or maybe I'm supposed to click something to bring pact window up, I don't know.
Did you open your spell book to level up your spell progression? If you don't have a new spell book UI then it sounds like you haven't copied the included hak(s) into the proper place (your haks folder). I don't know whether the other things are right or wrong
Tried testing it. Broken. (Did any other warlock player try this?)
Yes they have.... works for them.
Alright. Spellbook. Expected spells to show up during levelup, as usual.

Problems found:
  • Can't figure out how to cast, well, anything. Invocations can't be dragged to hotbar, clicking them does nothing. Spellbook displays 0/0 slots. Quickcast is empty. There are no clickable feats (associated with spellcasting) in character sheet.
  • Number of spells is incorrectly calculated. Using Warlock 8/Rogue 4 tiefling by level 12 I managed to add ALL visible invocations to spellbook (21 invocations total). Basically, the moment spellbook is open during levelup, number of spells that "I can learn" is incorrectly calculated and is too high (it is total number of invocation I can possibly learn and it doesn't take number of known invocations into account, so I'll get to pick 5 new invocations EVERY level, for example).
  • What's with spell organization? Warlocks are supposed to have 4 spell groups total.
  • Apparently all the changes in spellbook are immediate and final. I.e. even if I misclick something and close the spellbook without clicking "finish level up", changes persist. I'd expect spellbook to restore earlier state when user clicks "close" instead of "finish".
  • It is also possible to accidentally completely empty the spellbook and forget all invocations. Just press "level up spells" and click "swap" on all invocations. It is immediate and irreversible.
  • Is the number of invocation warlock can learn shared among all invocations groups? Because it appears that is the case, and if it is true, that's not correct behavior.
  • Clicking "already learned" spell incorrectly redraws right panel.
  • If I accidentally clikc "swap" on invocation, then I cannot put that invocation back in place (like in original game), because "I already swapped invocation during this level". I think user should be able to restore original state of the spellbook - that's how builtin spellbook works.
Screenshots. Character knows ALL those invocations at once.
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Rasael
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Re: Advanced Beta Jegs and Warlocks!

Unread post by Rasael »

Did you finalize your level up? It sounds as though you are talking about an incomplete spell progression level up attempt. There is a finalize button when you are in the spell progression level-up screen. You click that button to definitively save the choices you made. Then once you rest the spells will be shown in your quick cast menu, and you can hot bar them as feats from there.
NegInfinity
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Re: Advanced Beta Jegs and Warlocks!

Unread post by NegInfinity »

Rasael wrote:Did you finalize your level up? It sounds as though you are talking about an incomplete spell progression level up attempt. There is a finalize button when you are in the spell progression level-up screen. You click that button to definitively save the choices you made. Then once you rest the spells will be shown in your quick cast menu, and you can hot bar them as feats from there.
I've posted screens, which include spellbook with 21invocations. Spellbook is not in "level up" mode.

Also, I was unable to select "luck of heroes"/"spellcasting prodigy" at warlock level 1.
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Re: Advanced Beta Jegs and Warlocks!

Unread post by Rasael »

Okay good, thank you for the testing feedback. :)
NegInfinity
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Re: Advanced Beta Jegs and Warlocks!

Unread post by NegInfinity »

Rasael wrote:Okay good, thank you for the testing feedback. :)
Sent you pm with additional info.

Also, would be nice to know how casting is supposed to work.
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Re: Advanced Beta Jegs and Warlocks!

Unread post by Rasael »

Update 13th of May, 2015.
  • Fixed Warlock invocation progression when leveling up.
  • Fixing Invocation Swapping for Warlocks.
  • Prevented spell progression UI from being used when no casterlevel level-up is available.
  • Added help messages for players to clarify how the system works.
  • Added code to have Eldritch Blast and Spear properly use selected metamagic effects (blast essences).
  • Infernal and Abyssal Pacts now give access all stock NWN2 invocations.
Also, would be nice to know how casting is supposed to work.
You get a list of available spells via the quick cast menu (key: f). From there you can also hotbar spell slots.

Still on my to-do list is making an auto-choice tool so that you can tell the system to auto-choose (duh) a choice of summon or some other spell option. That way when you quick-cast or use a hotbar button it won't prompt an option menu but will just pick your previous choice. I also still have to make different images for the hotbar feats.
NegInfinity
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Re: Advanced Beta Jegs and Warlocks!

Unread post by NegInfinity »

Rasael wrote:
Update 13th of May, 2015.
  • Fixed Warlock invocation progression when leveling up.
  • Fixing Invocation Swapping for Warlocks.
  • Prevented spell progression UI from being used when no casterlevel level-up is available.
  • Added help messages for players to clarify how the system works.
  • Added code to have Eldritch Blast and Spear properly use selected metamagic effects (blast essences).
  • Infernal and Abyssal Pacts now give access all stock NWN2 invocations.
Also, would be nice to know how casting is supposed to work.
You get a list of available spells via the quick cast menu (key: f). From there you can also hotbar spell slots.

Still on my to-do list is making an auto-choice tool so that you can tell the system to auto-choose (duh) a choice of summon or some other spell option. That way when you quick-cast or use a hotbar button it won't prompt an option menu but will just pick your previous choice. I also still have to make different images for the hotbar feats.
  • New version does not appear to be available on neverwintervault right now - it still has version from may 7th.
  • It might also make sense to just provide unpacked spell scripts or the whole module in directory format. That would allow quick code review without manually trying out every possible class combination.
  • There's also github/bitbucket if you know how to use them.
Last edited by NegInfinity on Wed May 13, 2015 9:17 pm, edited 1 time in total.
NegInfinity
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Re: Advanced Beta Jegs and Warlocks!

Unread post by NegInfinity »

Phew. More feedback.

Lore
  • (nitpicking)Pact dialog suggests that character made pact herself/himself. If that's the case, pacts should be most likely alignment-restricted, because (according to Fiendish Codex 1 and 2), making pact with baatezu/tan'nari/fey immediately switches character alignment to alignment of the creature you made pact with. In case of inherited pact, however, warlock alignment may differ from alignment of source of power.
Mechanical

Glitches:
  • Still not possible to select Luck of Heroes/Spellcasting prodigy at warlock level 1.
  • Dark one's own luck does not work from quickast menu. Clicking it does nothing. Double clicking it brings up description of "Acid Fog" spell. (problem magically fixed itself)
  • Quickcast window does not update till character rests. That's probably going to be very annoying.
  • After I levelup invocations often disappear from quickcast meni and do not reappear till rest. That is normally cured by resting, but I think (unsure) effect might stay when gaining non-warlock level.
  • (Nitpicking) Eldritch blast is always displayed as "Eldritch Blast 1d6" in quickcast, regardless of actual dice.
  • It is now possible to kill yourself with your own eldrtich blast. Is that intentional?
  • Hideous blow now requires me to manually target my own character. In original game (IIRC) spell automaticaly is applied to caster. Requiring to target self is going to make things complicated mid-battle.
  • Spell swapping is implemented incorrectly. It shouldn't be possible to swap lower grade invocation for higher grade one.
  • For some reason I did not receive taunt feat. Probably because I had taunt 0 at level 1.
  • (unsure)Did not receive access to hellrime blast as infernal warlock (Cania in Baator is frozen, so..).
  • (opinion)Casting hideous blow with new essence shouldn't turn it off completely. (I.e. if I cast brimstone hideous blow (enables flaming version) and then vitrolic, hideous blow should switch to vitrloic. Right now it just turns off). That's how it works in original game, IIRC.
  • (Unsure) upon hittingl evel 16 (Warlock 16, Rogue 4, Practiced invoker) I think I received two new invocations instead of one. I think there's a glitch somewhere.
  • Swapping away essences confuses quickcast window. Old essences remain available to select as a mode, but do not work.
  • Noxious hideos blow does not seem to have any visual effect.
  • Eldrtich Doom appears to be missing from quickcast menu.
Misc:
  • Overall, spellbook organized in very confusing fashion and in seemingly random order (I found Word of Changing at either level 2 or 3, for example). It would probably be better to have standard 4 levels of invocations instead of trying to trying to map them among 9.
  • It would also make sense to hide buttons for pages which are not available.
  • How many "Quickcast feats" are there? High level warlock with multiple essences may easily require two rows of hotbar to have access to commonly used invocations. I suspect that there won't be enough feats, plus with default icons/text it will be very hard to use them from quickbar.
  • Also... perhaps it is possible to implement casting via chat command?
    nwn2 client extender allows to specify user macros for hotbar slot, so if casting were done via chat command, it would be possible to macro it and save couple of feat slots.
  • In additional to infernal/abyssal It might make sense to provide 1 non-evil (meaning chaotic) source of warlock power with full original invocations from nwn2. So the people wouldn't be forced to rp evil source of power if they go chaotic good. I didn't ever RP good char, so it doesn't really concern me, but it is something worth considering.
  • After resting, wis, cha and int are temporarily set to 0 for a round or so. Is that intentional? In original game reducing int/cha/wis would wipe prepared spells for corresponding levels...
  • Would be nice to have a way to test your character's spell reisstance, damage resistance and elemental damage resistance, because those values are hidden. A dialog that hits you with specific damage type (magic, fire, cold, electricity, divine(?), acid) equal to your total hitpoints-1, for example.
Battle feats:
  • "One-hander" feat does not indicate if it even works in any way. Might make sense to have some text in combat log when it rolls tumble.
  • Battle howl starts 25 second timer when triggered, even when it prints that "target is too close to charge against" (???. Is that a bug?). That makes ability not very useful. I haven't managed to use ability even once.
Scripts:
  • Details on warlock spell swapping:
    Hidden: show
    ---
    Spell swapping mechanic for warlock need to be implemented as 4 intengers or as array of integers.

    Code: Select all

    int spellsAvailable[4] = {0, 0, 0, 0};
    
    Each level when warlock gains spell, value that corresponds to highest available invocation grade is increased by one.

    When you learn new invocation you decrease current counter or nearest counter above it by one.

    Code: Select all

    newInvocationLevel = X; //(0..3)
    maxInvocationLevel = 4;
    
    bool invocationLearned = false;
    
    for (int currentLevel = newInvocationLevel; currentLevel < 4; currentLevel++){
         if (slotsAvailable[currentLevel] >= 0){
              invocationLearned = true;
              slotsAvailable[currentLevel]--;
              break;
         }
    }
    
    if (!invocationLearned){
        //oops. No available slots.
    }
    
    
    When you unlearn new invocation counter for available invocation increases by one.

    Which means:
    • When you get new dark invocation "slot", you can pick dark, least, lesser, or greater invocation. When you get new "greater" invocation "slot", you can pick "greater", "least", "lesser" and so on.
    • If you swap away dark invocation and learn least invocation, you will not be able to get dark invocation back, and will be stuck with least invocation.
    Current system would allow people to get all 3 dark invocations by level 16 (instead of level 20).
  • Possible caster/invoker level bug (Infernal/Fey heritage not taken into account)
    Hidden: show
    I tore apart the module and checked few scripts.

    I believe this is most likely a bug (inc_a_spellbook_warlock.NSS):

    Code: Select all

    int WarlockMaxSpellLevel(object oPC, int iCasterlevel)
    {	
    	//SendMessageToPC(oPC, "debug: cl = "+IntToString(iCasterlevel));
    	if(iCasterlevel >= 16) {return 4;}
    	if(iCasterlevel >= 11) {return 3;}
    	if(iCasterlevel >= 6) {return 2;}
    	if(iCasterlevel >= 1) {return 1;}
    	
    return -1;
    }
    
    Warlocks have two feats which affect progression of eldritch blast and invocations (custom BGTSCC change). I think they're either infernal heritage/fey heritage or infernal power/fey power - not sure which, each increases progression speed by 1 level. Wizard and sorcerers do not have (afaik) anything similar.

    So warlock technically have TWO levels to consider CasterLevel (effective WarlockLevels + Hellfire Warlock Levels + max(4, non-warlock levels)) and "invoker level" which is (effectuve WarlockLevels + Hellfire Warlock Levels + 1 (if Infernal feat) + 1 (if Fey feat)).

    I checked where iCasterLevel is calculated and that's at gui_a_spllknow_fill_spells.NSS, main()
    in call to JXClassGetCasterAbility Which incirectly calls "int JXGetCreatureCasterLevel", which appears to increase caster level based on practiced spellcaster via JXPrivateGetCLBonusFromPractisedSpellcaster. So, infernal/fey heritage do not appear to be taken into account.
  • Refactoring/coding style suggestion
    Hidden: show
    I would recommend to refactor
    PopulateLevel1WarlockSpellsKnown...PopulateLevel9WarlockSpellsKnown. Those functions are pretty much copypasted, which is error prone and hard to maintain.

    This

    Code: Select all

    	//Darkness
    	iSpell = 810;
    	if(iFire == 0 && WarlockMaxSpellLevel(oPC, iCL) >= 1)
    	{
    		sSpellIcon = Get2DAString("spells", "IconResRef", iSpell);
    		AddListBoxRow(oPC, sScreen, "LISTBOX", IntToString(iSpell), "LISTBOX_ITEM_TEXT="+GetStringByStrRef(StringToInt(Get2DAString("spells", "Name", iSpell))), "LISTBOX_ITEM_ICON="+sSpellIcon+".tga", "5="+IntToString(iSpell), "");
    	}
    	
    	//Hideous Blow
    	iSpell = 816; 
    	if(WarlockMaxSpellLevel(oPC, iCL) >= 1)
    	{
    		sSpellIcon = Get2DAString("spells", "IconResRef", iSpell);
    		AddListBoxRow(oPC, sScreen, "LISTBOX", IntToString(iSpell), "LISTBOX_ITEM_TEXT="+GetStringByStrRef(StringToInt(Get2DAString("spells", "Name", iSpell))), "LISTBOX_ITEM_ICON="+sSpellIcon+".tga", "5="+IntToString(iSpell), "");
    	}
    
    
    Begs to be a loop. The data (spell indexes and requirements) should be probably stored in *.2da file instead of being hardcoded, which will make spellbooks easier to extend. Nwn script offers several functions for accessing 2DAs (Get2DAString), and crafting script I submitted you last year had examples of their use.
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Re: Advanced Beta Jegs and Warlocks!

Unread post by Eclypticon »

Thanks for testing!
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Re: Advanced Beta Jegs and Warlocks!

Unread post by TheKai »

Yea really, wow..thanks NegInifinity!
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