Neverwinter Nights 2

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Created by

Saralach

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Surango

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About this mod

Spell fixes, a new spell resistance system, new invocations, and a pact system.

Permissions and credits
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Stage 1 Release
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Stage 1 of the spellpack is a recompile of the entire NWN2 spell system using my spell resist code. With this new code, we can lower SR
using a local int "LoweredSR" which is checked in the code. Spell mantles now use a local int "LevelsLeft" to properly deplete spell levels between warlocks and other caster classes. This code also gets the innate levels of spells for warlocks instead of the invocation grade.

Notable spell changes:
Aid/Mass Aid/Vampiric Touch now heal up to your maximum hitpoints and give the remainder as temporary hit points.
Everard's Black Tentacles has been given a proper grapple check instead of a Fortitude save.
Assay Resistance becomes Lower Resistance, lowering a target's SR by 10.
 
Invocation Changes (some have simple name changes, which are not listed):
Devil Sight is now Precise Senses, gaining +6 to spot, search, and listen checks.
Otherworldly Whispers is now Dark Arcana, gaining +6 to lore, spellcraft, and UMD
Frightful Blast now leaves targets shaken and removes the 6HD cap
Charm is now Compulsion, a domination spell. Tagets may attempt to break free each round.
Dread Seizure now lasts 3 rounds + charisma. Increased effects for the arm or leg, chance of getting both
Curse of Despair: changed ranged to Short and any creature affected suffers +2d6 from eldritch blast
The Dead Walk summons greater undead as you gain levels
Beshadowed Blast is now Weakening Blast, causing -4 Strength on failed save
Hindering Blast is now Tempest Blast: Lowered to Lesser, deals electrical damage and ignores SR
Chilling Tentacles has a grapple check instead of a fortitude save. Lasts 10 rounds flat
Wall of Perilous Flame now lasts 10 rounds.
Bewitching Blast is now Entropic Blast, can affect the target in various ways.
Tenacious Plague now lasts a number of rounds equal to your charisma modifier

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Stage 2 Release
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Stage 2 includes my custom content and a pact system that uses the Background feats on level 1. You don't need a pact to become powerful,
and for RP reasons you may not want a pact. There are abilities for a
bloodline warlock as well. I am using control feats to keep weird things
from happening. Do not take them more than once or you will waste a
feat.
 
Level 3 Power: uses a control feat called Eldritch Boon. Depending on your pact it gives the proper feat then disappears.
Fey Bargain: Add charisma bonus to damage rolls
Fiendish Compact: Changes damage die to d8
Dark Promises: Deals 1 additional damage per EB damage die you have
Bloodline: Adds half your caster level +1 to all EB damage rolls
 
Level 9 Power: uses a control feat called Eldritch Power that gives the proper feat then disappears. All level 9 powers trigger when you
kill an enemy with your Eldritch Blast.
Fey Bargain: Become invisible for 1 round.
Fiendish Compact: Restores any negative levels or ability damage
Dark Promises: Heals you 1 HP for each HD the target had.
Bloodline: Your EB deals an additional 2d6 for 3 rounds.
 
Level 8/13/18 Powers: uses a control feat called Eldritch Boon that gives the proper feat and disappears. Each gains an additional use at 13/18.
Fey Bargain: Send an image of yourself a short distance away, gaining improved invisibility for the duration
Fiendish Compact: Deal Fire damage equal to you caster level * your Constitution modifier. If it kills, deals additional damage to nearby
creatures.
Dark Promises: Bring your shadow to life, has all of your abilities, but with HP equal to your warlock level.
Bloodline: Regenerate HP equal to Charisma modifier for 3 rounds + Charisma.
 
Spells
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Minor
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Alluring Presence: Charisma bonus and +2 to bluff and diplomacy
Avernal Eruption: Fire damage in a 10' area
Baleful Utterance: 2 round daze no save, sonic damage on failed save
Eldritch Shield: Shield AC bonus equal to charisma
Hellish Vitality: Constitution Bonus and 1hp/2 rounds regeneration
Mysteries of Shadow: Intelligence bonus and +2 to spellcraft and lore
Web of Shadows: Entangles creatures, like a normal web.
Spiderwalk: immunity to entangle and paralysis

Lesser
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Devious Lullaby: puts enemies to sleep, hurts them on wake
Eldritch Endurance: Gain temporary hitpoints equal to your caster level
Ignore the Pyre: Gain elemental resistance of your choice equal to caster level.
Scorching Storm: deals fire and electrical damage 20' around you.
Shadowed Soul: Immunity do death magic and level/ability drain.
Stygian Kiss: Cone that deals cold damage and causes spell failure.

Greater
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Elemental Storm: Deals acid, cold, fire, or electrical damage to targets. Each bolt is random.
Fiendish Consort: Summon a devil to aid you.
Leeching Wave: Cone that deals negative damage. You heal partially.

High
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Baleful Transformation: Polymorph a target on a failed save.
Cells of Minauros: Bog that slows targets and deals acid damage.
Ebon Lightening: Deals electrical damage in an arc, can stun.
Soul Sever: Save or die. Some restrictions to prevent spamming.