Mik Drad's Teleportation Suit v1.0 final (or, Colocation for fun and profit)
In order to use these, 5 steps are necessary;
1) unzip the files
2) place the .2DA files in your Documents and Settings/Neverwinter Nights 2/Override folder
3) place dialog2.TLK in Documents and Settings/Neverwinter Nights 2/tlk
4) place dialog2 (with no extension) in your NWN2 install folder, where dialog.TLK is.
5) place the ERF file somewhere you know where to find it (I put them in /modules, personally), and import the ERF into your module. Make sure all scripts are compiled before running.*
As always, you must know... this will effect all games played on that machine henceforth, so if you do not wish to be able to teleport in your other games, reverse the above process to remove this package.
* - You may note that all spell and combat-related scripts exist as module resources. Messy, I know... but necessary for the combat and rest conditions to occur properly. Hopefully to be chunked out after patch 1.04.
Arcane Mark
Caster Level(s): Wizard / Sorcerer 0, Cleric 0, Druid 0, Bard 0
Innate Level: 0
School: Conjuration
Descriptor(s):
Component(s): Somatic
Range: Touch
Area of Effect / Target: Target
Duration: Instant
Save: None
Spell Resistance: No
Arcane mark allows the imprinting of a location, to provide a target for higher level spells (eg Scry). Through mystical study and focus, you imprint the local area into your mind... effectively "marking" it as familiar.
Wizard Eye
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Divination
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Target
Duration: 1 Second/level
Save: None
Spell Resistance: No
Wizard Eye allows the caster to magically view their surroundings.
Upon invocation of the Wizard Eye spell, a Scry Sensor is created at the targetted location. The Caster's consciousness is projected into the Scry Sensor, and they can move and observe freely until the spell expires (1 Second/Level).
They are unable to cast spells, and may only percieve what would normally be visible to them.
The Scry Sensor represents the focussed intent of the caster; as such, if any hostile intent is directed towards it, it will be destroyed.
The Scry Sensor is minute and invisible, but creatures able to see invisible objects may become aware of it.
If the Scry Sensor is destroyed or dispelled, the spell effect ends and the caster is returned to their body.
Dimension Door
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Conjuration
Descriptor(s):
Component(s): Verbal
Range: Long
Area of Effect / Target: Target
Duration: Instant
Save: None
Spell Resistance: No
Dimension Door allows the caster to magically transport to a location within line-of-sight.
Upon invocation of the Dimension Door spell, the caster vanishes from their current location, and immediately appears at the targetted location. All of the caster's personal effects are effected by Dimension Door, but any party members, companions or henchmen are not.
Scry
Caster Level(s): Wizard / Sorcerer 4, Cleric 4, Druid 4, Bard 3
Innate Level: 4
School: Divination
Component(s): Verbal, Somatic
Range: Special
Area of Effect / Target: Caster
Duration: 1 Round / level
Save: None
Spell Resistance: No
Scry allows the caster to magically view a previously determined location.
An arcane mark is required (lvl 0). Upon invocation of the Scry spell, a Scry Sensor is created at the selected Arcane Mark. The Caster's consciousness is projected into the Scry Sensor, and they can move and observe freely until the spell expires (1 Round/Level).
They are able to cast a limited number of spells, including Darkvision, Find Traps and True Seeing. Any other spell is disruptive to the ethereal nature of the sensor; as such, attempting to cast any other spell will destroy it.
The Scry Sensor represents the focussed intent of the caster; as such, if any hostile intent is directed towards it, it will be destroyed.
The Scry Sensor is minute and invisible, but creatures able to see invisible objects may become aware of it.
If the Scry Sensor is destroyed or dispelled, the spell effect ends and the caster is returned to their body.
Teleport
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Conjuration
Descriptor(s):
Component(s): Verbal
Range: Special
Area of Effect / Target: Self
Duration: Instant
Save: None
Spell Resistance: No
Teleport allows the caster to magically transport to a previously determined location.
An arcane mark is required (Wiz/Sorc lvl 0). Upon invocation of the Teleport spell, the caster vanishes from their current location, and immediately appears at the marked location. Distance is irrelevant; all of the caster's personal effects are effected by Teleport, but any party members, companions or henchmen are not.
Complete concentration is necessary to successfully teleport. Without proper concentration, an error may occur (the result of accidentally reforming inside another solid object). Upon arrival to the new destination, a concentration check (DC 25) is made to make sure that no error occurred. In the case of an error, the following rolls are made;
1) 90% chance of normal error (caster takes damage equal to their level, and are returned to the original casting point)
2) 10% chance of a terrible error occurring (caster takes damage equal to 4 times their level, and one of the following);
2a) 50% chance of being sent to another of their arcane marks
2b) 50% chance of being sent to a random location in the same area
Teleport without error
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Conjuration
Descriptor(s):
Component(s): Verbal
Range: Special
Area of Effect / Target: Self
Duration: Instant
Save: None
Spell Resistance: No
Teleport without error functions as the 5th level spell Teleport, except there is no chance for error.
Teleportation Circle
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Special
Area of Effect / Target: Party
Duration: Instant
Save: None
Spell Resistance: No
Teleportation Circle functions as the 7th level spell Teleport without error, except all of the caster's party members within a 10 ft radius will be likewise transported.
Projected Revisions:
1) Changing the Mark Selection to use maps instead of dialog
2) Changes to content, pending 1.04 patch
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