KNock

Started by Thomas_Not_very_wise, August 22, 2009, 02:03:12 AM

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Meldread

I'm not sure if this is possible, but hey - what the hell.

Even though Knock is a transmutation spell (why?), I think it should be replaced with a divination spell.  There are no cool divination spells for wizards.  Change knock entirely to be more like a scrying spell.

Here is how I'd imagine it working:

QuoteMind's Eye (Knock)
Spell level: Sorcerer/Wizard 2; Cleric with Knowledge Domain 2
Innate level: 2
School: Divination
Components: verbal
Range: Personal
Area of effect: Caster
Duration: 2 minutes / level; (spell focus: divination, 3 minutes / level); (greater spell focus: divination, 5 minutes / level)
Save: none
Spell resistance: no

Description: The caster has the ability to detach their third eye, and use it to observe distant locations.  When cast the arcanist must focus all of his energy on maintaining the third eye, and becomes unaware of his own surroundings.  In most cases few know that they are being spied on when the eye is near; however when the eye is detected it may be destroyed causing 2d6 points of psychic (magic) damage to the arcanist.

The third eye cannot pass through physical objects, though the wizard can at times 'will' a door open while using this spell.

In essence, it'd work exactly like a familiar and a summoned creature.  Except the caster does not choose to possess it – it happens automatically.

The benefit of the minds eye over the familiar is that it could have permanent invisibility, displacement, and 50% immunity to all forms of damage. In addition it could have 30 hide / move silently.  It'd appear basically as a small little beholder if it is spotted, have negative -10 AB, 10 AC, only physical attacks (so it is completely defenseless) and 15 HP.

In essence, it allows the wizard to spy / scry for a short time.  A level 9 wizard with Greater Spell Focus: Divination would be able to maintain the "Mind's Eye" for 45 minutes.  A level 9 wizard without any spell focus in divination will only be able to maintain the Mind's Eye for 18 minutes.

When the mind's eye spell ends it teleports back to the caster and then unsummons itself.  The caster can end the spell by unpossessing it, much like unpossessing a familiar.

Drakill Tannan

..I'd rather have the spell work.

Meldread

It's a useless spell even if it could be made to work.  Most of the doors you want to open are locked with a key.  Unless it is some chest or door on a quest.  In which case you'd have to sacrifice a valuable spell slot to bring it along.

Blake the Boar

You can always make the spell knock work as it is right now, through RPing and a DM present ...

ScottyB

Re: Mind's Eye: A spell's school cannot be changed, and only familiars can be remote-possessed.

The concern that casters can perform the role of other classes is one of the commonly recognized flaws with 3rd edition D&D. Clerics can self-buff and tank. Wizards have many spells, especially at higher levels, that can automatically succeed where another class would have needed large skill investment.

Within our level range this isn't too big a problem. Knock is a high enough level that it could be given some use without upsetting things, and I can't think of any counter-suggestions that would be useful.

It's a shame you can't restore spell uses if you cast Knock and nothing gets knocked. But maybe NWNX can do that?

Meldread

Damn.  Oh well.  There goes that idea. :p

I really do wish wizards had a more versatile spell list on NWN.  Mostly spells that are used for things other than combat.

Letsplayforfun

Quote from: Meldread;141798Damn.  Oh well.  There goes that idea. :p

I really do wish wizards had a more versatile spell list on NWN.  Mostly spells that are used for things other than combat.

+1000