Warlock invocation not-exactly-homebrew.

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Re: Warlock invocation not-exactly-homebrew.

Postby Murdling » Tue Feb 17, 2015 7:44 pm

These are not technically +1 on anything as they are both already Dark Invocations, but they're ones I feel are underpowered. Granted a lot of the Darks are underpowered for where you get them and what they should represent, but these two bug me more than most for differing reasons. In this first case it's just one nitpick with an easy proposed fix.

Dark Discorporation.

You lose your gear benefits, but gain enough buffs on the side and a really useful template that that's fine really. What isn't so hot is the 4d6 damage when you get this at level 16 or higher. If we could consider making it do your Eldritch Blast level in damage and/or making it eligible to apply a Blast Essence to anyone caught inside the swarm? I feel like if you're going to risk sitting literally on top of someone to hurt them with this it should be doing more than 4d6 damage for a Dark Invocation.


Word of Changing.

Okay this one stirs up the deep hate. Some knob goblin over at WotC thought that a nerfed version of a level 5 spell (and the equivalent level is indeed listed as 5 for saving throw DC purposes) that allows 2 saves when the normal spell does not was worth a Dark. I swear to god they even list it in the description as if it were a feature and not a bug. "May become permanent." The original spell outright says permanent you muffin headed jackasses.

This needs a lot of fixing. Making the existing version a Greater - and removing the 2nd save at 24 hours in - would be a passable first step.
Last edited by Murdling on Tue Mar 03, 2015 4:25 pm, edited 3 times in total.
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Re: Warlock invocation not-exactly-homebrew.

Postby Stam » Wed Feb 18, 2015 9:42 am

On Dark Discorporation:
Loss of equipment is, alone, pretty rough. As currently writ, the invocation is basically for alternate-use options with combat potential only against things which are using weaponry. Errata would be nice; minus equipment, you're still looking at a max of 9d6-ish damage per round, which is relatively trivial at levels 16-20 when you'd be picking this up, and you're putting yourself directly in jeopardy *with no Con booster* to do so.

I'm less sold on the idea of adding essence invocations; the only ones you'd really want to be adding would basically turn you into a mobile lesser maw of chaos. Admittedly, that's what you are supposed to be doing at this level, and you are putting yourself into harm's way to do so. So, uncertain.

Perhaps, as with Word of Changing below, the written invocation belongs on the Greater lineup and a Dark version that is more power-appropriate could be researched.

On Word of Changing:
Ugh. I hadn't realized how utterly bad Word of Changing was till you called that out. A L5 as a Dark? Ridiculous.

Alternative (and simpler) option: Errata word of changing to Greater instead of Dark.

If that's approved, you could then build your Dark as you propose as a "researchable" upgrade. I do like the invocation synergy idea, but ... let's see what we get with a Druid8 equivalent first.

That would be anything off the 3rd-tier companion list (brown bear, tiger, dire wolf) all of which have a to-hit in the realm of +9 to +12, or +4 bonus HD to a stock animal companion (say, wolf) which seems to be quite a bit worse. There is zero chance of such a thing being of any use whatsoever in a fight, even as a mild distraction, and the fiendish template won't help much either. Probably unlikely to be a threat to a Warlock16 who used it on them too, even after control wears off.

Alternative: have it change them into something off the Summon Monster VII list (Evil options only) or SNA7, which acts as if you had summoned it for the duration of the spell and is unlikely to be overly abusive. After the summoning duration expires, they turn into a mouse.

Edit: Hm. I see SM7's critters have a similar problem with BAB. This may require SM8. It's possible that will still not be a problem, since the trigger to get yourself the SM8 critter is someone failing their save.

Edit2: Potential abuse ... use the Dark version on NPC regular civilians. Possible solution, limit to any one summoned, with mouse expiry occurring earlier if invoked on another target.

Edit3: Added more on Dark Discorp
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Re: Warlock invocation not-exactly-homebrew.

Postby Murdling » Wed Mar 04, 2015 11:38 am

Devil's Whispers +1 - Dark


Insidious Compulsion (Equivalent spell level: 9th)

Components: V
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

As Devil's Whispers, but the Caster may specify certain conditions under which the Suggestion activates itself. Most commonly these conditions include either being in the presence of a certain person, the occurrence of a certain event, or the hearing of certain trigger words. The victim still attempts a Will save at -5 or they rationalize the actions as their own intentions and idea. If this is utterly impossible the victim simply forgets what they did.

Removal of this effect requires casting Remove Curse and succeeding on a Caster Level Check, DC 15 plus the clvl of the original Caster.

---

Alternative: The subject is also affected as if by Remorseless Charm's alignment suppressing effect for the duration.
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Re: Warlock invocation not-exactly-homebrew.

Postby Kemian » Sat Jun 18, 2016 1:45 pm

Approved:

Scalding Gust +1 Lesser Invocation

Blistering Airburst
Equivalent spell level: 4th
Components: S
Casting Time: 1 standard action
Range: 45 ft.
Area: Cone-shaped burst
Effect: Blast of superheated air emanating outward
Duration: 1 round
Saving Throw: Fortitude partial (see text)
Spell Resistance: No

A blast of superheated air emanates from the caster's hand, dealing 1d4 fire damage per two caster levels (maximum 10d4). It also blows back any enemy caught inside the range in a manner similar to gust of wind, except as listed below.

Tiny or smaller creatures are blown back to the extreme of the spell's range or until they hit a solid object. If striking an object, such creatures suffer 1d4 nonlethal damage per 10 feet traveled.

Small creatures are knocked prone and rolled 1d4 x 10 feet, taking 1d4 nonlethal damage per 10 feet.

Medium creatures are knocked prone.

Large creatures are checked.

Creatures larger than Large are unaffected by the wind, but take damage normally. Airborne creatures are treated as one size smaller than they actually are.

A Fortitude save negates the effects of the wind regardless of size, but does not negate the damage. A non-sentient swarm with more than 50% of its mass in the area is dissipated entirely if it fails the Fortitude save.
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Re: Warlock invocation not-exactly-homebrew.

Postby Kemian » Sat Jun 18, 2016 1:48 pm

Approved with 1 change Limited Wish can be used to break the curse.

Curse of Despair + 1 Greater

Vile Curse of Despair (Equivalent spell level: 6th)

As Bestow Curse, Greater.
The spellcaster places a curse on the creature touched, choosing one of the three following effects:

One ability score is reduced to 1, or two ability scores take -6 penalties (minimum 1).
-8 penalty on attack rolls, saving throws, ability checks, and skill checks.
Each turn, the subject has a 25% chance to act normally; otherwise, he takes no action.

You may also invent your own curse, but it should be no more powerful than those described above, and the DM has final say on the curse's effect. A greater curse cannot be dispelled, nor can it can be removed with a break enchantment, or remove curse spell. A Limited Wish, miracle or wish spell removes the greater curse, but each greater curse also must have a single means of removing it with some deed that the spellcaster designates.
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Re: Warlock invocation not-exactly-homebrew.

Postby Murdling » Mon Jun 27, 2016 7:08 pm

Eldritch Claws +1

Eldritch Savagery.

Blast Shape (Lesser)
Equivalent Spell Level (3rd)

Effect: A Warlock using this shape Invocation can channel his Eldritch Blast through his natural weapons, allowing for a full attack with multiple natural weapons (which must succeed on attacks vs. normal AC) which includes any damage and additional effects the weapons themselves might have.

Due to the nature of this Invocation's physical requirements, Rods of Eldritch Might may not be used to apply Essence Invocations to it during a full attack.
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Re: Warlock invocation not-exactly-homebrew.

Postby Stam » Wed Jul 06, 2016 2:01 pm

Point of Comparison for Word of Changing: CMage prints the Greater invocation Painful Slumber of Ages. This is as a 6th-level enchantment spell, effectively a Will Save-Or-CdG with additional damage rider if they fail the save and then get woken by any other means.

Compare to Word of Changing, which turns the offending enemy into a still-conscious inoffensive small animal that can then run off and summon help ... or can escape and 24 hours later, return ... and you have some significant disparity putting this down as a Greater. Let alone as a Dark. I think errata is significantly needed on this one.
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