Author Topic: New/modified invocations  (Read 4740 times)

Offline RobbyPants

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New/modified invocations
« on: January 23, 2012, 10:36:42 AM »
Note: These rules are meant to be used in combination with my other house rules.



I'm curious what you think of these invocations. I'm still trying to come up with new ideas. When looking at these, consider the warlock to have two invocations at 1st level, one each level thereafter, and a bonus blast shape or essence invocation for every three levels.


Modified Invocations

Brimstone Blast (Lesser Eldritch Essence)
Your eldritch blast deals fire damage. Anyone damaged must succeed on a Reflex save or catch fire, suffering an additional 1d6 fire damage for every three caster levels, round down. This extra damage persists each round until the flames are extinguished.

Eldritch Cone (Lesser Blast Shape)
Your eldritch blast deals damage to all creatures in a 30-foot cone originating from next to your square. A successful Reflex save halves the damage.

Hellrime Blast (Lesser Eldritch Essence)
Your eldritch blast deals cold damage. Anyone damaged must succeed on a Fortitude save or take two points of Strength damage.

Hideous Blow (Least Eldritch Essence)
As a swift action, you may channel your eldritch blast through each of your melee attacks this round. Each of these attacks deals normal damage plus damage from your eldritch blast, and they are resolve as melee touch attacks. You may only target each creature once with an eldritch blast per round in this way. This invocation does not provoke an attack of opportunity.

Vitriolic Blast (Greater Eldritch Essence)
Your eldritch blast deals acid damage and ignores spell resistance. Anyone damaged suffers an additional 1d6 acid damage for every three caster levels, round down on your next turn. This extra damage persists each round until the acid is rinsed off (requiring at least one water skin of water).


New Invocations

Least

Desecrate (Least Invocation – Level 2)
As the Desecrate spell. You must provide the unholy water and silver dust as the spell.

Detect Thoughts (Least Invocation – Level 2)
As the Detect Thoughts spell, but a target that succeeds on its Will save cannot be affected again by this invocation from the same caster for 24 hours.

Eldritch Bolt (Least Blast Shape – Level 2)
Your eldritch blast deals damage to all creatures in a 30-foot line originating from next to your square. A successful Reflex save halves the damage.

Eldritch Curse (Least Blast Shape – Level 2)
Your eldritch blast is channeled through a melee touch attack. If successful, the target takes damage as normal and then takes half damage on the next round (no save). Any eldritch essence applied to this attack is applied on the second round (with any additional saves as applicable).

Eldritch Ward (Least Invocation – Level 1)
As the Alarm spell. Alternately, you can use this invocation to ward a door, which puts an Arcane Lock (as the spell) and Alarm on the door permanently. The Alarm on the door is permanent until discharged

Fiend Form (Least – Level 2)
Your appearance changes, making you appear fiendish and terrifying. You gain a +6 bonus on Intimidate checks and a +2 natural armor bonus to AC (or your existing natural armor improves by +2). You gain two claw attacks that each deal 1d4 damage (for a medium creature). This lasts 24 hours or until dismissed.

Fiendish Resistance (Least Invocation – Level 2)
You gain the benefits of the Endure Elements spell and Resist Energy spell for 24 hours. Each time you use this, you much choose an energy type to resist and you lose the benefits of any previous uses of this invocation.

Ray of Enfeeblement (Least Invocation – Level 1)
As the Ray of Enfeeblement spell.

Scare (Least Invocation – Level 2)
As the Scare spell, but a target that succeeds on its Will save cannot be affected again by this invocation from the same caster for 24 hours.


Lesser

Astral Web (Lesser Invocation – Level 4)
As the Dimensional Anchor spell, plus the target must succeed on a Will save or be entangled and have all of its movement speeds halved for one minute.

Deep Slumber (Lesser Invocation – Level 3)
As the Deep Slumber spell.

Electric Blast (Lesser Eldritch Essence – Level 3)
Your eldritch blast deals electric damage. Anyone damaged must succeed on a Fortitude save or be entangled for one round. Creatures entangled in this fashion may still move, but only at half speed. Creatures wearing armor primarily consisting of metal suffer a -3 penalty on all saving throws relating to this blast, and the attack roll has a +3 bonus to hit them.

Eldritch Sight (Lesser Invocation – Level 3)
As both the Arcane Sight and See Invisibility spells, but with a duration of 24 hours.

Eldritch Sphere (Lesser Blast Shape – Level 3)
Your eldritch blast deals damage to all creatures in a 20-foot radius (to a range of 60 feet). A successful Reflex save halves the damage.

Fiendish Madness (Lesser Invocation – Level 4)
As the Confusion spell, but a target that succeeds on its Will save cannot be affected again by this invocation from the same caster for 24 hours.

Incendiary Slime (Lesser Invocation – Level 3)
As the Incendiary Slime spell.

Shape Nature (Lesser Invocation – Level 3)
As the Stone Shape and Warp Wood spells.


Greater

Circle of Death (Greater Invocation – Level 6)
As the Circle of Death spell, but with no material component.

Cloud of Brimstone (Greater Invocation – Level 6)
As the Stinking Cloud spell, plus each round, anyone in the area takes 2d6 points of fire damage.

Disintegrate (Greater Invocation – Level 6)
As the Disintegrate spell, but a target that succeeds on its Fortitude save cannot be affected again by this invocation from the same caster for 24 hours.

Greater Eldritch Cone (Greater Blast Shape – Level 5)
Your eldritch blast deals damage to all creatures in a 60-foot cone originating from next to your square. A successful Reflex save halves the damage.

Fiendish Guile (Greater Invocation – Level 6)
As the Suggestion spell, but a target that succeeds on its Will save cannot be affected again by this invocation from the same caster for 24 hours.

Freedom of Movement (Greater Invocation – Level 6)
As the Freedom of Movement spell.

Greater Fiendish Resistance (Greater Invocation – Level 6)
As the Endure Elements, Protection from Energy, and Stoneskin spells, except with a duration of 24 hours. The invocation is dismissed once either the Stoneskin or Protection from Energy effect have absorbed their maximum amount of damage. Each time you use this, you much choose an energy type to resist and you lose the benefits of any previous uses of this invocation.

Quick Teleportation (Greater Invocation – Level 6)
As the Dimension Door spell, but as a move action, and you must have line of sight to your destination.

Minor Disjunction (Greater Invocation – Level 6)
As the Break Enchantment or Greater Dispel Magic spells, chosen each time the invocation is used. The casting time is one standard action for both versions.


Dark

Fiendish Teleportation (Dark Invocation – Level 8)
As the Greater Teleport spell.

Forcecage (Dark Invocation – Level 8)
As the Forcecage spell.

Horrid Wilting (Dark Invocation – Level 8)
As the Horrid Wilting spell.

Mind Blank (Dark Invocation – Level 8)
As the Mind Blank spell, but with a duration of 24 hours.

True Seeing (Dark Invocation – Level 8)
As the True Seeing spell, but with a duration of 24 hours.
« Last Edit: September 06, 2017, 08:08:21 AM by RobbyPants »
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Offline xaotiq1

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Re: New/modified invocations
« Reply #1 on: January 23, 2012, 11:50:43 AM »
Very nice. I like very much the increased number of invocations. I particularly like your change to Vitrolic Blast. I'm also digging the new shape invocations.
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Offline RobbyPants

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Re: New/modified invocations
« Reply #2 on: January 24, 2012, 08:41:57 AM »
Very nice. I like very much the increased number of invocations. I particularly like your change to Vitrolic Blast. I'm also digging the new shape invocations.
Thanks. I haven't fully finished a warlock rewrite, but I'm thinking it will have the following:
  • +1d6 Eldritch Blast every level not divisible by three.
  • An extra blast shape or eldritch essence invocation every level divisible by three.
  • Two invocations known at level 1.
  • One invocation each level thereafter.
I'll likely beef up the energy resistance a bit and review some of the other abilities, but for the most part, I wanted to focus on the invocations for improving the class.
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Offline sirpercival

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Re: New/modified invocations
« Reply #3 on: January 24, 2012, 09:29:23 AM »
You could look at my Holomancer variant invocation user (Magipunk) for other ideas to beef up the Warlock.
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Offline RobbyPants

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Re: New/modified invocations
« Reply #4 on: January 27, 2012, 10:23:13 AM »
I was toying with adding in more cantrips right into the class as built-in invocations. I was thinking you could pick from a short list like Prestidigitation, Mage Hand, Mending, Message, Open/Close, Dancing Lights, Light, and Ghost Sound. I'm not sure what levels I'd grant them at, but perhaps you'd get one every level up until 5th, or something.

Also, I might want to take the following spells (or modified versions) to make available as invocations:

Least:
Alarm + Arcane Lock (perhaps some restrictions on number used at once)
Endure Elements + Resist Energy (24 hours, one type at a time. Maybe all types to a lesser degree).
Ray of Enfeeblement
Scare (a target that saves cannot be affected again for 24 hours)
Detect Thoughts (a target that saves cannot be affected again for 24 hours)
Desecrate (with component)


Lesser:
Incendiary Slime
Deep Slumber
Arcane Sight + See Invisibility
Dimensional Anchor + some other effect (entangle & 1/2 move, daze, or stun?)
Confusion (a target that saves cannot be affected again for 24 hours)
Stone Shape + Warp Wood


Greater:
Stinking Cloud + some minor per-round damage
Dimension Door (alternately as a move-action, but need line-of-sight)
Suggestion (a target that saves cannot be affected again for 24 hours)
Break Enchantment + Greater Dispel Magic
Freedom of Movement
Circle of Death (no component)
Disintegrate (a target that saves cannot be affected again for 24 hours)
Stoneskin + Protection from Energy (one type at a time)


Dark:
True Seeing
Mind Blank
Greater Teleport
Forcecage
Horrid Wilting


Perhaps some of these can be moved around, but what do you think?
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Offline dman11235

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Re: New/modified invocations
« Reply #5 on: January 27, 2012, 08:02:41 PM »
Actually Robby, I think that would be too much damage.  1/2 should be fine.  The problem it has now is lack of support, and lack of ability to full-attack.  If there's abilities that benefit it damage wise (PrCs, feats, ACFs, etc.) then 1/2 should work.  Especially with the fact that you increased invocations known.

I'm very supportive of the cantrips thing.  However, make sure not to overload it.  Maybe actually have an invocation that's just the typical cantrips?  Nah, they aren't powerful enough.  Btw, I know there's a class that already gives you infinite cantrips...is it Warlock?
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Offline Bozwevial

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Re: New/modified invocations
« Reply #6 on: January 27, 2012, 08:16:28 PM »
Minor nitpick, but you might want to clarify that Hideous Blow shouldn't provoke an attack of opportunity. Unless you meant it to provoke one, of course.
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Offline RobbyPants

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Re: New/modified invocations
« Reply #7 on: January 28, 2012, 01:28:29 PM »
Actually Robby, I think that would be too much damage.  1/2 should be fine.  The problem it has now is lack of support, and lack of ability to full-attack.  If there's abilities that benefit it damage wise (PrCs, feats, ACFs, etc.) then 1/2 should work.  Especially with the fact that you increased invocations known.
Is 2/3 level d6 really too much damage? It's 2/3 what a "typical" blast spell does, and typical blast spells are already pretty weak in terms of actions. I was already planning on beefing up blasting spells, so this increase to 2/3 level was just a quick and dirty way to keep things close to on par.

I'm hoping with enough useful invocations available, Eldritdh Blast won't be the default action every combat.


I'm very supportive of the cantrips thing.  However, make sure not to overload it.  Maybe actually have an invocation that's just the typical cantrips?  Nah, they aren't powerful enough.  Btw, I know there's a class that already gives you infinite cantrips...is it Warlock?
I figure I'll just give them out one apiece for the first five levels. There's very little use to getting a new cantrip past that point.


Minor nitpick, but you might want to clarify that Hideous Blow shouldn't provoke an attack of opportunity. Unless you meant it to provoke one, of course.
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Offline dman11235

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Re: New/modified invocations
« Reply #8 on: January 28, 2012, 05:29:00 PM »
I think the goal was to get EB to be more like a ranged attack, rather than a spell (originally).  If you want to change that, go ahead and make it 1/level.  I don't think that's plain old too much damage, I was just thinking of increasing damage potential through other means (feats/PrCs/etc. that straight up improve damage, other feats/PrCs/etc. that do more utility damage, feats/PrCs/etc. that do more attacks...)
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Offline RobbyPants

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Re: New/modified invocations
« Reply #9 on: January 30, 2012, 01:02:31 PM »
Maybe I'll write up some of the above suggestions and see how they look more fleshed out:

Least:

Detect Thoughts
As the Detect Thoughts spell, but a target that succeeds on its Will save cannot be affected again by this invocation from the same caster for 24 hours.


Eldritch Ward
As the Alarm spell. Alternately, you can use this invocation to ward a door, which puts an Arcane Lock (as the spell) and Alarm on the door permanently. The Alarm on the door is permanent until discharged


Fiendish Resistance
You gain the benefits of the Endure Elements spell and Resist Energy spell for 24 hours. Each time you use this, you much choose an energy type to resist and you lose the benefits of any previous uses of this invocation.


Ray of Enfeeblement
As the Ray of Enfeeblement spell.


Scare
As the Scare spell, but a target that succeeds on its Will save cannot be affected again by this invocation from the same caster for 24 hours.


Desecrate
As the Desecrate spell. You must provide the unholy water and silver dust as the spell.



Lesser:

Astral Web
As the Dimensional Anchor spell, plus the target must succeed on a Will save or be entangled and have all of it's movement speeds halved for one minute.

Deep Slumber
As the Deep Slumber spell.


Eldritch Sight
As both the Arcane Sight and See Invisibility spells, but with a duration of 24 hours.


Fiendish Madness
As the Confusion spell, but a target that succeeds on its Will save cannot be affected again by this invocation from the same caster for 24 hours.


Incendiary Slime
As the Incendiary Slime spell.


Shape Nature
As the Stone Shape and Warp Wood spells.



Greater:


Circle of Death
As the Circle of Death spell, but with no material component.


Cloud of Brimstone
As the Stinking Cloud spell, plus each round, anyone in the area takes 2d6 points of fire damage.


Disintegrate
As the Disintegrate spell, but a target that succeeds on its Fortitude save cannot be affected again by this invocation from the same caster for 24 hours.


Fiendish Guile
As the Suggestion spell, but a target that succeeds on its Will save cannot be affected again by this invocation from the same caster for 24 hours.


Freedom of Movement
As the Freedom of Movement spell.


Greater Fiendish Resistance
As the Endure Elements, Protection from Energy, and Stoneskin spells, except with a duration of 24 hours. The invocation is dismissed once either the Stoneskin or Protection from Energy effect have absorbed their maximum amount of damage. Each time you use this, you much choose an energy type to resist and you lose the benefits of any previous uses of this invocation.


Quick Teleportation
As the Dimension Door spell, but as a move action, and you must have line of sight to your destination.


Minor Disjunction
As the Break Enchantment or Greater Dispel Magic spells, chosen each time the invocation is used. The casting time is one standard action for both versions.



Dark:

Fiendish Teleportation
As the Greater Teleport spell.


Forcecage
As the Forcecage spell.


Horrid Wilting
As the Horrid Wilting spell.


Mind Blank
As the Mind Blank spell, but with a duration of 24 hours.


True Seeing
As the True Seeing spell, but with a duration of 24 hours.
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Offline Garryl

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Re: New/modified invocations
« Reply #10 on: January 30, 2012, 02:00:44 PM »
Another little knickknack for your list, if you'd like.

Unseen Entry (Lesser or Least, 3rd)
As knock, except a minor image makes the object still appear closed and locked as long as you concentrate and for 3 rounds thereafter.

Offline RobbyPants

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Re: New/modified invocations
« Reply #11 on: January 30, 2012, 03:22:25 PM »
That's not bad. I'd say Least, I think.
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Offline RobbyPants

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Re: New/modified invocations
« Reply #12 on: May 28, 2014, 04:42:59 PM »
I realized I had a crap-ton more I've made that I never ported over here. I'm experimenting with adding actual high level spells to the class.
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