Magicyop
2010-07-26, 07:22 PM
Okay, so, this is something that I think a lot of people(myself included) would like for an epic game including a warlock. Spellcasters get a lot of powerful spells and a multitude of freedoms in creating them, why should warlocks not get the same?
This is just an idea I had, feel free to critique and/or slam me for anything you dislike so that it can be improved. :-) I sincerely apologize if this is already existing in some form somewhere, but I couldn't find it.
Epic Invoking
Prerequisites: Spellcraft 24 ranks, Knowledge(arcana) 24 ranks, ability to use dark invocations.
Benefit: You can develop and cast epic invocations. You can cast an epic invocation any number of times per day, just like a normal invocation. However, you may only know a number of epic invocations at any time equal to your ranks in Knowledge(arcana) divided by 10.(round down)
Epic Invocations
Epic invocations work much like epic spells, however, you draw from an entirely different set of seeds and factors. Epic invocations are difficult to create, and thus, you may never mitigate one below the original dc of the seeds themselves without any factors. So Blastform, a DC 16 seed, could never be mitigated below DC 16.
Seeds
Seed: Blastform
Transmutation
Spellcraft DC: 16
Range: 60 ft.
Target: Your eldritch blast
This seed is used to modify your eldritch blast's shape. As usual, you may only apply one blast-shape to any eldritch blast. Range, area, and target factors applied to this seed modify your eldritch blast when using this blast-shape. Any other factors applied only work if the invocation uses another seed. You may combine blast-shapes and essences, but you may still only have one essence and one blast-shape on any one eldritch blast. (So while you could develop a single invocation that both imbues your eldritch blast with sonic and turns it into a fireball-type explosion, that would count as both your essence and blast-shape.)
Seed: Power
Evocation (Fire, Cold, Acid, Electricity, Sonic, or Force)
Spellcraft DC: 25
Range: 100 ft.
Target: One creature, or one object of 1,000 lbs. or less, or a bolt 5 ft. wide by 100 ft. long.
Saving Throw: Reflex half
Spell Resistance: Yes
This seed creates a blast of energy, or wreathes an object or creature in destructive force. This deals 0d6 points of damage of one type of energy(Fire, Cold, Acid, Electricity, or Sonic). To increase the amount of damage dealt, increase the DC by +2 for each d6. To increase the maximum object weight, increase the DC by +1 for each 100 pounds. If you choose a specific creature or object instead of a bolt, they take a -4 penalty to their save.
By increasing the spellcraft DC by +8, you can develop an invocation that uses force energy. This can either be force damage, or you can create an effect that mimics telekinesis. You can push creatures or objects up to 10 ft. in any direction, increase the DC by +2 for every 5 ft.
If this effect is made into an eldritch blast, your eldritch blast deals damage of the type of energy chosen, plus bonus damage equal to whatever damage this effect would normally give.
Seed: Morph
Transmutation
Spellcraft DC: 32
Range: 100 ft.
Duration: 24 hours.
Target: One creature, or one object of 1,000 lbs. or less
Saving Throw: Fortitude neg.
Spell Resistance: Yes
This seed transforms the target into another form. This form must be the same size and type as their natural form. To use a different type, add 3 to the DC. Add 2 to the DC for each increment of size change. Add +8 to the DC to add the creature's spell-like, extraordinary, or supernatural abilities.
You can transmute materials into other materials, but for each 1 hardness that must be changed, add +1 to the DC.
Factors
{table=head]Factor|Spellcraft DC Modifier
Range
Increase Range by 100% of original range|+4
Special
Change to Eldritch Essence1|-10
1. The warlock's primary destructive power is in his eldritch blast, and this factor is in place to encourage you to stick by that. When you add this factor to an epic invocation, the invocation becomes an eldritch essence, and follows all the rules for one. See the blastform seed for information on combining essences and blast-shapes.
[/table]
I'm also open to ideas for factors or seeds for epic invoking. I apologize sincerely if this offends anyone, I'm new to homebrewing and this is just an idea I had for a mechanic for epic invocations. Thanks very much for critiquing. :smallwink:
This is just an idea I had, feel free to critique and/or slam me for anything you dislike so that it can be improved. :-) I sincerely apologize if this is already existing in some form somewhere, but I couldn't find it.
Epic Invoking
Prerequisites: Spellcraft 24 ranks, Knowledge(arcana) 24 ranks, ability to use dark invocations.
Benefit: You can develop and cast epic invocations. You can cast an epic invocation any number of times per day, just like a normal invocation. However, you may only know a number of epic invocations at any time equal to your ranks in Knowledge(arcana) divided by 10.(round down)
Epic Invocations
Epic invocations work much like epic spells, however, you draw from an entirely different set of seeds and factors. Epic invocations are difficult to create, and thus, you may never mitigate one below the original dc of the seeds themselves without any factors. So Blastform, a DC 16 seed, could never be mitigated below DC 16.
Seeds
Seed: Blastform
Transmutation
Spellcraft DC: 16
Range: 60 ft.
Target: Your eldritch blast
This seed is used to modify your eldritch blast's shape. As usual, you may only apply one blast-shape to any eldritch blast. Range, area, and target factors applied to this seed modify your eldritch blast when using this blast-shape. Any other factors applied only work if the invocation uses another seed. You may combine blast-shapes and essences, but you may still only have one essence and one blast-shape on any one eldritch blast. (So while you could develop a single invocation that both imbues your eldritch blast with sonic and turns it into a fireball-type explosion, that would count as both your essence and blast-shape.)
Seed: Power
Evocation (Fire, Cold, Acid, Electricity, Sonic, or Force)
Spellcraft DC: 25
Range: 100 ft.
Target: One creature, or one object of 1,000 lbs. or less, or a bolt 5 ft. wide by 100 ft. long.
Saving Throw: Reflex half
Spell Resistance: Yes
This seed creates a blast of energy, or wreathes an object or creature in destructive force. This deals 0d6 points of damage of one type of energy(Fire, Cold, Acid, Electricity, or Sonic). To increase the amount of damage dealt, increase the DC by +2 for each d6. To increase the maximum object weight, increase the DC by +1 for each 100 pounds. If you choose a specific creature or object instead of a bolt, they take a -4 penalty to their save.
By increasing the spellcraft DC by +8, you can develop an invocation that uses force energy. This can either be force damage, or you can create an effect that mimics telekinesis. You can push creatures or objects up to 10 ft. in any direction, increase the DC by +2 for every 5 ft.
If this effect is made into an eldritch blast, your eldritch blast deals damage of the type of energy chosen, plus bonus damage equal to whatever damage this effect would normally give.
Seed: Morph
Transmutation
Spellcraft DC: 32
Range: 100 ft.
Duration: 24 hours.
Target: One creature, or one object of 1,000 lbs. or less
Saving Throw: Fortitude neg.
Spell Resistance: Yes
This seed transforms the target into another form. This form must be the same size and type as their natural form. To use a different type, add 3 to the DC. Add 2 to the DC for each increment of size change. Add +8 to the DC to add the creature's spell-like, extraordinary, or supernatural abilities.
You can transmute materials into other materials, but for each 1 hardness that must be changed, add +1 to the DC.
Factors
{table=head]Factor|Spellcraft DC Modifier
Range
Increase Range by 100% of original range|+4
Special
Change to Eldritch Essence1|-10
1. The warlock's primary destructive power is in his eldritch blast, and this factor is in place to encourage you to stick by that. When you add this factor to an epic invocation, the invocation becomes an eldritch essence, and follows all the rules for one. See the blastform seed for information on combining essences and blast-shapes.
[/table]
I'm also open to ideas for factors or seeds for epic invoking. I apologize sincerely if this offends anyone, I'm new to homebrewing and this is just an idea I had for a mechanic for epic invocations. Thanks very much for critiquing. :smallwink: