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Divine version of the warlock
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<blockquote data-quote="Jackelope King" data-source="post: 2452078" data-attributes="member: 31454"><p>The angle I'm approaching it from is using the Spirit Shaman abilities from <em>Complete Divine</em> as a base, so at level 11 you get a once per week <em>raise dead</em> and the ability to bar our possession at level 13. I've always liked the spirit shaman class for flavor, so I figured now would be a good time to salvage a bunch of the mechanics.</p><p></p><p>And you're right: the class I'm describing is somewhat deficient in the ability to cover for a cleric. In a way, that's intentional. I'm designing this for a setting which will only use invokers (warlock-types) as spellcasters. I've converted the hexblade to use the least and lesser warlock invocations (the two together will represent different takes on diabolist spellcasting tradition), while a converted ranger and this class will represent individuals who draw on the spirits of the land and of the dead for magic. I'm intentionally limiting the flexibility of magic in order to make spellcasters easier to handle for a few friends of mine who are new to D&D and who are not as good at resource management. In order to compensate for this, I plan on making spell-completion items like wands, scrolls, and staves the mainstay of magic items in the game, as well as making the creation of these items somewhat easier and more skill-based. That way, in the average party of mage, priest, thief, warrior, the mage and priest might only know a dozen spells between them, but given enough time and with enough expertise, they can sit down and concoct a spell (in the form of a scroll) to solve more complex problems (like curing disease, blindness, etc.). I'm envisioning this game as having a large trade between casters in scrolls and wands, with more powerful spellcasters trading staves like currency. All part of my ongoing tweaking with the magic system to find a style I like.</p><p></p><p>More than likely. The problem with working in a mycology lab is that you rarely have access to a thesaurus when you need one <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Jackelope King, post: 2452078, member: 31454"] The angle I'm approaching it from is using the Spirit Shaman abilities from [i]Complete Divine[/i] as a base, so at level 11 you get a once per week [i]raise dead[/i] and the ability to bar our possession at level 13. I've always liked the spirit shaman class for flavor, so I figured now would be a good time to salvage a bunch of the mechanics. And you're right: the class I'm describing is somewhat deficient in the ability to cover for a cleric. In a way, that's intentional. I'm designing this for a setting which will only use invokers (warlock-types) as spellcasters. I've converted the hexblade to use the least and lesser warlock invocations (the two together will represent different takes on diabolist spellcasting tradition), while a converted ranger and this class will represent individuals who draw on the spirits of the land and of the dead for magic. I'm intentionally limiting the flexibility of magic in order to make spellcasters easier to handle for a few friends of mine who are new to D&D and who are not as good at resource management. In order to compensate for this, I plan on making spell-completion items like wands, scrolls, and staves the mainstay of magic items in the game, as well as making the creation of these items somewhat easier and more skill-based. That way, in the average party of mage, priest, thief, warrior, the mage and priest might only know a dozen spells between them, but given enough time and with enough expertise, they can sit down and concoct a spell (in the form of a scroll) to solve more complex problems (like curing disease, blindness, etc.). I'm envisioning this game as having a large trade between casters in scrolls and wands, with more powerful spellcasters trading staves like currency. All part of my ongoing tweaking with the magic system to find a style I like. More than likely. The problem with working in a mycology lab is that you rarely have access to a thesaurus when you need one ;) [/QUOTE]
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