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<blockquote data-quote="DeviousQuail" data-source="post: 8821823" data-attributes="member: 7025431"><p>My half-baked idea based off your half-baked ideas:</p><ul> <li data-xf-list-type="ul">Some invocations already grant at-will spellcasting so let's add some more. Obviously, we can gate them by level, pact boon, and/or patron using the ones we already have as guidelines.<ul> <li data-xf-list-type="ul">Remove pact magic and increase the number of invocations at each level. Make sure there is enough so that you could go no spells at all, mix it up, or a plethora of at-will spells.</li> </ul></li> <li data-xf-list-type="ul">Mystic Arcanum can still be 1/LR for those level 6+ spells. Those are probably too powerful to be at-will. If you want purely at-will then you probably have to ditch it entirely and replace with something else. </li> <li data-xf-list-type="ul">Let's have Hex and Curse as class abilities. <ul> <li data-xf-list-type="ul">Hex is the class feature that adds 1d6 necrotic to damage from your attacks and uses concentration. <ul> <li data-xf-list-type="ul">A target under the effect of Hex can be effected by standard Eldritch Blast effects like push, pull, reduce speed, extended range of EB, if you have the invocations. Agonizing Blast would be the only Hex agnostic invocation. Why? Because I wrote it out and liked the way it sounded.</li> </ul></li> <li data-xf-list-type="ul">Curse is the class feature that grants disadvantage on ability checks to one attribute and uses concentration. <ul> <li data-xf-list-type="ul">A target under the effect of Curse can switch the normal effect for a spell effect based on patron. This is where you get to use those patron specific spells. Once the spell ends your Curse also ends and cannot be used again until you recharge it. Like dragon breath it could start as 5-6 on a d6 and maybe increases to 4-6 or 3-6 at higher levels.</li> </ul></li> </ul></li> </ul><p>This gives you potential at-will casting from invocations and more powerful spells with Curse. But you can't spam them due to recharge and requiring a cursed target. Additionally, the Curse spells would have to be spells that target one or more creatures and should be negative so that players won't curse their friends and spam positive effects.</p></blockquote><p></p>
[QUOTE="DeviousQuail, post: 8821823, member: 7025431"] My half-baked idea based off your half-baked ideas: [LIST] [*]Some invocations already grant at-will spellcasting so let's add some more. Obviously, we can gate them by level, pact boon, and/or patron using the ones we already have as guidelines. [LIST] [*]Remove pact magic and increase the number of invocations at each level. Make sure there is enough so that you could go no spells at all, mix it up, or a plethora of at-will spells. [/LIST] [*]Mystic Arcanum can still be 1/LR for those level 6+ spells. Those are probably too powerful to be at-will. If you want purely at-will then you probably have to ditch it entirely and replace with something else. [*]Let's have Hex and Curse as class abilities. [LIST] [*]Hex is the class feature that adds 1d6 necrotic to damage from your attacks and uses concentration. [LIST] [*]A target under the effect of Hex can be effected by standard Eldritch Blast effects like push, pull, reduce speed, extended range of EB, if you have the invocations. Agonizing Blast would be the only Hex agnostic invocation. Why? Because I wrote it out and liked the way it sounded. [/LIST] [*]Curse is the class feature that grants disadvantage on ability checks to one attribute and uses concentration. [LIST] [*]A target under the effect of Curse can switch the normal effect for a spell effect based on patron. This is where you get to use those patron specific spells. Once the spell ends your Curse also ends and cannot be used again until you recharge it. Like dragon breath it could start as 5-6 on a d6 and maybe increases to 4-6 or 3-6 at higher levels. [/LIST] [/LIST] [/LIST] This gives you potential at-will casting from invocations and more powerful spells with Curse. But you can't spam them due to recharge and requiring a cursed target. Additionally, the Curse spells would have to be spells that target one or more creatures and should be negative so that players won't curse their friends and spam positive effects. [/QUOTE]
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