Nifft said:
Yeah... agree with you on CoOS. Maybe it should be an Outer invocation (highest level) which deals Wisdom damage and has the effect of rainbow pattern.
It'd have to deal a
lot of damage to rate that level, IMO, but then again my views tend to skew towards the high end of the power curve anyway since I'm used to running Epic and near-Epic games. Anyway, I like the thought- definitely worth pursuing.
Nifft said:
The reason my version is a Blast Shape is so you can only target one critter at a time, and you can only do so at close range. IMHO, entangling as an area effect is really too strong, if you are allowed to deal damage at the same time. That's a purely mechanical reason.
You must have really hated the original (pre-
Spell Compendium) version of
Briar Web then.

I rather liked it, myself, and though it was a wonderful addition to the spell list of the Florant (a variant Sorcerer-type Arcane caster in my homebrew that has plant-based powers). I've never really had problems dealing with Entanglement in my games, as an area effect or otherwise really- though admittedly it isn't often combined with damage.
In any case, the existing Eldritch Essence,
Entangling Blast, does affect only one target, unless you combined it with something like
Eldritch Cone or
Eldritch Doom of course. So no problems there. Or did you mean that allowing it to be combined with the area-effect Eldritch Blasts was a Bad Idea?
Nifft said:
It could be balanced as a 1st level blast-shape ("entangling blast"), but IMHO it must be a shape rather than an essence.
Combine forces and agree on Least blast-shape?
I suppose this proves my supposition above was correct? I, personally, don't mind the potential of an area-effect damaging Entanglement, but it's easy enough to change
Entangling Blast to a Blast Shape instead of Eldritch Essence too. Certainly, for the Alienoid, making it look like a series of tentacles would be highly appropriate!
Nifft said:
Yeah, true. But the other wall invocations all break the rules in terms of damage type (all deal at least some untyped damage), so I figured the flexibility would pay for the lack of that untyped damage.
Fair point. And the other Wall invocations allow the user to create several of them and place them wherever, to divide up the battlefield, as demonstrated to spectacular effect in JollyDoc's Age of Worms story hour.
Viscous Walls doesn't- as soon as you make another one the first one goes poof. In light of
that restriction, I'm hard pressed to think of a min-maxer who would take it over the regular Wall Invocations.
Nifft said:
How about dimensional lock within its area? No summoning in or travel out. Sorry Mr. Wizard, you are really screwed, and you'll be taking acid damage every round. Plane shift would work, as would cross the threshold.
Wonderfully nasty idea. In fact, I think combining this idea (D-Lock) with the
Baleful Teleport notion suggested by starwed is the way to go. The
Far Layer disrupts any attempt to use standard Teleportation effects inside its area, because of intense dimensional flux; simultaneously, however, that same dimensional flux causes portions of space to constantly pinch in and out of existence- thus splitting off portions of beings caught within the area and disrupting their structure as a standard
Baleful Teleport effect would. While, of course, dealing Acid damage at the same time due to the corrosive nature of the fog in general.
The damage will have to be a bit low, to balance it properly, but
wow what a cool and nasty effect!

I know
my players would jump all over this one. If the Alienoid I currently have in my second game (I finally got somebody to try one, as a replacement for a character he lost interest in due to being trumped at his own game by another party member) wasn't dead-set on picking up
Pseudonatural Blast as his first Outer Invocation when he hits 16th, I'd be shocked if he didn't go for
Far Layer instantly. Well, once I add it to the house-rules files at least.
Thanks for the great ideas, all!