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General Tabletop Discussion
*Pathfinder & Starfinder
Invocations for a Far Realm-flavored Warlock
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<blockquote data-quote="Nifft" data-source="post: 3224001" data-attributes="member: 6562"><p>New ideas...</p><p></p><p><strong>Lesser Invocations</strong>:</p><p></p><ul> <li data-xf-list-type="ul"> <strong>Color of Outer Space</strong> - <em>Hypnotic pattern</em>, as the spell, at will.</li> <li data-xf-list-type="ul"> <strong>Light From Beyond</strong> - <em>Daylight</em> spell which deals 1 point of Electrical damage each round to all creatures (except you) in its area. Also, the light is a really gross yellow-green.</li> </ul><p></p><p><strong>Greater Invocations</strong>:</p><p></p><ul> <li data-xf-list-type="ul"> <strong>Entangling Octo-Phasm</strong> (Blast Shape) - Your eldrich blast becomes a many-armed mass of undulating tentacles, most of which are illusionary (composed of shadow-stuff). The target struck by your attack must make a Will save or be entangled for 5 rounds.</li> <li data-xf-list-type="ul"> <strong>Viscous Walls</strong> - You can create one of three wall effects, but you may only ever have one wall in existence at any time -- creating another ends the current one.<br /> - Electrical Membrane: a crackling sheet of electricity, which deals damage as a <em>wall of fire</em>, except the damage is electrical rather than fire.<br /> - Ephemeral Membrane: as <em>illusory wall</em>.<br /> - Esophagal Membrane: a thick viscous membrane which functions as a <em>wall of ice</em>, but the damage caused by hacking through the wall is acid rather than cold.</li> </ul><p></p><p><strong>Outer Invocations</strong>:</p><p></p><ul> <li data-xf-list-type="ul"> <strong>Far Layer</strong> - You can bring a thick, pseudo-liquid portion of the Far Realms in conjunction with your current location. This functions as the spell <em>acid fog</em>, except that each round in addition to the normal 2d6 acid damage, the fog-like pseudo-liquid deals 2d6 fire, cold or electrical damage (chosen when you use the invocation). Duration: concentration.</li> </ul><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 3224001, member: 6562"] New ideas... [b]Lesser Invocations[/b]: [list] [*] [b]Color of Outer Space[/b] - [i]Hypnotic pattern[/i], as the spell, at will. [*] [b]Light From Beyond[/b] - [i]Daylight[/i] spell which deals 1 point of Electrical damage each round to all creatures (except you) in its area. Also, the light is a really gross yellow-green. [/list] [b]Greater Invocations[/b]: [list] [*] [b]Entangling Octo-Phasm[/b] (Blast Shape) - Your eldrich blast becomes a many-armed mass of undulating tentacles, most of which are illusionary (composed of shadow-stuff). The target struck by your attack must make a Will save or be entangled for 5 rounds. [*] [b]Viscous Walls[/b] - You can create one of three wall effects, but you may only ever have one wall in existence at any time -- creating another ends the current one. - Electrical Membrane: a crackling sheet of electricity, which deals damage as a [i]wall of fire[/i], except the damage is electrical rather than fire. - Ephemeral Membrane: as [i]illusory wall[/i]. - Esophagal Membrane: a thick viscous membrane which functions as a [i]wall of ice[/i], but the damage caused by hacking through the wall is acid rather than cold. [/list] [b]Outer Invocations[/b]: [list] [*] [b]Far Layer[/b] - You can bring a thick, pseudo-liquid portion of the Far Realms in conjunction with your current location. This functions as the spell [i]acid fog[/i], except that each round in addition to the normal 2d6 acid damage, the fog-like pseudo-liquid deals 2d6 fire, cold or electrical damage (chosen when you use the invocation). Duration: concentration. [/list] Cheers, -- N [/QUOTE]
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