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General Tabletop Discussion
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What's the theme for the Warlock spell list?
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<blockquote data-quote="AmerginLiath" data-source="post: 6460879" data-attributes="member: 777"><p>My first glance is that you have a very heavy of what I'd think of as 'contact' spells, mental mental magic where the warlock is communicating with other creatures, other entities, or other planes. When this reaching-into-the-mind-to-talk applies to combat, you get into charm spells and a big in-combat focus on "debuffs" to weaken or hold the opponent (especially great for setting up incapacitated monsters for other damage dealers to immediately finish off). In-between contacting another being's mind and screwing around with what they can do with their body, the third major theme I see is one that I think of a "altering perspective," involving teleporting about, changing the terrain with illusion or darkness, or even literally changing the senses of himself or others. There are also some damage spells, of course, but I see those as "let's pick the witchiest of the blasting spells to add on out of necessity")</p><p></p><p>A warlock is tied ever-more-intimately into something larger and stranger or more fearful, and his spells support that shift, making the world around him more inhuman and mercurial. While a wizard may conjure permanent changes or craft temporary illusions out of learned Spellcraft, the warlock's Pact Magic can be thought of like the waking dream of a larger mind intruding on our own world – think of the odd ways of communication, or travel (or lack of it, given how often we're stuck in place in dreams), or landscape-shifting of dreams, and you can pick spells that fit in that "walking dream" notion (nightmarish for a Fiend, confusing and haunting for a Great Old One, beautiful and I-don't-want-to-wake-up for an Archfey).</p><p></p><p>But that's just my first rambling thought on it.</p></blockquote><p></p>
[QUOTE="AmerginLiath, post: 6460879, member: 777"] My first glance is that you have a very heavy of what I'd think of as 'contact' spells, mental mental magic where the warlock is communicating with other creatures, other entities, or other planes. When this reaching-into-the-mind-to-talk applies to combat, you get into charm spells and a big in-combat focus on "debuffs" to weaken or hold the opponent (especially great for setting up incapacitated monsters for other damage dealers to immediately finish off). In-between contacting another being's mind and screwing around with what they can do with their body, the third major theme I see is one that I think of a "altering perspective," involving teleporting about, changing the terrain with illusion or darkness, or even literally changing the senses of himself or others. There are also some damage spells, of course, but I see those as "let's pick the witchiest of the blasting spells to add on out of necessity") A warlock is tied ever-more-intimately into something larger and stranger or more fearful, and his spells support that shift, making the world around him more inhuman and mercurial. While a wizard may conjure permanent changes or craft temporary illusions out of learned Spellcraft, the warlock's Pact Magic can be thought of like the waking dream of a larger mind intruding on our own world – think of the odd ways of communication, or travel (or lack of it, given how often we're stuck in place in dreams), or landscape-shifting of dreams, and you can pick spells that fit in that "walking dream" notion (nightmarish for a Fiend, confusing and haunting for a Great Old One, beautiful and I-don't-want-to-wake-up for an Archfey). But that's just my first rambling thought on it. [/QUOTE]
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What's the theme for the Warlock spell list?
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