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| Zelin01-06-05, 04:59 AM | Eldritch Strike Dark; 7th; Blast Shape This blast shape invocation allows you to invoke your eldritch blast as a 10-foot radius, 30-foot high spread that may be centered anywhere within 60 feet of you. The eldritch strike deals the normal damage to all targets within the area. This is not a ray attack, so it does not require a ranged touch attack. Any creature in the area of the strike can attempt a Reflex save for half damage. Silencing Blast Lesser; 3rd; Eldritch Essence This eldritch essence invocation allows you to change your eldritch blast into a silencing blast. Any creature struck by a silencing blast must make a Will save or be unable to vocalize for 1 round. A creature unable to vocalize may not cast any spells or use any abilites that require a vocal component. Darkice Blast Greater; 7th; Eldritch Essence This eldritch essence invocation allows you to change your eldritch blast into a darkice blast. A darkice blast deals cold damage, and it is formed from conjured ice, making it different from other eldritch essences because it ignore spells resistance. Creatures struck by a darkice blast must make a Fortitude save or be exhausted for 1 round per five class levels you have. Even if the save against this ability succeeds, the creature takes a -2 penalty to Strength and Dexterity for 2 rounds. The Strength and Dexterity penalties from multiple darkice blasts do not stack but, a creature can still become exhausted on failed save and does take damage normally. Torpid Blast Greater; 7th; Eldritch Essence This eldritch essence invocation allows you to change your eldritch blast into a torpid blast. Any creature struck by a torpid blast must make a Will save or be slowed for 1 minute and suffer a penalty to Strength equal to 1d4 +1 per two class levels you have (maximum 1d4+5). If the creature’s Strength falls below 1, it is helpless. A torpid blast’s slow effect dispels and is dispelled by haste. However, the Strength penalty is not dispelled by haste. The Strength penalty from multiple torpid blasts do not stack but, the creature may still be slowed and does take damage normally. Thunderstrike Blast Dark; 8th; Eldritch Essence This eldritch essence invocation allows you to change your eldritch blast into a thunderstrike blast. A thunderstrike blast deals half electrical and half sonic damage, and it is formed from conjured electricity and sound, making it different from other eldritch essences because it ignore spells resistance. Creatures struck by a thunderstrike blast must make a Fortitude save or be stunned for 1 round as well as blinded and deafened permanently (as per the blindness/deafness spell). Even if the save against this ability succeeds, the creature is blinded and deafened for 2 rounds. Unseen Hand Greater; 5th You can use telekinesis as the spell. Eye of Madness Dark; 7th You can use phantasmal disorientation as the spell (see Complete Divine page 172). Unlike the spell, this invocation has a duration of 1 minute. Malignant Darkness Dark; 8th This invocation creates a 20-foot radius, 20-foot high spread in the form of an amorphous cloud of inky blackness that you can shape and move as desired. While you concentrate on it, the malignant darkness can move up to 10-feet per round, either floating through air or seeping through the smallest cracks. Creatures within the cloud must succeed on a Will save or suffer 1d4 points of Wisdom damage. The cloud stops all light and sound, so creatures within it (or creatures who sensory organs and vocal apparatus are within it) are treated as being deafened and blinded (including creatures with darkvision) in addition to being unable to speak or cast spells with verbal components. As well, creatures entirely within the cloud have total concealment. You are immune to the effects of your own malignant darkness and may see and speak within it without difficulty. The malignant darkness remains as long as you concentrate on it (like concentrating on a spell), plus 2 rounds thereafter. A moderate wind (11+ mph) disperses the malignant darkness in 4 rounds; a strong wind (21+ mph) disperses the mist in 1 round. Shadow Body Dark; 8th Your body and all your equipment are subsumed by your shadow for a period of 24 hours. As a living shadow, you blend perfectly into any other shadow and vanish in darkness. You appear as an unattached shadow in areas of full light. You can move at your normal speed, on any surface, including walls and ceilings, as well as across the surfaces of liquids—even up the face of a waterfall. Your space does not change, so you cannot move into locations you would not normally be able to move into. While in your shadow body, you gain damage reduction 10/magic and darkvision out to 60 feet. You are immune to critical hits, ability damage, disease, drowning, and poison. You take only half damage from acid, electricity, and fire of all kinds. While affected by this power, you can be detected by powers that read thoughts, life, or presences (including true seeing), or if you make suspicious movements in lighted areas. You cannot harm anyone physically or manipulate any objects, but you can use any of your spells or spell-like abilities normally. Doing so may attract notice, but if you remain in a shadowed area, you get a +15 bonus on your Hide check to remain unnoticed. --- For those of you unfamilar with phantasmal disorientation it's a druid 6th that confuses the target's sense of direction with the illusion that the ground and all the landmarks are moving around. Each round the target can make a Survival check to move in the correct direction. Failure means the target moved 90 degrees off-course. Only movement is affected; creatures can still fight cast spells etc. The duration is 10 min./level. The eldritch strike is a compromise between the doom shape the warlock has and the fireball shape that everyone wants. Torpid Blast was orginally modeled from Languor (also Complete Divine) but that was a bit much for a eldritch essence. Shadow Body is a psion/wilder 8th power. Added Silencing Blast, Darkice Blast, and Unseen Hand. Not sure if Silencing Blast is the right level.. the classes that need to save should be able to but might become unbalancing being thrown around every round as an eldritch essence. Though I think a sorcerer with silence would be more effective. Darkice Blast is a crappy name but I couldn't think of anything better. Once again I'm not sure on the level or if its unbalancing as an essence. You could compare it to Waves of Exhaustion which doesn't have a saving throw but its not the same as an eldritch essence. And yes I know that a lesser form of exhaustion is fatigued but I don't want a mix and match of spells making the creature fatigued and then adjudicating what happens after 2 rounds... Added Malignant Darkness. Malignant Darkness; like creeping darkness but slower and more fun. |
| DemonMonkeyBoy01-06-05, 05:54 AM | :b: I like them, but I would like to suggest the following. Eldritch Strike is better suited as a Greater than Dark. Its not the much better than the cone. Thunderstrike Blast, just for variety make it blindness or deafness 50% roll. I know it means one more roll, but at least you will get something different. Also add only one applies. Beyond that the other seem OK and I really like Shadow Body. I just thought of something, if I have Fell Flight and Shadow Body can I still Fly in that form?? |
| Zelin01-06-05, 06:21 AM | Eldritch Strike is better suited as a Greater than Dark. Its not the much better than the cone. My issue is that I don't see many situations where I'd choose to learn eldritch cone over eldritch strike. But, I do have a hard time deciding between eldritch doom and eldritch strike -- it would depend on how often I expected my character to get directly involved in melee. Thunderstrike Blast, just for variety make it blindness or deafness 50% roll. I know it means one more roll, but at least you will get something different. Also add only one applies. I'm not sure I'd make it a dark if you got one...though variety is fun. Beyond that the other seem OK and I really like Shadow Body. Yeah I'm glad I went looking through psionics in the SRD. I'm also partial to Torpid Blast (might increase the die size to 1d6 like ray of enfeeblement). I just thought of something, if I have Fell Flight and Shadow Body can I still Fly in that form?? Yeah I would think so. You'd just also gain a superior form of spider climb... hmm I see high level wizard spell forming (but that would be a whole other thread). |
| DemonMonkeyBoy01-06-05, 02:11 PM | I most have been tired last night, I completely miss Unseen hand. Anyway I've had the same thought and asked a few friends what they thought. We can to the conclusion that it's better off a Dark, because of all the thing that can be done with it. Just my opinion. |
| Zelin01-06-05, 04:11 PM | I most have been tired last night, I completely miss Unseen hand. Anyway I've had the same thought and asked a few friends what they thought. We can to the conclusion that it's better off a Dark, because of all the thing that can be done with it. Just my opinion. Maybe. But is it really more than a sorcerer though? How many more times are you going to use it than an 11th level sorcerer (who could use it 4 times without bonuses)? It would be a hard choice between telekinesis, vitriolic blast, noxious blast, repelling blast and chilling tentacles. I think telekinesis would be up there but not necessarily my first choice unless I wanted to go into Master of the Unseen Hand right away. On the other hand, the other Dark invocations are obviously better. |
| Zelin01-07-05, 05:59 AM | Added Malignant Darkness. |