Author Topic: Track: Invoker  (Read 2573 times)

Cirdec

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Track: Invoker
« on: September 24, 2013, 10:27:04 PM »
Invoker

Invokers are indefatigable spellcasters with limited options.

Invocations

You cast spells from the invoker spell list. Choose an ability modifer, it is your Spellcasting Ability Modifier (SAM) for this track. The DC for your spells is equal to 10 + ½ your character level + your Spellcasting Ability Modifier. Unlike other spellcasting tracks, you can cast any number of spells each [Scene].

You can only cast spells that you know and have prepared. You gain an additional spell every time you gain a circle in this track. Any time that you level up, you can unlearn a single spell and learn a new spell of the same level. You cannot learn spells of a level you cannot cast.

At the beginning of each [Scene], you may prepare one spell from each circle. You may cast that spell any number of times in this [Scene]. (This means that if you somehow come to know more than one spell of each circle, for example by taking the Esoteric Adept feat, you must choose a single spell from each circle to use each scene.)

Invoker Spell List

Spoiler
First Circle

Bless
Comprehend Languages
Dimensional Swap
Endure Elements
Ensnare
Grease
Magic Missile
Obscuring Mist
Sanctuary
Silent Image
World-Mind


Second Circle

Darkness
Darkvision
Flame Blade
Fog Cloud
Glitterdust
Invisibility
Nature's Power
Resist Elements
See Invisibility
Status


Third Circle

Arcane Blade
Arcane Sight
Call Lightning
Clairaudience/Clairvoyance
Death Ward
Dimensional Anchor
Dispel Magic
Fly
Haste'
Holy Smite
Prying Eyes
Repelling Ward
Searing Light
Slow


Fourth Circle

Blindsight
Detect Scrying
Dimension Door
Flame Strike
Freedom of Movement
Greater Invisibility
Hold Monster
Major Image
Regenerative Aura
Scrying
Solid Fog
Stoneskin
Wall of Thorns
Wind Walk


Fifth Circle

Acid Fog
Crush of Earth
Fist of the Earth
Legend Lore
Ring of Blades
Sunburst
Teleport
True Seeing
Wall of Force


Sixth Circle

Adamant Skin
Bloodwind
Find the Path
Hallow
Heart of Oak
Greater Dispel Magic
Greater Prying Eyes
Greater Scrying
Lightning Storm
Project Image
Tactical Deployment
Vortex


Seventh Circle

Discern Location
Dimensional Lock
Firestorm
Foresight
Control Winds
Prismatic Spray
Spell Turning




The invoker spell list consists of every spell from the Shaman and Tactician lists except for Miracle and the Cure, Heal, or Restoration spells. I haven't played enough spellcasters to know if all of the remaining spells aren't terribly abusive spamming them at the level they are introduced.

Metool

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Re: Track: Invoker
« Reply #1 on: September 24, 2013, 10:36:20 PM »
First thought: Why spells and not spell-like abilities?
"Honestly, I don't know if this non-core option is 1.0-ready"

No, it isn't. It may be updated at some point but it isn't 1.0-ready, which is why it isn't in 1.0. Anything that isn't in the 1.0 core rulebook should be treated as not being 1.0 compliant and used with caution if at all.

Cirdec

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Re: Track: Invoker
« Reply #2 on: September 24, 2013, 10:42:13 PM »
First thought: Why spells and not spell-like abilities?

Because I couldn't come up with a reason why they shouldn't be first-class spellcasters. I didn't make them spell-like abilities just to imitate D&D 3.5.

Metool

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Re: Track: Invoker
« Reply #3 on: September 24, 2013, 10:55:38 PM »
The thing is, all the resources in Legend that are like spells, but don't have a [Scene] pool? SLAs.
"Honestly, I don't know if this non-core option is 1.0-ready"

No, it isn't. It may be updated at some point but it isn't 1.0-ready, which is why it isn't in 1.0. Anything that isn't in the 1.0 core rulebook should be treated as not being 1.0 compliant and used with caution if at all.

Mystify

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Re: Track: Invoker
« Reply #4 on: September 25, 2013, 01:57:40 AM »
The power of this will vary wildly.
Example:
I take world mind as my 1st level invokation
ok, so  I cast it once, me and my teammates can talk telepathically. Thats it, a single spell and I'm done. Like a 1st circle shaman, only without 2 other spells to use the rest of the time.

I take silent image
I can create holographic images at will, conjure up fake crowds, put up illusionary walls, creating awesome effects inside and outside of combat

I take magic missile
I can do some reliable, unremarkable damage every round. Like a 1st circle lich, without the healing.

This type of difference is going to exist at every level. Spells are designed with limits in mind- how much it takes to learn this spell instead of another, whether its something you cast once or twice outside of combat or something you use once or repeatedly in combat, etc. and this  coarse of an approach completely glosses over those differences.
My extensive collection of homebrew
As always, Please Evaluate And Critique Honestly

Cirdec

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Re: Track: Invoker
« Reply #5 on: September 25, 2013, 02:41:15 AM »
The power of this will vary wildly. ... this  coarse of an approach completely glosses over those differences.

The following spells are also too much to handle at-will (for non-combat or complexity reasons), and should be removed from the Invoker spell list:

Clarivoyance
Silent Image
Major Image
Prying Eyes
Prying Eyes, Greater
Scrying, Greater
(due to its [Scene] duration)

The following spells are pushing it for at-will (for non-combat or complexity reasons), and are definitely candidates for striking from the list:

Wall of Force
Wall of Thorns
Project Image


The following spells probably can't be exhausted (are better for a Shaman or Tactician):

Bless
Discern Location
Find the Path
(this could also be too complex)
Haste
Heart of Oak
Wind Walk


The following spells almost certainly can't be exhausted (are much better for Shaman or Tactician), but that doesn't mean they are bad. For example Fly at-will is still better than e.g. the Just Blade's 4th circle Vectored Thrust.

Arcane Sight
Comprehend Languages
Darkvision
Death Ward
Detect Scrying
Dimensional Lock
Endure Elements
Fist of the Earth
Flame Blade
Fly
Hallow
Nature's Power
Regenerative Aura
Repelling Ward
See Invisibility
Status
World Mind