So a sneak peak at the spells going into the Occultist! Some of these have been seen before, this includes the current versions of Part 1 that have made the cut so far.
Returning Spells:
New Spells:
This brings it to about 2/3 of it's unique spells that it'll have at launch (plus a few of my old favorites from other stuff I've made).
Disorient is currently dropped; I may re-add it if I come with a good mechanic for it, but it was proving too cumbersome and difficult to balance in it's current iteration.
We'll see the actual Occultist that these are all part of pretty soon; quite a few of these spells are intended to opened to other spell lists, but definitely not all (particularly not some of the... less pleasant ones).
One thing I've struggled with a bit is that most groups don't keep track of corpses once creatures are killed; I had a few spells that manipulated the battlefield based on corpses (having them grab and restrain things, having them catch fire, that sort of thing) but so far testing has sent me back to the drawing board with those, as most groups were unable to smoothly integrate them. They may be back, they may not be.
The next spells will include:
There's still a few slots I haven't finished the design with though, so if you have a particularly gifted idea, feel free to drop it in the suggestion box - I'll take a pass of that for any Occultist spells probably in the next day or two.
KibblesTasty
2020-03-13 18:10:42 +0000 UTCLarry Eger
2020-03-13 13:35:43 +0000 UTCKibblesTasty
2020-03-12 18:19:01 +0000 UTCSam O'Brien
2020-03-12 17:22:32 +0000 UTC