SamuKata
KibblesTasty
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Spells for the Occultist, Part 1

We aren't ready for the first draft of the Occultist, but while that's simmering I figured I'd share something of a preview for it in the form of some of the spells it would be getting.

The Occultist will launch with ~20-30 new spells (the Wizard has about 34 unique spells to it); this is 9 of those new spells, so about half to a third of the list. In addition to these spells, they will of course have access to a large number the existing spells.

Some of these spells aren't unique to occultist, and will appear on the Wizard, Warlock, Sorcerer, or Bard lists (and a few will probably be making their way to the Cursemith).

Some of these are spells I've had for awhile, but some of them are new; they are all at least slightly playtested, but some of them will probably go through more refinement before they make it to the final version; feel free to let me know if you have any thoughts or suggestions.

Spells for the Occultist, Part 1

Comments

Crippling Agony: Fixed! The dangers of using a template for things :) Disorient: It's far from guaranteed that they'd end up in the same spot; and it opens them up to all sorts of things, like opportunity attacks, falling off things, moving where they might now want to, etc. Command is certainly a powerful ability, but also has distinct limitations and it should be noted is a Cleric spell. Spell lists are part of the power of the spell. Animate Shadow: I'm not sure what the clarification is here. Reaction require a trigger, and that trigger is it being the Shadow acting, which you can use your reaction to direct for it's action, otherwise it takes its default action. Reactions are typically paired with their trigger, and in this case the trigger is the shadow acting. Rain of Spiders: The swarm targets the creatures they fell on, mostly for simplicity sake. Spiritual Consultation: Yeah, it should consume it. The reason it doesn't just give proficiency is that it requires you to be able to communicate with the spirit to act as if you have proficiency; the spirit isn't possessing you, just providing guidance equal to having proficiency in the action. Effectively they are largely doing the same thing, but I prefer mechanics to reflect flavor where possible. Wither: Being vulnerable to a damage type you're immune to would have no effect (twice no damage is still no damage). Effectively it cancels resistance and grants vulnerability if you aren't resistant, but has no effect on creatures that immune; I could add the extra verbage, but it wouldn't change the mechanics of the spell as that's already how it works (vulnerability and resistance cancel out, but vulnerability has no effect on an immune creature). Appreciate all the thoughts and feedback, will consider during the refinement process. :)

KibblesTasty

Fun stuff! I love the unsettling theme of these spells. Setting aside typos and formatting, here are some mechanical comments: Crippling Agony has no range. Disorient interacts pretty poorly with intelligent enemies. If I'm reading it right, the optimal response is to make 12 saving throws immediately and hope you end up in roughly the same spot, turning this into 2nd level Command with a wall bounce rider even against enemies that it should work on. If this merely replaces 5 feet of your movement, it's not worth a spell slot at all, basically a Ray of Frost that instead of dealing damage inflicts disadvantage for one round. I'm not sure that Animate Shadow works with timing rules. If you want this to be better than the normal summon spells, you could just say "You may use your reaction to command the shadow to move and attack as you direct". Rain of Spiders should specify whether the spiders are hostile to other creatures. Should Spiritual Consultation consume its material component? 1gp isn't much of a barrier otherwise. The formatting here is particularly weird, considering that an ephemeral spirit with no stats is unlikely to use INT/WIS skill checks with other attributes. I'd simplify this to "You have proficiency in that skill for the duration. Alternatively, you can have the spirit make the check, with a +8 modifier. The spirit moves to follow you, remaining no more than 5 feet away from you. It remains for the duration or until you choose to release it." Wither works as written but it's very weird to be both immune and vulnerable to the same damage type. How about just "A withered creature gains vulnerability to fire damage, unless they are immune to fire damage"?


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