Talk:Dreadful Wind (3.5e Invocation)/Original Edition
Condensing per request[edit]
I can condense this, but some of the issue is that the mechanics are quite granular. I don't think you need eight different steps, gradients, and if/thens to determined how spooped you are. Before I condense this, I want to get an idea from you on what parts are most important, because I'll probably condense some of the mechanics too. It'll make it simpler. -- Eiji-kun (talk) 14:55, 21 November 2017 (MST)
- The most important part is essentially that it's a wind that scares the pants off of people. So it can blow enemies away or scare them away, or maybe even both. Also, warlocks should be better with the “scary” aspect and wind mages should be better with the wind part. --Luigifan18 (talk) 14:59, 21 November 2017 (MST)
- I do like the idea of the invocation inflicting different levels of fear based on the result of a creature's Will save, but that is probably the most complicated part. --Luigifan18 (talk) 15:06, 21 November 2017 (MST)
The Crunchening 2: Soggy Revenge[edit]
This invocation replicates gust of wind, except it extends out to 80 ft and lasts for 1 round/4 levels. Dark whispers can be heared within 20 ft of the wind which grow even more threatening inside of it. In addition to the normal Fortitude save, creatures within the wind must make a Will save or become frightened for as long as they are within the wind or the audiable 20 ft extended range, and for 1d4 rounds afer. A successful save merely renders them shaken instead. This part is a mind-affecting fear effect. If the Fortitude save against the wind fails, the Will save is made at a -4 penalty.
Those outside of the wind but within 20 ft who can hear the whispers must make a Will save against shaken, save negates.
Warlocks and Wind Mages cast this invocation differently.
Warlock's dreadful wind continues to torment those who fail either the Fortitude or Will saves, inflicting the effect of paranoia haunt on its target for 24 hours. In addition they get an additional +2 DC on the save against fear.
Wind mages's dreadful wind is easy to manipulate. They can re-direct the wind's position as a move action, and their wind extends out to 120 ft. They can move through their own dreadful wind without being effected.
Ok, this one I had to take some creative liberties with, so lemme explain why the changes. Taking what you said above, I determined that the best way to make this less granular was to make it two areas, one with a save partial and one with a save negates. I also kept the "fail one save, suffer on the other" aspect but gave it a fixed -4 which is my go to "you're pretty screwed but you have a chance" number.
Cut out a lot of fluff.
With Warlocks and Wind Mages, I tried to trump up the fear effect for warlocks. Since the scaling granularity was gone, I instead gave them a spell which is basically spoop the spell, and actually syngerizes since it makes them weaker to further spoop attempts. With a 24 hour duration it's basically a curse, the warlock's wheelhouse.
For air mages, well being able to move the thing is pretty useful and seems like an air mage thing to do. By making gust of wind last for a while, it makes it a tactical hazard and now it's a mobile tactical hazard.
In both cases I wanted these class specific benefits to be minor additions that didn't alter the main mechanics much.
How's that? -- Eiji-kun (talk) 16:23, 21 November 2017 (MST)
- I definitely like these changes. I'll implement them when I can find the time. --Luigifan18 (talk) 04:54, 22 November 2017 (MST)