| Jennica Fortune |
I have a witch who is very interested in primal magic, but alas that interest... is just that interest. She can't actually DO anything.
So I was thinking of designing a hex or two allowing a witch to tap into primal magic.
This is kind of my ideas so far...
Twist Primal Magic (Su)
A witch may attempt to channel primal magic as a swift action to cast a prepared spell without losing that spell from its spell slot. Essentially, a witch is forcing primal magic into the world and attempting to shape it into a specific spell effect. To use this ability, she casts the spell as she would normally, but as the spell’s effects take place, she makes a concentration check (DC 20 + double the spell’s level). If she fails this check, she expends the spell normally as if she had cast it, but its actual effects are replaced by a primal magic event with a CR equal to her caster level and she is staggered for 1 round per level of the spell she was attempting to cast. If she makes this check, she casts the spell normally and it is not expended from her prepared spell slot, allowing her to cast that spell again at a later point. A witch may use this ability a number of times per day equal to her Intelligence Modifier.
The above is copied almost exactly from the Primalist Wizard archetype, save for a slight change in uses, since there are no witch hexes with 1st, 5th, 10th, 15th, 20th progressions?
Trigger Primal Magic (Su)
Once per day as an immediate action, you can cause a spellcaster (including yourself ) within 30 feet to trigger a primal magic event as the spell is being cast. At 13th level, you can cause any creature in the act of activating a magic item to trigger a primal magic event. At 17th level, you can use this ability twice per day. A spellcaster can make a concentration check (DC = 15 + twice the spell’s level) to focus the magic and avoid triggering a primal magic effect, but non-spellcasters activating magic items have no such option.
This is based on the Spellscar oracle's ability, and is therefore a major hex to keep it in line with that. Though also the level stuff is kinda weird for a hex, so any ideas how to modify it to be more hex-like?
Any thoughts, or other ideas on how to let a witch tap into primal magics?
| Jennica Fortune |
Okay, so I had a further thought about the number of times a witch can do Twist Primal Magic... since it's more than the wizard version, to compensate for that I'm thinking of making the witch version a bit harder... so
Twist Primal Magic (Su)
A witch may attempt to channel primal magic as a swift action to cast a prepared spell without losing that spell from its spell slot. Essentially, a witch is forcing primal magic into the world and attempting to shape it into a specific spell effect. To use this ability, she casts the spell as she would normally, but as the spell’s effects take place, she makes a concentration check (DC 25 + double the spell’s level). If she fails this check, she expends the spell normally as if she had cast it, but its actual effects are replaced by a primal magic event with a CR equal to her caster level and she is staggered for 1 round per level of the spell she was attempting to cast. If she makes this check, she casts the spell normally and it is not expended from her prepared spell slot, allowing her to cast that spell again at a later point. A witch may use this ability a number of times per day equal to her Intelligence Modifier.
EDIT: And yes, I realize that makes it impossible for a 1st level witch to succeed. With a DC of 27 for a first level spell, you would have to roll a 21 before modifiers, and that's if you have a 20 Intelligence. For me conceptually I like it that way, as this is a witch trying to do things they shouldn't be attempting... :D
| Avianfoo |
| 2 people marked this as a favorite. |
Here is a slight twist on the abilities to make them a bit more witchy. I realise that you are crafting this for a specific character but as it stands those abilities are more wizardly than witchy.
Normal hex: Twist Primal Magic (Su)
As a swift action, a witch may cause a creature within 30 feet to channel primal magic. This causes the next prepared spell that creature casts within 1 round to be cast without losing that spell from its spell slot. Essentially, a witch is forcing primal magic into the world and the caster may then attempting to shape it into a specific spell effect. The caster may choose to expend the spell slot, wasting this ability. To use this ability, the caster casts the spell as she would normally, but as the spell’s effects take place, the caster makes a concentration check (DC 20 + double the spell’s level). If she fails this check, the spell is expended as if she had cast it, but its actual effects are replaced by a primal magic event with a CR equal to the witches caster level and the caster is staggered for 1 round per level of the spell she was attempting to cast. If the caster makes this check, the spell is cast normally except the prepared spell slot is not expended, allowing the caster to cast that spell again at a later point. A creature cannot be the target of this hex again for 24 hours.
This has more a witchy coven co-operative vibe to it. And the DC is decreased back to 20+double spell level since each ally (including the witch) can only use it once per day. This seems way more balanced. Also, if so inclined, you could use it against enemies: particularly greedy ones might just go for the free spell :)
Down side is that the witch can't use it on herself more than once either. But that is how hexes work.
Major hex: Trigger Primal Magic (Su)
The witch may, as an immediate action, cause a spellcaster within 30 feet to trigger a primal magic event as they cast a spell. At 13th level, the witch can cause any creature in the act of activating a magic item to trigger a primal magic event. A spellcaster can make a concentration check (DC = 10 + twice the spell’s level) to focus the magic and avoid triggering a primal magic effect, but non-spellcasters activating magic items have no such option. A creature cannot be the target of this hex again for 24 hours.
Decreased the DC here again since its basically an at will power now even though its limited to once per spellcasting enemy. The 13th level buff could probably be 15th level instead. Also its not clear if the spell is consumed if they fail the check. I assume it is, in which case I would add that language as well.
my 2c
ErisAcolyte-Chaos jester
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Avianfoo is right about how the hex could work. If it is impossible to succeed the the check at first level, then the hex is inferior to other options a witch could take. Like slumber-the main reason why most people think the hexes should be nerfed. Really the hex is designed for multiple builds, and has enough of a risk-reward with the fact that to cast the higher level magics, you need to succeed a harder check. If the witch flubs the check, they are staggered and have to deal with primal magic event occuring on top of them, and lose a spell for 24hours. If they succeed, they can cast a free spell at a single target. Multi target spells could be broken though unless it only can hit those targets once.