Your GM says: "I need you to play a Warlock tonight."
Which type would you select? And why?
Moderators: Immortals, Supreme Beings, Old Ones
wyrmraker wrote:It kind of depends on where I'll be playing said warlock, and what level the warlock would be. But my go to combo is Earth/Fire. I do so adore River of Lava.
Edmund Burke wrote:The only thing necessary for the triumph of evil is for good men to do nothing."
Killer Cyborg wrote:Water/Air.
Because those seem like the two most useless elements in most cases, and I'd be interested to find some more utility in them.
Subjugator wrote:I think I'd be pretty good with air. Any of them are good above 8th level though...a major elemental of any stripe is a bad axle.
/Sub
Shark_Force wrote:Subjugator wrote:I think I'd be pretty good with air. Any of them are good above 8th level though...a major elemental of any stripe is a bad axle.
/Sub
major elementals are available (potentially) starting at level 1. no need to limit yourself to level 8.
ShadowLogan wrote:I think it would depend on the scope of the campaign.
Is this Warlock a 1-off, or is it going to be around for a while (intended at least, since its still possible to be killed off early even in a long term). This allows for planing in terms of development, does the Warlock take Spell X as it leads into Spell Y combo later? That type of combo spells isn't something to think about much for a 1-off versus long term. Long term an Air/Earth could create an army of servants w/o the downsides of traditional Golems (or restrictions like Zombie/mummy).
What is the situation or role they are going to be in game. This can help determine spells and skills they would take. Do we need someone to try and bring some firepower (Fire Warlock), or some other role?
What is the Warlock's level starting out. This sort of gets into point 1, but if I have to start the Warlock out at a lower level that can influence what one takes in terms of spells.
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.
Kagashi wrote:Earth is kinda weak, but now that Mysteries of Magic was released, there are some good armor spells at lower levels.
Still, I pick Air. Good damage, flight, awesome fragments to summon, Tornados, Hurricanes...
Shark_Force wrote:earth is actually pretty solid, it's just that it takes time to get going. with earth, you kinda almost need to be pure earth warlock to really benefit (or a being that just gets all spells known, like a demigod). with earth warlock, you're not looking at "what spells are amazing" so much as you are looking at "what spells are amazing when i use them together".
drewkitty ~..~ wrote:You do know that according to the classical elements water and fire are intrinsically opposed to each other, as are air and earth.
*waves of the reminders that the gamebooks do not say anything about these oppositions cause I already know it and is mentioning it here so you don't have to*
Alrik Vas wrote:Air/Fire Warlock would just be a super badass character to play. Make him more like a Shugenja than a Wizard, martial arts type with cool sweeping motions, give'm a spear or something they make whirlwinds and stir up fireballs with.
Style points.
flatline wrote:Shark_Force wrote:earth is actually pretty solid, it's just that it takes time to get going. with earth, you kinda almost need to be pure earth warlock to really benefit (or a being that just gets all spells known, like a demigod). with earth warlock, you're not looking at "what spells are amazing" so much as you are looking at "what spells are amazing when i use them together".
What combos do you have in mind?
--flatline
Killer Cyborg wrote:Water/Air.
Because those seem like the two most useless elements in most cases, and I'd be interested to find some more utility in them.
kaid wrote:Killer Cyborg wrote:Water/Air.
Because those seem like the two most useless elements in most cases, and I'd be interested to find some more utility in them.
The ironic thing in the palladium system air is probably the most powerful of warlock elements and water has excellent utility and great vs vampires. The weird thing is fire winds up being probably the low man on the totem pole for damage/minions/utility.
kaid wrote:Killer Cyborg wrote:Water/Air.
Because those seem like the two most useless elements in most cases, and I'd be interested to find some more utility in them.
The ironic thing in the palladium system air is probably the most powerful of warlock elements and water has excellent utility and great vs vampires. The weird thing is fire winds up being probably the low man on the totem pole for damage/minions/utility.
Shark_Force wrote:air is good at all levels. it's just even more better at high levels. but starting from level 1 there are pretty much always 3 good choices for spells to choose.
Killer Cyborg wrote:Shark_Force wrote:air is good at all levels. it's just even more better at high levels. but starting from level 1 there are pretty much always 3 good choices for spells to choose.
Not seeing it.
Level 1, there's Cloud of Clumber, which is kind of broken enough to be a good spell.
Breathe Without Air is good... but pointless if you have EBA.
Level 2, There's Cloak of Darkness. That's okay. And Levitate is good enough.
Level 3, again, nothing really grabs me. Frostblade is good, if you' going to be in melee. Frequency Jamming is also broken enough to be useful.
Meanwhile, Earth has:
Level 1: Chameleon, Rock to Mud, Shatter, Identify Minerals, Identify Plants... there's a lot of handy stuff.
Level 2: Wall of Clay, Wither Plants, Grow Plants, Track... All pretty decent.
Level 3: Animate Plants, Create Mound, Dig, Encase object in Stone, Locate Minerals, and Wall of Stone. All gold, so to speak.
Fire has:
Level 1: Cloud of Smoke, Fire Bolt, Globe of Daylight, Impervious to Fire.
Level 2: Tongue of Flame is really the best. The others are on par with Air spells.
Level 3: Wall of Flame, Fire Gout, and Circle of Flame are all good. The cold spells are also decent, though more limited.
Killer Cyborg wrote:Shark_Force wrote:air is good at all levels. it's just even more better at high levels. but starting from level 1 there are pretty much always 3 good choices for spells to choose.
Not seeing it.
Level 1, there's Cloud of Clumber, which is kind of broken enough to be a good spell.
Breathe Without Air is good... but pointless if you have EBA.
Level 2, There's Cloak of Darkness. That's okay. And Levitate is good enough.
Level 3, again, nothing really grabs me. Frostblade is good, if you' going to be in melee. Frequency Jamming is also broken enough to be useful.
Meanwhile, Earth has:
Level 1: Chameleon, Rock to Mud, Shatter, Identify Minerals, Identify Plants... there's a lot of handy stuff.
Level 2: Wall of Clay, Wither Plants, Grow Plants, Track... All pretty decent.
Level 3: Animate Plants, Create Mound, Dig, Encase object in Stone, Locate Minerals, and Wall of Stone. All gold, so to speak.
Fire has:
Level 1: Cloud of Smoke, Fire Bolt, Globe of Daylight, Impervious to Fire.
Level 2: Tongue of Flame is really the best. The others are on par with Air spells.
Level 3: Wall of Flame, Fire Gout, and Circle of Flame are all good. The cold spells are also decent, though more limited.
kaid wrote:Killer Cyborg wrote:Shark_Force wrote:air is good at all levels. it's just even more better at high levels. but starting from level 1 there are pretty much always 3 good choices for spells to choose.
Not seeing it.
Level 1, there's Cloud of Clumber, which is kind of broken enough to be a good spell.
Breathe Without Air is good... but pointless if you have EBA.
Level 2, There's Cloak of Darkness. That's okay. And Levitate is good enough.
Level 3, again, nothing really grabs me. Frostblade is good, if you' going to be in melee. Frequency Jamming is also broken enough to be useful.
Meanwhile, Earth has:
Level 1: Chameleon, Rock to Mud, Shatter, Identify Minerals, Identify Plants... there's a lot of handy stuff.
Level 2: Wall of Clay, Wither Plants, Grow Plants, Track... All pretty decent.
Level 3: Animate Plants, Create Mound, Dig, Encase object in Stone, Locate Minerals, and Wall of Stone. All gold, so to speak.
Fire has:
Level 1: Cloud of Smoke, Fire Bolt, Globe of Daylight, Impervious to Fire.
Level 2: Tongue of Flame is really the best. The others are on par with Air spells.
Level 3: Wall of Flame, Fire Gout, and Circle of Flame are all good. The cold spells are also decent, though more limited.
One thing that is somewhat interesting is in that list you missed call lightning as a third level air spell. It and fire ball are the first really scaling damage powers for most spell casters and warlocks get them at level 3 so they are single action casts. call lightning winds up having 10 more feet per level range than fireball does and it has the fun ability of it never misses. It cannot be dodged it cannot be saved against and no roll to hit is required. Also the air warlock version unlike standard evocation is usable both indoors and outdoors.
Fire really is only somewhat ahead at level 1 as they get a decent damage spell then but after that air warlocks are comprable or better for offense with orb of cold at level 2 and call lightning at level 3 and then lightning arc at level 4 gives them an incredibly efficient attack spell to use and lightblade for 1d4x10 damage which is doubled vs vampires making them some of the best vamp hunters available.
Its not that fire is bad its just that other than a having access to a level one damage spell they really don't do anything the other elements don't do as well or better.
Shark_Force wrote:thunderclap is a powerful debuff if you're within range (and doesn't cost a lot to cast),
and while breathe without air is situational, it does have uses when you directly benefit from not wearing environmental body armour (and have the ability to detect dangerous air). the EBA spellcasting table is not crippling, but air warlocks don't generally have to worry about it.
cloud of steam damages people's SDC through non-environmental body armour, potentially allowing you to aquire undamaged armour. useless against a CS dead boy patrol. useful against a typical dog pack in their non-environmental armour. useful against bandits wearing piecemeal armour salvaged from enemies wearing different suits. useful against many magic users. useful against anyone that might be wearing non-environmental body armour to protect their SDC hide, really. plus, it blinds those same targets for 1d6 melees (and anyone for as long as they're in the cloud). sounds pretty damn useful to me.
howling wind is another inexpensive horror factor spell that must be resisted each melee (with a fairly high save required).
mesmerism is a debuff that enemies might not even know is being applied and won't know to leave (and appears to work just fine on people in EBA).
orb of cold inflicts damage and a debuff and is probably better than fire bolt.
silence is a powerful stealth spell.
Glistam wrote:Fire Warlocks suffer though compared to the others because of the spell "Impervious to Fire," as well as the number of creatures who have that ability.
Fire Warlocks only have a couple of other options and have to be creative to get around such protections and come up on top. None of the other Warlocks are neutered so effectively with just a little preparation.