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come on man
i think this class is a little bit to strong its needs to be balenced
but this class is fun
-Zero action points to cast
-Duration is as long as the cool down (Perma up time)
-Counts as an innate skill so doesn't take a skill slot to use
-100% fire immunity
The only draw back is -30% water resistance.
You might consider lowering the duration so people have to use it only when they need it. Or maybe making it at least cost 1 action point to cast. Or maybe make it actually take up a skill slot. Or increase the loss of water resistance. Or all of the above XD.
Anywho, like I've said before I like the mod and think most of it is pretty great. The fire dive spell just doesn't grant fire immunity like it says it does and fire aura seems too strong.
<3
Have you considered an "Essence Drain" spell? VERY high AP cost, medium damage, heals for a portion(or all) of damage and drains one SP? I know Source Vampirism already exists, but it lacks the former aspects of what a Warlock can do.
You could also consider looking into Warlock spells from D&D for some ideas if you intend to expand upon this mod more.
https://5thsrd.org/spellcasting/spell_lists/warlock_spells/ Here are some basic 5th Edition spells to take a look at.
Also, what do people think of making Winds of Erebus a 2SP skill? I've toned down the damage but without making it useless it's still pretty nasty.
Winds of Erebus has absurd damage and range.
Channel Flame should probably only split once or twice.
Cursed Ignition hits far too hard.
I really like these spells, but they're just way too strong - Even on Tactician.
Swineform? ^_^