Trying to understand the "intrusion" mechanic. Rules say:
"When you cast a spell using a spell slot, you can risk Intrusion to choose one of the following.
Overwhelming Mind. One target of the spell has Disadvantage on the first saving throw made against it.
Seeking Eye. You have Advantage on the first attack roll you make for the spell."
Ok. The rules then say:
"When you use a feature that risks Intrusion, roll your Intrusion Die. ... On a roll of 1, ... you roll on the Intrusion table to determine what happens"
The intrusion table says 1d12 and on a 12, it says:
"An Aberration or a Fiend with a CR equal to your Wizard level or lower (GM's choice) appears in an unoccupied space within 30 feet of you. The GM decides the creature's attitude (Hostile/Indifferent/Friendly) and actions."
So,in summary, i can give myself advantage on say the tohit roll for one chromatic orb, or force a target to roll their saiving throw against a fireball at disadvantage.
And then i roll a d6, if thats a 1, i roll a d12, and if thats a 12, i could be looking at a hostile demon with a cr level matching my charavter level, and they can attack until the party dies or we kill it?
A 1 on a 1d6 and 12 on a 1d12 has like a 1percent chance of happening, but oof, that seems pretty harsh. And i am cursed with unlucky dice.
It seems to me that you've understood it correctly.
It's sort of in the same vein as the Wild Magic Sorcerer's "Tides of Chaos" feature, where you're giving yourself a boost but taking a risk of a negative consequence. Some people love this kind of mechanic and some people hate it.
I like wild magic sorcery. Im hoping to use one for my next character. The wild magic table is, for the most part, not going to harm other pc's. There are a few, but they arent tpk level.
I think having a demon show up for unlimited time and can be hostile towards you and their cr matches your level, *might* be a bit harsh for getting advantage on an attack roll.
The only thing that i wasnt clear about was that thr first time i read to occultist wizard rules, i thought you used your intrusion die to roll on the table, which starts at a d6 and slowly increases as you level up. So i initially thought that meant you couldnt roll a 12 to summon the demon until your pretty high level.
But second readin seems to say you roll a d12 for the table, no matter what your intrudion die is
It's up to the DM if the fiend/aberration is equal to your CR or lower, and if its friendly or hostile. To avoid a TPK a DM could easily decide that a weaker or friendly creature appears. It's also such a low chance of happening that it seems fine to me. Could lead to fun roleplay moments as well.
Not sure if this is the correct spot to ask this question. Its third party content.
Was wondering if anyone was familiar with the wizard occultist subclass
https://www.dndbeyond.com/sources/dnd/tcmp1/subclasses#WizardOccultist
Trying to understand the "intrusion" mechanic. Rules say:
"When you cast a spell using a spell slot, you can risk Intrusion to choose one of the following.
Overwhelming Mind. One target of the spell has Disadvantage on the first saving throw made against it.
Seeking Eye. You have Advantage on the first attack roll you make for the spell."
Ok. The rules then say:
"When you use a feature that risks Intrusion, roll your Intrusion Die. ... On a roll of 1, ... you roll on the Intrusion table to determine what happens"
The intrusion table says 1d12 and on a 12, it says:
"An Aberration or a Fiend with a CR equal to your Wizard level or lower (GM's choice) appears in an unoccupied space within 30 feet of you. The GM decides the creature's attitude (Hostile/Indifferent/Friendly) and actions."
So,in summary, i can give myself advantage on say the tohit roll for one chromatic orb, or force a target to roll their saiving throw against a fireball at disadvantage.
And then i roll a d6, if thats a 1, i roll a d12, and if thats a 12, i could be looking at a hostile demon with a cr level matching my charavter level, and they can attack until the party dies or we kill it?
A 1 on a 1d6 and 12 on a 1d12 has like a 1percent chance of happening, but oof, that seems pretty harsh. And i am cursed with unlucky dice.
It seems to me that you've understood it correctly.
It's sort of in the same vein as the Wild Magic Sorcerer's "Tides of Chaos" feature, where you're giving yourself a boost but taking a risk of a negative consequence. Some people love this kind of mechanic and some people hate it.
pronouns: he/she/they
I like wild magic sorcery. Im hoping to use one for my next character. The wild magic table is, for the most part, not going to harm other pc's. There are a few, but they arent tpk level.
I think having a demon show up for unlimited time and can be hostile towards you and their cr matches your level, *might* be a bit harsh for getting advantage on an attack roll.
The only thing that i wasnt clear about was that thr first time i read to occultist wizard rules, i thought you used your intrusion die to roll on the table, which starts at a d6 and slowly increases as you level up. So i initially thought that meant you couldnt roll a 12 to summon the demon until your pretty high level.
But second readin seems to say you roll a d12 for the table, no matter what your intrudion die is
It's up to the DM if the fiend/aberration is equal to your CR or lower, and if its friendly or hostile. To avoid a TPK a DM could easily decide that a weaker or friendly creature appears. It's also such a low chance of happening that it seems fine to me. Could lead to fun roleplay moments as well.
A friendly fiend pops into existence. He's in a tub, taking a lava bath amd screams at the realization of his new location.