No sooner than I had made my list of classes yesterday, than I began work on one I didn’t plan on — a Star Pact Warlock to complement the Hellraiser.

For reference:
The Hellraiser (May 24, 2013)

I think my initial desire was to create a starting point somewhere at or just a little after the starting point I’d already created when I made my list. I’m positive there’s an adage that describes the phenomenon more succinctly than I could, but the moment I thought I knew what I wanted to do, I did something else.

I started with the Star Pact warlock power Dire Radiance, and threw out most of the associated powers and bonuses. I’m sure gaining a cumulative bonus to accuracy reinforces the theme of fate and impending doom, but it’s boring.

Space is not cold. I discarded most of the “cold” energy powers associated with the Star Pact in favor of the radiant damage type. (I’m firing my laser!) I looked for other powers that might go well with stars, and I ignored a lot of the weird vestige powers.

Oh I like vestiges well enough, they just belong to a different archetype. They’re inspired by Hermetic magic, which is different again from the magic of Cosmicism.

Anyway with a focus on a particular damage type, it’s important to have some way to overcome related resistance or immunity. I wrote the Forbidden Lore power, which allows the Starcaller to ignore a creature’s resistance or immunity for a turn.

Forbidden Lore [Shadow]
Move action * At-will * Ranged 10
Target: One creature you can see within 10 squares.
Effect: Your attacks ignore any resistances and immunities of the target until the end of your next turn.
Special: You can use this power only once per turn.

“Shadow” seemed an appropriate source for a power like this.