Author Topic: Tyranny Domain  (Read 2931 times)

Offline Asinjin

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Tyranny Domain
« on: March 24, 2012, 04:41:43 PM »
Last one that I need to post

Granted power same as the OGL domain

1st - Command
2nd - ??
3rd - Dancing Chain (BoVD)
4th - ??
5th - Greater Command
6th - Howling Chain (PGt F)
7th - Constricting Chains
8th - Demand
9th - Imprisonment
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Offline Asinjin

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Re: Tyranny Domain
« Reply #1 on: May 20, 2012, 09:58:57 AM »
Thoughts on the 2 missing spells.
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Offline Malchia

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Re: Tyranny Domain
« Reply #2 on: May 25, 2012, 01:18:46 PM »
Possible 2nd and 4th level spells:

Beckoning Call
(Fiendish Codex I: Hordes of the Abyss)

Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 2, Temptation 2,
Components: V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Concentration plus 3 rounds
Saving Throw: Will negates
Spell Resistance: Yes

With a word and a gesture, you draw the targeted creature toward you.
The subject becomes overwhelmed with the desire to be near you.
It remains aware of its surroundings and breathes normally, but it must take any actions it can to reach a square adjacent to you if it is not already by your side.
The subject must take at least one move action each round and can activate spells or use abilities only if doing so brings it physically closer to your position.
It avoids obvious danger where it can, but if given no other choice, it takes the least dangerous route to reach your side.
If prevented from reaching you, the subject can do nothing but stand motionless and watch you in despair.
Each round at the end of its turn, regardless of whether it reaches you or not, the subject can attempt a new saving throw to end the effect.
Once the subject reaches a square adjacent to your space, it stands motionless and can take no actions.
If you move, it moves to follow you.
The subject is considered flat-footed against you, but if you take any obvious hostile actions against it, the spell ends at the start of its next turn.
Thus, you could use this spell to lure a creature to your side and gain a round's worth of sneak attacks against it before it came to its senses.

Black Karma Curse
(Player's Handbook II)

Enchantment (Compulsion) [Mind-Affecting]
Level: Cleric 2, Sorcerer 2, Wizard 2,
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

With a word and a gesture, you compel the bewildered creature to attack itself.
If the target creature's saving throw fails, it immediately takes damage as if it had hit itself with its currently wielded weapon (or natural weapon).
If the creature has more than one eligible attack form, it uses the one that deals the most damage.

Bothersome Babble
(Complete Mage)

Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 2, Hexblade 2, Sorcerer 3, Wizard 3,
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 3 rounds
Saving Throw: Will negates
Spell Resistance: Yes

A sudden confused look appears on your target's face as the words coining from his mouth become nonsense.
The subject can't make himself understood through verbal communication.
No matter how hard he tries, he can't speak a language, but only utters nonsense sounds.
His ability to write is unimpeded.
To cast a spell with a verbal component, the subject must succeed on a Concentration check; the DC equals this spell's save DC + level of the spell to be cast.
If you cast bothersome babble on a creature currently affected by a previous casting of the spell, the second spell has a different effect.
As long as both spells' durations last, the subject's speech is physically painful to it.
In any round in which the creature speaks, it takes 1d8 points of damage.
Treat this as continuous damage for the purpose of making Concentration checks to cast spells.
When the first duration ends, this secondary effect is replaced by the normal effect of the spell.

Crisis of Confidence

(Heroes of Battle)

Enchantment (Compulsion) [Mind-Affecting]
Level: Hexblade 2, Bard 3,
Components: V,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

You strip away the target's leadership qualities, leaving the creature virtually incapable of commanding troops.
The target may not add its Charisma bonus (if any) to rally checks.
The target's commander rating (if any) is reduced to 0, and it loses any commander aura(s) it possesses.
The target can add its commander rating (if any) as a bonus on its Will save.
See Chapter 4 for more details on rally checks, commander ratings, and commander auras.

Dominate Person
(Player's Handbook v.3.5)

Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 4, Sorcerer 5, Wizard 5,
Components: V, S,
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid
Duration: One day/level
Saving Throw: Will negates
Spell Resistance: Yes

You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind.
If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities.
If no common language exists, you can communicate only basic commands, such as "Come here", "Go there", "Fight", and "Stand still".
You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.
Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth).
Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description, page 81).
Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.
By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you.
You can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on (the subject is walking through a smelly courtyard, the subject is talking to a guard, the guard looks suspicious, and so forth).
Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus.
Obviously self-destructive orders are not carried out.
Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane.
You need not see the subject to control it.
If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.
Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.

Modify Memory
(Player's Handbook v.3.5)

Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 4,
Components: V, S,
Casting Time: 1 round; see text
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

You reach into the subject's mind and modify as many as 5 minutes of its memories in one of the following ways.

    Eliminate all memory of an event the subject actually experienced.


This spell cannot negate charm, geas/quest, suggestion, or similar spells.

    Allow the subject to recall with perfect clarity an event it actually experienced.


For instance, it could recall every word from a 5-minute conversation or every detail from a passage in a book.

    Change the details of an event the subject actually experienced.
    Implant a memory of an event the subject never experienced.


Casting the spell takes 1 round.
If the subject fails to save, you proceed with the spell by spending as much as 5 minutes (a period of time equal to the amount of memory time you want to modify) visualizing the memory you wish to modify in the subject.
If your concentration is disturbed before the visualization is complete, or if the subject is ever beyond the spell's range during this time, the spell is lost.
A modified memory does not necessarily affect the subject's actions, particularly if it contradicts the creature's natural inclinations.
An illogical modified memory, such as the subject recalling how much it enjoyed drinking poison, is dismissed by the creature as a bad dream or a memory muddied by too much wine.
More useful applications of modify memory include implanting memories of friendly encounters with you (inclining the subject to act favorably toward you), changing the details of orders given to the subject by a superior, or causing the subject to forget that it ever saw you or your party.
The DM reserves the right to decide whether a modified memory is too nonsensical to significantly affect the subject.

Offline Asinjin

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Re: Tyranny Domain
« Reply #3 on: May 25, 2012, 02:03:17 PM »
Crisis of Confidence seems good for 2nd.

Dominate or Modify Memory, tough choice.
« Last Edit: May 25, 2012, 02:10:30 PM by Asinjin »
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Offline Asinjin

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Re: Tyranny Domain
« Reply #4 on: June 01, 2012, 04:17:32 PM »
Thoughts on Dominate or Modify Memory?
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Offline Zunder

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Re: Tyranny Domain
« Reply #5 on: June 01, 2012, 10:29:41 PM »
Thoughts on Dominate or Modify Memory?


Modify Memory

Offline whitesword

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Re: Tyranny Domain
« Reply #6 on: June 02, 2012, 09:04:24 AM »
dominate.  The quintessential Tyranny spell if you ask me.

Offline Windblade

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Re: Tyranny Domain
« Reply #7 on: June 02, 2012, 09:18:55 AM »
Dominate

Offline Asinjin

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Re: Tyranny Domain
« Reply #8 on: June 02, 2012, 10:05:31 AM »
That's 2-1 for Dominate.

Valdis, Malchia, Master Po, Hero?
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Offline Malchia

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Re: Tyranny Domain
« Reply #9 on: June 02, 2012, 07:55:08 PM »
Dominate

Offline Asinjin

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Re: Tyranny Domain
« Reply #10 on: June 02, 2012, 10:03:24 PM »
I'll go Dominate as well, and that will close that vote.

1st - Command
2nd - Crisis of Confidence
3rd - Dancing Chain (BoVD)
4th - Dominate
5th - Greater Command
6th - Howling Chain (PGt F)
7th - Constricting Chains
8th - Demand
9th - Imprisonment
The hand that rolls the Dice rules the world.

Offline Asinjin

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Re: Tyranny Domain
« Reply #11 on: June 02, 2012, 10:06:56 PM »
Granted Powers: The saving throw DC of any compulsion spell you cast increases by 2.

Unless anyone has any problem with the granted power or the spell list, I will lock this tomorrow.
The hand that rolls the Dice rules the world.