Habololy Forum

Habololy Concepts => Domain => Topic started by: Asinjin on March 16, 2012, 09:57:26 PM

Title: The New Animal Domain
Post by: Asinjin on March 16, 2012, 09:57:26 PM
The granted power will remain the same as the PHB.

1 - Speak with Animals
2 - Animal Messenger OR Train Animal
3 - Dominate Animal
4 - Animal Growth
5 - Awaken
6 - Mass Animalistic Power
7 - Animal Shapes
8 - Fierce Pride of the Beastlands
9 - ??
Title: Re: The New Animal Domain
Post by: whitesword on March 17, 2012, 12:04:37 AM
I don't like # 8 as a celestial spell for a non-aligned domain
Title: Re: The New Animal Domain
Post by: Asinjin on March 17, 2012, 12:14:58 AM
8th level possible replacement: Mass Awaken
Title: Re: The New Animal Domain
Post by: Asinjin on May 17, 2012, 10:59:50 PM
1 - Speak with Animals
2 - Animal Messenger OR Train Animal
3 - Dominate Animal
4 - Animal Growth
5 - Awaken
6 - Mass Animalistic Power
7 - Animal Shapes
8 - Mass Awaken
9 - ??

Needs thoughts on a 9th level spell and votes on the 2nd level spell.
Title: Re: The New Animal Domain
Post by: Malchia on May 18, 2012, 03:57:33 PM
9th level suggestions.

Phantom Bear
(Complete Divine)

Conjuration (Summoning)
Level: Druid 9,
Components: V, S, DF,
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Effect: One summoned phantom bear
Duration: Concentration up to 1 round/level
Saving Throw: None
Spell Resistance: No

As phantom wolf, except you instead conjure an incorporeal bear with a fearsome roar.
Phantom Bear: Huge magical beast (incorporeal); HD 14d10+48; hp 113; Init +9; Spd fly 60 ft. (good); AC 25, touch 25, flat-footed 16; Base Atk +14; Grp—; Atk +23 melee touch (2d6 plus 3d6 cold, claw); Full Atk +23 melee touch (2d6 plus 3d6 cold, 2 claws) and +21 melee (2d8 plus 3d6 cold, bite); SA fearsome roar; SQ darkvision 60 ft., incorporeal traits; AL N; SV Fort +13, Ref +17, Will +7; Str
—, Dex 29, Con 20, Int 11, Wis 17, Cha 28.
Skills and Feats: Listen +20, Spot +20; Dodge, Combat Reflexes, Mobility, Multiattack, Weapon Focus (bite).
Fearsome Roar: A phantom bear can loose a fearsome roar every 1d4 rounds.
All creatures except the caster of the phantom bear spell within 120 feet must succeed on a DC 26 Will save or be frightened for 3d6 rounds.
Those who are within 30 feet when they fail their saves are panicked instead of frightened.
Incorporeal Traits: A phantom bear is harmed only by other incorporeal creatures, magic weapons, spells, spell-like abilities, and supernatural abilities.
It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons.
It can pass through solid objects, but not force effects, at will.
Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them.
An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn't wish to be.

Shambler
(Player's Handbook v.3.5)

Conjuration (Creation)
Level: Druid 9, Plant 9,
Components: V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Three or more shambling mounds, no two of which can be more than 30 ft. apart; see text
Duration: Seven days or seven months (D); see text
Saving Throw: None
Spell Resistance: No

The shambler spell creates 1d4+2 shambling mounds with 11 HD each.
(See the Monster Manual for details about shambling mounds).
The creatures willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards.
The creatures remain with you for seven days unless you dismiss them.
If the shamblers are created only for guard duty, however, the duration of the spell is seven months.
In this case, the shamblers can only be ordered to guard a specific site or location.
Shamblers summoned to guard duty cannot move outside the spell's range, which is measured from the point where each first appeared.
The shamblers have resistance to fire as normal shambling mounds do only if the terrain is rainy, marshy, or damp.

Shapechange
(Player's Handbook v.3.5)

Transmutation
Level: Druid 9, Sorcerer 9, Wizard 9, Animal 9,
Components: V, S, AF,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)

This spell functions like polymorph, except that it enables you to assume the form of any single nonunique creature (of any type) from Fine to Colossal size.
The assumed form cannot have more than your caster level in Hit Dice (to a maximum of 25 HD).
Unlike polymorph, this spell allows incorporeal or gaseous forms to be assumed.
You gain all extraordinary and supernatural abilities (both attacks and qualities) of the assumed form, but you lose your own supernatural abilities.
You also gain the type of the new form (for example, dragon or magical beast) in place of your own.
The new form does not disorient you.
Parts of your body or pieces of equipment that are separated from you do not revert to their original forms.
You can become just about anything you are familiar with.
You can change form once each round as a free action.
The change takes place either immediately before your regular action or immediately after it, but not during the action.
For example, you are in combat and assume the form of a will-o'-wisp.
When this form is no longer useful, you change into a stone golem and walk away.
When pursued, you change into a flea, which hides on a horse until it can hop off.
From there, you can become a dragon, an orc, or just about anything else you are familiar with.
If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.
Focus: A jade circlet worth no less than 1,500 gp, which you must place on your head when casting the spell.
(The focus melds into your new form when you change shape).

Hold Monster, Mass
(Player's Handbook v.3.5)

Enchantment (Compulsion) [Mind-Affecting]
Level: Sorcerer 9, Wizard 9,
Components:
Target: One or more creatures, no two of which can be more than 30 ft. apart

This spell functions like hold person, except that it affects multiple creatures and holds any living creature that fails its Will save.

Dominate Monster
(Player's Handbook v.3.5)

Enchantment (Compulsion) [Mind-Affecting]
Level: Sorcerer 9, Wizard 9,
Components:
Target: One creature

This spell functions like dominate person, except that the spell is not restricted by creature type.

Title: Re: The New Animal Domain
Post by: Asinjin on May 18, 2012, 04:08:03 PM
Of those, I like Phantom Bear.
Title: Re: The New Animal Domain
Post by: Malchia on May 18, 2012, 04:33:19 PM
Me too, that's why I posted it first on the list.  Seems like a good fit.  We'll see what the others think.
Title: Re: The New Animal Domain
Post by: Asinjin on May 19, 2012, 10:02:33 PM
1 - Speak with Animals
2 - Animal Messenger OR Train Animal
3 - Dominate Animal
4 - Animal Growth
5 - Awaken
6 - Mass Animalistic Power
7 - Animal Shapes
8 - Mass Awaken
9 - Phantom Bear

Needs votes on the 2nd level spell.
Title: Re: The New Animal Domain
Post by: Windblade on May 19, 2012, 10:26:46 PM
animal messenger
Title: Re: The New Animal Domain
Post by: Malchia on May 20, 2012, 12:03:53 AM
animal messenger

Agreed
Title: Re: The New Animal Domain
Post by: Asinjin on May 20, 2012, 09:56:15 AM
I like Train Animal better, so 2-1 in favor of Animal Messenger.

Valdis, Hero, Whitesword, Master Po, Zunder, votes please.
Title: Re: The New Animal Domain
Post by: Zunder on May 20, 2012, 09:12:28 PM

Train!

I like Train Animal better, so 2-1 in favor of Animal Messenger.

Valdis, Hero, Whitesword, Master Po, Zunder, votes please.
Title: Re: The New Animal Domain
Post by: Asinjin on May 21, 2012, 11:27:29 AM
Valdis, Hero, Whitesword, Master Po?
Title: Re: The New Animal Domain
Post by: whitesword on May 21, 2012, 02:01:12 PM
Animal Messenger. I would think Train is easily accomplished with skill points.
Title: Re: The New Animal Domain
Post by: Windblade on May 21, 2012, 02:10:23 PM
Animal Messenger. I would think Train is easily accomplished with skill points.

That is the reason I picked messenger.  Training is easy to accomplish already.
Title: Re: The New Animal Domain
Post by: Asinjin on May 21, 2012, 02:19:11 PM
3-2

Valdis, Hero, Master Po?
Title: Re: The New Animal Domain
Post by: Zunder on May 22, 2012, 08:39:29 AM
I'm a little sad to see shapeshift go away though :(
Title: Re: The New Animal Domain
Post by: Valdis on May 29, 2012, 12:59:17 PM
Messenger
Title: Re: The New Animal Domain
Post by: Asinjin on May 29, 2012, 02:19:51 PM
1 - Speak with Animals
2 - Animal Messenger
3 - Dominate Animal
4 - Animal Growth
5 - Awaken
6 - Mass Animalistic Power
7 - Animal Shapes
8 - Mass Awaken
9 - Phantom Bear

Locked tomorrow unless anyone has an objection.
Title: Re: The New Animal Domain
Post by: Asinjin on August 18, 2012, 09:31:19 PM
Speak with animals has to change, since its the granted power for the domain, bad over site on my part.
Title: Re: The New Animal Domain
Post by: Malchia on August 18, 2012, 09:42:12 PM
How about one of these?

Calm Animals
(Player's Handbook v.3.5, p. 207)

Enchantment (Compulsion) [Mind-Affecting]
Level: Druid 1, Ranger 1, Animal 1,
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Animals within 30 ft. of each other
Duration: 1 min./level
Saving Throw: Will negates; see text
Spell Resistance: Yes

This spell soothes and quiets animals, rendering them docile and harmless.
Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell.
All the subjects must be of the same kind, and no two may be more than 30 feet apart.
The maximum number of Hit Dice of animals you can affect is equal to 2d4 + caster level.
A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not.
(A druid could calm a normal bear or wolf with little trouble, but it's more difficult to affect a trained guard dog).
The affected creatures remain where they are and do not attack or flee.
They are not helpless and defend themselves normally if attacked.
Any threat (such as fire, a hungry predator, or an imminent attack) breaks the spell on the threatened creatures.

Charm Animal
(Player's Handbook v.3.5, p. 208)

Enchantment (Charm) [Mind-Affecting]
Level: Druid 1, Ranger 1,
Components:
Target: One animal

This spell functions like charm person, except that it affects a creature of the animal type.
See the Monster Manual for more information on creature types.

Hide from Animals
(Player's Handbook v.3.5, p. 241)

Abjuration
Level: Druid 1, Ranger 1,
Components: S, DF,
Casting Time: 1 standard action
Range: Touch
Target: One creature touched/level
Duration: 10 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

Animals cannot see, hear, or smell the warded creatures.
Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures.
Animals simply act as though the warded creatures are not there.
Warded creatures could stand before the hungriest of lions and not be molested or even noticed.
If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.

Enrage Animals
(Champions of Ruin)

Enchantment (Compulsion) [Mind-Affecting]
Level: Druid 1, Ranger 1,
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Animals within 30 ft. of each other
Duration: 1 minute/level
Saving Throw: Will negates; see text
Spell Resistance: Yes

This spell incites and enrages animals, making them hostile and vicious.
Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell.
The maximum number of Hit Dice of animals you can affect is equal to 2d4 + your caster level.
A dire animal or an animal trained only to attack on order is allowed a saving throw; other animals are not.
For example, a ranger could enrage a normal bear or wolf with little trouble, but it's more difficult to drive a trained guard dog into a frenzy so that it attacks its master.
The affected creatures attack the nearest creature, including any other creatures affected by this spell.
Title: Re: The New Animal Domain
Post by: Asinjin on August 19, 2012, 10:04:19 AM
No on Enrage Animals.  Thoughts on the others?
Title: Re: The New Animal Domain
Post by: Malchia on August 19, 2012, 10:36:38 AM
I vote for Hide from Animals.
Title: Re: The New Animal Domain
Post by: whitesword on August 20, 2012, 08:13:32 AM
I vote for Hide from Animals.
Agreed. The others seem useless after you have a few ranks in Handle Animal.