Habololy Forum

Habololy Concepts => Domain => Topic started by: Asinjin on February 14, 2012, 11:38:12 PM

Title: Prophecy Domain
Post by: Asinjin on February 14, 2012, 11:38:12 PM
For Celetal, The Oldest Orc, and Ansur'Anyodel.  Discuss and create.
Title: Re: Prophecy Domain
Post by: Hero on February 15, 2012, 10:39:27 PM
Spell Compendium has the "oracle" domain
Title: Re: Prophecy Domain
Post by: Asinjin on February 15, 2012, 10:42:11 PM
Don't like the look of that one.  Let's make something better, using some ideas from that.
Title: Re: Prophecy Domain
Post by: Hero on February 24, 2012, 11:08:56 PM
6. Eyes of the Oracle: Gain +2 bonus to AC and on Reflex saves; ready one extra action (Dragon Magic)
Title: Re: Prophecy Domain
Post by: Asinjin on March 24, 2012, 04:37:56 PM
1st - Omen of Peril
2nd - Augury
3rd - Divination
4th - ??
5th - Glimpse of the Prophecy (Magic of Eberron)
6th - Eyes of the Oracle
7th - Vision
8th - Visions of the Future (PHB2)
9th - Foresight

Also need a granted power.
Title: Re: Prophecy Domain
Post by: Asinjin on May 20, 2012, 10:24:17 PM
Need a spell and a granted power.
Title: Re: Prophecy Domain
Post by: Malchia on May 25, 2012, 01:38:36 PM
4th level options:

Anticipate Teleportation
(Complete Arcane)

Abjuration
Level: Sorcerer 4, Wizard 4,
Components: V, S, AF,
Casting Time: 1 round
Range: One willing creature touched
Area: 5-ft./level radius emanation from touched creature
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

The subject of the spell is surrounded with an invisible aura that anticipates and delays the teleportation of any creature into the spell's area.
Any teleportation spell or effect (including all spells with the teleportation descriptor) can be anticipated, making the spell's recipient instantly aware of the exact location where the teleporting creature will arrive (subject to the restrictions below), the creature's size, and how many other creatures (and their sizes) are arriving with the teleporting creature.
The spell also delays the arrival of the teleporting creature by 1 round (so that it arrives on its initiative count immediately before its next turn), generally giving the recipient of the spell and anyone else made aware of the information 1 round to act or ready actions.
The teleporting creature does not perceive this delay.
Since a teleporting creature doesn't necessarily arrive at the precise location it intends, the spell also functions against a creature that arrives in range even though its intended destination was elsewhere.
For a creature that intends to teleport into range but inadvertently arrives outside the spell's area, the spell gives the recipient awareness that a creature has attempted to teleport into range and delays the creature as normal, but doesn't give any awareness as to the actual location of its imminent arrival.
The spell has no effect on creatures attempting to teleport away from the spell's area, though if their destination is within the area, the spell will affect their reentry as normal.
Focus: A tiny hourglass of platinum and crystal costing 500 gp, which must be carried or worn by the spell's recipient while the spell is in effect.

Arcane Eye
(Player's Handbook v.3.5)

Divination (Scrying)
Level: Sorcerer 4, Wizard 4,
Components: V, S, M,
Casting Time: 10 minutes
Range: Unlimited
Effect: Magical sensor
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No

You create an invisible magical sensor that sends you visual information.
You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance.
An arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead.
It sees exactly as you would see if you were there.
The eye can travel in any direction as long as the spell lasts.
Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter.
The eye can't enter another plane of existence, even through a gate or similar magical portal.
You must concentrate to use an arcane eye.
If you do not concentrate, the eye is inert until you again concentrate.
Material Component: A bit of bat fur.

Title: Re: Prophecy Domain
Post by: Asinjin on June 13, 2012, 09:32:40 AM
Any more thoughts on this one?
Title: Re: Prophecy Domain
Post by: Asinjin on June 19, 2012, 12:34:51 PM
Prophecy 
Chronomancy (Divination)
Level: Brd 4, Sor/Wiz 4
Components: V, S, XP (see below)
Casting Time: 10 minutes
Range: Personal
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

Unlike Temporal Eye, the prophecy spell concerns the fate of others and the world around them.  The caster has two options in casting this spell.  The first is to tell the future of a specific person in their presence.  The caster must physically touch the target for the casting of the spell.  The caster enters a trance and sees the person’s future.  The caster can relate out loud the vision or may keep it to himself.  The caster does not learn anything of the recipient’s past or gain entry into their mind, nor does the caster have any effect on the things he sees in the vision.  The vision is always accurate, though often blurry and incomplete.  Only a limited field of view is visible around the recipient so it is difficult to determine an exact date of events, though if the recipient participates in something important then it can usually be determined with further research.  This casting of this version of the spell costs the recipient 100xp.
   The second option allows the caster to attempt to make predictions on a much larger scale.  The caster has a chance of success equal to twice their Knowledge (Future History) check with the following modifications:

Caster has viewed part of the future with a Temporal Eye   +25%
Caster is physically present in the place that is subject of the attempt   +10%
Caster has physically visited the future of the place   +75%
Caster has access to written information about that when   +10%
Prophecy of  Town (<50K)   0%
Prophecy of  City ( 50K+)   -15%
Prophecy of Nation etc   -30%
Prophecy of Continent or multiple nations   -50%
Prophecy of World   -75%

While the chance of success is less and the information is more general it is much more explicit and clear, i.e. in 512 A.C.  fire will rain on Messada etc. 


Seems like it should go here, even though it is a Chronomancy spell.
Title: Re: Prophecy Domain
Post by: whitesword on June 20, 2012, 08:49:02 PM
I'd vote no because it depends on another chrono spell just to use it.
Title: Re: Prophecy Domain
Post by: Asinjin on June 22, 2012, 01:15:52 PM
Do you mean it relies on a Chrono skill (Future History)?
Title: Re: Prophecy Domain
Post by: whitesword on June 22, 2012, 09:27:46 PM
Do you mean it relies on a Chrono skill (Future History)?
I thought You had to use Temporal Eye as part of the spell.
Title: Re: Prophecy Domain
Post by: whitesword on June 22, 2012, 09:31:54 PM
How about Contact other Plane or Clairvoyance/Clairaudience
Title: Re: Prophecy Domain
Post by: Asinjin on June 22, 2012, 09:42:29 PM
Clair*** is only 3rd level, so not an option for 4th level.

COP is okay, but it doesn't tell you about the future.
Title: Re: Prophecy Domain
Post by: Windblade on June 22, 2012, 10:27:50 PM
I love prophecy as a spell choice and then make future history as part of the domain ability.  This really fits for a prophecy domain.  However, this would make prophecy a powerful force on Habololy and then you would have to decide if that really fits with what you want for Habololy.  Just something to think about.
Title: Re: Prophecy Domain
Post by: whitesword on June 22, 2012, 11:01:39 PM
Clair*** is only 3rd level, so not an option for 4th level.

COP is okay, but it doesn't tell you about the future.
Prophecy isn't just about a spell telling you the future, its also about being able to make correct predictions based on the information you have access to.  Given the limitations on divine interference on Habololy I think this aspect needs some emphasis.  In other words: figure it out mortal!   
Title: Re: Prophecy Domain
Post by: Windblade on June 22, 2012, 11:39:01 PM
That is an interesting take that I think fits Habololy and would argue against using the prophecy spell.
Title: Re: Prophecy Domain
Post by: Malchia on June 23, 2012, 10:34:31 AM
This may seem a bit strange, but what about a spell designed to alter someone's immediate future instead of simply looking into it?

Pronouncement of Fate
(Heroes of Horror)

Necromancy
Level: Cleric 4, Spite 4,
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates or Will partial; see text
Spell Resistance: Special

To invoke this spell, you speak the name of an offense that your target has committed.
Then you speak the inevitable doom that will fall upon her as a result of her transgression.
(The target need neither understand nor even hear this pronouncement).
An affected target takes a -4 penalty on attack rolls, damage rolls, saving throws, and checks for the duration of the spell.
If the offense you named was committed against you personally (although not necessarily against you alone), the target also has a 50% chance of losing all actions on her turn for the duration of the spell.
The spell's power can be more difficult to resist, depending on who suffered from the offense specified by the casting.
If you were personally affected by the offense (in the DM's judgment), then the target can only hope to reduce the deleterious effects of the spell by half on a successful Will save.
You receive a +4 bonus on your caster level check to overcome the spell resistance of any creature whose crime affected you personally.
A successful save in these circumstances results in the target taking a -2 penalty on attack rolls, damage rolls, saving throws, and checks.
In addition, she has a 25% chance to lose all her actions for the duration of the spell.
Any target whose offense did not affect you personally gets her full spell resistance, and a successful Will save negates the effects of the pronouncement of fate.
 
Title: Re: Prophecy Domain
Post by: Asinjin on June 26, 2012, 06:02:02 PM
Anyone else have thoughts on the most recently proposed spells?
Title: Re: Prophecy Domain
Post by: Windblade on June 26, 2012, 06:46:41 PM
Not a bad idea. 
Title: Re: Prophecy Domain
Post by: whitesword on June 27, 2012, 09:36:58 PM
Its a cool name but its really just a curse spell.
Title: Re: Prophecy Domain
Post by: Asinjin on June 29, 2012, 11:31:06 AM
1st - Omen of Peril
2nd - Augury
3rd - Divination
4th - Pronouncement of Fate
5th - Glimpse of the Prophecy (Magic of Eberron)
6th - Eyes of the Oracle
7th - Vision
8th - Visions of the Future (PHB2)
9th - Foresight

Tiring of this domain, I am going to go with that spell.  It adds a little diversity to the domain with an attacking spell, and it somewhat fits.

Granted Power: The cleric as the power of insight, and can use this insight in a variety of ways.  Each day, the cleric may pick one of the following: any one skill, any one specific weapon type, armor class, one save type, spell penetration, grapple checks, disarms checks, trip checks, or caster level checks.  For the entire day, the cleric receives an insight bonus equal to 1 plus one per five cleric levels to that roll.  The type of roll is picked at the same time the cleric prepares his spells.  The bonus cannot be dispelled.  It is only stopped in the cleric is disconnected from his deity (such as by being a plane on which the deity has no influence).

Thoughts?