Author Topic: Madness Domain  (Read 2435 times)

Offline Asinjin

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Madness Domain
« on: March 24, 2012, 04:34:02 PM »
Granted power needed.

1st - Lesser Confusion
2nd - Youch of Madness (Complete Divine)
3rd - ??
4th - Confusion
5th - ??
6th - ??
7th - Insanity
8th - Maddening Scream
9th - Turmoil (Magic of Rokugan)
The hand that rolls the Dice rules the world.

Offline Asinjin

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Re: Madness Domain
« Reply #1 on: May 17, 2012, 10:51:00 PM »
1st - Lesser Confusion
2nd - Touch of Madness (Complete Divine)
3rd - Undulant Inards (LoM)
4th - Confusion
5th - ??
6th - Insanity
7th - Maddening Whispers (Draco)
8th - Maddening Scream (LoM)
9th - Turmoil (Magic of Rokugan)

This is the existing power:

The character gains an Insanity score equal to half his or her class level. For spellcasting (determining bonus spells and DCs), the character uses his or her Wisdom score plus his or her Insanity score in place of Wisdom alone.

For all other purposes, such as skills and saves, use Wisdom minus Insanity in place of Wisdom.

Once per day, the character can see and act with the clarity of true madness. Use the character’s Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made.

Thoughts?
The hand that rolls the Dice rules the world.

Offline Windblade

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Re: Madness Domain
« Reply #2 on: May 17, 2012, 11:43:13 PM »
It seems too powerful to me but I am not sure if I understand all the details.  It is a bit confusing.

Offline Asinjin

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Re: Madness Domain
« Reply #3 on: June 02, 2012, 10:21:41 PM »
Use a 10th level cleric with an 18 wisdom as an example:

Insanity Score would be 5 (10 / 2)

For bonus spells and spell DCs, the cleric's wisdom would be treated as a 23 (18 + 5)

For skill checks that us Wisdom and Willpower saves, the cleric's wisdom would be treated as a 13 (18 - 5).

Once per day, the cleric can turn the insanity score to a positive for a Willpower save or Wisdom skill check.

Sounds different and neat, and I have to assume balanced since it comes from Wizards.
The hand that rolls the Dice rules the world.

Offline Windblade

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Re: Madness Domain
« Reply #4 on: June 02, 2012, 11:38:18 PM »
once you explained it out like that it seems much more balanced then I thought. 

Offline Asinjin

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Re: Madness Domain
« Reply #5 on: June 03, 2012, 08:54:30 AM »
Good, then we just need a 5th level spell.
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Offline Malchia

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Re: Madness Domain
« Reply #6 on: June 03, 2012, 07:31:26 PM »
5th level suggestion:

Incite Riot
(Player's Handbook II)

Enchantment [Mind-Affecting]
Level: Bard 5, Beguiler 5, Sorcerer 5, Wizard 5,
Components: V,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which are more than 30 ft. apart
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

You sow discord among your enemies, spurring them to physical violence.
Each creature that fails its saving throw attacks the nearest creature on its next turn, whether friend or foe.
An affected creature attacks with whatever weapon is in hand, or with natural weapons.
An unarmed creature attacks with an unarmed strike.
An affected creature not already adjacent to another creature will move or (if possible) charge the nearest creature; if the nearest creature is not within range of a charge, the subject moves toward the nearest creature along the most efficient route.

Offline Windblade

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Re: Madness Domain
« Reply #7 on: June 03, 2012, 08:07:19 PM »
Incite Riot seems cool.

Offline whitesword

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Re: Madness Domain
« Reply #8 on: June 03, 2012, 08:41:08 PM »
I like it

Offline Asinjin

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Re: Madness Domain
« Reply #9 on: June 03, 2012, 08:57:00 PM »
Good find.

1st - Lesser Confusion
2nd - Touch of Madness (Complete Divine)
3rd - Undulant Inards (LoM)
4th - Confusion
5th - Insite Riot
6th - Insanity
7th - Maddening Whispers (Draco)
8th - Maddening Scream (LoM)
9th - Turmoil (Magic of Rokugan)

This is the existing power:

The character gains an Insanity score equal to half his or her class level. For spellcasting (determining bonus spells and DCs), the character uses his or her Wisdom score plus his or her Insanity score in place of Wisdom alone.

For all other purposes, such as skills and saves, use Wisdom minus Insanity in place of Wisdom.

Once per day, the character can see and act with the clarity of true madness. Use the character’s Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made.

Locked tomorrow.
The hand that rolls the Dice rules the world.