Author Topic: Prophecy Domain  (Read 5788 times)

Offline whitesword

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Re: Prophecy Domain
« Reply #15 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!   

Offline Windblade

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Re: Prophecy Domain
« Reply #16 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.

Offline Malchia

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Re: Prophecy Domain
« Reply #17 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.
 

Online Asinjin

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Re: Prophecy Domain
« Reply #18 on: June 26, 2012, 06:02:02 PM »
Anyone else have thoughts on the most recently proposed spells?
The hand that rolls the Dice rules the world.

Offline Windblade

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Re: Prophecy Domain
« Reply #19 on: June 26, 2012, 06:46:41 PM »
Not a bad idea. 

Offline whitesword

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Re: Prophecy Domain
« Reply #20 on: June 27, 2012, 09:36:58 PM »
Its a cool name but its really just a curse spell.

Online Asinjin

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Re: Prophecy Domain
« Reply #21 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?
The hand that rolls the Dice rules the world.