Habololy Forum
Habololy Concepts => Domain => Topic started by: Asinjin on February 17, 2012, 04:06:10 PM
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This is a new domain that will be used for Compture and Tommimao.
It needs to be designed. Thoughts?
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How is this different than "trickery'?
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The idea was Whitesword's and he had a good explanation for it. Hopefully he will post and explain.
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As I don't have the spell lists in front of me my comments at this point are meta game theory not mechanics. Trickery is deceit usually with the goal of taking something or manipulating another to one's own ends. Mischief is havoc sometimes with a goal but often just for its own sake.
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Semantics. I don't think there' would be a big functional difference between "trickery" and mischief.
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I think Mischief could replace Chaos, and the Law domain would change to more of the Law of the land as opposed to alignment. However, if it wouldn't replace Chaos then I agree with Hero and would say it isn't that much different then trickery
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We will have both Trickery and Mischief. One will be the malevolent and the other won't be. The question is, what name fits which one better?
Computer gets both.
Corahakar, Wandle, and Dresta get the malevolent one.
Tommimao gets the other.
Thoughts?
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Mischief is benign troublemaking.
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Mischief is benign troublemaking.
For our purposes here I agree. I would say its just troublemaking but that really is just semantics.
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So Trickery will be the domain with bad intentions.
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We will have both Trickery and Mischief. One will be the malevolent and the other won't be. The question is, what name fits which one better?
Computer gets both.
Corahakar, Wandle, and Dresta get the malevolent one.
Tommimao gets the other.
Thoughts?
Alternate Domain names:
Trickery -> Chicanery, Duplicity, Trechery
Mischief -> Calamity, Licentious, Jape
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I like the alternate names for the Trickery domain.
My vote would be for Treachery.
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Here are the spells so far:
1 - ??
2 - ??
3 - Deceptive Facade (CM)
4 - ??
5 - Energy Transference (Magic of Rokugan)
6 - Compture's Unwanted Reincarnation
7 - ??
8 - Hands of the Tides (Rokugan) (this allows the caster to switch the locations of targets in an area)
9 - Wheel of Fortune (Magic of Rokugan) (this allows caster to switch around a target's ability scores)
Thoughts? Ideas?
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I found a better 5th for this one: Bewildering Mischance. Subject must roll twice for saves attack and damage an take the worse of the two. I think its in Complete Champion
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I like that for 5th.
If we make this the bad luck domain as well, we can throw in Unluck and Curse of Ill Fortune.
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Maybe name this one the misfortune domain and the other domain good fortune.
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1 - Ventriloquism
2 - Curse of Ill Fortune OR Baleful Transpostion
3 - Deceptive Facade (CM)
4 - Unluck
5 - Bewildering Mischance
6 - Compture's Unwanted Reincarnation
7 - Reality Maelstrom (MotP)
8 - Hands of the Tides (Rokugan)
9 - Wheel of Fortune (Magic of Rokugan)
Thoughts?
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Need votes on the 2nd level spell.
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Baleful Transpostion
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It depends on the domain name for me. If we are going to change this to a bad luck or misfortune domain then I would prefer the curse. If we keep it as mischief then I prefer the Baleful Transposition.
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Curse of Ill Fortune if it is different from Unluck. Otherwise BT.
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It depends on the domain name for me. If we are going to change this to a bad luck or misfortune domain then I would prefer the curse. If we keep it as mischief then I prefer the Baleful Transposition.
Agreed
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1 - Ventriloquism
2 - Baleful Transpostion
3 - Deceptive Facade (CM)
4 - Unluck
5 - Bewildering Mischance
6 - Compture's Unwanted Reincarnation
7 - Reality Maelstrom (MotP)
8 - Hands of the Tides (Rokugan)
9 - Wheel of Fortune (Magic of Rokugan)
Since I want to keep it as Mischief, we go with Baleful. We need a domain power.
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Thoughts on a granted power?
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How about the gremlin ability
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That is an interesting thought. Do you think it would take away from the Gremlin to have its primary power used here as well?
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That is an interesting thought. Do you think it would take away from the Gremlin to have its primary power used here as well?
Yes
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I did worry about that but I still think it would be cool.
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As this is one of Compture's primary domains it would help if we had a clear idea of what the Change Shape turning substitute involves. Presumably it is similar to the Druid ability?
I think the mischief ability should affect others, like the Gremlin ability, but should not be active all the time. How about a pool of points, equal to level, that you can use to reduce another's rolls. So you target an enemy with a spell and say, before they roll their save, I will take 3 points off their roll. Same if being attacked etc.
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It is designed to be just like the druid ability, except that it is limited to humanoid shapes.
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Granted Power: The cleric gets a pool of Mischief points equal to 1 per cleric level. The cleric may, as an immediate action, use these points to reduce the result of a target's roll. The cleric may use a number of points at one time to effect one roll to a maximum equal to his Wisdom or Charisma modifier. The target must be within 10 feet per divine caster level. This is a supernatural ability. Spell resistance does not prevent the effect. There is no save to prevent this effect. The cleric must know the action is about(where about is defined as within the next round) to occur to use this ability.
How is that?
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This looks good to go.
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1 - Ventriloquism
2 - Baleful Transpostion
3 - Deceptive Facade (CM)
4 - Unluck
5 - Bewildering Mischance
6 - Compture's Unwanted Reincarnation
7 - Reality Maelstrom (MotP)
8 - Hands of the Tides (Rokugan)
9 - Wheel of Fortune (Magic of Rokugan)
Granted Power: The cleric gets a pool of Mischief points equal to 1 per cleric level. The cleric may, as an immediate action, use these points to reduce the result of a target's roll. The cleric may use a number of points at one time to effect one roll to a maximum equal to his Wisdom or Charisma modifier. The target must be within 10 feet per divine caster level. This is a supernatural ability. Spell resistance does not prevent the effect. There is no save to prevent this effect. The cleric must know the action is about(where about is defined as within the next round) to occur to use this ability.
Locked tomorrow unless someone has an issue.