Habololy Forum

Habololy Concepts => Domain => Topic started by: Asinjin on February 19, 2012, 02:34:40 PM

Title: Time Domain
Post by: Asinjin on February 19, 2012, 02:34:40 PM
Here is what exists from wizards:

Granted Powers: You gain Improved Initiative as a bonus feat.

Time Domain Spells

1 True Strike: You gain +20 on your next attack roll.

2 Gentle Repose: Preserves one corpse.

3 Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.

4 Freedom of Movement: Subject moves normally despite impediments.

5 Permanency[X]: Makes certain spells permanent.

6 Contingency[F]: Sets trigger condition for another spell.

7 Moment of Prescience: You gain insight bonus on single attack roll, check, or save.

8 Foresight: "Sixth sense" warns of impending danger.

9 Time Stop: You act freely for 1d4+1 rounds.

Using our many Chronomancy spells, lets see if we can improve upon this.  Also, the granted feat is weak.
Title: Re: Time Domain
Post by: whitesword on February 19, 2012, 09:04:06 PM
Here is what exists from wizards:

Granted Powers: You gain Improved Initiative as a bonus feat.

Time Domain Spells

1 True Strike: You gain +20 on your next attack roll.

2 Gentle Repose: Preserves one corpse.

3 Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.

4 Freedom of Movement: Subject moves normally despite impediments.

5 Permanency[X]: Makes certain spells permanent.

6 Contingency[F]: Sets trigger condition for another spell.

7 Moment of Prescience: You gain insight bonus on single attack roll, check, or save.

8 Foresight: "Sixth sense" warns of impending danger.

9 Time Stop: You act freely for 1d4+1 rounds.

Using our many Chronomancy spells, lets see if we can improve upon this.  Also, the granted feat is weak.
1, 2, and 4 seem the worst of the lot. Before embarking on this one I would want to consider a few things: do you want a domain that is all arcane spells? Do we allow spells that can't usually be cast without the chronomancy feat? If yes do we make them a level higher?
Title: Re: Time Domain
Post by: Asinjin on February 19, 2012, 09:48:12 PM
I think more arcane spells than divine.  If its all arcane, than that is fine.

No spells that involve time travel, so that may exclude most that require the feat.

Title: Re: Time Domain
Post by: Windblade on February 19, 2012, 11:10:32 PM
I wouldn't add any of the Chronomancy spells to the time domain.  Those spells or very powerful and should be reserved for the Chronomancer only.    I like the domain as it is but if you feel the need to change then I would not use the Chronomancy spells.
Title: Re: Time Domain
Post by: whitesword on February 19, 2012, 11:19:07 PM
I wouldn't add any of the Chronomancy spells to the time domain.  Those spells or very powerful and should be reserved for the Chronomancer only.    I like the domain as it is but if you feel the need to change then I would not use the Chronomancy spells.
All of the spells on the list above are Chronomancy spells but if you mean the spells that require the feat I will be very careful if I choose any at all.
Title: Re: Time Domain
Post by: Windblade on February 20, 2012, 06:57:31 AM
Yes the ones that require the feat.
Title: Re: Time Domain
Post by: Asinjin on March 01, 2012, 01:51:58 PM
So we will allow no spells that require the feat.  Whitesword, come up with some that don't and fill in the blanks, then we'll see what we have from there.
Title: Re: Time Domain
Post by: Asinjin on March 17, 2012, 10:29:21 AM
1 Ancient Knowledge (Magic of Eberon)

2 Hesitate

3 Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.

4 Touch of Years (Complete Mage)

5 Permanency[X]: Makes certain spells permanent.

6 Glimpse of Eternity (Magic of Eberon)

7 The Flow of Time (Rokugan)

8 Temporal Stasis

9 Time Stop: You act freely for 1d4+1 rounds.


For granted power, how about: Once per day, the cleric may turn any action that would normally be a full round action or faster into a swift action.
Title: Re: Time Domain
Post by: Windblade on March 17, 2012, 11:07:16 AM
I think turning a full round into a swift seems like at times it could be way too powerful even it is it is once a day.  How about an ability that lets you move an action down to next level but more times a day.   I guess use the same criteria you were using for the strength domain to give it the number of times per day.

Full round to standard
Standard to move
move to swift.
Title: Re: Time Domain
Post by: whitesword on March 17, 2012, 04:29:47 PM
I don't think its too bad for a once a day thing.  My concern about abilities like this one are what happens with the Devotee.

I don't know the Magic of Eberon spells and I had Combat Readiness for first, but otherwise that list is a match to mine.
Title: Re: Time Domain
Post by: Asinjin on March 17, 2012, 08:37:27 PM
If we pick the once a day, then the Devotee would get it multiple times per day.

If if pick the one step faster, then the Devotee could make it multiple steps faster.
Title: Re: Time Domain
Post by: Windblade on March 17, 2012, 09:39:57 PM
If we pick the once a day, then the Devotee would get it multiple times per day.

If if pick the one step faster, then the Devotee could make it multiple steps faster.

I don't think either of those work for the devotee.  You can't have multiple times a day a full round action be made into a swift action.
Title: Re: Time Domain
Post by: Asinjin on April 18, 2012, 10:59:01 PM
1st: Ancient Knowledge (Magic of Eberon)
2nd: Hesitate
3rd: Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
4th: Touch of Years (Complete Mage)
5th: Permanency[X]: Makes certain spells permanent.
6th: Glimpse of Eternity (Magic of Eberon)
7th: The Flow of Time (Rokugan)
8th: Temporal Stasis
9th: Time Stop: You act freely for 1d4+1 rounds.

Granted Power: Once per day, plus once per day per four clerics levels, the cleric may reduce the required time to perform an action by one step.  Full round action becomes standard, standard becomes move, and move becomes swift.
Title: Re: Time Domain
Post by: Malchia on April 19, 2012, 04:45:03 PM
Can swift become free or is that asking too much?
Title: Re: Time Domain
Post by: Windblade on April 19, 2012, 06:02:26 PM
Can swift become free or is that asking too much?

I think this is too much.  Somebody double check me but I think this is the only case that that would allow you to cast 3 spells and still move.  Move with your move action, cast spell with your standard action, cast quicken spell with your swift action, and cast quicken spell with a free action. 
Title: Re: Time Domain
Post by: whitesword on April 19, 2012, 06:50:56 PM
I think this is too much.  Somebody double check me but I think this is the only case that that would allow you to cast 3 spells and still move.  Move with your move action, cast spell with your standard action, cast quicken spell with your swift action, and cast quicken spell with a free action.
I don't think you can use a swift action and free action in the same round?  And I don't think you can turn a spell into a swift action with a quicken feat?
Title: Re: Time Domain
Post by: Asinjin on April 19, 2012, 06:59:57 PM
Yes, a free action is too wide open to abuse.
Title: Re: Time Domain
Post by: Windblade on April 19, 2012, 07:23:12 PM
I don't think you can use a swift action and free action in the same round?  And I don't think you can turn a spell into a swift action with a quicken feat?

A free action is an action that can be used as many times in around as the DM sees fits.  For example talking is a free action so you can use a free action in any round no matter what you have already done as long as the DM is ok with it.

A swift action can only be used once per round and it is usually an action that results from a feat or an prestige ability.

Here are the definition of swift and free action from the SRD:

Free Action
Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free.

Swift Action
A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. You can perform only a single swift action per turn.


Once 3.5 came and swift action were introduced a quicken spell became a swift action.  Here is the definition of quicken spell from the SRD.

Casting a quickened spell is an swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell’s actual level. Casting a quickened spell doesn’t provoke an attack of opportunity.

Special
This feat can’t be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action.
Title: Re: Time Domain
Post by: whitesword on April 19, 2012, 08:25:03 PM
So you wouldn't be able to cast two quickened spells in one round even if you got another swift action because the feat description says no more than one quickend spell per round.
Title: Re: Time Domain
Post by: whitesword on April 19, 2012, 08:37:51 PM
Just went back and reread the original question, swift to free would be a mess.
Title: Re: Time Domain
Post by: Windblade on April 19, 2012, 08:40:10 PM
Right since that is in the description of the feat which I didn't realize.  However, you can use a swift action and free action in the same round and a quickened spell by definition is a swift action.  So I still agree with my original argument that the a turning a swift action into a free action opens itself up to much abuse. 
Title: Re: Time Domain
Post by: Asinjin on April 19, 2012, 10:01:59 PM
Okay, so we go back to three possible moves:

Full round to standard
Standard to move
move to swift

The ability can only be used once per round.  It may be used once per day, per once per four cleric levels.  How is that?
Title: Re: Time Domain
Post by: Windblade on April 19, 2012, 10:06:04 PM
Seems fine.
Title: Re: Time Domain
Post by: Asinjin on April 25, 2012, 01:26:18 PM
1st: Ancient Knowledge (Magic of Eberon)
2nd: Hesitate
3rd: Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
4th: Touch of Years (Complete Mage)
5th: Permanency[X]: Makes certain spells permanent.
6th: Glimpse of Eternity (Magic of Eberon)
7th: The Flow of Time (Rokugan)
8th: Temporal Stasis
9th: Time Stop: You act freely for 1d4+1 rounds.

Granted Power: Once per day, plus once per day per four clerics levels, the cleric may reduce the required time to perform an action by one step.  Full round action becomes standard, standard becomes move, and move becomes swift.  This ability can only be used once per round.

Unless there are any objections, I'll lock this tomorrow.
Title: Re: Time Domain
Post by: Asinjin on May 20, 2012, 09:57:55 AM
Missed locking this one a few weeks ago after it was complete, posting so everyone knows.