Author Topic: Moon Domain  (Read 12669 times)

Offline Windblade

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Re: Moon Domain
« Reply #15 on: March 24, 2012, 12:14:54 AM »
I think you definitely need to include moonbolt in at 4th,

Offline whitesword

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Re: Moon Domain
« Reply #16 on: March 24, 2012, 11:04:40 AM »
The easiest, though maybe weakest, solution would be to slot Moonbolt in where appropriate, move all the remaining spells up one level and use both Moonbow and the other option.

Offline Asinjin

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Re: Moon Domain
« Reply #17 on: April 18, 2012, 11:01:42 PM »
For 4th and 5th level, we can use two of the following:

Moonbolt
Moon Path (FR)
Moonweb (PGtF)
Wall of Moonlight (PGtF)

Votes?
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Offline Malchia

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Re: Moon Domain
« Reply #18 on: April 19, 2012, 04:50:05 PM »
Moon Bolt and Moonweb.

Offline Asinjin

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Re: Moon Domain
« Reply #19 on: April 19, 2012, 09:59:41 PM »
Thank you, more votes please.
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Offline Windblade

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Re: Moon Domain
« Reply #20 on: April 19, 2012, 11:20:10 PM »

Offline whitesword

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Re: Moon Domain
« Reply #21 on: April 19, 2012, 11:52:50 PM »
Neither of the FR spells show up on the IMarvin engine.  Where can I find them?

Offline Asinjin

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Re: Moon Domain
« Reply #22 on: April 20, 2012, 12:09:34 AM »
The hand that rolls the Dice rules the world.

Offline whitesword

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Re: Moon Domain
« Reply #23 on: April 20, 2012, 12:30:06 AM »
Something went haywire with the search engine but I'll add my vote for those two.

Offline Valdis

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Re: Moon Domain
« Reply #24 on: April 20, 2012, 08:54:20 AM »

Offline Asinjin

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Re: Moon Domain
« Reply #25 on: April 20, 2012, 08:58:57 AM »
1st - Moon Lust
2nd - Moonbeam (FR)
3rd - Countermoon (Savage Species)
4th - Moon Bolt
5th - Moonweb
6th - Presper's Moon Bow (Players Guide to Faerun)
7th ??
8th ??
9th - Moonfire (FR)

Getting closer
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Offline Malchia

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Re: Moon Domain
« Reply #26 on: April 20, 2012, 04:41:38 PM »
Just throwing these out there for 7th and 8th.  The idea of manipulating the tide may fit in with lunar abilities.  Thoughts?

Dark Tide
( Stormwrack)

Necromancy [Evil, Water]
Level: Blackwater 7,
Components: V, S, DF,
Casting Time: 1 full round
Range: Long (400 ft. + 40 ft./level)
Area: One-half mile radius spread
Duration: 1 hour/level (D)
Saving Throw: Fortitude half
Spell Resistance: Yes

You infuse the target area with the enervating essence of the blackwater depths, creating a tide of blackwater that spreads out from the designated point of origin at a rate of 100 feet per round until it fills the entire area.
The water is black and terribly chilling, and its touch causes a sense of fear in those affected by it.
Those within the area must make a Fortitude save when they first enter the blackwater (or when it first surrounds
them).
Failure indicates that they take 1 point of Strength damage.
Additionally, every creature in the area takes 1d6 points of negative energy damage for every hour they remain in the dark, murky waters (no save).
Spells that protect against negative energy damage will prevent the Strength damage.
Creatures who take damage from the dark tide are considered shaken as long as they remain in the area.
This spell is a favored first move by sahuagin and other blackwater-dwelling creatures before they attack the settlements of their enemies.

Red Tide
( Stormwrack)

Evocation [Water]
Level: Druid 8,
Components: V, S, DF,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Burst in the shape of a circular disk, 10 ft. wide/level, 5 ft. high
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

This visually impressive spell causes a surging, frothing wave of thick, red seawater that washes over everything in the area.
All creatures in the area of a red tide are immediately knocked prone and must make a Fortitude saving throw.
Flying or swimming creatures in the area aren't knocked prone, but they take a -4 penalty on the Fortitude save.
A living creature who makes its Fortitude save against a red tide is sickened for 1 minute and takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for that time.
A creature who fails this saving throw feels the full effect of the red tide.
Such creatures are immediately nauseated for 1 minute (unable to attack, cast spells, or concentrate), and they take 3d6 points of Strength damage.
After 1 minute the nausea ends, but the creature must make a second Fortitude saving throw or take an extra 3d6 points of Strength damage.
Creatures immune to poison are immune to these effects of a red tide.
The tainted water evoked by this spell vanishes after a few seconds of turbulence, and any objects or creatures in the area do not emerge wet.
All open flames in the area are nevertheless extinguished if they fail a Reflex save, and all creatures with the fire subtype take 1d6 points of damage per caster level (maximum 20d6; Fort save half).




Offline Asinjin

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Re: Moon Domain
« Reply #27 on: April 20, 2012, 04:54:35 PM »
That is a good thought, using tides.
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Offline whitesword

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Re: Moon Domain
« Reply #28 on: April 20, 2012, 05:05:43 PM »
There's a spell Comet Fall that would work if it's the right level. It could be called Shard of the Moon.

Offline Asinjin

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Re: Moon Domain
« Reply #29 on: April 25, 2012, 11:14:32 AM »
Comet Fall is a 6th level cleric spell, so that won't work, good thought though.

For now we will go with Red Tide at 8th.  Still need a 7th, as the Dark Tide is too evil for my tastes in this domain.
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