Author Topic: Time Domain  (Read 6146 times)

Offline Asinjin

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Time Domain
« 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.
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Offline whitesword

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Re: Time Domain
« Reply #1 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?

Offline Asinjin

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Re: Time Domain
« Reply #2 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.

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Offline Windblade

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Re: Time Domain
« Reply #3 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.

Offline whitesword

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Re: Time Domain
« Reply #4 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.

Offline Windblade

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Re: Time Domain
« Reply #5 on: February 20, 2012, 06:57:31 AM »
Yes the ones that require the feat.

Offline Asinjin

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Re: Time Domain
« Reply #6 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.
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Offline Asinjin

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Re: Time Domain
« Reply #7 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.
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Offline Windblade

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Re: Time Domain
« Reply #8 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.

Offline whitesword

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Re: Time Domain
« Reply #9 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.

Offline Asinjin

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Re: Time Domain
« Reply #10 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.
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Offline Windblade

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Re: Time Domain
« Reply #11 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.

Offline Asinjin

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Re: Time Domain
« Reply #12 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.
The hand that rolls the Dice rules the world.

Offline Malchia

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Re: Time Domain
« Reply #13 on: April 19, 2012, 04:45:03 PM »
Can swift become free or is that asking too much?

Offline Windblade

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Re: Time Domain
« Reply #14 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.