Habololy Forum

Habololy Concepts => Domain => Topic started by: Asinjin on March 10, 2012, 10:34:08 AM

Title: Darkness Domain
Post by: Asinjin on March 10, 2012, 10:34:08 AM
Here is a look at what I have for this domain:

1st - Cloak of Dark Power (Forgotten Realms)
2nd - Darkness
3rd - Deeper Darkness OR Control Darkness and Shadow (Champion of Ruin)
4th - Assassin's Darkness (Complete Scoundrel)
5th - Crawling Darkness (Magic of Faerun)
6th - Shadow Walk
7th - Ravenous Darkness (Complete Champion)
8th - Sword of Darkness (Complete Arcane)
9th - Utterdark (Lords of Madness)

Also need a granted power
Title: Re: Darkness Domain
Post by: Valdis on March 19, 2012, 03:53:39 PM
Granted Power: +2 Sacred bonus to Hide
Title: Re: Darkness Domain
Post by: Windblade on March 19, 2012, 04:37:21 PM
Maybe the +2 to hide and the drow ability to create a globe of darkness.
Title: Re: Darkness Domain
Post by: whitesword on March 19, 2012, 05:29:39 PM
I would try to avoid spells as domain abilities. How about darkvision or the Blind Fighting feat?
Title: Re: Darkness Domain
Post by: Windblade on March 19, 2012, 05:53:03 PM
They are both fine.  I figured the drow ability was different then an actual spell but I haven't really looked at in in 3E.
Title: Re: Darkness Domain
Post by: Asinjin on April 18, 2012, 10:54:32 PM
Granted Power: Darkness spells cast by the cleric are considered two levels higher for the purposes of being dispelled or negated by a light spell.  The cleric gains Darkvision out to 60 feet.  If the cleric already has Darkvision, the distance is doubled.

That okay for everyone?
Title: Re: Darkness Domain
Post by: whitesword on April 19, 2012, 08:47:32 PM
Granted Power: Darkness spells cast by the cleric are considered two levels higher for the purposes of being dispelled or negated by a light spell.  The cleric gains Darkvision out to 60 feet.  If the cleric already has Darkvision, the distance is doubled.

That okay for everyone?
I don't think the darkness and light spells cancellation properties are based on spell level. The spell descriptions usually specify which spells cancel each other.
Title: Re: Darkness Domain
Post by: Windblade on April 19, 2012, 09:16:11 PM
I don't think the darkness and light spells cancellation properties are based on spell level. The spell descriptions usually specify which spells cancel each other.

I was wondering this but didn't decide to look it up.  However, I think they are somewhat based on level even though it names the spell.  I think it names the spell which is typically the spell of the same level and all the spells lower then it but like I said somebody so look it up.  I can't right now but if nobody gets to it then I can do it tomorrow maybe.
Title: Re: Darkness Domain
Post by: Asinjin on April 19, 2012, 10:02:50 PM
I think they are based on level.  Ones of the same level cancel each other out, unless otherwise stated.
Title: Re: Darkness Domain
Post by: Asinjin on April 26, 2012, 02:09:06 PM
Please vote for one of the following two:

Control Darkness and Shadow

( Champions of Ruin)

Transmutation [Darkness, Shadow]
Level: Bard 2, Sorcerer 3, Wizard 3,
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Shadows in one 5-ft. cube/level
Duration: Concentration + 1 round/level
Saving Throw: None
Spell Resistance: No

You can affect existing shadows, both natural and magical, by causing them to deepen, lighten, or even move.
You can cause one of the following effects at a time, and can switch them once per round as a free action for the duration of the spell.
The chosen effect covers the entire area of the spell; multiple effects may not be applied to different areas.
The possible effects are described below.
Deepen Darkness and Shadow:Normal shadows now grant a +4 bonus on Hide checks and provide concealment to creatures within them.
Magical darkness now confers total concealment to anyone
within its area.
Lighten Darkness and Shadow:Normal shadows are suppressed within the area, making it impossible to hide within them or use abilities such as the shadowdancer's shadow jump ability.
Magical darkness no longer provides concealment, and the
area can now be illuminated by any light source.
Move Shadow: The affected shadow moves as you direct within the area.
You can create shadow illusions (as those created by a silent image spell, but without color), reveal hidden creatures by
taking their shadow away, cause shadows to follow you within the area of the spell, or otherwise move the shadow as you see fit.
You cannot move areas of darkness in this way.

OR

Deeper Darkness

( Player's Handbook v.3.5)

Evocation [Darkness]
Level: Cleric 3,
Components:
Duration: One day/level (D)

This spell functions like darkness, except that the object radiates shadowy illumination in a 60-foot radius and the darkness lasts longer.
Daylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
Deeper darkness counters and dispels any light spell of equal or lower level, including daylight and light.
Title: Re: Darkness Domain
Post by: whitesword on April 26, 2012, 02:15:25 PM
Control Darkness and Shadow
Title: Re: Darkness Domain
Post by: Malchia on April 26, 2012, 04:57:35 PM
Control Darkness and Shadow

I second that.
Title: Re: Darkness Domain
Post by: Windblade on April 26, 2012, 06:51:24 PM
I don't care either way so I guess I will add my vote to the one already listed and make it 3.
Title: Re: Darkness Domain
Post by: Asinjin on April 26, 2012, 07:08:14 PM
I'll vote for that too.

So

1st - Cloak of Dark Power (Forgotten Realms)
2nd - Darkness
3rd - Control Darkness and Shadow (Champion of Ruin)
4th - Assassin's Darkness (Complete Scoundrel)
5th - Crawling Darkness (Magic of Faerun)
6th - Shadow Walk
7th - Ravenous Darkness (Complete Champion)
8th - Sword of Darkness (Complete Arcane)
9th - Utterdark (Lords of Madness)

Granted Power: Darkness spells cast by the cleric are considered two levels higher for the purposes of being dispelled or negated by a light spell.  The cleric gains Darkvision out to 60 feet.  If the cleric already has Darkvision, the distance is doubled.

Locked tomorrow unless anyone has an objection.