Habololy Forum
Habololy Concepts => Domain => Topic started by: Asinjin on February 14, 2012, 11:36:28 PM
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For Tyrogatore, Celetal, and Everentual. Discuss and create.
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Domain ability: Zone of truth with a "enhanced" DC according to level
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Races of Eberron also has a Truth domain, kind of like judgement
Granted Powers: You gain a bonus on Sense Motive checks equal to your cleric level. You cast divination spells at +1 caster level.
1 Detect Thoughts
2 Zone of Truth
3 See Invisibility
4 Discern Lies
5 True Seeing
6 Force Shapechange*
7 Illusion Purge*
8 Discern Location
9 True Seeing, Mass*
Spells marked with * are in RoE.
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That hits the nail on the head.
Looks like I'll go find a used RoE.
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There is a balance domain in the SC that has some good stuff in it too for this. Take a look and see if you find any spells that fit better.
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I have to admit I don't see how that list fits Judgement at all. It would seem more appropriate as a Guardian domain, such as Helm from the Realms or Heimdall from the Norse.
It also doesn't seem like a substitute for Law as suggested elsewhere.
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They seem to be all spell and abilities very useful to a judge.
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Check out the Inquisition domain as a possible alternative. A better fit in my opinion.
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Somebody post inquisition and we can compare and maybe even combine them.
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Inquisition Domain (SC 275-276)
Core Deities: Heironeous, St. Cuthbert, Wee Jas.
Forgotten Realms Deities: Berronar Truesilver, Clangeddin Silverbeard, Cyrrollalee.
Other Deities: Allitur, Pholtus, Rao.
Granted Power: Gain a +4 bonus on dispel checks.
Inquisition Domain Spells
Detect Chaos: Reveals chaotic creatures, spells, or objects.
Zone of Truth: Subjects within range cannot lie.
Detect Thoughts: Allows "listening" to surface thoughts.
Discern Lies: Reveals deliberate falsehoods.
True SeeingM: Lets you see all things as they really are.
Geas/Quest: As lesser geas, plus it affects any creature.
Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
Shield of LawM: +4 AC, +4 resistance, and SR 25 against chaotic spells.
Imprisonment: Entombs subject beneath the earth.
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I also think the Balance domain has some to offer. I suppose we should also make a The Law domain and a Judgment domain.
Granted Powers: Once per day, as a free action, you may add your Wisdom modifier to your Armor Class. This bonus lasts for 1 round per cleric level.
Balance Domain Spells
1 Make Whole: Repairs an object.
2 Calm Emotions: Calms creatures, negating emotion effects.
3 Clarity of Mind[Und]: Grants +4 bonus on saves involving charm, compulsion, and glamer spells; reduces glamer miss chance by 10%.
4 Dismissal: Forces a creature to return to native plane.
5 Sanctuary, Mass[Und]: One touched creature/two levels can't be attacked, and can't attack.
6 Banishment: Banishes 2HD/level of extraplanar creatures.
7 Word of Balance[Und]: Kills, paralyzes, or nauseates non-neutral creatures.
8 Protection from Spells[M, F]: Confers +8 resistance bonus.
9 Weighed in the Balance[Und]: Harms or heals creatures within 30 feet of you.
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This domain is wide open for spells and an ability. So far all I have is:
1 ??
2 Mark of Judgment (PHB2)
3 ??
4 ??
5 ??
6 ??
7 ??
8 Unyielding Form of the Inevitable Death
9 Look into the Soul (Magic of Rokugan)
Ideas?
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This domain is wide open for spells and an ability. So far all I have is:
1 ??
2 Mark of Judgment (PHB2)
3 ??
4 ??
5 ??
6 ??
7 ??
8 Unyielding Form of the Inevitable Death
9 Look into the Soul (Magic of Rokugan)
Ideas?
I don't know anything about those last two and I think Imprisonment is a big one to give away but here are my choices:
1)Zone of Truth: Subjects within range cannot lie.
3)Clarity of Mind[Und]: Grants +4 bonus on saves involving charm, compulsion, and glamer spells; reduces glamer miss chance by 10%.
4)Discern Lies: Reveals deliberate falsehoods.
6)Geas/Quest: As lesser geas, plus it affects any creature.
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1 ??
2 Mark of Judgment (PHB2)
3 ??
4 Discern Lies
5 ??
6 Geas
7 Sequester
8 Unyielding Form of the Inevitable Death (turns you into a marut)
9 Look into the Soul (tells you everything about a character - alignment, classes, levels, abilities, etc)
I don't think making Zone of Truth 1st level is a good idea.
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1 ??
2 Mark of Judgment (PHB2)
3 ??
4 Discern Lies
5 ??
6 Geas
7 Sequester
8 Unyielding Form of the Inevitable Death (turns you into a marut)
9 Look into the Soul (tells you everything about a character - alignment, classes, levels, abilities, etc)
I don't think making Zone of Truth 1st level is a good idea.
Fair, but you don't like Clarity of Mind? Seems perfect to me.
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Something Wis boosting seems apropos...#5 = Owl's Insight (SpC)?
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Should work Forcecage in here too.
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How about Enduring Scrutiny for 3rd level from Complete Mage?
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1 Comprehend Languages
2 Mark of Judgment (PHB2)
3 Enduring Scrutiny (caster alerted when target takes a specific predetermined action)
4 Discern Lies
5 Private Sanctum
6 Geas
7 Sequester
8 Unyielding Form of the Inevitable Death (turns you into a marut)
9 Look into the Soul (tells you everything about a character - alignment, classes, levels, abilities, etc)
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I like clarity of mind better at third. The 9th level seems a little weak
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I like the Enduring spell better and also, Clarity is used for another domain. Votes from everyone else?
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Bumping up the Tyrogatore domain.
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Since there has been no other input on the spell list, lets move on to the ability. Lots of options have been mentioned, who likes what?
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Bump up, need a domain power.
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Granted Power: Once per day, the cleric can take 20 on a Sense Motive skill check.
Note that normally, take 10 and take 20 are not allowed at all on a Sense Motive check.
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Granted Power: Once per day, the cleric can take 20 on a Sense Motive skill check.
Note that normally, take 10 and take 20 are not allowed at all on a Sense Motive check.
Kind of weak relative to the other abilities we have come up with. How about a constant bonus as well?
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How about a +4 bonus to sense motive and knowledge (law) with the ability to take 10 on a sense motive check. The reason I say take 10 is because the take 20 check takes a long time and with sense motive you want to be able to make a determination right away. I think take 10 still takes the normal amount of time for the check.
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That's sounds good. Make them divine bonuses so they stack with everything.
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1 Comprehend Languages
2 Mark of Judgment (PHB2)
3 Enduring Scrutiny (caster alerted when target takes a specific predetermined action)
4 Discern Lies
5 Private Sanctum
6 Geas
7 Sequester
8 Unyielding Form of the Inevitable Death (turns you into a marut)
9 Look into the Soul (tells you everything about a character - alignment, classes, levels, abilities, etc)
Last look at the spell list before I lock it.
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Any thoughts on these spells for the 9th level slot? Not sure if they really fit, but they have potential to work well with Judgement.
Compel
( Oriental Adventures)
Enchantment (Compulsion) [Mind-Affecting]
Level: Shaman 8, Ancestor 8,
Components: V, S, DF,
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
You force the subject of the spell to change alignment, specifying the creature's new alignment.
Creatures whose alignments are listed as "always" a specific alignment, and characters who would lose class abilities if
they changed to the alignment you specify, gain a +4 bonus on their saving throws against the spell.
Outsiders with an alignment-based type modifier (Chaotic, Evil, Good, or Lawful) are immune to the effects of this spell.
Alteration in alignment is mental as well as moral, and the individual changed by the spell thoroughly enjoys his new outlook.
If the subject's comrades have an alignment outlook that differs significantly from his, he may abandon them or even take actions against them.
This is up to the discretion of the DM; the spell has no effect on determining this, as it is more a matter of conscience.
Another compel spell, a wish, or a miracle is required to reverse the effects of the spell; the subject makes no attempt to return to the former alignment.
In fact, he views the prospect with horror and avoids it in any way possible.
Thus, if a spellcaster were to cast compel upon him again, causing him to revert to his former alignment or following a new one, he would again receive a saving throw as outlined above.
Programmed Amnesia
( Complete Arcane)
Enchantment (Compulsion) [Mind-Affecting]
Level: Sorcerer 9, Wizard 9,
Components: V, S, M,
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
You can selectively destroy, alter, or implant memories in the target creature as you see fit.
Casting the spell gives you access to all of the subject's thoughts and memories, allowing you to implement as many of the following specific effects as you like.
Memory Erasure: Any or all memories possessed by the subject can be erased, including knowledge of specific events, people, or places.
Memory Implant: You can create false memories in the subject's mind as you see fit.
Memories of being friends with a hated enemy, events that didn't really take place, or betrayals by people the subject regards as friends could all be implanted.
Negative Levels: You can bestow a number of negative levels equal to 1/2 the subject's character level or less.
This effect represents erasure of class knowledge and training.
These negative levels never become permanent level loss, but they cannot be removed by spells such as restoration,
remaining in effect as long as the subject is under the effect of this spell.
Persona Rebuilding: By erasing the subject's previous personality and implanting a false set of memories, you can build a new persona for the creature, altering its alignment, beliefs, values, and personality traits.
Some class abilities are affected by alignment changes.
Programmed Trigger: You can program the subject to delay the onset of any of the above effects until a specific event takes place, such as the receipt of a coded message, capture by enemies, or arrival at some destination.
Similarly, you could specify some or all of the alterations you create in a subject to be removed by a specific event.
The nature of programmed amnesia is such that a subject given new memories (whether willing or not) might be given cause to suspect that those memories are false, based on how complete your programming is.
For example, a paladin subject to a persona rebuilding that changes her alignment to neutral loses her paladin abilities.
Unless you impart a specific believable memory of why she changed alignment, the character will perceive this unexplained gap in her memory and might take steps (such as seeking a magical cure for her "amnesia") that could negate the spell's effect (see below).
Generally, your subject must be either willing to undergo the spell or restrained in some way so that it cannot leave or interfere with the casting.
Programmed amnesia is normally permanent unless you care to specify events that will end the effect.
Its effect can also be removed by a greater restoration or wish spell.
Material Component: A set of small crystal lenses set in gold loops worth 500 gp.
Choose Destiny
( Races of Destiny)
Divination
Level: Destiny 9,
Components: V,
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level
You gain a limited ability to discern a successful path for your actions.
For the duration of the spell, any time you make an attack roll, skill check, ability check, or saving throw, you may roll twice and select which die roll to use.
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Of those three, I considered Compel, but it takes away from the flavor of the Corruption and Redemption domains.
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How about a +4 bonus to sense motive and knowledge (law) with the ability to take 10 on a sense motive check. The reason I say take 10 is because the take 20 check takes a long time and with sense motive you want to be able to make a determination right away. I think take 10 still takes the normal amount of time for the check.
Sense Motive and Know(law) should also be made class skills.
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Sense Motive and Know(law) should also be made class skills.
Good idea.
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Granted Power: The cleric gains a +4 divine bonus to sense motive and knowledge (law) skills. The cleric can take 10 on a sense motive check. Sense Motive and Know(law) are class skills for the cleric.
1 Comprehend Languages
2 Mark of Judgment (PHB2)
3 Enduring Scrutiny (caster alerted when target takes a specific predetermined action)
4 Discern Lies
5 Private Sanctum
6 Geas
7 Sequester
8 Unyielding Form of the Inevitable Death (turns you into a marut)
9 Look into the Soul (tells you everything about a character - alignment, classes, levels, abilities, etc)
Unless anyone has any objections, this will be the list and locked tomorrow.