Problem Domains that need Fixing

DMEntropy

First Post
I think that we should amend your goal to read "two domains from either the PHB or T13K original contributions."

That way all a person needs to play in our setting is a DMG and a PHB as well as our T13K setting guide.
 

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Renfield

First Post
Wow, I need to be more involved.

Okay,

So apparently both of my God's are a little screwed as far as domains go. Any suggestions would be welcome as I plan on writing up further details on their religeon soon and am not entirely sure as to how to handle this. Lunakav would be rather pathetic with just a Chaos domain after all.

Ren
 

Renfield

First Post
Well, I have a rough adjustment for the Madness Domain, Fate Domain, and Moon Domain. Can't stand looking for new sphere's so I believe I'll finish a few alterations to avoid copyright BS and hopefully that'll be enough. Sadly I cannot do this until I return from Vacation in August.

Renfield
 

Ezieer

First Post
Things come to those who wait... the following Domains are Open Game License now. The required special spells within are at that link as well (but not posting them here).

http://www.wizards.com/d20/files/v35/DivineDomainsandSpells.rtf

ARTIFICE DOMAIN
Granted Power: Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level. (Those with access to both the Artifice and Creation domains cast conjuration [creation] spells at +3 caster level.)
Artifice Domain Spells
1 Animate rope
2 Wood shape
3 Stone shape
4 Minor creation
5 Fabricate
6 Major creation
7 Hardening
8 True creation
9 Prismatic sphere

CHARM DOMAIN
Granted Power: The character can boost his or her Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.
Charm Domain Spells
1 Charm person
2 Calm emotions
3 Suggestion
4 Emotion
5 Charm monster
6 Geas/quest
7 Insanity
8 Demand
9 Dominate monster

COMMUNITY DOMAIN
Granted Power: Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.
Community Domain Spells
1 Bless
2 Shield other
3 Prayer
4 Status
5 Telepathic bond
6 Heroes’ feast
7 Refuge
8 Mass heal
9 Miracle

CREATION DOMAIN
Granted Power: Cast conjuration (creation) spells at +2 caster level. (Those with access to both the Artifice and Creation domains cast conjuration (creation) spells at +3 caster level.)
Creation Domain Spells
1 Create water
2 Minor image
3 Create food and water
4 Minor creation
5 Major creation
6 Heroes’ feast
7 Permanent image
8 True creation
9 Genesis

DARKNESS DOMAIN
Granted Power: Free Blind-Fight feat.
Darkness Domain Spells
1 Obscuring mist
2 Blindness
3 Blacklight
4 Armor of darkness
5 Summon monster V (only summons 1d3 shadows)
6 Prying eyes
7 Nightmare
8 Power word, blind
9 Power word, kill

GLORY DOMAIN
Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.
Glory Domain Spells
1 Disrupt undead
2 Bless weapon
3 Searing light
4 Holy smite
5 Holy sword
6 Bolt of glory
7 Sunbeam
8 Crown of glory
9 Gate

LIBERATION DOMAIN
Granted Power: The character gains a +2 morale bonus on all saving throws against enchantment spells or effects.
Liberation Domain Spells
1 Remove fear
2 Remove paralysis
3 Remove curse
4 Freedom of movement
5 Break enchantment
6 Greater dispelling
7 Refuge
8 Mind blank
9 Unbinding

MADNESS DOMAIN
Granted Power: The character gains an Insanity score equal to half his or her class level. For spellcasting (determining bonus spells and DCs), the character uses his or her Wisdom score plus his or her Insanity score in place of Wisdom alone.
For all other purposes, such as skills and saves, use Wisdom minus Insanity in place of Wisdom.
Once per day, the character can see and act with the clarity of true madness. Use the character’s Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made.
Madness Domain Spells
1 Random action
2 Touch of madness
3 Rage
4 Confusion
5 Bolts of bedevilment
6 Phantasmal killer
7 Insanity
8 Maddening scream
9 Weird

NOBILITY DOMAIN
Granted Power: The character has the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Allies must be able to hear the character speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to the character’s Charisma bonus and can be used once per day.
Nobility Domain Spells
1 Divine favor
2 Enthrall
3 Magic vestment
4 Discern lies
5 Greater command
6 Geas/quest
7 Repulsion
8 Demand
9 Storm of vengeance

REPOSE DOMAIN
The Repose domain is similar to the Death domain, but is granted by good-aligned deities whose clerics are barred from casting evil spells.
Granted Power: The character may use a death touch once per day. The death touch is a spell-like ability that is a death effect. The character must succeed at a melee touch attack against a living creature (using the rules for touch spells). When the character touches, roll 1d6 per his or her cleric level. If the total at least equals the creature’s current hit
points, it dies.
Repose Domain Spells
1 Deathwatch
2 Gentle repose
3 Speak with dead
4 Death ward
5 Slay living
6 Undeath to death
7 Destruction
8 Surelife
9 Wail of the banshee

RUNE DOMAIN
Granted Power: Free Scribe Scroll feat.
Rune Domain Spells
1 Erase
2 Secret page
3 Glyph of warding
4 Explosive runes
5 Lesser planar binding
6 Greater glyph of warding
7 Instant summons
8 Symbol
9 Teleportation circle

SCALYKIND DOMAIN
Granted Power: Rebuke or command animals (reptilian creatures and snakes only) as an evil cleric rebukes or commands undead.
Use this ability a total number of times per day equal to 3 + Charisma modifier.
Scalykind Domain Spells
1 Magic fang
2 Animal trance†
3 Greater magic fang
4 Poison
5 Animal growth†
6 Eyebite
7 Creeping doom (composed of tiny snakes)
8 Animal shapes†
9 Shapechange
†Affects ophidian or reptilian creatures only.

WEATHER DOMAIN
Granted Power: Survival is a class skill.
Weather Domain Spells
1 Obscuring mist
2 Fog cloud
3 Call lightning
4 Sleet storm
5 Ice storm
6 Control winds
7 Control weather
8 Whirlwind
9 Storm of vengeance
 

Ezieer

First Post
Updated Domain Breakdown. PHB/SRD Domains in Bold. The object is to have at least 2 Domains (preferrably 3) from the PHB/SRD for each god.

Note: I've changed a few things to make things work out easier.
1) Changed Undeath to Repose domain.
2) Changed Storm to Weather domain.
3) Changed Craft to Artifice domain.
4) Changed Saurian to Scalykind domain.
5) Changed Beastmaster to Animal domain.
6) Added Evil to Aethaddyn's list.
7) Added Chaos to Alyhndro's, Caelon's & Felicitas' list.
8) Added Good to Belarna's list.
9) Added Darkness to Parushan's list.
10) Added Weather to Talina's list.
11) Added Air to Typhus' list.
12) Added Rune to Urvon's list.​

Adenan Stronghand Good - Protection - War
Aethaddyn Cavern - Darkness - Evil - Slime
Alyhndro Celerity - Chaos - Glory - Time - War
Aohalim Good - Knowledge - Law - Nobility - Sun
Bajaer Evil - Chaos - Charm
Beher Destruction - Evil - Trickery - Tyranny
Belarna Charm - Good - Knowledge - Liberation
Brand Law - Protection - Strength - War
Caelon Air - Chaos - Insect - Plague(Pestilence) - Suffering
Eraekoth Destruction - Water - Weather
Felicitas Chaos - Fate - Luck - Halfling
Galvar Thuradoom Earth - Protection - War
Grely'k Luck - Protection - Trickery
Horun Animal - Good - Plant
Khal'ust Chaos - Destruction - Fire
Kirok Chaos - Darkness - Destruction
Koith Animal - Cavern - Earth - Strength
Kovar Artifice - Creation - Earth - Fire - Metal
Lunakav Chaos - Madness - Moon
Murrhygn Animal - Death - Plant - Renewal - Repose[/I]
Naeron Death - Knowledge - Scalykind - War
Nylaethia Animal - Earth - Plant - Protection
Os Healing - Knowledge - Nobility - Rune
Parushan Darkness - Evil - Hatred - Suffering - Trickery
Prosimus Fate - Knowledge - Law
Salin Law - Protection - Travel
Shadoth Chaos - Darkness - Spider - Trickery
Suerl Animal - Community - Plant
Syri Chaos - Good - Magic
Talina Earth - Sun - Water - Weather
Targan Lithmoor Good - Elf - Nobility - Protection
Trandim Air - Good - Protection
Typhus Air - Chaos - Storm - Weather
Uluk Cavern - Chaos - Orc - Strength - War
Urvon Divination - Fate - Knowledge - Magic - Rune
 


Ezieer

First Post
DMEntropy said:
So this list is a replacement for the initial list of domains for the deities?

Yes, this is a proposed replacement for the initial list of domains. This is the minimum of what I think should/could be done. If given more encouragement... I might propose more changes. I've been trying to solve problems.. not make things 'better'.
 


Emiricol

Registered User
Awesome. Fixed in one fell swoop :)

If anyone, anyone has time to finish revising the 2.0 guide, we can get the collection delivered and responsibility transfered. My own free time degenerated first to having to play only play-by-post, to now I'm only in a couple of even those, and that's a challenge :(

I don't forsee me having time to really drive on the guide any time soon, but it isn't really that far from being done...
 


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