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Human(ity) Domain?
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<blockquote data-quote="Nyeshet" data-source="post: 3404516" data-attributes="member: 18363"><p><strong>Another vote for Able Learner</strong></p><p></p><p>Also, I would suggest the following spells (in spoiler box). My suggestion on the final construction of the domain follows: </p><p></p><p>[sblock]</p><p>1 </p><p>Comprehend Languages </p><p>// Humans - at least in my games - tend to have a multiplicity of cultures and lanugages. </p><p>Charm Person</p><p>// The obvious choice. ^_^</p><p>Unseen Servant</p><p>// The interesting choice. Often humans seek to find easier ways to do simple, everyday things. With such a servant, their hands and minds are free for more important endevours. </p><p></p><p>2 </p><p>Find Traps, </p><p>// Humans are skillful, and this spell grants a measure of that skill (in specific skills). </p><p>Fox's Cunning</p><p>// Interesting, as clerics rely on Wis, but this would briefly boost all skills by +2 due to the +4 Int bonus. </p><p>Make Whole, </p><p>// Humans are craftsmen, albeit not as skilled in stone as dwarves nor with wood as elves. </p><p>Whispering Wind</p><p>// Humans are social creatures, striving to stay in contact with their close ones even over distances. </p><p></p><p>3 </p><p>Clairaudiance / Clairvoyance</p><p>// Again, a tie to a skill (Listen and Spot), this allows them to make such checks from miles away, literally. </p><p>Haste</p><p>// Humans often seem to be in a hurry, at least to the longer lived races. </p><p>Nondetection</p><p>// The ultimate in Bluff, Hide, and Move Silently - at least from a magical perspective. </p><p>Plant Growth</p><p>// Enrichment will aid human farmers greatly. </p><p>Quench</p><p>// Humans tend to form ever larger settlements - with the consequence of fires occurring now and then. </p><p>Suggestion</p><p>// As social creatures, humans often seek to convince one another of their point of view. </p><p>Tongues</p><p>// Again, humans have numerous languages. </p><p></p><p>4 </p><p>Dimension Door</p><p>// Humans are a wandering lot, given to moving along trails despite the obsticles in their way. </p><p>Secure Shelter</p><p>// Humans are builders and wanderers, and this spell works well with both concepts. </p><p>Sending</p><p>// As with Whisping Wind, humans wish to stay in contact over distances. </p><p></p><p>5 </p><p>Atonement</p><p>// Humans occasionally need to seek atonement for their misdeeds. </p><p>Commune with Nature</p><p>// Whether while wandering or while examining the lands beyond the town's gate, this spell can aid in understanding their surroundings - something many humans strive for. </p><p>Dominate Person</p><p>// An obvious choice, considering the domain. </p><p>Mage's Private Sanctum</p><p>// As with Secure Shelter, but grander. </p><p>Major Creation</p><p>// Humans are crafters. </p><p>Mark of Justice</p><p>// As with Atonement, but more specific and more often found in a court than a temple. </p><p>Permanency</p><p>// Humans tend to leave their mark upon anywhere they stay or travel. This can be a magical mark as well as a mundane one. </p><p>True Seeing</p><p>// Humans are always examining their surroundings, striving to better know and understand them. </p><p>Wall of Stone</p><p>// This can aid in building their settlements. </p><p></p><p>6 </p><p>Animate Objects</p><p>// Humans are crafters. </p><p>Find the Path</p><p>// Humans are wanderers. </p><p>Geas / Quest</p><p>// Humans often seek justice. </p><p>Legend Lore</p><p>// Humans often seek to better understand their surroundings - present and past. </p><p>Mass Fox's Cunning</p><p>// The Int bonus makes this one obvious. </p><p>Mass Suggestion</p><p>// As with Suggestion. </p><p>Permanent Image</p><p>// As with Permanency, but perhaps a better idea, as it is illusory, and many aspects of human endevoirs are towards illusory goals or have goals of questionable worth. Also, being an illusion it has more potential in how it can be used. </p><p>Programed Image</p><p>// As with Permanent Image, but humans often seek to impose their views and rules upon their surroundings, and with this spell, they can leave a message, arrange for another spell to go off later (via a command word), arrange an illusory play (as entertainment), and so on. </p><p>Word of Recall</p><p>// With a word they might return home, even from a distance. </p><p></p><p>7 </p><p>Mage's Magnificent Mansion, </p><p>// As with Mage's Private Sanctum, but even grander. </p><p>Project Image</p><p>// As with Programmed image, but some wish to add a more personal touch. </p><p>Scrying, Greater</p><p>// As with Clairvoyance / audiance</p><p>Teleport, Greater</p><p>// Humans are wanderers. </p><p></p><p>8 </p><p>Demand</p><p>// As with Suggestion. </p><p>Discern Location</p><p>// Humans are wanderers, but they still seek a path. </p><p>Maze</p><p>// Humans are wanderers, but sometimes they become lost. They are also builders - including of mazes. </p><p>Mind Blank</p><p>// The ultimate in Bluff, and an aid to Hide (in that their mind cannot be used to find them)</p><p>Moment of Prescience</p><p>// Humans are lucky. </p><p></p><p>9 </p><p>Astral Projection</p><p>// Humans are wanderers. </p><p>Foresight</p><p>// Humans are occasionally lucky. </p><p>Gate</p><p>// Humans are wanderers.</p><p>Miracle</p><p>// Humans are occasionally lucky. </p><p>Shades</p><p>// Humans are adaptive. </p><p>[/sblock]</p><p></p><p>How would I do it? Perhaps as the following, listing both my first and second choice for spell: </p><p></p><p>GP: Able Learner (bonus feat)</p><p>1 either Unseen Servant or Comprehend Languages</p><p>2 either Fox's Cunning or Find Traps</p><p>3 either Clairaudiance / Clairvoyance or Nondetection</p><p>4 either Secure Shelter or Sending</p><p>5 either Major Creation or Mark of Justice</p><p>6 either Permanent Image or Legend Lore</p><p>7 either Teleport Greater or Project Image</p><p>8 either Mind Blank or Moment of Prescience</p><p>9 either Shades or Miracle</p><p></p><p>with the following likely how I would finally work it out: </p><p></p><p><strong>GP: Able Learner (bonus feat)</strong></p><p><strong>1 Unseen Servant</strong></p><p><strong>2 Fox's Cunning</strong></p><p><strong>3 Clairaudiance / Clairvoyance</strong></p><p><strong>4 Tongues</strong></p><p><strong>5 Sending</strong></p><p><strong>6 Permanent Image</strong></p><p><strong>7 Project Image</strong></p><p><strong>8 Mind Blank</strong></p><p><strong>9 Miracle (more versatile than Shades)</strong></p></blockquote><p></p>
[QUOTE="Nyeshet, post: 3404516, member: 18363"] [b]Another vote for Able Learner[/b] Also, I would suggest the following spells (in spoiler box). My suggestion on the final construction of the domain follows: [sblock] 1 Comprehend Languages // Humans - at least in my games - tend to have a multiplicity of cultures and lanugages. Charm Person // The obvious choice. ^_^ Unseen Servant // The interesting choice. Often humans seek to find easier ways to do simple, everyday things. With such a servant, their hands and minds are free for more important endevours. 2 Find Traps, // Humans are skillful, and this spell grants a measure of that skill (in specific skills). Fox's Cunning // Interesting, as clerics rely on Wis, but this would briefly boost all skills by +2 due to the +4 Int bonus. Make Whole, // Humans are craftsmen, albeit not as skilled in stone as dwarves nor with wood as elves. Whispering Wind // Humans are social creatures, striving to stay in contact with their close ones even over distances. 3 Clairaudiance / Clairvoyance // Again, a tie to a skill (Listen and Spot), this allows them to make such checks from miles away, literally. Haste // Humans often seem to be in a hurry, at least to the longer lived races. Nondetection // The ultimate in Bluff, Hide, and Move Silently - at least from a magical perspective. Plant Growth // Enrichment will aid human farmers greatly. Quench // Humans tend to form ever larger settlements - with the consequence of fires occurring now and then. Suggestion // As social creatures, humans often seek to convince one another of their point of view. Tongues // Again, humans have numerous languages. 4 Dimension Door // Humans are a wandering lot, given to moving along trails despite the obsticles in their way. Secure Shelter // Humans are builders and wanderers, and this spell works well with both concepts. Sending // As with Whisping Wind, humans wish to stay in contact over distances. 5 Atonement // Humans occasionally need to seek atonement for their misdeeds. Commune with Nature // Whether while wandering or while examining the lands beyond the town's gate, this spell can aid in understanding their surroundings - something many humans strive for. Dominate Person // An obvious choice, considering the domain. Mage's Private Sanctum // As with Secure Shelter, but grander. Major Creation // Humans are crafters. Mark of Justice // As with Atonement, but more specific and more often found in a court than a temple. Permanency // Humans tend to leave their mark upon anywhere they stay or travel. This can be a magical mark as well as a mundane one. True Seeing // Humans are always examining their surroundings, striving to better know and understand them. Wall of Stone // This can aid in building their settlements. 6 Animate Objects // Humans are crafters. Find the Path // Humans are wanderers. Geas / Quest // Humans often seek justice. Legend Lore // Humans often seek to better understand their surroundings - present and past. Mass Fox's Cunning // The Int bonus makes this one obvious. Mass Suggestion // As with Suggestion. Permanent Image // As with Permanency, but perhaps a better idea, as it is illusory, and many aspects of human endevoirs are towards illusory goals or have goals of questionable worth. Also, being an illusion it has more potential in how it can be used. Programed Image // As with Permanent Image, but humans often seek to impose their views and rules upon their surroundings, and with this spell, they can leave a message, arrange for another spell to go off later (via a command word), arrange an illusory play (as entertainment), and so on. Word of Recall // With a word they might return home, even from a distance. 7 Mage's Magnificent Mansion, // As with Mage's Private Sanctum, but even grander. Project Image // As with Programmed image, but some wish to add a more personal touch. Scrying, Greater // As with Clairvoyance / audiance Teleport, Greater // Humans are wanderers. 8 Demand // As with Suggestion. Discern Location // Humans are wanderers, but they still seek a path. Maze // Humans are wanderers, but sometimes they become lost. They are also builders - including of mazes. Mind Blank // The ultimate in Bluff, and an aid to Hide (in that their mind cannot be used to find them) Moment of Prescience // Humans are lucky. 9 Astral Projection // Humans are wanderers. Foresight // Humans are occasionally lucky. Gate // Humans are wanderers. Miracle // Humans are occasionally lucky. Shades // Humans are adaptive. [/sblock] How would I do it? Perhaps as the following, listing both my first and second choice for spell: GP: Able Learner (bonus feat) 1 either Unseen Servant or Comprehend Languages 2 either Fox's Cunning or Find Traps 3 either Clairaudiance / Clairvoyance or Nondetection 4 either Secure Shelter or Sending 5 either Major Creation or Mark of Justice 6 either Permanent Image or Legend Lore 7 either Teleport Greater or Project Image 8 either Mind Blank or Moment of Prescience 9 either Shades or Miracle with the following likely how I would finally work it out: [b]GP: Able Learner (bonus feat) 1 Unseen Servant 2 Fox's Cunning 3 Clairaudiance / Clairvoyance 4 Tongues 5 Sending 6 Permanent Image 7 Project Image 8 Mind Blank 9 Miracle (more versatile than Shades)[/b] [/QUOTE]
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