Psergei, NE Greater Goddess of Fire

B4cchus

Visitor
I still have a problem with the domains.
All the other 'elemtal' dieties have 5 domains, this one has 3.
I suggest a new domain: desert (to fill the sun gap together with the fire domain?) and perhaps the travel domain?
 

Rae ArdGaoth

Visitor
Wah! Good catch, I forgot to re-add Sun to the list of domains. So Psergei has four.

Desert is not an SRD domain, but we could certainly make one (other LEW deities have custom Domains). Travel, though her worshipers are nomadic, doesn't really fit with her flavor at all. If the other voters would prefer me to make a Desert domain, I will.
 

Boddynock

Visitor
I agree that Travel doesn't seem to fit. Although I've already voted in favour of the proposal, perhaps a Desert domain would help to bring the number of domains up to parity. But does it really matter if she has four instead of five?
 

Rae ArdGaoth

Visitor
The numbers don't bother me at all. The fact that the Goddess of Deserts doesn't have a Desert domain bothers me more, but on the other hand, Galatea only has Water, no "Ocean Domain".
 

Trouvere

Visitor
Yes, creating a specific 'Desert' domain would open up the can of worms that there are many other 'missing' environmental or biome domains.
It's noteworthy that Sandstorm does not offer a Desert domain - the nearest it comes is with the Thirst and Sand domains (two and zero SRD spells in these, respectively).
 

B4cchus

Visitor
I see what you mean with the proverbial can of worms but the difference in domains bothers me (very) nonetheless.
 

Trouvere

Visitor
Well, quickly glancing through the SRD, these are the spells that struck me as relating (tenuously, sometimes) to the desert, to sand, to desiccation:

1st Endure Elements
2nd Glitterdust / Gust of Wind / Soften Earth and Stone
3rd Stone Shape / Diminish Plants
4th Hallucinatory Terrain* / Control Water / Blight / Giant Vermin
5th Transmute Rock to [Sand]
6th Move Earth
7th Control Weather
8th Horrid Wilting
9th Elemental Swarm (any, except Water)

Could you put together a decent domain from those?

* It's an oasis! We're saved! Oh no, it's just sand. Classic.
 

B4cchus

Visitor
Looks great Trouvere.
For level 2 i also suggest heat metal
For level 3 I like diminish plants best and for level 4 blight.
 

Trouvere

Visitor
I should have put Heat Metal on the list for the sake of completeness, but it's in the Sun domain, which Psergei already has.

The anti-plant spells make sense for a goddess who wants her deserts to spread over the world before the final destruction, I think - and neither is in the Plant domain. Blight is Drd 4 but Sor/Wiz 5, so could go at the higher level, since Transmute Rock to Mud is a feeble thematic choice.
 

Rae ArdGaoth

Visitor
Desert Domain

1st Endure Elements
2nd Soften Earth and Stone
3rd Diminish Plants
4th Hallucinatory Terrain
5th Blight
6th Move Earth
7th Control Weather
8th Horrid Wilting
9th Elemental Swarm (any, except Water)

How's this? I give all credit to Trouvere, for doing 100% of the research. The weakest one is L2, but I think at the very least it fits thematically That is, if Psergei is slowly encroaching on the Earth Tower, it makes sense for her to be softening earth. So, if this domain is approved, then obviously Psergei will have it. And then B4cchus will vote yes, and then we'll wait, and then she's approved. Hooray!
 

Bront

The man with the probe
What's the domain ability?

And one of the larger deserts is actualy by the tower of wind, oddly enough.
 

Rae ArdGaoth

Visitor
True, but I'm thinking that the Wind desert is not quite so harsh. It's hot, for sure, but it's not as hot, and it's very windy. Dust storms are a threat there, whereas in the Lands of Fire, I imagine that some areas are incredibly hot, and there is little wind. I also imagine the Lands of Fire are much rockier, as there's less erosion and its closer to the Tower of Earth. As you approach the tower there are volcanoes, and near the tower itself might even be fields of literal fire.

Domain ability... Something like an area blight effect would be good. What's that one campaign setting where evil characters boost their power by sucking the life out of the land? A mechanical effect like that, with radius of 1' per level. I'll look around for that ability.
 

Boddynock

Visitor
Rae ArdGaoth said:
Domain ability... Something like an area blight effect would be good. What's that one campaign setting where evil characters boost their power by sucking the life out of the land? A mechanical effect like that, with radius of 1' per level. I'll look around for that ability.
Dark Sun - defiling magic.
 

Rae ArdGaoth

Visitor
Not forgotten, just a lesser priority than keeping my games afloat. I'll be able to put some thought into it during Thanksgiving, for sure. Thanks for the interest, though!
 

Rae ArdGaoth

Visitor
Granted Power

By stealing power from the life around you, you can cast spells at +1 caster level. When in an area of abundant plant life, you may choose to blight the life around you to enhance your spellcasting, creating dead spot like a limited cancer. The boundary of the dead spot is a circle centered on you, with a radius of 1 foot per level of the spell being enhanced. The entire area of the dead spot must be filled with abundant plant life, or the spell is cast at normal caster level, with no blight effect.

Within the boundary of the dead spot, all plants instantly die and shrivel and all water evaporates, leaving behind an area of dry, dead husks and dust. Living creatures within the boundary of the dead spot are not directly affected, but plants can find no sustenance in the dust of the dead spot, water-breathing creatures die quickly when water turns to dust, and mobile animals know enough to leave the area alone. After 30 days, the effect ends, and the dead spot may be colonized naturally over the course of several years by bacteria, plants, and animals.

-------------

Needs some tweaking, I think. +1 CL for any spell might be a bit much, but limiting it to Fire spells (or maybe Fire and Evil spells?) might limit it too much. A limit to 1/day severely limits the ability, I think. Perhaps 3/day?

Or is it balanced as is? It can't be used in dungeons, or the desert, or in a building. Only in a forest, really. Or an oasis. Maybe a plains, if the DM is kind. What do you guys think?
 

Boddynock

Visitor
Boy, the druids are going to hate this! :p

It is limited by the terrain type - but if you're in that terrain (a forest adventure, for example) you've got a (virtually) unlimited boost to power. I think it needs some further limit.

Most of the domains have a granted power which, if it increases caster level, gives a blanket +1 increase for spells with an appropriate descriptor (good, or law, e.g.). Otherwise, the benefit tends to be once per day, except for turn attempts, which are based around the turn undead 3 + Cha bonus mechanic.

How about saying that the cleric can get the +1 caster level bonus on any Domain spells she casts? That makes it relevant, not overpowered, but not too limited, either. It also means that the granted power scales with increase in level - a criticism which was raised at one point (not sure if it was in this discussion or another one).
 

Bront

The man with the probe
it's fairly powerful by domain power standards. 2 per day at most I would think.

I would think you'd be better having it apply to all desert domain spells only and always on, much like healing, good, and other similar abilities, without the draining effect. It's boring, but it works.

Another option. Survival is a class skill and a +4 insight bonus to the skill in the desert?
 

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