EFUPW Forums

Main Forums => Suggestions => Topic started by: Tala on April 27, 2016, 09:02:31 PM

Title: Domain-like Spells Suggestions
Post by: Tala on April 27, 2016, 09:02:31 PM
We're currently looking at the Cleric class. What we're looking for are suggestions on adding Domain-like Spells, based on Domains. You can suggest any spell, from any class (even monster abilities) but be reasonable.

We're looking for both "weaker" and "stronger" variations, so try to use the following templates:

Weaker
1st circle spell (can have 2 spells)
2nd circle spell
3rd circle spell

Stronger
1st/2nd circle spell (can have 2 spells)
3rd/4th circle spell
4th/5th circle spell

*If there's something you feel that MUST be there from higher spell circles, you may suggest it, but nothing overpowered.

While mechanics is important, and I'm sure there'll be some "Fireball on Fire Domain" (which is fine!), think of flavor and the theme itself as well, so it will be very cool seeing stuff like "Haste/Slow on Luck Domain".
Title:
Post by: Knight Of Pentacles on April 27, 2016, 10:41:48 PM
Chaos Ideas
Disease Bolt - Red Slaad Egg
Blindness/Deafness at an earlier level.
Chaos Spittle
Confusion
Defeaning Clang

Fungus Ideas
Contagion at an earlier level
Infestation of Maggots
Troglodyte Stench

Destruction Ideas
Crumble
Balagarn's Iron Horn
Earthquake

Undead Ideas
Bolster Undead

Repose Ideas
Bless weapon at a high level.

Plant Ideas
Entangle





 
Title:
Post by: Adhesive on April 28, 2016, 12:50:03 AM
War Domain
Blade Thirst (at level 5)

Law Domain
Command 1/day

Renewal Domain
Passive Regeneration +1 on worm armor (identical to vanilla NWN item property)

Water Domain and Sea Caves Domain
Give Ice Storm to Sea Caves Domain (to represent falling salt stalagmites?) and Drown to Water Domain
Title:
Post by: VanillaPudding on April 28, 2016, 02:19:25 AM
In addition to the following suggestions, I would also suggest that Divine Might / Shield be made into free actions.
Title:
Post by: Hound on April 28, 2016, 03:03:59 AM
Whilst most of VP's suggestions I agree with, two specifically should be considered carefully:


Sun Domain
Spells: Searing Light (2), Sunbeam (7)
Abilities: Exceptional Turning - Add 1d6 to all turning checks to determine the maximum Hit Die of undead turned. Also add 1d4 to the number of undead turned. Turn undead deals 2d6 damage to undead not already destroyed. Flame weapon deals a bonus 1d4 vs undead and aberrant foes. Associated Deities:

Retribution Domain *
Spells: Death Armor (2), Death ward (3), Elemental Shield (4) Mestil's Acid Sheath (5)
Abilities: Bonus Feat - Divine Might - Turn undead also deals 1d12 divine damage to hostile creatures within effect. Associated Deities:


Retribution's additional red ability for turn undead damage should be either reduced to 1d6 or modified to only affect one's own race, so that Retribution clerics are not throwing out equal damage against Undead as a Sun cleric (this is admittedly redundant, since there are no surviving Sun deities, but still).

I also think Divine Might should be removed if Mestil's is to be added.


I'd also preach caution against giving Clerics with Magic/Spell Domain combo the spells offered in VP's suggestions. If they are to be given, the spell circles on each should be knocked up by one.
Title:
Post by: Valo56 on April 28, 2016, 11:48:16 AM
A small related suggestion:
I would recommend clerics with the Plant theme be treated as druids for the purposes of harvesting herbs.

A +5 bonus to Herbalism for the Plant domain, and to Alchemy for the Magic domain, also seem like good things to hand out. +5 to Wilderness survival for animal domain would also be nice for skinning checks. This would not bring clerics up to the levels of druids/wizards for herbalism/alchemy, or even to rangers for wilderness survival, but it would set them apart from others.

One thing I'd like to see change is the Death domain.

First off, I think that the domain power which grants a sort of familiar summon would be a good perk for all clerics to get, if they earn it, and should not be specifically a death domain power. It should also be beefed up a lot if it were given to people as a reward for being awesome clerics. Given it would then be handed out on a case by case basis, that means that you don't have to deal with the absurd task of trying to come up with an NPC for each and every deity. (Alternatively, you could have a one size fits all divine servant NPC which players can rename, and perhaps customize themselves.)

Or you could just get rid of it, I really don't think anyone would care much.

Anyway, for Death Domain...

People taking this are most likely going to be necromancers of a sort. They're not going to want to throw around illusion and transmutation spells. Given that's all the perk gives (even with VP's suggestion) with the exception of Enervation, it will remain an undesirable domain for clerics who desire to go all out in terms of (un)death in terms of vastly more valuable trickery, undeath and magic domain spells and powers.

Honestly, if you look at the non-monstrous deities that get the Death Domain (Jergal, Moander, Orcus, Urogalan, Velsharoon), the only one who probably isn't going to have almost entirely necromancers among their clergy is Urogalan.

Weaker
1st circle spell (can have 2 spells) - Negative Energy Ray, Ray of Enfeeblement
2nd circle spell - Circle of Doom
3rd circle spell - Death Ward

Stronger
1st/2nd circle spell (can have 2 spells) - Ray of Enfeeblement (1), Circle of Doom (2)
3rd/4th circle spell - Negative Energy Burst (3)
4th/5th circle spell - Circle of Death (5)

Circle of Doom is normally a level 5 Cleric spell. Giving this to clerics at level 2 may seem extreme, but I ask you to keep in mind that this only deals 1d8+Caster Level damage in an AoE. Negative Energy Burst deals this same amount of damage, but deals strength damage as well. Given this, no one can honestly think it would be overpowered to give it to Death Domain clerics at level 2 or 3.

Circle of Death, however, might be too much. Finger of Death at 5 or Slay Living at 4 might be better, as they're single target and at lower levels won't have as high of a DC.

Meanwhile, the Undeath Domain is something that I think could do with focusing more on creation of Undead rather than on buffing these Undead. I would suggest allowing Undeath Domain clerics to get +1 to the tier of the shambling corpses animated, perhaps in addition to their turning boost. Perhaps at high levels, prominent clerics could get Create Undead or something like that.
Title:
Post by: Stranger on April 29, 2016, 12:11:57 AM
(† = EFU Custom Spell)

(Hyperlink (//%22http://nwn.wikia.com/wiki/Main_Page%22) = Non-standard Spell)
 
[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]​


[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]​​


[/HR]​​


[/HR]​​


[/HR]​


[/HR]​​


[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]

[/HR]