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  1. #21
    Founder Aesop's Avatar
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    Good Domain I
    Granted Power: +1 Sacred Bonus to AC

    Protection Against Evil 1/Rest

    Good Domain II
    Granted Power: +1 Sacred Bonus to AC

    Protection Against Evil +1/Rest
    Holy Smite 1/Rest

    Good Domain II
    Granted Power: +1 Sacred Bonus to AC

    Protection Against Evil +1/Rest
    Holy Smite +1/Rest
    Holy Aura 1/Rest
    wasn't sure about the Granted Power

    Aesop
    Last edited by Aesop; 12-24-2007 at 08:35 AM.
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  2. #22
    Founder Aesop's Avatar
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    Quote Originally Posted by Corvid7 View Post
    Don't domains also limit schools you can use? Like the Fire school limits use of Water based spells?

    Or is that just school specialization for wizards?
    Just Wizard Specs

    Aesop
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  3. #23
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    Healing Domain I
    Granted Power: Vigor 1/Rest (heals 3 hp per 2 sec for 1 min), +1 Caster Level for Healing Spells

    Cure Moderate Wounds 1/Rest

    Healing Domain II
    Granted Power: Vigor 1/Rest

    Cure Moderate Wounds +1/Rest
    Heal 1/Rest

    Healing Domain III
    Granted Power: Vigor 1/Rest

    Cure Moderate Wounds +1/Rest
    Heal +1/Rest
    Mass Heal 1/Rest
    quite potent I think... maybe too potent...

    Aesop
    Last edited by Aesop; 12-24-2007 at 08:43 AM.
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  4. #24
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    Law Domain I
    Granted Power:Judgement 1/Rest (inflicts a -2 Penalty to Attack AC and Saving throws of target)

    Protection Against Chaos 1/Rest

    Law Domain II
    Granted Power:Judgement 1/Rest

    Protection Against Chaos +1/Rest
    Order's Wrath 1/Rest

    Law Domain III
    Granted Power:Judgement 1/Rest

    Protection Against Chaos +1/Rest
    Order's Wrath +1/Rest
    Shield of Law 1/Rest
    Aesop
    Last edited by Aesop; 12-24-2007 at 08:45 AM.
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  5. #25
    Founder Gornin's Avatar
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    LOL! I object to your disorderly conduct. I cast Protestation from Chaos. Not picking on you, just thought it was funny how the misspell came out.

    Nice ideas so far. It would be nice if these could be implemented.
    Snowleopard, Locomotiv Breath, Aqualung, Thickas a Brick, WitchsPromis, Part of the Machine, Coseyed Mary
    No whining, unless you're serving really good cheese. Otherwise, put a cork in it.

  6. #26
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    Luck Domain I
    Granted Power: Good Luck 1/Rest (duration 1 min)

    Aid 1/Rest

    Luck Domain II
    Granted Power: Good Luck 1/Rest (duration 1 min)

    Aid +1/Rest
    Break Enchantment 1/Rest

    Luck Domain III
    Granted Power: Good Luck 1/Rest (duration 1 min)

    Aid +1/Rest
    Break Enchantment +1/Rest
    Moment of Prescience 1/Rest (6 sec. add caster level to die rolls)
    may have to change that last one MoP is a potent effect

    Aesop
    Last edited by Aesop; 12-24-2007 at 08:45 AM.
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  7. #27
    Founder Aesop's Avatar
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    Quote Originally Posted by Gornin View Post
    LOL! I object to your disorderly conduct. I cast Protestation from Chaos. Not picking on you, just thought it was funny how the misspell came out.

    Nice ideas so far. It would be nice if these could be implemented.
    that's what I get for using copy and paste method while doing 8 other things


    Aesop
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  8. #28
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    Magic Domain I
    Granted Power: use Scrolls, wands and other arcane objects as a Wizard of half your Cleric level

    Magic Missile 1/Rest

    Magic Domain II

    Magic Missile +1/Rest
    Spell Resistance 1/Rest


    Magic Domain III

    Magic Missile +1/Rest
    Spell Resistance +1/Rest
    Protection from Spells 1/Rest

    Aesop
    Last edited by Aesop; 12-24-2007 at 08:46 AM.
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  9. #29
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    Nobility Domain I
    Granted Power: Inspire Courage 1/Rest as basic Bard ability

    Divine Favor 1/Rest

    Nobility Domain II
    Granted Power: Inspire Courage 1/Rest as basic Bard ability

    Divine Favor +1/Rest
    Greater Command 1/Rest

    Nobility Domain III
    Granted Power: Inspire Courage 1/Rest as basic Bard ability

    Divine Favor +1/Rest
    Greater Command +1/Rest
    Storm of Vengeance 1/Rest
    Aesop
    Last edited by Aesop; 12-24-2007 at 08:46 AM.
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  10. #30
    Founder Aesop's Avatar
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    Plant Domain I
    Granted Power: Barkskin 1/Rest

    Entangle 1/Rest

    Plant Domain II
    Granted Power: Barkskin 1/Rest

    Entangle +1/Rest
    Wall of Thorns 1/Rest

    Plant Domain III
    Granted Power: Barkskin 1/Rest

    Entangle +1/Rest
    Wall of Thorns +1/Rest
    Horrid Wilting 1/Rest
    Wall of Thorns could be like a flat planed blade barrrier in the same general shape as Wall of Fire... also added Horrid Wilting into the line because the spells in the domain didn't really jive well with DDO. Entangle is a a wider area Web lower leveled but only usable in natural settings... could be toned down a touch I guess


    Aesop
    Last edited by Aesop; 12-24-2007 at 08:47 AM.
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  11. #31
    Founder Aesop's Avatar
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    Protection Domain I
    Granted Power: Sacred Shield 1/Rest 2+1per 6 caster levels (maximum +5) Sacred bonus to targets AC for 1 min per Caster level

    Shield of Faith 1/Rest

    Protection Domain II
    Sacred Shield 1/Rest

    Shield of Faith +1/Rest
    Spell Resistance 1/Rest

    Protection Domain III
    Sacred Shield 1/Rest

    Shield of Faith +1/Rest
    Spell Resistance +1/Rest
    Mind Blank 1/Rest
    Aesop
    Last edited by Aesop; 12-24-2007 at 08:47 AM.
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  12. #32
    Founder Aesop's Avatar
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    Strength Domain I
    Granted Power: +4 Sacred Bonus to Strength for 1 min 1/rest

    Bull's Strength 1/Rest

    Strength Domain II
    Granted Power: +4 Sacred Bonus to Strength for 1 min 1/rest

    Bull's Strength +1/Rest
    Righteous Might 1/ Rest

    Strength Domain III
    Granted Power: +4 Sacred Bonus to Strength for 1 min 1/rest

    Bull's Strength +1/Rest
    Righteous Might +1/ Rest
    Clenched Fist 1/Rest
    Clenched Fist
    Evocation [Force]

    Level: Sor/Wiz 8, Strength 8

    Components: V, S, F/DF
    This spell functions like interposing hand, except that the hand can interpose itself, push, or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.

    The hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +11 for the hand’s Strength score (33), –1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell’s save DC) or be stunned for 1 round. Directing the spell to a new target is a move action.

    The clenched fist can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +15 bonus on the Strength check.

    Clerics who cast this spell name it for their deities.

    Arcane Focus: A leather glove.
    Aesop
    Last edited by Aesop; 12-24-2007 at 08:48 AM.
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  13. #33
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    Sun Domain I
    Granted Power: as per the Glory Domain (would love the Greater Turning as per the book but this would work too)

    Searing Light 1/Rest

    Sun Domain II

    Searing Light +1/Rest
    Flame Strike 1/Rest

    Sun Domain III

    Searing Light +1/Rest
    Flame Strike +1/Rest
    Sunburst 1/Rest
    Aesop
    Last edited by Aesop; 12-24-2007 at 08:49 AM.
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  14. #34
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    Travel Domain I
    Granted Power: +2% Movement

    Longstrider 1/Rest

    Travel Domain II
    Granted Power: +3% Movement

    Longstrider +1/Rest
    Dimension Door 1/Rest

    Travel Domain III
    Granted Power: +5% Movement

    Longstrider +1/Rest
    Dimension Door +1/Rest
    Greater Teleport 1/ Rest
    Aesop
    Last edited by Aesop; 12-24-2007 at 08:50 AM.
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  15. #35
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    War Domain I
    Granted Power: Grants use of Martial Weapons 1/Rest

    Spiritual Weapon 1/Rest


    War Domain II
    Granted Power: Grants use of Martial Weapons 1/Rest

    Spiritual Weapon +1/Rest
    Divine Power 1/ Rest

    War Domain III
    Granted Power: Grants use of Martial Weapons 1/Rest

    Spiritual Weapon +1/Rest
    Divine Power +1/Rest
    Power Word:Stun 1/Rest
    Spirtitual Weapon could work like Flaming Sphere does only it whacks baduns in the area

    Aesop
    Last edited by Aesop; 12-24-2007 at 08:51 AM.
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  16. #36
    Founder Aesop's Avatar
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    Water Domain I
    Granted Power: Underwater Action

    Obscuring Mist 1/Rest

    Water Domain II

    Obscuring Mist +1/Rest
    Ice Storm 1/Rest

    Water Domain III

    Obscuring Mist +1/Rest
    Ice Storm +1/Rest
    Horrid Wilting 1/Rest
    Aesop
    Last edited by Aesop; 12-24-2007 at 08:51 AM.
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  17. #37
    Founder Aesop's Avatar
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    Weather Domain I
    Granted Power: +3 Balance

    Obscuring Mist 1/Rest

    Weather Domain II

    Obscuring Mist +1/Rest
    Call Lightning Storm 1/Rest

    Weather Domain III

    Obscuring Mist +1/Rest
    Call Lightning Storm +1/Rest
    Whirlwind 1/Rest (as per Air Domain)
    Call Lightning Storm could call down a bolt of lightning on target. 1 bolt per caster level. 1 bolt per 3 sec. 5d6 base damage .

    Aesop
    Last edited by Aesop; 12-24-2007 at 08:51 AM.
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  18. #38
    Founder Aesop's Avatar
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    I had no idea what to do fo r the trickery Domain... the spells just aren't there... someone else wanna take a crack at it?

    Aesop
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  19. #39
    Community Member Zuldar's Avatar
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    Aesop, while you idea is ok, it feels more like a cop-out rather then a true implementation of domains.

  20. #40
    Founder Aesop's Avatar
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    Quote Originally Posted by Zuldar View Post
    Aesop, while you idea is ok, it feels more like a cop-out rather then a true implementation of domains.
    yeah we discussed True Domains in another thread and we felt that it just wouldn't happen in the long run due to certain constraints and limited spell application. I mean think about the Luck domain... Miracle just isn't going to get implemeted very well. The knowledge Domain just won't happen at all as divination in the game would require so much extra work that most players would never get to actually see. To that end we started talking abiout how to implement a psuedo domain grouping... I thought this one would give a nice flair for clerics and give them some nifty abilities

    I do understand how ya feel though I felt the same way about the PrEs at first... I was adamantly opposed to them... they aren't too bad to me now

    Aesop
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

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