Will it be in time for the new Forgotten Realms expansion?
Will it be in time for the new Forgotten Realms expansion?
Never? An extra couple spells per level of differing types aren't THAT big of a deal.
Karnasis (Human Wizard, Pale Master, Level 27), Taldall (Half-Orc, Monk- Perpetually abandoned)
A stupid question from someone who played PnP about the time Dinosaurs roamed the earth...
Someone tell me in just a few words what cleric domains are?
I think there are far more pressing issues that should be addressed first before Cleric's getting their domains.
Like Ranger Pets (real ones), Familiars, Druids (not till x-pac), etc. Cleric domains in the scheme of things don't seem all that pressing, considering you get 5 spell slots per level and a 6th to represent spontaneous casting :S
Karnasis (Human Wizard, Pale Master, Level 27), Taldall (Half-Orc, Monk- Perpetually abandoned)
Domains are to cleric's, What weapon feat's are to fighters. To Whit: SRD: Domains and SRD: Cleric.
That sum it up fairly well?A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. ....
Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.
Ok, so to cleric's the domains are important-ish.
Implementing them on the other hand would be tricky. With no Evil alignments several of the domains are not an option, and the other issue is that while there is a belief in gods in Ebberon, clerics don't get their spells from the deity's, just by having faith they get them (and in DDO, rest shrines are gods XD).
Now of course one way to swing the whole belief system is when you are in Forgotton Realms, gods give you the spells? And because the dimensional barriers between Realms have a hole in them, their magic is accessable from both sides.
I tend to think Lore more important than actual game mechanics, but I think that would be an interesting way to have both work.
Karnasis (Human Wizard, Pale Master, Level 27), Taldall (Half-Orc, Monk- Perpetually abandoned)
Common misconception. In Eberron, just as you don't necessarily need to pray to a specific deity for spells you also don't need one to gain access to domains.
Pantheistic Clerics and the Cleric with No God
As described on page 35 of the Eberron Campaign Setting, it is possible for a cleric to have no god and still perform divine magic. This is not, however, the same as having no beliefs; it still requires a strong commitment to an ideal or a philosophy. The cleric needs to devise his own system of belief and explain how it justifies the domains he has selected, and the DM always has the authority to disallow a combination of domains. The goal is to allow a broad range of personal faiths — like the warforged developing their own religions — not to encourage players to pick domains based solely on granted abilities.
http://eberronunlimited.wikidot.com/religion-in-eberron
additionally as long as you are not directly opposed to the domain there should be no reason not to have access to certain domains.
A Good Cleric may not have the Evil Domain, but a Neutral one may.
Domains could add a whole new dimension of cleric customization including access to enhancements that enhance the Spells or even the Granted Power of the domain.
Domains could also influence Capstone Selections or how certain items, feats, PrEs, or even spells affect the cleric or are expressed by the cleric.
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
I support most of this! Gives me a better reason to play my level 4 healer and level him![]()
I'd love to see this. Clerics need something that make you choose them before FvS when you want a healing class (at least imo, FvS are better by far). This would make me to TR in cleric again
Clerics in Eberron get the spells from their deities, but corrupt clerics still have their spells... and there are clerics with no beliefs in any deity in particular.
get the domains in here, i quite enjoy the domains and play clerics in pnp, but in ddo just heal bot...........fvs has sp to do that, dps spells, they have wings, and even have passable melee depending on build. toss clerics a bone give them one of their coolest skills
Minus the wings, clerics have everything you just mentioned above...maybe it was just your build that was healbot?
However you are right, in that clerics need domains.
These are a core part of the class, when I started DDO, I was very surprised to see they weren't included.
I had always considered one role of the cleric, was to protect the physical plane from outsiders.
However clerics currently have only a few outsider specific spells/abilities.
At higher levels I was just imploding them like everything else.
If I follow the Silver Flame I want feel like my toon is built for smiting demons with holy fire.
If a cleric commits himself to the fire domain, I want to see him rebuke fire elementals and turn water elementals.
I would want him to have a specalised list of fire spells with which to scorch foes...instead of generic old spells that every cleric uses.
A radiant servant should have access to sun domain spells, this is a perquisite to becoming a radiant servant in the first place on PnP.
Clerics are varied, because they have studied for so long, under different faiths or beliefs.
This is hardly reflected in DDO at present. We see too much of the same.
The problem with creating domains is threefold:
1) It will be nearly impossible to make them equally useful, so 90% of them are probably going to go in the garbage dump. Who is going to take Knowledge Domain in DDO?
2) Domain spells are far more restricted than real spells in D&D. A cleric gets 1 slot to share between its two domain spells. Having Fire and Water domains in p&p means you choose between Acid Fog or Firestorm at lvl 7. You don't get both memorized at the same time. And you can't memorize Acid Fog in every slot. But how would you do that in DDO? Make them a clicky power? Meh.
3) Most of the spells in domains don't exist. Only 1 earth domain spell is in DDO, though six fire ones are. Water has 7 spells. On top of that, many of the domain spells are already cleric spells. In a spell point system, there's no advantage to having Destruction as a domain spell. You can cast it as often as you want anyway. Good, Evil, Healing, and some others are 100% existing cleric spells.
So what will happen is that a couple domains of offensive spells (fire, water, maybe death (Wail) or Destruction (Disintegrate) will be chosen by 99% of the players. So you'll have clerics with Acid Fog and Firewall to stack on their Blade Barriers, but you won't really have more diversity.
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
I'd also add enhancement specific to the Domains. Nothing complicated. perhaps some Damage Enhancements for damage heavy lines like the Elemental Domains. Or Expanding on the Granted Power. War Domain may have an Enhancement line to improve their use of their Deity's Favored Weapon... maybe an Improved Critical with just that weapon and maybe some basic damage enhancements in there too.
Anyway here are the basics
Cleric Domain DDO:
Spells that are duplicated from the cleric list to the Domain List have decreased SP cost relative to their Level. A level 1 Spell may only be reduced by 1 SP while a duplicate level 9 spell may be decreased by 5 or more SP.
Air
Static: +1 Caster level Air Spells, Turn Undead functions on Earth Creatures
Spells added to List:
Gust of Wind (lvl 2)
Cyclonic Blast (lvl 5)
Whirlwind (lvl 8)
Animal
Static: Gain an Animal Companion as a Druid
Spells added to List:
Hold Animal (lvl 2)
Summon Natures Ally IV (lvl 4)
Summon Natures Ally VIII (lvl 8)
Artifice
Static: Gain a Bonus to Crafting Skills like an Artificer of half your Cleric level
Spells added to List:
Repair Moderate Damage (lvl 2)
Reconstruct (lvl 6)
*Prismatic Sphere (lvl 9)
Chaos
Static: +1 Caster level for Chaos Spells, Turn Lawful Outsiders like Undead
Spells added to List:
Hypnotic Pattern (lvl 2)
Chaos Hammer (lvl 4)
Summon Monster IX (lvl 9)
Charm
Static: +2 Diplomacy, +1 DC Enchantment (Charm) Spells
Spells added to List:
Charm Person (lvl 1)
Charm Monster (lvl 5)
Dominate Monster (lvl 9)
Community
Static: +2 Diplomacy, Calming: Reduced Threat Generation 10%
Spells added to List:
Bless (lvl 1)
Heroes Feast (lvl 6)
Heal, Mass (lvl 9)
Darkness
Static: +1 Caster level to Darkness Spells, +4 to Hide
Spells added to List:
Blindness (lvl 2)
*Armor of Darkness (lvl 4)
Power Word: Blind (lvl 8)
Death
Static: Necrotic Guard: Creatures attacking have a 50% chance to take 1d6+1 per Cleric level damage
Spells added to List:
*Death Knell (lvl 2)
Slay Living (lvl 5)
Create Greater Undead (lvl 8)
Deathless
Static: Healing Amplification +10%
Spells added to List:
*Consecrate (lvl 2)
*Create Deathless (lvl 6)
*Create Greater Deathless (lvl 8)
Decay
Static: Touch of Decay (SLA)
Spells added to List:
Ray of Enfeeblement (lvl 2)
Enervation (lvl 4)
Horrid Wilting (lvl 8)
Destruction
Static: Smiting Strike: similar to Smite Evil but +4 to hit + CL to damage and no Alignment restriction.
Spells added to List:
*Shatter (lvl 2)
Inflict Light Wounds, Mass (lvl 6)
*Earthquake(lvl 8)
Dragon Below
Static: Augment Summoning
Spells added to List:
*Death Knell (lvl 2)
*Planar Ally, Lesser (lvl 4)
*Planar Ally, Greater (lvl 8)
Earth
Static: +1 CL to Earth Spells, Turn Air Creatures as Turn Undead
Spells added to List:
*Magic Stones (lvl 1)
*Spike Stones (lvl 4)
*Iron Body (lvl 8)
Evil
Static: +1 CL for Evil Spells, Turn Good Outsiders with Turn Undead
Spells added to List:
*Desecrate (lvl 2)
Create Undead (lvl 6)
Unholy Aura (lvl 8)
Exorcism
Static: +2 Turn Undead Checks, +1 Turn Attempt
Spells added to List:
Protection from Evil (lvl 1)
Banishment (lvl 6)
Holy Aura (lvl 8)
Feast
Static: Immune to Poisons
Spells added to List:
Neutralize Poison (lvl 4)
Heroes Feast (lvl 6)
*Feast of Champions (lvl 9)
Fire
Static: +1 CL for Fire Spells, Turn Water Creatures with Turn Undead
Spells added to List:
Scorching Ray (lvl 2)
Fire Shield (lvl 5)
Incendiary Cloud (lvl 8)
Glory
Static: +2 Turn Checks, +1d6 Turn Damage
Spells added to List:
*Bless Weapon (lvl 2)
Holy Weapon (lvl 5)
*Crown of Glory (lvl 8)
Good
Static: +1 CL for Good Spells, Turn Evil Outsiders with Turn Undead
Spells added to List:
Aid (lvl 2)
Holy Smite (lvl 4)
Holy Aura (lvl 8)
Healing
Static: +1 CL on Heal Spells, -1 SP to Empower Healing Metamagic
Spells added to List:
Cure Moderate Wounds (lvl 2)
Cure Light Wounds, Mass (lvl 5)
*Regenerate (lvl 7)
Law
Static: +1 CL on Law Spells, Turn Chaotic Creatures with Turn Undead
Spells added to List:
Angelskin (lvl 2)
Orders Wrath (lvl 4)
Shield of Law (lvl 8)
Life
Static: Toughness
Spells added to List:
Restoration: Lesser (lvl 2)
*Disrupting Weapon (lvl 5)
*Regeneration (lvl 7)
Luck
Static: Diehard
Spells added to List:
Entropic Shield (lvl 1)
Freedom of Movement (lvl 4)
*Moment of Prescience (lvl 8)
Madness
Static: Confusion (SLA): target may attack ally or become dazed
Spells added to List:
Rage (lvl 3)
Phantasmal Killer (lvl 6)
*Weird (lvl 9)
Magic
Static: Count as a Wizard of half cleric level for Scrolls and Wand use
Spells added to List:
Dispel Magic (lvl 3)
Spell Resistance (lvl 5)
Disjunction (lvl 9)
Meditation
Static: Increase maximum Echoes of Power SP regeneration to 20 SP
Spells added to List:
Owl's Wisdom (lvl 2)
Spell Resistance (lvl 5)
*Mind Blank (lvl 8)
Necromancer
Static: +1 Caster level for Necromancy
Spells added to list:
*Vampiric Touch (lvl 3)
Waves of Fatigue (lvl 5)
Energy Drain (lvl 9)
Passion
Static: Rage(SLA)
Spells added to List:
*Hideous Laughter (lvl 2)
Crushing Despair (lvl 4)
Irresistible Dance (lvl 8)
Plant
Static: +1 CL to Plant Spells, Turn Plant Creatures with Turn Undead
Spells added to List:
Entangle (lvl 1)
*Wall of Thorns (lvl 5)
*Shambler (lvl 9)
Protection
Static: Deflection Bonus 1 +1 per 4 Cleric levels
Spells added to List:
Displacement (lvl 3)
Globe of Invulnerability (lvl 6)
Prismatic Sphere (lvl 9)
Shadow
Static: Gain Concealment equal to caster level
Spells added to List:
Obscuring Mist (lvl 1)
Shadow Walk (lvl 6)
*Shades (lvl 9)
Strength
Static: Feat of Strength gain half cleric level as an enhancement bonus to Strength for 20 seconds. Every 4 cleric levels you gain an additional use. the ability has a 1 minute cooldown.
Spells added to List:
*Enlarge Person (lvl 1)
*Righteous Might (lvl 5)
*Crushing Hand (lvl 9)
Sun
Static: +2d6 Turn Damage, +1 Turn Attempt
Spells added to List:
Searing Light (lvl 3)
Flame Strike (lvl 5)
Sunburst (lvl 8)
Travel
Static: +10% Movement. Stacks.
Spells added to List:
Long Strider (lvl 1)
Dimension Door(lvl 4)
Teleport, Greater (lvl 7)
Trickery
Static: Add Hide and Bluff to Skill List, Gain Deception as the weapon proc
Spells added to List:
Invisibility (lvl 2)
*Mislead (lvl 6)
*Scintillating Pattern (lvl 8)
War
Static: Proficiency and Focus with Deity's Favored Weapon
Spells added to List:
*Spiritual Weapon (lvl 2)
Divine Power (lvl 4)
Power Word: Stun (lvl 8)
Water
Static: +1 CL with Water Spells, Turn Fire Creatures with Turn Undead
Spells added to List:
Obscuring Mist (lvl 1)
Ice Storm (lvl 5)
Horrid Wilting (lvl 8)
Weather
Static: Elemental Resistance 2 (Acid, Cold, Fire & Lightning)
Spells added to List:
*Fog Cloud (lvl 2)
Call Lightning Storm (lvl 5)
*Storm of Vengeance (lvl 9)
* spells that could/should be added to the game to really make it work
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
in nwn 2
domains gives often 1 free feat, so... 2 domains = 2 free feat !
A cleric chooses two domains at their first class level, ideally representing the deity they have chosen to follow. Each domain gives the cleric access to at least 2 domain spells he can cast that is added to his spell list, as well as possibly gaining a granted power. The cleric gets the granted powers of both the domains selected.
Cleric Domain Special Ability Spell Level
1 2 3 4 5 6 7 8 9
Air Uncanny dodge Call lightning Chain lightning
Animal Animal companion Cat's grace True seeing
Chaos* Slippery mind Color Spray Confusion
Cold* Cold resistance 5 Creeping Cold Hypothermia Polar Ray
Darkness* Blind Fight Blindness Deafness Shadow Conjuration Power Word, Blind
Death Negative plane avatar Phantasmal killer Power Word, Kill
Destruction Smite infidel Rage Acid fog
Dream* Immunity to sleep Sleep Phantasmal Killer Hiss of Sleep
Earth Toughness Stoneskin Energy immunity
Evil Able to turn outsiders Evard's black tentacles Weird
Fire Fire resistance 5 Fireball Wall of fire
Fury Battle Master Enlarge person Tenser's transformation
Good Aura of courage Magic circle against alignment Planar Binding, Lesser
Healing Empowered healing Cure serious wounds Heal
Knowledge Extra spells Identify Knock Clairaudience Clairvoyance True seeing Legend lore
Law* Iron Will Lionheart Hold Monster Mass Hold Person
Luck* Luck of Heroes Freedom of Movement Spell Mantle, Greater
Magic Extra spells Mage armor Melf's acid arrow Assay resistance Greater Dispel Magic Spell mantle Blackstaff
Plant Woodland stride Entangle Barkskin Poison Mass camouflage Vine Mine
Protection Divine protection Globe of Invulnerability, Lesser Energy immunity
Strength Divine Strength Bull's Strength Divine Power
Sun Exceptional turning Searing Light Sunbeam
Time* Improved Initiative Haste Premonition
Travel Fast movement Freedom of movement Haste
Trickery Feint Grease Invisibility Confusion
Undeath* Extra Turning Animate Dead Create Greater Undead
War* Weapon Focus Flame Strike Power Word, Stun
Water Evasion Poison Ice storm