New Domains v2
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Wow…If you put some of these domains in the game, just nobody ever mention the word "balanced" ever again. Especially to an already unbalanced class.
Just strip all bonus spells and add the feats.
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Halfling domain could get freedom of movement at level 2 or 3 rather than 4; Lightfoots are by nature wanderers and nomads, and the spell is also used for protection from a lot of ill effects, so it'd be a fairly good representation and not too overpowered.
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Some of those domains make having a mage completly useless, as a cleric can provide the same spells.
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Some of those domains make having a mage completely useless, as a cleric can provide the same spells.
I'd limit that to sorcerer, since a wizard can learn a whole new tree of spells from any one cleric. A sorcerer, however, has a limited number of spells to learn, despite being able to cast many.
Still, looking at it from the perspective of singular clerics, none of them will have access to all that many bonus spells. Though taking two domains where both give 3 extra spells might be stretching it.
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Some of those domains make having a mage completely useless, as a cleric can provide the same spells.
I'd limit that to sorcerer, since a wizard can learn a whole new tree of spells from any one cleric. A sorcerer, however, has a limited number of spells to learn, despite being able to cast many.
Still, looking at it from the perspective of singular clerics, none of them will have access to all that many bonus spells. Though taking two domains where both give 3 extra spells might be stretching it.
Wizards would still be useless. Even if a wizard can cast a houndred different spells it's only stoneskin, haste, bullstrenght, endurance, flame weapon, keen edge, greater magic weapon and eventually knock, fireball and invisibility that are required by a wizard to enter a party but with these domains, the Cleric can cast all of them and the wizard is hardly accepted. So mechanically, the Clerics would be even better than how unfairly best they already are. Though I like changes, so for me it's ok as long as Clerics will RP more and powergame less!
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Some of those domains make having a mage completely useless, as a cleric can provide the same spells.
I'd limit that to sorcerer, since a wizard can learn a whole new tree of spells from any one cleric. A sorcerer, however, has a limited number of spells to learn, despite being able to cast many.
Still, looking at it from the perspective of singular clerics, none of them will have access to all that many bonus spells. Though taking two domains where both give 3 extra spells might be stretching it.
Wizards would still be useless. Even if a wizard can cast a houndred different spells it's only stoneskin, haste, bullstrenght, endurance, flame weapon, keen edge, greater magic weapon and eventually knock, fireball and invisibility that are required by a wizard to enter a party but with these domains, the Cleric can cast all of them and the wizard is hardly accepted. So mechanically, the Clerics would be even better than how unfairly best they already are. Though I like changes, so for me it's ok as long as Clerics will RP more and powergame less!
Thinking like that shows a gross miscalculation of what wizards can do.
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I agree with Moloch. Wizards have a wide range of spells and styles. C0Gs are not your standard "Firebally/Buff" wizards. They summon tens of constructs. Dredo does not cast Fireball or Buffs. He charges into the fight himself, occasionaly sending in a summon, if he thinks its too dangerous.
Wizards were never restricted to a single "purely offensive" or "purely buffing" role. It all depends on the knowledge of game mechanics, play style and of course character concept.
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Wizards also have access to their power without being bound to the approval of a deity.
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Of course, I did just mention the sort of spells most people expect from a wizard when they are on a scripted quest, not in general. I should have mentioned.
Still, summoning tens of different constructs hardly helps as much as buffing the frontliners and are then less valued by party leaders. I've played a wizard and when it came to scripted questing he wasn't very welcome if I wasn't the party leader myself, so either I was terribly bad or things have changed since then if You think I am wrong. Wizards can do loads of things and I am glad for that, as they are very fun to play but they are still absolutely not compareable to a cleric who is able to cast the spells I counted. The thing is, that the wizards were far more useful and unique when they could cast these spells alone.
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Wizards are severely limited in NWN because of the small spell selection. However they have numerous spells unique to their class. Some of these spells certain clerics can steal via domains, but others remain unique. I've noticed a trend on CoA where the only spells that wizards and sorcerers prepare are buffs. And in this case; yes, you're being absolutely useless for your class, unless no other caster is along. The same applies to summons.
No other class knows such an array of blasting spells, or death spells. If you want to cast stoneskin, bulls strength and flame weapon on your fighters, while being mechanically proficient, play a cleric. If you want to play a wizard who takes advantage of his spells, use spells like Iron Guts, Bewildering Cloud, Lightning Bolt, Improved Invisibility and Bigby's Hand.
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I've noticed a trend on CoA where the only spells that wizards and sorcerers prepare are buffs. And in this case; yes, you're being absolutely useless for your class, unless no other caster is along.
Maybe for a wizard. I think a sorcerer can be very useful even constrained only to buffs (though not optimally useful). A sorcerer can out-buff a cleric 9 times out of 10 simply due to the sheer number of spells available.
Having said that, I'll admit I'm very lazy and normally prepare mainly buffs anyway, but a wizard lives and dies on the flexibility of their consumables and spellbook; they need to prepare in order to make the most of their limited spellslots. A cleric does too, in a way, though their magic is more inclined toward restoration and recovery, as well as protection and buffing. Still, I don't see how a wizard or sorc is necessarily going to be "outclassed" or "obsoleted" with these new domains.
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Clerics get 2 more spells than wizards, and an equal number of spells to a sorcerer. The strength of a sorcerer is spontaneous casting.
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@Bolthor:
Clerics get 2 more spells than wizards, and an equal number of spells to a sorcerer. The strength of a sorcerer is spontaneous casting.
Not equal:
Sorc spell progression:Cleric spell progression
5/3:3/2
6/4:4/3
6/5:4/3/2
6/6/3:5/4/3
6/6/4:5/4/3/2
6/6/5/3:5/4/4/3In raw numbers without cantrips:
3/2
4/3
5/5
9/7
10/9
14/12 -
LAW
Level 2 Hold Animal
Level 5 Hold Monster
Turn OutsidersThe choices are odd here to me. The Law domain is the Lawful principle, while the spells are more of a Cop-Law enforcement standpoint.
OOZE
Level 1 Grease
Level 2 Melf's Acid Arrow
Level 3 Stinking Cloud
Level 4 Evard's Black Tentacles
Level 6 Acid FogTurn Slimes and Oozes
Though some of these aren't used often, this is an incredibly potent spell selection with an easy Conuuration Spell Focus that powers up the entire list. Melf and the Tentacles strike out as the least oozy ones there..
CAVERN
Level 2 Spike Growth
Level 4 Stoneskin
Bonus Feat Blind FightDecent spells. I'd add Ultravision on level 1, and maybe a climb/tight space bonus.
HATRED
Level 2 Bestow Curse
Level 3 Wounding Whispers
Bonus Feat Purple Dragon WrathWounding whispers is an odd one here, and a powerful choice on often-melee focused characters. Blood Fury would sit well in theme too.
PORTAL
Level 3 Dismissal
Level 4 Banishment
Level 5 Lesser Planar Binding
Level 6 Planar BindingBonus Feat Portal Domain Feat (unsure what to do with it yet, maybe let you discern portal passwords easier)
Banishment?!! That ones a 6th/7th circle for good reason. With this domain a level 7 cleric can instakill a balor or pit fiend.
DROW
Level 1 Darkness
Level 2 Clairaudience/Clairvoyance **** ****
Level 5 Polymorph Self **** **** **** ****Bonus Feat Lightning Reflexes
Though probably rarer anyhow since I'd assume only drow have it. PSelf is a weird choice.
ILLUSION
Level 1 Color Spray
Level 2 Invisibility
Level 3 Dispalcement
Level 4 Phantasmal KillerBonus Feat Spell Defense Illusion
No comments, moreso I just translated those misposted numbers for the last two.
SPELLS
Level 1 Mage Armor
Level 4 Minor Globe of Invulnerability
Bonus Feat Courteous MagocracySeems thin on the spell selection. Protection From Spells, Spell Breach could both fit in somewhere.
UNDEAD
Level 1 Stone Bones
Level 2 Negative Energy Ray
Level 3 Negative Energy Burst **** **** **** **** ****Bonus Feat Extra Turning
The Undead domain doesn't have any undead creation seems a bit odd.
RENEWAL (RESTORATION)
Level 1 Charm Person(why'd I do this?)
Level 2 Remove Disease
Level 3 Restoration **** **** **** **** **** ****
Bonus Feat ToughnessI don't know why you did that either. I'd lose that and the bonus feat and throw in one of the regeneration spells at 4.
RETRIBUTION (VENGEANCE)
Level 2 Death Armor
Level 3 Death Ward
Level 4 Elemental Shield **** **** **** **** ****Bonus Feat Purple Dragon Wrath
Death Ward's an oddball here, though I can't think off another offhand.
RUNE (RUNE CIRCLE)
Level 1 Identify
Level 2 Glyph of Warding
Level 3 Delayed Blast Fireball **** **** **** **** ****
Bonus Feat Scribe ScrollI see the theme behind it, but dropping a level 7 arcane spell into a level 3 divine one is a bit much. I'd put it at least up to 5.
SUFFERING (PAIN)
Level 1 Ray of Enfeeblement
Level 2 Death Armor **** ****
Level 5 Enervation **** **** **** ****Bonus Feat Sap
Sap's incredibly powerful, which I think was mentioned. Spike Growth is an odd choice, but given it's effect might be better suited here then enervation. The maggot spell as well.
TRADE (BARTER)
Level 1 Identify
Level 2 Knock
Level 3 See Invisibility **** **** **** **** **** ****Bonus Feat Skill Focus Appraise
See Invis doesn't seem logical, or Knock. Charm Persons and Legend Lore or even Fox/Eagles would all be better fits.
TIME
Level 1 True Strike
Level 2 Expeditious Retreat
Level 3 Haste **** ****
Level 6 Mass Haste **** ****
Level 9 Time StopBonus Feat Improved Initiative
I'd drop true strike, and maybe make Expeditious Retreat the level 1. Legend Lore is another one that could fit in here.
TYRANNY (DOMINATE)
Level 1 Charm Person
Level 2 Dominate Animal ****
Level 4 Fear
Level 5 Dominate Person ****
Level 7 Bigby's Grasping Hand ****
Level 9 Dominate MonsterBonus Feat Spell Focus Enchantment
Another super-powerful one. And including the spell focus as a freebie just pushes it right over the edge. Not so much in the PvM aspect, where the monsters are usually too numerous to stop, but having a huge supply of neutralizign spells totally unhinges it for PvP.
MIST ****
Level 2 Cloud of Bewilderment
Level 3 Stinking Cloud
Level 4 Mind Fog ****
Level 6 Cloud Kill ****
Level 8 Incendiary Cloud
Level 9 Acid FogBonus Feat Slippery Mind
I'd flip Stinking Cloud and Bewilderment. One stuns, the other stuns and blinds, the latter seems to have the edge. Darkness on the level 1 too.
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Some of those domains make having a mage completly useless, as a cleric can provide the same spells.
Well clerics can make any other spellcaster or fighter obsolete rather easily, wizards are not the only ones getting the shaft.
In other news, the Undeath Domain needs…undeath, not offensive necromancy spells. Highented summons would be a nice change much like the animal domain. And both version of create undead should be put in there since most will never be able to use those spells at the level required.
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Yeah, presently, the Undeath and Death domain of NWN are almost identical.
Also, did Repose go missing somewhere? The tlk should have "Rest" in it if it was a case of lacking a word.
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There's no Repose in the Forgotten Realms Core manual. What's the Domain?
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Here's something for the repose domain.
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Level 1 Renewal could be Cure Serious Wounds. Although considering Healing domain gets something similiar, there's a question of balance or being careful on which Healing Domain gods get Renewal, if any at all.
Here's my suggestions. A lot of the level 6+ ones are under the expectations it would be rare for a cleric to get that high currently, much less one with those spells.
CHAOS
Level 3 Cloud of Bewilderment
Level 4 ConfusionTurn Outsiders
LUCK
Level 1 True Strike
Level 2 Bestow Curse
Level 6 Protection from Spells
Bonus Feat Defensive RollLAW
Level 2 Hold Animal
Level 5 Hold MonsterTurn Outsiders
OOZE
Level 1 Grease
Level 2 Melf's Acid Arrow
Level 3 Stinking Cloud
Level 4 Evard's Black Tentacles
Level 6 Acid FogTurn Slimes and Oozes
CAVERN
Level 1 Darkness or Continual Flame
Level 2 Spike Growth
Level 4 Stoneskin
Bonus Feat Blind FightDARKNESS (May need to be checked against Cavern)
Level 1 Darkness
Level 2 Blindness/Deafness
Level 4 Shadow Conjuration
Bonus Feat Blind FightHATRED
Level 2 Bestow Curse
Level 3 Wounding Whispers
Level 4 Poison
Bonus Feat Purple Dragon WrathMETAL
Level 1 Bless Weapon
Level 2 Keen Edge
Level 3 Greater Magic Weapon
Bonus Feat Martial Weapon ProficiencyPORTAL
Level 3 Dismissal
Level 4 Banishment
Level 5 Lesser Planar Binding
Level 6 Planar BindingBonus Feat Portal Domain Feat (unsure what to do with it yet, maybe let you discern portal passwords easier)
SPIDERS
Level 1 Web
Level 3 PoisonBonus Feat Spider Domain (Turn Spiders)
DROW
Level 1 Darkness
Level 2 Clairaudience/Clairvoyance **** ****
Level 5 Polymorph Self **** **** **** ****Bonus Feat Alertness
ORC
Level 2 Blood Frenzy
Level 3 Infestation of MaggotsBonus Feat Exotic Weapon Proficiency
DWARF
Level 2 Glyph of Warding
Level 3 Greater Magic Weapon **** **** * **** **** ****
Bonus Feat Great FortitudeELF
Level 1 True Strike
Level 2 Cat's Grace
Level 3 Aid (?)
Level 6 Aura of VitalityBonus Feat Point Blank Shot
HALFLING
Level 1 True Strike
Level 2 Cat's GraceBonus Feat Stealthy
GNOME
Level 2 Color Spray
Level 3 Displacement
Level 7 Prismatic Spray (Can also go in Illusion instead)
Bonus Feat Greater Spell Focus IllusionILLUSION
Level 1 Color Spray
Level 2 Invisibility
Level 3 458
Level 4 127Bonus Feat Spell Defense Illusion
SPELLS
Level 1 Mage Armor
Level 4 Minor Globe of Invulnerability
Level 7 Protection From SpellsBonus Feat Courteous Magocracy
REPTILIAN
Level 2 Charm Person or Animal
Level 3 PoisonBonus Feat Reptilian Domain (turn reptiles) Would suggest something relevant to poison instead, such as the save feats or Snake Blood
UNDEAD
Level 1 Stone Bones
Level 2 Negative Energy Ray
Level 3 Negative Energy Burst **** **** **** **** ****
Level 5 Create Greater UndeadBonus Feat Extra Turning
FATE (Destiny)
Level 1 True Strike
Level 2 Clairaudience **** **** **** **** **** ****
Level 8 PremonitionBonus Feat Spell Focus: Divination
CHARM (CHARMED)
Level 1 Charm Person ****
Level 3 Dominate Animal
Level 4 Charm Monster ****
Level 6 Dominate Person **** **** ****
Bonus Feat Eagle's Splendor 1 /dayNOBILITY (NOBLE)
Level 1 Aura of Glory
Level 2 Charm Person **** **** **** **** **** **** Bonus Feat Purple Dragon Inspiration
Level 4 Charm MonsterPLANNING (PLOT)
Level 1 Identify
Level 2 Clarity
Level 3 Clairaudience **** **** **** **** **** ****
Level 5 Legend LoreBonus Feat Extend Spell
RENEWAL (RESTORATION)
Level 1 Cure Serious Wounds
Level 2 Remove Disease
Level 3 Restoration **** **** **** **** **** ****
Level 4 Raise Dead
Level 6 ResurrectionBonus Feat Toughness
RETRIBUTION (VENGEANCE)
Level 2 Death Armor
Level 3 Death Ward
Level 4 Elemental Shield **** **** **** **** ****
Level 5 StoneskinBonus Feat Purple Dragon Wrath
RUNE (RUNE CIRCLE)
Level 1 Identify
Level 2 Glyph of Warding
Level 5 Legend Lore
**Level 6 Delayed Blast Fireball **** **** **** **** ******Bonus Feat Scribe Scroll
STORM (STORMWALKER) ****
Level 2 Gust of Wind
Level 3 Call Lightning ****
Level 5 Ice Storm **** **** **** ****Bonus Feat Electricity Resistance -/5
SUFFERING (PAIN)
Level 1 Ray of Enfeeblement
Level 2 Death Armor **** ****
Level 5 Enervation **** **** **** ****Bonus Feat Sap
TRADE (BARTER)
Level 1 Identify
Level 2 Knock
Level 3 See Invisibility **** **** **** **** **** ****Bonus Feat Silver Palm
TIME
Level 1 True Strike
Level 2 Expeditious Retreat
Level 3 Haste **** ****
Level 6 Mass Haste **** ****
Level 9 Time StopBonus Feat Improved Initiative
TYRANNY (DOMINATE)
Level 1 Charm Person
Level 2 Dominate Animal ****
Level 4 Fear
Level 5 Dominate Person ****
Level 7 Bigby's Grasping Hand ****
Level 9 Dominate MonsterBonus Feat Skill Focus: Intimidate
MIST ****
Level 2 Cloud of Bewilderment
Level 3 Stinking Cloud
Level 4 Mind Fog ****
Level 6 Cloud Kill ****
Level 8 Incendiary Cloud
Level 9 Acid FogBonus Feat Slippery Mind
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There's no Repose in the Forgotten Realms Core manual. What's the Domain?
Kelemvor and Jergal are the only ones with it that I know of (and maybe the Halfling/Gnome/Dwarf equivalent)
I beleive it's in F&P as sourcebooks go, and was added cause the Death domain was a heavy necro/undead theme, and the gods in question tended to oppose or restrict undead. (It's why Kelemvor has the Sun domain active in CoA too)
Ignoring the dumb special ability, and changign the spells up abit for CoA (and NWN's death wards already being 4th level)
1st level
Remove Fear
2nd level
Remove disease
3rd level
Death Ward
6th level
Undeath to Death
8th level
Undeath's Eternal FoeBonus Feat - Extra or Empowered Turning