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  • Domain Spells

    In tabletop DnD a cleric gets bonus spells at each spell level from each of their domains, as well as a bonus spell slot at each spell level that can only be filled with one of those domain spells. In NWN2 however, clerics just get a bonus spell slot at each spell level but it can be filled with any spell. The tradeoff is that domains only seem to give two or three spells rather than nine.

    While it would be nice to have all of the domain spells added into the game I realize that is not going to happen. There are however a large number of spells already in the game that, for whatever reason, have not been added to the list of domain bonus spells.

    How difficult would it be to simply add already existing spells to the list of domain bonus spells?

    I've come up with a list of spells and domains by first making a table of all the domains and then filling in the spells granted per level as NWN2 does them. I then went through the SRD and added in the spells per level, excepting the spells that are either not in the game or redundant (Aid is a second level good spell, but also a second level cleric spell)

    To me, domains are an extremely important part of clerics as they represent the aspect of their god that the cleric identifies with the most, and really allows clerics on the server to have a bit of variety rather than have everyone cast the same spells. The spells with red are the ones that would be added to the current domain lists, sometimes overriding what are currently there in which case I've marked that.

    Originally posted by Air
    3: Call Lightning
    6: Chain Lightning
    9: Elemental Swarm
    Originally posted by Animal
    1: Calm Animal
    2: Hold Animal (Cat's Grace)
    3: Dominate Animal
    4: Summon Nature's Ally IV (True Seeing)
    7: Polymorph Self
    8: Summon Nature's Ally VIII
    9: Shapechange
    Originally posted by Chaos
    1: Color Spray
    5: Confusion
    Originally posted by Cold
    2: Creeping Cold
    3: Hypothermia
    5: Cone of Cold
    8: Polar Ray
    9: Polar Ray
    Originally posted by Darkness
    2: Blindness/Deafness
    5: Shadow Conjuration
    7: Power Word, Blind
    8: Power Word, Blind
    9: Power Word, Kill
    Originally posted by Death
    4: Phantasmal Killer
    9: Wail of the Banshee
    Originally posted by Destruction
    3: Rage
    6: Acid Fog
    Originally posted by Dream
    1: Sleep
    4: Phantasmal Killer
    7: Hiss of Sleep
    Originally posted by Earth
    4: Stoneskin
    5: Energy Immunity
    9: Elemental Swarm
    Originally posted by Evil
    5: Evard's Black Tentacles
    9: Weird
    Originally posted by Fire
    1: Burning Hands
    3: Wall of Fire (Fireball)
    5: Wall of Fire
    7: Fire Storm
    8: Incendiary Cloud
    9: Elemental Swarm
    Originally posted by Good
    1: Magic Circle against Alignment
    5: Lesser Planar Binding
    Originally posted by Healing
    2: Cure Serious
    5: Heal
    Originally posted by Knowledge
    1: Identify
    2: Knock
    3: Clairaudience/Clairvoyance
    4: True Seeing
    5: Legend Lore
    Originally posted by Law
    1: Lionheart
    5: Hold Monster
    7: Mass Hold Person
    Originally posted by Luck
    3: Freedom of Movement
    8: Greater Spell Mantle
    Originally posted by Magic
    1: Mage Armor
    2: Identify (Melf's Acid Arrow)
    3: Assay Resistance
    5: Greater Dispel Magic
    6: Spell Mantle
    8: Protection from Spells (Blackstaff)
    9: Mordenkain's Disjunction
    Originally posted by Plant
    1: Entangle
    2: Barkskin
    3: Poison
    4: Mass Camouflage
    5: Vine Mine
    Originally posted by Protection
    4: Lesser Globe of Invulnerability
    5: Energy Immunity
    8: Mind Blank
    Originally posted by Strength
    1: Enlarge Person (Bull's Strength)
    3: Divine Power
    6: Stoneskin
    7: Bigby's Grasping Hand
    8: Bigby's Clenched Fist
    9: Bigby's Crushing Hand
    Originally posted by Sun
    2: Searing Light
    7: Sunbeam
    Originally posted by Time
    1: True Strike
    3: Haste
    7: Premonition
    Originally posted by Travel
    1: Longstrider
    3: Dimension Door (Freedom of Movement)
    5: Haste
    Originally posted by Trickery
    1: Disguise Self (Grease)
    2: Invisibility
    4: Confusion
    Originally posted by Undeath
    2: Animate Dead
    7: Create Greater Undead
    Originally posted by War
    4: Flame Strike
    7: Power Word, Blind
    8: Power Word, Stun
    9: Power Word, Kill
    Originally posted by Water
    3: Poison
    5: Ice Storm
    6: Cone of cold
    7: Acid Fog
    8: Horrid Wilting
    9: Elemental Swarm

    As I said before, I have no idea how difficult or easy this might be, but I think it would add a lot of flavor and variety to the game.

    One last thing I'd like to suggest however: All of the domains give special abilities (feats or powers). All of the domains except Knowledge and Magic, however. In PnP the Magic domain gives the ability to use spell completion items as a wizard and Knowledge gives all Knowledge skills as class skills.

    Could the Magic domain perhaps give a flat bonus to UMD that would allow the cleric to use scrolls and wands, and Knowledge give a bonus to all knowledge skills? If not that, then maybe Magic could give the Scribe Scroll feat, and Knowledge could give another appropriate feat?
    James Arrow: Potion Vendor

  • #2
    IMO clerics really don't need any more help in NWN2. But that's just my thought on the matter.
    Originally posted by Saulus
    Stop playing other shitty MMOs and work on Sundren, asshole.

    Comment


    • #3
      I see what your getting at, Icewind Dale had them and it worked very well but then again a lot of powerful domain spells are regular spells in NWN2!
      Originally posted by roguethree
      If I had my way, clerics would have spell failure and a d6 hit die. And Favored Souls wouldn't exist.

      Comment


      • #4
        While they don't need help due to being a seriously overpowered class in a low to mid magic world, some of these would be really good for RP purposes. I made a cleric of Kossuth just for fun. He could spout off all day about the power of the flame and it's cleansing fire...but he had zero fire spells until level 5 (think that's when he got fireball). Since Darkfire was removed from cleric spells, Kossuth priests just don't have any fire. I remade the guy as a wizard/cleric just to get some fire spells so he could walk the talk.

        I know this is just one instance, but I'm sure there are others.

        One question: Is it possible to have certain spells be non-usable based on Domain? Like, for instance, Kossuthians would never use cold- or water-based spells, so no Drown (sorry...only one I can think of off the top of my head as I don't play clerics very often). Even if it is possible, sounds like a lot of work, though.
        Ursus Ahrahl: Vengeful Desert Warrior (http://www.sundren.org/wiki/index.php?title=Ursus_Ahrahl)
        Zaphram Babblerocks: Silly Gnome Tinkerer
        Ronon Darkholme: Eye and ear of the Night Watch of Kelemvor's Eternal Order (http://www.sundren.org/wiki/index.ph...onon_Darkholme)
        Jakomyn Moriarty: Misunderstood Calishite mage (http://www.sundren.org/wiki/index.php?title=Jakomyn_Moriarty)
        Turin Greyhold: Ex-mercenary paladin of Torm (http://www.sundren.org/wiki/index.ph...reyhold,_Turin)
        Alexandros Pentacost: 1/2 Orc Cleric of the Red Knight
        "Remember, Private..Friendly Fire is not a nice warm place you and your hippy buddies sit around at night toasting marshmallows and singing Kumbaya." --Me to one of my troops way back when

        Comment


        • #5
          Originally posted by DM Cornuto View Post
          IMO clerics really don't need any more help in NWN2. But that's just my thought on the matter.
          Pretty much.
          The very existence of flame-throwers proves that some time, somewhere, someone said to themselves, You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.

          George Carlin

          Comment


          • #6
            Originally posted by BedlamX View Post
            While they don't need help due to being a seriously overpowered class in a low to mid magic world, some of these would be really good for RP purposes. I made a cleric of Kossuth just for fun. He could spout off all day about the power of the flame and it's cleansing fire...but he had zero fire spells until level 5 (think that's when he got fireball). Since Darkfire was removed from cleric spells, Kossuth priests just don't have any fire. I remade the guy as a wizard/cleric just to get some fire spells so he could walk the talk.

            I know this is just one instance, but I'm sure there are others.

            One question: Is it possible to have certain spells be non-usable based on Domain? Like, for instance, Kossuthians would never use cold- or water-based spells, so no Drown (sorry...only one I can think of off the top of my head as I don't play clerics very often). Even if it is possible, sounds like a lot of work, though.
            Your right, its a lot of work. Im sure the team will come to a compromise though! >:}
            Originally posted by roguethree
            If I had my way, clerics would have spell failure and a d6 hit die. And Favored Souls wouldn't exist.

            Comment


            • #7
              Dont get me wrong I would love to be able to cast stoneskin with Cruven, but i do think that clerics really are strong enough as is and dont really need more benefits.
              My to-be toon:
              Shafiq Al-Mawt: Zakharan myrkulite.

              My tomb of old toons:
              Cruven Schlachten - Blood Reaver of Garagos, Blackwood Company Elite, Hellstrom Head of Security
              Marcus Waynard- Horned Harbinger, fear his best bud Frank!... and Jim, Bob, Sue, and Jane...
              Davlamin Frostfoot - Frosty Snowflake, the Frozen Fist of Auril, sworn enemy of the Second Wind fire pit.


              Click here to see the full image of my avatar, by Algido.

              Comment


              • #8
                Clerics are powerful yes, but they have to be built and played the proper way to be most powerful. This causes players to all create the same clerics that say different things, but in the end act the same way because to do otherwise would cause them to lose a fight with an opposing cleric.

                Adding spells already in the game to the bonus domain spells would open up entirely new ways of playing clerics and enrich the roleplay in Sundren as a whole.

                Imagine that instead of two clerics spamming Word of Faith and Storm of vengeance the cleric of Akadi or Shaundakul decides to teleport away with Dimension Door and then summon a roaring Wind Elemental with elemental swarm. The cleric of Kossuth then responds with his own Fire Elemental and as the two primal creatures clash he rains fire upon the entire battleground. Or a cleric witht he strength domain beseeching his god to smite his enemy and a giant disembodied hand then begins to pound the cleric's foe! That's the way battles should be, memorable. Right now they're more tedious than anything else, because both sides have the same spells, and some of those spells are better than others.
                James Arrow: Potion Vendor

                Comment


                • #9
                  Originally posted by Lothoir View Post
                  Clerics are powerful yes, but they have to be built and played the proper way to be most powerful. This causes players to all create the same clerics that say different things, but in the end act the same way because to do otherwise would cause them to lose a fight with an opposing cleric.

                  Adding spells already in the game to the bonus domain spells would open up entirely new ways of playing clerics and enrich the roleplay in Sundren as a whole.

                  Imagine that instead of two clerics spamming Word of Faith and Storm of vengeance the cleric of Akadi or Shaundakul decides to teleport away with Dimension Door and then summon a roaring Wind Elemental with elemental swarm. The cleric of Kossuth then responds with his own Fire Elemental and as the two primal creatures clash he rains fire upon the entire battleground. Or a cleric witht he strength domain beseeching his god to smite his enemy and a giant disembodied hand then begins to pound the cleric's foe! That's the way battles should be, memorable. Right now they're more tedious than anything else, because both sides have the same spells, and some of those spells are better than others.
                  Alright, now that you put it that way, you've got me on your side on this, interesting battles would definitely make things appear much better for instance if Cruven had to fight say a cleric of Akadi and needed to break though some summoned elemental to reach the actual cleric it would be a lot more interesting.
                  My to-be toon:
                  Shafiq Al-Mawt: Zakharan myrkulite.

                  My tomb of old toons:
                  Cruven Schlachten - Blood Reaver of Garagos, Blackwood Company Elite, Hellstrom Head of Security
                  Marcus Waynard- Horned Harbinger, fear his best bud Frank!... and Jim, Bob, Sue, and Jane...
                  Davlamin Frostfoot - Frosty Snowflake, the Frozen Fist of Auril, sworn enemy of the Second Wind fire pit.


                  Click here to see the full image of my avatar, by Algido.

                  Comment


                  • #10
                    That's not what's going to happen, you know.

                    The cleric of Akadi will dimension door only to get Word of Faith right on his teeth.

                    Just sayin.

                    Comment


                    • #11
                      Originally posted by DM Cornuto View Post
                      IMO clerics really don't need any more help in NWN2. But that's just my thought on the matter.
                      What he said.
                      I got one leg missin'
                      How do I get around?

                      One Leg Missin'
                      Meet the Feebles

                      Comment


                      • #12
                        I'll implement this if we only allow clerics to rest for spell recovery at the time of day they're supposed to pray for their spells I think that would balance them quite nicely.

                        Comment


                        • #13
                          Would you be able to block spell recovery from resting though, or have to block resting completely? If the former I would wholeheartedly support this, since I think adding flavor to the game is usually a good thing.
                          James Arrow: Potion Vendor

                          Comment


                          • #14
                            I think the clerics should be leaved alone, you people wants more power? Become a politician, a cop, or something like that...

                            Kids these days...
                            "Nothing is true, everything is permitted."

                            Comment


                            • #15
                              Originally posted by Lanemeyer View Post
                              a cop,
                              If someone becomes a cop to have more power, then they're extremely delusional.

                              Comment

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