A question about converting old domains.


Lost Omens Campaign Setting General Discussion


Sorry if this has been asked already, but I'm working on converting some (if not all) of the domains from the spell compendium over to pathfinder domains and I was wondering if I could post them here?
This would help me get some feedback as well as help others who would like to use them in their game.
Also, I'm using the spells from spell compendium and was wondering what other people are doing in their pathfinder games with regard to this book?
Thanks in advance.

Liberty's Edge

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Salintar wrote:

Sorry if this has been asked already, but I'm working on converting some (if not all) of the domains from the spell compendium over to pathfinder domains and I was wondering if I could post them here?

This would help me get some feedback as well as help others who would like to use them in their game.
Also, I'm using the spells from spell compendium and was wondering what other people are doing in their pathfinder games with regard to this book?
Thanks in advance.

We did start a place to hold them here but if you wanted to start it up again, I doubt anyone would object.


please do be nice to see what other folks have come up with.


Cool, thanks.
Here is my first one so far.

Dream Domain
Caster
Level Ability
1 Healing Sleep (Su): You can enter a deep sleep in which you heal 4 hit points per round for a number of rounds equal to your caster level. It takes a full minute to enter this deep sleep and the rounds need not be consecutive.

2 Sleep (Sp): You can cast sleep 1/ day per 2 caster levels.

4 Augury (Sp): You can cast augury 1 time/day.

8 Your Worst Nightmare (Su): You can produce visions of nightmarish proportions in a 30-ft aura for a number of rounds equal to your caster level. Enemies within this aura are affected by a fear spell unless they make a Will save when they enter the area (or when the aura is created). The fear effect ends immediately when the creature leaves the area or the aura expires.
These rounds do not need to be consecutive.

12 Dream Sight (Sp): You can cast dream sight 1 time/day.

16 Power Word Stun (Sp): You can cast power word stunt 1 time/day.

20 Weird (Sp): You can cast weird 1 time/day


Force Domain
Caster
Level Ability
1 Force Bolt (Su): As a standard action, you can unleash a force bolt targeting any foe within 30 feet as a range touch attack. The force bolt does 1d6 points of force damage + 1 for every 2 caster levels you possess.

2 Magic Armor (Sp): You can cast magic armor 1/ day per 2 caster levels.

4 Magic Missile (Sp): You can cast magic missile 1 time/day.

8 Ghost Touch (Su): With a touch you can bestow the ghost touch property on a weapon or a suit of armor, this effect last for a number of rounds equal to you caster level.
These rounds do not need to be consecutive.

12 Repulsion (Sp): You can cast repulsion 1 time/day.

16 Telekinetic Sphere (Sp): You can cast telekinetic sphere 1 time/day.

20 Crushing Hand (Sp): You can cast crushing hand 1 time/day.


Inquisition Domain
Caster
Level Ability
1 Touch of Divine Wrath (Su): As a melee touch attack you can touch a creature causing them to be filled with divine fear, which last for a number of rounds equal to your caster levels. While in this state they suffer a -2 to Will saves.

2 Detect Chaos (Sp): You can cast detect chaos 1/day per 2 caster levels.

4 Zone of Truth (Sp): You can cast zone of truth 1 time/day.

8 Know the Truth (Su): At will you can determine whether or not someone is lying to you.

12 Geas/Quest (Sp): You can cast geas/quest 1 time/day.

16 Shield of Law (Sp): You can cast shield of law 1 time/day.

20 Imprisonment (Sp): You can cast imprisonment 1 time/day.


Time Domain
Caster
Level Ability
1 First One In (Su): At the beginning of an encounter in which you are not surprised you can take 20 on your initiative check, you may do this a number of times per day equal to your caster levels.

2 True Strike (Sp): You can cast true strike 1/day per 2 caster levels.

4 Gentle Repose (Sp): You can cast gentle repose 1 time/day.

8 Aura of Freedom (Su): As a Standard Action you and your allies within 30 feet are treated as if under a freedom of movement spell. This effect last for 1 round per caster level.
These rounds do not need to be consecutive.

12 Contingency (Sp): You can cast contingency 1 time/day.

16 Foresight (Sp): You can cast foresight 1 time/day.

20 Time Stop (Sp): You can cast time stop 1 time/day.

Dark Archive

This is an idea that I appreciate and I have some ideas for one domain in particular: the Mind Domain, but the 1st and 8th level abilities are leaving me a bit stumped.

1st
2nd Comprehend languages 1/day per 2 caster levels
4th Detect Thoughts 1/day
8th Something based on discern lies although I'm not quite sure what
12th Probe Thoughts 1/day (most of the non PH domains actually use the old 6th level spell for this level)
16th Brain Spider 1/day
20th Mind Blank 1/day or Weird 1/day (Mind Blank is the old 8th level spell but it is an interesting one so Weird would probably fit better but it is tempting to use Mind Blank instead...)

Any assistance on the 1st and 8th level ones are appreciated


What about
1 Mental Blast (Su): As a range touch attack you can blast an opponent with a mental blast. The target must be within 30 feet and the damage is 1d6 +1 for every 2 levels of the caster. This ability doesn't work on creatures without a mind such as constructs.
8 Truth Probe(Su): The cleric gains a divine bonus of his caster level +2 on Sense Motive Tests.

Actually I think I'll change my Inquisition 8th level power to the one above.

Liberty's Edge

I might suggest dropping the Force Bolt damage to 1d4+1 instead of 1d6+1. There's precedence for this in other spells and such, but I'm too tired to think of them. Basically, Force damage is better than other damage because it hits incorporeal creatures, so it usually does less damage per hit than say, fire damage, to compensate.


Jagyr Ebonwood wrote:
I might suggest dropping the Force Bolt damage to 1d4+1 instead of 1d6+1. There's precedence for this in other spells and such, but I'm too tired to think of them. Basically, Force damage is better than other damage because it hits incorporeal creatures, so it usually does less damage per hit than say, fire damage, to compensate.

Oh yeah you're right. Thanks.

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