Purification and Spell Domains


Conversions


I'm converting the Purification and Spell (Complete Divine/Spell Compendium) domains for use by a character in a future AP we're planning to run.

The Spell domain is an easy conversion: no spell changes needed. The passive granted ability is weak enough to stay unchanged (it's on par with a bonus feat since it's basically a 3.5 style +2/+2 skill feat). For the level 1 power, I have:

Quote:
Levinbolt (Sp): As a standard action, you can fire a bolt of pure magical energy from your outstretched hand. You can target any single foe within 30' as a ranged touch attack; if you hit, your target takes 1d4 points of force damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

I reduced the die size from 1d6 to 1d4 to compensate for the fact that force is a "superior" damage type compared to fire, etc (being as it hits incorporeal creatures and is very, very rarely resisted). The higher-level power is as follows:

Quote:
Spell Resistance (Ex): At 8th level, you gain spell resistance equal to 10 + 1 for every cleric level you possess.

I'm not sold on the spell resistance, though. It's easy and obvious, but I think it might be a bit too strong as a domain ability (and it's hard to reduce the strength of the spell resistance without making it totally worthless). This is the other alternative I'm considering:

Quote:
Counterspell (Su): At 8th level, if you succeed at the Spellcraft check to identify a spell being cast, you can attempt to counterspell that spell as an immediate action. Note that you must still have a valid spell memorized (dispel magic or the spell that is being cast) and you must still expend that spell as normal. If you use this ability, you may not cast a spell until the end of your next turn. You can use this ability once per day at 8th level and an additional one time per day for every four cleric levels beyond 8th.

I've always thought the counterspelling rules in D&D sucked, so I have to admit to a little bias in that regard. Still, I don't think this is unbalanced. Thoughts?

Now, onto Purification. Purification has always been a bit of a strange domain. The only two Greyhawk deities with the domain are about as different as you can get -- Rao, the god of peace, and Wrasti, the demigod of human superiority and amphibians (huh?). The spell list is similarly confused, although I'm keeping it as-is for simplicity's sake. Anyway, Purification seems to cover both literal purification (cleansing from poisons and such -- see dance of the unicorn in the domain spell list) as well as figurative purification (purifying a race ala Wrasti's racial superiority agenda, purifying the soul, etc). Again, I'm keeping the granted ability as it's pretty wimpy. Here's the level 1 ability:

Quote:
Purifying Touch (Sp): As a standard action, you can touch a creature to grant it a +4 sacred bonus or -4 profane penalty to its saving throws vs poisons, diseases, and curses for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Pretty straightforward. Follows both the literal purification and the figurative purification concepts and allows for some interesting build concepts. +4 might be a bit too much, though +2 seems too weak. Compare to the Protection domain power, which is +1-5 to all saves.

I'm stumped on the higher-level Purification power, though. I'd like to maintain the literal/figurative dual use, but I can't think of anything compelling. Anyone have any ideas?

Dark Archive

Some sort of purifying light that shines down from the sky (or bursts up from the ground, whatever) and illuminates a single target in close range and scourges away negative effects at the cost of 1d6 damage / effect dispelled could be interesting. The cure could be worse than the disease, if used on someone with a bunch of negative effects on them. A Cleric with this ability might find it in his best interests to partner up with 'debuffer' types who put various effects on foes, or a rogue partner who uses poisons, so that he can 'cure' the enemy (scourging them for increasing amounts of damage, the more conditions he cures).

Alternately, the power could be self-only. At any time, as a free action (even if the character wouldn't normally get an action, such as if paralyzed or dazed or whatever), the character can take 1d6 damage to dispel / neutralize / remove each negative condition upon himself, purifying himself at the cost of scourging pain. The dispel might not be automatic, but simply allow another immediate saving throw to remove the effect, or function as a dispel magic / neutralize poison / remove disease / break enchantment / remove curse as appropriate. Someone who is laboring under multiple curses, poisons, etc. might risk serious damage to 'scourge themselves free.'

The Purifying Scourge could be evoked up to level times / day (so eight times at 8th level).

Scarab Sages

Alright, how about this for the second power of the Purification domain, using Set's idea:
Purifying Scourge (Sp): Beginning at 8th level, you can purify the souls and bodies of the faithful and blasphemer alike. As a standard action, you may touch another creature to remove any status condition, poison, disease, curse or other undesired effect that currently afflicts them. After you touch them, 1 negative condition is removed per round, beginning with the condition they have been afflicted with the longest. Each time a condition is removed they suffer 1d6 points of divine damage. Conditions that are inflicted after you touch them will not be cured. This lasts for one round per 3 cleric levels rounded down plus the round that the creature was touched (so a 9th level cleric can remove up to 4 conditions with this ability). If the creature shares your faith, then they are entitled to a Fort save for ½ damage (DC 10 + ½ cleric level + Wis mod). Alternatively, you may use this ability a number of times per day equal to your cleric level, but never more than once against the same creature.

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