Homebrew Radiation Domain


Homebrew and House Rules


Hi, posted the domain on anothe rthread, but it deserves it's own thread.
Actively taking suggestions.

Radiation Domain

Granted Powers: your body is tempered in the nuclear fires of your soul.
Nuclear fires: whenever you cast a spell with the fire descriptor, you may substitute all instances of the word 'fire' with the word 'radiation', this damage type is the energy of short-term blasts, and does not incur ability damage.
Kiss of radiance: at 8-th level, you treat radiation poisoning as if one step weaker, which increaces to two steps at 16-th level, and three steps at level 20.

Domain spells:
1-st Burning hands
2-nd Restoration, lesser
3-rd Blindness/Deafness
4-th Fire shield
5-th Waves of exaustion
6-th Fire seeds
7-th Restoration, greater
8-th Incendiary cloud
9-th Fiery body

What do you think? Any constructive critisism?


By changing fire to radiation, you are bypassing many, many creature's resistance to fire, and not much else; additionally very few if any creatures have resistance to radiation. Consider instead:

Nuclear fires: Your fires burn deeper than most. Whenever you cast a spell that deals fire damage, that spell may overcome 1 point of fire resistance per level. Additionally, you gain resistance 1/level against radiation damage.

Simple, elegant, lets you burn demons, but not OP instantly.

For your domain spells, I would replace 4th with Detonate for the radioactive symmetry; same thing for 6th with contagious flame. The rest seem okay.


Instead of making fire into radiation, why not count all fire the poison descriptor, and all poison effects the fire descriptor? And some stipulation you'd need to be immune to both to be truly immune. Or the ability to turn fire or poison damage into half fire, half poison?

You could have a semi-capstone where Kiss of Radiance just evolves into immunity at 20th.

Blindness/Deafness should probably be able to be prepared only as Blindness on this list. I really don't think Restoration has a place on a (harmful) radiation-based spell list. While there are uses for radiation in medicine, it hardly seems like a PF-ish use. Also, it makes the list unusually versatile. Perhaps something like Neutralize Poison or Delay Poison instead? Or Resist Energy (Fire) or Protection from Energy (Fire)? Elemental and Flaming Aura also aren't bad.

Detonate seems like a fun option, but it probably won't be so good when you blow yourself up. If you have Detonate or similar self-damage abilities, resistance would make your life a whole lot easier. Or a resistance spell, I guess.


@Pseudos:My main intent was to let you turn into a molten reactor via fiery body.

Whats detonate? Contangious flame?

Also, you can already bypass ALL elemental resistances with admixture's scholl's power to change the energy type of your spells, so it's not OP.

@My self: The problem with immunity is that you mitigate a major, suspense-driving force, maybe 3 steps lower at lvl20.

I think only lesser restoration whould be okay.

What's poison damage? I know ability damage from poison but normal hp damage?


Also, i really like fire seeds.


You see, the problem with devaluating radiation damage is that. 1- if your using the domain, you already are in a magitech campaign. 2- if your in a magitech game and using a homebrew domain, the GM is already tweaking monsters to fit the setting. 3- if the GM is changing monsters to fit the aforementined campaign, he'll add rad. Damage resist to some or most of them to compensate, hence the non OP-ness of the feature.


Detonate lets you deal higher damage than usual (d8s) while damaging yourself, damage that is partially mitigated by your radiation resistance. It's a decent combo.

Fire seeds isn't great, if you like it okay, but it's not good. Contagious flame, like radiation, can spread to targets after they are hit for 3 rounds. Good DOT.

Both of these options are incredibly on theme.

A wizard's arcane school and a domain are NOT equal in power; an admixture domain would be out of line, and out of theme for the cleric. Furthermore, you can't bypass elemental resistances, you can get around them, very important difference, especially if you're a cleric and do not have knowledge arcane to know enemy resistances. There are plenty of creatures with resistances to all 4 elements.

You did not mention any type of magitech theme, one does not automatically beget the other. If your GM WANTS to do all that work, sure, but it seems unnecessary.


Whell what do you propose them? How to flavour it so you can shoot radiation balls using, say, fireball? Make new spells? Way too much work. Maybe adding a new energy type is hard, but adding resistance to monsters isn't.

How are fire seeds not good? Check the RPG BOT website, under cleric domains, fire domain. They're fantastic!

The radiation resist whould incorporate nicely into kiss of radiance, but that whould be a bit OP for a secondary feature.

Btw. there is an archetype for druids that lets you change the energy type of some spells to cold arctic druid i think.


Bump. Also, i like contangious flame


Bump please comment.


Be patient, I work nights and sometimes I'm working instead of trolling (like the motor, not the creature) the forums.

On Fire Seeds: Fire seeds isn't on theme imo; it is an OP spell if you're willing to get into touch range, or say, trivialize a whole encounter with multiple casts of it, put them in a bag, throw the bag at an enemy, and boom. (they're banned by house rule) I could have been clearer about what I meant, my apologies.

On Contagious Flame: I'm glad you like contagious flame.

On flavor: You can shoot a fireball if you put it on the list as it is: you're fire can burn green with radioactivity, and it hurts creatures with resistance to fire, which I'm sure will be surprising to them.

On Power balance and my suggestion: But is it more OP than animal or healing domain? In my mind, no.
The essential mechanic lets you mitigate fire resistance and deal non radiation type radiation damage. This is necessary.
The secondary mechanic gives you resistance to said type of damage; the chances of this coming up are very limited, exception being your own spell damage. The ability could be reworded to allow you to gain resistance 1/level against radiation damage, as well as a bonus on Fort saves to resist radiation of 1/level. Simple mechanics, but it could work. What do you think?

On damage type conversions: The archetype for druids lets you change fire into cold at level 9; I believe the boreal sorcerer bloodline also adds a cold fireball to the spell list, and there are probably others. Fire as cold isn't too farfetched; it's all adding/subtracting energy. Additionally, it's 1:1, not switch on the fly.


Pseudos wrote:

Be patient, I work nights and sometimes I'm working instead of trolling (like the motor, not the creature) the forums.

On Fire Seeds: Fire seeds isn't on theme imo; it is an OP spell if you're willing to get into touch range, or say, trivialize a whole encounter with multiple casts of it, put them in a bag, throw the bag at an enemy, and boom. (they're banned by house rule) I could have been clearer about what I meant, my apologies.

On Contagious Flame: I'm glad you like contagious flame.

On flavor: You can shoot a fireball if you put it on the list as it is: you're fire can burn green with radioactivity, and it hurts creatures with resistance to fire, which I'm sure will be surprising to them.

On Power balance and my suggestion: But is it more OP than animal or healing domain? In my mind, no.
The essential mechanic lets you mitigate fire resistance and deal non radiation type radiation damage. This is necessary.
The secondary mechanic gives you resistance to said type of damage; the chances of this coming up are very limited, exception being your own spell damage. The ability could be reworded to allow you to gain resistance 1/level against radiation damage, as well as a bonus on Fort saves to resist radiation of 1/level. Simple mechanics, but it could work. What do you think?

On damage type conversions: The archetype for druids lets you change fire into cold at level 9; I believe the boreal sorcerer bloodline also adds a cold fireball to the spell list, and there are probably others. Fire as cold isn't too farfetched; it's all adding/subtracting energy. Additionally, it's 1:1, not switch on the fly.

I would just like to point out that radiation glows blue rather than green. Green was the colour of the fluorescent paint overtop of the Radium.

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

And it only glows blue when passing through a medium rather denser than air, although a brief skim of the Wikipedia article on Cherenkov radiation showed that the topic is actually pretty complicated.


John Woodford wrote:
And it only glows blue when passing through a medium rather denser than air, although a brief skim of the Wikipedia article on Cherenkov radiation showed that the topic is actually pretty complicated.

Now I can say I learned something today; thank you

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber
Pseudos wrote:
John Woodford wrote:
And it only glows blue when passing through a medium rather denser than air, although a brief skim of the Wikipedia article on Cherenkov radiation showed that the topic is actually pretty complicated.
Now I can say I learned something today; thank you

To quote XKCD, "You're one of today's lucky 10,000!"


There are multiple kinds of radiation. What are you going for? Solar radiation? Ionizing radiation? Some other form of radiation?


Great replies all of you.

@Pseudos- love the suggestions, i'll post an update soon. Could you please qwote the fire seeds' flavour so i could understand why is it out of flavour.

@John Woodford- althrougth rad. is blue sometimes, green is a much more asociated color, and i like it as a acidic redish green.

@Lazarys- we're talking about radiation as a collection of alpha and beta radiation, with some gamma mixed in, the kind thats on Hiroshima and Chernobyl.


Bump.


Ok, i updated it, what do you think?

Radiation Domain

Granted Powers: the magical fires you create are not all heat, they carry the power of the Radiance as much as you do.
Blesing of Radiance: whenever you cast a spell with the 'fire' descriptor you may substitute all instances of fire damage for radiation damage.
Heart of Radiance: you gain resistance to radiation damage eqwal to your class level. At 8-th level, you treat all negative aspects of radiation damage as one step lower, this increaces to two steps at 14-th level and to three at 20-th level.

Domain spells
1- Burning hands
2- Blindness/Deafness(only to be prepared as blindness)
3- Fireball
4- Detonate
5- Waves of exaustion
6- Contangious flame
7- Suggestions please?
8- Incinderary cloud
9- Fiery body


Bump


I think the 7th level spell is firebrand.


Please comment.


Sometimes this subforum moves slowly. Don't sweat it too much.


Point taken, haha.


There is already a radiation subdomain: here

This is mostly working around a magical take on uranium or other radioactive elements. See blightburn as well.

I don't really get why you want to make strange fire effects. When we typically think of radiation, we're thinking about radioactive decay and the effects of ionizing radiation which, to me, would translate in game to sickening effects and poisoning as mentioned above.


I came up with a couple possible takes on a radiation oracle for a game that I am running. I basically reskinned two existing curses.

#1) Radiated (from Blackened)- permanently lose 1 CON, -2 melee, gain detect radiation on spell list.
L5- gain irradiate and remove radioactivity
L10- you treat radiation damage as one level lower
L15- gain greater remove radioactivity

[the above radiation spells are not otherwise available]

OR

#2) Blighted (from Wasted)- permanently lose 2 CON, gain +2 vs disease, radiation
L5- immune to sickened condition
L10- immune to disease
L15- immune to nausea


Althrougth i really like your reskining, the reasons that compeled me to homebrew a domain are as folows:

1) the earth domain is weak
Really subpar, and the radiation subdomain weakens it even more(horrid wilting is weak, and blight just screams "Situational!")
2) it's not it's own domain
Why is it a subdomain? Thats like saying that a deity with the sun domain has no power over solar radiation, absurd!
3) no radiation oriented spells
Fireball is a very iconic blast, when you think blaster wizard, you think fireball. The problem is that fireball is fire, not acid, not radiation, fire. Thus the ability to turn fire into radiation. You asked how is that possible, if there are already rules for radiation that say 'ability damage', not hp damage?
Now fire is a chemical and phiscal reaction of oxygen taking electrons, so a fireball is a ball of oxygenized supernatural/magical substrate. Because of this, why not say that a fireball, because of divine will, the substrate can't be superheavy and radioactive.


Also, you might have noticed me refering to radiation as an energy type AND as the official system for the cause of radiation poisoning(as a disease).

The energy type is, as i have previously stated, the damaging effect of the radiation, like fire also damages hp. The disease is, in fact(at least in my understanding), the metabolism breaking part, that disrupts the molecule exchange of the affected creature.

Why doesn't radiation, as in the disease rules, damage hp AND con? Because by draining con, you're already taking away hp, de facto.


Bump. Please comment!


Worth pointing out the special material Viridium, which is almost certainly radioactive (Uranium glass is even green)

I also vaguely remember certain deities gaining access to subdomains for domains they don't normally have, but I can't find any examples. That said, I do think the Earth domain could use a rework, although for me this would involve promoting Metal rather than Radiation.

For the 7th level spell, more fire blasting is an option with Delayed Blast Fireball or Fire Storm.


Nope, the 7-th level one is definetly firebrand. I'll look at viridium.


Please comment


Hey, if you're going to bump, maybe you can bump every 6 or 12 hours? Not every 1 or 2 - people won't always be on. Unless you *really* need feedback immediately.

I'm pretty sure we all understand this to be a sort of "nuclear bomb" radiation domain. The radiation type would include both ionizing and non-ionizing types that a typical nuclear bomb emit.

For your 7th level spell...
Waves of Exhaustion is a 7th level spell, not a 5th level one.
Firebrand works as well.
Delayed Blast Fireball seems moderately appropriate.
Power Word Blind might fit.

If you move Waves of Exhaustion to 7th, then you have a 5th level slot.
Wall of Fire, maybe, although other classes have it at 4th. Similarly with Wall of Blindness.
Waves of Fatigue works.
Elemental Body II (Fire), maybe?
Blight is an option.

A quick, belated response to an earlier post - immunity to radiation is not a broken thing at 20th level, since other classes gain suspense and balance-destroying abilities at the same time. How's for the ability to self-resurrect after dying? Or have immunity to poison, fast healing, and be able to regenerate damaged stats every night, and also be immortal? Or just be undead, and really not care about radiation damage. It would be embarrassing to be less radiation-resistant than the other Cleric who decided to be a necromancer instead of a walking nuke.


Well, the problem here is that i'm online due to mobile internet 24/7.

Sorry for the imbalance, i'll redact it a bit later.


Radiation Domain

Granted Powers: the magical fires you create are not all heat, they carry the power of the Radiance as much as you do.

Blesing of Radiance: whenever you cast a spell with the 'fire' descriptor you may substitute all instances of fire damage for radiation damage.

Heart of Radiance: you gain resistance to radiation damage eqwal to your class level. At 8-th level, you treat all negative aspects of radiation damage as one step lower, this increaces to two steps at 14-th level and to three at 20-th level. In addition, yuo gain a resistance to radiation damage eqwal to your class level, at 20-th level, your resistance changes to immunity.

Domain spells
1- Burning hands
2- Blindness/Deafness(only to be prepared as blindness)
3- Fireball
4- Detonate
5- Waves of Fatigue
6- Contangious flame
7- Firebrand
8- Incinderary cloud
9- Fiery body


But walking nukes are far more interesting.


Posting one more time for finality:
I like all the spell choices now, and feel they fit well. (I would allow Blindness/Deafness in its entirety, but eh)
I still don't agree with radiation as type, though I do like the immunity, same reasons as before.


@All who posted here - i've made a new thread that discusses the possibility of radiation as an energy type here.


Radiation Domain

Granted Powers: the magical fires you create are not all heat, they carry the power of the Radiance as much as you do.

Blesing of Radiance: whenever you cast a spell with the 'fire' descriptor, the spell instead deals half the amount of damage as Acid damage, and half as Fire damage. In addition to this, each enemy that suffers damage from any of your spells with the 'fire' descriptor must make a Fortitude saving throw or be Sickened for a number of rounds eqwal to the level of the spell that affected them divided by 2 (minimum one). Any creatures immune to radiation automaticly sucseed their saving throws, bonuses to saving throws against radiation also apply to the saving throw.

Heart of Radiance: you gain resistance to radiation damage eqwal to your class level. At 8-th level, you treat all negative aspects of radiation damage as one step lower, this increaces to two steps at 14-th level and to three at 20-th level. In addition, yuo gain a resistance to fire and acid damage eqwal to half your class level, at 20-th level, your resistance changes to immunity.

Domain spells
1- Burning hands
2- Blindness/Deafness(only to be prepared as blindness)
3- Fireball
4- Detonate
5- Waves of Fatigue
6- Contangious flame
7- Firebrand
8- Incinderary cloud
9- Fiery body


Looks good, using your blessing of radiance ability anyway. BTW this is the list of spells I came up with for a bonus list for wizards, if you want to compare. I didn't add anything like your blessing of radiance ability so there are no actual fire spells included.

1st - Detect Radiation
2nd - Radiation Ward
3rd - Irradiate
4th - Unbearable Brightness
5th - Remove Radioactivity
6th - Cosmic Ray
7th - Sunbeam
8th - Sunburst
9th - Greater Remove Radioactivity


@avr, i really like your list, but i dont completely like it. i agree, the list is thematic, but the difficulty in the understandability of Sunbeam and Sunburst makes it less if a playable option. But if you can come up with a good and not OP replacement for blessing of radiance i'll use your spell list

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