The_Losar
2005-10-06, 07:40 PM
This domain idea is such a simple one that I'm willing to bet it already exists somewhere. I mean, there's a Death domain, why not a life domain?
Logic behind it countering the Death domain: Death spells ends a life untimely, so the Life domain is intended to react to that by returning life to those who had it taken before its time.
I'm having trouble deciding on some of the spells to use and what power to grant those with the domain, though.
Domain spells:
1: Deathwatch - To determine how close allies are to death, so you know to help them.
2:Either Gentle Repose to preserve the corpse until it can be revived or Status to monitor allies more effectively.
3: No idea, considered moving Gentle Repose here, but it doesn't make sense to provide a lower level spell later...
4: Reincarnate - Usually a Druid-only spell, but it lets the character revive allies at earlier levels, kinda.
5: Raise Dead - Naturally.
6: Heal - Couldn't think of anything better... To prevent the death in the first place perhaps?
7: Resurrection - Naturally.
8: Mass Cure Critical Wounds - Again, couldn't think of anything better...
9: True Resurrection - Naturally.
For the Granted Power I was thinking something along the lines of either "Once per day, when a character dies (HP=-10) if the cleric can cast a Cure spell on the body within a number of rounds equal to half your character level, that charcter's HP is increased to by 1 per level of the cure spell and is considered stable. For example, Cure Light Wounds will bring the character to -9 and Mass Cure Light Wounds would bring the character to -5. Deceased character MUST be touched by the healer for the power to work, even if the spell would cure from a distance," or simply "reduce the cost of materials to raise a dead ally by 1/5, for example only 4,000 GP worth of diamonds are needed to cast Raise Dead."
I really like the first one, though, and if I can get assurance that it's balanced or know what to alter to make it balanced I'd be very happy.
Logic behind it countering the Death domain: Death spells ends a life untimely, so the Life domain is intended to react to that by returning life to those who had it taken before its time.
I'm having trouble deciding on some of the spells to use and what power to grant those with the domain, though.
Domain spells:
1: Deathwatch - To determine how close allies are to death, so you know to help them.
2:Either Gentle Repose to preserve the corpse until it can be revived or Status to monitor allies more effectively.
3: No idea, considered moving Gentle Repose here, but it doesn't make sense to provide a lower level spell later...
4: Reincarnate - Usually a Druid-only spell, but it lets the character revive allies at earlier levels, kinda.
5: Raise Dead - Naturally.
6: Heal - Couldn't think of anything better... To prevent the death in the first place perhaps?
7: Resurrection - Naturally.
8: Mass Cure Critical Wounds - Again, couldn't think of anything better...
9: True Resurrection - Naturally.
For the Granted Power I was thinking something along the lines of either "Once per day, when a character dies (HP=-10) if the cleric can cast a Cure spell on the body within a number of rounds equal to half your character level, that charcter's HP is increased to by 1 per level of the cure spell and is considered stable. For example, Cure Light Wounds will bring the character to -9 and Mass Cure Light Wounds would bring the character to -5. Deceased character MUST be touched by the healer for the power to work, even if the spell would cure from a distance," or simply "reduce the cost of materials to raise a dead ally by 1/5, for example only 4,000 GP worth of diamonds are needed to cast Raise Dead."
I really like the first one, though, and if I can get assurance that it's balanced or know what to alter to make it balanced I'd be very happy.