Domain Magic effects

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This document contains the various effects that can be put into a Domain with Domain Magic. See the main article, [[Domain Magic]], for the creation rules, calculating the cost of a DU (Domain Unit), and so forth.
This document contains the various effects that can be put into a Domain with Domain Magic. See the main article, [[Domain Magic]], for the creation rules, calculating the cost of a DU (Domain Unit), and so forth.
-
== Domain Watchfulness ==
+
Re-arranging content, to divide into benefits for Owner only, benefits for everyone, and benefits for Owner and everyone (where the Owner's benefits are greater). Which perhaps should be split into articles of their own, for length reasons (since some perhaps more plesant personality types may have a preference for the "benefits everyone equally" kind of effects).
 +
 
 +
== Domain Effects that benefits the Owner only ==
 +
These effects are perhaps more attractive to egocentric loners. They may be lords over other people in some capacity but prefer Domain effects that benefit themselves only.
 +
 
 +
=== Domain Watchfulness ===
This is a commonly chosen effect.
This is a commonly chosen effect.
{|
{|
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| Watchful Domain (Ears) || 0.5 DU || The Owner can set up Nodes of Hearing
| Watchful Domain (Ears) || 0.5 DU || The Owner can set up Nodes of Hearing
|}
|}
-
After either of these effects have been Enchanted into the Domain, which may be done at any time, the Owner becomes able to set permanent Watchful Nodes from which he can see or hear, or both if both effects were chosen, as if the Node item had eyes or ears.
+
After either of these effects have been Enchanted into the Domain, which may be done at any time, the Owner becomes able to set permanent Watchful Nodes from which he can see or hear, or both if both effects were chosen, as if the Node item had eyes or ears. It is possible to Enchant one of these effects into a Domain at one time, then later also Enchant the other effect into it.
The Watchful Node must be set up in a reasonably stationary item, such as a large stone or a tree, but the item doesn't have to be immovable. For very large items, the Watchful Node must be defined as part of the item, e.g. a huge rock outcropping.
The Watchful Node must be set up in a reasonably stationary item, such as a large stone or a tree, but the item doesn't have to be immovable. For very large items, the Watchful Node must be defined as part of the item, e.g. a huge rock outcropping.
-
Each Watchful Node is permanent and costs 0.1 ES. It takes 6 Minutes and a simple act of will to make an item into a Watchful Node by touching it. The Owner may have a number of Watchful Nodes up to his Intelligence. Nodes cannot be moved, but they can be given up, which requires 6 Moons of dis-use preceded by and followed by an act of will. After that the Node ceases to function and the Owner has "space" for setting up a new Node, but the Owner does not get the 0.1 ES back, and must pay for the new Node.
+
Each Watchful Node placed inside the Domain is permanent and costs 0.1 ES, except the first 3 Nodes are free. It takes 6 Minutes and a simple act of will to make an item into a Watchful Node by touching it. Watchful Nodes placed in the Fringe costs 0.4 ES each, and these must all be paid for, the free Nodes can only be placed within the Domain.
 +
 
 +
The Owner may have a number of Watchful Nodes up to his Spatial Intelligence plus 3, at least 3 of which must be placed in he Domain itself (not in the Fringe). Nodes cannot be moved, but they can be given up, which requires 6 Moons of dis-use preceded by and followed by an act of will. After that the Node ceases to function and the Owner has "space" for setting up a new Node, but the Owner does not get the Essence back, and must pay for the new Node. Also, if a free Node is given up, the Owner does not get back the "free credit" for it
There may be other types of Nodes in Domain Magic. Each is limited in number seperately, and may have different rules in all regards.
There may be other types of Nodes in Domain Magic. Each is limited in number seperately, and may have different rules in all regards.
-
=== Example, Watchful Nodes ===
+
{|
-
It turns out, Aerith the Aënchantress enjoys spying on people. She's the wife of a French count, and uses her magic without his knowledge.
+
| '''Death Degradation''' || Notes
 +
|-
 +
| '''Fringe effect''' || Notes
 +
|-
 +
|}
-
She immediately puts Watchful Domain (Ears) into her Domain, then sets up two Nodes, one in the chapel at her husband's mansion, and one in the small church of the village surrounding the mansion, each time choosing to place the Node at a wall close to where confessions are made (in the case of the village church, she has to guess, though, since she very rarely visits it, and it has no confessional, because that would be anachronistic).
+
==== Example, Watchful Nodes ====
 +
It turns out, Aerith the Aënchantress enjoys spying on people. She's the wife of a French count, and uses her magic without his knowledge.
-
Continue example.
+
She immediately puts Watchful Domain (Ears) into her Domain, then sets up two Nodes, one in the chapel at her husband's mansion, and one in the small church of the village surrounding the mansion, each time choosing to place the Node at a wall close to where confessions are made (in the case of the village church, she has to guess, though, since she very rarely visits it, and it has no confessional, because that would be anachronistic). These Nodes are both inside her Domain, so they use 2 of her 3 "free credits" for this particular Domain.
Q: How can the Owner "tap into" a Node? Does it require trance, concentration, or what?
Q: How can the Owner "tap into" a Node? Does it require trance, concentration, or what?
-
== Domain Focus ==
+
=== Domain Focus ===
This effect gives a Focus bonus to spellcasting, similar to that of an item [[Focus]] (or an [[Inner Focus]]) and is therefore not cumulative with it. A character has a Domain Focus instead of an item Focus, or he has a Domain Focus that gives a bonus to something else than what his item Focus gives a bonus to.
This effect gives a Focus bonus to spellcasting, similar to that of an item [[Focus]] (or an [[Inner Focus]]) and is therefore not cumulative with it. A character has a Domain Focus instead of an item Focus, or he has a Domain Focus that gives a bonus to something else than what his item Focus gives a bonus to.
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Note that this is rather inflexible, compared to an item Focus, and of course also restricted; outside the Domain, the Owner doesn't get the bonus. On the other hand, it costs less Essence than a comparable Staff (or othe Large) Focus item, and cannot be taken away from the character (although the character can be taken away from ''it'').
Note that this is rather inflexible, compared to an item Focus, and of course also restricted; outside the Domain, the Owner doesn't get the bonus. On the other hand, it costs less Essence than a comparable Staff (or othe Large) Focus item, and cannot be taken away from the character (although the character can be taken away from ''it'').
-
== Domain of Recovery ==
+
{|
-
This effect helps the Owner heal and recover in a wide variety of ways. There are two kinds of effects here, one affects only the owner, while the other is weaker but affects everyone, and gives some additional benefits..
+
| '''Death Degradation''' || All Domain effects pertaining to Watchful Nodes cease immediately, there's no gradual fading.
 +
|-
 +
| '''Fringe effect''' || Watchful Nodes cost more to set up here (0.4 ES instead of 0.1 ES).
 +
|-
 +
|}
 +
 
 +
=== Domain of Command ===
 +
These Domain effects makes it easier to magically control people, animals and supernatural beings.
{|
{|
! Effect !! Cost !! Notes
! Effect !! Cost !! Notes
|-
|-
-
| Domain of Recovery (Self) I || 0.5 DU || +2 Recovery, doubled Sanity regain, doubled sheeding of Corruption Points, doubled regain of Stamina
+
| Medium Domain Command (element Elementals) || 1 DU || -3 RD bonus to Dominate Summoned (for the chosen element)
|-
|-
-
| Domain of Recovery (Self) II || 1 DU || +3 Recovery, tripled Sanity regain, tripled shedding of Corruption Points, tripled regain of Stamina
+
| Minor Domain Command (all Elementals) || 1.5 DU || -2 RD bonus to Dominate Summoned (Elementals)
 +
|-
 +
| Minor Domain Command (Demons) || 1.5 DU || -2 RD bonus to Dominate Summoned (Demons)
 +
|-
 +
| Minor Domain Command (Undead) || 1.5 DU || +2 bonus to 2d8 Rolls of Control Undead Spells
 +
|-
 +
| Minor Domain Command (Animals) || 1 DU || effect to be determined at a later date
 +
|-
 +
| Minor Domain Command (Humanoids) || 2.5 DU || effect to be determined at a later date
 +
|-
 +
| Minor Domain Command (Everyone) || 2 DU || -1 to Dominate Summoned (any), +1 bonus to 2d8 Rolls of Control Undead Spells,<br>small bonus to spells to control animals or humanoids
 +
|-
 +
| Major Domain Command (Everyone) || 6 DU || -2 to Dominate Summoned (any), +2 bonus to 2d8 Rolls of Control Undead Spells,<br>larger bonus to spells to control animals or humanoids
|}
|}
-
If a Domain contains both versions of Recovery, the Owner in each case gets the most powerful bonus.
+
 
 +
The specifics of how spells to control animals or humanoids work, have not yet been determined, so those Domain bonuses aren't defined yet.
 +
 
 +
Idea: +1 RD penalty per level to saving throws to resist humanoid control spells (Emotion Magic and Mind Magic), and +2 RD penalty per level to saving throws to resist animal control spells (Animal Magic).
 +
 
{|
{|
-
! Effect !! Cost !! Notes
+
| '''Death Degradation''' || Notes
|-
|-
-
| Domain of Recovery (All) I || 1 DU || +1 Recovery, +50% faster Sanity regain, +50% faster shedding of Corruption Points, no effect on Stamina regain.
+
| '''Fringe effect''' || Notes
|-
|-
-
| Domain of Recovery (All) II || 4 DU || +2 Recovery, +100% faster Sanity regain, +100% faster shedding of Corruption Points, no effect on Stamina regain, -1 RD to all uses of medical skills or the Psychology skill when used for healing.
 
|}
|}
-
Note also that the first version of Domain of Recovery gives no bonuses to medical skills.
 
-
== Wisdom of Nature ==
 
-
This Domain effect gives an RD bonus to all skill rolls to interact with nature, including botanical or zoological rolls (even including knowledge bases rolls rather than rolls involving activities), and hunting and animal training, and the use of medical skills for any purpose beneficial or harmful (but not Psychology because that is not interacting with the physical body), and Cooking.
 
-
The bonus affects the Owner, although the highest grade also gives a lesser bonus to everyone else in the Domain, if the Owner does not decide, when he adds that effect to his Domain, that he wants to be the only one to benefit (such a decision is ''final''; the Owner cannot later change his mind, one way or the other).
+
=== Domain of Stretched Lifespan ===
 +
This gives
 +
Please note that the Aging Speed divisor is not cumulative with the divisor from a magic item, or from a Magic Tree. Use only the highest such divisor. Also, bonuses to the Recovery sub-attribute from Domain of Recovery do not stack with those from Domain of Health; use the highest bonus.
 +
 +
Also, unlike other Domain effects, there's a stark penalty if the character leaves his Domain if it has Domain Health Enchanted into it.
{|
{|
-
! Effect !! Cost !! Owner || Others
+
! Effect !! Cost !! Bonus !! Penalty
|-
|-
-
| Wisdom of Nature I || 0.5 DU || -1 RD bonus || nothing
+
| Domain Health I || 0.5 DU || +1 Recovery, -1 RD to Resist Diseases and Poisons, ages at 1/10 speed || -1 recov., +1 RD Resist Dis./Pois., ages 3 times faster
|-
|-
-
| Wisdom of Nature II || 1.5 DU || -2 RD bonus || nothing
+
| Domain Health II || 1 DU || +2 Recovery, -2 RD to Resist Diseases and Poisons, ages at 1/20 speed || -2 recov., +2 RD Resist Dis./Pois., ages 6 times faster.
|-
|-
-
| Wisdom of Nature III || 5 DU || -3 RD bonus || -1 RD bonus (optional; owner decides)
+
| Domain Health III || 2 DU || +3 Recovery, -3 RD to Resist Diseases and Poisons, ages at 1/40 speed || -3 recov., +3 RD Resist Dis./Pois., ages 12 times faster.
|}
|}
 +
Unlike most other Domain effects, there is no effect when the Owner is in the Fringe; he gets neither the bonuses nor the penalties.
 +
 +
Domain Health, especially the 3rd grade version, is hugely tempting for a character wishing for along life, being a relatively cheap way to get a big aging speed divisor plus hefty bonuses to health, but the catch is that if the character ''ever'' goes outside the Fringe of his Domain, he's in trouble. Nevermind aging a lot faster. The character will probably die from some trivial disease even before his next Aging Roll.
 +
 +
{|
 +
| '''Death Degradation''' || Notes
 +
|-
 +
| '''Fringe effect''' || Notes
 +
|-
 +
|}
 +
 +
=== Minion Domain ===
 +
This Domain effect enables the Owner to Animate or Summon [[Undead Minion]]s at reduced Essence cost (Wights and Wraiths, and Wight Lords and Wraith Lords), but Minions Animated or Summoned in that way are bound to the Domain and have Flaws that makes them strongly reluctant to leave it.
 +
 +
{|
 +
| '''Death Degradation''' || Notes
 +
|-
 +
| '''Fringe effect''' || Notes
 +
|-
 +
|}
 +
 +
== Domain Effects that benefits everyone equally ==
 +
These Domain effects can be seen as more benevolent and altruistic. There can still be a perception of the Owner having some degree of megalomania, but of an altruistic bent with little desire to exercise control or domination.
-
== Airs of the Dreamer ==
+
=== Dreamer's Domain ===
This Domain effect gives a bonus to all creative efforts, both those of an artistic nature (Painting, composing poetry or prose fiction) as well as Invention, and to Creativity rolls.
This Domain effect gives a bonus to all creative efforts, both those of an artistic nature (Painting, composing poetry or prose fiction) as well as Invention, and to Creativity rolls.
{|
{|
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33% of people tend to experience more vivid dreams when in such Domains (the stronger the Domain's effect, the more vivid the dreams are); roll once per person, not once per person per Domain.
33% of people tend to experience more vivid dreams when in such Domains (the stronger the Domain's effect, the more vivid the dreams are); roll once per person, not once per person per Domain.
-
== Domain of Command ==
+
{|
-
These Domain effects makes it easier to magically control people, animals and supernatural beings.
+
| '''Death Degradation''' || Notes
 +
|-
 +
| '''Fringe effect''' || Notes
 +
|-
 +
|}
 +
 
 +
=== Domain of Controlled Winds ===
 +
This Domain effect somehow makes it easier to cast Weather Magic spells within the Domain. Details to come later.
 +
 
 +
Idea: Reduction of Spellcasting Fumble Consequence Rolls.
 +
 
 +
 
 +
== Major benefits to Domain's Owner, minor to everyone else ==
 +
These Domain effects are in-between the first two categories, giving major benefits to the Owner, which "bleed over" and give minor benefits, of the same type or nearly so, to everyone living in the Domain.
 +
 
 +
=== Wisdom of Nature ===
 +
Short description.
 +
 
 +
The RD bonus applies to all skill rolls to interact with nature, including botanical or zoological rolls (even including knowledge bases rolls rather than rolls involving activities), and hunting and animal training, and the use of medical skills for any purpose beneficial or harmful (but not Psychology because that is not interacting with the physical body), and Cooking.
 +
 
 +
The bonus affects the Owner, although the higher grade also gives a lesser bonus to everyone else in the Domain, if the Owner does not decide, when he adds that effect to his Domain, that he wants to be the only one to benefit (such a decision is ''final''; the Owner cannot later change his mind, one way or the other).
{|
{|
-
! Effect !! Cost !! Notes
+
! Effect !! Cost !! Owner || Others
|-
|-
-
| Medium Domain Command (element Elementals) || 1 DU || -3 RD bonus to Dominate Summoned (for the chosen element)
+
| Wisdom of Nature I || 0.5 DU || -1 RD bonus || nothing
|-
|-
-
| Minor Domain Command (all Elementals) || 1.5 DU || -2 RD bonus to Dominate Summoned (Elementals)
+
| Wisdom of Nature II || 1.5 DU || -2 RD bonus || -1 RD Limited bonus (optional; owner decides)
|-
|-
-
| Minor Domain Command (Demons) || 1.5 DU || -2 RD bonus to Dominate Summoned (Demons)
+
| Wisdom of Nature III || 5 DU || -3 RD bonus || -1 RD bonus (optional; owner decides)
 +
|}
 +
Wisdom of Nature II gives a Limited RD bonus, meaning that it lowers the RD only for a specified subset of interactions with nature, as defined by the Owner. This can be agriculture of all types, fishery of all types (including whaling, pearl-diving and gathering of molluscs), interaction with animals, or any other subset of all possible interactions-with-nature that isn't too broad.
 +
{|
 +
| '''Death Degradation''' || Notes
|-
|-
-
| Minor Domain Command (Undead) || 1.5 DU || +2 bonus to 2d8 Rolls of Control Undead Spells
+
| '''Fringe effect''' || Notes
|-
|-
-
| Minor Domain Command (Animals) || 1 DU || effect to be determined at a later date
+
|}
 +
 
 +
== Domain of Recovery ==
 +
Split this into two differently named Domain effects, or combine them into one major+minor. And remember a bonus to Childbirth safety roll.
 +
 
 +
This effect helps the Owner heal and recover in a wide variety of ways. There are two kinds of effects here, one affects only the owner, while the other is weaker but affects everyone, and gives some additional benefits..
 +
 
 +
{|class="ct"
 +
! Effect !! Cost !! Notes
|-
|-
-
| Minor Domain Command (Humanoids) || 2.5 DU || effect to be determined at a later date
+
| Test || XX0.5XX XXDUXXXX || Test
|-
|-
-
| Minor Domain Command (Everyone) || 2 DU || -1 to Dominate Summoned (any), +1 bonus to 2d8 Rolls of Control Undead Spells,<br>small bonus to spells to control animals or humanoids
+
| Domain of Recovery (Self) I || 0.5 DU || +2 Recovery, doubled Sanity regain, doubled sheeding of Corruption Points, doubled regain of Stamina
|-
|-
-
| Major Domain Command (Everyone) || 6 DU || -2 to Dominate Summoned (any), +2 bonus to 2d8 Rolls of Control Undead Spells,<br>larger bonus to spells to control animals or humanoids
+
| Domain of Recovery (Self) II || 1 DU || +3 Recovery, tripled Sanity regain, tripled shedding of Corruption Points, tripled regain of Stamina
|}
|}
 +
If a Domain contains both versions of Recovery, the Owner in each case gets the most powerful bonus.
 +
{|
 +
! Effect !! Cost !! Notes
 +
|-
 +
| Domain of Recovery (All) I || 1 DU || +1 Recovery, +50% faster Sanity regain, +50% faster shedding of Corruption Points, no effect on Stamina regain.
 +
|-
 +
| Domain of Recovery (All) II || 4 DU || +2 Recovery, +100% faster Sanity regain, +100% faster shedding of Corruption Points, no effect on Stamina regain, -1 RD to all uses of medical skills or the Psychology skill when used for healing.
 +
|}
 +
Note also that the first version of Domain of Recovery gives no bonuses to medical skills.
-
The specifics of how spells to control animals or humanoids work, have not yet been determined, so those Domain bonuses aren't defined yet.
+
{|
 +
| '''Death Degradation''' || Notes
 +
|-
 +
| '''Fringe effect''' || Notes
 +
|-
 +
|}
 +
 
 +
 
 +
== Domain effects that can benefit the Owner ''or'' everyone ==
 +
These are Domain effects that come in two variants (each possibly with multiple grades), one that benefits the Owner only, and one that benefits everyone living within the Domain.
-
== Domain of Controlled Winds ==
 
-
This Domain effect somehow makes it easier to cast Weather Magic spells within the Domain. Details to come later.
 
-
== Domain of Health and Longevity ==
 
-
Please note that the Aging Speed divisor is not cumulative with the divisor from a magic item, or from a Magic Tree. Use only the highest such divisor. Also, bonuses to the Recovery sub-attribute from Domain of Recovery do not stack with those from Domain of Health; use the highest bonus.
 
-
Also, unlike other Domain effects, there's a stark penalty if the character leaves his Domain if it has Domain Health Enchanted into it.
 
{|
{|
-
! Effect !! Cost !! Bonus !! Penalty
+
| '''Death Degradation''' || Notes
|-
|-
-
| Domain Health I || 0.5 DU || +1 Recovery, -1 RD to Resist Diseases and Poisons, ages at 1/10 speed || -1 recov., +1 RD Resist Dis./Pois., ages 3 times faster
+
| '''Fringe effect''' || Notes
|-
|-
-
| Domain Health II || 1 DU || +2 Recovery, -2 RD to Resist Diseases and Poisons, ages at 1/20 speed || -2 recov., +2 RD Resist Dis./Pois., ages 6 times faster.
 
-
|-
 
-
| Domain Health III || 2 DU || +3 Recovery, -3 RD to Resist Diseases and Poisons, ages at 1/40 speed || -3 recov., +3 RD Resist Dis./Pois., ages 12 times faster.
 
|}
|}
-
Unlike most other Domain effects, there is no effect when the Owner is in the Fringe; he gets neither the bonuses nor the penalties.
 
-
Domain Health, especially the 3rd grade version, is hugely tempting for a character wishing for along life, being a relatively cheap way to get a big aging speed divisor plus hefty bonuses to health, but the catch is that if the character ''ever'' goes outside the Fringe of his Domain, he's in trouble. Nevermind aging a lot faster. The character will probably die from some trivial disease even before his next Aging Roll.
+
 
-
== Minion Domain ==
+
-
This Domain effect enables the Owner to Animate or Summon [[Undead Minion]]s at reduced Essence cost, Wights and Wraiths, and Wight Lords and Wraith Lords, but Minions Animated or Summoned in that way are bound to the Domain and have Flaws that makes them strongly reluctant to leave it.
+
== Animal Enhancement Domain ==
== Animal Enhancement Domain ==
 +
Owner only.
 +
 +
This Domain effect reduces the final Essence cost of Animal Enhancement, by changing the Essence cost of each Animal Level by a small amount.
 +
 +
Please note that due to rounding the cost of the first few Animal Levels may end up unaltered. The net effect is that the Owner can spend his Essence more efficiently to Enhance a larger number of Animals, or to more greatly Enhance a small number of Animals. Animal Enhancement can improve the natural traits of Animals, raise their Intelligence level, give them the ability to speak, or give them thematic supernatural abilities. Please note also that the Animal Enhancement Domain effect does not affect the Essence cost of a character with Virgin Powers enhancin his or her Unicorn mount (Unicorns don't count as animals for this purpose).
 +
 +
Depending on the strength of this Domain effect, the cost reference column on the Animal Enhancement Essence Cost Table is shifted one or more steps to the right. This shifting is cumulative with other sources, such as Nature Powers or Royal Powers.
 +
 +
Insert Domain Effect grade table here
 +
 +
{|
 +
| '''Death Degradation''' || Notes
 +
|-
 +
| '''Fringe effect''' || Notes
 +
|-
 +
|}
 +
 +
== Martial Domain ==
== Martial Domain ==
-
== Leader's Domain ==
+
Benefits everyone
 +
 
 +
This Domain effect gradually causes the Martial Inclination of the people who live constantly within the Domain, but please note that the effect is very gradual and slow, so Owners without any kind of life extention should probably ignore this.
 +
 
 +
{|
 +
| '''Death Degradation''' || Notes
 +
|-
 +
| '''Fringe effect''' || Notes
 +
|-
 +
|}
 +
 
 +
In a way, this synergizes well with the effect from Warlord's Domain, further down. In another way, though, Martial Domain is for, or can be for, growing an army for extroverted activities (conquest), whereas Warlord's Domain is more defensive in nature.
 +
 
 +
 
 +
== Warlord's Domain ==
 +
Owner only.
 +
 
 +
This Domain effect gives the Owner RD bonuse to the Leadershill skill and all Tactics and Strategy skills, and a percentage bonus to the Command skill.
 +
 
== Farmer's Fertile Domain ==
== Farmer's Fertile Domain ==
 +
 +
== Garden Domain ==
== Garden Domain ==
 +
Everyone.
 +
 +
This Domain effect gives bonuses to all Wilderness and Terrain skills to everyone within the Domain, making many aspects of survival much easier and more pleasant.
 +
 +
Note, though, that predators, diseases and the weather are not affected (although RD bonuses to Wilderness skills, and increased Terrain skills, makes it easier to cope with all such things.)
 +
 +
 +
== Charmer's Domain ==
== Charmer's Domain ==
 +
== Element Builder's Domain ==
 +
== Domain of Desolation ==
 +
Owner only.
 +
== Section ==
== Section ==
 +
== Section ==
 +
== Section ==
 +
 +
== Advice ==
 +
For general advice about Domain Magic, see [[Domain Magic|the main article]] on the subject, and for advice specific to the various effects, see [[Domain Magic effect advice]].
 +
 +
== See also ==
 +
[[Domain Magic]]<br>
 +
[[Domain Magic effect advice]]
 +
 +
== Editor's convenience material ==
 +
 +
This material is only for the convenience of those adding to this article.
Domain Magic effect table, to be copy/pasted into sections as needed:
Domain Magic effect table, to be copy/pasted into sections as needed:
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| Effect Name || y DU || notes
| Effect Name || y DU || notes
|}
|}
 +
 +
Table for Domain Magic to define what happens when the Owner dies, and what goes on in the Fringe:
 +
<pre>
 +
{|
 +
| '''Death Degradation''' || Notes
 +
|-
 +
| '''Fringe effect''' || Notes
 +
|-
 +
|}
 +
</pre>
 +
 +
{|
 +
| '''Death Degradation''' || Notes
 +
|-
 +
| '''Fringe effect''' || Notes
 +
|-
 +
|}
 +
 +
[[Category:Permanent magic]]
 +
 +
<!-- Use this to "shift down", as the article progresses. Remember, only one completion tag at a time should be "un-commented" -->
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<!--[[Category:No Content]] -->
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<!-- [[Category:Stub]] -->
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[[Category:ICart]]
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Latest revision as of 01:03, 16 December 2010

This document contains the various effects that can be put into a Domain with Domain Magic. See the main article, Domain Magic, for the creation rules, calculating the cost of a DU (Domain Unit), and so forth.

Re-arranging content, to divide into benefits for Owner only, benefits for everyone, and benefits for Owner and everyone (where the Owner's benefits are greater). Which perhaps should be split into articles of their own, for length reasons (since some perhaps more plesant personality types may have a preference for the "benefits everyone equally" kind of effects).

Contents

Domain Effects that benefits the Owner only

These effects are perhaps more attractive to egocentric loners. They may be lords over other people in some capacity but prefer Domain effects that benefit themselves only.

Domain Watchfulness

This is a commonly chosen effect.

Effect Cost Notes
Watchful Domain (Eyes) 0.5 DU The Owner can set up Nodes of Sight
Watchful Domain (Ears) 0.5 DU The Owner can set up Nodes of Hearing

After either of these effects have been Enchanted into the Domain, which may be done at any time, the Owner becomes able to set permanent Watchful Nodes from which he can see or hear, or both if both effects were chosen, as if the Node item had eyes or ears. It is possible to Enchant one of these effects into a Domain at one time, then later also Enchant the other effect into it.

The Watchful Node must be set up in a reasonably stationary item, such as a large stone or a tree, but the item doesn't have to be immovable. For very large items, the Watchful Node must be defined as part of the item, e.g. a huge rock outcropping.

Each Watchful Node placed inside the Domain is permanent and costs 0.1 ES, except the first 3 Nodes are free. It takes 6 Minutes and a simple act of will to make an item into a Watchful Node by touching it. Watchful Nodes placed in the Fringe costs 0.4 ES each, and these must all be paid for, the free Nodes can only be placed within the Domain.

The Owner may have a number of Watchful Nodes up to his Spatial Intelligence plus 3, at least 3 of which must be placed in he Domain itself (not in the Fringe). Nodes cannot be moved, but they can be given up, which requires 6 Moons of dis-use preceded by and followed by an act of will. After that the Node ceases to function and the Owner has "space" for setting up a new Node, but the Owner does not get the Essence back, and must pay for the new Node. Also, if a free Node is given up, the Owner does not get back the "free credit" for it

There may be other types of Nodes in Domain Magic. Each is limited in number seperately, and may have different rules in all regards.

Death Degradation Notes
Fringe effect Notes

Example, Watchful Nodes

It turns out, Aerith the Aënchantress enjoys spying on people. She's the wife of a French count, and uses her magic without his knowledge.

She immediately puts Watchful Domain (Ears) into her Domain, then sets up two Nodes, one in the chapel at her husband's mansion, and one in the small church of the village surrounding the mansion, each time choosing to place the Node at a wall close to where confessions are made (in the case of the village church, she has to guess, though, since she very rarely visits it, and it has no confessional, because that would be anachronistic). These Nodes are both inside her Domain, so they use 2 of her 3 "free credits" for this particular Domain.

Q: How can the Owner "tap into" a Node? Does it require trance, concentration, or what?

Domain Focus

This effect gives a Focus bonus to spellcasting, similar to that of an item Focus (or an Inner Focus) and is therefore not cumulative with it. A character has a Domain Focus instead of an item Focus, or he has a Domain Focus that gives a bonus to something else than what his item Focus gives a bonus to.

Effect Cost Notes
Domain Realm Focus IV 1 DU -4 RD bonus to spellcasting,
for Spells from one chosen Realm
Domain Realm Focus V 3.5 DU -5 RD bonus, to Spells from one Realm
Domain Category Focus III 1 DU -3 RD bonus, Spells from one Category
Domain Category Focus IV 3 DU -4 RD bonus, Spells from one Category
Domain All Spels Focus II 1 DU -2 RD bonus, all Spells
Domain All Spells Focus III 2.5 DU -3 RD bonus, all Spells

Note that this is rather inflexible, compared to an item Focus, and of course also restricted; outside the Domain, the Owner doesn't get the bonus. On the other hand, it costs less Essence than a comparable Staff (or othe Large) Focus item, and cannot be taken away from the character (although the character can be taken away from it).

Death Degradation All Domain effects pertaining to Watchful Nodes cease immediately, there's no gradual fading.
Fringe effect Watchful Nodes cost more to set up here (0.4 ES instead of 0.1 ES).

Domain of Command

These Domain effects makes it easier to magically control people, animals and supernatural beings.

Effect Cost Notes
Medium Domain Command (element Elementals) 1 DU -3 RD bonus to Dominate Summoned (for the chosen element)
Minor Domain Command (all Elementals) 1.5 DU -2 RD bonus to Dominate Summoned (Elementals)
Minor Domain Command (Demons) 1.5 DU -2 RD bonus to Dominate Summoned (Demons)
Minor Domain Command (Undead) 1.5 DU +2 bonus to 2d8 Rolls of Control Undead Spells
Minor Domain Command (Animals) 1 DU effect to be determined at a later date
Minor Domain Command (Humanoids) 2.5 DU effect to be determined at a later date
Minor Domain Command (Everyone) 2 DU -1 to Dominate Summoned (any), +1 bonus to 2d8 Rolls of Control Undead Spells,
small bonus to spells to control animals or humanoids
Major Domain Command (Everyone) 6 DU -2 to Dominate Summoned (any), +2 bonus to 2d8 Rolls of Control Undead Spells,
larger bonus to spells to control animals or humanoids

The specifics of how spells to control animals or humanoids work, have not yet been determined, so those Domain bonuses aren't defined yet.

Idea: +1 RD penalty per level to saving throws to resist humanoid control spells (Emotion Magic and Mind Magic), and +2 RD penalty per level to saving throws to resist animal control spells (Animal Magic).

Death Degradation Notes
Fringe effect Notes

Domain of Stretched Lifespan

This gives

Please note that the Aging Speed divisor is not cumulative with the divisor from a magic item, or from a Magic Tree. Use only the highest such divisor. Also, bonuses to the Recovery sub-attribute from Domain of Recovery do not stack with those from Domain of Health; use the highest bonus.

Also, unlike other Domain effects, there's a stark penalty if the character leaves his Domain if it has Domain Health Enchanted into it.

Effect Cost Bonus Penalty
Domain Health I 0.5 DU +1 Recovery, -1 RD to Resist Diseases and Poisons, ages at 1/10 speed -1 recov., +1 RD Resist Dis./Pois., ages 3 times faster
Domain Health II 1 DU +2 Recovery, -2 RD to Resist Diseases and Poisons, ages at 1/20 speed -2 recov., +2 RD Resist Dis./Pois., ages 6 times faster.
Domain Health III 2 DU +3 Recovery, -3 RD to Resist Diseases and Poisons, ages at 1/40 speed -3 recov., +3 RD Resist Dis./Pois., ages 12 times faster.

Unlike most other Domain effects, there is no effect when the Owner is in the Fringe; he gets neither the bonuses nor the penalties.

Domain Health, especially the 3rd grade version, is hugely tempting for a character wishing for along life, being a relatively cheap way to get a big aging speed divisor plus hefty bonuses to health, but the catch is that if the character ever goes outside the Fringe of his Domain, he's in trouble. Nevermind aging a lot faster. The character will probably die from some trivial disease even before his next Aging Roll.

Death Degradation Notes
Fringe effect Notes

Minion Domain

This Domain effect enables the Owner to Animate or Summon Undead Minions at reduced Essence cost (Wights and Wraiths, and Wight Lords and Wraith Lords), but Minions Animated or Summoned in that way are bound to the Domain and have Flaws that makes them strongly reluctant to leave it.

Death Degradation Notes
Fringe effect Notes

Domain Effects that benefits everyone equally

These Domain effects can be seen as more benevolent and altruistic. There can still be a perception of the Owner having some degree of megalomania, but of an altruistic bent with little desire to exercise control or domination.

Dreamer's Domain

This Domain effect gives a bonus to all creative efforts, both those of an artistic nature (Painting, composing poetry or prose fiction) as well as Invention, and to Creativity rolls.

Effect Cost Notes
Airs of the Dreamer I 2 DU -1 RD bonus to everyone
Airs of the Dreamer II 4 DU -2 RD bonus to everyone
Airs of the Dreamer III 8 DU -3 RD bonus to everyone

33% of people tend to experience more vivid dreams when in such Domains (the stronger the Domain's effect, the more vivid the dreams are); roll once per person, not once per person per Domain.

Death Degradation Notes
Fringe effect Notes

Domain of Controlled Winds

This Domain effect somehow makes it easier to cast Weather Magic spells within the Domain. Details to come later.

Idea: Reduction of Spellcasting Fumble Consequence Rolls.


Major benefits to Domain's Owner, minor to everyone else

These Domain effects are in-between the first two categories, giving major benefits to the Owner, which "bleed over" and give minor benefits, of the same type or nearly so, to everyone living in the Domain.

Wisdom of Nature

Short description.

The RD bonus applies to all skill rolls to interact with nature, including botanical or zoological rolls (even including knowledge bases rolls rather than rolls involving activities), and hunting and animal training, and the use of medical skills for any purpose beneficial or harmful (but not Psychology because that is not interacting with the physical body), and Cooking.

The bonus affects the Owner, although the higher grade also gives a lesser bonus to everyone else in the Domain, if the Owner does not decide, when he adds that effect to his Domain, that he wants to be the only one to benefit (such a decision is final; the Owner cannot later change his mind, one way or the other).

Effect Cost Owner Others
Wisdom of Nature I 0.5 DU -1 RD bonus nothing
Wisdom of Nature II 1.5 DU -2 RD bonus -1 RD Limited bonus (optional; owner decides)
Wisdom of Nature III 5 DU -3 RD bonus -1 RD bonus (optional; owner decides)

Wisdom of Nature II gives a Limited RD bonus, meaning that it lowers the RD only for a specified subset of interactions with nature, as defined by the Owner. This can be agriculture of all types, fishery of all types (including whaling, pearl-diving and gathering of molluscs), interaction with animals, or any other subset of all possible interactions-with-nature that isn't too broad.

Death Degradation Notes
Fringe effect Notes

Domain of Recovery

Split this into two differently named Domain effects, or combine them into one major+minor. And remember a bonus to Childbirth safety roll.

This effect helps the Owner heal and recover in a wide variety of ways. There are two kinds of effects here, one affects only the owner, while the other is weaker but affects everyone, and gives some additional benefits..

Effect Cost Notes
Test XX0.5XX XXDUXXXX Test
Domain of Recovery (Self) I 0.5 DU +2 Recovery, doubled Sanity regain, doubled sheeding of Corruption Points, doubled regain of Stamina
Domain of Recovery (Self) II 1 DU +3 Recovery, tripled Sanity regain, tripled shedding of Corruption Points, tripled regain of Stamina

If a Domain contains both versions of Recovery, the Owner in each case gets the most powerful bonus.

Effect Cost Notes
Domain of Recovery (All) I 1 DU +1 Recovery, +50% faster Sanity regain, +50% faster shedding of Corruption Points, no effect on Stamina regain.
Domain of Recovery (All) II 4 DU +2 Recovery, +100% faster Sanity regain, +100% faster shedding of Corruption Points, no effect on Stamina regain, -1 RD to all uses of medical skills or the Psychology skill when used for healing.

Note also that the first version of Domain of Recovery gives no bonuses to medical skills.

Death Degradation Notes
Fringe effect Notes


Domain effects that can benefit the Owner or everyone

These are Domain effects that come in two variants (each possibly with multiple grades), one that benefits the Owner only, and one that benefits everyone living within the Domain.


Death Degradation Notes
Fringe effect Notes


Animal Enhancement Domain

Owner only.

This Domain effect reduces the final Essence cost of Animal Enhancement, by changing the Essence cost of each Animal Level by a small amount.

Please note that due to rounding the cost of the first few Animal Levels may end up unaltered. The net effect is that the Owner can spend his Essence more efficiently to Enhance a larger number of Animals, or to more greatly Enhance a small number of Animals. Animal Enhancement can improve the natural traits of Animals, raise their Intelligence level, give them the ability to speak, or give them thematic supernatural abilities. Please note also that the Animal Enhancement Domain effect does not affect the Essence cost of a character with Virgin Powers enhancin his or her Unicorn mount (Unicorns don't count as animals for this purpose).

Depending on the strength of this Domain effect, the cost reference column on the Animal Enhancement Essence Cost Table is shifted one or more steps to the right. This shifting is cumulative with other sources, such as Nature Powers or Royal Powers.

Insert Domain Effect grade table here

Death Degradation Notes
Fringe effect Notes


Martial Domain

Benefits everyone

This Domain effect gradually causes the Martial Inclination of the people who live constantly within the Domain, but please note that the effect is very gradual and slow, so Owners without any kind of life extention should probably ignore this.

Death Degradation Notes
Fringe effect Notes

In a way, this synergizes well with the effect from Warlord's Domain, further down. In another way, though, Martial Domain is for, or can be for, growing an army for extroverted activities (conquest), whereas Warlord's Domain is more defensive in nature.


Warlord's Domain

Owner only.

This Domain effect gives the Owner RD bonuse to the Leadershill skill and all Tactics and Strategy skills, and a percentage bonus to the Command skill.

Farmer's Fertile Domain

Garden Domain

Everyone.

This Domain effect gives bonuses to all Wilderness and Terrain skills to everyone within the Domain, making many aspects of survival much easier and more pleasant.

Note, though, that predators, diseases and the weather are not affected (although RD bonuses to Wilderness skills, and increased Terrain skills, makes it easier to cope with all such things.)


Charmer's Domain

Element Builder's Domain

Domain of Desolation

Owner only.

Section

Section

Section

Advice

For general advice about Domain Magic, see the main article on the subject, and for advice specific to the various effects, see Domain Magic effect advice.

See also

Domain Magic
Domain Magic effect advice

Editor's convenience material

This material is only for the convenience of those adding to this article.

Domain Magic effect table, to be copy/pasted into sections as needed:

{|
! Effect !! Cost !! Notes
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| Effect Name || x DU || notes
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| Effect Name || y DU || notes
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Effect Cost Notes
Effect Name x DU notes
Effect Name y DU notes

Table for Domain Magic to define what happens when the Owner dies, and what goes on in the Fringe:

{|
| '''Death Degradation''' || Notes
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| '''Fringe effect''' || Notes
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Death Degradation Notes
Fringe effect Notes
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