Domain Magic effects
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[[Domain Magic effect advice]] | [[Domain Magic effect advice]] | ||
Revision as of 21:31, 27 July 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.
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.
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.
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.
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).
Continue example.
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).
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..
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.
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).
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 | nothing |
Wisdom of Nature III | 5 DU | -3 RD bonus | -1 RD bonus (optional; owner decides) |
Airs of the Dreamer
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.
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.
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 |
---|---|---|---|
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.
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.
Animal Enhancement Domain
Martial Domain
Leader's Domain
Farmer's Fertile Domain
Garden Domain
Charmer's Domain
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
Domain Magic effect table, to be copy/pasted into sections as needed:
{| ! Effect !! Cost !! Notes |- | Effect Name || x DU || notes |- | Effect Name || y DU || notes |}
Effect | Cost | Notes |
---|---|---|
Effect Name | x DU | notes |
Effect Name | y DU | notes |