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Discussion in 'The Temple of Elemental Evil' started by Shiningted, Jan 21, 2016.

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  1. Shiningted

    Shiningted I want my goat back Global Moderator

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    Hello folks,

    Who'd like to help out with a new mod?

    Some time back there was a discussion of missing Domain spells, culminating in me adding a couple of new ones and Rudy making some suggestions about the rest. However, we're not sure what's still missing.

    What we need is some willing Co8ers to role up a new cleric (or an existing one for that matter) and advance him or her to cast level 9 spells, making note of the Domain spells along the way. Or just go straight to casting level 9 spells and check the Domain spells available: either way :)

    Anyone who wants to help, please call 2 Domains (that a cleric can take together - so not 'Good' and 'Evil' or anything), then level your character and report here what you find. So... for example:
    It's that easy :wave: Please call them first so there is no-one wasting their time duplicating.
     
    Last edited: Jan 21, 2016
  2. florian1

    florian1 Established Member Supporter

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    I think this is all of them. Let me know if I missed any.

    Air
    1. Obscuring Mist
    2. Wind Wall
    3. Gaseous Form
    4. Dispel Air
    5. Chain Lightning
    6. -
    7. -
    8. -
    9. -

    Animal
    1. Calm Animals
    2. Hold Animal
    3. Dominate Animal
    4. Summon Nature's Ally IV
    5. Animal Growth
    6. -
    7. -
    8. Summon Nature's Ally VIII
    9. -

    Chaos
    1. Protection vs Law
    2. Shatter
    3. Magic Circle vs Law
    4. Chaos Hammer
    5. Dispel Law
    6. -
    7. Word of Chaos
    8. -
    9. Summon Monster IX

    Death
    1. Cause Fear
    2. Death Knell
    3. Animate Dead
    4. Death Ward
    5. Slay Living
    6 -
    7. Destruction
    8. -
    9. Wail of the Banshee

    Destruction
    1. Inflict Light Wounds
    2. Shatter
    3. Contagion
    4. Inflict Critical Wounds
    5. Inflict Light Wounds, Mass
    6. Harm
    7. Disintegrate
    8. -
    9. -

    Earth
    1. Magic Stone
    2. Soften Earth and Stone
    3. Meld into Stone
    4. Spike Stones & Dispel Earth (note: in pnp only Spike Stones is available)
    5. Stoneskin
    6. -
    7. -
    8. -
    9. -

    Evil
    1. Protection vs Good
    2. Desecrate
    3. Magic Circle vs Good
    4. Unholy Blight (note: a quickened Unholy Blight is also available in this slot!)
    5. Dispel Good
    6. -
    7. Blasphemy
    8. -
    9. Summon Monster IX

    Fire
    1. Burning Hands
    2. Produce Flame
    3. Resist Energy (Fire)
    4. Dispel Fire
    5. Fire Shield
    6. -
    7. Fire Storm
    8. -
    9. -

    Good Domain
    1. Protection from Evil
    2. Aid
    3. Magic Circle vs Evil
    4. Holy Smite
    5. Dispel Evil
    6. -
    7. Holy Word
    8. -
    9. Summon Monster IX

    Healing
    1. CLW
    2. CMW
    3. CSW
    4. CCW
    5. Mass CLW
    6. Heal
    7. -
    8. Mass CCW
    9. Mass Heal

    Knowledge
    1. Detect Secret Doors
    2. See Invisible
    3. Clairaudience/Clairvoyance
    4. -
    5. True Seeing
    6. -
    7. -
    8. -
    9. -

    Law
    1. Protection vs Chaos
    2. Calm Emotions
    3. Magic Circle vs Chaos
    4. Order's Wrath
    5. Dispel Chaos
    6. Hold Monster
    7. Dictum
    8. -
    9. Summon Monster IX

    Luck
    1. Entropic Shield
    2. Aid
    3. Protection from Energy
    4. Freedom of Movement
    5. Break Enchantment
    6. Mislead
    7. -
    8. -
    9. Miracle

    Magic
    1. Magic Weapon
    2. Identify
    3. Dispel Magic
    4. Lesser Globe of Invulnerability
    5. Spell Resistance
    6. -
    7. -
    8. -
    9. -

    Plant
    1. Entangle
    2. Barkskin
    3. Spike Growth
    4. Control Plants
    5. Blight
    6. -
    7. -
    8. -
    9. -

    Protection
    1. Sanctuary
    2. Blur
    3. Protection from Energy
    4. Otiluke's Resilient Sphere
    5. Spell Resistance
    6. -
    7. -
    8. -
    9. -

    Strength
    1. Enlarge Person
    2. Bull Strength
    3. Magic Vestment
    4. Rage
    5. Righteous Might
    6. Stoneskin
    7. -
    8. -
    9. -

    Sun
    1. Endure Elements
    2. Heat Metal
    3. Searing Light
    4. Fire Shield
    5. Flame Strike
    6. -
    7. -
    8. Sunburst
    9. -

    Travel
    1. Longstrider
    2. Bear's Endurance
    3. Haste
    4. Dimension Door
    5. Teleport
    6. -
    7. -
    8. -
    9. -

    Trickery
    1. Hide from Undead
    2. Invisibility
    3. -
    4. Confusion
    5. Mind Fog
    6. Mislead
    7. -
    8. -
    9. -

    War
    1. Magic Weapon
    2. Spiritual Weapon
    3. Magic Vestment
    4. Divine Power
    5. Flame strike
    6. -
    7. Power Word Blind
    8. Power Word Stun
    9. Power Word Kill

    Water
    1. Obscuring Mist
    2. Fog Cloud
    3. Sleet Storm
    4. Dispel Water
    5. Ice Storm
    6. Cone of Cold
    7. -
    8. Horrid Wilting
    9. -
     
    Last edited: Jan 22, 2016
  3. florian1

    florian1 Established Member Supporter

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    Any chance this Mod will attempt to fill in the unused Domain spell levels, as an option for those who would like that?
     
  4. Shiningted

    Shiningted I want my goat back Global Moderator

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    :blink: Yeah, that'll do it....

    Florian ftw! :dance:
    Lol, I say. I say again, lol.
    Yup, that's exactly what I have in mind. There's some simple spells I can to fill in some gaps, and Rudy made some very sensible suggestions previously about some of the others. I am confident we can do all the spells for Death and Healing, and at least 2 (if not 3) of the missing ones for all the others, except Air. Air get's nothing atm :(

    Someone did Fire Storm? I didn't know that....
     
  5. florian1

    florian1 Established Member Supporter

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    For the domains that will not be able to get al of their level slots filled, maybe some of them could be filled with Summon spells of appropriate sorts. For example, Fire domain could get a fill with a Summon Fire Elemental if nothing better can be found.
     
  6. Shiningted

    Shiningted I want my goat back Global Moderator

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    Yeah that sounds possible, it will depend on what we have in protos.tab (I want this mod to NOT have to include a new protos.tab if at all possible, just spells). But yeah, a few of the gaps will be filled with Summoning spells.
     
  7. chano

    chano Established Member

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    Law is missing
     
  8. florian1

    florian1 Established Member Supporter

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    Added now to my earlier post. Thanks.
     
  9. Shiningted

    Shiningted I want my goat back Global Moderator

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    Thankyou both.

    EDIT: So there is no such thing as Mass Harm? That's a shame...
     
    Last edited: Jan 22, 2016
  10. Shiningted

    Shiningted I want my goat back Global Moderator

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    Ok, here is Florian1's list with my ideas for new spells shoved in. Teal spells are existing ones, orange are new ones I will have to make (should be straightforward though, I have nothing complicated in mind). I've been working on this on and off for a few years so some thought went into it but by all means suggest alternatives or critique it if I got something obviously wrong (suggested a Wiz 9 spell for a lvl 6 slot or something). Missing slots can be plugged with 'Summon Nature's Ally x' as necessary.

    Air
    1. Obscuring Mist
    2. Wind Wall
    3. Gaseous Form
    4. Dispel Air
    5. Call Lightening Storm DONE
    6. Chain Lightning moved to 6 as per RAW
    7. Cloudkill DONE
    8. Summon Greater Elemental DONE
    9. -

    Animal
    1. Calm Animals
    2. Hold Animal
    3. Dominate Animal
    4. Summon Nature's Ally IV
    5. Animal Growth
    6. Mordenkainen's Hound
    7. -
    8. Summon Nature's Ally VIII
    9. Summon Nature's Ally IX DONE

    Chaos
    1. Protection vs Law
    2. Shatter
    3. Magic Circle vs Law
    4. Chaos Hammer
    5. Dispel Law
    6. -
    7. Word of Chaos
    8. Insanity DONE
    9. Summon Monster IX

    Death
    1. Cause Fear
    2. Death Knell
    3. Animate Dead
    4. Death Ward
    5. Slay Living
    6. Create Undead (Ghasts / Morhgs) DONE
    7. Destruction
    8. Create Greater Undead (Shadows) DONE
    9. Wail of the Banshee

    Destruction
    1. Inflict Light Wounds
    2. Shatter
    3. Contagion
    4. Inflict Critical Wounds
    5. Inflict Light Wounds, Mass
    6. Harm
    7. Disintegrate
    8. Mass ICW DONE
    9. Meteor Swarm DONE

    Earth
    1. Magic Stone
    2. Soften Earth and Stone
    3. Meld into Stone
    4. Dispel Earth
    5. Spike Stones DONE
    6. Stoneskin DONE
    7. -
    8. Summon Greater Elemental DONE
    9. Meteor Swarm DONE

    Evil
    1. Protection vs Good
    2. Desecrate
    3. Magic Circle vs Good
    4. Unholy Blight
    5. Dispel Good
    6. Harm DONE
    7. Blasphemy
    8. Greater Planar Ally DONE
    9. Summon Monster IX

    Fire
    1. Burning Hands
    2. Produce Flame
    3. Resist Energy (Fire)
    4. Dispel Fire
    5. Fire Shield
    6. Flame Strike with metamagic bonus DONE
    7. Fire Storm
    8. Delayed Blast Fireball DONE
    9. Meteor Swarm DONE

    Good Domain
    1. Protection from Evil
    2. Aid
    3. Magic Circle vs Evil
    4. Holy Smite
    5. Dispel Evil
    6. Bolt of Glory DONE
    7. Holy Word
    8. Greater Planar Ally DONE
    9. Summon Monster IX

    Healing
    1. CLW
    2. CMW
    3. CSW
    4. CCW
    5. Mass CLW
    6. Heal
    7. Mass CSW DONE
    8. Mass CCW
    9. Mass Heal

    Knowledge
    1. Detect Secret Doors
    2. See Invisible
    3. Clairaudience/Clairvoyance
    4. Detect Lies ALREADY THERE?
    5. True Seeing
    6. Analyze Dwoemer DONE
    7. Mass Fox's Cunning DONE
    8. Greater Planar Ally Djinn DONE
    9. Foresight? See over page.

    Law
    1. Protection vs Chaos
    2. Calm Emotions
    3. Magic Circle vs Chaos
    4. Order's Wrath
    5. Dispel Chaos
    6. Hold Monster
    7. Dictum
    8. Mass Hold Person DONE
    9. Summon Monster IX

    Luck
    1. Entropic Shield
    2. Aid
    3. Protection from Energy
    4. Freedom of Movement
    5. Break Enchantment
    6. Mislead
    7. Prismatic Spray DONE
    8. -
    9. Miracle

    Magic
    1. Magic Weapon
    2. Identify
    3. Dispel Magic
    4. Lesser Globe of Invulnerability
    5. Spell Resistance
    6. Greater Dispel Magic DONE
    7. Mordenkainen's Sword DONE
    8. Protection from Magic spell from existing potion DONE not in Help.tab yet
    9. -

    Plant
    1. Entangle
    2. Barkskin
    3. Spike Growth
    4. Control Plants
    5. Blight
    6. Spiked Stones DONE
    7. Summon Fungi spell from Fungus Figurine DONE not in Help.tab yet
    8. Horrid Wilting DONE
    9. -

    Protection
    1. Sanctuary
    2. Blur
    3. Protection from Energy
    4. Otiluke's Resilient Sphere
    5. Spell Resistance
    6. Heroes' Feast DONE
    7. Greater Heroism DONE
    8. Protection from Magic spell from existing potion DONE not in Help.tab yet
    9. -

    Strength
    1. Enlarge Person
    2. Bull Strength
    3. Magic Vestment
    4. Rage
    5. Righteous Might
    6. Stoneskin
    7. Mass Bull's Strength DONE
    8. Tenser's Transformation DONE
    9. -

    Sun
    1. Endure Elements
    2. Heat Metal
    3. Searing Light
    4. Fire Shield
    5. Flame Strike
    6. Undeath to Death DONE
    7. Prismatic Spray DONE
    8. Sunburst
    9. -

    Travel
    1. Longstrider
    2. Bear's Endurance
    3. Haste
    4. Dimension Door
    5. Teleport
    6. Plane Shift DONE
    7. Mass Bear's Endurance DONE
    8. Phase Door as described below DONE
    9. -

    Trickery
    1. Hide from Undead
    2. Invisibility
    3. Displacement DONE
    4. Confusion
    5. Mind Fog
    6. Mislead
    7. Mass Invisibility DONE
    8. Insanity DONE
    9. Weird DONE

    War
    1. Magic Weapon
    2. Spiritual Weapon
    3. Magic Vestment
    4. Divine Power
    5. Flame strike
    6. Call Lightening Storm DONE
    7. Power Word Blind
    8. Power Word Stun
    9. Power Word Kill

    Water
    1. Obscuring Mist
    2. Fog Cloud
    3. Sleet Storm
    4. Dispel Water
    5. Ice Storm
    6. Cone of Cold
    7. - (shame about Acid Fog...)
    8. Horrid Wilting
    9. Polar Ray DONE, Summon Greater Elemental DONE
     
    Last edited: May 2, 2016
  11. Daryk

    Daryk Veteran Member

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    For the Fire domain, I think there are two possibilities for level 6:

    1) Move Fire Shield up to 6, and replace the level 5 spell with Flame Strike

    or

    2) Why not Fireball? Since Delayed Blast Fireball is in the list, there's a good argument for this one too.
     
  12. Shiningted

    Shiningted I want my goat back Global Moderator

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    Fire Shield is already a 4th level spell that gets bumped to 5 for Fire Domain, I wouldn't be comfortable putting it out to 6. Flame Strike at 6 sounds fine though :)
     
  13. florian1

    florian1 Established Member Supporter

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    Based on the spells currently available in ToEE, I am not finding it easy to find ways to fill the empty slots or come up with alternatives to your suggestions. I think allowances can be made for the fact that ToEE has a far small set of spells available - especially at level 6 and up - than the PnP version, and so a bit of leeway might be acceptable when choosing spells or perhaps other abilities. Other than Summon spells, metamagic enhanced spells could be used. Even just using a normally 3rd level spell and making it a higher level Domain spell is the equivalent to a Heighten Spell effect, so perhaps that could be enough in itself.

    For Air Domain, various cloud spells could be used (similar to Obscuring Mist already on the list). Solid Fog, a level 4 Wizard spell could be inserted at level 5, Cloudkill or Mind Fog at level 6 (too bad Acid Fog is not in ToEE...), and Chain Lightning pushed to level 7. Wail of the Banshee (a Sonic spell could be conceived as belonging to a group of Air spells) could fill level 9.

    For Animal Domain, again taking some liberties with the RAW, Charm Animal could be added for level 3, bumping Dominate to level 4, Summon V at level 5, and Animal Growth to 6. For levels 7 and 9, since the RAW grants Shape Change at those levels, perhaps the Cleric could be given a spell that would allow a Wildshape as a Druid for using that spell slot with the Animal domain. No idea if that is possible.
     
  14. florian1

    florian1 Established Member Supporter

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    FWIW, I am uncomfortable with any non-Arcane class having fireballs! Firestorm is OK. Meteor Storm would be fine. Burning Hands, Scorching Ray, no problem. But Fireball? That's somehow wrong! :no:
     
  15. Shiningted

    Shiningted I want my goat back Global Moderator

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    You have a five round delay to get out of the way :p

    Metamagic spells are a good idea - a very good idea actually - but not easy to mod. I am not even sure if that quickened Unholy Blight would work for a PC. They would have to be done as separate spells, which is laborious. You can certainly Empower, Enlarge, Extend, Maximise or Heighten spells, but Quicken I'm not sure about, I'm not sure Silent and Still can really be done from scripting, and Widen could have the effect but not the graphics.
    You know Mind Fog is not a real fog, right? ;) Cloudkill is a very good idea for Air, it's in :)
    There was the 'turn into a Dog' ring somewhere - or maybe it was a Giant? - but yeah, I can look into that.
     
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