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House Rules: Balanced Domain Spells











[top]Philosophy


The spells duration and effects should be in line with it's costs based on the other spells that would be it's peers for the type or quantity of target.


To that affect I am following a few premises.

  • Peer spells - spells that have the same target type (Province, Unit, Personal) & fall in same category (Buffing/Debuffing, point based attacks, summoning, ley lines, anti-magic, fortifications, mind altering)
  • Mage source holdings are generally lower level than priest holdings as time goes on, making casting even simple mid-level spells domain arcane spells difficult.
  • Any spell's duration, holding level required, cost will follow a standard format along with it's peer spells


[top]Spells to be balanced


Unit - balance in relation to strength of it's peers below
  • Battle Armor
  • Battle Arms
  • Battle Bless
  • Battle Fury

Province - balance in relation to strength of it's peers below
  • Honest Dealings
  • Bless Land
  • Blight Land

Misc - Spells in need of balancing not related to spells, but rather mechanics of realms.
  • Alchemy
  • Stronghold - it just seems wrong that only the Gorgon, Rhoube & Caine can use the spell.
  • Subversion

These two are inherently zero failure inhibitor spells - no play balance at all, minimal needs to be 7 source or more. Failing that they need to be reworked completely to allow them a chance to fail or be pierced.

  • Disrupt Meighbal
  • Shadow Block

[top]Current Unit Spells


For example under the Unit category to be balanced, consider the cost and duration of +1 to all offensive raitings by Battles Bless. The priests cast the spell which does not last 3 months like the arcane version and only costs 1 GB flat instead of 1 GB per unit like the mage spell. From a balance view, since mages have more RP and less GP one would expect the priest spell has the same costs or inverted. Then we factor in for the same spell, the priests need a level 3 holding instead of level, which could be explained as temple holdings tend to be higher than source holdings as games progress and the province levels are raised. This argument is proved false though, by the fact that battle armor (a spell that arguably should fall in to the priest's defensive/combat domains) requires a holding level 4 to cast.

Below shows the values of the current domain spells as of 8/09/2009's PDF for D20 system. The bonuses generally only are applied to a third of the properties for the units. No spell affects more than 3 properties of combat units.



Spell NameSpell Stats
Level Target Duration Bonus RP GP
Armor
4

1 unit

1wk+1Per

+4Def/Mrle

4

2
Arms
1

1 Per Lvl

3months

+2Offense

1 Per

1 Per
Bless
1

1Per LvL

2wk+1PerLvl

+1Offense

1 Per

1 Per
Fury
2

1 Per Lvl

12 weeks

+2Atk,+1mv,+1hit

1 Per

1 Per

[top]Revised Unit Spells

The below are standardize duration and costs for spells based on how many stats they affect for the costs. Also gave the option of multiple targets to arcane spell Battle Armor, as the level required is so high comparatively to Fury which gives more & arguably better bonuses. While +4 defense is nothing to sneeze at, an extra hit is much better than 30% increase in armor. The priest battle bless has added a morale bonus since it is half the strength of battle arms spell.



Spell NameSpell Stats
Level Target Duration Bonus RP GP
Armor
4

1 Per LvL

3 months

+4Def/Mrle

2 Per

1 Per
Arms
1

1 Per Lvl

3 months

+2Offense

1 Per

1 Per
Bless
1

1 Per LvL

3 months

+1Off/Mrle

1 Per

1 Per
Fury
2

1 Per Lvl

3 months

+2Atk,+1mv,+1hit

2 Per

1 Per

[top]Alchemy

The spell is unlimited in use and cost per bar is reduce to two or three. I am not sure on the power ratios, as the rule book allows the cost of paying a unit in gold can be done in 3 or 4 times the regency.

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