PDA

View Full Version : D&D 3.x Other Inner Planes Domain



Zaydos
2016-02-02, 02:05 PM
Inner Planes Domain:

Granted Power: You gain the ability to speak Aquan, Auran, Ignan, and Terran. In addition you gain resistance 5 to one energy type chosen at 1st level.

Domain Spells:
Avoid Planar EffectsSpC
Resist Energy
Summon Mephit (see below)
Summon Elementite SwarmSpC
Form of the Primal Worlds (see below)
Summon Greater ElementalSpC
Storm of Elemental FurySpC
Pan-Elemental Shield (see below)
Summon Elemental MonolithSpC

Summon Mephit
Conjuration (Summoning) [see text]
Level: Inner Planes 3
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned mephit
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This functions as Summon Monster I except you can summon any 1 type of mephit (and only mephitis).

Form of the Primal Worlds
Transmutation [See text]
Level: Inner Planes 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)

You fill your form with the primal energies of the Inner Planes, transforming yourself into an elemental creature.

When you cast this spell your type temporarily changes to elemental and you gain elemental traits (immunity to poison, sleep, paralysis, stunning, critical hits, and flanking, no need to breathe or eat). In addition when you cast this spell select an Inner Plane and your transformation takes on aspects related to that plane.
Air: You gain the Air Subtype and flight with a speed equal to your land speed and perfect maneuverability.
Ash: You gain Cold and Fire Resistance 20.
Dust:You gain the Earth subtype. You add your Charisma modifier to damage with melee attacks against corporeal creatures and objects as you cause them to discorporate.
Earth: You gain the Earth subtype. In addition you gain a burrow speed equal to ˝ your land speed and 30 ft tremorsense.
Fire: You gain the Fire subtype (including immunity and vulnerability).
Ice: You gain the Cold subtype (including immunity and vulnerability).
Lightning: You gain the Air subtype, electricity immunity and flight with a speed equal to your land speed and average maneuverability.
Magma: You gain fire resistance 20 and DR 3/-.
Mineral: You gain the Earth subtype and DR 5/-.
Negative Energy: You are healed by negative energy as if undead and gain immunity to energy drain.
Ooze: You gain the ability to breathe ‘water’ and immunity to acid.
Positive Energy: You are healed by positive energy and gain immunity from the detrimental effects of too much positive energy. In addition you gain Fast Healing 3.
Radiance: You gain immunity to blindness. In addition you shine with the light of a daylight spell.
Salt: Your melee attacks deal +1d6 desiccation damage.
Smoke: You gain the Air subtype, fire resistance 20 and flight with a speed equal to your land speed and average maneuverability.
Steam: You gain the Water Subtype and flight with a speed equal to your land speed and good maneuverability and an equal swim speed.
Vacuum: You gain the Air subtype, a flight speed equal to ˝ your land speed with perfect maneuverability, and become partially incorporeal. Non-magical weapons have a 20% miss chance against you, and even magical weapons and effects have a 10% miss chance. Ghost touch weapons and force effects ignore this.
Water: You gain the Water subtype and a swim speed equal to twice your land speed.

Pan-Elemental Shield
Abjuration
Level: Inner Planes 8
Components: V, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)

With a word of power you shield yourself against harmful energy of all sorts.

You gain immunity to Acid, Cold, Electricity, Fire, and Sonic damage. In addition you are immune to positive and negative energy effects (including healing), energy drain, and death effects for the duration of this spell.

Debihuman
2016-02-04, 07:27 PM
I found the granted power just too overpowered. Gaining one language and resistance 5 to one of the elemental energies would be reasonable BTW, energy resistance doesn't stack with resist energy spell, they overlap.

Debby

Zaydos
2016-02-10, 03:36 PM
Left it with all elemental languages (4-8 skill points, practical purposes you're gaining diminishing returns though) and 1 resistance, but I'd say Weapon Focus + MWP (War), Improved Initiative (Time), or Extend Spell (Planning) are all better than that. Could even point out the overlap between it's low level spells and its granted power, and the obsolescence of energy resistance by ~5th level due to Resist Energy and growing damage, but it feels more right with just one regardless, one plane you're extra safe on and Avoid Planar Effects for the others.

Bohandas
2016-02-14, 12:36 AM
What if it was 1 point of energy resistance that stacked with everything