Cleric Domain: Fury of the Flame and Cleric Spells: Fiery Bolt & Incendiary Embers

Post/Author/DateTimePost
#1

radnovius

May 16, 2006 14:44:23
Let me know what you think. Incendiary embers is based upon fire seeds and fiery bolt is based upon flame arrow, I altered them to make them more limitted for clerics vs mages.

Fury of the Flame
Element: Fire
Class Skills: Intimidate
Granted Power: You gain the fire smite power, the supernatural ability to make a single melee attack with a +4 attack bonus and a fire damage bonus equal to your cleric level (if you hit). Combustible materials struck with a fire smite ignite and victims of the strike must make a reflex saving throw (DC15) or catch on fire. You must declare the fire smite before making the attack. It is usable once per day.

Fury of the Flame Domain Spells
1 Burning Hands. 1d4 fire damage/level (max 5d4) {PHB}
2 Flame Blade. 1d8+1/2 levels fire damage (max +10), melee . {PHB}
3 Fiery Bolt. Creates 1 bolt/4 levels inflicting 4d6 fire damage, ranged.
4 Blindscorch. 1d4 fire damage/level (max 10d4), blinds 1 round/level. {DS3}
5 Flame Strike. 1d6 fire damage/level (max 15d6). {PHB}
6 Incendiary Embers. Creates 1-4 embers inflicting a total of 1d8/level damage (max 20d8), ranged.
7 Fire Storm. 1d6 fire damage/level (max 20d6). {PHB}
8 Incendiary Cloud. Cloud deals 4d6 fire damage/round. {PHB}
9 Conflagration. Incinerates a living creature. {DS3}

{PHB} = Player's Handbook
{DS3} = Darksun 3.5
#2

mystictheurge

May 16, 2006 15:59:28
If you create extra bolts (at 8th level or higher), all bolts must be aimed at enemies that are all within 30 feet of each other.

This information should be in the Target portion of the spell header.

In place of effect you should have "Target: 1 or more creatures up to 1 per 4 levels; no two targets may be more than 30 feet apart."

Fire arrow has an effect that lists arrows because you actually cast the spell on arrows which must then be fired normally. This spell shares more mechanic wise with Magic Missle and you might want to work your mechanics and descriptions from that spell.
#3

radnovius

May 16, 2006 17:39:59
I basically just took the fiery bolt variation of the flame arrow spell (you can create bolts or enchant arrows) and kept it as a conjuration spell so that the effect remains to conjure the bolts. The bolts must have some elemental substance to them and be more than just energy.
#4

mystictheurge

May 16, 2006 22:08:50
I basically just took the fiery bolt variation of the flame arrow spell (you can create bolts or enchant arrows) and kept it as a conjuration spell so that the effect remains to conjure the bolts. The bolts must have some elemental substance to them and be more than just energy.

Flame Arrow is a transmutation spell that changes pre-existing projectiles causing them to do extra fire damage.

Your fiery bolts spell creates magical projectiles that do damage to a number of targets.

This is, as I said, more like magic missile (a spell that creates magical projectiles that do damage to a number of targets) than flame arrow.
#5

radnovius

May 16, 2006 22:23:20
The PHB (at least the 3.0) lists flame arrow as a conjuration (creation) [fire] spell. I saw it is on the list of changed spells in 3.5, does it only transmute normal arrows now?

Well, at least in 3.0:
There is no transmutation for the flaming normal projectiles version, the projectiles aren't changed, they're engulfed in conjured flames.

I'm leaning towards just making the spell an evocation spell.
#6

mystictheurge

May 16, 2006 23:14:25
Find the 3.5 version of Flame Arrow here.
#7

ruhl-than_sage

May 17, 2006 6:32:34
I like the domain power a lot
#8

kalthandrix

May 17, 2006 8:39:01
Actully - the fiery bolt seems too much like scorching ray for me!

Scorching Ray
Evocation [Fire]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.
The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.

I do agree with Sage that the domaine power is pretty interesting though.
#9

radnovius

May 17, 2006 13:57:57
Hmmm . . .

My spell is a wee bit similar. I hadn't seen scortching ray, is it from a supplement or did someone post it?

I'm thinking of altering my own spell a bit. I like the idea of bolts of fire being conjured and hurled at an enemy as an object rather than an evocation. In any case I probably wouldn't let a fire priest use scorching ray anyways, it sounds too sun-like.

I'm rather fond of the domain power myself. I based it on the Destruction Domain. I thought that Wrath of the Fire Lord wasn't all that wrathful with a defensive power and trap spells. I also don't like fire clerics using sun spells.
#10

kalthandrix

May 17, 2006 15:34:20
Hmmm . . .

My spell is a wee bit similar. I hadn't seen scortching ray, is it from a supplement or did someone post it?

I'm thinking of altering my own spell a bit. I like the idea of bolts of fire being conjured and hurled at an enemy as an object rather than an evocation. In any case I probably wouldn't let a fire priest use scorching ray anyways, it sounds too sun-like.

I'm rather fond of the domain power myself. I based it on the Destruction Domain. I thought that Wrath of the Fire Lord wasn't all that wrathful with a defensive power and trap spells. I also don't like fire clerics using sun spells.

Scorching Ray is in the Players Handbook- and in the SRD, which is all the material from Wizards the is OGC (open gaming content)- you can download the SRD at the Wizards site.
#11

radnovius

May 22, 2006 16:37:28
This is to replace my Fiery Bolt spell. I tool a little inspiration from Melf's Acid Arrow:

Searing Bolt
Conjuration (Creation) [Fire/Magma/Sun]
Level: Fire 3, Magma 3, Sun 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. +10 ft. /level)
Effect: 1 elemental bolt/4 levels
Duration: 1 round +1 round/ 4 levels
Saving Throw: None
Spell Resistance: Yes

You conjure elemental bolts that shoot toward enemies. You must succeed at a ranged touch attack roll to hit. The bolt deals 2d6 points of fire, magma (half acid/half fire), or sun (half fire/half electric) damage depending upon your patron element. The elemental substance persists for 1 round + 1 round per 4 levels (to a maximum of 6 rounds) and do an additional 2d6 damage/round. If you create extra bolts (at 8th level or higher), all bolts must be aimed at enemies that are all within 30 feet of each other.
Material components: 1 oil-polished obsidian arrowhead/bolt.

#12

Zardnaar

May 24, 2006 0:05:35
Fury of the Flame is a very boring Domain. Every spell on it is a boom spell basically and turns the Cleric into a quasi invoker. Most domains often have 1 or 2 stinker spells in them where this one seems 100% good if somewhat limited (boom and resist elements fire=d'oh)
#13

darksoulman

May 24, 2006 10:28:08
Personally, I find your spells a bit over the top for clerics. The searing bolt spell is now, well, way too good. At 12th level, the spell inflicts 6D6 of damage in round 1, and the same for 3 more rounds. If you only look at 2 rounds, we have 12D6, better than one of the signature level 3 wizard spells, lightning bolt. Sure, you need a ranged touch...but this one has no saving throw, which is way better at higher levels. I don't think clerics should get damage spells that are equal or better to the wizard version.

Also, there should probably be a cap on the number of possible bolts, say 3.
#14

radnovius

May 27, 2006 11:15:41
Fury of the Flame is a very boring Domain. Every spell on it is a boom spell basically and turns the Cleric into a quasi invoker. Most domains often have 1 or 2 stinker spells in them where this one seems 100% good if somewhat limited (boom and resist elements fire=d'oh)

Personally, I find your spells a bit over the top for clerics. The searing bolt spell is now, well, way too good. At 12th level, the spell inflicts 6D6 of damage in round 1, and the same for 3 more rounds. If you only look at 2 rounds, we have 12D6, better than one of the signature level 3 wizard spells, lightning bolt. Sure, you need a ranged touch...but this one has no saving throw, which is way better at higher levels. I don't think clerics should get damage spells that are equal or better to the wizard version.

Also, there should probably be a cap on the number of possible bolts, say 3.

1. I'd direct you to the Destruction domain in the PHB. All those spells are pretty good and deal a bunch of damage.

2. I think you have a good point with searing bolt. I think I'll have to nerf it a little.

3. I may alter the domain spells a little anyways. Elemental storm was made a Clr 8 spell in DS3.5, though it is a Fire 7 in PHB.
#15

radnovius

May 27, 2006 12:56:28
Revised

Searing Bolt
Conjuration (Creation) [Fire/Magma/Sun]
Level: Fire 3, Magma 3, Sun 3
Components: V,S,M,DF
Casting Time: 1 action
Range: Medium (100 ft. +10 ft. /level)
Effect: 1 elemental bolt
Duration: 1 round +1 round/ 4 levels
Saving Throw: None
Spell Resistance: Yes

You conjure an elemental bolt which shoots toward enemies. You must succeed at a ranged touch attack roll to hit. The bolt deals 2d6 points of fire, magma (half acid/half fire), or sun (half fire/half electric) damage depending upon your patron element. The elemental substance persists for 1 round + 1 round per 4 levels (to a maximum of 6 rounds) and does an additional 2d6 damage/round.
Material components: An oil-polished obsidian arrowhead.