[ds3] Update, and a call for artists

Post/Author/DateTimePost
#1

flip

Nov 30, 2003 11:17:17
Getting ready to post an errata update of DS3 soon.

Last chance to get something in for this go-round. If there aren't too many changes after this, the next errata-update probably won't happen until the imaged version is released.

And, of course, speaking of the imaged version:

If you've got some art that you'd like to see in DS3, or in any of the athas.org products, send it to:

[email]flip@athas.org[/email] (because I'm looking at the stuff for ds3)
and [email]neeva@athas.org[/email] (because she's our art collector / coordinator)\

If you want it in DS3, send it soon. Otherwise, just send off to Neeva. One of the other things I'm working on is a site update. Included in the site update is going to be some proper gallery code so that the stuff we've got is actually displayed ...
#2

zombiegleemax

Dec 01, 2003 8:11:32
Don't forget the review of the general cleric spell list to get rid of Earthquake-casting air clerics! :D

See my extensive comments and lookthrough on the general Athasian cleric spell list here:

http://boards1.wizards.com/showthread.php?s=&postid=1759932#post1759932
#3

flip

Dec 01, 2003 11:46:13
Originally posted by Nagypapi
Don't forget the review of the general cleric spell list to get rid of Earthquake-casting air clerics! :D

What you're begging for in all this is basically a return to spheres.

3e dropped the concpet of spheres for clerics for very good reasons. If we reintroduce the idea, we're essentially returning to the point where certain types of clerics are much more powerful than others, simply because of the available spell selections.

I'm not even entirely sure that good clerics can't cast [evil] spells. But that's generally irrelevant, because the spells with those descriptors have a polar oppsoite.

With the spells you're upset about, that's not the case. So, to actually remove the spells like Earthquake, they'd have to be taken off all of the lists (to retain any quanitifable sense of balance) ... and therefore only be available through domains. And it's hardly the effect you want to take all elemental flavor off of the generic spell list and jam it into the domains.

So, in the same way it might seem generally inappropriate for a cleric of a god of destruction to be casting healing spells (or ressurection) ... it's still possible. But then, that's why the whole "ex-cleric" paragraph exists ... when you end up casting contrary spells to excess (or even exclusion) of the goals of your patron, then you get punished. But, in general, the elementals are concerned with your results, not your methods.
#4

zombiegleemax

Dec 01, 2003 12:43:09
Originally posted by flip
What you're begging for in all this is basically a return to spheres.

Technicaly yes.

3e dropped the concpet of spheres for clerics for very good reasons. If we reintroduce the idea, we're essentially returning to the point where certain types of clerics are much more powerful than others, simply because of the available spell selections.

But don't forget, that the sphere concept is living in 3e, they are just called domains here. And as the spell selection depends solely on you, you can make it balanced. I know that you don't have 100 playtesters, but if the starting point is a streamlined non-elemental generic spell list, and then come the domains it is possible. The domains should be balanced then, as the basic (the generic spell list) is the same.

I'm not even entirely sure that good clerics can't cast [evil] spells. But that's generally irrelevant, because the spells with those descriptors have a polar oppsoite.

Sadly, that's the main thing about clerics. They depend on their gods for spells. The god grants spells only he or she deems fit and has ability to grant. A good god generaly doesn't grant an evil spell. (Of course there are always rare exceptions, but generally no.) He/she is not able or doesn't want to grant it.

With the spells you're upset about, that's not the case.

My opinion is that e.g. an air element patron is NOT ABLE to grant Earthquake, Wall of Stone, Create Water, Burning Hands or similar spell for his/her follower (cleric). Especially if we take into consideration that they are not real gods.

So, to actually remove the spells like Earthquake, they'd have to be taken off all of the lists (to retain any quanitifable sense of balance) ... and therefore only be available through domains. And it's hardly the effect you want to take all elemental flavor off of the generic spell list and jam it into the domains.

Yes, they should be out from all the lists. Actually what lists? We speak about only one list here: the generic cleric spell list. And yes, I want to jam the elemental feeling into the domains. I ask the following: if you did this with Wall of Stone and Create Water, than why the rest remained?

So, in the same way it might seem generally inappropriate for a cleric of a god of destruction to be casting healing spells (or ressurection) ... it's still possible.

Unfortunately yes. But I think the reason for it is more the role of the cleric in a party than logic.

But then, that's why the whole "ex-cleric" paragraph exists ... when you end up casting contrary spells to excess (or even exclusion) of the goals of your patron, then you get punished.

I don't see a reason why the patron would let to use the contrary spell for the cleric. And I think the elemental patrons are simply not able to grant these contrary spells.

But, in general, the elementals are concerned with your results, not your methods.

Here we agree... But certain methods are out of their sphere of power.

The main point is that there is no more than a dozen elemental spells on the generic cleric spell list which should been taking care of. Not to mention that somebody (I think Trotzflocke) complained about having trap-like spells in the domain spell lists, which are useable very restrictively. I agree. These removed spells would fit in the places of these trap-like spells.

Next tought: you already did a great job with creating elemental spells on the generic spell list (e.g. elemental armor), which is OK as it has different effects for the different elements. It can be continued. As I wrote Magical Stone could be re-named as e.g. elemental bolt, having the same mechanics, and dealing damage appropriate to the patron element (acid for Earth, etc.). It's much better IMHO than having a Heat Lash available for all clerics to have a first level ranged damage dealing spell...
#5

jon_oracle_of_athas

Dec 02, 2003 8:12:03
Domain spells should *generally* be useful on a daily casting basis. You will note that several element specific spells are not.
#6

flip

Dec 02, 2003 13:00:00
Not to mention that you don't get to memorize domain spells in your normal spell slots.
#7

zombiegleemax

Dec 02, 2003 21:38:13
Nagypapi, this is the spell list that I made for my own DS elemental cleric (that doesn't get domains). Perhaps you could use it as a starting point for your own.

-------------------------

General Cleric Spells

0-Level Spells
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Inflict Minor Wounds
Light
Mending
Purify Food & Drink
Read Magic
Resistance
Virtue

1st-Level Spells
Bane
Bless
Burial Blessing [DotF]
Comprehend Languages
Cure Light Wounds
Deathwatch
Detect Good/Evil/Law/Chaos
Detect Undead
Divine Favor
Doom
Endure Elements*
Inflict Light Wounds
Invisibility to Undead
Magic Weapon
Protection from Good/Evil/Law/Chaos
Remove Fear
Sanctuary
Shield of Faith
Summon Monster I**

2nd-Level Spells
Aid
Augury
Avoid Planar Effects*** [MotP]
Bull's Strength
Calm Emotions
Cat’s Grace
Consecrate/Desecrate
Cure Moderate Wounds
Death Knell
Delay Poison
Endurance
Enthrall
Find Traps
Gentle Repose
Hold Person
Inflict Moderate Wounds
Lesser Restoration
Make Whole
Remove Paralysis
Resist Elements*
Shield Other
Silence
Spiritual Weapon
Summon Monster II**
Undetectable Alignment
Zone of Truth

3rd-Level Spells
Animate Dead
Attune Form*** [MotP]
Bestow Curse
Blindness/Deafness
Contagion
Create Food (and Water)
Cure Serious Wounds
Dispel Magic
Glyph of Warding
Inflict Serious Wounds
Interplanar Message [MotP]
Invisibility Purge
Locate Object
Magic Circle against Good/Evil/Law/Chaos
Magic Vestment
Mass Resist Elements* [TaB]
Negative Energy Protection
Obscure Object
Positive Energy Protection [MotP]
Prayer
Protection from Elements*
Remove Blindness/Deafness
Remove Curse
Remove Disease
Safety [MotP]
Speak with Dead
Summon Monster III**
Zone of Respite [MotP]
Zone of Revelation [MotP]

4th-Level Spells
Cure Critical Wounds
Death Ward
Dimensional Anchor
Discern Lies
Dismissal
Divination
Divine Power
Freedom of Movement
Greater Magic Weapon
Imbue with Spell Ability
Inflict Critical Wounds
Lesser Planar Ally**
Make Manifest [MotP]
Neutralize Poison
Poison
Restoration
Spell Immunity
Status
Summon Monster IV**
Tongues

5th-Level Spells
Atonement
Break Enchantment
Commune
Dispel Good/Evil/Law/Chaos
Hallow/Unhallow
Healing Circle
Mark of Justice
Plane Shift†
Raise Dead
Righteous Might
Scrying
Spell Resistance
Summon Monster V**
True Seeing

6th-Level Spells
Banishment
Energy Immunity* [TaB]
Etherealness
Find the Path
Forbiddance
Geas/Quest
Greater Dispelling
Greater Glyph of Warding
Heal
Heroes' Feast
Mass Manifest [MotP]
Planar Ally**
Revive Elemental [New]
Summon Monster VI**
Word of Recall

7th-Level Spells
Destruction
Elemental Body** [MotP]
Greater Restoration
Greater Scrying
Holy Word/Blasphemy/Dictum/Word of Chaos
Refuge
Regenerate
Repulsion
Resurrection
Summon Monster VII**

8th-Level Spells
Anti-Magic Field
Dimension Lock [TaB]
Discern Location
Greater Planar Ally**
Holy Aura/Unholy Aura/Shield of Law/Cloak of Chaos
Mass Heal
Summon Monster VIII**
Symbol

9th-Level Spells
Elemental Swarm**
Energy Drain
Gate‡
Miracle
Summon Monster IX**
True Resurrection

* This spell can only protect against or utilize certain elements, depending on the cleric's chosen element, as follows:
Earth – acid, fire
Air - electricity, cold
Fire - fire
Water – cold, acid
** As a spell of the cleric's element only.
*** This spell can only be used to protect against the plane of the cleric’s chosen element.
† To the cleric’s chosen elemental plane only.
‡ As a spell of the cleric’s element only, when the spell is used to call creatures.
[DotF] This spell is found in Defenders of the Faith
[TaB] This spell is found in Tome and Blood
[MotW] This spell is found in Masters of the Wild
[MotP] This spell is found in the Manual of the Planes
[SS] This spell is found in Savage Species
[New] This is new spell, described in the Spells section.


The cleric also knows additional spells based on the element he worships:

Air Cleric Spells

1st-Level Spells
Obscuring Mist

2nd-Level Spells
Gaze Screen [TaB]
Filter [TaB]

3rd-Level Spells
Blessed Aim [DotF]
Call Lightning
Gaseous Form
Wind Wall

4th-Level Spells
Air Walk
Weather Eye [DotF]

5th-Level Spells
Big Sky [MotW]
Miasma [MotW]
Control Winds

6th-Level Spells
Wind Walk

7th-Level Spells
Control Weather

8th-Level Spells
Whirlwind

9th-Level Spells
Storm of Vengeance

Earth Cleric Spells

1st-Level Spells
Magic Stone
Sand Blast [MotW]

2nd-Level Spells
Shatter
Soften Earth and Stone

3rd-Level Spells
Meld into Stone
Stone Shape

4th-Level Spells
Rusting Grasp
Spike Stones

5th-Level Spells
Wall of Stone
Xorn Movement [MotP]

6th-Level Spells
Blade Barrier
Stone Tell

7th-Level Spells
Glassteel [New]
Statue

8th-Level Spells
Earthquake
Iron Body
Repel Metal or Stone

9th-Level Spells
Implosion

Fire Cleric Spells

0-Level Spells
Fire Eyes [MotW]
Flare

1st-Level Spells
Faerie Fire

2nd-Level Spells
Body of the Sun [MotW]
Divine Flame [DotF]
Fire Trap
Flame Blade
Heat Metal
Produce Flame

3rd-Level Spells
Continual Flame
Daylight
Flame of Faith [DotF]
Flaming Sphere
Searing Light

4th-Level Spells
Fire Shield

5th-Level Spells
Flame Strike
Wall of Fire

6th-Level Spells
Fire Seeds

7th-Level Spells
Sunbeam

8th-Level Spells
Fire Storm

9th-Level Spells
Incendiary Cloud

Water Cleric Spells

1st-Level Spells
Create Water
Obscuring Mist

2nd-Level Spells
Chill Metal
Divine Zephyr [DotF]
Fog Cloud
Inky Cloud [SS]

3rd-Level Spells
Water Breathing
Water Walk

4th-Level Spells
Control Water
Quench
Sleet Storm

5th-Level Spells
Cloak of the Sea [MotW]
Water Ball [MotW]

6th-Level Spells
Ice Storm

7th-Level Spells
Cone of Cold

8th-Level Spells
Acid Fog

9th-Level Spells
Horrid Wilting
#8

avatardso

Dec 02, 2003 23:19:40
Flip...


I am willing to help out on graphcis for Athas.org. I am atucally the only graphical artist for DSO. I can show you some of the work I have done.

I also wanted to talk to you about DSO so please feel free to contact me.

Avatar
#9

zombiegleemax

Dec 03, 2003 13:06:35
Mr Spatula: thanks, I have made something very similar for my clerics. Altough I would also use the Aspect of Deity spells from Defenders of the Faith to have the cleric abilities from the half-elemental template, similar way as the original version of the spell gives abilities from the half-celestila/half-fiend template.

By any chance, aren't we from the same country? Your nick seems very specific...
#10

zombiegleemax

Dec 03, 2003 13:09:47
Originally posted by flip
Not to mention that you don't get to memorize domain spells in your normal spell slots.

A minor issue. As a house rule I allow them that in exchange for the streamlined spell list. But to keep it under controll I don't let domain spells to be converted into heal/cause spells, even if it is memorized on a normal slot and not on the domain slot.

I know that is not possible with the final official rules, but I think it can take place in the official rules with a feat which makes possible to spontaneously cast domain spells, or it can be the ability of a clerical prestige class. Here I think especially about an Athasian version of the Elemental Savant from Tome and Blood. And this can be the first step toward elemental advanced beings.
#11

zombiegleemax

Dec 05, 2003 17:56:24
Originally posted by Nagypapi
Mr Spatula: thanks, I have made something very similar for my clerics. Altough I would also use the Aspect of Deity spells from Defenders of the Faith to have the cleric abilities from the half-elemental template, similar way as the original version of the spell gives abilities from the half-celestila/half-fiend template.

The 7th level Elemental Body spell from the Manual of the Planes does something similar.
By any chance, aren't we from the same country? Your nick seems very specific...

I'm American. I'm only MrSpatula here because someone already nabbed Spatula, my usual nick.
#12

jihun-nish

Dec 06, 2003 1:54:13
Originally posted by flip
Getting ready to post an errata update of DS3 soon.

Last chance to get something in for this go-round. If there aren't too many changes after this, the next errata-update probably won't happen until the imaged version is released.

And, of course, speaking of the imaged version:

If you've got some art that you'd like to see in DS3, or in any of the athas.org products, send it to:

[email]flip@athas.org[/email] (because I'm looking at the stuff for ds3)
and [email]neeva@athas.org[/email] (because she's our art collector / coordinator)\

If you want it in DS3, send it soon. Otherwise, just send off to Neeva. One of the other things I'm working on is a site update. Included in the site update is going to be some proper gallery code so that the stuff we've got is actually displayed ...

You might want to send him a post!! He seem to be just that an artist!!Drawstealer

Hope that's what you were looking for!
#13

dawnstealer

Dec 06, 2003 2:06:59
Neeva et al: any pics you want, just ask. I did the monster, weapon, and coin pics quite a while ago, but I can do just about anything you need. Of course, with Borys pushing up the dasies, I can't draw my favorite DS character, but name it and I'll draw it.
#14

zombiegleemax

Jan 01, 2004 19:31:26
I'll see what I can do myself. It would be nice to feel I contributed somehow to the release.