(IR) The 3rd IR, Turn 7 (thread 1a)

Edena_of_Neith

First Post
THE LISTS POST - TURN 7

Faction map for the World of Greyhawk IR thread:
http://users.pandora.be/maudlin/map.html

Please note the scale of the map in the URL above is 1 inch = 230 miles

Here is a conversion chart.

1 inch = 2.54 centimeters
1 foot = 30.48 centimeters
1 yard = 0.9411 meters
1 mile = 1.60934
1 sea mile = 1.15078 miles = 1.852 km
1 pound = 0.45359 kg (kilogram)
1 ton = 0.907185 metric tons

The Oerik Continent:
http://www.hallofhero.com/sand/index.cfm

The Big Map of Oerth:
http://members.aol.com/cathbhadhx/tsroerth.gif

Previous IR threads on Toril, the world of the Forgotten Realms campaign setting:
http://bugbearslair.homestead.com/GIRA1.html

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THE HALL OF HONOR

BONEDAGGER (Who represented Vecna and his Legions on Turns 0, 1, and 2.)
BUGBEAR (TURROSH MAK) (Who represented Turrosh Mak, the Orcish Empire of the Pomarj, and assorted humanoid nations on Turns 0, 1, 2, 3, and 4. Who created the IR chatroom. Who created an IR discussion forum.)
DARKNESS (Who represented the Baklunish Confederation on Turns 0, 1, 2, 3, 4, and 5.)
FORRESTER (Who represented the United Commonwealth of Toril on Turns 0, 1, 2, 3, 4, 5, and 6.)
FRIGID SPLEEN (Who represented the Unseelie briefly.)
JOHN BROWN (Who represented Iuz, and the Empire of Iuz on Turns 0, 1, 2, and 3.)
LYNUX (Who was in the pre-IR threads.)

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TURN 7

7th Month of the IR

12th Month of the Oeridian Year

9th Month of the Torilian Year

Common Year (FY) 624
Oeridian Reckoning (OR) 1268
Baklunish Hegira (BH) 3283
Flan Tracking (FT) 2744
Suloise Dating (SD) 6139
Olven Calendar (OC) 5086

Dale Reckoning (DR) 1405
Netherese Calendar (NC) 5264

8th Regency of Shadowlord Rhamagaum (Shadow Empire calendar)

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- - - THE MAIN POWERS LIST - - -

THE PLAYER CHARACTERS

ALYX - The Red Elf
ALZEM - Alzem, Celestial of St Cuthbert
ANABSTERCORIAN - Anabstercorian, Prodigal Heir of Ilsensine, Chosen of Ilsensine
BLACK OMEGA - Siobhan Silirevnur
CREAMSTEAK - Sanctus Punitor (Holy Avenger)
DAGGER - none

MR DRACO - Kas the Terrible, Supreme Commander of the Union Military, the Godslayer, Chosen of the God-Emperor (demipower)
SERPENTEYE - The God Emperor of the Dark Union (demipower)

FESTY DOG - Silver Phase
FORSAKEN ONE - Vaeregoth, The Proxy of the Scion Queen
GNOMEWORKS - Kessel GnomeWorks, the Arch-Mechanic, Lord over all Technology of Oerth, Master of the Three Forces of Technology, Psionics, and Magic
KABOOM - King Thayadon Fasfoni, Avariel Arch-Lich, Chosen of Mystra
KALANYR - Kalanyr the Redeemer, Master of Blades, Guardian of Souls, Servant of Eilistraee and Champion of Freedom (demipower)
MAUDLIN - Acererak the Transcendent (avatar)
LORD MELKOR (TALOS) - Melkor the Shadowking (avatar)
'O SKOTEINOS - 'o Skoteinos, Leader of the Royal Assassin Guild
REPRISAL - Erika Lesage
SOLLIR FURRYFOOT - Hellmaster Phibrizzo, Chosen of Xvim
TOKIWONG - Iuz (demipower)
UVENELEI - Aurican, the Great Dragonix
VENUS -
WILLIAM RONALD - Archcleric Hazen of Veluna
ZELDA - none
ZOURON -

- - -

THE NON PLAYER CHARACTERS

ALYX

Anfaren Silverbrow, High Priest of the Lendore Isles
Bucknard
Leomund
Prince Melf Brightflame, Leader of the Knights of Luna
Yolande, Queen of Celene

Unnamed NPCs

ALZEM

Unnamed NPCs

ANABSTERCORIAN

Mina, Priestess of the One God, Leader of the Knights of Neraka
Mordenkainen the Magnificent

Unnamed NPCs

BLACK OMEGA

Alhamazad the Wise
Bigby
Drawmij
Jallarzi Sallavarian
Nystul
Otto
Theodain Eriason
Warnes Starcoat

Azaghul Doomhammer, Dwarven Defender, Warden of the Sepia Uplands and Perrenland
Morrolan, Champion of the Sidhe

CREAMSTEAK

NPCs of Creamsteak

Abireder
Astelikin
Baeron
Brohagan
Cadaudric
Choredan
Elirab
Eloat
Etendaldan
Laroit
Legoabaen
Lum
Nydoiwyn
Rhaywyn
Thoch
Weritram

DAGGER

Keoghtom (demipower)
Murlynd (demipower)
Olinstaad Corond, Prince of the Principality of Ulek

Unnamed NPCs

MR DRACO / SERPENTEYE

NPCs of Mr Draco

Enaroril Akn of Kas's Elite Guard
Rangorn Ilutoer of Kas's Elite Guard
Asica Sasimov of Kas's Elite Guard
Dalentyll Tempesatis of Kas's Elite Guard
Lithedenor Ytnivv of Kas's Elite Guard, Dragon Mount of Kas

NPCs of Serpenteye

Contat Simelien, Lord General of the Crusaders of the Church of Aerdi, Third in the Clergy
Solea Teprices I, High Matriarch of the Church of Aerdi, First in the Clergy, Chosen of the God-Emperor
Andrex Vieh, High Inquisitor of the Church of Aerdi, Second in the Clergy
Patricia Baat, Champion of the Union of Oerth
Medicill, Champion of the Union of Oerth
Growwrargh Meow, Champion of the Union of Oerth
Siyl'vear Wul'gari'unicorn, Champion of the Union of Oerth

FESTY DOG

Kcyldyei Baelren
Bobo
Duelist's Soul
Durgrim Dragonaxe
James Hale
Lenaurae Latraiel
Obmi

FORSAKEN ONE

Zasz

Supporting Formians

GNOMEWORKS

Sleake Colranth, the Psionic Advisor
Tori Edison, the Cultural Advisor
Joel Forinad, the Political Advisor
David GnomeWorks, Head of the Federal Bureau of Information
Mary Hutchinson, the Military Advisor
Mordan Kikane, the Technological Advisor
Erthan Lenglan, the Magical Advisor
Thoreau MacDougal, the Spiritual Advisor
Quelos Poe, the Civilian Advisor
Diane Rethark, the Nuclear Advisor
Antone Willems, the Treasury Advisor

KABOOM

Finea
Gofban, Captain of the Gnomish Side-Wheelers
Heward (demipower)
Hilser, Gofban's assistant
Kintas
Sadias
Silror
Thayadon's Simulacrums

KALANYR

Eclavdra
Iggwilv
Keraptis
Lyzandred the Archlich
Xaene the Blessed, Archlich
Zuggtmoy

MAUDLIN

Akhorahil the Dwimmerlaik
Tarnhem, Balor Lord of the Noisome Realm
Korenth Zan, Father of Obedience

MELKOR

Ahlissa of the Shadow Council, Chosen of Melkor
Azorgax of the Shadow Council, Chosen of Melkor, King of the Shadow Dragons
Baelros of the Shadow Council, Chosen of Melkor, Demon Lord Of The Shadow
Rhamagaum of the Shadow Council, Chosen of Melkor
Rivalen Tanthul of the Shadow Council, Chosen of Melkor
Waganard of the Shadow Council, Chosen of Melkor

'O SKOTEINOS

Jaran Krimeeah (Jearmeeh Kreemah), Mage of the Valley of the Mage
Kalden, Prince of Swords (demipower)

The Immortals of Mystara

REPRISAL

Unnamed NPCs

SOLLIR

Mistress Tao
High Guardian Taerix
Hell Lord Aerixis
Hell Lord Maernix
Hell Lord Laer'nek
Devosk, Beast of Xvim
Glaes'yek, Beast of Xvim
Grand Mage Hraenan
High Priest Raenan of Xvim

TOKIWONG

Talindra
Rary the Traitor
Lord Robilar

Unnamed NPCs

UVENELEI

Zagyg the Mad Archmage (demipower)

Unnamed NPCs

VENUS

Unnamed NPCs

WILLIAM

Emperor Cho Je Pa-ser of Suhfang
Empress Taizu Pa-Ser of Suhfang
Emperor Pa-ser I, First Emperor of Suhfang
Empress Kuan Yi, First Empress of Suhfang
Fand Dyvyr
Resbin Dren Emondrav, Marchioness of Sterich
Larissa Hunter, Magister of Dyvvers
Marius Lindon the Freeholder of the Yeomanry
Moghyr the Old, Leader of the Silent Ones of Keoland
Orran Rilanth of Sterich
Owen the First, Grand Duke of Geoff
Ambassador Gwilym Raonul of Veluna, Priest of Rao
Lord William Ronald of Keoland, Speaker for the Kevellond League

ZELDA

Unnamed NPCs

ZOURON

Unnamed NPCs

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- - - THE CLAIMS LIST - - -

ALYX

Xeg-Ya, Jann, Nature Elementals (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

The Alliance of the Rising Sun (Celene, Celestial Imperium, Lendore Isles, Knights of Luna, Nippon Dominion, Varnaith) PL 473
Metallic Dragons - PL 189
Secret Retreat in the Dragon Isles - PL 170

Church of Toril, Realmspace - PL 13,000

City of the Gods Research - PL 100
100 Pocket Dimensions (just created) - PL 0

- - -

ALZEM

Solars, Planetars, Devas (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

Hope Isle, Toril - PL 13,190

Hope Isle, Oerth - PL 59

Allies from the World of Krynn - Army of Krynn (Dragon Overlords, servants of the Dragon Overlords, mercenaries, Knights of Solamnia, Knights of Steel) - PL 656
Allies from the World of Krynn - Nations of Krynn (Bloten, Plains of Dust, Northern Ergoth, Southern Ergoth, Hylo, Kalaman, Kaolyn, Citadel of Light, Mount Nevermind, Sanction, Thoradin, Thorbardin, Whitestone) PL 141

City of the Gods Research - 300 PL
10 Pocket Dimensions - 400
90 Pocket Dimensions (just created) - 0 PL

- - -

ANABSTERCORIAN

Pseudeonatural Detrachan, Pseudeonatural Dire Sharks, Pseudeonatural Arrowhawks (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

The Solistarim (Evil beings of the Godspires, Heimmorj, Blackmoor, Sea Allies) PL 737
Conquests of the Solistarim (NPC Mordenkainen) PL 2
Gem Dragons - 367

Penumbral Hub - PL 32,800

The Knights of Neraka - PL 146
Allies of the Knights of Neraka - PL 146
Allied chromatic dragons of Krynn - PL 414
The Dead of Krynn - PL 720

Secret Retreat in Inor-Taladost - PL 548

City of the Gods Research - PL 600
200 Pocket Dimensions (just created) - PL 0
True Staff of Ancient Penumbra (time shifted, worldwalked, back to Anabstercorian) - PL 1,000

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BLACK OMEGA

Guardinals, Eladrin, Planar Faerie (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races
Metallic Dragons - PL 181

The Coalition of Light and Shadow (Elven Imperial Navy of Greyspace, Faerie of Oerth, Highfolk, Tiger and Wolf Nomads, Perrenland, Sepia Uplands, Vesve Forest) PL 13,530
Allies of the Faerie of Oerth (Vesve Forest) PL 10,000
Secret Retreat in the Crystal Forest - PL 155

City of the Gods Research - PL 200
100 Pocket Dimensions (just created) - PL 0

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CREAMSTEAK

Axiomatic Giant Eagles, Gem Dragons, Earth Elementals (Creamsteak's Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

Delrunian Alliance (Calrune, Delrune, Fellreev Forest, Gamboge Forest, Loftwood, Phostwood, Seldanora, Tenh, Timberway Forest) PL 493
Allied Peoples (Amedio Rainforest, Grannmont, Heimmont) PL 518
Secret Retreat in the Labyrinth - PL 243
Simulacrums - PL 75

Church of Mercy, Realmspace - PL 13,000

City of the Gods Research - PL 100
100 Pocket Dimensions (just created) - PL 0

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DAGGER

Celestials, Guardinals, Eladrin (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

Kingdom of Ulek (Dwarven Rockjammers of Greyspace, Axewood, Silverwood, County of Ulek, Duchy of Ulek, Principality of Ulek, Verbobonc) - PL 358
Metallic Dragons - PL 247
Nations of AnaKeris (Anakae Noct, Crisfae Noct, Kiwae Noct, Taerae Noct, Llurae Noct) PL 668
Secret Retreat in the Nexus - PL 268

City of the Gods Research - PL 100
100 Pocket Dimensions (just created) - PL 0
Axe of the Dwarvish Lords - PL 100

- - -

MR DRACO / SERPENTEYE

11th level Power specially enhanced - Mr. Draco and Serpenteye may double up their Attack / Defense routines, or Attack / Defend separately

Salamanders, Rakshasas, Xill (Mr Draco's Planars) PL see the Planar Arms Race
Yugoloths, Devils, Efreet (Serpenteye's Planars) PL see the Planar Arms Race
Monsters, Constructs x 2 - PL see the Arms Races

The Union of Oerth (Knights of Aerdi, Great Kingdom of Northern Aerdi, United Kingdom of Ahlissa, Sea Barons, Bone March, Dullstrand, Legions of Kas, Medegia, Rel Astra, Sahuagin Empire of the Solnor) PL 2,467

Conquests of the Union of Oerth (NPCs Tenser, Philidor) (Adri Forest, Almor, Celadan Forest, Flinty Hills, Garrel Enkdal, Grandwood, Northern Hempmonaland, Hestmark Highlands Military District, Hollow Highlands MD, Glorioles MD, Idee, Iron Hills, Irongate, Menowood MD, Nyrond, Onnwall, Scarlet Brotherhood, Sunndi MD, Tilvanot Peninsula, County of Urnst, Vast Swamp MD) PL 3,314

Allied Nations and Colonies of the Union of Oerth (Barrier Peaks Military District, Crystalmist MD, Hellfurnaces MD, Luna Moon Base, Polaris Base, Rauxes MD, Tarquish Empire, Tarquish Dominion, Isles of Woe MD, Yuan-Ti MD) PL 2,577

Allies from the world of Krynn - Nations of Krynn (Estwilde, Taman Bursak, Neraka, Kern, Mithas, Kothas, Icewall, Nightlund, Silvanesti, Heartlund, Southlund, Qualinesti MD, Abanasinia) PL 314

Gem Dragons - PL 514
Githyanki Legions - PL 8,200

Humanoid Alliance of Realmspace - PL 40,000


Secret Retreat in the Underworld - PL 1,431

City of the Gods Research - PL 400
200 Pocket Dimensions (just created) - PL 0
Sword of Kas - PL 100

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FESTY DOG

Modrons, Metallic Planar Dragons, Earth Elementals (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

Alliance of the Under-Oerth (Aboleth, Cloakers, Delvers, Derro, Destrachan, Duergar, Grimlocks, Trogolodytes, Umber Hulks) PL 320
Allies of the Alliance (Scro Armada of Greyspace, Sea of Dust, Zindia, Western Amedio Rainforest, Valley of the Mage) PL 251
Secret Retreat in the Lost City - PL 118

Scro Star League, Realmspace - PL 39,000

City of the Gods Research - PL 100
100 Pocket Dimensions (just created) - PL 0

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FORSAKEN ONE

Modrons, Formians, Planar Unseelie (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

The Hive Cluster (Formians, integrated kuo-toa, integrated illithid, integrated trogolodytes, integrated trogolodytes from outside the Under-Oerth) PL 3,367
Allies of the Hive Cluster (Illithid of Greyspace, Neogi of Greyspace, humanoids of the Jotens, giants of the Jotens, some of the Unseelie of Oerth) PL 8,310
Conquered Under-Oerth and Underdark Regions - PL 68
Special Projects - PL 448

Allies from the world of Athas (Dwarven Nations of Athas, Elven Tribes of Athas, Halfling Savages of the Forest Ridge, The Thri-Kreen, Mind Lords of the Last Sea, rebel forces against the Dragon-Kings, intelligent Athian monsters of every sort from the MMs) 5,000

Secret Retreat in the New Hive - PL 488

City of the Gods Research - PL 400
100 Pocket Dimensions (just created) - PL 0

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GNOMEWORKS

Formians, Modrons, Earth Elementals (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

The Lortmil Technomancy - PL 129
Allies of the Lortmil Technomancy (Chauntosbergen, Northern Lortmils, Duchy of Urnst) PL 73
Gem Dragons - PL 280
Secret Retreat in the Lortmil City of the Gods - PL 163

Veiled Alliance of Athas - PL 5,000

City of the Gods Research - PL 600
100 Pocket Dimensions (just created) - PL 0
Annulus - PL 100

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KABOOM

Air Elementals, Djinn, Water Elementals (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

Sky-Sea League (Gnomish Sidewheelers of Greyspace, Aerlindre, Archenmont, Coral Empire, Deepwater League, Kindlemont, Isle of Olman, Silvamont, Sea League of the Solnor, People of the Shining Grottos, Sky League (Isle of the Phoenix and Sea Allies), Sonnmonnten, Isle of Touv) PL 520
Simulacrums - PL 50
Secret Retreat in the Alternate Reality - PL 146

Nations of the Chosen of Mystra, Realmspace - PL 65,000

City of the Gods Research - PL 200
100 Pocket Dimensions (just created) - PL 0

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KALANYR

Eladrin, Planar Faerie, Slaadi (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

The drow (Drow of the Under-Oerth, Drow of the Underdark) PL 518
Deep dragon and chromatic dragons - PL 190
Allied Nations and Peoples (Kalanyr's Ishtarland, transplanted people of Rauxes) PL 409

Allies from the world of Dneiper (High Elves of Dneiper) PL 3,285

Secret Retreat in the Dreammaze - PL 453
10 Pocket Dimensions - PL 2,336
90 Pocket Dimensions (just created) - PL 0
City of the Gods Research - PL 400
Mask of Jhodee - PL 100

Cloning - PL 60
Granting people Invisibility at will - PL 10
Granting people permanent Protection from Arrows - PL 10
Granting people enhanced Constitution - PL 10
Granting people ability to function normally in daylight - PL 10
Granting people wings - PL 10

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MAUDLIN

Demons, Xeg-Yi, Dracoliches (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Race
Undead - PL see the Undead Arms Race

Minions of Acererak - PL 6
Chromatic dragons - PL 762
Legions of the Undead - PL 2,960
Secret Retreat on Celene - PL 192

Allies from the world of Athas (The undead of the Blackened Lands) PL 1,000

City of the Gods Research - PL 400
10 Pocket Dimensions - PL 880

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MELKOR

Beings of the Plane of Shadow (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

Church of Shade, Realmspace - PL 6,500

Shadow Empire, Greyspace - PL 9
Allies of the Shadow Empire (Undead dragons, shadow dragons) PL 386

The Red Army of Luna - PL 100,000
The Red Army of Athas - PL 10,000

Allies on the world of Athas (Tyr, Nibenay, and the other citys of the Dragon-Kings, their Templars, their people, and any allies) PL 5,000

Secret Retreat on Luna - PL 118
10 Pocket Dimensions - PL 680
90 Pocket Dimensions (just created) - PL 0

City of the Gods Research - PL 600

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'O SKOTEINOS

Githzerai, Earth Elementals, Dao (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

The Orcish Empire of the Pomarj - PL 153
Allies of the Orcish Empire of the Pomarj (Gith of Greyspace, Crystalmont, Dark Swamp, Dreadwood, Esserbaudos, Haermont, Hool Marches, Humanoids of the Rakers, Sea Princes, Sleichenbaudos, eastern Principality of Ulek, Usurbaudos) PL 1,110

Gith Armada - PL 1,830

The Immortals of Mystara - PL 10,000

Secret Retreat in the Primordial Dimension - PL 305

City of the Gods Research - PL 200
100 Pocket Dimensions (just created) - PL 0

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REPRISAL

No Planars selected
Monsters, Constructs - PL see the Arms Races

The United Commonwealth of Toril - PL 86,581

Captured by the United Commonwealth of Toril (NPC - Sauros of the Shadow Council, Chosen of Melkor (NPC, shade ililthid, Rogue 5 / Assasin 10 / Shadowdance 5, lawful evil)) PL 0 (2)

City of the Gods Research - PL 800
100 Pocket Dimensions - PL 400

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SOLLIR

Slaadi, Demons, Chromatic Planar Dragons, Planar Unseelie (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

League of the Warlords (Artonsamay, Fellands, Kinemeet, Kor, Redhand, Riftcrag) PL 187
Allies of the League of the Warlords (Quaggoth Fells of the Burneal, Heisenbaudos, Hraak Forest, Sable Wood, Spikey Forest) PL 151
Simulacrums - PL 75

Planar Unseelie - PL 11
Most of the Unseelie of Oerth - PL 11
Allies of the Unseelie of Oerth (the Lost Elves, the Death Forest) PL 1,022
Planar Chromatic Dragons - PL 11
Shade - PL 11
Secret Retreat in the Death Grove - PL 13
Secret Retreat in the Weavehome - PL 218

City of the Gods Research - PL 700
200 Pocket Dimensions (just created) - PL 0

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TOKIWONG

Demons, Yugoloths (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

Empire of Iuz (Rovers of the Barrens, Core Regions, Horned Society, Hold of Stonefist) PL 192
Allies of the Empire of Iuz (Empire of the Bright Lands, Humanoids of the Yatils, Ket) PL 84
Conquests of the Empire of Iuz (Cairn Hills) PL 10
Gem Dragons - PL 72

Eternal Empire of Realmspace - PL 52,000

Allies from the world of Athas (the Veiled Alliance) PL 700

Secret Retreat in the Burning Cliffs - PL 152

City of the Gods Research - PL 400
100 Pocket Dimensions (just created) - PL 0
Machine of Lum the Mad - PL 100

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UVENELEI

Metallic Dragons, Gem Dragons (Planars) PL see the Planar Arms Race

Monsters, Constructs - PL see the Arms Races

The Alliance of the Crescent (Aaqa, Ishtarland, Lyrn) PL 184
Gem Dragons - PL 39
Secret Retreat in Arlon - PL 106

Republic of Selune, Toril - PL 32,000

City of the Gods Research - PL 100
100 Pocket Dimensions (just created) - PL 0

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VENUS

Celestials, Guardinals, Eladrin (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

The Emerald Order (Kron Hills HQ, Cults in: the Alliance of the Rising Sun, Hope Island, Vesve Forest, Delrunian Alliance, Kingdom of Ulek, Baklunish Confederation, Union of Oerth, Hempmonaland, Western Mountains, Yatils, Isle of the Phoenix, Empire of Iuz, Alliance of the Crescent, Kevellond League, Thillronian Peninsula, AnaKeris) PL 1,474

The Angels - PL 3,000

Allies from the world of Mystara (The transplanted nation of Alphatia) PL 1,485

City of the Gods Research - PL 100
100 Pocket Dimensions (just created) - PL 0

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WILLIAM RONALD

Celestials, Guardinals, Earth Elementals, Gem Planar Dragons, Dao, Fire Elementals (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

The Kevellond League (Bissel, Dyvvers, Fellowship of the Torch, Furyondy, Good Hills, Gran March, Keoland, Knights of Holy Shielding, Knights of the Watch, Little Hills, Lorridges, Order of the Hart, Rushmoors, Shieldlands, Stark Mounds, Sterich, Veluna, Yeomanry) PL 596
Allies and Colonies of the Kevellond League (Suhfang, Kettish Hills, Celene Moon Base) PL 208
Conquests of the Kevellond League (Dim Forest, Geoff, Hornwood, Otywood, Gnarley Forest, Rangers of the Gnarley Forest) PL 80
Metallic Dragons - PL 302

Baklunish Confederation (Ekbir, Garnak, Istivar, Paynims, Tusman Hills, Tusmit, Ull, Yecha, Zeif) PL 749
Allied Nations of the Baklunish Confederation (Erypt, Esmerin, Orcreich, Dwarves of the Yatils) PL 665

The Angels - PL 17,000

Allies from the world of Mystara (The transplanted nation of Thyatis) PL 1,809

Secret Retreat in Starleev - PL 228
Secret Retreat in Garnak Forest - PL 260

City of the Gods Research - PL 400
100 Pocket Dimensions (just created) - PL 0
Crook of Rao - PL 100
Cup and Talisman of Al'Akbar - PL 100

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ZELDA

No Planars selected
Monsters, Constructs - PL see the Arms Races

The Thillronian Alliance (Frost Barbarians (Fruztii), Ice Barbarians (Cruski), Ratik, Snow Barbarians (Schnai)) PL 115
Allies (Storm Riders of Telchuria) PL 104
Secret Retreat in the Animal Realm - PL 151

City of the Gods Research - 100 PL
100 Pocket Dimensions (just created) - PL 0

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ZOURON

Beings of the Far Realm, Modrons, Wood Elementals (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

The Eternal Order - PL 13,000
AnaKeris Allies of the Eternal Order (various peoples defecting from their home nations) PL 96
Aquaria - PL 230

City of the Gods Research - PL 200
100 Pocket Dimensions (just created) - PL 0

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- - - THE ARMS RACE LIST - - -

THE TECHNOLOGICAL ARMS RACE

Alyx 24
Alzem 24
Anabstercorian 15
Black Omega 24
Creamsteak 24
Dagger 24
Mr Draco / Serpenteye 22 x 2
Festy Dog 22
Forsaken One 24
GnomeWorks 36
Kaboom 24
Kalanyr 24
Maudlin 19
Lord Melkor (Talos) 29
'o Skoteinos 24
Reprisal 34
Sollir 24
Tokiwong 24
Uvenelei 24
Venus 24
William Ronald 24
Zelda 24
Zouron 34

THE MAGICAL ARMS RACE

Alyx 6 / 150
Alzem 150.5
Anabstercorian 33 / 150
Black Omega 162
Creamsteak 30 / 150
Dagger 6 / 150
Mr Draco / Serpenteye 200
Festy Dog 6 / 150
Forsaken One 201
GnomeWorks 15 / 150
Kaboom 51 / 150
Kalanyr 193
Maudlin 50.5 (does not have 11th level magic)
Lord Melkor (Talos) 55.5 / 150
'o Skoteinos 34 / 150
Red Goo 14.6
Reprisal 68.5 / 150
Sollir 30 / 150
Tokiwong 21 / 150
Uvenelei 24 / 150
Venus 26 / 150
William Ronald 14 / 150
Zelda 7 / 150
Zouron 31 / 150

THE PLANAR ARMS RACE

Alyx 306
Alzem 306
Anabstercorian 609
Black Omega 306
Creamsteak 311
Dagger 306
Mr Draco / Serpentye 309 x 2
Festy Dog 312
Forsaken One 318
GnomeWorks 306
Kaboom 306
Kalanyr 306
Maudlin 360
Lord Melkor (Talos) 306
'o Skoteinos 306
Reprisal 300
Sollir 622
Tokiwong 306
Uvenelei 306
Venus 303
William Ronald 612
Zelda 306
Zouron 303


THE UNDEAD ARMS RACE

Maudlin (evil undead) 408


THE MONSTER ARMS RACE

Alyx 306
Alzem 612
Anabstercorian 1,521
Black Omega 8,160
Creamsteak 1,218
Dagger 612
Mr Draco / Serpenteye 2 x 1,218
Festy Dog 311
Forsaken One 3,729
GnomeWorks 1,218
Kaboom 1,224
Kalanyr 1,224
Maudlin 306
Lord Melkor (Talos) 1,218
'o Skoteinos 1,218
Reprisal 300
Sollir 2,035
Tokiwong 1,218
Uvenelei 306
Venus 301
William Ronald 612
Zelda 306
Zouron 303

- - -

THE CONSTRUCT ARMS RACE

Alyx 202
Alzem 202
Anabstercorian 404
Black Omega 202
Creamsteak 202
Dagger 202
Mr Draco / Serpentye 2 x 202
Festy Dog 206
Forsaken One 208
GnomeWorks 202
Kaboom 202
Kalanyr 202
Maudlin 202
Lord Melkor (Talos) 202
'o Skoteinos 202
Reprisal 202
Sollir 404
Tokiwong 202
Uvenelei 202
Venus 201
William Ronald 404
Zelda 202
Zouron 202

- - -

Level of your Society and Culture, in Terran terms.

Alyx 2100 and 1669
Alzem 2101 and 1910
Anabstercorian 1908
Black Omega 1634.3
Creamsteak 1749
Dagger 1651.6
Mr Draco / Serpentye 1884
Festy Dog 1626.6
Forsaken One 1770
GnomeWorks 1887 and 1639
Kaboom 1702
Kalanyr 1815.6
Maudlin 1738.5
Lord Melkor (Talos) 2101 and 1598.6
'o Skoteinos 1746
Reprisal 2101 and 1888
Sollir 1749
Tokiwong 1656.6
Uvenelei 1618.6
Venus 1757
William Ronald 1742.5
Zelda 1616.6
Zouron 2011 and 1683.3

RED GOO RATING

Maudlin 5
Melkor 5

- - -

ALYX (Alliance of the Rising Sun, Church of Toril) PL 14,776
ALZEM (Isles of Hope, Army of Krynn) PL 16,041
ANABSTERCORIAN (Solistarim, Army of Darkness, Mina and the Knights of Neraka) PL 40,062
BLACK OMEGA (The Faerie, The Coalition of Light and Shadow, The Circle of Eight) PL 32,910
CREAMSTEAK (Delrunian Alliance, Church of Mercy) PL 16,214
DAGGER (Kingdom of Ulek) PL 2,918
MR DRACO / SERPENTEYE (Union of the Worlds, Allied Nations on Krynn, Humanoid Alliance of Realmspace, Githyanki Army) PL 63,019
FESTY DOG (Races of the Under-Oerth, Scro Star League) PL 40,645
FORSAKEN ONE (The Hive Cluster) PL 22,561
GNOMEWORKS (The Lortmil Technomancy, Veiled Alliance of Athas) PL 8,048
KABOOM (The Sky-Sea League, Nations of the Chosen of Mystra) PL 67,723
KALANYR (The drow of Oerth, the Yuan-Ti of Oerth, allies from Dneiper) PL 9,750
MAUDLIN (Acererak, Minions of Acererak, All of the Undead, The Scarlet Brotherhood) PL 7,543
LORD MELKOR (TALOS) (Church of Shade, Shadow Empire, Red Army of Luna, Dragon-Kings of Athas) PL 124,718
'O SKOTEINOS (Orcish Empire of the Pomarj, Gith Mercenary Armada, Immortals of Mystara) PL 16,000
REPRISAL (The United Commonwealth of Toril) PL 88,686
SOLLIR (The League of Warlords, Evil Giants, the Unseelie of Oerth) PL 5,525
TOKIWONG (Iuz, Empire of Iuz, Eternal Empire of Realmspace) PL 55,481
UVENELEI (Alliance of the Crescent, Republic of Selune) PL 33,291
VENUS (Angels, Emerald Order, Transplanted Nation of Alphatia from Mystara) PL 6,915
WILLIAM RONALD (Angels, Kevellond League, (Baklunish Confederation, Esmerin, Erypt, Orcreich, Transplanted Nation of Thyatis from Mystara) PL 24,163
ZELDA (Storm Riders of Telchuria, Thillronian Alliance) PL 1,315
ZOURON (Eternal Order) PL 14,400
 
Last edited by a moderator:

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Edena_of_Neith

First Post
11TH LEVEL INFRASTRUCTURE STATUS

All Powers with 11th level magic have an 11th Level Infrastructure.

This 11th Level Infrastructure consists of:

Your mages who can cast 11th level magic
Your clerics who can cast 11th level magic
Your psionicists who can employ 11th level psionics
Any other beings capable of 11th level abilities
Your arsenal of magical items with 11th level powers
Your artifacts and relics
Any 11th level magic that has been set up with permanency, and thus stands on it's own (such as an 11th level Mythal.)
Any other 11th level infrastructure that could be employed to attack, defend, or otherwise be used for your Power in a war.

- - -

The object of 11th Level Dueling is to destroy the enemy Power's 11th Level Infrastructure.

Once you have destroyed an enemy Power's 11th Level Infrastructure completely, the enemy Power is considered to be a Disarmed Power.

A Disarmed Power can be subjected to a Coup de Grace Attack, whereas a Power that is Armed (has some of it's 11th Level Infrastrature left) cannot be subjected to a Coup de Grace Attack.

A Coup de Grace Attack destroys the enemy Power's Main Infrastructure - it's people, it's cities, it's lands, everything.
A Coup de Grace Attack is made to utterly destroy the enemy Power.

- - -

In 11th Level Dueling, the Attacker chooses the fate of enemy mages, clerics, etc. considered lost by the enemy Power.
This may be 11th Level Death, banishment, or imprisonment.
In ALL cases, the enemy mages, clerics, etc. are considered permanently dead, lost, or imprisoned, without hope or appeal.
NPCs can be lost in 11th Level Dueling.
PCs CANNOT be harmed or lost in 11th Level Dueling.

- - -

In a Coup de Grace Attack, the Attacker may choose whatever form of destruction desired.
This can range from Obliteration Destruction, to Mercy Destruction (see the 11th Level Dueling rules for sample choices.)

Once 100 percent destruction has been achieved against a Power, it's Player Character is considered captured by the victorious Attacker.

The victorious Power may then choose the fate of the defeated Power's Player Character, and this choice is considered utter and very, very final (for example, Deity-level characters who are captured may be totally destroyed. Avatar, Deity on the Outer Planes, and all. There is no appeal to the decision of the victorious Power.)

- - -

If your Power is Disarmed, and a Coup de Grace is imminent, surrender is always a possible option.
Of course, surrender will generally be on the Attacker's terms, assuming the Attacker will accept surrender at all.

If your Power surrenders, it is considered to be absorbed by the Attacking Power and becomes it's property, lock, stock, and barrel.
That includes your NPCs.
That includes your PC.
That assumes any of them are permitted to live, of course.

Once surrender is agreed upon, neither Attacker nor the surrendering Power may change their minds concerning the terms.

Surrender cannot be faked.

- - -

NA indicates a Power that does not have 11th level magic.
Thus, that Power has no 11th Level Infrastructure to defend itself with.

Any Power with 11th level magic may AUTOMATICALLY attempt a Coup de Grace against any Power below marked with an NA.

However, unless you SPECIFICALLY STATE you are doing such, I am automatically assuming you are conducting 11th Level Dueling with another Power with 11th level magic.

- - -

STATUS OF EACH POWER'S 11TH LEVEL INFRASTRUCTURE

Alyx's Church of Toril: 100 percent intact
Alyx's Alliance of the Rising Sun: NA

Alzem's Hope Isles - Toril and Oerth: 100 percent intact

Anabstercorian's Knights of Neraka, led by Mina: 100 percent intact
Anabstercorian's Army of Darkness, led by Anabstercorian the PC: NA

Black Omega's Coalition of Light and Shadow: 100 percent intact

Creamsteak's Church of Mercy: 100 percent intact
Creamsteak's Delrunian Alliance: NA

Dagger's Kingdom of Ulek: 100 percent intact

Mr Draco / Serpenteye's Humanoid Alliance of Toril: 100 percent intact
Mr Draco / Serpenteye's Union of the Worlds: 100 percent intact

Festy Dog's Scro Star League: 100 percent intact
Festy Dog's Under-Oerth Alliance: NA

Forsaken One's Hive Cluster: 100 percent intact

GnomeWork's Veiled Alliance of Athas: 100 percent intact
GnomeWork's Lortmil Technomancy: NA

Kaboom's Nations of the Chosen of Mystra: 100 percent intact
Kaboom's Sky-Sea League: NA

Kalanyr's Ishtarland and drow/elven/yuan-ti confederation: 100 percent intact

Maudlin's Undead Legions, led by Acererak: 100 percent intact

Lord Melkor's Church of Shade and Shadow Empire: 100 percent intact

'o Skoteino's Immortals of Mystara: 100 percent intact
'o Skoteino's Orcish Empire of the Pomarj: NA

Rajaat and his Champions: 100 percent intact

Reprisal's United Commonwealth of Toril: 100 percent intact

Sollir's Unseelie of Oerth: 100 percent intact
Sollir's League of the Warlords: NA

Tokiwong's Eternal Empire of Realmspace: 100 percent intact
Tokiwong's Empire of Iuz: NA

Uvenelei's Republic of Selune: 100 percent intact
Uvenelei's Alliance of the Crescent: NA

Venus's Emerald Order: 100 percent intact

William's Kevellond League: 100 percent intact
William's Baklunish-Esmerin Alliance: NA

Zelda's Thillronian Alliance: 100 percent intact

Zouron's Eternal Order: 100 percent intact

- - -

STATUS OF EACH POWER'S MAIN INFRASTRUCTURE

This is it.
If your Power starts losing it's main infrastructure, that means your Power is being destroyed.
A 100 percent destruction of your Power's infrastructure means your Power is eliminated, your Player Character is captured, and the enemy Power may do as it wishes with said Player Character.
Please refer to the Dueling Rules concerning what manner of destruction may be inflicted in a Coup de Grace - everything from Obliteration Destruction to Mercy Destruction is allowed.

Alyx's Church of Toril: 100 percent intact
Alyx's Alliance of the Rising Sun: 100 percent intact

Alzem's Hope Isles - Toril and Oerth: 100 percent intact

Anabstercorian's Knights of Neraka, led by Mina: 100 percent intact
Anabstercorian's Army of Darkness, led by Anabstercorian the PC: NA

Black Omega's Coalition of Light and Shadow: 100 percent intact

Creamsteak's Church of Mercy: 100 percent intact
Creamsteak's Delrunian Alliance: 100 percent intact

Dagger's Kingdom of Ulek: 100 percent intact

Mr Draco / Serpenteye's Humanoid Alliance of Toril: 100 percent intact
Mr Draco / Serpenteye's Union of the Worlds: 100 percent intact

Festy Dog's Scro Star League: 100 percent intact
Festy Dog's Under-Oerth Alliance: 100 percent intact

Forsaken One's Hive Cluster: 100 percent intact

GnomeWork's Veiled Alliance of Athas: 100 percent intact
GnomeWork's Lortmil Technomancy: 100 percent intact

Kaboom's Nations of the Chosen of Mystra: 100 percent intact
Kaboom's Sky-Sea League: 100 percent intact

Kalanyr's Ishtarland and drow/elven/yuan-ti confederation: 100 percent intact

Maudlin's Undead Legions, led by Acererak: 100 percent intact

Lord Melkor's Church of Shade and Shadow Empire: 100 percent intact

'o Skoteino's Immortals of Mystara: 100 percent intact
'o Skoteino's Orcish Empire of the Pomarj: 100 percent intact

Rajaat and his Champions: 100 percent intact

Reprisal's United Commonwealth of Toril: 100 percent intact

Sollir's Unseelie of Oerth: 100 percent intact
Sollir's League of the Warlords: 100 percent intact

Tokiwong's Eternal Empire of Realmspace: 100 percent intact
Tokiwong's Empire of Iuz: 100 percent intact.

Uvenelei's Republic of Selune: 100 percent intact
Uvenelei's Alliance of the Crescent: 100 percent intact.

Venus's Emerald Order: 100 percent intact

William's Kevellond League: 100 percent intact
William's Baklunish-Esmerin Alliance: 100 percent intact

Zelda's Thillronian Alliance: 100 percent intact

Zouron's Eternal Order: 100 percent intact
 
Last edited:

Edena_of_Neith

First Post
The rules for Attack/Defend Dueling with 11th level magic

ATTACK/DEFEND DUELING WITH 11TH LEVEL MAGIC

TURN 7

I will be running Turn 7 by days.
There will be 31 days in Turn 7.
I will announce the end of each day, and the beginning of the next day.

If we were all sitting down at a table together, we could run the Attack/Defense Duels by combat rounds, with initiative, catching an opponent off-guard, Attacks and Defenses every few seconds IC, and so on.
However, we are from all over the world, are communicating on a message board, are online at different times, and most of us have little time to be online.
Therefore, I am creating a simple system with certain restrictions, to accommodate this situation.

- - -

THE BASIC CONCEPT OF ATTACK/DEFENSE DUELING

The whole concept of Attack/Defense Dueling, can be summarized as follows:

My Power's entire army of mages and clerics who are capable of casting 11th level magic gather together, combine their magic, then throw a single titanic spell (or a series of titanic spells) at your Power's entire army of mages and clerics who can throw 11th level magic.

Or ...

My Power's entire army of mages and clerics who are capable of casting 11th level magic gather together, combine their magic, and create a single mighty defense (or series of mighty defenses) against whatever attack your Power's entire army of mages and clerics who can cast 11th level magic are going to throw.

- - -

WHAT YOU DO

During any day (or during the Interlude, prior to day 1), you announce you are making an Attack.
During any day (or during the Interlude, prior to day 1), you announce you are making a Defense.

The resolution of Attacks and Defenses occur at the start of the next day in the Turn, all at the same time.

These annoucements of your Attack/Defense routine should be made secretly, via e-mail, to me.

You must state to me who you are Attacking.
You must state to me who you are Defending. If you Defend someone else, you cannot Defend yourself.
Once you state who you are Attacking and Defending, you cannot change your mind.

Once you have stated you are making an Attack and Defense, I will post to the board that a Power has declared an Attack and a Defense.
I will not reveal which Power is making the Attack and Defense, nor will I reveal who the target Power is, or the Power being protected.

STANDARD OPTIONS

You may e-mail your allies and request help in an Attack and in a Defense.
Your allies may elect to help you in your Attack and in your Defense. Their Attack and Defense Categories stack with yours.
You may work with your allies to stack Attack Categories and Defense Categories in any way that pleases you and them.

Once you and your allies have decided on a combined Attack and a combined Defense, you e-mail me, and tell me the combined plan.
Once that combined plan is submitted to me, it cannot be changed.

You are perfectly free to attempt to mislead people on the boards with public statements about who you intend to Attack and who you intend to Defend.
You are perfectly free to attempt to mislead people by spreading rumors, disinformation, and even working with an enemy on a fake Attack/Defense routine, pretending to be a friend.

However, again, once a combined Attack/Defense routine is submitted to me, it cannot be taken back.
If a fake Attack/Defense routine is submitted to me, it becomes a REAL Attack/Defense routine instantly, and it cannot be taken back.

STANDARD RESOLUTION

At the end of each day, before announcing the beginning of the new day, I will resolve all Attack/Defense Duels.
I will make sure that sufficient time was permitted for all the players to have announced their Attack, Defense, and to have collaborated with their allies to launch combined Attacks and prepare combined Defenses.
Typically, this means final resolution will occur 12 hours after the last e-mail is sent to me, stating an Attack/Defense routine or a combination Attack/Defense routine.

Because of this, Turn 7 will last at least 2 weeks IRL, and possibly much longer.

SPECIAL OPTIONS

You may call an Attack off. If you do, you lose your Attack for the day, and any built up Attack strength (see Attack Categories below) is lost.
You and your allies may call an Attack off. If you do, all of you lose your Attack for the day, and all of you lose any built up Attack strength (see Attack Categories below.)

You may hold an Attack. If you do, your Attack increases in strength (see Attack Categories below.) You may not change your target.
You and your allies may hold an Attack. If you do, your combined Attack increases in strength (see Attack Categories below.) None of you may change your target.

You may hold your Defense, as long as you are not the target of an Attack. If you are able to hold your Defense, your Defense strength increases (see Defense Categories below.)
You and your allies may hold a combined Defense, if the Power being protected is not the target of an Attack. If the Defense is held, the combined Defense strength increases (see Defense Categories below.)

Any Power holding an Attack may not declare another Attack, until their held Attack is expended.
Any Power holding a Defense may not declare another Defense, until their held Defense is discharged.
In no case can the target of a held Attack be changed.
In no case can the beneficiary of a held Defense be changed.

ATTACK AND DEFENSE CATEGORIES

Category refers to how powerful an Attack or Defense is.

In all cases, Attacks and Defenses are prepared simultaneously.

A Category 1 Attack is the weakest possible Attack.
A Category 1 Defense is the weakest possible Defense.
It requires only a few seconds for your Power to prepare both Attack and Defense.
Your Power has full use of 11th level magic for this day of the Turn (see the list of what you can do with 11th level magic.)

A Category 2 Attack is the next weakest Attack.
A Category 2 Defense is the next weakest Defense.
It requires a few minutes for your Power to prepare both Attack and Defense.
Your Power has full use of 11th level magic for this day of the Turn (see the list of what you can do with 11th level magic.)

A Category 3 Attack, is the next step up in strength.
A Category 3 Defense, is the next step up in strength.
It requires one hour for your Power to prepare both Attack and Defense.
Your Power has full use of 11th level magic for this day of the Turn (see the list of what you can do with 11th level magic.)

A Category 4 Attack, is on a par with the Invoked Devastation, in terms of magical power.
A Category 4 Defense, would stop the Invoked Devastation.
It requires one day for your Power to prepare both Attack and Defense.
Your Power may not take any action with 11th level magic that would require more than an hour to do during this day of the Turn. (see the list on what you can do with 11th level magic)

If you prepare a Category 1, 2, 3, or 4 Attack, and you hold it, during the next day it increases by 2 Categories.
If you prepare a Category 1, 2, 3, or 4 Defense, and you hold it, during the next day it increases by 2 Categories.

If you continue to hold your Attack, for the entirety of the next day, during the next day after that it increases by another 2 Categories.
If you continue to hold your Defense, for the entirety of the next day, during the next day after that it increases by another 2 Categories.
Your Power may not take any action with 11th level magic that would require more than an hour to do during this second day, in which you continue to hold your Attack and your Defense (see the list on what you can do with 11th level magic.)

You may continue to hold your Attack and your Defense indefinitely, gaining 2 Categories of strength in both during each new day.
Your Power continues to be unable to take any action with 11th level magic that would require more than an hour to do (see the list on what you can do with 11th level magic.)

Chart:

A few seconds: Category 1
A few minutes: Category 2
An hour: Category 3
End of of the first day: Category 4
End of day 2: Category 6
End of day 3: Category 8
End of day 4: Category 10
End of day 5: Category 12
End of day 6: Category 14
End of day 7: Category 16
End of day 31: Category 64

If you launch your Attack, you automatically reset, and must start from Category 1 once more.
If your Defense is discharged, either voluntarily or because you or whatever Power you are protecting is the target of an Attack - you automatically reset, and must start from Category 1 once more.

In the case of held combination Attacks or Defenses, all the Powers involved reset, and must start over from Category 1.

Only after you reset may you resume 11th level activities that require more than one hour to accomplish (see the list of what you can do with 11th level magic.)
In other words, Powers that are holding Attacks and Defenses cannot conduct 11th level activities that require more than an hour to accomplish, until the day after they finally discharge their held Attack and their held Defense, thus resetting themselves.

ATTACK VERSUS DEFENSE

The Category of the Attack is calculated.
The Category of the Defense is calculated, and subtracted from the Category of the Attack.
The resulting number gives the percentage chance of the Attacker killing a certain percentage of the Defender's mages and clerics who are capable of casting 11th level magic.

The Attacker can never lose any percentage of his mages and clerics capable of casting 11th level magic.
The Defender, may or may not lose a percentage of his mages and clerics capable of casting 11th level magic.

Losing some, but not all, of your Power's mages and clerics capable of casting 11th level magic weakens your Power in the next Attack/Defense Duel, as follows:

25 percent loss: Your Power loses 1 Category level from all prepared Attacks and Defenses.
50 percent loss: Your Power loses 2 Category levels from all prepared Attacks and Defenses.
75 percent loss: Your Power loses 3 Category levels from all prepared Attacks and Defenses.

If your Power is in such a weakened state, and it does not prepare a Defense, and it is the target of an Attack, the Attacker gains 1, 2, or 3 Category levels to his Attack, as is appropriate.

The Charts below show the resolution of the Attack/Defense Duel, based on the number arrived at (Attack Category minus Defense Category.)

- 12 and below

1% chance 100% destroyed
1% chance 50% destroyed
1% chance 25% destroyed
1% chance 12% destroyed
2% chance 6% destroyed
3% chance 3% destroyed
4% chance 1% destroyed

- 11

1% chance 100% destroyed
1% chance 50% destroyed
1% chance 25% destroyed
2% chance 12% destroyed
3% chance 6% destroyed
4% chance 3% destroyed
5% chance 1% destroyed

- 10

1% chance 100% destroyed
1% chance 50% destroyed
2% chance 25% destroyed
3% chance 12% destroyed
4% chance 6% destroyed
5% chance 3% destroyed
6% chance 1% destroyed

- 9

1% chance 100% destroyed
2% chance 50% destroyed
3% chance 25% destroyed
4% chance 12% destroyed
5% chance 6% destroyed
6% chance 3% destroyed
7% chance 1% destroyed

- 8

2% chance 100% destroyed
4% chance 50% destroyed
6% chance 25% destroyed
8% chance 12% destroyed
10% chance 6% destroyed
12% chance 3% destroyed
14% chance 1% destroyed

- 7

3% chance 100% destroyed
6% chance 50% destroyed
9% chance 25% destroyed
12% chance 12% destroyed
15% chance 6% destroyed
18% chance 3% destroyed
21% chance 1% destroyed

- 6

4% chance 100% destroyed
8% chance 50% destroyed
12% chance 25% destroyed
16% chance 12% destroyed
20% chance 6% destroyed
24% chance 3% destroyed
28% chance 1% destroyed

- 5

5% chance 100% destroyed
10% chance 50% destroyed
15% chance 25% destroyed
20% chance 12% destroyed
25% chance 6% destroyed
30% chance 3% destroyed
35% chance 1% destroyed

- 4

6% chance 100% destroyed
12% chance 50% destroyed
18% chance 25% destroyed
24% chance 12% destroyed
30% chance 6% destroyed
36% chance 3% destroyed
42% chance 1% destroyed

- 3

7% chance 100% destroyed
14% chance 50% destroyed
21% chance 25% destroyed
28% chance 12% destroyed
35% chance 6% destroyed
42% chance 3% destroyed
49% chance 1% destroyed

- 2

8% chance 100% destroyed
16% chance 50% destroyed
24% chance 25% destroyed
32% chance 12% destroyed
40% chance 6% destroyed
48% chance 3% destroyed
56% chance 1% destroyed

- 1

9% chance 100% destroyed
18% chance 50% destroyed
27% chance 25% destroyed
36% chance 12% destroyed
45% chance 6% destroyed
54% chance 3% destroyed
63% chance 1% destroyed

0

10% chance 100% destroyed
20% chance 50% destroyed
30% chance 25% destroyed
40% chance 12% destroyed
50% chance 6% destroyed
60% chance 3% destroyed
70% chance 1% destroyed

1

15% chance 100% destroyed
25% chance 50% destroyed
35% chance 25% destroyed
45% chance 12% destroyed
55% chance 6% destroyed
65% chance 3% destroyed
75% chance 1% destroyed

2

20% chance 100% destroyed
30% chance 50% destroyed
40% chance 25% destroyed
50% chance 12% destroyed
60% chance 6% destroyed
70% chance 3% destroyed
80% chance 1% destroyed

3

25% chance 100% destroyed
35% chance 50% destroyed
45% chance 25% destroyed
55% chance 12% destroyed
65% chance 6% destroyed
75% chance 3% destroyed
85% chance 1% destroyed

4

30% chance 100% destroyed
40% chance 50% destroyed
50% chance 25% destroyed
60% chance 12% destroyed
70% chance 6% destroyed
80% chance 3% destroyed
90% chance 1% destroyed

5

35% chance 100% destroyed
45% chance 50% destroyed
55% chance 25% destroyed
65% chance 12% destroyed
75% chance 6% destroyed
85% chance 3% destroyed
95% chance 1% destroyed

6

40% chance 100% destroyed
50% chance 50% destroyed
60% chance 25% destroyed
70% chance 12% destroyed
80% chance 6% destroyed
90% chance 3% destroyed
Otherwise 1% destroyed

7

45% chance 100% destroyed
55% chance 50% destroyed
65% chance 25% destroyed
75% chance 12% destroyed
85% chance 6% destroyed
95% chance 3% destroyed
Otherwise 1% destroyed

8

50% chance 100% destroyed
60% chance 50% destroyed
70% chance 25% destroyed
80% chance 12% destroyed
90% chance 6% destroyed
Otherwise, 3% destroyed

9

50% chance 100% destroyed
65% chance 50% destroyed
75% chance 25% destroyed
85% chance 12% destroyed
95% chance 6% destroyed
Otherwise 3% destroyed

10

50% chance 100% destroyed
70% chance 50% destroyed
80% chance 25% destroyed
90% chance 12% destroyed
Otherwise 6% destroyed

11

55% chance 100% destroyed
75% chance 50% destroyed
85% chance 25% destroyed
95% chance 12% destroyed
Otherwise 6% destroyed

12

55% chance 100% destroyed
80% chance 50% destroyed
90% chance 25% destroyed
Otherwise 12% destroyed

13

55% chance 100% destroyed
85% chance 50% destroyed
95% chance 25% destroyed
Otherwise 12% destroyed

14

60% chance 100% destroyed
90% chance 50% destroyed
Otherwise 25% destroyed

15

60% chance 100% destroyed
95% chance 50% destroyed
Otherwise 25% destroyed

16 and higher

60% chance 100% destroyed
Otherwise 50% destroyed


THE FATE OF ENEMY MAGES AND CLERICS

The Attacking Power chooses how the enemy mages and clerics that are killed, die.
The Attacker may kill them outright - this is considered death by 11th level magic.
The Attacker may transport them into a Sphere of Annihilation.
The Attacker may transport them to the Ninth Hell or the Seventh Heaven.
The Attacker may choose mercy, and imprison them - they are considered imprisoned by 11th level magic.

In all cases, the mages and clerics in question are either permanently dead or permanently imprisoned.
There is no way they can ever be recovered, unless they are imprisoned and the Power offers a prisoner exchange.
If they are imprisoned and the imprisoning Power loses all of it's mages and clerics capable of casting 11th level magic, the prisoners are considered killed by 11th level magic.

A prisoner exchange cannot be faked or interfered with - it is a strict agreement between two or more Powers, and must be carried through legitimately.

Again, it must be stressed: If an Attack is successful, and the Defender loses mages and clerics capable of casting 11th level magic, those mages and clerics are lost forever ... if the successful Attacker wills it so.


LOSING THE ATTACK/DEFENSE DUEL

The point of the Attack/Defense Duel is to totally eliminate the Defender's mages and clerics capable of casting 11th level magic.

Once this happens, the Power which has suffered such a 100 percent loss is considered Disarmed.

A Disarmed Power is under the following restrictions:

It's Player Character can cast 10th level magic and lower only.
It's Non-Player Characters can cast 10th level magic and lower only.
It can cast 10th level magic and lower only.
It can employ psionics of 10th level and lower only.
It has no access to 11th level magic of any sort, in any way, by any means.
It's score in the Magical Arms Race falls to 149, and remains there for the rest of the Turn.

Otherwise, it is fully intact.
It retains all it's technology.
It retains all it's infrastructure.
It retains all creations in which 11th level magic had a hand in building.


THE COUP DE GRACE

There is always the option of surrender for the Disarmed Power.
Surrender always comes on the attacker's terms, assuming the attacker is willing to accept surrender at all.
Surrender, cannot be faked.

If the Disarmed Power refuses to surrender, it may choose to Defend.
It must state it is preparing a Defense, as per normal.

The Disarmed Power may NEVER declare an Attack against any Power with 11th level magic - it's offensive capability is ineffective against 11th level defenses.

At this point, when the Power with 11th level magic declares his Attack and Defense, he may launch his Attack on the Disarmed Power.
This is the Coup de Grace.

Once more the Attack Category is calculated.
Once more the Defense Category is calculated, and subtracted from the Attack Category to reach a number.
Then, a second set of charts are consulted:

- 17 and below

1% chance 100% destroyed
2% chance 50% destroyed
3% chance 25% destroyed
5% chance 12% destroyed
7% chance 6% destroyed
10% chance 3% destroyed
15% chance 1% destroyed

- 16

2% chance 100% destroyed
3% chance 50% destroyed
5% chance 25% destroyed
7% chance 12% destroyed
10% chance 6% destroyed
15% chance 3% destroyed
20% chance 1% destroyed

- 15

3% chance 100% destroyed
5% chance 50% destroyed
7% chance 25% destroyed
10% chance 12% destroyed
15% chance 6% destroyed
20% chance 3% destroyed
25% chance 1% destroyed

- 14

4% chance 100% destroyed
7% chance 50% destroyed
10% chance 25% destroyed
15% chance 12% destroyed
20% chance 6% destroyed
25% chance 3% destroyed
30% chance 1% destroyed

- 13

5% chance 100% destroyed
10% chance 50% destroyed
15% chance 25% destroyed
20% chance 12% destroyed
25% chance 6% destroyed
30% chance 3% destroyed
35% chance 1% destroyed

- 12

6% chance 100% destroyed
15% chance 50% destroyed
20% chance 25% destroyed
25% chance 12% destroyed
30% chance 6% destroyed
35% chance 3% destroyed
40% chance 1% destroyed

- 11

7% chance 100% destroyed
20% chance 50% destroyed
25% chance 25% destroyed
30% chance 12% destroyed
35% chance 6% destroyed
40% chance 3% destroyed
45% chance 1% destroyed

- 10

8% chance 100% destroyed
25% chance 50% destroyed
30% chance 25% destroyed
35% chance 12% destroyed
40% chance 6% destroyed
45% chance 3% destroyed
50% chance 1% destroyed

- 9

9% chance 100% destroyed
30% chance 50% destroyed
35% chance 25% destroyed
40% chance 12% destroyed
45% chance 6% destroyed
50% chance 3% destroyed
55% chance 1% destroyed

- 8

10% chance 100% destroyed
35% chance 50% destroyed
40% chance 25% destroyed
45% chance 12% destroyed
50% chance 6% destroyed
55% chance 3% destroyed
60% chance 1% destroyed

- 7

15% chance 100% destroyed
40% chance 50% destroyed
45% chance 25% destroyed
50% chance 12% destroyed
55% chance 6% destroyed
60% chance 3% destroyed
65% chance 1% destroyed

- 6

20% chance 100% destroyed
45% chance 50% destroyed
50% chance 25% destroyed
55% chance 12% destroyed
60% chance 6% destroyed
65% chance 3% destroyed
70% chance 1% destroyed

- 5

25% chance 100% destroyed
50% chance 50% destroyed
55% chance 25% destroyed
60% chance 12% destroyed
65% chance 6% destroyed
70% chance 3% destroyed
75% chance 1% destroyed

- 4

30% chance 100% destroyed
55% chance 50% destroyed
60% chance 25% destroyed
65% chance 12% destroyed
70% chance 6% destroyed
75% chance 3% destroyed
80% chance 1% destroyed

- 3

35% chance 100% destroyed
60% chance 50% destroyed
65% chance 25% destroyed
70% chance 12% destroyed
75% chance 6% destroyed
80% chance 3% destroyed
85% chance 1% destroyed

- 2

40% chance 100% destroyed
65% chance 50% destroyed
70% chance 25% destroyed
75% chance 12% destroyed
80% chance 6% destroyed
85% chance 3% destroyed
90% chance 1% destroyed

- 1

45% chance 100% destroyed
70% chance 50% destroyed
75% chance 25% destroyed
80% chance 12% destroyed
85% chance 6% destroyed
90% chance 3% destroyed
95% chance 1% destroyed

0

50% chance 100% destroyed
75% chance 50% destroyed
80% chance 25% destroyed
85% chance 12% destroyed
90% chance 6% destroyed
95% chance 3% destroyed
Otherwise 1% destroyed

1

55% chance 100% destroyed
80% chance 50% destroyed
85% chance 25% destroyed
90% chance 12% destroyed
95% chance 6% destroyed
Otherwise 3% destroyed

2

60% chance 100% destroyed
85% chance 50% destroyed
90% chance 25% destroyed
95% chance 12% destroyed
Otherwise 6% destroyed

3

65% chance 100% destroyed
90% chance 50% destroyed
95% chance 25% destroyed
Otherwise 12% destroyed

4

70% chance 100% destroyed
95% chance 50% destroyed
Otherwise 25% destroyed

5

75% chance 100% destroyed
Otherwise 50% destroyed

6

80% chance 100% destroyed
Otherwise 60% destroyed

7

85% chance 100% destroyed
Otherwise 70% destroyed

8

90% chance 100% destroyed
Otherwise 80% destroyed

9

95% chance 100% destroyed
Otherwise 90% destroyed

10 and higher

100% chance 100% destroyed.


THE RESULT OF A COUP DE GRACE

The damage above translates into the following results, determined by the successful Attacker:

Obliteration:

The percentage lost by the defender is to his land's geography, flora, fauna, infrastructure, civilians, military, and everything else he has.

Total Destruction:

The percentage lost by the defender is to all infrastructure, civilians, and military personnel.

Neutron Destruction:

The percentage lost by the defender is to all civilians and military personnel.

Reprisal Destruction:

The percentage lost by the defender is to all civilians.

Standard Destruction:

The percentage lost by the defender is to all military personnel and military infrastructure.

Mercy:

The percentage lost by the defender is to all the leadership, including the Non-Player Characters, and to weapons systems and weapons stockpiles.

Civilians, military personnel, and Non-Player Characters, may be permanently killed - the Attacker selects the form of destruction - or permanently imprisoned without hope of escape.

The Coup de Grace destroys a percentage of the defending Power's PL equal to the percentage loss determined on the charts, unless - and only unless - Mercy Destruction is selected.

If the Coup de Grace was not totally successful - if it did not produce 100% destruction - the Attacker may, on his next allowed Attack, repeat the procedure until the defender is eliminated.
The Attacker may change the mode of destruction selected, in any second or subsequent Attack.

The Attacker may select what NPCs the defending Power loses, if the attack was not 100 percent successful.
The Attacker may select what nations the defending Power loses.
The Attacker may select what Artifacts, Relics, or other kinds of magical items the defending Power loses.
The Attacker may pretty much choose, in detail, what the defender loses.

The Player Character of the defending Power is assumed to remain safe, until the very end.
Upon achieving 100 percent destruction of the defending Power, the victorious attacker decides the fate of the defending Player Character.
There is no appeal to this fate.

ATTACKING WEAKER POWERS

If your Power has 11th level magic, and you choose to launch an Attack against a Power that has only 10th level magic or less (such as Melkor stating an Attack against Zelda's Power), there is no need for any Attack/Defend Duel.
The Coup de Grace process outlined above begins immediately.

A Power that has only 10th level magic or less may not engage in Dueling, except to Defend against a Coup de Grace.
A Power that has only 10th level magic or less may not Duel with other 10th level Powers.
A Power that has only 10th level magic or less may not attempt a Coup de Grace against a Power that has only 9th level magic or less.

PROTECTING A WEAKER POWER

This is simple enough.

The Attack/Defense Duel between the 11th level Attacker, and the interfering 11th level Defender, is resolved normally (as per the standard charts.)

The Power with 10th level magic is simply ignored.
It receives no Defense of it's own.
It's fate depends entirely on how well the interfering Power protects it.

If the Attack is successful, or partially successful, Coup de Grace damage is done to the Power that was being shielded.
The interfering Power with 11th level magic sustains no damage at all.

SPECIAL

If a player cannot come online to play his Power, he or she may give permission to another to play his or her Power.
Otherwise, that Power defends only, and engages in no other activity but defense.
That Power will build a Category 4 Defense on day one, and hold it indefinitely, until subject to an Attack.

ADDITIONAL RULE

If your Power is involved in projects involving 11th level magic, you may state you halt them.
You must make such a statement before you may begin a Category 4 or greater buildup of your Attack and Defense.
Attack/Defense involves your entire 11th level war-machine ... when launching Category 4 or greater Attacks or preparing Category 4 or greater Defenses, you may never undertake any 11th level activity that takes longer than an hour to complete.
 

Edena_of_Neith

First Post
WHAT YOU CAN DO WITH 11TH LEVEL MAGIC, IN ADDITION TO DUELING

Each Power in the IR has a large army of mages, clerics, psionicists, and perhaps other wonder-workers who are capable of casting 11th level spells and otherwise employing 11th level magic.
Considering what a single mage capable of throwing 11th level spells could do, there is no question concerning the astronomical capabilities of a whole army of such mages, especially if this army has large amounts of time in which to spellcast.

Indeed, the whole point of 11th Level Dueling is to destroy this army of mages - and clerics, psionicists, and others capable of wielding 11th level magic - for this 11th level army is the supreme weapon of the Power in question (the equivalent of having Warp Drive, when everyone else is limited to Impulse Drives.)

- - -

The List below assumes the whole army of mages, clerics, psionicists, and others are working to accomplish the end specified.

The List represents what they can accomplish, given a certain length of time, from a few seconds to the entirety of Turn 7.

If they are attempting feats that require an hour of less to achieve, it does not interfere with your Power's Attacks and Defenses, or your ability to Hold Attacks and Defenses.
It is reasonable to assume that a very small portion of your 11th level army of mages, clerics, psionics, etc. are spending their time in alternate projects besides Attack and Defense.
Or, that your entire 11th level army quickly conducts the project in question, then returns to the business of Attack and Defense.

However, if your 11th level army attempts one of the projects below that requires more than an hour to achieve, it interferes with your Attacks and Defenses, and you cannot Hold Attacks and Defenses from day to day.
Simply put, it diverts so much of your 11th level army's efforts and time, that they cannot build up a Category 4 Attack or Defense, and they cannot maintain any level of Attack or Defense from day to day.
Your 11th level army is so busy on the alternate project that it's efforts in Attack and Defense are crippled. It cannot do both things at the same time.

- - -

Here is what your Power can do.

On each day of Turn 7, your Power can accomplish the following:

It can launch Category 4 Attacks and Defenses.
It can Hold Attacks and Defenses through to the next day.
It can accomplish 1 feat that would require an hour to accomplish.
Or, it can forego that, and accomplish 1 feat that would require less than an hour to accomplish.

Or:

It can launch Category 3 or weaker Attacks and Defenses.
It cannot Hold Attacks and Defenses through to the next day.
It can accomplish 1 feat that would require a full day to accomplish.
Or, it can forego that and accomplish 1 feat requiring less than a day to accomplish.

If you state your Power is attempting to accomplish a feat that requires a week to accomplish, your Power must spend a week working on the project.
Forget Category 4 Attacks and Defenses, or holding your Attacks and Defenses from day to day, as long as your Power is working on the project.
At the end of any day during this effort, your Power may elect to accomplish a lesser feat - one requiring a day or less to accomplish.
IF YOU DO THIS, YOUR POWER RESETS.
Of course, your week-long project is totally ruined, all the effort spent on it wasted.

If you state your Power is attempting to accomplish a feat that requires the entire Turn to accomplish, your Power must spend the entire Turn working on the project.
Forget Category 4 Attacks and Defenses, or Holding Attacks and Defenses from day to day, for as long as you are working on the project.
At the end of any day during this effort, your Power may elect to accomplish a lesser feat - one requiring a day or less to accomplish (or a week or less to accomplish, if a week or longer has passed.)
IF YOU DO THIS, YOUR POWER RESETS.
Of course, your Turn-long project is totally ruined, all the effort spent on it wasted.

- - -

Note that most of the feats shown in the lists scale in power. The longer you spend on the project, the greater the result.

Increasing your Player Character's PL by 5 requires mere seconds, for instance.
Increasing your Player Character's PL by 10 requires a few minutes.
Increasing your Player Character's PL by 20 requires an hour.
Increasing your Player Character's PL by 100 requires a day.
Increasing your Player Character's PL by 200 requires a week.
Increasing your Player Character's PL by 300 requires the entire Turn.

In these cases, lesser effects do not stack.
To obtain a PL of 20 for your Player Character, your Power must spend an hour to do so - it cannot spend a few seconds to raise said Player Character's PL by 5, then repeat the process hundreds of times.
To obtain a PL of 300 for your Player Character, your Power MUST spend the entire Turn working on the project - nothing less will do.

This applies to each and every feat shown in the lists below, for nearly all of them scale in the same fashion.

Assume that ALL the feats below scale, and you cannot go wrong.

- - -

WHAT CAN YOUR POWER DO WITH 11TH LEVEL MAGIC IN A FEW SECONDS?

You can create a great geyser of Oerthblood, causing a huge lake of Oerthblood to permanently form.
You can increase your Player Character's PL by 5.
You can choose to permanently increase all of your NPC's PL by 3.
You can give your PC all the abilities of a Tarrasque, assuming it's shape - or, you may remain in your own form, and have all the abilities except the claw and bite attacks. Your Player Character's PL increases by 5.
You can create a Flying City (ala Netheril.) This City can spelljam as if it had a Greater Helm of titanic proportions.
You can travel forward or backward in time, but you cannot affect or change history or the future.
You can attempt to locate a known artifact (1 in 100 chance.)
You can create 100 pocket dimensions, size LL.
You can begin Avangion Metamorphosis.
You can project visions of other realities to several subject creatures (such as showing a medieval person what life is like on modern Terra), and those subject creatures will instantly understand, with possible changes of alignment and personality.
You can bring sustenance (rain, enriching the soil, etc.) to the natural ecosystem over an area the size of Bissel.
You can begin the creation of a new race of beings. This race can have any powers short of those of the demipowers, singular dragon types, demon lords, tarrasque, etc.
You can undo the environmental damage of technological inventions, over an area the size of Furyondy.
You can immediately begin growing a forest over an area the size of Bissel.
You can summon the Avatar of any diety, and attempt to force it to perform a service for you (1 in 100 chance.) It may resent this, of course.
You can begin freeing your undead of Acererak's control.
Your PC can withstand Acererak's attacks.
You can grant your PC and and a few others psionic abilities (you gain all the psionic classes.)
You can grant your PC or a few others the ability to cast psionic enchantments.
You can give your PC the ability to Shapechange, gaining all the powers of the creature whose form is assumed.
You can dig a tunnel down to any depth in the earth.
You can see into the future - but once seen, that future must come to pass. You cannot change it.
You can begin resurrecting the dead (10 PL worth.)
You can break an 11th level enchantment upon one creature (50 percent chance.)
You can begin creating a Mythal. It can have any powers of 1st through 9th level, up to several dozen of them, and they are permanent within a 4000 square mile area.
One of your people can begin functioning as a Deepspawn (gain 10 PL of monsters.)
You can immediately start creating permanent Gates to other Planes, other parts of the Prime Material Plane, and to Alternate Realities.
You can summon 10 PL in help from those places.
You can attempt to undo the Dream Forsaken One throws on you (1 in 100 chance.)
You can sense a major change in reality, but cannot necessarily do anything about it.
If you are a demipower or greater, you can attempt to seize one another diety's portfolios. There is a 1 in 100 chance of success, and a 3 in 4 chance that the diety succeeds in killing your PC.
Your PC, NPCs or a few others can attempt to permanently gain the ability of Spellfire. There is a 1 in 100 chance of success. Your Power's PL increases by 10.

Your Power can attempt any feat that you think would be equivalent in power and scope to any of the above.
Use your imagination, and think up anything you wish, then submit it to me via e-mail, so I can rule on it.

- - -

WHAT CAN YOUR POWER DO WITH 11TH LEVEL MAGIC IN A FEW MINUTES?

You can create dozens of huge lakes of Oerthblood.
You can increase your Player Character's PL by 10.
You can increase all of your NPC's PLs by 5.
You can give hundreds of your people the powers of the Tarrasque. Your Power's PL increases by 100.
You can raise several Flying Cities, each of which will have spelljamming abilities, plus several 9th level abilities of your choice.
You and dozens of others can travel forward or backward in time, but you cannot affect or change history or the future.
You can attempt to locate a known artifact (1 in 10 chance.)
You can create 1,000 pocket dimensions, size LL.
Your PC and dozens of others can begin Avangion Metamorphosis. Your Power's PL increases by 100.
You can project visions of other realities to thousands of subject creatures (such as showing a medieval person what life is like on modern Terra), and those subject creatures will instantly understand, with possible changes of alignment and personality.
You can bring sustenance (rain, enriching the soil, etc.) to the natural ecosystem over an area the size of Furyondy.
You can begin the creation of a new race of beings. This race can have any powers short of those of the demipowers, singular dragon types, demon lords, tarrasque, etc.
You can undo the environmental damage of technological inventions, over an area the size of the Union of Oerth.
You can immediately begin growing a forest over an area the size of Furyondy.
You can summon the Avatar of any diety, and attempt to compel it to do a service for you (1 in 10 chance.) It will resent this, usually.
You can free 100 PL of your undead from Acererak's control.
You can grant your PC, NPCs, and 11th level army protection from Acererak's attacks and like attacks (including Morganti Blades.)
You can grant your PC and and hundreds of others psionic abilities (you gain all the psionic classes.)
You can grant your PC and hundreds of others the ability to cast psionic enchantments.
You can give your PC and hundreds of others the ability to Shapechange, gaining all the powers of the creature whose form is assumed. Your Power's PL increases by 100.
You can expand the Underdark over an area the size of Bissel, for 20 miles down.
You can see into the future - but once seen, that future must come to pass. You cannot change it.
You can resurrect the dead (100 PL worth.)
You can automatically break an 11th level enchantment upon one creature.
You can finish creating a Mythal. It can have any powers of 1st through 9th level, up to several dozen of them, and they are permanent within a 4000 square mile area.
One of your people can begin functioning as a Deepspawn (gain 100 PL of monsters.)
You can create hundreds of permanent Gates to other Planes, other parts of the Prime Material Plane, and to Alternate Realities.
You can summon 100 PL in help from those places.
You can attempt to undo the Dream Forsaken One throws on you (1 in 10 chance.)
Your PC, NPCs, and your entire 11th level army can sense a major change in reality, but cannot necessarily do anything about it.
If you are a demipower or greater, you can attempt to seize one another diety's portfolios. There is a 1 in 10 chance of success, and a 1 in 2 chance that the diety succeeds in killing your PC.
Your PC, NPCs, and entire 11th level army can attempt to permanently gain the ability of Spellfire. There is a 1 in 10 chance of success. Your Power's PL increases by 100.

Your Power can attempt any feat that you think would be equivalent in power and scope to any of the above.
Use your imagination, and think up anything you wish, then submit it to me via e-mail, so I can rule on it.

Your Power can attempt any feat that you think would be equivalent in power and scope to any of the above.
Use your imagination, and think up anything you wish, then submit it to me via e-mail, so I can rule on it.

- - -

WHAT CAN YOUR POWER DO WITH 11TH LEVEL MAGIC IN AN HOUR?

You can dozens of huge lakes of Oerthblood.
You can increase your Player Character's PL by 20.
You can increase all of your NPC's PLs by 10.
You can give thousands of your people the powers of the Tarrasque. Your Power's PL increases by 1,000.
You can raise dozens Flying Cities, each of which will have spelljamming abilities, plus teleport without error and worldwalk abilities, plus a dozen 9th level abilities of your choice.
You and hundreds of others can travel forward or backward in time, but you cannot affect or change history or the future.
You can attempt to locate a known artifact (1 in 3 chance.)
You can create 10,000 pocket dimensions, size LL.
Your PC and hundreds of others can continue Avangion Metamorphosis. Your Power's PL increases by 1,000.
You can project visions of other realities to hundreds of thousands of subject creatures (such as showing a medieval person what life is like on modern Terra), and those subject creatures will instantly understand, with possible changes of alignment and personality.
You can bring sustenance (rain, enriching the soil, etc.) to the natural ecosystem over an area the size of Oerik.
You can continue the creation of a new race of beings. This race can have any powers short of those of the demipowers, singular dragon types, demon lords, tarrasque, etc.
You can undo the environmental damage of technological inventions, over an area the size of Oerik.
You can immediately begin growing a forest over an area the size of the Union of Oerth.
You can summon the Avatar of any diety, and attempt to compel it to do a service for you (1 in 3 chance.) It will resent this, usually.
You can free 1,000 PL of your undead from Acererak's control.
You can grant your PC, NPCs, 11th level army, and millions of your people protection from Acererak's attacks and like attacks (including Morganti Blades.)
You can grant your PC and and tens of thousands of others psionic abilities (you gain all the psionic classes.)
You can grant your PC and tens of thousands of others the ability to cast psionic enchantments.
You can give your PC and tens of thousands of others the ability to Shapechange, gaining all the powers of the creature whose form is assumed. Your Power's PL increases by 1,000.
You can expand the Underdark over an area the size of Furyondy, for 20 miles down.
You can see into the future - but once seen, that future must come to pass. You cannot change it.
You can resurrect the dead (1,000 PL worth.)
You can automatically break an 11th level enchantment upon hundreds of beings.
You can finish creating several dozen Mythals. They can have any powers of 1st through 9th level, up to several dozen of them, and they are permanent within a 4000 square mile area.
Many of your people can begin functioning as Deepspawn (gain 1,000 PL of monsters.)
You can create thousands of permanent Gates to other Planes, other parts of the Prime Material Plane, and to Alternate Realities.
You can summon 1,000 PL in help from those places.
You can attempt to undo the Dream Forsaken One throws on you (1 in 3 chance.)
You and your entire 11th level army can automatically sense a major change in reality, but cannot necessarily do anything about it.
If you are a demipower or greater, you can attempt to seize one another diety's portfolios. There is a 1 in 3 chance of success, and a 1 in 3 chance that the diety succeeds in killing your PC.
Your PC, NPCs, your 11th level army, and thousands of your people may attempt to gain Spellfire. There is a 1 in 10 chance of success. Your Power's PL increases by 1,000.

Your Power can attempt any feat that you think would be equivalent in power and scope to any of the above.
Use your imagination, and think up anything you wish, then submit it to me via e-mail, so I can rule on it.

- - -

WHAT CAN YOUR POWER DO WITH 11TH LEVEL MAGIC IN ONE DAY?

You can cover an area the size of Bissel with Oerthblood, or create hundreds of lakes of Oerthblood.
You can increase your Player Character's PL by 100.
You can increase all of your NPC's PLs by 50.
You can give tens of thousands of your people the powers of the Tarrasque. Your Power's PL increases by 10,000.
You can raise hundreds of Flying Cities, each of which will have spelljamming abilities, plus translight speed, plus teleport without error and worldwalk abilities, plus several dozens other powers of 9th level of your choice. These cities can be of any shape you can imagine.
Your PC, NPCs, and 11th level army can travel forward or backward in time, but you cannot affect or change history or the future.
You can attempt to locate a known artifact (3 in 4 chance.)
You can create pretty much any number of pocket dimensions, size LL.
Your PC, NPCs, 11th level army, and thousands of others can continue Avangion Metamorphosis. Your Power's PL increases by 10,000.
You can project visions of other realities to tens of millions of subject creatures (such as showing a medieval person what life is like on modern Terra), and those subject creatures will instantly understand, with possible changes of alignment and personality.
You can bring sustenance (rain, enriching the soil, etc.) to the natural ecosystem over an entire planet.
You can continue the creation of a new race of beings. This race can have any powers short of those of the demipowers, singular dragon types, demon lords, tarrasque, etc.
You can undo the environmental damage of technological inventions, over an entire planet.
You can immediately begin growing a forest over an area the size of the continent of Oerik.
You can summon the Avatar of any diety, and attempt to compel it to do a service for you (3 in 4 chance.) It will resent this, usually.
You can free 10,000 PL of your undead from Acererak's control.
You can grant your PC, NPCs, 11th level army, and millions of your people protection from Acererak's attacks and like attacks (including Morganti Blades.)
You can grant your PC, NPCs, 11th level army, and millions of your people psionic abilities (you gain all the psionic classes.)
You can grant your PC and millions of your people the ability to cast psionic enchantments.
You can give your PC, NPCs, 11th level army, and hundreds of thousands of your people the ability to Shapechange, gaining all the powers of the creature whose form is assumed. Your Power's PL increases by 10,000.
You can create an Underdark (of continental size) where no Underdark existed before.
Your PC, NPCs, and 11th level army can see into the future - but once seen, that future must come to pass. You cannot change it.
You can resurrect the dead (10,000 PL worth.)
You can automatically break an 11th level enchantment upon tens of thousands of beings.
You can finish creating several hundred Mythals. They can have any powers of 1st through 9th level, up to several dozen of them, and they are permanent within a 4000 square mile area. These Mythals may also have several permanent 10th level powers.
Thousands of your people can begin functioning as Deepspawn (gain 10,000 PL of monsters.)
You can create tens of thousands of permanent Gates to other Planes, other parts of the Prime Material Plane, and to Alternate Realities.
You can summon 10,000 PL in help from those places.
You can attempt to undo the Dream Forsaken One throws on you (3 in 4 chance.)
You and your Power's entire population can automatically sense a major change in reality, but cannot necessarily do anything about it.
If you are a demipower or greater, you can attempt to seize one another diety's portfolios. There is a 1 in 2 chance of success, and a 1 in 6 chance that the diety succeeds in killing your PC.
Your PC, NPCs, your 11th level army, and tens of thousands of your people may attempt to gain Spellfire. There is a 1 in 3 chance of success. Your Power's PL increases by 10,000.

Your Power can attempt any feat that you think would be equivalent in power and scope to any of the above.
Use your imagination, and think up anything you wish, then submit it to me via e-mail, so I can rule on it.

- - -

WHAT CAN YOUR POWER DO WITH 11TH LEVEL MAGIC IN A WEEK?

You can cover an area the size of Furyondy with Oerthblood, or create thousands of lakes of Oerthblood.
You can increase your Player Character's PL by 200.
You can increase all of your NPC's PLs by 100.
You can give hundreds of thousands of your people the powers of the Tarrasque. Your Power's PL increases by 50,000.
You can raise thousands of Flying Cities, each of which will have spelljamming, translight speed, teleport without error, and worldwalk abilities, plus dozens of 9th level abilities of your choice, plus 4 to 6 10th level abilities of your choice. These cities can be of any shape you can imagine.
Your PC, NPCs, 11th level army, and a great part of your people can travel forward or backward in time, but you cannot affect or change history or the future (although they could create an alternate reality by going back in time, thus putting them out of the IR.)
You can locate a known artifact.
You can create pretty much any number of pocket dimensions, size LL.
Your PC, NPCs, 11th level army, and tens of thousands of your people can continue Avangion Metamorphosis. Your Power's PL increases by 50,000.
You can project visions of other realities to a billion subject creatures (such as showing a medieval person what life is like on modern Terra), and those subject creatures will instantly understand, with possible changes of alignment and personality.
You can bring sustenance (rain, enriching the soil, etc.) to the natural ecosystem over all the worlds of a Crystal Sphere.
You can partially complete the creation of a new race of beings. This race can have any powers short of those of the demipowers, singular dragon types, demon lords, tarrasque, etc. Your Power gains 50,000 PL.
You can undo the environmental damage of technological inventions, over all the worlds of a Crystal Sphere.
You can immediately begin growing a forest over an entire planet.
You can summon the Avatar of any diety, and compel it to do a service for you. It will resent this, usually.
You can free 100,000 PL of your undead from Acererak's control.
You can grant your entire population protection from Acererak's attacks and like attacks (including Morganti Blades.)
You can grant your entire population psionic powers (you gain all the psionic classes.)
You can grant your entire population the ability to cast psionic enchantments.
You can give your PC, NPCs, 11th level army, and millions of your people the ability to Shapechange, gaining all the powers of the creature whose form is assumed. Your Power's PL increases by 50,000.
You can create an Underdark on a world (like Krynn) that had no Underdark.
Your entire population can see into the future - but once seen, that future must come to pass. You cannot change it.
You can resurrect the dead (50,000 PL worth.)
You can automatically break an 11th level enchantment upon millions of beings.
You can create nearly any number of small Mythals. They can have any powers of 1st through 9th level, up to several dozen of them, and they are permanent within a 4000 square mile area. These Mythals may also have several permanent 10th level powers.
Tens of thousands of your people can begin functioning as Deepspawn (gain 50,000 PL of monsters.)
You can create hundreds of thousands of permanent Gates to other Planes, other parts of the Prime Material Plane, and to Alternate Realities.
You can summon 50,000 PL in help from those places.
You can break one of the Dreams Forsaken One throws on your Power.
You and your Power's entire population can automatically sense a major change in reality, but cannot necessarily do anything about it.
If you are a demipower or greater, you can attempt to seize one another diety's portfolios. There is a 3 in 4 chance of success, and a 1 in 10 chance that the diety succeeds in killing your PC.
Your PC, NPCs, your 11th level army, and hundreds of thousands of your people may attempt to gain Spellfire. There is a 1 in 2 chance of success. Your Power's PL increases by 50,000.

Your Power can attempt any feat that you think would be equivalent in power and scope to any of the above.
Use your imagination, and think up anything you wish, then submit it to me via e-mail, so I can rule on it.

- - -

WHAT CAN YOUR POWER DO WITH 11TH LEVEL MAGIC USING ALL OF TURN 7 (ONE MONTH IC) TO DO IT?

You can cover an area the size of the continent of Oerik with Oerthblood, or create tens of thousands of lakes of Oerthblood.
You can increase your Player Character's PL by 300.
You can increase all of your NPC's PLs by 150.
You can give millions of your people the powers of the Tarrasque. Your Power's PL increases by 100,000.
You can raise thousands of Flying Cities, each of which will have spelljamming, translight speed, teleport without error, and worldwalk abilities, plus dozens of 9th level abilities of your choice, plus dozens of 10th level abilities of your choice, These cities can be of any shape you can imagine.
Your entire population can travel forward or backward in time, but you cannot affect or change history or the future (although they could create an alternate reality by going back in time, thus putting them out of the IR.)
You can locate 1 to 6 known artifacts.
You can create pretty much any number of pocket dimensions, size LL.
Your PC, NPCs, 11th level army, and hundreds of thousands of your people can continue Avangion Metamorphosis. Your Power's PL increases by 100,000.
You can project visions of other realities to the population of an entire Crystal Sphere (such as showing a medieval person what life is like on modern Terra), and those subject creatures will instantly understand, with possible changes of alignment and personality.
You can bring sustenance (rain, enriching the soil, etc.) to the natural ecosystem over all the Crystal Sphere involved in the IR.
You can complete the creation of a new race of beings. This race can have any powers short of those of the demipowers, singular dragon types, demon lords, tarrasque, etc. Your Power gains 100,000 PL.
You can undo the environmental damage of technological inventions, over all the Crystal Spheres in the IR.
You can immediately begin growing forests over all the worlds in all the Crystal Spheres in the IR.
You can summon all the Avatars of any one diety, and compel them to fight for your Power for the entire next Turn. The deity will usually resent this.
You can free 1,000,000 PL of your undead from Acererak's control.
You can grant the entire population of a world protection from Acererak's attacks and like attacks (including Morganti Blades.)
You can grant the entire population of a world psionic powers (you gain all the psionic classes.)
You can grant the entire population of a world the ability to cast psionic enchantments.
You can give your entire population the ability to Shapechange, gaining all the powers of the creature whose form is assumed. Your Power's PL increases by 100,000.
You can create an Underdark on all the worlds of a Crystal Sphere, where no Underdarks existed before.
You can cause the entire population of a world to see into the future - but once seen, that future must come to pass. You cannot change it.
You can resurrect the dead (100,000 PL worth.)
You can automatically break an 11th level enchantment upon your entire population.
You can create nearly any number of small Mythals. They can have any powers of 1st through 9th level, up to several dozen of them, and they are permanent within a 4000 square mile area. These Mythals may also have more than a dozen permanent 10th level powers.
Hundreds of thousands of your people can begin functioning as Deepspawn (gain 100,000 PL of monsters.)
You can create millions of permanent Gates to other Planes, other parts of the Prime Material Plane, and to Alternate Realities.
You can summon 100,000 PL in help from those places.
You can break one of the Dreams Forsaken One throws, over an entire Crystal Sphere.
You can cause the population of an entire world to automatically sense a major change in reality, but they cannot necessarily do anything about it.
If you are a demipower or greater, you can attempt to seize one another diety's portfolios. There is a 7 in 8 chance of success, and a 1 in 100 chance that the diety succeeds in killing your PC.
Your PC and entire population may attempt to gain the ability of Spellfire. There is a 3 in 4 chance of success. Your Power's PL increases by 100,000.

Your Power can attempt any feat that you think would be equivalent in power and scope to any of the above.
Use your imagination, and think up anything you wish, then submit it to me via e-mail, so I can rule on it.
 
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Creamsteak

Explorer
Delrune and the Church of Mercy (0100 HOURS/DAY 01)

The Mages of the Church of Mercy, in conglomeration with their newest charge (the Delrunian Alliance), will begin use of 11th level magic on Oerth. The collective syndicate of Order will begin making room for the refugees of the war on Toril. 100 Pocket Dimensions will be cleared to make room for refugees. All refugees will be treated with the kindness and false safety permitted by the methods used by Mina (in her treating of prisoners of war).

The Mages of the Church of Mercy, and Delrune, will begin the following steps in rejuvinating the country of Delrune:

1)-Bring sustenance (rain, enriching the soil, etc.) to the natural ecosystem over an area the size of the continent of Oerik. This rejuvination will focus on the League of Warlords and Delrune, and be condensed, rather than spread all over Oerik.

2)-Grow a forest over an area the size of Bissel. This forrest will be exceptionally dense.

3)-Create a Mythal over the forest city with a 4,000 square mile area. Within that area, Druid spells are maximized, quickened, heightened, and enlarged. Sunlight is amplified, but harmful affects are nullified completely (you can get incredibly tan, but the sun "somehow" would never burn you).

4)-Undo the environmental damage caused by technological inventions over the entire continent of Oerik.

5)-Permanently alter my Power's technology so that it causes no environmental damage.

These are my 11th level actions for 0100-0600 hours of turn 7.
 

Edena, I will post my turn 7 projects later because I am going to bed now. But I want you to remind that after I made my attack on Rajaat:

I am attacking him personally with my PC, PL 10000 and ever growing if needed to enthrall or destroy that wretched creature.

If his 11th structure gets destroyed I'm CDGing him with a hivemind/domination effect that would result in hiveminding his entire population of followers and champions.


I am spreading creep with 11th as fast and much as I can all over Athas.
 

never forget

The greatest weapon to fight the Red Death and its minions is knowledge.






I am reading up heavily on Ravenloft as I am typing this.
Makes much more sense now and I just came to understand the mists.
Also I know now where Edena get certain inspirations from :)



Offline notice for the next 8 hours.
 
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Edena_of_Neith

First Post
REPLIES

Melkor

Edena, you got The Attack/Defense I emailed you? I am going offline now, time to sleep.

Yes I did. Thank you, Melkor.

- - -

creamsteak

Delrune and the Church of Mercy (0100 HOURS/DAY 01)

The Mages of the Church of Mercy, in conglomeration with their newest charge (the Delrunian Alliance), will begin use of 11th level magic on Oerth. The collective syndicate of Order will begin making room for the refugees of the war on Toril. 100 Pocket Dimensions will be cleared to make room for refugees. All refugees will be treated with the kindness and false safety permitted by the methods used by Mina (in her treating of prisoners of war).
The Mages of the Church of Mercy, and Delrune, will begin the following steps in rejuvinating the country of Delrune:

1)-Bring sustenance (rain, enriching the soil, etc.) to the natural ecosystem over an area the size of the continent of Oerik. This rejuvination will focus on the League of Warlords and Delrune, and be condensed, rather than spread all over Oerik.
2)-Grow a forest over an area the size of Bissel. This forrest will be exceptionally dense.
3)-Create a Mythal over the forest city with a 4,000 square mile area. Within that area, Druid spells are maximized, quickened, heightened, and enlarged. Sunlight is amplified, but harmful affects are nullified completely (you can get incredibly tan, but the sun "somehow" would never burn you).
4)-Undo the environmental damage caused by technological inventions over the entire continent of Oerik.
5)-Permanently alter my Power's technology so that it causes no environmental damage.

ANSWER: Noted. These are considered to be underway, and will be successful, unless disrupted by the actions of other Powers.

- - -

The Forsaken One

Edena, I will post my turn 7 projects later because I am going to bed now. But I want you to remind that after I made my attack on Rajaat:

I am attacking him personally with my PC, PL 10000 and ever growing if needed to enthrall or destroy that wretched creature.
If his 11th structure gets destroyed I'm CDGing him with a hivemind/domination effect that would result in hiveminding his entire population of followers and champions.
I am spreading creep with 11th as fast and much as I can all over Athas.

ANSWER: Noted. And this action begins the war. Rajaat is not going to take this lying down - he launches a counterattack.

- - -

The Forsaken One

never forget
The greatest weapon to fight the Red Death and its minions is knowledge.

ANSWER: (solemn look) Yes. And that knowledge has been available for a very long time. It has not been used effectively, however.
 

Tokiwong

First Post
Iuz and the Eternal Empire begins construction of a massive Luna size Pocket Dimension... the first step in a long process... using 11th Level magic. He will also construct a Mythal in the City of Chorazin to bolster its strength and make it a flying city as well. In the Eternal Empire there will be calm and peace and life will continue on as needed.

Iuz will remove any remnants of the Red Scourge from his domains for he does not need it anymore. He understands its mantra... its pain. After the Pocket Dimension is formed, construction will begin on the Core of the new world...
 

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