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

kaboom

First Post
Re: More answers and comments where appropriate

Edena_of_Neith said:

Kaboom

Okay, I'll spend that month that I was using for pocket dimensions summoning another 100,000 PL of angels.
All the projects should now be complete. How did they go?

ANSWER:

Remember, Kaboom, that you are limited to Category 3 Attacks and Defenses, and cannot Hold Attacks, while summoning the 100,000 PL of Angels (yes, I know it's frustrating.)

Concerning your other projects ... I'm so busy with this Attack/Defense thing I haven't been able to rule on them.

To be frank and honest, I think the Attack/Defense Dueling is about to become very intense, with a lot of Attacks going off.

I'd like to deal with that, and resolve it, before resolving individual projects (at least, that way, I will be able to REMEMBER all the individual projects in progress ...)

No, I went back in time and spent 6 months doing various 11th level actions and then went back to the present time. So even if anyone successfully Scryed me, all they would see is my 11th level army casting a spell, and suddenly, a huge army appeared!

My projects are just what I was doing in the Arcane Age. I was going to create pocket dimentions but you advised me against it, so I stated that I would use the time to summon more outsiders. The Arcane Age plans are as follows:

Month 1: Summon 100,000 PL of outsiders. (angels)
Month 2: Summon 100,000 PL of outsiders. (angels)
Month 3: Resurrect 100,000 PL of the dead.
Month 4: Create new race of beings: the living Spelljammer. It can regenerate 1000 points of damage per round, sustain the crew with eatable snap-off appendages, put people in suspended animation, and shoot bursts of spellfire at enemy ships.
Month 5: create a Giant Ooze that can morph into any form. These things can be commanded by any Illithid or any Chosen of Mystra, but the Chosen takes precedence. These things can not attack any living being, for it is TOTALY against there natures.
Month 6:Go home with the new army.
 
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zouron

First Post
the Eternal Union and the Empire of Aquaria will just continue its 11th cleaning up the environment.

of course they offer anab to surrender to them and be trialed fairly for stealing nuclear arms, but does not force the issue.

hmm we can travel to the arcane age and spend five months doing stuff edena? I thought time travel was allowed but we couldn't influence it.
 
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kaboom

First Post
zouron said:

hmm we can travel to the arcane age and spend five months doing stuff edena? I thought time travel was allowed but we couldn't influence it.

even if you could, you didn't think of it, did you?:p
 

Anabstercorian

First Post
Kaboom, really. Let's leave Chronomancy out of it, or I'll set up a temporal resonance field that will shunt all time travelers in to another timeline - One where the Elder Races were victorious.

In fact, I think I'll do that next turn. Chronomancy has its own weak spots.

Zouron, if I recall, my attempts at bomb-stealing never actually SUCCESSFUL, so it's attempted grand larceny, not successful grand larceny.
 

Spoof

First Post
Yes time travel = BAD

I was playing in a game one time and was trying to prepare the kingdom for a war. I was playing a general in a conquest type game and one of the other players dicided to time travel. One turn I was preparing for battle the next the enemy weas gone and I had to restate what I did last turn with the new information. Then the next turn the army was back so I had to restate the last 2 turns. On the next turn the enemy had just been obliterated the prior turn by a dragon.

It all just got so confusing that eventually I just gave up and waited until the enemy was within range before ever making a decision on what to do.

So to reiterate time travel = BAD :)
 

kaboom

First Post
*Kaboom sulks*

Fine, but I get another 11h level action for day 1. It is: I'm corrupting millions of evil people. They are now good and and worship Mystra.
 
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Spoof

First Post
Kaboom.

If Edena agreed to what you wanted to do then by all measns go for it. I am just stating my personal opinion, as to why I will not time travel. I think it was a great idea and wish I had thought ot it. Edena said you could time travel just not affect the people there, which you did not due.

Although after your feat is accomplished I think anab and I will still set of the resinator... what do you say Annie?
 
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Edena_of_Neith

First Post
RULING ON THE ALTERATION OF REALITY BY FORSAKEN ONE:

Forsaken One has altered reality in the Crystal Sphere that holds Athas.
He has nullified all magic in that Crystal Sphere - magic no longer works at all.

All Preservers lose all powers.
All Defilers lose all powers.
All clerics lose all powers.
All druids lose all powers.
All psionicists lose all powers (I am ruling that psionics were affected and nullified by the change in reality.)

All magical items, magical, psionic, or both, become non-magical.

All sentient plants and animals become non-sentient, reverting to normal plants and animals.
All Trees of Life revert to normal trees.
All Dragon-Kings and Avangion aspirants revert to normal humans and demihumans.

All innately magical beings (such as any Faerie) disappear from Athas.
All beings with inherent magical powers lose them.

All Spelljammers in this Crystal Sphere cease functioning, and those on board are killed if in Wildspace.
All constructs built with magic or psionics or both, which could not stand-up under normal physics, collapse.
All the Ships on the Sea of Silt sink.

The Cerulean Storm stops.

The unique undead of Athas disappear.
All undead on Athas disappear.

The Red Army on Athas disappears, all the souls freed (Melkor loses 10,000 PL, but his main Red Army had already left.)
The Red Goo on Athas disappears.
The Formians on Athas revert to unintelligent, giant ants (Forsaken One loses some PL.)
The Celestials on Athas lose all their powers, are unable to escape, and become ordinary demihumans (Alzem loses some PL.)

Rajaat and his Champions are nullified as a Power.
The Dragon-Kings are nullified as a Power.
The Veiled Alliance is nullified as a Power (which means GnomeWorks loses his Power until this alteration in reality is reversed.)

It is not possible for any Power that did not have forces on Athas already to travel to Athas by any means.
Forces that were on Athas when the alteration occurred are now crippled, unable to take any action.

Rajaat and his Champions are also crippled, unable to take any action.
The Dragon-Kings are crippled, and their people are crippled.

Athas, along with any forces sent there, is out of the IR until the alteration in reality is reversed.

- - -

((Under construction))

SUMMARY OF ACCOMPLISHMENTS WITH 11TH LEVEL MAGIC ON DAY 1 OF TURN 7.

ALYX (in his own words)

((Note, this project is considered to be in progress, since it will take longer than one day to accomplish this feat.))

Edena, working with the dragons (who are known for their expertise in such things) and with 11th level magic I give my entire power the ability to shapchange at will. The skies over Dragon Isle are filled with dragons, and the surronding oceans with dolphins and whales as my people are encouraged to enjoy their newfound abilities. Oh, and the kiddies love it, although having a 2 year old (human) ancient dragon is slightly hard to manage...
Fortunately, the real dragons know how to take care of such baby sitting nightmares, so after a few houses are burnt down (and rebuilt nearly instantly by shapechanged treants), things settle down.
Oh, and I dispatch a team shapechanged into dolphins to communicate with the natural species and determine their statues. The Lendore Isle elves have a special relationship with them, not to mention a plans for the future...

- - -

ALZEM (SPOOF) (in his own words)

Actions for turn 0.1
Actions for day one:

((The project below has been completed.))

Create one pocket dimension as others with astral travel given to all those inside. Also add twin mind and twin spell to allow all people to have 2 astral projections while inside. (Doubling my pl and spell casters) Ward the pocket dimension against all known attacks and establish a Mythal (since you said we all had one this should not take any time) that doubles the power of all spells cast inside the Mythal while halving all spells cast into the Mythal from outside (my attack/defense x2, others attack *) Also keeping all the abalties of the old Mythal
my total attack and defense for a quick action (3/3) should now be (12/12) (3(normal)*2(pocket dimension)*2(Mythal) / 3(normal)*2(pocket dimension)*2(Mythal))

((The project below could not be completed on Day One, and is in progress.))

Create geysers of Oreth blood on Hope Isle along with accompanying spells to force the spray into to a mist that covers the entire island in a continuous fog.

((The projects below were completed, without requiring 11th level magic to accomplish them.))

Contact the Mordon Primus and seek an alliance with him/it. Ask him to assist me in bringing order to the spheres. Offer him a bargain where he can establish a base to work from here to help bring order to the people.
Use magic and tech from Toril to scry watch what is going on around the sun. Launch an envoy up to there to ask to be allowed to observe the proceedings. Cast all known mind-protecting spells on observers and equip each with one of the psionic nullifying devices.
Continue summoning cats of nine lives and celestial golems.

- - -

ANABSTERCORIAN (in his own words)

My 11th level action will be spending a 1-hour period of time accelerating the construction of the Penumbral Hub by copy/pasting the complete portion several times - A Duplicate spell on an enormous scale. Since each portion is self-sufficient when it comes to energy consumption and food supply, the overall design is rather modular.

- - -

BLACK OMEGA (in his own words)

11th Level magic for this Day.

Try to free Mordenkainen from the Dictum.

((The one hour project was successful, and Mordenkainen was freed from Anabstercorian's control, and completely restored to his former self in soul, mind, and body.))

- - -

CREAMSTEAK (in his own words)

((The project below is considered to be in progress, since it will take longer than one day to accomplish this feat.))

Edena,

I have intentions of creating a flying forest roughly the size of an LL territory. I wanted to give it subjective gravity, so that plant life grows on all sides. Here is a list of effects I designated for it:
All Druid Spells are Empowered, Enlarged, Heightened, Maximized, Quickened, Silent, and Still.
Cleric Spells from the Air, Animal, Earth, Fire, Good, Healing, Law, Plant, Protection, Strength, Sun, and Water Domains are Empowered, Enlarged, Heightened, Maximized, Quickened, Silent, and Still.
Sorceror and Wizard spells always suffer an Arcane Spell Failure of 95%.
Psionic always suffer from severe penalties and cost 100x as many power points in order to overcome the Psionic Dampening.
The Forest has a will of its own, possessing an Intelligence of 50, Wisdom of 75, and Charisma of 100. Its allignment is Lawful Good, and it acts as an intelligent item. (Statistics not yet resolved)
The Forest can tap knowledge from any Life Tree in any Crystal Sphere it has contact with. The Forest can Draw Knowledge from the Crystal Sphere of Oerth (Delrune), and the Crystal Sphere of Toril (Church of Mercy) and can Gather Information in any location where plants can be found. The Fortress will have roughly +100 Ranks in Gather Information, Sense Motive, and Diplomacy. It has a Knowledge: Nature Rank of 100 +2 (per type of plant). The Fortress has a General Knowledge Rank of 15 (covering all fields of Knowledge).
The Fortress gains enhancements for possessing each additional species of plant it gathers.
For each type of Plant on the Fortress it gains 1 HD and +1 Base Attack Bonus.
The Fortress has Shielding, and can deflect up to 1,000,000 points of damage in a single round before the sheild collapses. A collapsed sheild takes 1d4+1 rounds to recover.
The Fortress has access to a Spellfire Cannon (ala Independance Day) that can obliterate an area roughly the size of New York in a single blast. This cannon can be aimed in any direction, and is not limited to ground targets.
The Fortress can Plane Shift and negates natural affects of that plane in its vicinity. The Fortress can Sphere Shift 3/day. The Fortress can Teleport Without Error (Self + 50 x 1,000,000,000 Pounds) at will as a quickened action.
The Fortress can contact any deity with the Plant Domain, but has no control over what that Deity can do.
The Fortress can cure any disease or any poison for virtually any number of people. The Fortress can cast true resurrection on any Plant type creature or Elemental any number of times per day.
The Fortress is capable of casting 11th Level Cleric spells from the Air, Animal, Earth, Fire, Good, Healing, Law, Plant, Protection, Strength, Sun, and Water Domains.
The Fortress is capable of casting 11th Level Druid spells.
The Fortress can create and hide in a pocket dimension of its own creation at will.
The Fortress can grow food to feed people over an entire planet over the course of a few days.
The Fortress can animate plant life over the course of an entire planet.
The Fortress can create an Avatar in the form of a colossal plant of humanoid stature. The Avatar has 1/3rd the Hit Dice of the Fortress and can perform all of its actions except for the Spellfire Cannon.
The Fortress can project images to plant life within the Crystal Sphere it is located in. The Plant life, if animated, understands the will of the Fortress completely.
The Fortress can cleanse an entire crystal sphere of technological damage in one day. The Fortress can grow a forest over an entire planet over the course of one day. The Fortress can provide enrichment to the ecology of a planet in one day. Only one of these actions can be taken in a given day.
The Fortress can shift the Crystal Sphere can rip pockets of Red Goo out of the ground, out of the air, an out of the water and then heal the souls trapped within.
The Fortress maximizes the Hit Dice of Animals, Plants, Beasts, Magical Beasts, and Humanoid Elves. The Hit Dice of such creatures is increased to a d20.
The Fortress has Damage Reduction of 1,000,000/+10 due to its shield, but when the shield drops - the damage reduction follows. The Fortress has Spell Resistance of 100,000 due to its shield, but when the shield drops - the floating base can be targeted by spells normally.
The Fortress has 1,000,000,000 Hit Dice (maximized = 20,000,000,000 hp) if targeted as a creature. It has regeneration of 1,000,000 per round. Regeneration of the fortress can be negated over a 5 foot square for one round with a 9th level withering spell. 10th level magic can punch a 500 foot square to drop its regeneration for a few rounds. 11th level magic can punch a mile (kilometer) hole in its regeneration for few minutes.
Many individual creatures (Plant, Animal, Beast, Magical Beasts, and Humanoid Elves) are seperate targets on the floating fortress. The Fortress bestows natural regeneration of 100 and damage reduction 100/+5 along with spell and power resistance of 100.
The Fortress has the ability to act as an Archer Bush over an LL sized area. The Fortress can act as Omniflax over an LL sized area. The Fortress can drop thousands of Jupiter Bloodsuckers over an LL sized area. (Details about these three plants are covered in that pdf I sent Edena earlier).
The Fortress takes normal damage from radiation, fire, and force which make it vulnerable to a few attacks. The Fortress sheild can withstand a Nuke, possibly a few, before the shield will drop. A single Mass Driver (Ground Pounder) could be deflected by the shield, but multiple shots could pierce and destroy the Fortress. (These are making me think that building such a construct would be a waste)
The Fortress can shift to ethereal for an indefinite period in order to avoid such attacks. The Fortress can still use all its weapons except the spellfire cannon in Ethereal. A +1 Mass Driver (Ground Pounder) could still technically hit an Ethereal target, and nullifies this protection.
There are a few more ideas, but I don't have my list from where I am at. How long would this creature take to create? I would name it the Mana Fortress (ala Secret of Mana) if it is possible. I suspect I will be told it will take a month...

((I added the following))

The Mana Fortress will take 10 years to create.
Once completed, it will be immune to Groundpounders, and any magic of 9th level and under, or the results of such magic (such as Groundpounders.)
It will also be immune to nuclear weapons of any size. It would take antimatter weapons to actually harm it, and probably it would take something on the order of a billion megaton explosion to actually do real damage to it.
It would take a Nova, being hurled into the heart of a sun, being sucked into a Black Hole, being hit by a Sphere of Annihilation hundreds of miles in diameter, attack by Father Chaos, destruction by years of preparation using the most powerful of artifacts, or some other colossal effect of that sort to actually destroy it.

- - -

MR. DRACO AND SERPENTEYE (in their own words)

The Union of Oerth (both serpenteye and myself) and the Humanoid Alliance (total: 3 11th level powers) will spend each of their hour-long actions (three one hour long actions total) towards the creation of a new race, the Cydians, through the metamorphoses of their populations.

((Description of the Cydians, in Mr. Draco and Serpenteye's own words. The project of creating this race is considered to be in progress, since it will take longer than one day to accomplish this feat.))

As per edena's request, here is the stat block for a Cydian. This is just the stat block for a normal, lvl1 commoner type Cydian. In other words, this is as weak as Cydians get. Oh, I almost forgot to mention, Kas, as the first of many, has already completed Cydian metamorphoses. Be awed, be very awed.

-----

Cydian
Large Outsider (Lawful, Neutral)
Hit Dice: 30d8 + 420 (555 hp)
Initiative: +19 (Dex)
Speed: 300 ft, fly 300 ft, swim 300 ft, burrow 200 ft
AC: 48 (-1 Size, +19 Dex, +20 Natural Armor)
Attacks: Claw: +46/+41/+36/+31/+26/+21
Damage: Claw: 3d10 + 16 and 3d10 lightning and 3d10 gravity manipulation
Face/Reach: 5 ft by 5 ft/ 10 ft
Special Attacks: Spell-like Abilities, Spells, Electricity Mastery, Gravity Manipulation, Archmage Abilities
Special Qualities: DR 50/+4, SR 40, PR 40, Regeneration 30, Blindsight, Cydian Qualities Saves: Fort- +31, Ref- +36, Will- +31
Abilities: Str- 36 (+13), Dex- 48 (+19), Con- 38 (+14), Int- 46 (+18), Wis- 40 (+15), Cha- 44 (+17)

Spell-like Abilities:

At Will:

Maximized, Empowered:
* Bull's Strength
* Cat's Grace
* Eagle's Splendor
* Fox's Cunning
* Owl's Wisdom
* Endurance
* Chain Lightning
* Energy-Emixturated (lightning) Delayed Blast Fireball
* Improved Invisibility
* Haste
* Major Image
* True Seeing
* Tongues
* Detect Thoughts

Feats and Skills:

Cydians choose their feats and skills according to their personal needs and their tasks in Cydian society. Due to their great intellects and their deeply lawful nature (if they want to learn a skill they dedicate themselves to it wholeheartedly) no skills are considered cross-class.

Spells:

Cydians cast spells as 20th level sorcerers and have the abilities of 5th level Archmages (many of them choose Energy Substitution, because of its obvious practical usefulness, though they find it generally repulsive and will only use it when necessary)
They may also cast clerical spells, and those from the Air, Destruction, Law, and Loyalty domains as arcane spells.
The DC for these spells is (20 + Spell Level).

Electrical Mastery:

A Cydian gains +5 attack and +5 damage if its opponent's nervous system uses electricity.

Gravity Manipulation:

A Cydian can manipulate gravity within 50 ft of it with pinpoint accuracy (+/- 300g). This is a partial action.
A Cydian is unaffected by gravity levels below those of black holes (singularities).
A Cydian may focus its gravity control to damage another being/thing. This damage is 10d10 unless the target succeeds at a fortitude save (DC: 40) for half damage. This is a partial action.

Cydian Qualities:

Immunity to electricity (this includes Cydian electricity), cold, fire, acid, and sonic energy.
Electricity regeneration: A Cydian regenerates 1 hit point for every ten points of electricity damage inflicted on it.
Gravity/Magnetism sight: A Cydian can perceive gravatic/magnetic fields as through sight.
Cydians can shift between corporeal and incorporeal forms as a free action. When incorporeal, Cydians are, in effect, giant bolts of electricity, and can act as such.
Electricity resistance works at half-strength against Cydian magic/attacks.
Electricity immunity works to negate 50% of electricity damage that would otherwise be incurred from Cydian magic/attacks.
Cydian magic/attacks always deal at least one point of damage (electrical).
This is because the electricity is empowered by the soul of the Cydian.
The touch of a Cydian can be lethal to unprotected creatures. Should the Cydian want to, it can make a touch attack against a living creature, if it hits, the creature must make a fortitude save (DC: 30) or die. This attack has no effect on other Cydians.

Cydian Biology:

Cydians are basically (and that is vastly simplified) great and complex electrical charges controlled by a powerful soul and intellect. Their origin is obviously magical.

Cydian appearance can be unsettling to mortals. Their form is that of a ten-foot tall human man or woman made entirely from a single bluish white spark of electricity. Each of them appear identical to the others of their sex and perfect in form and beauty, their voices are also identical and though they are generally cold and dispassionate they can convey whatever emotion they find profitable flawlessly. Cydians have no difficulty identifying individuals among their species, though.
Cydians are by nature extremely lawful and hierarchical creatures, though they are individuals with separate consciousness and are very capable of making split second decisions on their own, they are most fulfilled when working for the greater good of their society, following the orders of their superiors. Religion is bred into them at the moment of conception, they are mentally and physically incapable of worshipping any other Gods than the God-Emperor and Kas who are revered in almost equal measures, the first slightly above the second.
A certain amount of Cydians can be generated naturally. The two parents merge for a time into one larger entity, a spherical shape of 10 foot diameter, that entity expands by absorbing electric power from its surroundings and then divides into three individuals, the two parents and a new being consisting of a mix of their codes and spirits. The speed of the process depends wholly on the amount of electricity available during the growth phase and can last anything from 100 years to 1 second. The faster the process the exponentially larger the amount of power has to be. The speed of the growth of the Cydian into physiological adulthood also depends on the availability on electricity from 1 week to 1000 years, the mental growth into adulthood ranges from 1 month to 50 years.

- - -

FESTY DOG (in his own words)

I will create dozens of lakes of Oerthblood as my 1 hour action.

- - -

FORSAKEN ONE (in his own words)

Secret 11th Project.

Spending full turn to create a new race. Stats and stuf will be released at the end of the turn when it will be complete (if it ever will ).

- - -

KALANYR (in his own words)

1 Hour Action.

Fix my technology so it causes no environmental damage.

- - -

MELKOR (in his own words)

My one hour action:

I want to to raise one GIANT city- City Of Shade reborn, is it okay?

((This project is considered to be in progress, since it takes more than one day to accomplish this feat, due to the 11th level enchantments stated as being a part of the city.))

Edena, City Of The Shade is (currently) size of New York, only magic that functions inside is Shadow Magic, which is Maximized and Empowered, all Shadow beings inside gain +10 bonus to Constitution, can fly and teleport at will. It is protected by constant 11th level Magic Circle Against Good, 11th level Shadow Wall (a bit similar to Prismatic Wall), and other protections.

((I added the following, to give Melkor an idea of what he could do in a given time.))

Concerning the creation of Flying Cities, it is assumed you have the plans already created for what you want to create.
The creation of said plans is a Free Action, if you hadn't considered the matter, and did not have such plans ready.

What kind of Flying City can you create with 11th level magic in a few seconds?

You can create a Flying City of one cubic mile in size.
It can made of any material or combination of materials, and be of any shape of your choice.
Such things as atmospheric density and composition, gravity fields, lighting, temperature, and the like are all completely under your control.
You are limited to 9th level effects concerning what changes in reality you make, and the rules governing that 9th level magic should be observed in a conservative way.

What kind of Flying City can you create with 11th level magic in a few minutes?

You can create a Flying City of 10 cubic miles in size.
You control all mundane aspects of the city, and you can create exotic and bizarre alterations, changing reality regarding the city and those in it considerably.
You are limited to 9th level effects in how reality can be changed, but you should be creative and imaginative in those changes, interpreting the rules loosely.

What kind of Flying City can you create with 11th level magic in an hour?

You can create a Flying City of 100 cubic miles in size.
You control all mundane aspects of the city, but now you can add truly strange changes in reality regarding the city and all in it.
Common sense and normal thinking should be tossed out the window; the imagination should run amok.
Although you are still limited to 9th level effects, you should twist the rules beyond recognition, disregarding the spirit of the game, to achieve the effects you want (read: exotic, wild, shocking, difficult to swallow, overawing.)

What kind of Flying City can you create with 11th level magic in a day?

You can create a Flying City of 1,000 cubic miles in size (an area roughly the size of New York City.)
Given this long to work on the project, your 11th level army of mages, clerics, psionics, etc. can produce very extreme changes in the fundamental realities governing all aspects of the Flying City and those in it. (read: outlandish, impossible, unbelievable, ridiculous, absurd, crazy, mind-boggling, staggering.)
The result could be a normal city, or a city out of some beautiful dream, or a city out of some demented nightmare.
You can now build 10th level magic into the Flying City, magnifying the alterations in reality concerning it and all within it by about fivefold.

What kind of Flying City can you create with 11th level magic in a week?

You can create a Flying City of 10,000 cubic miles in size (an area roughly the size of New Jersey.)
You can add about 10 times the 10th level magic to the Flying City, compared with what you could do in only one day, with the resulting alterations to reality being about 10 times greater.

What kind of Flying City can you create with 11th level magic in a month (all of Turn 7) ?

You can create a Flying City of 100,000 cubic miles in size (an area roughly the size of Texas or France, I believe.)
You can add 100 times the 10th level magic to the Flying City, compared with what you could do in only one day, with the resulting alterations to reality being about 100 times greater.
You can also add the first 11th level effect, producing some deity-level reality alterations within the Flying City (read: game-breaking, beyond the scope of D&D, arbitrary changes in the most fundamental assumptions of rping games, playing God.)

- - -

'O SKOTEINOS (in his own words)

11th level action for day 1:

quote:

1 day action:

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.

The men and women in the chamber have a rather nervous look on their faces. What they're about to attempt hasn't been done before...at least, not succesfully. They are aware of the dangers, and that's what makes them so afraid. It usually isn't a very smart idea to disturb Greater Gods...

"Begin the summoning", Ho Skoteinos commands. The gathered mages begin casting their spells, calling the God, charging up their power and preparing their 11th level Binding and Domination spells.
Hours pass. Then, the great magic is unleashed. The mages look more tense then ever.
This is the moment they've been waiting for, they've been preparing for. Will their might be enough, compared to that of an avatar?
A man appears. Wearing purple robes, with gold garments, holding a quarterstaff and a book. No, not a book, a great tome. He radiates an enormous power. More spells go off, all targetted at that man.
Ho Skoteinos steps foward. He kneels. "Great Boccob", he speaks, after he got up, "I have seen the marvels of 11th level magic. These people around me have shown me what can be done...but unfortunately, me and my people do not possess this knowledge. Compared to them, our magical knowledge is that of a child. Boccob, I ask you to teach my Orcs 11th level magic.

- - -

SOLLIR (in his own words)

11th magic 1 hour action for the day:

I begin creating dozens of Mythals over most of my key cities (including Riftcrag and the Labryinth) and around them which have the effect of a heightened Deeper Darkness and Silence that has no effect on the League of Warlords and their allies (Creamsteak and my forces, and if they choose to do so) but effect everyone else.

- - -

TOKIWONG (in his own words)

OOC: EDENA did You got my post that I was making Chorazin a flying city with my action right?

((Tokiwong was successful in making Chorazin a Flying City))

- - -

VENUS (in his own words, and words from William)

Project Epiphany

((As everyone should know by now, the rescue mission - Project Epiphany - was successful, and the elven girl, eldest daughter of the now deceased Queen Amlaruil of Evermeet, is now fully restored in spirit, mind, and body.))

Edena, I'll be mailing you in a few minutes with the exact details of this project. The Emerald Order will give this FIRST PRIORITY.

((Here is Venus's e-mail, edited as appropriate.))

I received a mail from William this morning, including some information on Project Epiphany. The mail is included below.
This will be my 11th lvl magic plans:

- Rescue Queen Amlauril's daughter (Priority level 1)
- Heal the wound in Oerth (Priority level 2)

Now, the rescue mission would take up few minutes ~ one hour. Healing Oerth takes the full turn. But I know some other people (Zouron, William and
probably others) are healing Oerth as well. Also, with the loads of Oerthblood William and I have, can I speed up the process, completing both
11th lvl wonders? Or am I not able to do these things both?

((Unfortunately, no, Venus. As I said, lesser actions do not stack.))

The rescue mission includes extracting Forrester's concubine from Melkors prison, restoring her to her old self and bringing her back to Toril.

Thanks for your answers,

Venus

((This is the e-mail sent to Venus by William concerning Project Epiphany, edited as appropriate. The fact William's Power urged Venus's Power to conduct Project Epiphany is now public knowledge - thus the release of this e-mail.))

Hello, Venus

Can you try to rescue Queen Amlauril's daughter, who was Forrester's concubine, and is now a prisoner/sex slave of Melkor? She can be restored
to her former self.

Edena said I could e-mail you to make the rescue attempt. This is an 11th level action of Category 2 or 3. (Meaning either taking several minutes or an hour.)

This act may win us some good will on Toril, as well as helping someone who needs to be rescued. I am making a Level 4 attack on Rajaat and creating
several lakes of Oerthblood for my one hour action. (They are, of course, at your disposal.)

Thanks for considering the rescue mission.

William

- - -

WILLIAM

William has cleared away all of the Red Goo within the territory of the Kevellond League.
The veins of Red Goo permeating the rock and soil are gone.
The sickness in the underlying bedrock has been ended.

WILLIAM (in his own words)

The Kevellond League and the Baklunish-Esmerin Confederation will urge their allies to try to clean up the Red Goo in their territories to clean up the mists.
Edena, you previously stated that the Cup and Talisman of Al Akbar would be VERY EFFECTIVE in cleaning the Red Goo. As I recall, you said that in one day it could clean up an area equal to the size of the Baklunish lands of the Red Goo. Can I do this in addition to my attacks? (I am trying to keep a high level of defense up.)
If I can use the Cup and Talisman without impairing my defense activities, I will do so. The less Red Goo the better.

((William was able to employ the Cup and Talisman of Al Akbar, and did so, clearing away the Red Goo.))

- - -

ZELDA (in her own words)

Ok, I try to describe my magic actions I wanted to start from beginning.

This is hour action I am taking each turn, unless otherwise stated:

I also had in mind to use our magics to purify spirits of those dead earlier/vapor, and those 'dying' in furure wars in helping them to reach nature's harmony. Web enchantment for Forgotten realms Magic had 'Druids Grove', something akin to effect here, but a bit more efficienly. Purpose is not focible alter these spirits, but to let them enjoy silent peace and harmony with nature when dead (or those in that 'not quite dead' state), removing possible of them turning undead, suffer, hate, become more red goo, and such nastiness. If they are resurrected they are again free to make choices, but they are given possible to choose other path they saw fit to follow earlier. This harmonious state makes such willing change possible (works as free atonement of sorts).
Nature can be healed with lower ranking magic, it just takes more time. But living creature's and their spirits in state of inharmony are constantly warping this healing, and much harder to cure fast enough, so this could be job for this higher magic.
 
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Edena, just mailed you actions for day 2.

Especially don't miss the part that I controll Festys Forces for this day and in this action. They will be very much of influence since htey are technology based space warriors and travelers.
Their massive space fleet will have some cool spacial bombbardment effects..

Offcourse I'm attacking Melkors Forces there and SOllirs (the red Army and the dragon kings).

Time for the Evil guys to leave Athas,

WIlliam if you read this I hope you accepted my offer and send in the 10,000 PL angels.

Tnx~
 
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