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


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Edena_of_Neith

First Post
TO CREAMSTEAK AND MELKOR

Ok, last post for the night, then I'm off! :)

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?

ANSWER:

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?

ANSWER:

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.)
 

Mr. Draco

First Post
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.
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Alyx

First Post
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...
 

Kalanyr

Explorer
I think I'll debate that Cydian's are less powerful than Avangions. (I'll take the negative side). Care to try Mr Draco? (I guess it depends on how much you claim 20 levels of Psion (and 1012 HD) are worth compared to 5 levels of archmage and electrical kill effects as well as a bunch of Immunities)

Right now,I wish there were still 2E solars, ie you need Divine Ranks to actual define them.
 
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William Ronald

Explorer
A break in the Mists

Gwilym Raonul issues an official press statement on behalf of the Kevellond League.

"The reports you have heard are true. We have cleared Furyondy of all will destroy all veins of Red Goo, and standing pools and lakes of Red Goo. The Mists are rolling back and diminishing."

"We have hope that Oerth will be saved from the threat of the Dark Powers. In addition to cleaning all Red Goo, we can also take action in our own lives to reject the darkness, despair, and hate in ourselves. Peace cannot be forced, but we can seek it out."

Mr. Draco: Interesting, but I think Avangions are tougher. Plus, Edena's Angels are tougher still.:)
 

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.
 

Anabstercorian

First Post
Nice little bastion of evil you've got there, Melkor. Very cool.

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.
 

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