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(IR) The 3rd IR, Turn 7 (thread 1b)
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<blockquote data-quote="Edena_of_Neith" data-source="post: 166046" data-attributes="member: 2020"><p><strong>TO CREAMSTEAK AND MELKOR</strong></p><p></p><p>Ok, last post for the night, then I'm off! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p> Concerning the creation of Flying Cities, it is assumed you have the plans already created for what you want to create.</p><p> The creation of said plans is a Free Action, if you hadn't considered the matter, and did not have such plans ready.</p><p></p><p> - - -</p><p></p><p> What kind of Flying City can you create with 11th level magic in a few seconds?</p><p></p><p> ANSWER: </p><p></p><p> You can create a Flying City of one cubic mile in size. </p><p> It can made of any material or combination of materials, and be of any shape of your choice. </p><p> Such things as atmospheric density and composition, gravity fields, lighting, temperature, and the like are all completely under your control. </p><p> 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.</p><p></p><p> - - -</p><p></p><p> What kind of Flying City can you create with 11th level magic in a few minutes?</p><p></p><p> ANSWER:</p><p></p><p> You can create a Flying City of 10 cubic miles in size.</p><p> 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.</p><p> 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.</p><p></p><p> - - -</p><p></p><p> What kind of Flying City can you create with 11th level magic in an hour?</p><p></p><p> You can create a Flying City of 100 cubic miles in size.</p><p> 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.</p><p> Common sense and normal thinking should be tossed out the window; the imagination should run amok.</p><p> 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.)</p><p> </p><p> - - -</p><p></p><p> What kind of Flying City can you create with 11th level magic in a day?</p><p></p><p> You can create a Flying City of 1,000 cubic miles in size (an area roughly the size of New York City.)</p><p> 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.) </p><p> The result could be a normal city, or a city out of some beautiful dream, or a city out of some demented nightmare.</p><p> 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.</p><p> </p><p></p><p> - - -</p><p></p><p> What kind of Flying City can you create with 11th level magic in a week?</p><p></p><p> You can create a Flying City of 10,000 cubic miles in size (an area roughly the size of New Jersey.)</p><p> 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.</p><p></p><p> - - -</p><p></p><p> What kind of Flying City can you create with 11th level magic in a month (all of Turn 7) ?</p><p> </p><p> You can create a Flying City of 100,000 cubic miles in size (an area roughly the size of Texas or France, I believe.)</p><p> 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.</p><p> 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.)</p></blockquote><p></p>
[QUOTE="Edena_of_Neith, post: 166046, member: 2020"] [b]TO CREAMSTEAK AND MELKOR[/b] 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.) [/QUOTE]
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