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paradox42's crazy cosmology
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<blockquote data-quote="paradox42" data-source="post: 5079416" data-attributes="member: 29746"><p><strong>Okay, detour.</strong></p><p></p><p></p><p>They were, yes, though the Demielemental Planes never actually saw use in my 3.X games. Never had plotlines requiring them I suppose. I will mention that some of the new energy types I came up with for 3.X were linked to Demielemental Planes- pretty obviously, Radioactivity was linked to Radiation, Plasma was linked to Plasma, and Refrigerants was linked to Gelid.</p><p></p><p>Embers/Stardust was given the "fantastic name" (by sages from less scientifically advanced worlds) of "Elemental Plane of Darkness," because its main trait is that it swallows light effects and generally impairs vision pretty badly. In scientific terms, think interstellar dust cloud and you've more or less got it.</p><p></p><p>Now, Explosives looks sort of like an analogue of the Material Plane, but <strong>any</strong> use of Fire effects there is pretty much guaranteed to be a Bad Idea since everything is, well, explosive. Any Fire or Plasma effect used there is both Widened and Maximized; any Electricity, Sonic, Particle, or Radiation effect used there is both Widened and Admixed with Fire (and of course, the Fire part is Maximized). Plus, in certain places, causing explosions has a tendency to spread and create <strong>more</strong> explosions... really, Very Bad Idea.</p><p></p><p>Both Vapors and Powder were intended to be places where one could go to get unique poisons, drugs, and other such interesting chemicals. Conceptually, you'd be able to find any sort of potion, drug, or poison you'd like (though in Powder, you'd have to add water first to make it work), and in Vapors particularly you'd get hit with random effects every so often just from moving through the right (or wrong) cloud.</p><p></p><p>Superconductivity was basically just Cold-Dominant and Lightning-Dominant simultaneously, in 3E Manual of the Planes terms; not much more one can say about it really (though I toyed with the idea of making <em>Levitation</em> and <em>Fly</em> effects used there have extended durations or possibly become Permanent while on-plane).</p><p></p><p>Matter had the alternate name of "the Macrocosm," and was originally something I put in to explain an offhand reference made in one 2E monster book to a place of origin for a weird monster called the Chososion. It's from the Planescape Monstrous Compendium Appendix III, if you want to Google it or something. Basically, Matter was intended to be a sort of "phantom" of the Material Plane that barely touched the multiverse proper, and had weird properties making a visit rather undesirable. When I revised my cosmology for 3rd Edition, I mostly forgot about the place, until the IH came along and postulated the existence of the Matter First One as the ultimate Evil. That gave the plane a new lease on life, and suddenly gave me a perfect hook to hang it off of (plus bring it into plotlines involving my divine characters). So yes, it saw use in my game.</p><p></p><p></p><p>Confirmed.</p><p></p><p>There really isn't much need to delve into Urgic Magic, actually, beyond noting that it's a form of Arcane magic, but the spell lists happen by Source rather than school, and spells from any spell list (even psionics) are fair game to show up on Urgic Magic Source lists. For example, the "Positive" Source (Quintessence/Creation) has all the <em>Cure Wounds</em> spells on it, so casters using that Source were able to heal almost as effectively as Clerics. There were also unique feats designed for use by Urgic Magic casters, particularly in allowing them to "infuse" spells with extra Source energy for unique effects (for example, the Animal Source could be used to create Living Spells- the monster from Eberron).</p><p></p><p>I have little doubt that anybody here can get plenty of ideas from the above on their own if they want to add something like Urgic Magic to their own games. It was a unique feature of my setting, yes, but not one I see as especially noteworthy aside from its origin (i.e. the Demiurge). Alternate caster types exist in many game settings; the 3.5 DMG even has a section devoted to showing you how to make up your own new caster class (with a spell list given for a hypothetical "Witch" class).</p></blockquote><p></p>
[QUOTE="paradox42, post: 5079416, member: 29746"] [b]Okay, detour.[/b] They were, yes, though the Demielemental Planes never actually saw use in my 3.X games. Never had plotlines requiring them I suppose. I will mention that some of the new energy types I came up with for 3.X were linked to Demielemental Planes- pretty obviously, Radioactivity was linked to Radiation, Plasma was linked to Plasma, and Refrigerants was linked to Gelid. Embers/Stardust was given the "fantastic name" (by sages from less scientifically advanced worlds) of "Elemental Plane of Darkness," because its main trait is that it swallows light effects and generally impairs vision pretty badly. In scientific terms, think interstellar dust cloud and you've more or less got it. Now, Explosives looks sort of like an analogue of the Material Plane, but [B]any[/B] use of Fire effects there is pretty much guaranteed to be a Bad Idea since everything is, well, explosive. Any Fire or Plasma effect used there is both Widened and Maximized; any Electricity, Sonic, Particle, or Radiation effect used there is both Widened and Admixed with Fire (and of course, the Fire part is Maximized). Plus, in certain places, causing explosions has a tendency to spread and create [B]more[/B] explosions... really, Very Bad Idea. Both Vapors and Powder were intended to be places where one could go to get unique poisons, drugs, and other such interesting chemicals. Conceptually, you'd be able to find any sort of potion, drug, or poison you'd like (though in Powder, you'd have to add water first to make it work), and in Vapors particularly you'd get hit with random effects every so often just from moving through the right (or wrong) cloud. Superconductivity was basically just Cold-Dominant and Lightning-Dominant simultaneously, in 3E Manual of the Planes terms; not much more one can say about it really (though I toyed with the idea of making [I]Levitation[/I] and [I]Fly[/I] effects used there have extended durations or possibly become Permanent while on-plane). Matter had the alternate name of "the Macrocosm," and was originally something I put in to explain an offhand reference made in one 2E monster book to a place of origin for a weird monster called the Chososion. It's from the Planescape Monstrous Compendium Appendix III, if you want to Google it or something. Basically, Matter was intended to be a sort of "phantom" of the Material Plane that barely touched the multiverse proper, and had weird properties making a visit rather undesirable. When I revised my cosmology for 3rd Edition, I mostly forgot about the place, until the IH came along and postulated the existence of the Matter First One as the ultimate Evil. That gave the plane a new lease on life, and suddenly gave me a perfect hook to hang it off of (plus bring it into plotlines involving my divine characters). So yes, it saw use in my game. Confirmed. There really isn't much need to delve into Urgic Magic, actually, beyond noting that it's a form of Arcane magic, but the spell lists happen by Source rather than school, and spells from any spell list (even psionics) are fair game to show up on Urgic Magic Source lists. For example, the "Positive" Source (Quintessence/Creation) has all the [I]Cure Wounds[/I] spells on it, so casters using that Source were able to heal almost as effectively as Clerics. There were also unique feats designed for use by Urgic Magic casters, particularly in allowing them to "infuse" spells with extra Source energy for unique effects (for example, the Animal Source could be used to create Living Spells- the monster from Eberron). I have little doubt that anybody here can get plenty of ideas from the above on their own if they want to add something like Urgic Magic to their own games. It was a unique feature of my setting, yes, but not one I see as especially noteworthy aside from its origin (i.e. the Demiurge). Alternate caster types exist in many game settings; the 3.5 DMG even has a section devoted to showing you how to make up your own new caster class (with a spell list given for a hypothetical "Witch" class). [/QUOTE]
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