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<blockquote data-quote="DMH" data-source="post: 2713779" data-attributes="member: 24945"><p>With the article on Dark Sun dragons in the near future, I have been tinkering around with varients of them. The biggest difficulty is determining what kinds of psionic enchantments (similar to quest spells) they should have since those are the key ability of advanced beings. Opinions on the following are requested:</p><p></p><p>Sahuagen clerics of the greatest power are allowed access to a spell that will change them into an advanced being, the megladon. As they level, they gain abilities to sink land into the sea, summon all scaled aquatic animals and magical beasts to their side, to summon unusually destructive weather and tsunammi, and gate in devils. They physically become giant sharks.</p><p></p><p>Sorcerers who gain the power to advance themselves become a dragon of the species whose blood they carry. This can be made interesting if the sorcerer doesn't know that he has a linnorm or lung wang for an ancestor. It can also be used for epic kobolds.</p><p></p><p>Necromancers (wizards) find there is a third existance, one between life and undeath. I have absolutely no idea what to call it, but it allows power over both. They gain their amazing powers by being one of the few things in the multiverse that contains both raw positive and negative energy. The ultimate aberration, both life and undeath slowly are destroyed in the presence of such a being.</p><p></p><p>Diviners (wizards) almost entirely fade from existance because they are almost in the whole timeline. They have four forms of sight- past, present, future and planar. Oracles used by the brave, these being cause insanity to those who look upon their multidimentional forms. I would use a stronger version of the mindbender template. They are limited to a certain geographical location, however (which can be as large as a nation).</p><p></p><p>Abjurers (wizards) form a almost stagnant spot in the multiverse. Except for gods, they dictate who or what can or can not enter or leave an area (which can be very large). Gods about to die sometimes ask these people for a place to hide that is outside the timeline, but only when other divine beings refuse them. Advanced abjurers also can dispel all gates and planar rifts from non-divine sources. This can be a bad thing depending on where the ocean comes from, if volcanos provide fertile soil, and the sun is a rift itself.</p><p></p><p>Artificers (Morningstar version) become machines powered by all the elements. They create artifacts that change the face of Thraxsis with very little effort. They gain power over all constructs and can convert any being to essential salts to power more. Such a being could be a threat to the Strangers or even the elven Empress.</p><p></p><p>Transmuters (wizards) become much more than a phasm. They can change everything around them, even mountain ranges and oceans with time. It maybe the first chaos beast was a failed attempt to advance by a transmuter. Treated as upstarts moreso than the others by the gods, these being have to tread lightly or face divine wrath.</p><p></p><p>Any suggestions for more versions?</p></blockquote><p></p>
[QUOTE="DMH, post: 2713779, member: 24945"] With the article on Dark Sun dragons in the near future, I have been tinkering around with varients of them. The biggest difficulty is determining what kinds of psionic enchantments (similar to quest spells) they should have since those are the key ability of advanced beings. Opinions on the following are requested: Sahuagen clerics of the greatest power are allowed access to a spell that will change them into an advanced being, the megladon. As they level, they gain abilities to sink land into the sea, summon all scaled aquatic animals and magical beasts to their side, to summon unusually destructive weather and tsunammi, and gate in devils. They physically become giant sharks. Sorcerers who gain the power to advance themselves become a dragon of the species whose blood they carry. This can be made interesting if the sorcerer doesn't know that he has a linnorm or lung wang for an ancestor. It can also be used for epic kobolds. Necromancers (wizards) find there is a third existance, one between life and undeath. I have absolutely no idea what to call it, but it allows power over both. They gain their amazing powers by being one of the few things in the multiverse that contains both raw positive and negative energy. The ultimate aberration, both life and undeath slowly are destroyed in the presence of such a being. Diviners (wizards) almost entirely fade from existance because they are almost in the whole timeline. They have four forms of sight- past, present, future and planar. Oracles used by the brave, these being cause insanity to those who look upon their multidimentional forms. I would use a stronger version of the mindbender template. They are limited to a certain geographical location, however (which can be as large as a nation). Abjurers (wizards) form a almost stagnant spot in the multiverse. Except for gods, they dictate who or what can or can not enter or leave an area (which can be very large). Gods about to die sometimes ask these people for a place to hide that is outside the timeline, but only when other divine beings refuse them. Advanced abjurers also can dispel all gates and planar rifts from non-divine sources. This can be a bad thing depending on where the ocean comes from, if volcanos provide fertile soil, and the sun is a rift itself. Artificers (Morningstar version) become machines powered by all the elements. They create artifacts that change the face of Thraxsis with very little effort. They gain power over all constructs and can convert any being to essential salts to power more. Such a being could be a threat to the Strangers or even the elven Empress. Transmuters (wizards) become much more than a phasm. They can change everything around them, even mountain ranges and oceans with time. It maybe the first chaos beast was a failed attempt to advance by a transmuter. Treated as upstarts moreso than the others by the gods, these being have to tread lightly or face divine wrath. Any suggestions for more versions? [/QUOTE]
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