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<blockquote data-quote="Cleon" data-source="post: 7352321" data-attributes="member: 57383"><p>Welcome back! The mysteries of the cosmos have been keeping you busy then.</p><p></p><p></p><p></p><p>Yes, I agree about the Transmutation. Quite a few spells in AD&D have rather eccentric schools assigned to them - I think a few of them are for the sake of specialist casters having access to a particular kind of spell.</p><p></p><p></p><p></p><p>Presumably the range of 30 feet just means the two of them must be that close to the caster when the spell is cast. The <em>liveoak</em> spell has a range of Touch and I don't think anyone expects the druid to keep hold of the tree for the entire one-day-per-level duration.</p><p></p><p>I'm wondering whether we should consider increasing the spell level. 4th level seems too low for the effect.</p><p></p><p>It creates what is basically a Huge Animated Object with extra special powers for an extremely long duration compared to the 1 round/level of a standard animation spell. An <em>animate objects</em> spell is 6th level and can create at least one Huge Animated Object. An <em>animate plants</em> spell is 7th level and can creates at least two Huge Animated Object Plants.</p><p></p><p>The main restriction is the preparation - here's the relevant section from Chapter Five of <em>Jakandor - Island of War</em> (1998):</p><p style="margin-left: 20px">Construction of a guardian juggernaut requires six months of steady work by the members of a clan. Once it is built, the totem may remain idle for 1d4 years before losing its capacity for animation. Beyond that time, it may serve as a decorative object but is otherwise powerless. For this reason, the roads leading to communities are sometimes lined with the totem heads of juggernauts that were never animated as well as those that served in past battles. A clan may only possess one juggernaut with the potential to be animated at any given time.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">A juggernaut is constructed according to clan tradition. Once every month the clan ritual good will (see Chapter Six) must be cast upon the work in progress. High-quality wood and stone must often be hauled over long distances from remote mountains and forests. When construction is completed, a banquet is held to celebrate the occasion.</p><p></p><p>We should incorporate that in the spell description too.</p><p></p><p>Oh, and we mustn't forget to include rules for the wooden replica items used to link to items in the spiritual equipment slots.</p><p></p><p>I think I'll start a working draft for the <em>Activating A Guardian Juggernaut</em> section as a placeholder.</p></blockquote><p></p>
[QUOTE="Cleon, post: 7352321, member: 57383"] Welcome back! The mysteries of the cosmos have been keeping you busy then. Yes, I agree about the Transmutation. Quite a few spells in AD&D have rather eccentric schools assigned to them - I think a few of them are for the sake of specialist casters having access to a particular kind of spell. Presumably the range of 30 feet just means the two of them must be that close to the caster when the spell is cast. The [I]liveoak[/I] spell has a range of Touch and I don't think anyone expects the druid to keep hold of the tree for the entire one-day-per-level duration. I'm wondering whether we should consider increasing the spell level. 4th level seems too low for the effect. It creates what is basically a Huge Animated Object with extra special powers for an extremely long duration compared to the 1 round/level of a standard animation spell. An [I]animate objects[/I] spell is 6th level and can create at least one Huge Animated Object. An [I]animate plants[/I] spell is 7th level and can creates at least two Huge Animated Object Plants. The main restriction is the preparation - here's the relevant section from Chapter Five of [I]Jakandor - Island of War[/I] (1998): [INDENT]Construction of a guardian juggernaut requires six months of steady work by the members of a clan. Once it is built, the totem may remain idle for 1d4 years before losing its capacity for animation. Beyond that time, it may serve as a decorative object but is otherwise powerless. For this reason, the roads leading to communities are sometimes lined with the totem heads of juggernauts that were never animated as well as those that served in past battles. A clan may only possess one juggernaut with the potential to be animated at any given time. A juggernaut is constructed according to clan tradition. Once every month the clan ritual good will (see Chapter Six) must be cast upon the work in progress. High-quality wood and stone must often be hauled over long distances from remote mountains and forests. When construction is completed, a banquet is held to celebrate the occasion.[/INDENT] We should incorporate that in the spell description too. Oh, and we mustn't forget to include rules for the wooden replica items used to link to items in the spiritual equipment slots. I think I'll start a working draft for the [I]Activating A Guardian Juggernaut[/I] section as a placeholder. [/QUOTE]
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