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Dragon and the Phoenix
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<blockquote data-quote="Fieari" data-source="post: 1356947" data-attributes="member: 16221"><p>I'm bumping this up mostly as a place to keep posting info as I generate it, and as always, to request comments.</p><p></p><p>First of all, I wanted a quick population run down... how many phoenii of each type? And so I whipped together some quick genetics to get some numbers.</p><p></p><p></p><p><strong><span style="font-size: 15px">Pheonix Genetics</span></strong></p><p></p><p>The phoenix's element is determined by genetics. More specifically, there are TWO gene pairs which combine in order to determine the actual element of the hatchling.</p><p></p><p>The four basic genes are air, water, fire, and earth. For recessive genes, we will use the lower case a w f e and for dominant genes, A W F E.</p><p></p><p>Each gene has both a dominant and a recessive form, however, the dominant and recessive forms never meet in the same gene pair. The possible genes in each pair are as follows:</p><p>[code]PAIR1 PAIR2</p><p>AEwf aeWF[/code]</p><p>The interesting thing to note is that the combination of two dominants or two recessives in a single pair will produce an entirely different elemental outcome.</p><p></p><p>AE = Water</p><p>ae = Fire</p><p>WF = Air</p><p>wf = Earth</p><p></p><p>The genes themselves do not alter, and so even though a phoenix with the genes ae+AE will appear to be a Storm phoenix, with both Fire and Water elements, he or she will not pass on either the Fire or Water gene to his/her offspring.</p><p></p><p></p><p><strong>Probability (and distribution)</strong></p><p></p><p>There are 9 combinations possible for each gene pair.</p><p></p><p>[code]Pair1 possibilities:</p><p>AA - Air</p><p>AE - Water</p><p>Aw - Air</p><p>Af - Air 4/9 Earth</p><p>EE - Earth 3/9 Air</p><p>Ew - Earth 2/9 Water</p><p>Ef - Earth 1/9 Fire</p><p>ww - Water</p><p>wf - Earth</p><p>ff - Fire</p><p></p><p></p><p>Pair2 possibilities:</p><p>aa - Air</p><p>ae - Fire</p><p>aW - Water</p><p>aF - Fire 4/9 Fire</p><p>ee - Earth 3/9 Water</p><p>eW - Water 2/9 Air</p><p>eF - Fire 1/9 Earth</p><p>WW - Water</p><p>WF - Air</p><p>FF - Fire</p><p></p><p>Class Name Composition Probability</p><p>-------------------------------------------</p><p>Fire Fire + Fire (1/9) * (4/9) = (4/81) = 04.93%</p><p>Earth Earth + Earth (4/9) * (1/9) = (4/81) = 04.93%</p><p>Air Air + Air (3/9) * (2/9) = (6/81) = 07.40%</p><p>Water Water + Water (2/9) * (3/9) = (6/81) = 07.40%</p><p>Lightning Fire + Air (4/81) + (6/1) = (10/81) = 12.32%</p><p>Lava(Molten) Fire + Earth (4/81) + (4/81) = (8/81) = 09.88%</p><p>Storm Fire + Water (4/81) + (6/81) = (10/81) = 12.32%</p><p>Cloud Water + Air (6/81) + (6/81) = (12/81) = 14.81%</p><p>River Water + Earth (6/81) + (4/81) = (10/81) = 12.32%</p><p>Comet(Star) Air + Earth (6/81) + (4/81) = (10/81) = 12.32%[/code]</p><p></p><p></p><p>Now then, onto some workings for individual phoenix types... I started with the Air element. Why? Because I already had some stories involving a Wind Phoenix... the story of a 1000 year old phoenix in the equivelent of military service, sent to fight and destroy an Ancient Dark Phoenix-- more or less a suicide mission. But through perseverance and sheer will, manages to survive and trap the Dark Phoenix onto a single plane, and powerless for a time through the use of a Time Loop... </p><p></p><p>The details of this story were long and involved, and if requested I might post in the story hour forum-- but at any rate, I extrapolated from the literary realm of "Do whatever seems like a good idea" towards something a little more concrete.</p><p></p><p></p><p><strong><span style="font-size: 15px">Phoenix of the Air</span></strong></p><p></p><p>Also known as Wind Phoenix, Phoenix of the air account for between 7 and 8 percent of phoenix population. Strongest when it comes to the movement through and manipulation of time, they make (literally!) unstoppable warriors against purely temporal creatures, and are a force to be reckoned with against all others.</p><p></p><p>Apart from their obvious affinity with gasses (and thus the construction of atmospheres), wind phoenii set to the world-ressurection task are employed mostly with the concern of temporal topography. A world does not automatically have a timeline, and causality does not necessarily exist. As with all phoenii, artistry is highly valued, and when it comes to creating the 4-dimensional plane, there is considerably room for creativity-- creating phenominon such as wormholes. Even the overall temporal topography of the plane has a number of options... at the most basic level, different worlds can be set to travel through varying periods of time when compared to other worlds. At more complex levels, natural time travel may be available to any being on that plane.</p><p></p><p>See: <a href="http://www.everything2.com/index.pl?node_id=496253" target="_blank">Which 4-manifold do we live in</a></p><p></p><p></p><p><em>Changes to Base Phoenix</em>: Add 25% to flight speed for each level.</p><p></p><p>[code]Abilities Gained by Age:</p><p></p><p>Extremely Young - Learns Manipulate Air (improves with age)</p><p>Very Young - Learns Haste, Slow as a Spell-like ability, at will.</p><p>Young - Learns Teleport as a Spell-like ability, at will.</p><p>Juvinile - Learns Time Stop as a Spell-like ability, 1/day.</p><p>Young Adult - Learns Lesser Time Travel, Plane Shift as a spell like ability, at will.</p><p>Adult - Learns Time Travel at will</p><p>Mature Adult - Learns Time Loop</p><p>Old - Learns Manipulate Local Time</p><p>Very Old - Learns Manipulate Time</p><p>Ancient - Learns ???</p><p>High - Learns ???</p><p>Great - Learns ???[/code]</p><p></p><p>DETAILED ABILITY DESCRIPTIONS--</p><p></p><p>Lesser Time Travel</p><p>------------------</p><p>Transmutation [Teleportation]</p><p>Level: ???</p><p>Componants: S</p><p>Casting Time: Instant</p><p>Range: Personal and touch</p><p>Target: You and touched objects or other touched creatures weighing up to 50 pounds/level</p><p>Duration: Concentration</p><p>Saving Throw: None and Will negates (object)</p><p>Spell Resistance: No and Yes (object)</p><p></p><p>This spell allows the caster to travel through time at a maximum rate of one minute per percieved minute per caster level in either the past or the future. Cast by a 30th level caster, for example, will enable the caster to travel at a rate of 30 minutes per percievd minute.</p><p></p><p>While traveling through time, the caster and anything else brought along will still be subject to gravity, and as such will not be flung into space as the planet moves along in space.</p><p></p><p>This spell can mimic the effects of Time Stop. Similarly, it can mimic haste by travelling forewards at a rate slower than 1 minute per minute (30 seconds per minute, for example, would double your speed as observed by outsiders).</p><p></p><p>==============================================</p><p></p><p>Time Travel</p><p>------------------</p><p>Transmutation [Teleportation]</p><p>Level: ???</p><p>Componants: S</p><p>Casting Time: Instant</p><p>Range: Personal and touch</p><p>Target: You and touched objects or other touched creatures weighing up to 50 pounds/level</p><p>Duration: Concentration</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>As Lesser Time Travel, except that the maximum rate through time is now 1 Year per percieved minute per caster level.</p><p></p><p>==============================================</p><p></p><p>Time Loop</p><p>------------------</p><p>Conjuration |Creation|</p><p>Level:Sor/Wiz 9, Trickery 9</p><p>Components: V, S</p><p>Range: Medium</p><p>Casting Time: 1 round</p><p>Duration: Concentration</p><p>Saving Throw: Reflex for nullification (avoid area "looped")</p><p>Spell Resistance: None</p><p></p><p>Time is twisted in an maximum area of 10ft^2 per caster level, such that creatures outside the area affected view creatures and objects inside the area as motionless. Anything entering this area will also be rendered motionless. When the caster's concentration is broken or ceases, motion within the area resumes. From the point of view of creatures and objects within the effected, they appear to have jumped in time from the point they entered until the point the area is dispelled.</p><p></p><p>If the caster is currently under the effect of a Time Travel spell, anything within the area will still exit at the point the caster stops concentrating. If the caster has traveled back in time from whence he first cast the spell, then creatures and objects within the time loop will also have traveled back in time.</p><p></p><p>Verbal component is a specific song which must be learned. This song may be played on a musical instrument instead of sung if so desired.</p><p></p><p>===============================================</p><p></p><p>Manipulate Local Time</p><p>------------------</p><p>Conjuration |Creation|</p><p>Level:???</p><p>Components: V, S</p><p>Range: Self</p><p>Casting Time: 1 round</p><p>Duration: Concentration</p><p>Saving Throw: None</p><p>Spell Resistance: None</p><p></p><p>As the spell Time Travel, except affecting an area around the caster of up to 100ft per level.</p><p></p><p>Verbal component is a specific song which must be learned. This song may be played on a musical instrument instead of sung if so desired.</p><p></p><p>===============================================</p><p></p><p>Manipulate Time</p><p>------------------</p><p>Conjuration |Creation|</p><p>Level:???</p><p>Components: V, S</p><p>Range: Unlimited (single plane)</p><p>Casting Time: ???</p><p>Duration: Permanent</p><p>Saving Throw: None</p><p>Spell Resistance: None</p><p></p><p>As the spell Manipulate Local Time, except the phoenix is able to cast it at an unlimited distance, and with an unlimited area. Casting it to engulf the entire plane will cause the flow of time to differ only in comparison to other planes.</p><p></p><p>Verbal component is a specific song which must be learned. This song may be played on a musical instrument instead of sung if so desired.</p><p></p><p></p><p></p><p></p><p></p><p>Question marks indicate areas I'm really not sure about.</p><p></p><p>Comments? Comming up next: Fire Phoenix, which work with space in the same way a Wind Phoenix works with time.</p><p></p><p>I think I may have to add some custom rules dealing with dragons to make it so dragons can possibly withstand these guys... something like dragons of equivelent age level can unravel/be immune to any "special" work caused by a phoenix...</p></blockquote><p></p>
[QUOTE="Fieari, post: 1356947, member: 16221"] I'm bumping this up mostly as a place to keep posting info as I generate it, and as always, to request comments. First of all, I wanted a quick population run down... how many phoenii of each type? And so I whipped together some quick genetics to get some numbers. [b][size=4]Pheonix Genetics[/size][/b] The phoenix's element is determined by genetics. More specifically, there are TWO gene pairs which combine in order to determine the actual element of the hatchling. The four basic genes are air, water, fire, and earth. For recessive genes, we will use the lower case a w f e and for dominant genes, A W F E. Each gene has both a dominant and a recessive form, however, the dominant and recessive forms never meet in the same gene pair. The possible genes in each pair are as follows: [code]PAIR1 PAIR2 AEwf aeWF[/code] The interesting thing to note is that the combination of two dominants or two recessives in a single pair will produce an entirely different elemental outcome. AE = Water ae = Fire WF = Air wf = Earth The genes themselves do not alter, and so even though a phoenix with the genes ae+AE will appear to be a Storm phoenix, with both Fire and Water elements, he or she will not pass on either the Fire or Water gene to his/her offspring. [b]Probability (and distribution)[/b] There are 9 combinations possible for each gene pair. [code]Pair1 possibilities: AA - Air AE - Water Aw - Air Af - Air 4/9 Earth EE - Earth 3/9 Air Ew - Earth 2/9 Water Ef - Earth 1/9 Fire ww - Water wf - Earth ff - Fire Pair2 possibilities: aa - Air ae - Fire aW - Water aF - Fire 4/9 Fire ee - Earth 3/9 Water eW - Water 2/9 Air eF - Fire 1/9 Earth WW - Water WF - Air FF - Fire Class Name Composition Probability ------------------------------------------- Fire Fire + Fire (1/9) * (4/9) = (4/81) = 04.93% Earth Earth + Earth (4/9) * (1/9) = (4/81) = 04.93% Air Air + Air (3/9) * (2/9) = (6/81) = 07.40% Water Water + Water (2/9) * (3/9) = (6/81) = 07.40% Lightning Fire + Air (4/81) + (6/1) = (10/81) = 12.32% Lava(Molten) Fire + Earth (4/81) + (4/81) = (8/81) = 09.88% Storm Fire + Water (4/81) + (6/81) = (10/81) = 12.32% Cloud Water + Air (6/81) + (6/81) = (12/81) = 14.81% River Water + Earth (6/81) + (4/81) = (10/81) = 12.32% Comet(Star) Air + Earth (6/81) + (4/81) = (10/81) = 12.32%[/code] Now then, onto some workings for individual phoenix types... I started with the Air element. Why? Because I already had some stories involving a Wind Phoenix... the story of a 1000 year old phoenix in the equivelent of military service, sent to fight and destroy an Ancient Dark Phoenix-- more or less a suicide mission. But through perseverance and sheer will, manages to survive and trap the Dark Phoenix onto a single plane, and powerless for a time through the use of a Time Loop... The details of this story were long and involved, and if requested I might post in the story hour forum-- but at any rate, I extrapolated from the literary realm of "Do whatever seems like a good idea" towards something a little more concrete. [b][size=4]Phoenix of the Air[/size][/b] Also known as Wind Phoenix, Phoenix of the air account for between 7 and 8 percent of phoenix population. Strongest when it comes to the movement through and manipulation of time, they make (literally!) unstoppable warriors against purely temporal creatures, and are a force to be reckoned with against all others. Apart from their obvious affinity with gasses (and thus the construction of atmospheres), wind phoenii set to the world-ressurection task are employed mostly with the concern of temporal topography. A world does not automatically have a timeline, and causality does not necessarily exist. As with all phoenii, artistry is highly valued, and when it comes to creating the 4-dimensional plane, there is considerably room for creativity-- creating phenominon such as wormholes. Even the overall temporal topography of the plane has a number of options... at the most basic level, different worlds can be set to travel through varying periods of time when compared to other worlds. At more complex levels, natural time travel may be available to any being on that plane. See: [url=http://www.everything2.com/index.pl?node_id=496253]Which 4-manifold do we live in[/url] [i]Changes to Base Phoenix[/i]: Add 25% to flight speed for each level. [code]Abilities Gained by Age: Extremely Young - Learns Manipulate Air (improves with age) Very Young - Learns Haste, Slow as a Spell-like ability, at will. Young - Learns Teleport as a Spell-like ability, at will. Juvinile - Learns Time Stop as a Spell-like ability, 1/day. Young Adult - Learns Lesser Time Travel, Plane Shift as a spell like ability, at will. Adult - Learns Time Travel at will Mature Adult - Learns Time Loop Old - Learns Manipulate Local Time Very Old - Learns Manipulate Time Ancient - Learns ??? High - Learns ??? Great - Learns ???[/code] DETAILED ABILITY DESCRIPTIONS-- Lesser Time Travel ------------------ Transmutation [Teleportation] Level: ??? Componants: S Casting Time: Instant Range: Personal and touch Target: You and touched objects or other touched creatures weighing up to 50 pounds/level Duration: Concentration Saving Throw: None and Will negates (object) Spell Resistance: No and Yes (object) This spell allows the caster to travel through time at a maximum rate of one minute per percieved minute per caster level in either the past or the future. Cast by a 30th level caster, for example, will enable the caster to travel at a rate of 30 minutes per percievd minute. While traveling through time, the caster and anything else brought along will still be subject to gravity, and as such will not be flung into space as the planet moves along in space. This spell can mimic the effects of Time Stop. Similarly, it can mimic haste by travelling forewards at a rate slower than 1 minute per minute (30 seconds per minute, for example, would double your speed as observed by outsiders). ============================================== Time Travel ------------------ Transmutation [Teleportation] Level: ??? Componants: S Casting Time: Instant Range: Personal and touch Target: You and touched objects or other touched creatures weighing up to 50 pounds/level Duration: Concentration Saving Throw: None Spell Resistance: No As Lesser Time Travel, except that the maximum rate through time is now 1 Year per percieved minute per caster level. ============================================== Time Loop ------------------ Conjuration |Creation| Level:Sor/Wiz 9, Trickery 9 Components: V, S Range: Medium Casting Time: 1 round Duration: Concentration Saving Throw: Reflex for nullification (avoid area "looped") Spell Resistance: None Time is twisted in an maximum area of 10ft^2 per caster level, such that creatures outside the area affected view creatures and objects inside the area as motionless. Anything entering this area will also be rendered motionless. When the caster's concentration is broken or ceases, motion within the area resumes. From the point of view of creatures and objects within the effected, they appear to have jumped in time from the point they entered until the point the area is dispelled. If the caster is currently under the effect of a Time Travel spell, anything within the area will still exit at the point the caster stops concentrating. If the caster has traveled back in time from whence he first cast the spell, then creatures and objects within the time loop will also have traveled back in time. Verbal component is a specific song which must be learned. This song may be played on a musical instrument instead of sung if so desired. =============================================== Manipulate Local Time ------------------ Conjuration |Creation| Level:??? Components: V, S Range: Self Casting Time: 1 round Duration: Concentration Saving Throw: None Spell Resistance: None As the spell Time Travel, except affecting an area around the caster of up to 100ft per level. Verbal component is a specific song which must be learned. This song may be played on a musical instrument instead of sung if so desired. =============================================== Manipulate Time ------------------ Conjuration |Creation| Level:??? Components: V, S Range: Unlimited (single plane) Casting Time: ??? Duration: Permanent Saving Throw: None Spell Resistance: None As the spell Manipulate Local Time, except the phoenix is able to cast it at an unlimited distance, and with an unlimited area. Casting it to engulf the entire plane will cause the flow of time to differ only in comparison to other planes. Verbal component is a specific song which must be learned. This song may be played on a musical instrument instead of sung if so desired. Question marks indicate areas I'm really not sure about. Comments? Comming up next: Fire Phoenix, which work with space in the same way a Wind Phoenix works with time. I think I may have to add some custom rules dealing with dragons to make it so dragons can possibly withstand these guys... something like dragons of equivelent age level can unravel/be immune to any "special" work caused by a phoenix... [/QUOTE]
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