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(IR) The 3rd IR, Turn 7 (thread 1b)
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<blockquote data-quote="Creamsteak" data-source="post: 166350" data-attributes="member: 552"><p>Edena,</p><p></p><p>I have intentions of creating a flying forest roughly the size of an LL territory. I wanted to give it subjective gravity, so that plant life grows on all sides. Here is a list of effects I designated for it:</p><p></p><p>All Druid Spells are Empowered, Enlarged, Heightened, Maximized, Quickened, Silent, and Still.</p><p></p><p>Cleric Spells from the Air, Animal, Earth, Fire, Good, Healing, Law, Plant, Protection, Strength, Sun, and Water Domains are Empowered, Enlarged, Heightened, Maximized, Quickened, Silent, and Still.</p><p></p><p>Sorceror and Wizard spells always suffer an Arcane Spell Failure of 95%.</p><p></p><p>Psionic always suffer from severe penalties and cost 100x as many power points in order to overcome the Psionic Dampening.</p><p></p><p>The Forest has a will of its own, possessing an Intelligence of 50, Wisdom of 75, and Charisma of 100. Its allignment is Lawful Good, and it acts as an intelligent item. (Statistics not yet resolved)</p><p></p><p>The Forest can tap knowledge from any Life Tree in any Crystal Sphere it has contact with. The Forest can Draw Knowledge from the Crystal Sphere of Oerth (Delrune), and the Crystal Sphere of Toril (Church of Mercy) and can Gather Information in any location where plants can be found. The Fortress will have roughly +100 Ranks in Gather Information, Sense Motive, and Diplomacy. It has a Knowledge: Nature Rank of 100 +2 (per type of plant). The Fortress has a General Knowledge Rank of 15 (covering all fields of Knowledge).</p><p></p><p>The Fortress gains enhancements for possessing each additional species of plant it gathers. For each type of Plant on the Fortress it gains 1 HD and +1 Base Attack Bonus.</p><p></p><p>The Fortress has Shielding, and can deflect up to 1,000,000 points of damage in a single round before the sheild collapses. A collapsed sheild takes 1d4+1 rounds to recover.</p><p></p><p>The Fortress has access to a Spellfire Cannon (ala Independance Day) that can obliterate an area roughly the size of New York in a single blast. This cannon can be aimed in any direction, and is not limited to ground targets.</p><p></p><p>The Fortress can Plane Shift and negates natural affects of that plane in its vicinity. The Fortress can Sphere Shift 3/day. The Fortress can Teleport Without Error (Self + 50 x 1,000,000,000 Pounds) at will as a quickened action.</p><p></p><p>The Fortress can contact any deity with the Plant Domain, but has no control over what that Deity can do.</p><p></p><p>The Fortress can cure any disease or any poison for virtually any number of people. The Fortress can cast true resurrection on any Plant type creature or Elemental any number of times per day.</p><p></p><p>The Fortress is capable of casting 11th Level Cleric spells from the Air, Animal, Earth, Fire, Good, Healing, Law, Plant, Protection, Strength, Sun, and Water Domains.</p><p></p><p>The Fortress is capable of casting 11th Level Druid spells.</p><p></p><p>The Fortress can create and hide in a pocket dimension of its own creation at will.</p><p></p><p>The Fortress can grow food to feed people over an entire planet over the course of a few days.</p><p></p><p>The Fortress can animate plant life over the course of an entire planet.</p><p></p><p>The Fortress can create an Avatar in the form of a colossal plant of humanoid stature. The Avatar has 1/3rd the Hit Dice of the Fortress and can perform all of its actions except for the Spellfire Cannon.</p><p></p><p>The Fortress can project images to plant life within the Crystal Sphere it is located in. The Plant life, if animated, understands the will of the Fortress completely.</p><p></p><p>The Fortress can cleanse an entire crystal sphere of technological damage in one day. The Fortress can grow a forest over an entire planet over the course of one day. The Fortress can provide enrichment to the ecology of a planet in one day. Only one of these actions can be taken in a given day. </p><p></p><p>The Fortress can shift the Crystal Sphere can rip pockets of Red Goo out of the ground, out of the air, an out of the water and then heal the souls trapped within.</p><p></p><p>The Fortress maximizes the Hit Dice of Animals, Plants, Beasts, Magical Beasts, and Humanoid Elves. The Hit Dice of such creatures is increased to a d20.</p><p></p><p>The Fortress has Damage Reduction of 1,000,000/+10 due to its shield, but when the shield drops - the damage reduction follows. The Fortress has Spell Resistance of 100,000 due to its shield, but when the shield drops - the floating base can be targeted by spells normally.</p><p></p><p>The Fortress has 1,000,000,000 Hit Dice (maximized = 20,000,000,000 hp) if targeted as a creature. It has regeneration of 1,000,000 per round. Regeneration of the fortress can be negated over a 5 foot square for one round with a 9th level withering spell. 10th level magic can punch a 500 foot square to drop its regeneration for a few rounds. 11th level magic can punch a mile (kilometer) hole in its regeneration for few minutes.</p><p></p><p>Many individual creatures (Plant, Animal, Beast, Magical Beasts, and Humanoid Elves) are seperate targets on the floating fortress. The Fortress bestows natural regeneration of 100 and damage reduction 100/+5 along with spell and power resistance of 100.</p><p></p><p>The Fortress has the ability to act as an Archer Bush over an LL sized area. The Fortress can act as Omniflax over an LL sized area. The Fortress can drop thousands of Jupiter Bloodsuckers over an LL sized area. (Details about these three plants are covered in that pdf I sent Edena earlier).</p><p></p><p>The Fortress takes normal damage from radiation, fire, and force which make it vulnerable to a few attacks. The Fortress sheild can withstand a Nuke, possibly a few, before the shield will drop. A single Mass Driver (Ground Pounder) could be deflected by the shield, but multiple shots could pierce and destroy the Fortress. (These are making me think that building such a construct would be a waste)</p><p></p><p>The Fortress can shift to ethereal for an indefinite period in order to avoid such attacks. The Fortress can still use all its weapons except the spellfire cannon in Ethereal. A +1 Mass Driver (Ground Pounder) could still technically hit an Ethereal target, and nullifies this protection.</p><p></p><p>There are a few more ideas, but I don't have my list from where I am at. How long would this creature take to create? I would name it the Mana Fortress (ala Secret of Mana) if it is possible. I suspect I will be told it will take a month...</p><p></p><p>I am not declaring that I am creating this, I am mearly... "hypothesizing."will take a month...</p></blockquote><p></p>
[QUOTE="Creamsteak, post: 166350, member: 552"] Edena, I have intentions of creating a flying forest roughly the size of an LL territory. I wanted to give it subjective gravity, so that plant life grows on all sides. Here is a list of effects I designated for it: All Druid Spells are Empowered, Enlarged, Heightened, Maximized, Quickened, Silent, and Still. Cleric Spells from the Air, Animal, Earth, Fire, Good, Healing, Law, Plant, Protection, Strength, Sun, and Water Domains are Empowered, Enlarged, Heightened, Maximized, Quickened, Silent, and Still. Sorceror and Wizard spells always suffer an Arcane Spell Failure of 95%. Psionic always suffer from severe penalties and cost 100x as many power points in order to overcome the Psionic Dampening. The Forest has a will of its own, possessing an Intelligence of 50, Wisdom of 75, and Charisma of 100. Its allignment is Lawful Good, and it acts as an intelligent item. (Statistics not yet resolved) The Forest can tap knowledge from any Life Tree in any Crystal Sphere it has contact with. The Forest can Draw Knowledge from the Crystal Sphere of Oerth (Delrune), and the Crystal Sphere of Toril (Church of Mercy) and can Gather Information in any location where plants can be found. The Fortress will have roughly +100 Ranks in Gather Information, Sense Motive, and Diplomacy. It has a Knowledge: Nature Rank of 100 +2 (per type of plant). The Fortress has a General Knowledge Rank of 15 (covering all fields of Knowledge). The Fortress gains enhancements for possessing each additional species of plant it gathers. For each type of Plant on the Fortress it gains 1 HD and +1 Base Attack Bonus. The Fortress has Shielding, and can deflect up to 1,000,000 points of damage in a single round before the sheild collapses. A collapsed sheild takes 1d4+1 rounds to recover. The Fortress has access to a Spellfire Cannon (ala Independance Day) that can obliterate an area roughly the size of New York in a single blast. This cannon can be aimed in any direction, and is not limited to ground targets. The Fortress can Plane Shift and negates natural affects of that plane in its vicinity. The Fortress can Sphere Shift 3/day. The Fortress can Teleport Without Error (Self + 50 x 1,000,000,000 Pounds) at will as a quickened action. The Fortress can contact any deity with the Plant Domain, but has no control over what that Deity can do. The Fortress can cure any disease or any poison for virtually any number of people. The Fortress can cast true resurrection on any Plant type creature or Elemental any number of times per day. The Fortress is capable of casting 11th Level Cleric spells from the Air, Animal, Earth, Fire, Good, Healing, Law, Plant, Protection, Strength, Sun, and Water Domains. The Fortress is capable of casting 11th Level Druid spells. The Fortress can create and hide in a pocket dimension of its own creation at will. The Fortress can grow food to feed people over an entire planet over the course of a few days. The Fortress can animate plant life over the course of an entire planet. The Fortress can create an Avatar in the form of a colossal plant of humanoid stature. The Avatar has 1/3rd the Hit Dice of the Fortress and can perform all of its actions except for the Spellfire Cannon. The Fortress can project images to plant life within the Crystal Sphere it is located in. The Plant life, if animated, understands the will of the Fortress completely. The Fortress can cleanse an entire crystal sphere of technological damage in one day. The Fortress can grow a forest over an entire planet over the course of one day. The Fortress can provide enrichment to the ecology of a planet in one day. Only one of these actions can be taken in a given day. The Fortress can shift the Crystal Sphere can rip pockets of Red Goo out of the ground, out of the air, an out of the water and then heal the souls trapped within. The Fortress maximizes the Hit Dice of Animals, Plants, Beasts, Magical Beasts, and Humanoid Elves. The Hit Dice of such creatures is increased to a d20. The Fortress has Damage Reduction of 1,000,000/+10 due to its shield, but when the shield drops - the damage reduction follows. The Fortress has Spell Resistance of 100,000 due to its shield, but when the shield drops - the floating base can be targeted by spells normally. The Fortress has 1,000,000,000 Hit Dice (maximized = 20,000,000,000 hp) if targeted as a creature. It has regeneration of 1,000,000 per round. Regeneration of the fortress can be negated over a 5 foot square for one round with a 9th level withering spell. 10th level magic can punch a 500 foot square to drop its regeneration for a few rounds. 11th level magic can punch a mile (kilometer) hole in its regeneration for few minutes. Many individual creatures (Plant, Animal, Beast, Magical Beasts, and Humanoid Elves) are seperate targets on the floating fortress. The Fortress bestows natural regeneration of 100 and damage reduction 100/+5 along with spell and power resistance of 100. The Fortress has the ability to act as an Archer Bush over an LL sized area. The Fortress can act as Omniflax over an LL sized area. The Fortress can drop thousands of Jupiter Bloodsuckers over an LL sized area. (Details about these three plants are covered in that pdf I sent Edena earlier). The Fortress takes normal damage from radiation, fire, and force which make it vulnerable to a few attacks. The Fortress sheild can withstand a Nuke, possibly a few, before the shield will drop. A single Mass Driver (Ground Pounder) could be deflected by the shield, but multiple shots could pierce and destroy the Fortress. (These are making me think that building such a construct would be a waste) The Fortress can shift to ethereal for an indefinite period in order to avoid such attacks. The Fortress can still use all its weapons except the spellfire cannon in Ethereal. A +1 Mass Driver (Ground Pounder) could still technically hit an Ethereal target, and nullifies this protection. There are a few more ideas, but I don't have my list from where I am at. How long would this creature take to create? I would name it the Mana Fortress (ala Secret of Mana) if it is possible. I suspect I will be told it will take a month... I am not declaring that I am creating this, I am mearly... "hypothesizing."will take a month... [/QUOTE]
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