Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Meta - Forums About Forums
Archive-threads
(IR) The 3rd IR, Turn 7 (thread 2)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="'o Skoteinos" data-source="post: 171318" data-attributes="member: 422"><p><strong>11th level action for day 3:</strong></p><p></p><p></p><p></p><p>I create 1 very powerful Mythal over the city (100 square miles) I created yesterday. Because I'm only creating 1 Mythal, over 100 square miles, I'm using 11th level strenght for all abilities that would normally be at 10th level. Is that possible? This Mythal has the following powers:</p><p></p><p>- Protection from Evil and Protection from Good on all people inside.</p><p>- Every LN creature inside benefits from the following effects: Empowered, Empowered, Maximized Bull's Strength, Cat's Grace, (increase constitution spell), Fox Cunning, Owl's Wisdom, Eagle's Splendor.</p><p>- Every LN inside is Improved Hasted.</p><p>- All Outsiders, except Formians, are immediately 11th level Banished.</p><p>- All LN people inside are immune to Mindaffecting spells of any kind (11th level Mind Blank effect. This even affects the city itself).</p><p>- Upon entering the city, a Stasis Clone is made and stored in a special facility. Upon leaving the city, the Clone gets desintegrated. When the creature dies inside the city, the Clone is teleported to a special room where someone decides wether or not the clone is activated.</p><p>- Any attack spell (a spell that would make you visible when you've cast "invisibility") cast in the city (the city is sentient and can spellcraft) gets countered by the city with a 9th level Far Greater Dispel Magic.</p><p>- People casting attack spells get disintegrated, teleported out, Microcosmed, then killed. At least, the don't survive, and their Clones are not activated.</p><p>- The only people who can cast attack spells are the special security forces with wards that protect them from the above effects.</p><p>- People with special wards (the security forces, my NPC's and PC) are protected by continuous Diplicate, Two Mind, Foresight, and Divert Teleport spells.</p><p>- Anyone entering the city gets Hive Minded untill they leave.</p><p>-Divine spells are impaired.</p><p>- Upon entering, all spells are dispelled.</p><p>- The city (outside walls) is protected by Prismatic Walls of Force.</p></blockquote><p></p>
[QUOTE="'o Skoteinos, post: 171318, member: 422"] [b]11th level action for day 3:[/b] I create 1 very powerful Mythal over the city (100 square miles) I created yesterday. Because I'm only creating 1 Mythal, over 100 square miles, I'm using 11th level strenght for all abilities that would normally be at 10th level. Is that possible? This Mythal has the following powers: - Protection from Evil and Protection from Good on all people inside. - Every LN creature inside benefits from the following effects: Empowered, Empowered, Maximized Bull's Strength, Cat's Grace, (increase constitution spell), Fox Cunning, Owl's Wisdom, Eagle's Splendor. - Every LN inside is Improved Hasted. - All Outsiders, except Formians, are immediately 11th level Banished. - All LN people inside are immune to Mindaffecting spells of any kind (11th level Mind Blank effect. This even affects the city itself). - Upon entering the city, a Stasis Clone is made and stored in a special facility. Upon leaving the city, the Clone gets desintegrated. When the creature dies inside the city, the Clone is teleported to a special room where someone decides wether or not the clone is activated. - Any attack spell (a spell that would make you visible when you've cast "invisibility") cast in the city (the city is sentient and can spellcraft) gets countered by the city with a 9th level Far Greater Dispel Magic. - People casting attack spells get disintegrated, teleported out, Microcosmed, then killed. At least, the don't survive, and their Clones are not activated. - The only people who can cast attack spells are the special security forces with wards that protect them from the above effects. - People with special wards (the security forces, my NPC's and PC) are protected by continuous Diplicate, Two Mind, Foresight, and Divert Teleport spells. - Anyone entering the city gets Hive Minded untill they leave. -Divine spells are impaired. - Upon entering, all spells are dispelled. - The city (outside walls) is protected by Prismatic Walls of Force. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Meta - Forums About Forums
Archive-threads
(IR) The 3rd IR, Turn 7 (thread 2)
Top