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So the sun shrinks to half its size...
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<blockquote data-quote="Jolly Giant" data-source="post: 1321582" data-attributes="member: 5278"><p>In a longrunning campaign, now well into epic levels, a frostgiant sorcerer has developed an epic spell that will shrink <em>anything</em> to half it's size. What <em>he </em> means to shrink the <em>sun</em>. The point of this is to change the world's climate so that it better suits him and his kin a whole lot better.</p><p></p><p>This has unexpected side-effects. It leaves the God of the Sun (major deity)significantly weaker, which in turn causes the God of Undeath to muster up all his allies and launch a massive attack against his hated enemy.</p><p></p><p>What I'd love to get some ideas on exactly <em>how</em> to weaken the God of the Sun? Here's what I'm thinking so far:</p><p></p><p>1) The <em>Greater Turning</em> ability granted to clerics with the sun domain no longer works, or maybe only works 1/week instead of 1/day. Or maybe I'll just say that all clerics lose access to that domain? </p><p></p><p>2) Should all turn undead attempts be done at some sort of penalty? It doesn't say anywhere (not that I've seen anyway) that the sun has anything to do with turning undead, but since the sun-domain grants <em>Greater Turning</em>, maybe the sun <em>does</em> have something to do with it after all? A lot of undeads are vulnerable to sunlight and spells that mimic sunlight...</p><p></p><p>3) Spells <em>like Daylight, Searing Light </em>etc. is weakened somehow. Maybe they should only function at half the caster's level? Maybe their range/duration/area of effect/damage should be halved? </p><p></p><p>4) The God himself becomes weaker in some way. I'm thinking about reducing his divine rank with 25 or 50%. Maybe a lot of worshippers lose their faith in him or believes him to be dead once they see what's happened to the sun? Not too sure how to handle this one...</p><p></p><p>5) Clerics of this God lose some of their power. They will lose quite a bit under points 1, 2 and 3, but should I punish them more? And what about paladins devoted to the God of the Sun? (Isn't it every DM's duty to make things difficult for paladins whenever possible? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ) Any ideas on how to weaken clerics and/or paladins of this God under these special circumstances?</p><p></p><p>Any ideas or input to any of these points would be most welcome. If you have ideas I havn't touched upon at all, well, then that's even better! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p><strong>EDIT:</strong> The sun-god also have other, non-sun related domains, so he won't be completely stripped of power. He is a major deity, after all! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Think something like Pelor...</p></blockquote><p></p>
[QUOTE="Jolly Giant, post: 1321582, member: 5278"] In a longrunning campaign, now well into epic levels, a frostgiant sorcerer has developed an epic spell that will shrink [I]anything[/I] to half it's size. What [I]he [/I] means to shrink the [I]sun[/I]. The point of this is to change the world's climate so that it better suits him and his kin a whole lot better. This has unexpected side-effects. It leaves the God of the Sun (major deity)significantly weaker, which in turn causes the God of Undeath to muster up all his allies and launch a massive attack against his hated enemy. What I'd love to get some ideas on exactly [I]how[/I] to weaken the God of the Sun? Here's what I'm thinking so far: 1) The [I]Greater Turning[/I] ability granted to clerics with the sun domain no longer works, or maybe only works 1/week instead of 1/day. Or maybe I'll just say that all clerics lose access to that domain? 2) Should all turn undead attempts be done at some sort of penalty? It doesn't say anywhere (not that I've seen anyway) that the sun has anything to do with turning undead, but since the sun-domain grants [I]Greater Turning[/I], maybe the sun [I]does[/I] have something to do with it after all? A lot of undeads are vulnerable to sunlight and spells that mimic sunlight... 3) Spells [I]like Daylight, Searing Light [/I]etc. is weakened somehow. Maybe they should only function at half the caster's level? Maybe their range/duration/area of effect/damage should be halved? 4) The God himself becomes weaker in some way. I'm thinking about reducing his divine rank with 25 or 50%. Maybe a lot of worshippers lose their faith in him or believes him to be dead once they see what's happened to the sun? Not too sure how to handle this one... 5) Clerics of this God lose some of their power. They will lose quite a bit under points 1, 2 and 3, but should I punish them more? And what about paladins devoted to the God of the Sun? (Isn't it every DM's duty to make things difficult for paladins whenever possible? ;) ) Any ideas on how to weaken clerics and/or paladins of this God under these special circumstances? Any ideas or input to any of these points would be most welcome. If you have ideas I havn't touched upon at all, well, then that's even better! :D [B]EDIT:[/B] The sun-god also have other, non-sun related domains, so he won't be completely stripped of power. He is a major deity, after all! ;) Think something like Pelor... [/QUOTE]
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