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| Trieze Kross08-09-05, 09:22 PM | Good day gents and gentettes. Well, before I ask the question, I should probly explain something about myself... generally I hate magic, I use the list of magic items and I can create them, I've had a necro before...but now that I'm making a champain, I would just like to ask a question about magic and magic items. I can look at the druid and ranger spells and then with that, but I may be missing some spells a wizard or cleric could cast. So I'll just ask, I want to create a series of magic items. All with little variation of their power levels but generally the same style seeing they were created a long time ago by dragons or druids of a long ago era. Both forms of create would work well, so I'll let you choose by what the maker was, but the items are made and designed to balance the weather in the world. The lowest level they may be when they first get it will be about 5 but the last should be about 20ish or near it. On a side not, I want these to be 'local' powers and there will be a shine where it makes it more powerful to reach the whole world. Where all 8 can be colected and used there to make the range dramaticlly bigger. This is a Eberron champain Here are the concepts of the items... I. This will hopefully be the first one they go to, but if you know about eberron, this is why the trees grow so tall. The dungeon is located in the middle of it of a 40 mile wide circle. This can be simular to the shine that ampifies the rest of the artifacts. But this magical item would make the trees grow larger and stronger as well as crops, grasses and other plant life. II.This one has something to do with warmth and heat, but no matter how hot it is, or anything like that. It is allways nuturing. For one, go to town on it. I have no idea about it, but its called the nuturing warmth and I would like it to have constant warmth so that plants and life can grow. *for the rest I will just give the title, a little short on time. Generally you can make up what ever for the items.* III. Seed of Life. The thing that starts it all. IV.Soothing Rain. This one just basicly makes sure it doesn't flood nor let the plants dry. V.Bright Sun. So the plants can get the sunlight and such VI.Gift of time. No idea VII.Changing seasons. I want this is subposed to just make a steady change in the seasons, kinda like keep it in balance. VIII. Blowing wind. No idea. This was allready posted in the dnd dm part of the forums, but I posted here due to the ebberon setting part of it. THanks for any help guys |