Jerael |
Hello!
I'd like to talk to you about the mythic spell "Terraform". I think it's a very interesting spell if you look at the concept behind it. Unfortunately, I think it's worthless in its official form. Somewhere else I've seen another thread about this topic. The tenor was the same: The spell just isn't worth it.
First of all: My gamemaster would allow me to use the spell and would also allow adjustments. Our game master is very open to homebrew stuff. So I would like to ask the following question: How would you imagine an effective terraform spell?
What would you change in cost, duration, range or radius? Would you change the spell level up or down? What other ideas do you have to make the spell better or more interesting? Maybe it's enough just to make the spell permanent or instantinious.
A few notes about our campaign: We play characters that all have a divine background. We play in Faerun on the distant continent of Lopango. Once a pantheon of different gods ruled there. These have disappeared for a long time and have already been forgotten by most people. But there are prophecies that these gods would return. And our characters each seem to be somehow connected to these old gods, as if we were their descendants. That is why we have mythic powers. Therefore certain places, objects, creatures or persons react to us in a special, sometimes supernatural way, as if our presence would awaken an ancient mechanism of action.We cannot even die without special efforts, because we automatically awaken to new life in the ruins of the main temples of the old gods. We cannot even die without special efforts, because we automatically awaken to new life in the respective ruins of the main temples of the old gods. Therefore, it's no problem if our characters can accomplish more and more incredible things.
My own character is a kind of "fallen" malicious druid, who is afflicted by a necrosis that poisons body and mind (half-undead). His favourite activities are experimenting with living beings and forming their bodies, to create new forms of life or stealing souls to use their essence as energy to do more such mad stuff (most Graft Flesh feats from DND 3.0/3.5, Fleshwarping from Pathfinder, Mythic Homebrew Feats). He is connected with the former goddess of fertility, life and evolution. He also carries an artifact that the goddess once held in her hands. However, everything connected to the goddess, her temple, or the artifact is now just as poisoned, twisted, chaotic, and literally mutated as his own mind and body.
We also have another character with whom I have some overlap. It is a nymph with supernatural almost god-like beauty, who is connected to the goddess of nature, plants and so on. Therefore she already has the spell Mythic Plant Growth. I don't want to get the same spells as she does. Although as evil as my character and although we are friends, she is in some way a antithesis to me. Many things about nature also match with my character too, but ideally in a twisted, strange, surreal, surprising, corrupted, mutated oder alien-like way.
I'm curious about your suggestions. Maybe you have other ideas for mythical spells ( spell level 6 or higher ) that might be suitable for such a character. But it shouldn't be anything that is relevant for combat. It doesn't matter if they are spells from the SRD, from third party publishers or from the homebrew laboratory.
Therefore she already has the spell Mythic Plant Growth. I don't want to get the same spells as she does.Although as evil as my character and although we are friends, she is in some way a antithesis to me. Many things about nature also match with me, but ideally in a twisted, strange, surreal, surprising, corrupted or mutated way.
I'm curious about your suggestions. Maybe you have other ideas for mythical spells ( Level 6 or higher ) that might be suitable for such a character. But it shouldn't be anything that is relevant for combat. It doesn't matter if they are spells from the SRD, from third party publishers or from the homebrew lab.
Thanks!