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Posted: Mon Jul 10, 2006 7:13 pm
Well lets see Ah my Goddess is tech not magic right. They act as if there useing magic, but its more like Nanotech, and Computers at the quantum lvl. well it can go both ways, Dark Schnieder beats a death God mad from tech. But then Chise, from SaiKano:  Can easly beat most Magic users like Lina (slayers.).
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Posted: Tue Jul 18, 2006 8:54 pm
Magic vs tech........ very very hard to talk about............... and both are very vague
In D&D magic owns vs just about everything and then some....... The most powerful magical creature in D&D (to what I and many others think) is......
The legendary tarrasque, for there is fortunately only one known to exist, is the most dreaded monster native to the Prime Material plane. The creature is a scaly biped with two horns on its head, a lashing tail, and a reflective carapace.
Combat: The tarrasque is a killing machine and when active (see below) eats everything for miles around, including all animals and vegetation. Normal attacks are with its two forelimb claws (1d12 points of damage each), a sweeping tail lash (2d12 points of damage), a savage bite (5d10 points of damage plus acts as a sword of sharpness, severing a limb on a natural attack roll of 18 or better), and two thrusting horn attacks (1d10 points of damage each). Once every turn, the normally slow-moving tarrasque can rush forward at a movement rate of 15, making all horn attacks cause double damage and trampling anything underfoot for 4d10 points of crushing damage. The mere sight of the tarrasque causes creatures with less than 3 levels or Hit Dice to be paralyzed with fright (no saving throw) until it is out of their vision. Creatures of 3 or more levels or Hit Dice flee in panic, although those of 7 or more levels or Hit Dice that manage to succeed with a saving throw vs. paralyzation are not affected (though they often still decide to run away). The tarrasque's carapace is exceptionally tough and highly reflective. Bolts and rays such as lightning bolts, cones of cold, and even magic missiles are useless against it. The reflection is such that 1 in 6 of these attacks actually bounces directly back at the caster (affecting him normally), while the rest bounce off harmlessly to the sides and into the air. The tarrasque is also immune to all heat and fire, and it regenerates lost hit points at a rate of 40 hit point per round. The Tarrasque is totally immune to all psionics.
Habitat/Society: It is fortunate that the tarrasque is active only for short periods of time. Typically, the monster comes forth to forage for a week or two, ravaging the countryside for miles around. The tarrasque then seeks a hidden lair underground and lies dormant, sleeping for 5d4 months before coming forth again. Once every decade or so, the monster is particularly active, staying awake for several months. Thereafter its period of dormancy is 4d4 years unless disturbed. The ratio of active to dormant states seems to be about 1:30.
Ecology: Slaying of the tarrasque is said to be possible only if the monster is reduced to -30 or fewer hit points and a wish is then used. But this is after the tarrasque takes nonleathal damage equal to his hit points then brough down his normal hit points. Otherwise, even the slightest piece of the tarrasque can regenerate and restore the monster completely. Legend says that a great treasure can be extracted from the tarrasque's carapace. The upper portion, treated with acid and then heated in a furnace, is thought to yield gems (10d10 diamonds of 1,000 gp base value each). The underbelly material, mixed with the creature's blood and adamantite, is said to produce a metal that can be forged by master dwarven blacksmiths into 1d4 shields of +5 enchantment. It takes two years to manufacture each shield, and the dwarves aren't likely to do it for free. It is hoped that the tarrasque is a solitary creation, some hideous abomination unleashed by the dark arts or by elder, forgotten gods to punish all of nature. The elemental nature of the tarrasque leads the few living tarrasque experts to speculate that the elemental princes of evil have something to do with its existence. In any case, the location of the tarrasque remains a mystery, as it rarely leaves witnesses in its wake, and nature quickly grows over all remnants of its presence. It is rumored that the tarrasque is responsible for the extinction of one ancient civilization, for the records of their last days spoke of a "great reptilian punisher sent by the gods to end the world."
And............ ummmmmmm yah i guess the tech version of that monster would be the borg and replacators combinded?
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Posted: Wed Jul 19, 2006 7:03 am
Nah, try a Hegemonizing Swarm.
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Posted: Thu Jul 20, 2006 6:59 am
StrikerCrimson Magic vs tech........ very very hard to talk about............... and both are very vague In D&D magic owns vs just about everything and then some....... The most powerful magical creature in D&D (to what I and many others think) is...... The legendary tarrasque, for there is fortunately only one known to exist, is the most dreaded monster native to the Prime Material plane. The creature is a scaly biped with two horns on its head, a lashing tail, and a reflective carapace. Combat: The tarrasque is a killing machine and when active (see below) eats everything for miles around, including all animals and vegetation. Normal attacks are with its two forelimb claws (1d12 points of damage each), a sweeping tail lash (2d12 points of damage), a savage bite (5d10 points of damage plus acts as a sword of sharpness, severing a limb on a natural attack roll of 18 or better), and two thrusting horn attacks (1d10 points of damage each). Once every turn, the normally slow-moving tarrasque can rush forward at a movement rate of 15, making all horn attacks cause double damage and trampling anything underfoot for 4d10 points of crushing damage. The mere sight of the tarrasque causes creatures with less than 3 levels or Hit Dice to be paralyzed with fright (no saving throw) until it is out of their vision. Creatures of 3 or more levels or Hit Dice flee in panic, although those of 7 or more levels or Hit Dice that manage to succeed with a saving throw vs. paralyzation are not affected (though they often still decide to run away). The tarrasque's carapace is exceptionally tough and highly reflective. Bolts and rays such as lightning bolts, cones of cold, and even magic missiles are useless against it. The reflection is such that 1 in 6 of these attacks actually bounces directly back at the caster (affecting him normally), while the rest bounce off harmlessly to the sides and into the air. The tarrasque is also immune to all heat and fire, and it regenerates lost hit points at a rate of 40 hit point per round. The Tarrasque is totally immune to all psionics. Habitat/Society: It is fortunate that the tarrasque is active only for short periods of time. Typically, the monster comes forth to forage for a week or two, ravaging the countryside for miles around. The tarrasque then seeks a hidden lair underground and lies dormant, sleeping for 5d4 months before coming forth again. Once every decade or so, the monster is particularly active, staying awake for several months. Thereafter its period of dormancy is 4d4 years unless disturbed. The ratio of active to dormant states seems to be about 1:30. Ecology: Slaying of the tarrasque is said to be possible only if the monster is reduced to -30 or fewer hit points and a wish is then used. But this is after the tarrasque takes nonleathal damage equal to his hit points then brough down his normal hit points. Otherwise, even the slightest piece of the tarrasque can regenerate and restore the monster completely. Legend says that a great treasure can be extracted from the tarrasque's carapace. The upper portion, treated with acid and then heated in a furnace, is thought to yield gems (10d10 diamonds of 1,000 gp base value each). The underbelly material, mixed with the creature's blood and adamantite, is said to produce a metal that can be forged by master dwarven blacksmiths into 1d4 shields of +5 enchantment. It takes two years to manufacture each shield, and the dwarves aren't likely to do it for free. It is hoped that the tarrasque is a solitary creation, some hideous abomination unleashed by the dark arts or by elder, forgotten gods to punish all of nature. The elemental nature of the tarrasque leads the few living tarrasque experts to speculate that the elemental princes of evil have something to do with its existence. In any case, the location of the tarrasque remains a mystery, as it rarely leaves witnesses in its wake, and nature quickly grows over all remnants of its presence. It is rumored that the tarrasque is responsible for the extinction of one ancient civilization, for the records of their last days spoke of a "great reptilian punisher sent by the gods to end the world." And............ ummmmmmm yah i guess the tech version of that monster would be the borg and replacators combinded? Sorry but no that is not the most powerful monster in D&D. The most powerful is the an Great Wyrm Prismatic Dragon, which has a challenge rating of about 66, and takes on most gods.
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Posted: Thu Jul 20, 2006 3:01 pm
"Magic and Technology, voodo Dolls and chips, eletrcity were making...Weird Scince!" My thought is tie, Cuz Magic is a wonderous thing that can do dozens of things, and Technology is something we all can use for anything.
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Posted: Thu Jul 20, 2006 4:31 pm
If it's a battle between the two I wouldn't really be sure. After all technologgy has the ability for producing mass numbers of highly powrful weapons, but it also requires large supplies of resources and large factories to keep going. So therre is a heavy investment in setting up technology that is not so necessay with magic. Magic on the other hand is limited in the amount of users, but requires relatively few resources to keep going and can have some major results with just a few people.
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Posted: Tue Jul 25, 2006 6:58 pm
Let me change my choice again, i'm going for technology, Because Technology is something we mostly live off of yet almost everyone can use it, Magic on the other hand is powerful then Tech but....only a few can master it and it takes a few years to master it.
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Posted: Fri Jul 28, 2006 9:08 am
At sufficiently high levels, the two are indistinguishable... I doubt even the almighty Torrasque could withstand a shot from the Ringworld meteor defense...
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Posted: Sun Dec 03, 2006 3:58 pm
DasUberGuy Obviously you're talking about fiction (since magic doesn't exist in real life), so I would have to say tie, since any author can make either magic or technology as powerful as they want them to be when writing a story. LOL! Magic does it exist. P.S. This is the most smartest post i have seen in the guild yet.
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Posted: Tue Dec 05, 2006 4:34 pm
Magic wins for one reason and one reason only:
Giga Slave
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Posted: Tue Dec 05, 2006 6:52 pm
Knightgee Magic wins for one reason and one reason only: Giga Slave And on the technology side we have the Ultimate Nullifier....
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