Author |
Topic  |
Zealot
Seeker

USA
59 Posts |
Posted - 17 Feb 2013 : 18:53:32
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Shar has been working on the Shadow Weave for quite a long time but I don't believe knowledge of the Shadow Weave would have been available to a mage from Myth Drannor. Unless a mage was corrupted ealry on into using shadow magic then he/she would not have ever talked about it. |
Being deeply loved by someone gives you strength, while loving someone deeply gives you courage. |
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The Masked Mage
Great Reader
    
USA
2420 Posts |
Posted - 18 Feb 2013 : 00:43:22
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quote: Originally posted by Zealot
Shar has been working on the Shadow Weave for quite a long time but I don't believe knowledge of the Shadow Weave would have been available to a mage from Myth Drannor. Unless a mage was corrupted ealry on into using shadow magic then he/she would not have ever talked about it.
Yeah, those are along the lines I was thinking. So instead I decided to incorporate a prohibition (part of the Forbidding idea above) for creatures from, or tainted by the demiplane of shadow: shadow dragons, shades, shadelings, malaugrym, etc. Knowledge of the demiplane of shadow dates to well before this time period, even if one assumes that it was first discovered by Telemont, which I'd doubt. |
Edited by - The Masked Mage on 18 Feb 2013 01:39:08 |
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Dennis
Great Reader
    
9933 Posts |
Posted - 18 Feb 2013 : 12:25:40
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There is a possibility that it was Telamont Tanthul who first discovered the then Demiplane of Shadow, with the aid of Shar. However, the Imaskari, who co-existed with the ancient Netherese, were known to have used shadow magic as well. Madryoch, a four-thousand-year-old Imaskari archwizard (that makes him twice Telamont's age) was an accomplished wielder of shadow magic. AFAIK, it was never mentioned whether he and his fellow archwizards discovered it before or after Telamont did.
I once quoted Madryoch's exact words in this thread. |
Every beginning has an end. |
Edited by - Dennis on 18 Feb 2013 12:28:15 |
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The Masked Mage
Great Reader
    
USA
2420 Posts |
Posted - 20 Feb 2013 : 21:42:36
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quote: Originally posted by The Masked Mage
quote: Originally posted by Dennis
quote: Originally posted by Thauranil
"Stupid people" would not be able to construct a Mythal in the first place .
Those who made the mythals are the exceptions.
On topic: Illusion would be very handy. I suppose the Skulls have incorporated illusions (their very faces, or rather, skulls) in their mythal-like mantle. Besides, it's annoying to keep on flying or teleporting to places that warrant your attention. An illusion would do just fine, depending of course on the severity of the situation (which you have to assess first from your view via a scrying bowl/mirror or similar device).
I like this idea - the ability to create "projected images" which can cast spells though AND "drink" spells like those Halaster uses! Brilliant idea.
This is the power I came up with based on these couple suggestions - what do you think?
Projected Images & Mythal-Melding: This little-known pair of mythal powers constitutes Symrustar Auglamyr’s contribution to Semberholme’s mythal. At will, any wizard within the Over-Mythal who knows how can merge with the mythal and use its power to project an image of him- or herself.
While absorbed (or melded) into the mythal, a wizard gains a limited form of omniscience, becoming vaguely aware of events throughout Semberholme. He or she knows whether it is night or day, the season, etc. and is alerted to encroachment of unwelcome beings as though he or she was a guardian spirit of the mists. With concentration, such a wizard may focus his attention on a particular locale, and extend his senses into that area in a form of clairvoyance and clairaudience. Additionally, wizards who have melded with the mythal can cast other divination spells without penalty and with unlimited range within the mythal’s boundaries.
By means of this power, the wizard can also choose to create a nonmaterial duplicate of himself, projecting it to anywhere within the bounds of Semberholme. This image performs actions decided by the wizard – walking, speaking, spellcasting – conforming to the actual actions of the wizard unless he concentrates on making it act differently (in which case the wizard is limited to half movement). The image can be dispelled only by means of a successful dispel magic spell (cast against 30th level magic) or upon command from the spellcaster; attacks pass harmlessly through it. Unlike the wizard spell project image, the image need not be within view of the wizard projecting it.
Such mythal-projected images can “drink” magic spells cast at them in this manifestation. Any spell cast directly on the spellcaster is automatically sucked into the projected image. This includes spells that never miss (such as magic missiles), those requiring the caster’s touch, and even area-effect spells (such as fireball). The wizard using the power learns instantly the nature of any spells have been absorbed. Spell-like abilities are absorbed by the image, if they are comparable to existing wizard or priest spells. If in doubt, such spells can be absorbed, but count as 9th-level spells for purposes of overloading (see below).
The image can absorb a number of spell levels equal to twice the caster’s experience level. A 17th-level wizard can have 34 spell levels absorbed by his mythal projected image, with a 1st level spell counting as one spell level, a 3rd level spell counting as three spell levels, etc. If the image is overloaded, it immediately winks out of existence, inflicting 1d4 points of damage upon the wizard and stunning him survivors for two rounds (a saving throw vs. spell negates the damage, but does negate the stun).
Upon absorbing a spell or spell-like effect, the wizard can choose to discharge absorbed spell attacks, releasing them as though cast by the image, or elect to retain the information for future study. Discharges spells take effect as if cast by their original caster, but against the target selected by the image-wizard. The target must be within 10 yards per level of the caster in any event for the trapped spell to fire. Spells that require “touch” to be effective can be fired up to a range of 10 yards per level in this fashion. If the target is beyond the range of the spell, the spell is wasted.
Spells the wizard elects to retain (often times unfamiliar spells) can be either stored within his or her mind, filling open spell-slots or stored permanently within the Over-Mythal as mythal-memories. Spells which are stored in the wizard’s mind can be cast at will or inscribed in a spellbook as desired. Spells stored as mythal-memories can be studied at will in the future by any with the means. A wizard cannot elect to cast a spell stored as a mythal-memory without first learning and memorizing it.
Finally, a mythal-melded wizard can choose separate from the mythal and become substantial again at will. A wizard can choose to do so by simply appearing anywhere within the mythal (in which case he or she fades into existence in that location over the course of 1 round) or by assuming the form of his or her projected image (in which case the substantiation takes only an instant and is not visibly detectable). Of course, once substantial, the wizard is once again subject to physical attacks and damage. A wizard can use these mythal powers as a means of magical travel within the Over-Mythal. |
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The Masked Mage
Great Reader
    
USA
2420 Posts |
Posted - 28 Feb 2013 : 07:53:39
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quote: Originally posted by Quale
Lower level spells available to everyone, I'd go with prestidigitation, mending, unseen servant, endure elements, protection from evil, hydraulic push, silent image, crafter's fortune, feather fall, youthful appearance, polypurpose panacea, tireless (spell from Zobeck), nereid's grace ...
I took this idea and ran with it. I kind of blended it with the Al-Qadim Ghul power called manipulations, which allow ghuls to create magical effects by manipulating raw Negative Energy. In the case of the mythal power, they are instead manipulating the raw magic of the mythal. Let me know what you think. At the most basic level, this power allows everyone to create cantrip effects.
Mythal Manipulations: Those few who know the process and are taught, or take the time to experiment and learn how are able to manipulate the raw magical energy of the mythal in specific ways. In effect, this allows anyone within the mythal to learn to create certain magical effects which are empowered by the mythal and their own life force. In order to do so, one must first study the types of manipulations that can be performed. Each must be learned as a separate nonweapon proficiency, requiring one slot for each. These are similar to the various schools that are used by wizards. They are:
#61558; Minor Manipulations: Before one can learn to control the greater manipulations, he or she must first study minor manipulations. For all intents and purposes, minor manipulations are equivalent to cantrips. Minor manipulations enable the user to create minor magical effects with severe limitations. They are unable to cause a loss of hit points, cannot affect the concentration of spellcasters, and can only create small, obviously magical materials ( materials created are extremely fragile and cannot be used as tools of any sort). Whatever manifestation the minor manipulation takes, it remains in effect only as long as the user concentrates. Examples include tinklings of ethereal music, brightening faded flowers, glowing balls that float over the user’s hand, puffs of wind to flicker candles, spicing up aromas and flavors of bland food, and little whirlwinds to sweep dust away.
#61558; Physical Manipulations: This type of manipulation effects the physical environment. 1st – affect normal fires, color, color spray, dancing lights, enlarge, hold portal, mending, message, metamorphose liquids, moonglow; 2nd – fog cloud, irritation, knock, preservation, shatter, strength; 3rd – airbolt, airsphere, gust of wind, haste, Leomund’s tiny hut, slow, wind wall; 4th – cook, gloom, solid fog, stoneskin; 5th – animal Growth, stone shape, telekinesis, transmute rock to mud; 6th – disintegrate, evaporate fluid, glassee, more earth, part water, stone to flesh, transmute water to dust;
#61558; Phantasmal Manipulations: This type of manipulation is effect the mind. 1st – audible glamer, chromatic orb, phantasmal force, ventriloquism; 2nd – blur, dancing shadows, echoes, fascinate, hypnotic pattern, improved phantasmal force, invisibility, mirror image, whispering wind; 3rd – improved whispering wind, invisibility 10’ radius, paralyzation, phantom wind, spectral force; 4th – fear, hallucinatory terrain, illusionary wall, improved invisibility, programmed glamer, rainbow pattern, vacancy; 5th – advanced illusion, seeming, 6th – blending, mirage arcane, mislead, permanent illusion, programmed illusion, veil.
Minor manipulations are not difficult to use and can be learned by anyone who dedicates the time to do so. Greater manipulations are more difficult to use and can only be performed by those of adequate intelligence. The minimum Intelligence required to use greater manipulations is 13; an additional point of Intelligence is required for every level above 1st. In addition, their use requires the expenditure of life force. This is represented by the temporary loss of one hit point per level of the manipulation being used.
When one prepares to use a manipulation, he must concentrate for a full combat round. After that round, he must state what manipulation type will be used, the level of that manipulation, and the effect desired from the manipulation. The level is best determined by taking a look at the effect that is desired and comparing it to a spell that has a similar effect. If the manipulation is essentially the same as a known spell, then the level of that spell is the level of manipulation that must be used.
Some manipulations will have significantly different effects than spells. Some spells may have a shorter range or last longer. At this point, it is necessary to make a judgment call. In cases where range is concerned, the difference in the range of the manipulation and that of a known spell needs to be at least 50 percent to warrant an increase or decrease in level. That is, if the level of the spell is 6 and it has a range of 100 feet, the manipulation compared to that spell would need to have a range of 50 feet or a 150 feet before a change in level would be warranted. In the first case, the level would be lowered, and the latter the level would be raised. Damage is more strictly governed. Increases in damage should be rated as a number of dice, depending on the spell to which the manipulation is compared. If the spell uses six-sided dice, then it would take an increase or decrease of 1d6 to raise or lower the manipulation’s level.
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Quale
Master of Realmslore
   
1757 Posts |
Posted - 28 Feb 2013 : 10:41:04
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Ghul powers based on the negative energy could work in places like Shoonach and Myth Rhynn. For functional mythals I'd go with utility spells that with overuse would not change the society drastically. Offensive spells are too extreme, perhaps a version of disintegrate that affects only the vermin creature type. Higher level illusions that project nontargeted images are fine, but not those that could be easily exploited for nefarious purposes (e.g. invisibility). Other 2-6 level spells-powers that could work (I don't use 2e much anymore tough, mostly 3.5/PF):
2: make whole, glide, cushioning bands, share memory, hidden knowledge (PFSRD), unseen crafter (Races of Eberron), psychoportive shelter (Complete Psionic) or outside in (Arcane Strife), code skill, ride winds (101 2nd lvl. spells), ripen plant (Prayers from the Faithful), Quimby's enchanting gourmet (Forgotten Realms Adventures), speaking stones (Magic of Eberron), stay the hand (PHB2), Flann's Finery (Wizard's SC2)
3: lessen gravity (Pages from the Mages), servant horde (Spell Compendium)
4: emergency force sphere, kiss of the First World (PFSRD), shape water (Sunken Empires), correlate data (Dragon 241), ghorus toth's metal melt (Magic of Faerun)
5: ancestral memory, telepathic bond (PFSRD)
6: eaglesoul, true seeing, legend lore (PFSRD), chasing perfection (PHB2), commune with the city (Ptolus), hindsight (Spell Compendium)
I don't have time to recall more spells |
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sleyvas
Skilled Spell Strategist
    
USA
11993 Posts |
Posted - 28 Feb 2013 : 14:44:37
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quote: Originally posted by The Masked Mage
This is the power I came up with tonight... any thoughts?
Echoes Of The Past: Those who know the means can use the Over-Mythal of Semberolme as a living record of events, past or present.
Using a particular command word, anyone can command the mythal to record a visual, aural and olfactory account of events (including infravision, magically enhanced senses, etc.) occurring in the vicinity over the next few moments. No tactile information can be stored by this process. Spans of up to an hour may be recorded in this fashion. However, exceeding this time frame wastes the effect as it unravels and is lost amid the memories of the mythal, unable to be recalled in the future.
An alternative command word allows one to impart a memory into the mythal, with the same time and perception constraints as above. These memories can be drawn from the character’s mind of from another external source (magical receptacles such as kiira or thought bottles), or from another individual at hand. Memories can never be taken from an unwilling participant, however, and must be shared freely.
Elves within the mythal are able to leisurely browse through these “mythal-memories” during reverie, experiencing past events as dreams and visions while they rest. In addition, any being with knowledge of a specific mythal-memory, can, with a third and final word, cause the mythal to project a three-dimensional illusion of the memory.
Using this minor power, the people of Semberholme have a community memory reaching back to the glorious elder days of the elven people, and to the fall of Myth Drannor. The Tree of Knowledge has been known to summon mythal-memories in response questions or in efforts to educate an elf who has lost his way in life. It is not uncommon for elves to evoke mythal-memories of beautiful songs once sung, long ago, or memories of loved ones who have passed beyond the veil.
I like this idea, but similar to our own world, their would become a problem of "storage" (in theory, yes the mythal is a "cloud" full of storage, but if they didn't want to strain the mythal they'd want content downloaded. I'd recommend that performing this requires the use of a storage medium. It could be as simple as a quartz crystal. It could be as expensive as a diamond. Maybe the more valuable the item, the more "real" the sensation. So, the everday elf could record say a picnic with a loved one on a quartz crystal just to remember it, but its only recording visually or audibly and only for a short period (say 10 minutes). Maybe a bigger piece of quartz records both visually and audibly (or two pieces working in concert). However, the archmage could use some ultra expensive diamond and record visual, auditory, olfactory, and possibly even "written" account of himself casting a certain spell.
An alternative to this would be that the mythal could contain certain memories without some storage medium, but it will automatically get rid of such after a certain amount of time. For instance, perhaps whenever an elf dies, any memories not downloaded are deleted by the mythal?
Finally, any such system would require a trigger be set for reviewing the information stored. For instance, the picnic... it might just be picking up the crystal and kissing it. For the archmage's crystal, it could have racial identifiers needed, possibly needing to be touched by something with the symbol of the eldreth veluuthra, etc... If the memories aren't stored in a medium, maybe its just saying a password, and if they are stored in a medium, maybe if they're within the mythal itself and the triggering is allowed "remotely" then maybe they can also be viewed anywhere.
Also, the means used to "start" a recording might be interesting for an adventure. If it can be done silently, maybe some elf records his own murder, etc.... The party finds the crystal in the elf's pocket, picks it up, and suddenly they see the murder happening, etc... |
Alavairthae, may your skill prevail
Phillip aka Sleyvas |
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The Arcanamach
Master of Realmslore
   
1879 Posts |
Posted - 28 Feb 2013 : 22:32:33
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Myth Drannor had blueglow moss that allowed for healing and even regeneration of lost limbs (I think). So, an idea from the Stephen Donlaldson's works on Thomas Covenant...
Aliantha Berries that when ingested act as a cure disease/poison potion and Hurtloam a type of mud that when applied to a wound heals injuries.
Of course, you may want to change the names so as not to plagerize. 
Now that I'm thinking about it...the old Greyhawk Adventures hardback had a valley (Esmserin?) where the inhabitants were of unusual health, beauty, and intelligence due to the magical waters found within. This was due in part to a large magical gem that also caused crops to be bountiful and for the local flora/fauna AND mined minerals/metals to replenish in time. Perhaps your mythal can work some of these properties into it where your tree takes the place of the gem (which may have had a druid's soul within it...I can't remember now). |
I have a dream that one day, all game worlds will exist as one. |
Edited by - The Arcanamach on 28 Feb 2013 22:36:51 |
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The Masked Mage
Great Reader
    
USA
2420 Posts |
Posted - 01 Mar 2013 : 01:28:45
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I copied the blueglow moss... part of the setup for the mythal is that it was created by many of the powerful casters/High mages of Myth Drannor, so the mythals share many of the same powers, and the new one has others as well. For example, the Translocation interdicts work the same except are more violent to intruders (as per volo's guide to all things magical "warm welcome").
I'm also taking a lot from other FR sources.
Do you know the source for that Valley? The only valley I know of was the Valley of the mage and while it had magical properties, I don't think those were them.
PS. I could care less about plagiarism ... Good writers take ideas from other good writers, great writers steal them out-rite :) |
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The Masked Mage
Great Reader
    
USA
2420 Posts |
Posted - 01 Mar 2013 : 10:51:18
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Okay here's one I'm currently working on so it needs a LOT of work; as such ANY suggestions will be greatly appreciated.
One of the mythal's Major casters was actually an ancient wyrm named Muhnrisanti, or "Moonrise." (This I basically stole from the name Suhnrisanti, or "Sunrise" from Dragonlance 5th age books).
This dragon chose to sacrifice itself for the mythal's creation - saving the central caster from doing so. She knew of his intention and planned to do this because she did not wish to lose another centuries long friendship to the process, as she had lost Mythanthar when he created Myth Drannor's mythal. She joined her life-force with the fledgling mythal, becoming one with it.
This had the unexpected result of giving the Mythal a sort or consciousness or sentience... (not sure how to describe this yet...) Ideas?
She can manifest an energy attack on hostiles within the mythal (not unlike the Corellon's Bolts from Evereska in theory, but different in form)
On nights of the full moon, she can manifest a "physical form" within the mythal based largely off of Xathanon from Dragon Magazine. |
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The Arcanamach
Master of Realmslore
   
1879 Posts |
Posted - 01 Mar 2013 : 11:36:00
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The source of that valley is on page 101 of the Greyhawk Adventures hardback, the valley of Esmerin is in the Lortmil mountains. The source of its power is a sentient emerald with the powers of a Clr18/Drd14 that creates a hallucinatory terrain covering the entire valley (roughly 10 mile radius) and within 5 miles of it crop yields are doubled, minerals regenerate in their natural state in 2d10 years. The residents of the valley are all well-educated, healthy, and beautiful. Keep in mind that this is a 1e source.
In reference to your 'sentient mythal' it is my understanding that certain people (El, the Srinshee) were able to contact Mythanthar, whose consciousness resided deep within the mythal so it is, at least in a sense, sentient. Just saying this because it gives your idea precedent (which I like btw). In some ways it would be similar to the Tower of Wayreth in Dragonlance which has a sentient guardian (a manifestation of the tower itself, or perhaps the soul of the wizard Shaud...who gave his life to its completion...no one knows for sure).
This being is able to take the form on any person who has ever walked within the tower (and its surrounding forest) and can utilize his (her?) full powers if necessary. Although he has only revealed himself openly once in the tower's history (upon its closing to protect the magic within, until it was opened again some time later), he may have spoken with residents many times throughout the centuries. |
I have a dream that one day, all game worlds will exist as one. |
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sleyvas
Skilled Spell Strategist
    
USA
11993 Posts |
Posted - 01 Mar 2013 : 12:15:56
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quote: Originally posted by The Masked Mage
quote: Originally posted by The Masked Mage
quote: Originally posted by Dennis
quote: Originally posted by Thauranil
"Stupid people" would not be able to construct a Mythal in the first place .
Those who made the mythals are the exceptions.
On topic: Illusion would be very handy. I suppose the Skulls have incorporated illusions (their very faces, or rather, skulls) in their mythal-like mantle. Besides, it's annoying to keep on flying or teleporting to places that warrant your attention. An illusion would do just fine, depending of course on the severity of the situation (which you have to assess first from your view via a scrying bowl/mirror or similar device).
I like this idea - the ability to create "projected images" which can cast spells though AND "drink" spells like those Halaster uses! Brilliant idea.
This is the power I came up with based on these couple suggestions - what do you think?
Projected Images & Mythal-Melding: This little-known pair of mythal powers constitutes Symrustar Auglamyr’s contribution to Semberholme’s mythal. At will, any wizard within the Over-Mythal who knows how can merge with the mythal and use its power to project an image of him- or herself.
While absorbed (or melded) into the mythal, a wizard gains a limited form of omniscience, becoming vaguely aware of events throughout Semberholme. He or she knows whether it is night or day, the season, etc. and is alerted to encroachment of unwelcome beings as though he or she was a guardian spirit of the mists. With concentration, such a wizard may focus his attention on a particular locale, and extend his senses into that area in a form of clairvoyance and clairaudience. Additionally, wizards who have melded with the mythal can cast other divination spells without penalty and with unlimited range within the mythal’s boundaries.
By means of this power, the wizard can also choose to create a nonmaterial duplicate of himself, projecting it to anywhere within the bounds of Semberholme. This image performs actions decided by the wizard – walking, speaking, spellcasting – conforming to the actual actions of the wizard unless he concentrates on making it act differently (in which case the wizard is limited to half movement). The image can be dispelled only by means of a successful dispel magic spell (cast against 30th level magic) or upon command from the spellcaster; attacks pass harmlessly through it. Unlike the wizard spell project image, the image need not be within view of the wizard projecting it.
Such mythal-projected images can “drink” magic spells cast at them in this manifestation. Any spell cast directly on the spellcaster is automatically sucked into the projected image. This includes spells that never miss (such as magic missiles), those requiring the caster’s touch, and even area-effect spells (such as fireball). The wizard using the power learns instantly the nature of any spells have been absorbed. Spell-like abilities are absorbed by the image, if they are comparable to existing wizard or priest spells. If in doubt, such spells can be absorbed, but count as 9th-level spells for purposes of overloading (see below).
The image can absorb a number of spell levels equal to twice the caster’s experience level. A 17th-level wizard can have 34 spell levels absorbed by his mythal projected image, with a 1st level spell counting as one spell level, a 3rd level spell counting as three spell levels, etc. If the image is overloaded, it immediately winks out of existence, inflicting 1d4 points of damage upon the wizard and stunning him survivors for two rounds (a saving throw vs. spell negates the damage, but does negate the stun).
Upon absorbing a spell or spell-like effect, the wizard can choose to discharge absorbed spell attacks, releasing them as though cast by the image, or elect to retain the information for future study. Discharges spells take effect as if cast by their original caster, but against the target selected by the image-wizard. The target must be within 10 yards per level of the caster in any event for the trapped spell to fire. Spells that require “touch” to be effective can be fired up to a range of 10 yards per level in this fashion. If the target is beyond the range of the spell, the spell is wasted.
Spells the wizard elects to retain (often times unfamiliar spells) can be either stored within his or her mind, filling open spell-slots or stored permanently within the Over-Mythal as mythal-memories. Spells which are stored in the wizard’s mind can be cast at will or inscribed in a spellbook as desired. Spells stored as mythal-memories can be studied at will in the future by any with the means. A wizard cannot elect to cast a spell stored as a mythal-memory without first learning and memorizing it.
Finally, a mythal-melded wizard can choose separate from the mythal and become substantial again at will. A wizard can choose to do so by simply appearing anywhere within the mythal (in which case he or she fades into existence in that location over the course of 1 round) or by assuming the form of his or her projected image (in which case the substantiation takes only an instant and is not visibly detectable). Of course, once substantial, the wizard is once again subject to physical attacks and damage. A wizard can use these mythal powers as a means of magical travel within the Over-Mythal.
very cool concept. A bit powerful though. Mythals are indeed one of the most powerful things in Faerun, but they're also powering a huge populace's wishes over a wide area. If you want to offer up possibilities like this, then repercussions should come in.... like you join with the mythal, you're not leaving, etc.... |
Alavairthae, may your skill prevail
Phillip aka Sleyvas |
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sleyvas
Skilled Spell Strategist
    
USA
11993 Posts |
Posted - 01 Mar 2013 : 12:19:19
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quote: Originally posted by The Arcanamach
Myth Drannor had blueglow moss that allowed for healing and even regeneration of lost limbs (I think). So, an idea from the Stephen Donlaldson's works on Thomas Covenant...
Aliantha Berries that when ingested act as a cure disease/poison potion and Hurtloam a type of mud that when applied to a wound heals injuries.
Of course, you may want to change the names so as not to plagerize. 
I'd recommend putting in that these are tailored to elven physiology, otherwise I can see a plague (literally) of humans outside the mythal begging.... then they're inside the mythal.
Now that I'm thinking about it...the old Greyhawk Adventures hardback had a valley (Esmserin?) where the inhabitants were of unusual health, beauty, and intelligence due to the magical waters found within. This was due in part to a large magical gem that also caused crops to be bountiful and for the local flora/fauna AND mined minerals/metals to replenish in time. Perhaps your mythal can work some of these properties into it where your tree takes the place of the gem (which may have had a druid's soul within it...I can't remember now).
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Alavairthae, may your skill prevail
Phillip aka Sleyvas |
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sleyvas
Skilled Spell Strategist
    
USA
11993 Posts |
Posted - 01 Mar 2013 : 12:33:03
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quote: Originally posted by The Masked Mage
Okay here's one I'm currently working on so it needs a LOT of work; as such ANY suggestions will be greatly appreciated.
One of the mythal's Major casters was actually an ancient wyrm named Muhnrisanti, or "Moonrise." (This I basically stole from the name Suhnrisanti, or "Sunrise" from Dragonlance 5th age books).
This dragon chose to sacrifice itself for the mythal's creation - saving the central caster from doing so. She knew of his intention and planned to do this because she did not wish to lose another centuries long friendship to the process, as she had lost Mythanthar when he created Myth Drannor's mythal. She joined her life-force with the fledgling mythal, becoming one with it.
This had the unexpected result of giving the Mythal a sort or consciousness or sentience... (not sure how to describe this yet...) Ideas?
She can manifest an energy attack on hostiles within the mythal (not unlike the Corellon's Bolts from Evereska in theory, but different in form)
On nights of the full moon, she can manifest a "physical form" within the mythal based largely off of Xathanon from Dragon Magazine.
This is an interesting idea. I don't recall Xathanon, but if I were to do it for 3rd edition, I'd allocate that she can manifest as a dragon of her type with the "telthor" template (the template that the fey spirits of Rashemen use). This would make her incorporeal but it would also remove any strength bonus. It would also tie her to the locale, similar to a ghost.
As to what power I'd say this gave the mythal... I'd say that the mythal gained the ability to turn "heroic" animals into telthors, similar again to what's in Rashemen. So, there might be this fey-ghost legion of wolves, bears, deer, wildcats etc... ready to protect the mythal (in addition to ghostly squirrels who can spy on invaders and telepathically relay this information to other ghostly squirrels, mice, weasels, housecats, etc.. who can then tell an elf's familiar, etc....)
I know this went an entirely different skew than where you had headed, but the idea of a ghostly dragon leading a bunch of ghostly animals just rang a bell. |
Alavairthae, may your skill prevail
Phillip aka Sleyvas |
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Wooly Rupert
Master of Mischief

    
USA
36873 Posts |
Posted - 01 Mar 2013 : 17:19:44
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quote: Originally posted by sleyvas
As to what power I'd say this gave the mythal... I'd say that the mythal gained the ability to turn "heroic" animals into telthors, similar again to what's in Rashemen. So, there might be this fey-ghost legion of wolves, bears, deer, wildcats etc... ready to protect the mythal (in addition to ghostly squirrels who can spy on invaders and telepathically relay this information to other ghostly squirrels, mice, weasels, housecats, etc.. who can then tell an elf's familiar, etc....)
I know this went an entirely different skew than where you had headed, but the idea of a ghostly dragon leading a bunch of ghostly animals just rang a bell.
I like this idea, though I'd put some sort of limitation on it, so that you don't wind up with absolute hordes of ghostly critters. Maybe only critters with some sort of template, or maybe it only can ghostify one critter a month, or something like that. |
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The Arcanamach
Master of Realmslore
   
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Posted - 02 Mar 2013 : 04:09:48
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A power like that wouldnt have to be 100% spelled out...one can just assume that enough ghost critters are available for whatever Semberholme's needs are. Also, if the mythal is sentient then the intelligence within could pick from among the best critters within the region for 'ghostification' upon its death. |
I have a dream that one day, all game worlds will exist as one. |
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The Masked Mage
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Posted - 02 Mar 2013 : 06:38:02
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not that I don't like the idea, but another power of the mythal I've already written basically turns the mists of Semberholme into a giant wardmist, with the guardian creatures called "spirits of the mist"... having most spirits created by the mythal would get confusing I think. |
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The Masked Mage
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Posted - 02 Mar 2013 : 07:13:59
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Going through the old Monstrous Compendiums I stumbled upon the Moonstone dragon - this is definitely the type of dragon Muhnrisanti was before merging with the mythal and becoming the Mythal dragon. |
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Gary Dallison
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The Masked Mage
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Posted - 11 Sep 2014 : 20:18:02
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quote: Originally posted by dazzlerdal
Well I'm loving it.
Im really rather interested in the background to the mythal that you wrote for it. I haven't looked into elves much in FR so I don't know how much is canon, based on canon, or made up.
I'm wondering about things like the list of casters, the fact that it included all the subraces of elves (although I noticed rockseer in there so that's a non FR race but I'm all for non canon stuff lately), the Moonstone dragon etc, how much of that is you and how much is from the FR sources.
I only ask because I'm really impressed at the depth of this article, it includes an incredible amount of detail and I'd just like to know how much you had to go on from official sources.
I do like that you have used the mythal powers to explain things like the wizard weather (detailed in an elminter's ecology if I recall correctly).
Anyway, fantastic work and if you don't mind I will be lifting most of it for my campaigns (except maybe the rockseers).
The rockseers were a general AD&D 2nd Ed. race created for A Night Below box set. This set was written so that it could be put in any campaign world, and I used it for FR which is really simple to do. |
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Gary Dallison
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The Masked Mage
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Posted - 11 Sep 2014 : 20:46:28
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Almost everything is at least based on FR cannon. The Masked Mage is me, or more accurately, the character I use kind of like the Dungeon Master character from the old cartoon - the ancient & wise guide of players. The other casters are pretty much all at least named in the Arcane Age supplements (taken from either NPC lists or named as powerful members of houses), though in numerous cases I changed their class or level. The Tree of Knowledge is mentioned in the arcane age description of Semberholme. The interpretation of the Tree of Knowledge as an arakhor (elder treant) is mine, but based upon Candlekeep's scrolls. The Moonrise Dragon I created (see above for more details on that thought process). The star elf Morthil was a central motivating character in the Final Gate trilogy. The lythari was my creation. Telaeon Nightwind, the avariel, is a reference to Taegan Nightwind (bladesinger Avariel from the Rage Series) - possibly grandfather, definitely same clan). Iliryztara Veladorn is the mother of Qilue of the seven sisters - aside from her name and that she was a priestess of Eilistraee we have no information about her (I gave her class/chosen status). The Dukar (sea elf) Jholar was mentioned in the history of the Sea Of Fallen Stars.
The idea that the powerful casters of the Realm created a Mythal at this time in Semberholme is new, but there is nothing anywhere to contradict this idea. All previously named casters were alive at the time of creation.
As stated, I copied/altered much of Myth Drannor's mythal - because it has always been mythal no. 1 for me, and because it made sense.
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Edited by - The Masked Mage on 11 Sep 2014 20:48:38 |
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Gary Dallison
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The Masked Mage
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Posted - 11 Sep 2014 : 21:25:52
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I should also point out that the Forbidding is pretty much stolen from the Forbidding in Terry Brooks' Elfstones of Shannara books - The Tree Of Knowledge kind of sits in for the Ellcrys in this case, I guess. :P
The other power taken from an obviously external source are the moongates, which anyone who ever played the old Origin Ultima games is sure to recognize. |
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sleyvas
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Posted - 12 Sep 2014 : 01:39:42
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Hmmm, I like the idea of the mist basically seizing control of undead and automatons that enter it and making them into guardians. I know you didn't use the telthor idea we'd discussed previously, which makes me think that that might actually be a good idea to use for a possible "Mythal" like construct in the East near Rashemen (possibly in Ashanath... even more possibly tied to Shaundalaur). Maybe it also has the ability to control constructs (possibly being a tagged on ability by Raumathar), and the "Mythal" uses them to protect itself (the basis of this Mythal being to protect the portal nexus at its center). |
Alavairthae, may your skill prevail
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The Masked Mage
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Posted - 12 Sep 2014 : 03:35:28
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It would be very interesting to see the Witches & their cave dwelling male counterparts make some kind of large field of magic like that... their ability to work magic together suggests they'd be capable of something along the lines of a mythal. |
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George Krashos
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Posted - 12 Sep 2014 : 06:35:15
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It's the great joy of shared world writing. I've been having some thoughts about Rashemen lately which gel with some of the stuff above. Stay tuned.
-- George Krashos |
"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus |
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The Masked Mage
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