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The Mythal of Ildurath: The
Ritual of Life
The Ritual of Life occurred during the last ten days of the month,
and involved the casting of the mythal spell itself. Hundreds of
wizards, sorcerers, clerics and druids were involved in the casting,
led by Sha’andr Nae C’lshrian and the other High Elven
Magi who were responsible for weaving together the many threads of
magic into the final mythal spell.
The Ritual of Life took place in the center of the Forest of Ildurath,
and was cast upon the ground at the spot where th’Lanthalas has
been planted earlier in the month. The Great Tree would forever act
as the center of emanation for the mythal and, over the course of the
next many decades as it grew to its full height and stature, would
be seen as a beacon of hope and strength for the Elven people (and
a symbol of inspiration across all of Faerun).
The Ritual of Life:
The Ritual of Life involved the casting of the Mythal
of Ildurath spell.
Mythal of Ildurath (Epic Spell):
Seed: Mythal
Evocation
Spellcraft DC: 37 (ritual)
Components: V, S
Casting Time: 10 days
Range: 30'
Area: All of Ildurath
Duration: Permanent
Saving Throw: None
Spell Resistance: No
To Develop: (mythal invention) 243,000 gp; 5 days; 9,720 XP. Seed: Mythal
(DC 25). Factors: prevalent powers, prevalent spells, arointed spells
and vanguard spells (+863 DC); increase range to cover all of Ildurath
(+5,280 DC)*; ad-hoc factor for shaping the area of spell (+50 DC). Mitigating
factors: Use of capstone (-20 DC); increase casting time to 10 days (-20
DC); burn 10,000 XP (-100 DC); 455 additional casters (-6,041 DC):
- 1 - 10th level spell slot (-19 DC)
- 100 - 9th level slots (-1700 DC)
- 100 - 8th level slots (-1500 DC)
- 100 - 7th level slots (-1300 DC)
- 119 - 6th level slots (-1309 DC)
- 12 - 5th level slots (-108 DC)
- 10 - 4th level spell slots (-70 DC)
- 4 - 3rd level spell slots (-20 DC)
- 3 - 2nd level spell slots (-9 DC)
- 6 - 1st level spell slots (-6 DC)
Caster Level: 31
Save DC: 39
Dispel DC: 52
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Prevalent Powers:
Prevalent powers are persistent effects that are an
inherent part of the Mythal of Ildurath. They are considered
always in effect, unless otherwise stated in the description.
Interplanar solid *
The borders of the Mythal of Ildurath act as an interplanar solid, prohibiting
entering into Ildurath through planar means.
- Any spell, spell-like ability or supernatural ability that
uses another plane such as, gate, teleport or dimension door,
and that has its point of origin or destination as anywhere
within the lands of Ildurath automatically fails.
- Travel through other planes, such as astral, etherial or
shadow, to breach the borders of the mythal is prohibited.
The traveler hits an impenetrable barrier that cannot be crossed.
- Finally, creatures that are coterminous or coexistant with
another plane cannot cross the border of the Mythal.
* Vanguards of Ildurath are not prohibited by this power.
Golems of Ildurath
Over the course of the next ten years, 500 golems (100 adamantine, 250 mithril,
150 stone) will be made and placed throughout Ildurath. They will act as
sculpture, and adorn the borders of the land as well as some of the more
important interior locations. They will become a symbol of the empire and,
if ever necessary, will come to its defense.
- The golems are given a special purpose as part of this prevalent
power -- that of defending Ildurath and all friends of Ildurath
within the mythal. Should a threat ever come to Ildurath, the
golems will be activated, and will fulfill their purpose.
It is possible for Sha'andr to control the golems as well. This
act requires full rounds of concentration, and nothing else can
be done while using this power.
Sha'andr's Bond
Because he is primairly responsible for the casting of the Mythal of Ildurath,
part of Sha'andr's life essence will be used to fuel its creation. This has
the effect of creating a bond between Sha'andr and the mythal that cannot
be broken. Because of this bond, Sha'andr can interpret the overall health
of the mythal at will. (free action)
* This ability is only usable when Sha'andr is in Ildurath,
within the mythal.
Sha'andr's Blessing
No one, other than Sha'andr, is entirely sure of the effect of this last part
of the mythal. There are many rumors about what this power entails, and many
stories will come to be told regailing the good people of Ildurath about
their lord's sacrifice for his people. Many say that Sha'andr's Blessing
represents the final act by Sha'andr to ensure the sanctity of his land,
the safety of his people, and the beginning of a new age for the Elven Nation.
A few things are known about Sha'andr's Blessing:
- It creates the Inner Ward of the Mythal of Ildurath, an area
encompassing the Grove of th'Lanthalas, though what specific
powers the Inner Ward has no one knows.
- It gives Sha'andr the ability to divine (with 90% accuracy)
up to one hour into the future, based on any one past or present
event concerning Ildurath. (1/day)
- It affords Sha'andr great awareness powers concerning Ildurath.
Sha'andr is dispositionally aware of everyone in Ildurath at
any time. He is occurrently aware (can bring to mind) of up
to a number of people equal to his intelligence modifier, and
is instantly aware of anyone entering the mythal that has an
evil alignment.
Of the people Sha'andr is occurrently aware of, he can acquire up to two
pieces of information (such as name, alignment, etc) about each of them,
see where they are located within Ildurath, and/or communicate with them.
It takes one round/person to bring specific people to mind and an additional
one round/person for each piece of information gathered.
Prevalent Spells:
Prevalent spells are always in effect on creatures within
the Mythal of Ildurath.
- Stormless passage *
- Death ward
- Negative energy protection (CL: 20)
- Protection from evil (CL: 20)
- Antipathy (LE, NE, CE) (CL: 20)
* Epic spell detailed below, limited area.
Arointed Spells:
Arointed spells are spells that automatically fail when cast inside the Mythal
of Ildurath, or when targeted at creatures or objects within it.
- Spells with death descriptor
- Spells with evil descriptor
- Spells with darkness descriptor *
- Spells with shadow subschool *
- Spells with summoning subschool *
- Spells with calling subschool *
- Spells with fire subschool †
* Keyed component: with the proper glyphs characters can ignore
these arointed effects and cast normally.
† Limited area: only in effect in the Grove of th'Lanthalas.
Vanguard Spells:
Vanguard spells are available only to Vanguards of Ildurath,
special individuals who have undergone a special rite of attunement
to the Mythal of Ildurath.
All vanguard spells are command-word activated, as a standard
action, and can be used at will (activated as often as desired)
while within the mythal.
- True seeing
- Know protections (CL: 20)
- Know vulnerabilities (CL: 20)
- Tongues
- Discern lies (CL: 20)
- See invisibility
- Dispel evil (CL: 20)
- Aura of vitality
- Neutralize poison
- Silence (CL: 20)
- Cure moderate wounds
- Wind walk
- Stoneskin
Stormless Passage (Epic Spell)
Seed: Energy
Evocation
Spellcraft DC: 25
Components: V, S
Casting Time: 1 minute
Range: 300'
Area: Two mile radius
Duration: 20 hours
Saving Throw: None
Spell Resistance: Yes (harmless)
To Develop: 225,000gp; 5 days; 9,000XP. Seed: Energy
(DC 25).
The Stormless Passage spell creates areas of favorable
weather conditions, regulating temperature and humidity,
regardless of time of year or season. The spell covers
two areas of Ildurath, the Stormless Passage itself and
the Uldoon Trail. Along these two routes weather is always
fair, and traveling is always easy. They act as a haven
for weary travelers where they can stop and rest without
fear or concern from the surrounding environment. |
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