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Joshua David McClurg-Genevese
 


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

* In order to calculate the area for the spell, due to the irregular shape of the land of Ildurath, cubic feet were used. The dimensions for the Mythal of Ildurath that were used are as follows: 410 miles wide, 180 miles in length, and then 1000 feet high (500 feet below ground, to the top of th'Lanthalas 500 feet above ground. 25 cubic miles was used as the area, which was then shaped to fill the needed space.

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.


 
  Introduction
The land of Ehris
Philosophy & mythos
The religion of Ehris
The magic of Ehris
 
  Introduction
The story of Ildurath
The factions of Ildurath
The towers of Ildurath
The Great Seal of Ildurath
 
Halanj Protectorate
Personalities of Ildurath
Historical timeline
The Mythal of Ildurath
• The Ritual of Birth
• The Ritual of Growth
• The Ritual of Life
 
Alliances of Ildurath
 
Becoming a student
Ildurath prestige classes
Artifacts of Ildurath
Epic spell list
 
Heroes of Oakhurst