Difference between revisions of "Aether Spells"

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There are three classifications of lands beyond the Realm - also known as Pendar or the Land of the Living.
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There are four classifications of lands beyond the Realm - also known as Pendar or the Land of the Living.
  
 
<table align="center">
 
<table align="center">
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|-
 
|-
 
|Pellum
 
|Pellum
|mundane connection
+
|travel to via mundane connections; rune weapons
 
|high-tech world; interactions with Pendar only at conjunctions
 
|high-tech world; interactions with Pendar only at conjunctions
 
|-
 
|-
 
|Netherworld
 
|Netherworld
|artifacts: pyramids
+
|travel to vie pyramid artifacts (now inert)
|ship between Pellum and Pendar; destroyed
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|ship between Pellum and Pendar; now destroyed
 
|-
 
|-
 
!colspan="3"|Extra-Dimensional
 
!colspan="3"|Extra-Dimensional
 
|-
 
|-
 
|Void
 
|Void
|artifacts: NV @ Armitage Inn
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|travel is via the NV @ Armitage Inn; rune weapons
|Cave with 28 or 35 gates
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|Cave with 28 gates
 
|-
 
|-
|Gate 1: Abyss
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|Gate 1: Realm
|Void; can do point-to-point via Conjure, Summon spells; gates can open temporary portals
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|Void (for outsiders)
|Demons (outsiders who speak abyssal - vrock, galbrezu, etc.)
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|You
 
|-
 
|-
|Gate 2: Inferno (i.e., Hell)
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|Gate 2: Abyss
|Void; can do point-to-point via Conjure, Summon spells; gates can open temporary portals
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|Void; gates can open temporary portals
|Devils (outsider who speak infernal - barbed devils, bone devils, ice devils, etc.)
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|[[Races|Abyssal Demons]]
 
|-
 
|-
|Gate 3: Demondim
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|Gate 3: Inferno
|Void; permanent gates; artifacts can open temporary portals
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|Void; gates can open temporary portals
|Demons of the Covenant - urviles, cave wights, lore masters, giant ravers, etc.)
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|[[Races|Devils]]
 
|-
 
|-
|Gates 4, 5, 6...Daolith, etc.
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|Gate 4: Demondim
|Void; artifacts
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|Void; gates can open temporary portals
|Various
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|[[Demons of the Covenant]]
 +
|-
 +
|Gates 5:  N'Kai, Yuggoth
 +
|Void
 +
|This is the land of the Tsathoggua
 +
|-
 +
|Gates 6:  Yuggoth
 +
|Void
 +
|This is the land of the Daolith
 
|-
 
|-
 
!colspan="3"|Inter-Dimensional
 
!colspan="3"|Inter-Dimensional
 
|-
 
|-
 
|Oblivion - Land of Shades
 
|Oblivion - Land of Shades
|artifacts: dead man's coins @ portal
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|Dead Man's Coins @ portal; rune weapons
|Souls from the Realm who are not a rest
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|Souls from the Realm who are not at rest
 
|-
 
|-
 
|Land of the Dead
 
|Land of the Dead
|artifacts: dead man's coins @ portal
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|Dead Man's Coins @ portal; rune weapons
 
|Souls at rest
 
|Souls at rest
 
|-
 
|-
 +
!colspan="3"|Intra-Dimensional
 +
|-
 +
|Aether
 +
|Many spells allow point-to-point travel; a few allow travel within the Aether
 +
|A few native creatures; Assassins and other clandestine groups can stay in the Aether
 
|}
 
|}
 
</td></tr>
 
</td></tr>
 
</table>
 
</table>
  
So, what does the Aether touch?
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Spell considerations:
<ul>
 
<li>Extra-Terrestrial - no
 
<li>Extra-Dimensional - ??? probably not.  you need an artifact (or runeweapon) to move to the Void and wander about.
 
<li>Inter-Dimensional - ??? probably not.  again, you need a dead man's coin at a gate (or runeweapon) to move about Oblivion or Land of Dead.
 
</ul>
 
 
 
So, the Aether (also called Shadows) is used for moving about the Realm:
 
 
<ul>
 
<ul>
 +
<li>"Shadow" spells are standard teleport with the requirements of shadows being present
 
<li>Teleport, Shadow Step, etc. are just point-to-point connections
 
<li>Teleport, Shadow Step, etc. are just point-to-point connections
<li>Being able to stay in the Aether should be a rare thing - assassins, monsters, etc.
 
 
</ul>
 
</ul>
  
Properties of Oblivion (as a starting point for the Aether):
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Properties of the Aether:
 
<ul>
 
<ul>
 
<li>There is no natural healing.
 
<li>There is no natural healing.
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<li>Spells are not recovered.
 
<li>Spells are not recovered.
 
<li>Some spells (especially divine spells that require a deity to respond) are weakened.
 
<li>Some spells (especially divine spells that require a deity to respond) are weakened.
<li>Time moves at a different rate.
 
 
<li>Etherealness and magic attracts creatures here.
 
<li>Etherealness and magic attracts creatures here.
 
</ul>
 
</ul>

Revision as of 12:34, 14 October 2021

There are four classifications of lands beyond the Realm - also known as Pendar or the Land of the Living.

Extra-Terrestrial
Pellum travel to via mundane connections; rune weapons high-tech world; interactions with Pendar only at conjunctions
Netherworld travel to vie pyramid artifacts (now inert) ship between Pellum and Pendar; now destroyed
Extra-Dimensional
Void travel is via the NV @ Armitage Inn; rune weapons Cave with 28 gates
Gate 1: Realm Void (for outsiders) You
Gate 2: Abyss Void; gates can open temporary portals Abyssal Demons
Gate 3: Inferno Void; gates can open temporary portals Devils
Gate 4: Demondim Void; gates can open temporary portals Demons of the Covenant
Gates 5: N'Kai, Yuggoth Void This is the land of the Tsathoggua
Gates 6: Yuggoth Void This is the land of the Daolith
Inter-Dimensional
Oblivion - Land of Shades Dead Man's Coins @ portal; rune weapons Souls from the Realm who are not at rest
Land of the Dead Dead Man's Coins @ portal; rune weapons Souls at rest
Intra-Dimensional
Aether Many spells allow point-to-point travel; a few allow travel within the Aether A few native creatures; Assassins and other clandestine groups can stay in the Aether

Spell considerations:

  • "Shadow" spells are standard teleport with the requirements of shadows being present
  • Teleport, Shadow Step, etc. are just point-to-point connections

Properties of the Aether:

  • There is no natural healing.
  • There is no need for sleep.
  • Spells are not recovered.
  • Some spells (especially divine spells that require a deity to respond) are weakened.
  • Etherealness and magic attracts creatures here.