Difference between revisions of "Aether Spells"

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(Pushed from realm.)
(Pushed from realm.)
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!colspan="3"|Extra-Terrestrial
 
!colspan="3"|Extra-Terrestrial
 
|-
 
|-
|Pellum
+
|[[Pellum and Pendar|Pellum]]
 
|travel to via mundane connections; rune weapons
 
|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
+
|[[The Netherworld]]
|travel to vie pyramid artifacts (now inert)
+
|travel to via pyramid artifacts (now inert)
 
|ship between Pellum and Pendar; now destroyed
 
|ship between Pellum and Pendar; now destroyed
 
|-
 
|-
 
!colspan="3"|Extra-Dimensional
 
!colspan="3"|Extra-Dimensional
 
|-
 
|-
|Void
+
|[[The Void]]
 
|travel is via the NV @ Armitage Inn; rune weapons
 
|travel is via the NV @ Armitage Inn; rune weapons
 
|Cave with 28 gates
 
|Cave with 28 gates
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!colspan="3"|Inter-Dimensional
 
!colspan="3"|Inter-Dimensional
 
|-
 
|-
|Oblivion - Land of Shades
+
|[[Oblivion and the Land of the Dead|Oblivion - Land of Shades]]
 
|Dead Man's Coins @ portal; rune weapons
 
|Dead Man's Coins @ portal; rune weapons
 
|Souls from the Realm who are not at rest
 
|Souls from the Realm who are not at rest
 
|-
 
|-
|Land of the Dead
+
|[[Oblivion and the Land of the Dead|Land of the Dead]]
 
|Dead Man's Coins @ portal; rune weapons
 
|Dead Man's Coins @ portal; rune weapons
 
|Souls at rest
 
|Souls at rest
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<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>Etherealness and magic attracts creatures here.
 
<li>Etherealness and magic attracts creatures here.
 +
</ul>
 +
 +
In the Land of Shades
 +
<ul>
 +
<li>There is no natural healing.
 +
<li>There is no need for sleep.
 +
<li>Spells are not recovered.
 +
<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.
 +
</ul>
 +
 +
In the Land of the Dead
 +
<ul>
 +
<li>There is no natural healing.
 +
<li>There is no need for sleep.
 +
<li>Spells are not recovered.
 +
<li>Some spells (especially divine spells that require a deity to respond) do not work.
 +
<li>Time moves at a different rate.
 +
<li>Etherealness, magic and life attracts creatures here.
 
</ul>
 
</ul>

Revision as of 18:55, 15 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
The Netherworld travel to via pyramid artifacts (now inert) ship between Pellum and Pendar; now destroyed
Extra-Dimensional
The 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
Gate 5: N'Kai Void N'Kai is the land of the Tsathoggua
Gate 6: Yuggoth Void Yuggoth is the land of the Daolith
Gate 7: Aquae Void Aquan is the land of Elemental Water
Gate 8: Aeris Void Auran is the land of Elemental Air
Gate 9: Ignis Void Ignan is the land of Elemental Fire
Gate 10: Terra Void Terran is the land of Elemental Earth
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.

In the Land of Shades

  • 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.
  • Time moves at a different rate.
  • Etherealness and magic attracts creatures here.

In the Land of the Dead

  • 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) do not work.
  • Time moves at a different rate.
  • Etherealness, magic and life attracts creatures here.