Difference between revisions of "Aether Spells"

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|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
|-
 
|Gate 1: Realm
 
|Void (for outsiders)
 
|You
 
|-
 
|Gate 2: Abyss
 
|Void; gates can open a temporary connection
 
|[[Races|Abyssal Demons]]
 
|-
 
|Gate 3: Inferno
 
|Void; gates can open a temporary connection
 
|[[Races|Devils]]
 
|-
 
|Gate 4: Demondim
 
|Void; gates can open a temporary connection
 
|[[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
 
 
|-
 
|-
 
!colspan="3"|Inter-Dimensional
 
!colspan="3"|Inter-Dimensional

Revision as of 15:19, 22 October 2021

A Treatise on Trans-dimensional Travel by Hylax the Barker, Runemaster-in-training

Navigium Vectorium at the Armitage Inn, Teufeldorf

Introduction

For most people, there is only one world: the mundane world of kings and queens, serfs and slaves, of earth and sea and sky. Glimpses of dimensions beyond that experienced as the everyday world are rare, although the belief in other dimensions is widespread among the common folk. Tales of the afterlife, of heaven and hell, have flourished in the stories told around the hearth for uncounted generations, yet only the palest glimmerings of multidimensional reality emerge from these folk superstitions.

While the commoners live largely in ignorance, scholars of the arcane arts have devoted lifetimes studying and exploring these other dimensions and learning the secrets which allow travel between them. I humbly follow in their footsteps.

I start by introducing the concept of a dimensional world. This concept can be defined as a discrete spatial reality in which beings can exist and take action. My study seeks to illuminate some of these dimensional worlds and how travel is possible between them.

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
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

On Trans-dimensional Runes

My research into true runes, following the work of Morgan the Enchanter, has led me to realize that trans-dimensional travel is possible. I have started work on a rune staff which will allow me to master such travel. The staff is carved only with the task runes indicating the type of travel to be undertaken. The invoker can be variously the caster, an enemy or a friend, or group. Likewise, the target is the final destination desired by the wielder of the rune staff. This can be a place known intimately, or a place known only through rumor and research. The dangers inherent in such travel are obvious. It is the task rune which harnesses the power of the tendrils to travel multi-dimensionally. I suspect that the more powerful travels will need to be undertaken near the crossroads of the tendrils, while simple travels can be done anywhere.

I start work on four runes for my staff. The first rune, which I call Pendar, will allow me to travel effortlessly between the Realm, Oblivion, and the Land of the Dead. I will utilize a Dead Man’s coin in the forming of this rune. The second rune, which I call Voidwalker, will allow me to travel to the Void. As I gain skill and do additional research, I expect to be able to travel through the twenty-eight portals at will. What treasures exist beyond, I dare not try to imagine. I will utilize a Compass of the Void in the forming of this rune. The third rune, which I call Aether, allows me travel through the Aether without limitation. My corporeal body in the Realm will become a simple extension of my far-travelling soul. I will utilize a Pyramid once used for transport in the Netherworld to form this rune. The fourth rune, which I call, Timelord, I suspect will be the most difficult to master. This rune, in combination with a locational rune, will allow me travel both forward and backwards in time. Perhaps one day I can visit the Navigators in their mighty ship before it was destroyed, or see the world beyond the end of my days. I leave the last space on my staff empty. I must admit that the last rune will be carved when I am ready to travel to those worlds outside of the tendril net which binds the dimensional worlds to the Void. I long to be the first traveler to repay the visit made by the inhabitants of Pellum to our humble world and to learn the secrets of their vast magic.


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.