Aether Spells

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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.