Difference between revisions of "Aether Spells"

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(Pushed from realm.)
(Pushed from realm.)
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|[[Demons of the Covenant]]
 
|[[Demons of the Covenant]]
 
|-
 
|-
|Gates 5:  N'Kai, Yuggoth
+
|Gate 5:  N'Kai
 
|Void
 
|Void
|This is the land of the Tsathoggua
+
|N'Kai is the land of the Tsathoggua
 
|-
 
|-
|Gates 6:  Yuggoth
+
|Gate 6:  Yuggoth
 
|Void
 
|Void
|This is the land of the Daolith
+
|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 13:38, 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
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.