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| ChronosCrow12-11-05, 09:41 PM | This is my official thread for the magic events of Eberron. I am of the opinion that things like "The Mourning" and the destruction of Xen'drik are what the DMG II explain as "Magic Events." Magic events are much like Eldritch machines, they are a story element that can let out of boundary kind of things happen through magic or energy. I have added Magic Events to my game as an intregal part of Eberron as a powerful section of the Draconic Prophecy. Magic Events can highly influence how the Prophecy can unfold and even force certain elements of the Prophecy happen 100%. In this thread I will attempt to write down all manner of magic events that are each fundamentally tied to certain parties of Eberron itself. The Fireballed Mage's article The Houses where he outlines the houses and fluff of the houses has inspired me somewhat. I will do my best to update from time to time with new events that I have created. |
| ChronosCrow12-11-05, 09:46 PM | There are six elements to a Magic Event: 1. Lore: the recipie or instructions 2. The Energy source: where the power for the event comes from 3. The Catalyst: mixes with the Energy source to cause a reaction 4. The Control: not required, but often times will help focus how the Magic Events works 5. The Trigger:what will cause the event to happen 6. The Active Event: this is the final result So as to not be sued I have briefly explained each element, they are all explained more indepthly inside the DMG II on pages 109-118. My information posts will function as follows: The Name of the event a short explantion of it's end 1. Lore 2. Energy source 3. Catalyst 4. Control - if applicable 5. Trigger 6. The final achievment |
| ChronosCrow12-11-05, 10:06 PM | 1. Bring Back Dal Quor Pulls the plane of Dal Quor into forced connection with the Material. Conquer the Material Plane. Lore: Related Lore PC’s discover the lore after discovering other elements. The Lore itself is probably handled and created by the Dreaming Dark head leaders. Energy Source: Psionic The Monoliths, a.k.a. Psionic Batteries can pool enough psionics energy if enough of them are created to pull or push a plane towards the current plane the battery is on. Right now, Dal Quor slowly grows closer and closer everyday, but only in small measurements over time. The DD does not want to alert any possible planes expert on the look out. Catalyst: Psionic Characters pooling their power points through the batteries. The DD are currently working on a method to incorporate Spell points into this equation and mixing as well. If they can achieve this, then Khorvaire would be a lot more responsive in obtaining these batteries. Trigger: Numbers Spread the Psionic batteries over 50%+ of Eberron. The amount of batteries with enough energy will trigger the event possible, more or less. All that is left is for the control to be used. Control:Focus Item There is a sculpture of crystal deep inside the confines of Riedar. That is the control. Possesion of the crystal sculpture grants the ability control the magical event. In theory, if someone understood enough about the event they can either move the Dal Quor plane closer of possibly further away. Active Event: Pulling it in When enough energy is inside of the batteries or flowing through the batteries then the battery operators can suddenly turn the full attention of the Monoliths to pull the Dal Quor plane immediately conterminous with the Material plane at places where the Monoliths are physically. Forced Subjugation Force a person to relent to a Quori spirit possession Lore: Related Lore PC’s can’t learn about this one either, it is a closely guarded secret of the DD, they don’t use it too often. Only when a situation presents itself and when the subject is just too tempting. Or, a very talented Kalashtar may know of this ritual. They would only let a PC know about it if they trusted as much as a Kalashtar can trust a non-K. Energy: Psionics Plainly put you need psionic energy. Catalyst: Khyber Shard With the psionic energy you focus a very well preserved Khyber Shard that has a specific floating sigil in the middle. The Sigil looks much like a headless dragon, a rare symbol seen in Riedran culture. Folk lore pokes at this saying that a certain subject can be “as useful as a headless dragon.” People do not understand the real significance of that statement. Control: NONE Trigger & Active Event: Ceremony/Psionic focus When a lvl 8 or higher Psion focuses or attunes a Khyber Shard for this specific purpose they can then jam a shard right into the forehead of the subject. The subject then gets a Will Save DC (30) or their soul immediately departs from the material plane. At this point there is a 2 minute gap for any Quori Spirit to inhabit the body. The common practice is to plan for these events and have a quori spirit already standing by to inhabit their host. The quori spirit gains the STR, DEX, and CON while keeping its own WIS, INT and CHA. The spirit also does not gain the knowledge of the host, so in most cases the DD make sure to know the host very well before acting on their plan. If no spirit inhabits the body, or if the quori is rejected within the 2 minute time gap, then the old host has a slim chance of recovery, but in most cases the soul is either captured by another supernatural force or has moved on to Dolurhh. |
| Isran_Imrador12-13-05, 11:51 AM | Yeah good Idea.....I will see if i can do one to... :) |
| ChronosCrow12-24-05, 02:26 AM | The Blood Improvement: Compel your "equal" into combat with you, the survivor gains an improvement from the dead opponents departing soul. Lore: Research NPCs and PCs can learn about this lore when researching other topics and happening upon this material. Any check on Knowledge (arcane) towards the area of powerful magic and personal augmentation can yield this result instead of the intended material. On random looks for any magical event a 25 or better yields a part of the lore, enough for intrigue. After that its another 25 to research the rest of the event. If searching for something else there is a 15% possibility the PC or NPC will find it. If everything is successfully researched one finds: The means of energy, the quoted phrase stating the catalyst, the requirements of location, the chant the glyph, along with a metaphorical explanation of the active event. Energy: Magic Arcane or divine Catalyst: Sacrifice Found in lore: "A blood sarifice will be needed to mix the arcane weave correctly." Any blood sacrifice will do. However, the word “blood sacrifice” is merely stated in the lore and no detail is expressed beyond that. Particularly malevolent or methodical people may take a humanoid’s life; those less intensive would use an animal of some sort and those too timid can cut themselves and lose temporary Con, 1d2. Trigger: Location & chant This is site based. Any “magical location” that is related to arcane, divine, evil or chaos may serve as a site. A chant provided via the lore must be spoken while committing the chosen sacrifice. Control: Physical Control When someone stands inside a glyph and commits the sacrafice they become the caster. The Active Event: Personal battle At no point after combining the Catalyst, the Control and the Trigger may the event be stopped. As long as the caster (or individual in the glyph) is alive an “equal” will show themselves and be provoked into combat with the caster. The “equal” is merely the closest person that is of equal level to the person and has roughly the same amount of “power” that the target has. Use your best DM judgment. The entranced individual will also fully prepare themselves for heading into combat. They can come from far away distances or around the corner. They are merely struck with the compelling urge to travel to a specific point and will in now way risk harm to themselves and nothing unordinary out of the characters usual repertoire of attitude. They can not explain their urge except that they must get somewhere and that it’s very important to them. If the entranced person may die or be detained while trying to arrive the target/caster may actually never know what happened. Advised opponent: Classic examples would include a life long friend or twin of the PC. A diverse encounter would be one of unexpected proportions, maybe the mayor of a major town, or the local magic shop owner, a famous individual or a complete and total stranger. Unadvised: pitting two PC's against each other via this ritual. All the normal consequences of murder still apply, though this effect is not literally stated in the “lore”. It is only understood by those with extensive knowledge in “give and take” situations of magic. The opponent that wins, the caster or the entranced individual, gains a boost. The winner gains 2 stat bonuses of +2 that can be applied to any two stats that the winner chooses. |