Mythal Creation [Archive] - Wizards Community

Post/Author/DateTimePost
Aulnil

11-23-04, 11:45 AM
Has anyone created their own Mythal? I'm creating one for my own campaign, though it works on a somewhat different premise, and I was wondering what powers you would give your own Mythal. I'm trying to be unique with this, so any ideas would be great. As far as it being a wizardly Mythal or not doesn't really matter, or the strength of the power, within reason. So, thanks for any posts in advance.

Aulnil
iKitten

11-23-04, 12:44 PM
Haven't tried...although you have given me an idea for my current campaign, and I may create one in the very near future.

From what I've read though, Mythals tend to simply be psuedo-sentient magic fields. Beyond that, I think it's pretty much whatever the creators tell it to be. So it really depends on who creates it moreso than anything else. A guild of wizards sequestered in the wilderness might create one that allows them to probe the minds of intruders and alter memories, for example.

*strolls off to work on a Shadow Weave Mythal of Randomizing Lycanthropy*
GothicDan

11-23-04, 12:50 PM
Download the supplement Cormanthyr: Empire of the Elves from the WotC free previous edition downloads. Look up High Magic and mythals; it will tell you everything you'd ever want to know, with vastly superior fluff than anything 3E has put out so far.
The Simbul

11-23-04, 04:08 PM
Mythal creation will be in Ancient Empires, and uses the Epic Spellcasting system.
GothicDan

11-23-04, 05:23 PM
And if you don't want to wait that long to get started on your mythal (or you end up preferring the old system), Cormanthyr is still available for download. :)
Aulnil

11-24-04, 12:17 PM
I have the Cormanthyr book, and Gothic Dan, you're right on. It's an invaluable supplement to the powers of the Mythal in Myth Drannor as well as how they're created, but I used a somewhat different method than laid out there, which I actually came up with before the books publication.
Some of the powers are quite interesting and these I used to round out my own Mythal-type protection.

What I'm wondering is does anyone have some additional abilities besides those already described that they'd incorporate in their own Mythal or a different method by which they'd create such a powerful magic?

Thanks,
Aulnil
GothicDan

11-24-04, 12:26 PM
A different way to create it: In rare cases, perhaps a single Elven High Mage (or otherwise very powerful, wise, respected high level Elven wizard, if you don't use Elven High Mages) could lead a special ritual that would put the defenders of an Elven city to 0 HP, effectively putting them into a coma, and using their life energy to launch massive abjurations and evocations at attackers. The Elves who underwent this ritual would have to be willing, of course.
The Simbul

11-24-04, 12:48 PM
As far as 3rd edition goes, if you simply want to detail a (new or old) Mythal's powers but not necessarily have to explain its origins, then using the Mythal in Silverymoon as an example is probably one's best template to work with until 2005. Fundamentally, my idea of a template for a Mythal using the one around Silverymoon as a base would have its powers allocated and structured like this:

Arointed Spells (5): spells of a certain selected descriptor, spell chain, or perhaps even an entire domain or school, cannot be cast within the area of the Mythal and do not function within its confines. Certain characters may be able to cast such spells without restriction within the Mythal if they possess certain tokens, certain status, or know a secret word.

Prevailing Spells (5): these spells are in constant effect within the entire area of the Mythal, similar to a spell linked to a Hallow/Unhallow effect. In addition to the standard limit of 5 spells, multiple variants of the same spell (such as antipathy spells to several different creatures/alignments) can fucntion simultaneously, to a maximum of 10 variants of the same prevailing spell.

Vanguard Spells (20): these spells can be called upon by specific beings attuned to the Mythal through a secret word as if they were using a magic item. Spells available for general use are almost always 4th level or lower, although higher level spells can exist as vanguard spells, although they can only be called upon by specific beings or authority figures within the location the Mythal encompasses.

Mythal Tokens: cetain tokens, insignia, or other markings can allow certain characters some degree of power over a Mythal, either allowing them to cast certain arointed spells within its confines, preventing one or more prevailing spells from affecting the possessor, or even allowing them to alter or supress certain powers altogether. Alternatively instead of using tokens, a Mythal could instead have specifically designated individuals, races, or other criteria who can recieve the bove benefits, although it can make the given Mythal unhostpitable to other beings who may wish or need to visit.

Mythal Initiates: certain characters are attuned to the Mythal, allowing them to call upon vanguard spells, to control certain powers of the Mythal, or to block a lesser iniates access to it. Intiates are usually attuned to the Mythal through some spell or ritual, and may consist of a cities entire armies or a simply lone spellcaster who rules the area. A character cannot be attuned to a Mythal without the consent of the highest ranking Mythal initiates, and any mythal initiate can have their attunement to the Mythal supressed or revoked by any higher ranking initiate.
Aulnil

11-24-04, 03:03 PM
I know it's a break from the norm, but I did create an alternative means by which to create a Mythal-type area of magick, which has advantages and disadvantages, and I suppose the short of it is, it's hard to explain. So, I'll summarize the basic concept, which of course has little to do with the 3/3.5 ed. status quo.

The Mythal, which I call an Orizon, still uses the circle of casters with the primary caster acting as the focus weaving the power granted from each subsequent ring of mages, and yes there is still a great deal of lifeforce involved in its creation. However, with the use of a special component, what I call a Lifeforce Matrix, this lifeforce is taken from the sum of lifeforce energy held within the Matrix. So, step one in the Mythal/Orizon creation was to create a lifeforce cache, which was done so well in advance of the ritual which created the Mythal, and in and of itself was quite the epic endeavor.

Like a normal Mythal, the Orizon has a number of powers included in it regulated by the power and number of the casters involved in its creation. These powers are accessed based on ones attunement to the Orizon, with some acting on all within its boundaries and others needing specific attunement, keys, etc.

Unlike the Mythals of yore, the Orizon has one major drawback, which acts as a wonderful mitigation factor to offset some of the volatile elements of previous Mythals; magic must be added in to the Orizon to maintain its powers, and many of its powers draw on this pool of magic.

Ok, that was lengthy but hopefully explained some, so any questions or criticisms are welcome.

Aulnil
Ryltar Swordsong

11-24-04, 06:40 PM
Mythal creation will be in Ancient Empires, and uses the Epic Spellcasting system.And given WoTC's track record, those rules will be messed up.


As far as 3rd edition goes, if you simply want to detail a (new or old) Mythal's powers but not necessarily have to explain its origins, then using the Mythal in Silverymoon as an example is probably one's best template to work with until 2005. Fundamentally, my idea of a template for a Mythal using the one around Silverymoon as a base would have its powers allocated and structured like thisNo matter what WoTC says, Silverymoon does not have a Mythal. It has a Ward Field based on the theory of mythals. The Silver Marches, which first mentions a mythal in Silverymoon, contradicts itself when referring to the Wards.
Kuje31

11-24-04, 06:50 PM
No matter what WoTC says, Silverymoon does not have a Mythal. It has a Ward Field based on the theory of mythals. The Silver Marches, which first mentions a mythal in Silverymoon, contradicts itself when referring to the Wards.

I complained about this when Silver Marches came out as well but another poster then pointed out that the Volo's Guide from 2e says there is a rumor of Silverymoon having a Mythal so yes maybe even back in 2e it actually did have such as well as the Wards. :)
GothicDan

11-24-04, 08:55 PM
And it would really make sense, considering Silverymoon was known as one of the sister-cities of Myth Drannor. :)

EDIT
Aulnil: I like the sound of your Orizon. The idea of the Lifeforce Matrix was kind of like what I was going for in my above suggestion, too!
iKitten

11-27-04, 04:12 PM
I remember the Players Guide to Faerun referring to Silverymoon's as a "near-mythal." That's good enough for me till something drastic in the cannon comes along.

This thread got me thinking, and eventually the wheels spun into the right direction as I was reading over the events in the Players Guide about the Phaerrim and Evereska's restored mythal. I'm setting up a my campaign where the mythal in Evereska gets used as a focus from the Shadow Weave to the Weave, allowing a Shadow Weave user to affect in and Mystra. Toss in some ancient Netherese artifacts (a couple of long lost mythallars and a few disturbing notes and scrolls) all in the hands of my big bad, add a dash of the craziest players in existance (6 straight games resulting in total player kill in less than a month, each under a different DM), stir liberally, and I plan to have a Karsus-level amount of destruction brewing. Serves 7.
Mystrasdance

11-27-04, 06:12 PM
If Silverymoon doesnt have a Mythal then why does the Races of Faerun(i think) have the prestige class of spellgaurd...and at 1st level it says that the spellgaurd gets a mythal token to allow them to use spells/items in its confines thats are normally prohibited i dont understand what all the drama is about...are people so againt there being mythals that they have to fight so hard about silverymoon not to have one its not like they're everywhere Evereska has one Silverymoon and the poor ruined one in Myth Drannor that trying to hold together(poor thing has been through so much i'd hate to be Mythannar [spelling] its consciousness) and of course those few elven cities that still have one so its not like its unbalancing the world or something lol. :mad:
Ryltar Swordsong

11-28-04, 05:19 AM
If Silverymoon doesnt have a Mythal then why does the Races of Faerun(i think) have the prestige class of spellgaurd...and at 1st level it says that the spellgaurd gets a mythal token to allow them to use spells/items in its confines thats are normally prohibitedThat is just the continuation of the phallacy presented in SM.

i dont understand what all the drama is about...are people so againt there being mythals that they have to fight so hard about silverymoon not to have one its not like they're everywhere Evereska has one Silverymoon and the poor ruined one in Myth Drannor that trying to hold together(poor thing has been through so much i'd hate to be Mythannar [spelling] its consciousness) and of course those few elven cities that still have one so its not like its unbalancing the world or something lol. :mad: I'm not against mythals. I am against WotC's imbecilic continuity errors. They change things for no reason, and then say "Well, that's how it always was". And don't get me wrong, I don't mind changes. But they have to make sense in relation to the product continuity.
GothicDan

11-28-04, 04:04 PM
Ryltar, you are entirely correct about WotC's often poorly thought out edition retcons. However, I do not believe that this one is that bad, merely for the fact that I brought up before - that Silverymoon was a sister-city of Myth Drannor. That means that it is over 1,500 years old and that it had much traffic with the elves. We aren't sure even if it is a human city at the time, but I believe that a sister city of Myth Drannor during the City of Song's height of power could very likely have a true mythal.

So, whether it was intentional or not, WotC's retcon actually made a semblance of sense in this case. :)
The Simbul

11-28-04, 04:11 PM
That is just the continuation of the phallacy presented in SM.
Fallacy according to whom?I'm not against mythals. I am against WotC's imbecilic continuity errors. They change things for no reason, and then say "Well, that's how it always was". And don't get me wrong, I don't mind changes. But they have to make sense in relation to the product continuity.
Volo’s Guide to the North, by Ed Greenwood, published 1993, long before WoTC aqquired TSR and long before 3rd edition:
p.170
Silverymoon
This city of 26,000 is often called the Gem of the North. Itís a beautiful city of ancient trees and soaring towers, with curving lines in almost all its stonework. Silverymoon is considered the foremost center of learning and culture in the North. Itís a happy place where humankind, elves, halfelves, Silverymoon is also protected by a number of wards that detect the presence of evil beings, and the uses of magic in certain areas. Iíve been unable to learn much about the wards, but rumor in the city has it that a strong mythal is in place around that part of the city east of the great open Market. Itís a permanent magical field like the one that cloaks Myth Drannor. It augments some magic, turns other spells wild, and negates still others. Certain areas in the High Lady’s Palace have an Inner Ward that requires possession of a token to allow entry at all.

In addition, Mythals are apparently also quite prevalent throughout the North:
p. 108
Khelben Blackstaff Arunsun of Waterdeep advises adventurers that certain of these flooded places (Castle Naerytar, Holk House, Mornhaven Towers, and Wolfhill House) have their own mythals² These allow certain spells to be cast at double strength, and other spells are negated entirely. These effects can only be discovered by trial, for all relevant
records have been lost. A report from Varleth of Neverwinter (now deceased) says portions of the High Road itself have mythals, so the spells of a mage who stands on the sunken road are affected.

Footnote: ²These powerful, permanent magical fields were used in Myth Drannor, Netheril, and other elder human kingdoms. A mythal is detailed in the Ruins of Myth Drannor boxed set.

p. 210
In the depths of the Moonwood, they say, there is a ruined, overgrown elven castle. Its name is forgotten, but great magic is said to sleep in its gloomy chambers. The castle is very hard to find. Its vine-choked, needlethin spires are lost among the trees, and it bears some sort of cloaking mythal that deters monster intrusions and magical detection alike.

Greenwood also co-wrote the Silver Marches, thus I am pretty sure if the Silver Marches mentions a Mythal in Silverymoon then it probably is intentional.

I remember the Players Guide to Faerun referring to Silverymoon's as a "near-mythal." That's good enough for me till something drastic in the cannon comes along.

The Players Guide to Faerun does not equate the wards of silverymoon as being a near-mythal, or quasi-mythal, or would-be mythal, it states it at the following:
The city of Silverymoon is protected by a powerful magical effect called a mythal. This potent form of Elven High Magic forbids the casting of certain types of spells, causes other spells to be permanently in effect, and allows the denizens of Silverymoon to use still other spells with but a word.
Aulnil

11-28-04, 05:58 PM
To whom it may concern:

So, if you were the maker of Silverymoon's Mythal, what effects would you afford it?

Aulnil
Kuje31

11-28-04, 06:15 PM
To whom it may concern:

So, if you were the maker of Silverymoon's Mythal, what effects would you afford it?

Aulnil

Well it's fully stat'd up in Silver Marches..... Not sure how else to answer this....
iKitten

11-30-04, 10:16 AM
The Players Guide to Faerun does not equate the wards of silverymoon as being a near-mythal, or quasi-mythal, or would-be mythal, it states it at the following:

Apologies, but I possess a mind-bogglingly effective talent for recalling the most unimportant of details.

Page 171 of the Players Guide to Faerun, albiet in a section dubiously titled "Plot and Rumors"
The Silver Mythal Not all the of the phaerimms who besieged Evereska were destroyed...found their way as far north as the Gem of the North---Silverymoon itself. Eager to feast upon the city's near-mythal, the phaerimms have resorted to...

I know, I know, it's a small paragraph nested away in the annexes of a lengthy book, in the Plots and Rumors section no less, but it's enough to prove that at least 50 percent of the time the creators of the Realms cannot decide whether it's a mythal or something similiar but not exactly the same.

I know, it's semantics. :raincloud
Aulnil

11-30-04, 11:30 AM
Thanks Kuje. I definately appreciate the source as always but I actually knew this one already. What I was attempting with the thread was a source of possibilities for anyone trying to make their own Mythal or looking for good ideas to put in place on any of the numerous other undescribed Mythals scattered about.
I've seen a lot of creative thinking in this board, so thought it could be put to use, possibly to help out DM's.

Aulnil
Kuje31

11-30-04, 12:59 PM
Thanks Kuje. I definately appreciate the source as always but I actually knew this one already. What I was attempting with the thread was a source of possibilities for anyone trying to make their own Mythal or looking for good ideas to put in place on any of the numerous other undescribed Mythals scattered about.
I've seen a lot of creative thinking in this board, so thought it could be put to use, possibly to help out DM's.

Aulnil

Ah. Okies. Sorry. Well let's see we got Silver Marches as example and the Cormanthyr book from 2e as an example. Plus the other mythals that are scattered all over 2e's lore. :)

Hmmm I found my file of ideas my PC's from a old group came up with when they helped make a Mythal in my game. :) Yes some of these might be powerful but it was 2e rules and they were sent 24,000 years into the past so there wasn't much around them civilization wise.

"1) The preserving of food so that it stays fresh long after it expires. Meats can last between 6 to 12 years longer then meat that is kept outside the city. Wines and other drinks can last between 10 and 100 years longer then other liquor’s that are left outside of the city. Other natural products like hides, paper, inks, etc, last 8 and 16 years longer then other natural products that are used outside of the boundaries of the Mythal.

2) If food is grown inside Adofhaer and the Mythal they grow faster then crops outside of the border of Mythal. The growing cycle inside of Adofhaer and the Mythal can last year round so that flowers can be grown all year long. Trees inside the city can always be in bloom unless the trees themselves decide to shed their leaves. Other things that grow can be harvested year round. Animals kept inside of Adofhaer or the Mythal can have their fur, feathers, hide, or meat harvested year round. The mythal also gives these animals a better percent of harvest on there meat, hides, feathers, or fur. It gives then a 25% to have more hides, meat, feathers, or fur.

3) A power that can be used on criminals or other persons who have been caught breaking the law. It forces the person it is used on to tell the truth, they are not allowed to lie in any shape or form. It is almost never used against persons who have been upstanding citizens. The only time it can be used on them is when stories don’t match up and the authority or council of Adofhaer needs to find out who is telling the truth and who is not. This power is used only in very rare cases.

4) Every 100 years, give or take 20 years, the magic of Adofhaer is absorbed back into the Mythal. This allows the magic to regenerate, and also allows the Mythal to fix any breaks or leaks in the magic that might have happened over the years. This usually takes 2 years for the Mythal to fix all the problems that might be involved with the magic that is instilled in the city. During this time, the only powers of the Mythal that stays in place is the aging, and language powers. The rest of them are shut off for 2 years, until the Mythal reweaves the magic through out Adofhaer, this also allows the residents of Adofhaer to rely on themselves instead of magic all the time, so then the residents of Adofhaer would not become lazy and weak, and they would have to spend time keeping themselves fit and in shape incase they are attacked during the time the Mythal has been absorbed. This does not effect the residents ability to call upon arcane or divine magic, it does give the residents of Adofhaer some discomfort though because of the powers that would not be generated during the year that the Mythal is absorbed into itself. When the magic from the Mythal is absorbed it settles 10 miles beneath Adofhaer in a cavern that has formed by natural means over the years. Any one entering this cavern is instantly disintegrated because of all the power that is woven inside of this cavern.

5) Temples and Shrines that have been set up inside of Adofhaer have better contact in general with their patron god/dess. This is a percent based on the level of either the character that wants to contact their god, or the level of the non-player character. From levels 1 to 10 there is a 1% increase on a roll of percents. This is added to the base percent of 50%. From levels 11 to 20+ the increase is 2%, because you are no longer considered a “acolyte” and have matured in your powers and the position of the church of your god/dess. This percent is added together with the 10% from levels 1 to 10. So you would need to roll a 80% on the percent rolls to contact your god/dess, any thing from 81 to 100% is considered a failure and your god/dess is either busy or they don’t wish to talk to you at that time.

1) If a being has thoughts of doing harm to Adofhaer, or its residents, it will hide itself from that being, Adofhaer is allowed to decide to allow itself to be seen from that being or not, so in a sense the city becomes sentient and can decide for itself if it wants to allow that being inside of it’s walls. If it decides it does not like the thoughts of a certain being, Adofhaer will create a displacement around itself so that being will have a hard time finding where Adofhaer resides. The residents inside of Adofhaer are not effected by this displacement when it goes into effect. Only those who Adofhaer does not like notice this effect. It is like a mirage to them they keep thinking they are getting closer but actually they are still very far away from the place Adofhaer actually is located. Adofhaer is 75% hidden from that being unless the being uses means to try to locate Adofhaer, like divination, magic, etc, then Adofhaer would only be 50% to 70% hidden depending on the amount of magic being used or who is casting the spell. This power combines with the power Anna will also bestow on the Mythal with the camouflage ability.

2) Statues that have been crafted and set up inside of Adofhaer can be animated and controlled by a command word, the mages at the school know what the command word is, and who ever else Garrett wishes to tell would also know the command word. When new statues are added to Adofhaer they each would have a separate command word. The statues can be used to defend Adofhaer if it is ever under attack, also they can be used to help repair the walls and buildings if they are needed. Depending on what the statues are made out of they might be able to have magic channeled through them or have magic permanently cast onto them. The Statue of Mystra’s Command Word is “Reahfoda”, which is the name of Adofhaer spelled backwards.

3) The mythal uses some of its magical essence to create an item about the size of your hand, it is big enough that you can wrap your fist around it, so it’s no bigger then your hand. These can vary from person to person. This item allows the bearer to be Teleported Without Error back to Adofhaer, with just a thought. Each item that the person bears is aligned towards there essence or soul so that if the item is ever taken from them or stolen it crumbles to dust, so that no one else but that person could use it to teleport. They then can either remain in Adofhaer or return to where they just teleported from. They can not teleport to some place that they have never seen before, but can teleport to anywhere in Faerun, and only at the current Time, that you have visited before. If a person falls unconscious who bears one of these items, that person is automatically Teleported Without Error back to Adofhaer to Garrett’s School where if they need aid or healing there is always some one around to offer that. People that are not unconscious can teleport back into Adofhaer anywhere they want to.

4) Craftsman of Adofhaer gain a bonus to the things they create. Weavers or painters can make tapestries or paintings that the pictures actually move when they are looked at. Bards and other actors are giving a bonus to their abilities so that their illusions or plays take on a life of their own. Metal workers can enhance their crafts by giving the items they create a more life like appearance if it has pictures or carvings etched into it, a Master Craftsman in metal work can make beautiful pieces of work. Metal armor made by a Master Craftsman would be enhance so that it would protect the wearer more fully then armor that is mass produced, it would also have many engravings, symbols, and pictures etched into the metal. Weapons produced by a Master Craftsman would be weapons that could be enchanted, and also would be Masterwork weapons, these weapons would have hilts that are carved into the likeness of animals or other figures, and the blades would have etchings that flow out from the cross piece and enhance the blade. Master Craftsman who produce jewelry would make works of jewelry that would be sought after by many. In a typical city of 400 beings there is probably only 1 Master Craftsman for each type of craft that can be found. It takes a lot of training and skill to rise to the title of a Master. Beings that use Alchemy, Chemistry, and Pharmacy have an easier chance to make the thing’s they are trying to craft. When they gain the rank of Master they have a +4 bonus to there crafting skill or skills, this +4 includes the +2 as a normal craftsman, this is added onto any other +’s they currently have. Example the title of Master is only bestowed on this people that have a +10 in their skill. So inside of the Mythal, a Master Craftsman would have a +14 to their skill check. Normal craftsman gain a +2 bonus to the existing bonuses that already have, example a person with a +2 bonus would actually have a +4 bonus to their crafting skill or skills.

5) Anyone who first comes to Adofhaer and stays within Adofhaer for more then 2 days can speak the same language that the residents of Adofhaer use as there main language, example if a dwarf comes to Adofhaer to trade or what ever after 2 days he can speak Cormanthian. Residents who already live in Adofhaer would automatically be able to speak the beings language after an hour that the being has been in Adofhaer. Example elves could speak dwarven an hour later if a dwarf came to visit. As soon as the being leaves the confines of the mythal though the language cannot be spoken any more, but if they return they “remember” how to speak the language so that they don’t have to wait the 2 days to learn it over again.

1) The Mythal gives off a hum that some beings can hear and some can not. For the beings that do manage to hear the hum it sounds differently to them then to some one else. This hum, even if it is heard or not, uplifts the residents of Adofhaer, and if they have any negative emotions, the magic has a 20% to dissipate the emotions and uplift the being who is having these “negative” emotions.

2) The guardsman of Adofhaer, know of a secret power that they rarely share with the residents of the town, unless Adofhaer is under attack, then they might tell the defenders about this power, if there is any civilians who are helping them defend Adofhaer. This power allows the defenders of Adofhaer a bonus to the use of weapons in the Mythal, this bonus grants them a +2 to all hit and damage, no matter the weapon they know how to use.

3) Druids and Rangers helped grow a small forest that surrounds Adofhaer, these trees when the Mythal is weaved will have the power to move their branches to block the entrances into Adofhaer, and in great time of need they can also rise themselves from the ground and help defend Adofhaer. The trees themselves are the only ones who can decide if they wish to rise from the soil and help defend Adofhaer, the blocking of the entrances to Adofhaer they automatically do that even if they are not asked.

4) Any damage that is taken by a defender of Adofhaer, if they are within the range of the Mythal is reduced. The amount of damage reduced from this power is 1d8 points of damage.

5) Water drawn from wells or other sources of pure water within the Mythal regeneration 1 hit point for every pint (16 Ounces) that is consumed. This water if taken out of the range of the Mythal, it becomes just normal water, it loses the ability to regenerate hit points.

1) Weather effects can be controlled through the Mythal. The residents of Adofhaer can decide if they want to allow the weather to enter the city or not. This is either decided by the ruling council or the head ruler, if there is ever one appointed, would ask the residents of Adofhaer if they wish to have this happen. Strong weather like hurricanes, tornadoes, earthquakes, etc, might still effect the area of the Mythal even with this power added to the magic of Adofhaer, there is a 25% chance of this happening when these weather effects are happening outside or near Adofhaer.

2) For people living inside of Adofhaer, aging effects have been slowed down. For every 2 years living inside of the Mythal, the residents only age 1 year.

3) A shrine to Sehanine will be set up in Adofhaer, from this shrine people can Teleport Without Error to Anna’s Sehanine Temple and then use the Teleport Without Error power that Garrett has given to the Mythal to return to Adofhaer or other places if they wish.

4) Permanent Faerie Fire lines the major streets of Adofhaer, the faerie fire can range from blue, green, violet, red, white, silver, etc. So then people can do their business at night, and still be able to have enough light to see what ever they are doing.

5) Adofhaer will also blend into the land that surrounds it. This will enhance the first power Garrett will add to the Mythal. This power basically acts like a Cloak of Elvenkind, so that Adofhaer will blend in with the natural lands around it. This will make it harder to find for beings looking to attack or enter the city. The walls and buildings of Adofhaer will be able to change color to suit the land around where the city resides, sort of like a chameleon’s ability to blend in with their surroundings."
The Simbul

11-30-04, 04:37 PM
Apologies, but I possess a mind-bogglingly effective talent for recalling the most unimportant of details.

Page 171 of the Players Guide to Faerun, albiet in a section dubiously titled "Plot and Rumors"


I know, I know, it's a small paragraph nested away in the annexes of a lengthy book, in the Plots and Rumors section no less, but it's enough to prove that at least 50 percent of the time the creators of the Realms cannot decide whether it's a mythal or something similiar but not exactly the same.

I know, it's semantics. :raincloudAh, my bad. I assumed that the only section of the Player's Guide to Faerun dealing with the Mythal would be the Spellguard of Silverymoon section and sidebar since it was supposed to be a crunchbook. I am not sure why they would see fit to place a list of Plots and Rumors in a Player's Guide though, since Plots and Rumors are supposed to be a tool of the DM.

Nonetheless though, from what Rich has said about Ancient Empires, the distinction between Mythals, near-mythals, permanent wards, and the like will be virtually non-existant, since they are to be covered under the same system.
GothicDan

11-30-04, 06:04 PM
Heh. I wonder if they'll be trying to say that Burning Hands is just a variation of the Fireball spell.
the DM's revenge

12-01-04, 12:44 AM
If you're still looking for ideas for your mythal, I seem to recal that skullport had a near mythal fromed of wards and stuff. I'm not sure if it was an extension of undermountain or not..... I think it's talked about in Skullport.
Kuje31

12-01-04, 01:34 AM
If you're still looking for ideas for your mythal, I seem to recal that skullport had a near mythal fromed of wards and stuff. I'm not sure if it was an extension of undermountain or not..... I think it's talked about in Skullport.

Sea of Fallen Stars also has one for Myth Nanter. :)
iKitten

12-01-04, 03:51 AM
I am not sure why they would see fit to place a list of Plots and Rumors in a Player's Guide though, since Plots and Rumors are supposed to be a tool of the DM.

I've frequently said I've found the Players Guide to Faerun more useful as a DM than a player.
Aulnil

12-01-04, 09:01 AM
Kuje,

That's what I'm talkin about. There's some great stuff in that post, Thanks. I'll have to find the powers of my Orizon and post them.
On an aside, our there downloads for Undermountain anywhere?

Aulnil
Aulnil

12-01-04, 09:11 AM
And Simbul,

Thanks for those posts as well; my Orizon has latent powers, but also has a point system which grants additional powers, mostly casting-type, that draw on the pool of magic that is The Orizon.

Aulnil
Kuje31

12-01-04, 12:15 PM
Kuje,

That's what I'm talkin about. There's some great stuff in that post, Thanks. I'll have to find the powers of my Orizon and post them.
On an aside, our there downloads for Undermountain anywhere?

Aulnil

Some of the dungeon crawl modules can be found for free below:

http://www.wizards.com/default.asp?x=dnd/dnd/downloads

The two main box sets try rpgnow.com. :)