High Magic Foundation - Reloaded [Archive] - Wizards Community

Post/Author/DateTimePost
Frostbite_Ravenheart

11-30-03, 03:02 PM
I remeber a long time ago...before the boards were revamped that there was a foundation called "The High Magic Foundation", I'm sorry I cannot tell you who the former leader was, or who was in it, quite frankly I forgot. But I do remeber I had some fun times on that thread. So I would like to revamp the thread.


Now beacuse of the new CoC we shall not have ranks, numbers or "threadkeepers" I will try my best to keep this on topic but I will not claim the title of "head of the foundation, Threadkeeper, starter" whateer nor will I support ranks.

Happy posting everyone and I hope this thread can be like it used to be!

(Also Cat can you move this thread if you belive it is in the wrong place? I wasent sure were to put it, the last high magic foundation I belive was in the classes section but it dosent really seem to fit there)
Bait the Bard

12-01-03, 06:15 AM
Well, it seems a good idea, but whats it all about?

- the annoying bard

OT- I claim to be more bardish than you :P
baerdith

02-07-04, 12:27 AM
Good concept, any takers?

BTW surely Bait you aren't claiming to be more Bardish than ME too?


Sorry just a shameless :bump:
anglar

02-07-04, 12:35 AM
As a user and abuser of magic, I happily re-enter the halls of the High Magic Foundation. I believe one of the more fun parts of RPGs is the ability to do things that weren't or aren't done IRL. I want enough magic items to open up my own Magic-Mart (only because I do in my 2E game).

And to our bards, "I can name that tune in just five notes."
green_yawgmoth

02-07-04, 01:49 AM
well, I'm in a campaign where I got 2 rings of 3 wishes. So yeah, I love high magic. All I wished for was a few feats and stat bonuses for my familiar, so it wasn't like I had asked for anything game-breaking.
Vaalingrade Ashland

02-07-04, 02:02 AM
I do not claim membership anywhere. But I do like my magic magical. When you're violating reality for a living, why limit yourself because the sword guy wants to be strongern' you?
Frostbite_Ravenheart

02-07-04, 10:15 AM
:rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes:


:D

:bump:

-Frostbite
Woas

04-06-04, 11:19 AM
I support the effort of a High Magic Foundation. Tell me where to sign up and when the meetings are...
eru

04-06-04, 12:19 PM
Indeed I enter into this foundation with joy. Though I am desperate to run a campaign with RAW MAGIC!!!
Seeker95

04-06-04, 01:25 PM
I wanna just come to the meetings, eventually get invited to join, climb through the ranks, accumulate voting rights, prestige, and influence.

Then, when the vote to make Greyhawk as magically broken as the Realms comes up, I'll attach the amendment that strips the Realms of its abusive nature if the vote passes.

;)
Woas

04-06-04, 02:38 PM
I might need a foundation all my own... to me, Forgotten Realms is low magic.
Frostbite_Ravenheart

04-06-04, 02:54 PM
Originally posted by Woas
I might need a foundation all my own... to me, Forgotten Realms is low magic.

What are you talking about the Realms has some of the highest and most broken magic in all the games I have EVER played...shesh...:P

(No insults tho I love FR!)

-Frosty
Woas

04-06-04, 02:58 PM
Originally posted by Frostbite_Ravenheart
What are you talking about the Realms has some of the highest and most broken magic in all the games I have EVER played...shesh...:P

(No insults tho I love FR!)

-Frosty

true.. it does have a lot of magic. But I like even more. Magic is layed on so thick, you could cut it with a knife...
eru

04-06-04, 03:03 PM
Cut it with a knife? No, much thicker than that...
Seeker95

04-06-04, 03:39 PM
Originally posted by eru
Cut it with a knife? No, much thicker than that... Xanth thick. So much magic that the only thing that appears to be truly wondrous is the centaur who apparently has no magic at all.
IceFractal

04-06-04, 08:56 PM
A new spell!

Heavy Magic Zone
Universal
Level: Epic! (I'm not even going to figure the DC out)
Components: V, S, M
Duration: Instantaneous
Area: 1 mile radius, centered on caster
Save/SR: Hell no!

This invokes the ancient threads of magic to imbue an area with raw magic power.

Used in a dead-magic zone, the area becomes normal, used in a wild magic zone the area becomes constantly under the effects of a wild surge.

First, all spells and spell-like abilities are Maximized, Extended, Widened, Empowered, and Enlarged.

Second, any creature with spells or spell-like abilities must make a Will save (DC 30) each round or cast the highest one against a random target.

Third, all spellcasters gain a bonus slot of each level and have a +5 bonus to their DCs.

All Antimagic effects (Antimagic Field, Dispel Magic, Spell Immunity) are completely useless inside this zone.

Material Component: An artifact relating to magic in general worth at least 200,000 gp.

I'll add more when I have more time, but enjoy!
:)
Woas

04-06-04, 11:41 PM
Kids are learning 3rd level spells by the end of "High School" in my world :D

And thats just the slow ones ;)

The Advanced Placement kids are already making minor wishes :cool:


Not that crazy. But I really like super high magic levels... like Forgotten Realmsł amount...

I mean, don't get me wrong. I don't mind playing an average, run of the mill D&D level game or so. Its just neat to try and think about how people would act if magic was as easy enough to learn as geometry, algebra and regular high school math.

To each his own I guess right? :cool: :behold:
Finwe

04-07-04, 12:32 AM
HEY! you stole my council of archmages-reloaded title!

OT: I like high magic. I think that mgic is the whole point of the entire game. Without magic, D&D would simply be D20 modern with only archaic weapons. Thus I love worlds that are steeped with magic and mystery...
BlaineTog

04-07-04, 12:51 AM
Well...

Technically...

d20 Modern actually does have some magic (it's called FX). Only up to level 5 spells, and all the magic items are atrociosly expensive (assumign you're palying Urban Arcana. If it's Shaodw Slayers, good luck even finding one!).

Kids are learning 3rd level spells by the end of "High School" in my world :DWell, if we assuming you gain 1 level/semester of highschool and one per summer, and you're level 1 as a starting frshman, than 3rd level spells start to get cast about Christmas Time, Sophmore year.

:devil:
Silmarien Aldalome

04-25-04, 09:29 PM
I add Dark Elven High Magic - Ang's gunna glower for this - but a Drow variant of EHM.

We also had this thing at MotP "Magic Fusions" - which is the combination of any two schools of magic into one spell. It was part of a Lore-variant we developed in game-play, where we altered the laws of the magical universe.

By example - take an Evocation (fireball) and abjuration (mindblank) "Magic Fusion".

You could cause a fireball to explode on the person who tried to influence your mind for example.

stav
Kratilim Valqui

04-26-04, 07:05 AM
I'll join the foundation... But what doI have to do to join?
Frostbite_Ravenheart

04-26-04, 04:53 PM
Originally posted by Kratilim Valqui
I'll join the foundation... But what doI have to do to join?

Well first you have send me a million dollers...Jk...

well actually all you have to do is say "I'll join the foundation" and usually you can say what do i have to do/what do I have to be to join but thats optional. Then your in.

So I guess your in.

Sorry guys for not being more active here. I'm apart of other foundation but I shall try to "rev" this up a bit.
________

Maby we could give ourselves a bunch of titles...get a few pointless upper ranking people...a little bit more pointless and low ranking people and a lot of little people and talk and blab all day and we can have a libary to!

Or we can not copy the Council of Archmages and just start out with a topic.

Or how about we just expand on the HEM and the DHEM.

-Frosty
Silmarien Aldalome

04-26-04, 10:11 PM
I'm with you Frosty - welcome aboard Kratilim!

To Frosty - No worry dude!

Maby we could give ourselves a bunch of titles...get a few pointless upper ranking people...a little bit more pointless and low ranking people and a lot of little people and talk and blab all day and we can have a libary to!

:rofl:

Or we can not copy the Council of Archmages and just start out with a topic.

Or how about we just expand on the HEM and the DHEM.

:cool:

A topic: Magic is too constrained in D&D - wizards need more freedom.

regards
stav
anglar

04-26-04, 10:58 PM
I don't know that magic is too constrained as it's that many players and DMs lack imagination when it comes to the effects of the spells or what else can be done with magic. I feel more should be done to encourage players and DMs to develop new spells.
Silmarien Aldalome

04-27-04, 12:29 AM
fair call.

One of my friends and I discuss the "loosening of rules" of magic. In the Bardic sense - we've devised some rules/standards for a spell's probability of success - that are about Role Play elements. E.g. how "spontaneous" was the spell, how "enthusiastically delivered" how "appropriate to the character" etc.

In this system - players literally "invent" spells on the fly - and their chance of success is guided by DM standards. It's a lot of fun! But is very challenging to players. Sorta like "theatre sports" if you guyz have got 'em in the US.

Cheers
stav
anglar

04-27-04, 12:58 AM
IMC, the bards usually pick popular songs to enhance the feeling of when they cast spells or use their powers. One that sticks out was when using a Lyre of Building to dig a tunnel, the bard played "Working in a Coal Mine."

What you're using is kind of like it is in Feng Shui where magic is more along the lines of powers and the player dicides what effect he wants and the GM sets a DC to see if he can do it. The higher his level of power, the easier it gets for him to do it.
Kratilim Valqui

04-27-04, 10:40 AM
The freedom of magic is indeed somewhat strict. But IMO that only counts for arcane casters. Divine casters receive their spells from the gods. They don't study on them for years or cast them on the fly... Arcane casters on the other hand do, so I'd say if there would be an on the fly magic rule system, that only arcane would be able to use it. So why not try do invent one here... on theese boards...

-----------------------------------------------------------------------------

And titles aren't realy needed here... You don't join a foundation for ranks yaknow....
Frostbite_Ravenheart

04-27-04, 05:39 PM
Originally posted by Kratilim Valqui

And titles aren't realy needed here... You don't join a foundation for ranks yaknow....

YA we know...its more of an inside joke I am sorry. There shallent be ranks.....

And I love that idea of yours anglar...I think I shall post such a class in the CoA lib.

-Frosty
Silmarien Aldalome

04-27-04, 06:20 PM
Originally posted by anglar
IMC, the bards usually pick popular songs to enhance the feeling of when they cast spells or use their powers. One that sticks out was when using a Lyre of Building to dig a tunnel, the bard played "Working in a Coal Mine."

*smiles* - sounds like a lot of fun. We often break into songs - one of our DM's is a comedian - whose stage act uses lots of guitars and props. He actually has a really good voice - but enjoys being frivolous.

What you're using is kind of like it is in Feng Shui where magic is more along the lines of powers and the player dicides what effect he wants and the GM sets a DC to see if he can do it. The higher his level of power, the easier it gets for him to do it.

The Feng Shui of magic hey *grins* - e.g. "don't ever cast your magic missiles near rooms with east-facing doors - this is bad Feng Shui..."

Kratilin - why not indeed - how would you like to begin.

Greetings Frostbite Ravenheart ..whose Bardic voice brings colour to The Grey...
Kratilim Valqui

04-28-04, 03:25 AM
Kratilim - why not indeed - how would you like to begin.


I'd be happy to start... Here's the basic idea :

When casting spells on the fly, an arcane caster crafts the spell. So I think that in a system as this Spellcraft would be the most appropriate skill for it. Thus when a wizard wants to cast a spell he would have to make a spellcraft check in order to see if he succeeds. The DC of the spellcraft check would depend on the effects you would want to cast. I think it’s best to predetermine the DC modifier of every major effect. We can keep the schools of spells, but it would work differently. Each school would his own cast of effects the caster can call upon. For example the evocation school would contain effects like that would determine the shape of the effect, or if it’s a burst of bolt of emanation, and of course the damage type and any secondary effects.
We will need to “remake” the Sorcerer, Wizard and Bard class in order to use this kind of system. And a way to limit the schools the caster can use. Something like proficiency with weapons. Only then with schools of magic. And maybe give specialist wizards a bonus on spellcraft checks with his primary school and a penalty on schools he isn’t proficient with.

That’s the basic idea… what do you think? It grants almost total freedom. And a smart player can even combine effects from different schools…
Storm

04-28-04, 01:38 PM
Originally posted by Kratilim Valqui
I'd be happy to start... Here's the basic idea :

When casting spells on the fly, an arcane caster crafts the spell. So I think that in a system as this Spellcraft would be the most appropriate skill for it. Thus when a wizard wants to cast a spell he would have to make a spellcraft check in order to see if he succeeds. The DC of the spellcraft check would depend on the effects you would want to cast. I think it’s best to predetermine the DC modifier of every major effect. We can keep the schools of spells, but it would work differently. Each school would his own cast of effects the caster can call upon. For example the evocation school would contain effects like that would determine the shape of the effect, or if it’s a burst of bolt of emanation, and of course the damage type and any secondary effects.
We will need to “remake” the Sorcerer, Wizard and Bard class in order to use this kind of system. And a way to limit the schools the caster can use. Something like proficiency with weapons. Only then with schools of magic. And maybe give specialist wizards a bonus on spellcraft checks with his primary school and a penalty on schools he isn’t proficient with.

That’s the basic idea… what do you think? It grants almost total freedom. And a smart player can even combine effects from different schools…

I was thinking about developing a new core class using a system similar to what you're describing! Only I was going to use a weakened version of the Epic spellcasting system, and the class would probably learn 2 new seeds/level...
Frostbite_Ravenheart

04-28-04, 04:23 PM
Originally posted by Silmarien Aldalome


Greetings Frostbite Ravenheart ..whose Bardic voice brings colour to The Grey...


:eek: :embarrass

-Frosty
Woas

04-28-04, 04:57 PM
Or instead of titles, we can have serial numbers like we are part of some automaton club. "I am member 00045. Resistance is futile. It is futile to resist." ::akward robot motions with hands::

:D

I've nevered played, but have been reading the game guide to Ars Magica. Its free so, thats partly why I got it. I'm also slowly gathering thoughts on a D&D campaign set in an alternate Europe. So Ars Magica seemed like a good source. Anyway, the magic system in Ars Magica is pretty crazy. I don't really understand it fully, but what I seem to get from it is that the players are able to have their magi cast spells of whatever they can think of from this huge list of choices that they mix and match. To see if they succed on creating this spell all depends on if they make some crazy stress saves or something... I'm still lost on the equations of the game however.

Just thought I'd share with my compatriots here at the High Magic Foundation though. :)
Mysteris

06-13-04, 08:17 AM
Can I join? I love high magic. The more the merrier. That's what (to me) fantasy role-playing is about, being able to do things one can't in reality.
Silmarien Aldalome

06-13-04, 08:39 AM
Hoy thar, Mysteris. Welcome aboard.

I'd have to agree with your point. We get enough reality in reality. *smiles*

The Grand Caster stands at the centre of the Elven High Magic ritual. He is surrounded by a ring of Four and then Twenty Two others. They stand in the stillness of Trust as the world about hushes in anticipation. In the last moments before casting, they complete The Attunement, with Corellan's warm Radiance that precedes the forming of the Mythal.

I've always imagined that whole nations of Elves could partake of a Mythal Casting in one big Magical Song.

Do you use EHM in your campaigns or other kinds of magic?

regards
stav
Frostbite_Ravenheart

06-13-04, 12:50 PM
Omg - I forgot about this foundation lol.

Anyways Silm, I do use EHM. I wont call myself an expert but I belive I have read enough to use EHM effectivly.

However getting the entire nation and all there elf-friends to cast a EHM could take down a god. Hard but possible. There are spells with Five people that can inprision gods and mosters.

If any thing such as...cough...an Elf-Bane :rolleyes: were to show up uniting all the elves since they would all die ununited than I belive no such thing, no matter its power, would beable to stand against that.

It would be hard to organize though, you would have to go to the outcasts and prehaps even the drow though...

Just curious, what are you opinions?

-Frosty

[Btw Silm - I haven't been here for awhile and I wont be here much. But i'll revist and rework all these foundations after school.
thasis

06-19-04, 10:29 AM
Hey can I join. I'm the biggest abuser of magic known in exsistince. Once I created a variant of Dire Winter that was much more powerful (it did more damage and all creatures that died became super skelotens under my control) with a DC of 39. And guess what, I did the impossible... I DID IT LEGALLY without breaking any rules. You want to know how. What I did is... Ah never mind. I'll save it for later. Anyway this guild suit my personality superbly. I just have to say one more thing though. To be a powerful spellcaster you don't need to go munchkin style power-hoarding. All you have to do is know when to cast the spell, where to cast the spell, and what spell to cast. If you have good enough intellegence you could probally use a magic missile to kill a dragon in one shot (it would be hard to do but not impossible).
Frostbite_Ravenheart

06-19-04, 11:50 AM
Sure you can join - And I would love to hear your story!

-Frosty
IceFractal

08-11-04, 05:32 PM
As promised, raw magic!

Raw Magic (Substance)
Raw magic is an oily, glowing, substance that has the unusual property of having varying weight depending on the phase of the moon. During the new moon, it is as heavy as lead (although still a liquid), this changes to the weight of water by the half moon and actually being lighter than air by the full moon. For this reason, and the fact that it only exists extremely deep underground (below most of the Underdark, even), raw magic is extremely rare and expensive. Raw magic can be used in several ways:

1) Spell Component: Any spell that has a vial of raw magic used as an additional material component can be maximized, empowered, widened, enlarged, or extended without taking up a higher level spell slot or additional casting time.

2) Drug/Potion: When a vial is drunk by a creature with spells or spell-like abilities, all spells/spell-like abilities are at +1 caster level, +1 DC, and +1 to penetrate SR for 1 hour. However, once per minute the creature must make a DC 8 Will save or use their highest level available spell/spell-like ability, they can choose the target and parameters but the ability must be used. If they have multiple applicable abilities, roll randomly. If the ability requires a component they don't have they it doesn't count as available, and if it requires an XP component they can make another will save to use another ability instead.

Multiple vials of raw magic can be taken at the same time, for each additional vial the bonus to caster level, DC, and SR penetration goes up by one, but the will save DC goes up by 2.

3) Antimagic Remedy: By pouring a vial of raw magic over and object or creature, that creature is unaffected by antimagic zones for 1 minute. Creatures with spells or spell-like abilities can use them, although the spell will fail if the target is in the antimagic zone too and affected by it.

Cost: Not sure, but quite expensive, maybe even a minor artifact like dwarven glow stones.
Silmarien Aldalome

08-11-04, 06:37 PM
Hi there folks!

Hi there Frosty - good to see you keep your thread! Thanx muchly for the H/E Post (I'm very appreciative) and will - of course respond.

1) & 3) are particularly compelling.

I like the idea of the metamagicking of spells.

I particularly like 3). Antimagic fields are the bane of every spellcaster's life.

It seems like a particularly expensive or rare substance. Consquently, item 2) (i.e. needing multiple vials for minor gains) seems out of step with the scope of the substance.

Also - what about the option of Quickened? Could one, say, tally a number of levels of Metamagic (3+4+1+1+1 - I think that's right) = 10 - and - say distribute those levels to any combo of metamagic one likes? E.g. 2 quickens per dose.....

regards
stav

Originally posted by IceFractal
1) Spell Component: Any spell that has a vial of raw magic used as an additional material component can be maximized, empowered, widened, enlarged, or extended without taking up a higher level spell slot or additional casting time.

2) Drug/Potion: When a vial is drunk by a creature with spells or spell-like abilities, all spells/spell-like abilities are at +1 caster level, +1 DC, and +1 to penetrate SR for 1 hour. However, once per minute the creature must make a DC 8 Will save or use their highest level available spell/spell-like ability, they can choose the target and parameters but the ability must be used. If they have multiple applicable abilities, roll randomly. If the ability requires a component they don't have they it doesn't count as available, and if it requires an XP component they can make another will save to use another ability instead.

Multiple vials of raw magic can be taken at the same time, for each additional vial the bonus to caster level, DC, and SR penetration goes up by one, but the will save DC goes up by 2.

3) Antimagic Remedy: By pouring a vial of raw magic over and object or creature, that creature is unaffected by antimagic zones for 1 minute. Creatures with spells or spell-like abilities can use them, although the spell will fail if the target is in the antimagic zone too and affected by it.

Cost: Not sure, but quite expensive, maybe even a minor artifact like dwarven glow stones.
thasis

08-13-04, 01:05 AM
whats this raw magic thingy?
turalisj

08-13-04, 01:23 AM
there is no such thing as enough magic.
the best stunt i did in game w/magic was blasting the ceiling apart on top of the groups fb who almost killed me..... ah the vengence :)
thasis

11-07-04, 11:44 AM
So much for being Reloded. Where does everyone go?
Frostbite_Ravenheart

11-07-04, 12:33 PM
So much for being Reloded. Where does everyone go?

Meh no one was ever posting so I just decided to focus more on the CoA and hope everyone would join there and forget about this foundation.

If it came back I would be happy though...

-Frosty
thasis

11-07-04, 12:59 PM
I'll help restart it if you want. Firsts we need a topic. Any ideas?
Dyne

11-07-04, 06:01 PM
What's the difference between this foundation and the Council of Archmages besides that the members want loads and loads of magic?
Frostbite_Ravenheart

11-07-04, 06:37 PM
The setting.

This foundation was orginally based upon high-magic games while the CoA about magic in general.

-Frosty
thasis

11-07-04, 07:36 PM
So does anyone have a topic yet?
Silmarien Aldalome

11-09-04, 07:25 AM
yes, I do. *grins*

Cutting Rules for Elven High Magic.

WARNING, the next post is LONG.

regards
stav
Silmarien Aldalome

11-09-04, 07:26 AM
Methods for Determining Scope, Function, Orientation and Number of Casters in Elven High Magic Rituals

1. Determining Scope:

Stated simply "scope" refers to the overarching purpose or magnitude of an EHM ritual. Scope may perhaps be determined by giving consideration to the forces that are currently pressuring or bearing upon the Elven world. For example, themes that speak to Scope might be threat, grief, exaltation, healing, transformation, sanctuary, enlightenment that are currently relevant to Elves. Mythal Scope is a core concept in our Mythal Lore, and I will develop it further in the idea of Mythal Seeds below.

Once one has the scope mapped out, then, further questions may be used to break down the scope it down into parts (you need parts to cut individual spell effects).

E.g. for threat: What suffering are the Elves enduring? Is there a current serious threat of extinction? How urgent are the current circumstances? Is the threat physical or metaphysical? Are there prophetic references to consider (e.g. Drow/Elf legacies, Corellan's Will as revealed in an unearthed Tome, etc)? Is Arvandar threatened? Does Mystra seek the assistance of an EHM ritual?

2. Determining Function: function follows from scope. Specific magical functions, coded up into distinct spell-like effects, would be codified individually and be unique to a particular EHM casting. No EHM Mythal effect is reproducable or alike. They are all distinct. The number of functions to a Mythal is determined by the needs assessment that comes out of Scope.

3. Determining Orientation: what does the collective mind set of the Elven nation look like? Are they in a particurly angry phase, a grief-laden phase. Do they need to create a Mythal to mourn? Are the Elves currently united? Are they accepting versus unaccepting of other races? What does the Elven Nation want?

4. Determining Number of Casters:

Two core issues:

a. The number of casters required
b. The number of spell levels available

Mythal Casting Structure as Primary, Secondary and Tertiary Casters
Every Mythal has a Grand Function. Something that is reflected in the overall Mythal and part of its emergent properties. You may need one primary Caster for every Grand Function. Some Grand Functions might have such an enourmous scope that you may need multiple Primary Casters. If you don't have enough Primary Casters, you will fry the brains of everyone in the Mythal. That much power needs enourmous focus.
But, we need some rules for this aspect
And a synergy theme as well….

EHM and Flavour: Relevant Themes

Sometimes, world-changing events shake the Elven Peoples to their foundations. The death of a loved Deity, might seriously shake Elven Faith or inspire them in humility and in honour, to an outpouring of collective grief so great, that a Mythal of Rememberance is possible. In such an instance, the lamentation of thousands may be channeled into a great spell that brings the Spirit of Arvandar to Toril. In this way, monuments of nigh eternal beauty may spring into being, that have fathomless dimensions of grief that recall the love of the dead Deity for all to know.

At other occasions, great threats to Elvendom, have caused the coming together of the Elvish People, to create an indomitable Song, so great that only the gods themselves can violate the purpose of the Elven Will. Such Mythals may recall the Valour of many thousands of Elves, in magical fortifications with nigh impenetrable potency and imbued with the Spirit of Arvandar in their expression.

And yet at other times, the Elven Peoples may be moved to compassion, so that they summon their Song to heal the scars and devastations of the earth. On these occasions, vast tracts of ravaged and ruined earth may be transformed into health and vitality.

None know the mind and heart of Corellan Larethian, and the Loremasters of the Elves wait in purposeful stillness, for any sign of the will of their Deity to inspire them to collective purpose. For there are mysteries of hitherto unknown prophesy that the Elves are called to enact when least expected. And such is the Elven mastery of Magic, that even Lady Mystra will sanction a Great Mythal, and in defiance of her own Bans, where the Fate of the Elves is at stake.

Description of Preparation for an EHM Ritual

Whatever the cause or occasion, when the Elven Peoples become united in solidarity, 'tis said that a great Stillness falls upon them for one day and one night. This Stillness is so profound that it may move the heart of any who bears witness to it. For the very earth will know, when the Elves are Summoned to a Casting and the Birds and Beasts will still their wild ways and predator and prey shall share in the reprieve. For, 'tis said that during the Stillness, the Spirit of Arvandar shines down upon Toril and in this Hallowed Light, great peace may be known.

Thence, for 40 days and 40 nights, there will be Ritual of the Burdon of Forgiveness and the Elven Peoples will strive towards the making of trust. Therefore, all slights are forgotten and hearts opened, so that forgiveness from the one to the other might be possible. It is a time when each asks for forgiveness for the trespass on others and when amnesty forges the healing of old pain. In this way, the Elves may prepare themselves for the openness and trust that is essential for the success of the Mythal.

During this time, the Diviners have a crucial role and will travel from home to home, beseeching trust and forgiveness from neighbour to neighbour. Those whose hearts cannot bear the cost of the Burdon of Forgiveness are not scorned, but instead may voluntarily choose to abstain from the Casting. 'Tis said that the Diviners' Faith is so strong, that no deception is possible and all hearts are laid bare. This process may be deeply painful to individuals, but Divine Faith knows no impediment, and with patience and commitment, it has been said that the Burdon of Forgiveness is a time of 1000 small miracles.

Once the rituals of The Stillness and The Burdon Of Forgiveness are done, the Casting may begin........

Casting Guidelines for Elven High Magic Rituals

Elven High Magic Rituals are rare events for the Elvish nations, provoked by dire need or inspired by mysterious purpose. Despite their rarity, they are, nonetheless deeply ingrained into Elvish culture and several Lore Tomes exist in Libraries of the oldest Elven lands that record Mythal Castings.

After The Stillness and Burden of Forgiveness, the Elven High Mages will gather and cast The Summoning, which brings Tel'Quessir to the site that has been Hallowed and prepared by the Elven Diviners. When the midnight hour is upon the lands, those who have partaken in the Burdon of Forgiveness will convene usually in a place of great natural beauty.

At the centre of the Casting, stands the First of the Elven High Mages, adorned in blue robes, laced with magical Mithril runes at the extremities. Each of The First faces the other, feet apart, and with two hands on a staff planted before them.

The Diviners then bring the Grace of Arvandar to the Ritual and Hallow the sacred ritual with Divine prayer. And behind each of The First are gathered The Many Second, who are in triangular formation, with the apex facing The First. Thence, beyond The Second are The Ranks of The Third, sometimes thousands of them, who bring their solidarity to the Casting.

And so the Casting begins, with The First summoning magical power, in ever-spiraling waves of energy. And so song is bound to magic and Elvish Verse unlocks the Power of The Weave as radiant power explodes into the night in corruscations of blue fire and expanding blue spheres of magical power. These innundate The Second and The Third in rapid succession and the Elven Peoples amplify the Power and reflect it back to The First. Deeply attuned to each other and immersed in The Weave, they are both magical conduit and magical form. They are immersed in the very substance of magic and through it, the Elven Spirit gathers The Weave and they Shape it and Form it, pouring forth Lore and Might, inspired by their Essence.

And so, the Casting continues all through the night as Chorus and Magic intermingle. Immersed in The Weave and towards the approaching dawn. Under great strain and in great peril, for The First must not falter. The Elven Peoples are vulnerable and exalted, magestic and humble, vast and tiny. And when the first ray of morning light crosses the horizon, The First must manifest the Mythal. And with a mighty exertion, The Mythal may come into existence as the Elven Song is forever echoed in the Mythal, so that memory of The Casting may be recalled by those who would hear it.....

Mechanics and EHM

The individualised spells for the Mythal Functions. I've hinted at some new and some recycled Epic Level Seeds as a basis for such Epic Spells as follows:

threat: Elven solidarity is increased when they are threatened. Great Mythals of Defence, Fortification and possible Imprisonment of Abominations and fathomless sentient Elf Banes
grief: for Great Monuments of Grieving and Lamentation
exaltation: for Awe-inspired Moments of Divinity or Exaltation of Arvandar on Toril
healing: for mending the Great Ruinations of the earth
transformation: for correcting ruined Mythals formed in Mystryl's Weave. Such Mythals may be altered and at great risk, possibly reattuned to Mystra's Weave
sanctuary: for Impregnable Respite from Suffering, where those Elves who seek Healing, may be granted access, after great Gifts of Service. 'Tis said that all ills may find Ease for those who suffer
enlightenment: for Hallowed Attunement with Arvandor on earth. The Highest Ideal of Elvendom, where, like days of old, Evereska and Evermeet shone with the Radiance of the Beyond in Eternal Beauty.

The Epic Spell seeds also act as a basis for The Stillness. In the Moments Before The Burdon of Forgiveness, the Elves may share in a collective Epipheny, which brings them to The Stillness. When the hosts of the Elves come to sudden realisation of some event of Epic proportions, they may be transported partially into the Otherworld of Arvandaar for Guideance and Solice. Whence they return, The First may prepare their Magics, as part of their Burdon of Forgiveness, lasting 40 days and nights.....
Dyne

11-10-04, 01:49 AM
yes, I do. *grins*

Cutting Rules for Elven High Magic.

WARNING, the next post is LONG.

regards
stav

This foundation should be renamed the Elven High Magic Foundation. Then I'd really join (mainly because it's ELVEN). Nice work Sil. I'll read through it indepth when I'm not so tired.
Silmarien Aldalome

11-10-04, 07:05 AM
Thanx Dyne

@ Poster - if there is *one* portion I want you to read from two posts up, it's *this*

Casting Guidelines for Elven High Magic Rituals

Elven High Magic Rituals are rare events for the Elvish nations, provoked by dire need or inspired by mysterious purpose. Despite their rarity, they are, nonetheless deeply ingrained into Elvish culture and several Lore Tomes exist in Libraries of the oldest Elven lands that record Mythal Castings.

After The Stillness and Burden of Forgiveness, the Elven High Mages will gather and cast The Summoning, which brings Tel'Quessir to the site that has been Hallowed and prepared by the Elven Diviners. When the midnight hour is upon the lands, those who have partaken in the Burdon of Forgiveness will convene usually in a place of great natural beauty.

At the centre of the Casting, stands the First of the Elven High Mages, adorned in blue robes, laced with magical Mithril runes at the extremities. Each of The First faces the other, feet apart, and with two hands on a staff planted before them.

The Diviners then bring the Grace of Arvandar to the Ritual and Hallow the sacred ritual with Divine prayer. And behind each of The First are gathered The Many Second, who are in triangular formation, with the apex facing The First. Thence, beyond The Second are The Ranks of The Third, sometimes thousands of them, who bring their solidarity to the Casting.

And so the Casting begins, with The First summoning magical power, in ever-spiraling waves of energy. And so song is bound to magic and Elvish Verse unlocks the Power of The Weave as radiant power explodes into the night in corruscations of blue fire and expanding blue spheres of magical power. These innundate The Second and The Third in rapid succession and the Elven Peoples amplify the Power and reflect it back to The First. Deeply attuned to each other and immersed in The Weave, they are both magical conduit and magical form. They are immersed in the very substance of magic and through it, the Elven Spirit gathers The Weave and they Shape it and Form it, pouring forth Lore and Might, inspired by their Essence.

And so, the Casting continues all through the night as Chorus and Magic intermingle. Immersed in The Weave and towards the approaching dawn. Under great strain and in great peril, for The First must not falter. The Elven Peoples are vulnerable and exalted, magestic and humble, vast and tiny. And when the first ray of morning light crosses the horizon, The First must manifest the Mythal. And with a mighty exertion, The Mythal may come into existence as the Elven Song is forever echoed in the Mythal, so that memory of The Casting may be recalled by those who would hear it.....

Mechanics and EHM

The individualised spells for the Mythal Functions. I've hinted at some new and some recycled Epic Level Seeds as a basis for such Epic Spells as follows:

threat: Elven solidarity is increased when they are threatened. Great Mythals of Defence, Fortification and possible Imprisonment of Abominations and fathomless sentient Elf Banes
grief: for Great Monuments of Grieving and Lamentation
exaltation: for Awe-inspired Moments of Divinity or Exaltation of Arvandar on Toril
healing: for mending the Great Ruinations of the earth
transformation: for correcting ruined Mythals formed in Mystryl's Weave. Such Mythals may be altered and at great risk, possibly reattuned to Mystra's Weave
sanctuary: for Impregnable Respite from Suffering, where those Elves who seek Healing, may be granted access, after great Gifts of Service. 'Tis said that all ills may find Ease for those who suffer
enlightenment: for Hallowed Attunement with Arvandor on earth. The Highest Ideal of Elvendom, where, like days of old, Evereska and Evermeet shone with the Radiance of the Beyond in Eternal Beauty.

The Epic Spell seeds also act as a basis for The Stillness. In the Moments Before The Burdon of Forgiveness, the Elves may share in a collective Epipheny, which brings them to The Stillness. When the hosts of the Elves come to sudden realisation of some event of Epic proportions, they may be transported partially into the Otherworld of Arvandaar for Guideance and Solice. Whence they return, The First may prepare their Magics, as part of their Burdon of Forgiveness, lasting 40 days and nights.....
MythMage

09-09-05, 11:46 PM
I've been wondering why the foundations never popped up again after the boards were revamped! I just never thought to look outside the D&D boards. After all, that's practically the only place they ever popped up before.

I'd say I'll join, but I never really left. If you'll look at my sig, you may notice that my old membership number from the original thread has been sitting there since before the threads were revamped. I'm so glad I found it again!
thasis

09-10-05, 12:29 AM
Mmmm, this guild realy needs a kick and needs to... regather.