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| #1CoolplayerMay 24, 2010 18:45:34 | Recently in a game I'm running, the characters were in an ancient tomb where a mythal was raised. Now I know the mythals stats but the wizard in the group wants to examine it and rp it out. I was wondering what kind of checks he'd have to make (and the DC's) to determine certain things about the mythal. I don't think it talks about this in the magic of faerun or the lost empires books. Any help/advice would be appreciated. |
| #2The_SilverswordMay 24, 2010 20:24:23 | I'd check out the Cormanthyr: Empire of Elves in the previous editions downloads: www.wizards.com/default.asp?x=dnd/dnd/do... some interesting stuff in there on Mythals. As for what checks to make, Arcane definitely, and possibly History. Insight is another one I could see using as well, and Perception. Posibly Nature or Religion as well depending on the nature of the Mythal. Possibly an Endurance check in there too if the PC is spending alot of time checking out the Mythal or Meditating and trying to commune with the Mythal. As for DCs, Creating a Mythal is truly an epic undertaking, so I would put them up there, possibly around 30 maybe even higher. I guess it really depends on what the character is trying to do, if theyre just trying to get a feel for it, then id tone the DCs down some. If theyer trying to tap into the Mythal or perhaps disable it or modify it, I would definitely set some higher DCs. |
| #3CoolplayerMay 24, 2010 20:52:52 | He's actually going to see if he can somehow move it or find a way to move it is his plan. |
| #4The_SilverswordMay 24, 2010 21:13:37 | He's actually going to see if he can somehow move it or find a way to move it is his plan. Yeah I would say that would be a massive undertaking. I would definitely put that on the Nigh Impossible scale, although if he had a group of mages working with him, preferably some Elven High mages, that might improve the chances somewhat. |
| #5ScrivenerofDoomMay 30, 2010 8:12:12 | He's actually going to see if he can somehow move it or find a way to move it is his plan. You're playing 3.5E, right? If so, I would suggest that moving a mythal is an Epic spell. Start with the raise mythal Epic spell described in one of the sourcebooks and then reduce some of the requirements to make it a little bit easier. As an Epic spell, the value of the components and the necessary skill check DCs will be calculated as a by-product of the Epic spell creation. If you're playing 4E, I would go with a Level 30, complexity five, Skill Challenge with Arcana as the primary skill and Endurance, History, Insight and Religion (for followers of Corellon or Selune) as secondary skills. The price for failure would be loss of all healing surges and/or loss of spellcasting ability for a period of time (OK, the latter is not very 4E-ish but there should be real consequences for stuffing up when you're trying to move a mythal). |
| #6JorunhastMay 30, 2010 9:52:23 | From a theoretical point of view, I wouldn't worry so much about how the PC undertakes the project of moving the mythal but more about what powers would be lost. Historically, Netherese Mythallars moved around all the time, they were just attached to their floating (inverted) chunk of mountain. They were tied to their foating city in a sense, but the whole city could fly around. Mythals of the original Elvish variety were set to protect a small region (city, valley, whatever), and their protective spells were often tied directly to specific land features. If a being crossed over a bridge leading into the city, then effects A and B would happen; or within 100 yards, there might be a power to repel undead or demons. Things like that. It might be moderately difficult to move the boulder, stone, or statue (whatever the mythal actually happens to be), but once moved many of the powers would not function as they're tied to that specific region. If the stone is 100 miles away, maybe a few original powers would work but it's not going to have those bridges in range and so those powers are simply "off" in a sense. Also, there may be ancient wards on the mythal that call out to an old Elvish family of protectors. The Elves may have abandoned the site of the mythal due to an old war, but because the mythal itself may have required the sacrifice of an elven mage in their family line - well, the silent alarm is triggered and now the whole family comes after the PC to reclaim their mythal (and their great-great-grandparent). Or, perhaps the mythal in question had a few powers that served to bind a demon that could not otherwise be defeated. Once the mythal is moved, those powers can't function and the demon wriggles out of its ancient prison. |
| #7suin_bahhar_02May 30, 2010 13:18:57 | I believe I've seen it mentioned somewhere that the ancient Aryvandaarians managed to use Mythal magic when marching their armies across Fearun. These where experimental mobile mythals that protected whole armies in blankets of spellwards. I think its unwise to let a single arcane user achieve what used to take a whole coven of high mages, so have the player gather his allies in an epic intrigue laden session and than contemplate what happens if he eventually succeeds. |