Undermountain Mythal

Post/Author/DateTimePost
#1

dave_the_DM

Apr 04, 2008 18:25:08
I read somewhere that Undermountain has a limited mythal running.
"Using his magical talents, he (Halaster) turned Undermountain into a quasi-mythal, gaining powerful abilities and immortality within his complex. The drawback, however, was this turned him also completely mad while he was in his dungeon."


What are the effects?

I gather that there is limited scrying and teleporting, but what else.
#2

faraer

Apr 04, 2008 21:50:34
Halaster's barrier spells prevent various kinds of translocation, scrying, and summoning, as described in The Ruins of Undermountain. I wouldn't call it a quasi-mythal -- recent sources seem to call long-term, large-scale magical fields 'mythals' pretty indiscriminately.
#3

old_sage

Apr 05, 2008 3:36:11
Steven Schend once suggested the possibility of a "Mythal-like field--If it's a massive spell-effect field but it's dependent on some focus or it was built by non-elves, you've got a powerful spell-field that's sometimes mistakenly called a mythal. This sort of things is what I dropped around the Imperial Mount of Shoonach to keep all other spells out save necromantic ones (so the emperor could stack the deck in his favor in major ways)."
#4

rinonalyrna_fathomlin

Apr 07, 2008 10:21:17
Halaster's barrier spells prevent various kinds of translocation, scrying, and summoning, as described in The Ruins of Undermountain. I wouldn't call it a quasi-mythal -- recent sources seem to call long-term, large-scale magical fields 'mythals' pretty indiscriminately.

Indeed, I remember when "mythals" were actually not that common.
#5

Stigger

Apr 08, 2008 17:59:17
Technically it has that one floating on top of it that keeps Waterdeep from becoming a very large sinkhole...
#6

lord_karsus

Apr 09, 2008 7:21:43
The term Mythal is too widely applied.
#7

Stigger

Apr 09, 2008 8:06:28
Indeed true. Lost a lot of its significance in 3e.
#8

lord_karsus

Apr 09, 2008 8:22:37
Indeed true. Lost a lot of its significance in 3e.

-A lot of things lost their signifigance in 3e, with the "unification" of rules. Different styles and traditions of magic, most primarily, I think. As a game (D&D) I like it, but as a fan of the setting, I don't.
#9

Stigger

Apr 09, 2008 8:28:50
Only officially... not that I've ever paid much attention to that.
#10

lord_karsus

Apr 09, 2008 8:34:17
-You rebel, you.
#11

Stigger

Apr 09, 2008 8:37:52
Rebel? Nah... individual suits me better. Rebel has such a negative connotation in my mind, unless I'm wearing a safety orange flight suit. ;)
#12

lord_karsus

Apr 09, 2008 8:41:28
-Hey, look at a cross-section of people who were in that Alliance. Thieves, pirates and smugglers, among others. Not exactly the best company to be in. ;)
#13

Stigger

Apr 09, 2008 15:09:19
Idealists as well... which is where I'd probably be when push came to shove. Just don't mention that one to anyone else. ;)
#14

x_knightmare_x

Apr 12, 2008 8:09:13
This has been mentioned in a few other places previously as well, but this comes from the most recent I have seen ("Grand History of the Realms"):

c. –750 DR
An order of powerful Netherese wizards takes up residence amid an excavated section of Melairbode [–1288, –677], in what is now known as the third level of Undermountain. The name of the outpost is lost to time, though some scholars refer to it as the Sargauth Enclave [–339].

–339 DR Year of Sundered Webs
The Sargauth Enclave [–750, 1148] in present-day Undermountain is partially destroyed as a result of Karsus’s Folly, and the Netherese arcanists that survive are twisted into magically potent undead that will become known as the Skulls of Skullport.

From "TSR 11348 - Skullport":

In the time leading up to Netheril's fall, the wizards of the Sargauth Enclave were experimenting on and analyzing the mantle magic of the elves, and they had created a great mantle that encompassed their entire enclave that was similar to a mythal, an elven magical field of great strength that was beyond their ken. The city mantle provided lighting and minor magical protections to its citizens, but primarily it replaced many of the magical supports to the cavernous ceiling.

And from "Expedition To Undermountain" *POSSIBLE SPOILER HERE*:

Although the Mad Mage of Undermountain is dead, many of Halaster's strictures on the exploration of the Underhalls are still in place. While there are many wards protecting the Underhalls, two in particular are of importance to adventurers.

First, Halaster has wrapped Undermountain in a teleport cage. Effectively, this prevents the controlled use of spells and spell-like abilities from the teleportatlon subschool of magic to move users within, into, or out of Undermountain. Portals, however, connnue to work. See Halaster's teleport cage in the appendix (page 219) for further details.

Second, Halaster has enclosed the place in a scrying cage. Effectively, this prevents the use of spells and spell-like abilities from the scrying subschool of magic to scry within, into, or out of Undermountain. It also prevents the use of spells and spell-like abilities from the divination school to peer through solid barriers, such as walls, doors, floors, or ceilings. Sending such spells through keyholes and the like does work. See Halaster's scrying cage in the appendix (page 219) for further details.

The relevant portions of those two spells from the same book:

HALASTER'S TELEPORT CAGE
When this spell is cast within a teleport cage, such translocation spells simply transport all affected creatures and objects to another random location within the teleport cage. For example, if a wizard casts teleport within the confines of Undermountain, the encompassing teleport cage would cause him to appear at another random location within the great dungeon.

When a caster outside the area encompassed by a teleport cage allempts to teleport into it, this spell redirects his destination to another random location reachable by the spell. For example, if a 9th-level wizard in the city above attempted to teleport into the depths of Undermountain, the encompassing teleport cage would cause him to appear at another random location with in 900 miles of the place where he cast the spell.

HALASTER'S SCRYING CAGE
When this spell is cast within, into, or our of a scrying cage, divination (scrying) spells simply fail to work and the spell is wasted. Other divination spells cannot bypass any continuous physical barrier, such as a wall, ceiling or floor. Such spells can pass through any aperture, even one as small as a keyhole.

So, I guess the "mythal"-type powers are actually the remnants of an ancient Netherese Mythallar of sorts that the Mad Mage altered to his needs.