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Thread: New Realm Spell
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06-19-1998, 07:41 AM #1darkstarGuest
New Realm Spell
Here is a new (and very powerful) realm spell I have created. It is sort
of a magical version of an atomic bomd so I wouldn't suggest that giving
it out to everyone would be suitible. The gods may know it though, and
some Dragons.
Mebhaighl Chaos
School: Alteration, Necromancy.
Regency: 10 RP / population level Req'd Source: 2
Gold: 5 GB Caster Level: 20+ (or Dragon)
Duration: 1 Year
This ancient spell is one that is whispered about wizards. Some think it
a legend, or a myth, while others search for ways to duplicate its
effects, so far with little success. The spell Death Plague was created
by an Elven wizard who was attempting to research this spell, and even
its deadly effects are nothing compared to Mebhaighl Chaos.
The spell was created many millennia ago by the Dragon sorcerer
Morkrashin who plagued northern Aduria before even Elves walked on
Aebrynis. So powerful was he that even now he is known, if only in
legends. For Morkrashin was also the creator of the evil Skissshar race
who dwell in the deserts of Northern Aduria, between the Empire and
Cerilia. It was this race that has carried his memory into the modern
age, and the Skissshar worship the Dragon as a god, and pray for the day
he will return to lead them into battle once more.
In the ruins of ancient Giant villages can also be found mention of the
Dragon, and of the effects this spell had on the regions where it was
cast.
In one old ruin was found a mural that depicts the battle between the
Giants and the Dragon and it continues to show what happened to those
effected by what the Giants called the Breath of Morkrashin.
The spell effects the very nature of Mebhaighl itself, making the land
poisonous to Humans and other intelligent creatures. It is as though the
land rejects the presence of intelligent beings, and should they remain
in the province then they will die a few days after it is cast. As long
as there is a level 2 source (which can not be powered by a ley line) in
the province then it can be cast anywhere, and it will kill every being
with an intelligence over 2, starting with the most intelligent. Only
the caster is immune to its effects.
Any being with an intelligence of 20 or more will die instantly and
those with lower intelligence will survive for one day for each point of
intelligence below 20. So a person with an intelligence of 5 will live
for fifteen days. If however the effected person leaves the province
before they die they will recover, although the person will require one
week complete bed rest for each day they spent in the province. There is
no known way of preventing the spells effect, for although the spell
itself is magical the effects are caused by the natural Mebhaighl, and
not the spell itself. The spell merely alters the nature of the
Mebhaighl for a year or so.
The spell works by altering the Mebhaighl to tune it into the brainwaves
of the caster, and the caster only. As each person is unique then the
land itself turns against any intelligent being that does not match the
casters thoughts, which is every other being in the province. The air
become poisonous to those effected, as does everything they eat and
drink in the province. As Mebhaighl flows through every living thing in
the province then there is no way to escape. Those effected must leave
or die.
In game term consider the effects of the spell as a poison that will
kill everyone in number of day derived from their intelligence (Days =
20 - Int). The population level of the province is reduced to 0, so a
3/4 province would be reduced to a 0/4 province in the space of eighteen
days at the most. There are no limits on the number of people who are
killed, if any army units are also present in the province then they
will also be destroyed.
As for the province itself there is little effect, apart for the removal
of all the intelligent creatures. Animals and plants are not effected by
this spell as they are considered part of the province's natural
environment.
This spell can not be cast unless the caster actually has a level 2
source in the province. A level 0 source and a ley line is not enough,
it must be an actually physical source. It can also not be cast if
another spell is currently being powered by the provinces Mebhaighl. For
example if a warding spell was in effect then it could not be activated.
Once the spell has been cast then it can not be stopped. A dispel realm
magic spell cast after the Mebhaighl Chaos spell has not effect at all,
as the spell itself is instantaneous, and only its effects last for the
next year.
The material component of this spell is 5 GB worth of crushed sapphire
that must be mixed with the sap of a tree and various other ingredients.
The mixture is then spread on the physical manifestation of the source
holding that is to power the spell.
- --
Ian Hoskins
e-Mail: hoss@box.net.au
Homepage: http://darkstar.cyberserv.com
ICQ: 2938300
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06-19-1998, 03:44 PM #2veryfastperson@juno.comGuest
New Realm Spell
Great spell! i like it alot! one question though... it says that plants
and animals are unaffected by this spell, as they are part of the natual
environment - but what about elves?? they live in complete harmony with
nature, so would they too be affected?
other then that, i like it very much - although i doubt as a DM i'd ever
give it to a PC, and as a PC, i doubt my DM would ever give let me
research it (succesfully:)
Another great work darkstar!
Thanks,
Erik
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06-19-1998, 04:09 PM #3darkstarGuest
New Realm Spell
Erik M Samhammer wrote:
>
> Great spell! i like it alot! one question though... it says that plants
> and animals are unaffected by this spell, as they are part of the natual
> environment - but what about elves?? they live in complete harmony with
> nature, so would they too be affected?
A good question, will have to think about that one. For the moment I
would have to say yes as the spell was developed before they even
existed and was designed by Morkrashin to kill his Dragon and Giant
enemies.
> other then that, i like it very much - although i doubt as a DM i'd ever
> give it to a PC, and as a PC, i doubt my DM would ever give let me
> research it (succesfully:)
I designed it not to be a PC spell, but rather one the Gods and maybe
some of the surviving Dragons could use. It is part of a series of realm
spells I designed while I was watching TV a couple of days ago. The
others are.
Mebhaighl Surge: Deactivates all leylines and source in a province.
(realm spell)
Mebhaighl Cloak: Turns wizard into Mebhaighl (well sort of anyway).
Mebhaighl Flight: Allows the wizard to travel through a province without
being detected or injured in anyway.
Mebhaighl Strike: Cast multible lightning bolts to protect source.
(standard spells)
As soon as I get the time I will write them up properly and send them
out to the list.
- --
Ian Hoskins
e-Mail: hoss@box.net.au
Homepage: http://darkstar.cyberserv.com
ICQ: 2938300
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06-19-1998, 04:52 PM #4Tommy Ashton IIGuest
New Realm Spell
At 01:39 AM 6/20/98 +0930, you wrote:
>Erik M Samhammer wrote:
>>
>> Great spell! i like it alot! one question though... it says that plants
>> and animals are unaffected by this spell, as they are part of the natual
>> environment - but what about elves?? they live in complete harmony with
>> nature, so would they too be affected?
>
>A good question, will have to think about that one. For the moment I
>would have to say yes as the spell was developed before they even
>existed and was designed by Morkrashin to kill his Dragon and Giant
>enemies.
>
darkstar wrote:
"The spell works by altering the Mebhaighl to tune it into the brainwaves
of the caster, and the caster only. As each person is unique then the
land itself turns against any intelligent being that does not match the
casters thoughts, which is every other being in the province. The air
become poisonous to those effected, as does everything they eat and
drink in the province. As Mebhaighl flows through every living thing in
the province then there is no way to escape. Those effected must leave
or die."
I would think that animals, including elves would be affected do to their
use of brainwaves. I would think that plants and maybe extremely low
developed animals (insects) might have nervous systems to alien for the
spell to work on.
>
>I designed it not to be a PC spell, but rather one the Gods and maybe
>some of the surviving Dragons could use. It is part of a series of realm
>spells I designed while I was watching TV a couple of days ago. The
>others are.
>
>
God help us if you ever watch the Manhatten Project.
:)
T
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06-19-1998, 11:52 PM #5Mark A VandermeulenGuest
New Realm Spell
On Sat, 20 Jun 1998, darkstar wrote:
> I designed it not to be a PC spell, but rather one the Gods and maybe
> some of the surviving Dragons could use. It is part of a series of realm
> spells I designed while I was watching TV a couple of days ago. The
> others are.
Wow. What show were you watching, and can I get a videotape?
:)
Mark VanderMeulen
vander+@pitt.edu
> Mebhaighl Surge: Deactivates all leylines and source in a province.
> (realm spell)
>
> Mebhaighl Cloak: Turns wizard into Mebhaighl (well sort of anyway).
> Mebhaighl Flight: Allows the wizard to travel through a province without
> being detected or injured in anyway.
> Mebhaighl Strike: Cast multible lightning bolts to protect source.
> (standard spells)
>
> As soon as I get the time I will write them up properly and send them
> out to the list.
>
> --
> Ian Hoskins
>
> e-Mail: hoss@box.net.au
> Homepage: http://darkstar.cyberserv.com
> ICQ: 2938300
> ************************************************** *************************
> > 'unsubscribe birthright' as the body of the message.
>
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