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    Andion Isurand's Avatar

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    Default Re: Ioulaum's Imbue Mythallar [Reverse Engineered]

    Something you forgot to list, and you were off on the calculation of the final DC by just a little bit.

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    Ioulaum's Imbue Mythallar

    Evocation
    Spellcraft DC: 42
    Components: V, S, XP
    Casting Time: 50 days, 20 minutes (8/day)
    Range: 30ft.
    Area: 1 mile diameter (5280ft.)
    Duration: Permanent
    Saving Throw: None
    Spell Resistance: No

    To Develop: 423,000gp; 9 days; 16,920xp, Seeds: Mythal (DC 25), Factors: Major Prevolent Power: Items created under Mythal's effects have no XP cost, but function only within its bounds (50,000gp) (+50 DC), Increase area by 5,180% (+207 DC), Mitigating Factors: Capstone (-20 DC), +10 minute casting time (-20 DC), +100 day casting time (-200 DC)

    It is unknown how Ioulaum originally created his Mythallar some believe that Mystryl sent the visions of its design down to him as he slept one dark night while others believe that Ioulaum managed to attain a level of divinity and that his divine power allowed him to create this item. The origin of this creation process is still up to speculated to this very day...

    The act of casting this spell resembles more along the lines of Item creation rather then actual spellcasting. Its function was a simple one—it converted raw magic from the Weave and sent that power throughout an enclave to provide the magical energies required for the continued operation of quasimagical items. Every enclave contained at least one mythallar-especially since the mythallar was absolutely necessary to keep the city afloat.

    The mythallar had an effective range of one mile. Therefore, if an enclave was larger than one mile in diameter, it had to have more than one mythallar.

    When a quasimagical device was within the effect of the mythallar, it gained the ability to use the magical powers that had been imbued into it. Outside the area‚ quasimagical devices ceased to function as magical devices.


    If you want to add a prevalent spell to the mythal in the case of the shade mythallar... you could base it on this, or just cast this seperately.

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    Skyrift
    Illusion (Shadow)
    Level: Sorcerer/Wizard 9
    Components: V, S, M, F, XP
    Casting Time: 1 hour
    Range: Touch
    Area: One mile radius
    Duration: Permanent
    Saving Throw: None
    Spell Resistance: No

    Skyrift cloaks a large circular region with a radius of one mile in eternal night. The focal point of this region must be an obsidian stele of at least 10 feet in height carved with arcane runes by the caster. Once the spell is cast, the sun never seems to rise in the region. The affected area is either dark or lit with shadowy light, depending on the conditions outside. For example, the area has shadowy light when the sun is up on a clear day. Artificial light sources work normally within the affected area. Creatures and magical effects that rely upon night to work can function at all times in an area that a skyrift cloaks. Likewise, beings and objects that sunlight harms can exist with comfort anywhere in a skyrift at any time of day.

    This spell may be cast in outdoor areas only, although its area can contain structures provided they are wholly within the area affected. Viewed from outside, a region blanketed under a skyrift seems to be dark and gloomy, as if on an overcast day late in the afternoon.

    Material Component: A scepter of onyx and obsidian worth no less than 5,000 gp which must be broken upon the face of the spell's focus.

    Focus: An obsidian stele. Preparing the stele takes one week and costs 2,500 gp.

    XP Cost: 500 XP.

    Source: http://www.wizards.com/default.asp?x=dnd/fw/20050114a
    Last edited by Andion Isurand; 2012-12-13 at 03:30 PM.