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<blockquote data-quote="Edena_of_Neith" data-source="post: 2462531" data-attributes="member: 2020"><p><strong>Conjecturals on 11th level magic: Escape Ravenloft, Ioulaum's Longevity</strong></p><p></p><p>ESCAPE RAVENLOFT (Abjuration, Alteration) 3rd Edition</p><p> 11TH LEVEL</p><p> Range: Short (30 yards)</p><p> Components: (silent act of will)</p><p> Duration: Permanent</p><p> Casting Time: 1 full round</p><p> Area of Effect: Self and one person per 5 spellcasting levels</p><p> Saving Throw: None</p><p></p><p> This is a conjectural spell, and you will not find it in any rulebook, official or unofficial.</p><p></p><p> This spell, being 11th level, allows the archwizard and her party to escape Ravenloft.</p><p> Yes, I just did say that. I actually said that. I did. I said: Use a magical spell to escape Ravenloft.</p><p> I could say equally interesting things, but I doubt I would be correct about them: the sun is about to go poof and disappear, the man on the moon is about to come alive and eat the Earth, the Daleks are coming, the stars are truly reflections of car lights, or I am going to become Mr. Universe tomorrow. Or, in game, I could assure you that the kender would become Heads of the Conclave on Krynn, the Scarlet Brotherhood and the Baklunish would make up and establish a common nation under altruistic democracy, or that Khelben Arunsun Blackstaff has a secret plan to let Halaster take over Waterdeep, so he can use all of the people of the city for his experiments.</p><p> Yes, I could say such things. None of them would be true. But, also, NONE of these statements are any less reasonable than saying: I shall now use a spell to escape Ravenloft.</p><p></p><p> There are three orders of magnitude in D&D:</p><p></p><p> It can't be done without a Wish.</p><p> It can't be done without an artifact, relic, or divine intervention.</p><p> It is not possible in the D&D multiverse, period. </p><p></p><p> Escaping Ravenloft falls into the third category, and even the Avatars of the deities cannot escape Ravenloft should they be caught there.</p><p> But then again, Crystal Spheres cannot be breached either. Yet Proctiv's Breach Crystal Sphere worked and breached Crystal Spheres, so go figure. If the UTTERLY IMPOSSIBLE is possible with 11th level spells, then ... well ... escape from Ravenloft is possible with 11th level magic. What else is there to say?!</p><p> Thus, the spell Escape from Ravenloft.</p><p></p><p> Escaping from Ravenloft in this way has it's problems:</p><p></p><p> The Mists may take exception to the escape, and decide to pursue the archwizard. In this case, the archwizard had better have a truly safe hidey-hole somewhere in the multiverse, for there are very few places where the Mists cannot go (and, if the archwizard is entrapped a second time, the Mists will make SURE there is no second escape.)</p><p></p><p> The Mists may release someone or something else as a messenger to the archwizard, bearing the following message: Archwizard, your powers were sufficient to help many, many benighted souls in Ravenloft. However, when you had the chance to save them, you chose to abandon them to their fate, to save yourself. With this deed, you have sentenced countless souls to eternal torment and suffering. The Mists would bless you for this, but since that cannot be they choose to merely express their heartfelt desire that the deities of your world properly reward * your * soul for your kindly and altruistic deeds. But if you feel your deeds are not sufficiently noble and lofty, then the helpless of Ravenloft await your return. </p><p></p><p> If the caster is 35th level as an arcane spellcaster when she is pulled into Ravenloft, and had Escape from Ravenloft ready, then there isn't much of a problem in leaving. </p><p> But otherwise, there is a problem, because she must research and create the Escape Ravenloft spell IN Ravenloft, and that simply may not be possible.</p><p> If the archwizard is not 35th level, she must achieve 35th level IN Ravenloft, THEN learn how to use 11th level magic IN Ravenloft, and then research and create Escape from Ravenloft IN Ravenloft.</p><p> All she needs to do is avoid the notice of the Dark Powers, the Darklords, and anything and everything else attracted to magic and it's use (and in Ravenloft, ANY use of magic is dangerous and tends to attract notice!), and of course an 11th level spell is as subtle as a hydrogen bomb, as far as attracting the attention of just about everything in the Demiplane of Dread.</p><p></p><p> That is to say, it IS possible for the archwizard to gain the levels, research the magic, and create the spell, and leave - all the while being subtle and escaping notice, but it will be about as easy as sneaking a fully loaded 100 car freight train through your local police station and city hall during the middle of the day, during a frenetically busy workweek.</p><p></p><p> There is a version of this spell that will always work. It is unfortunate that it will work, but that is, as it is.</p><p> The variant version is: Escape from Earth (of the Masque of the Red Death setting.)</p><p> This 11th level spell, were it (somehow, theoretically ... it's never been done ... we hope that, at least) developed on the Earth of the Masque of the Red Death setting, would automatically allow the archwizard to Worldwalk to anywhere else in the Multiverse.</p><p> Thus, the archwizard could transport to, say, Oerth, Toril, or Krynn. She would arrive exactly where she intended to travel to, such as Greyhawk City, Waterdeep, or Palanthus.</p><p></p><p> There is one minor problem with this: The Red Death goes along for the ride. Just as it was spread throughout Earth by those infected by it, so now it gains access to a whole new, unspoiled world, with plenty of magic and magic-using people and beings to devour.</p><p></p><p> If the world in question has deities, they will try to save their world by blocking the archwizard and sending her back to the Earth of the Red Death setting, before she ever arrives on their world. Unfortunately, this will not work, although the deities do not know this: the Red Death corrupted and dispelled/destroyed the deities of Earth, so it is all too likely the Red Death would be able to - upon contact with Beory or Paladine or Mystryl - immediately insinuate itself inexorably (no saving throw, no spell resistance, no nothing) in the deity, there to remain indefinitely, there to ultimately corrupt and destroy that deity ... and the world that Deity is in.</p><p> Thus, even though the archwizard is sent back, the Red Death stays and begins the destruction of another helpless world. The world in question likely has no knowledge of this terrible enemy, no defense against it's onslaught, and no reasonable hope of saving itself. </p><p> Those fleeing from this infected world to another will merely take the Red Death with them, so it can spread throughout the D&D Multiverse, devouring each and every world in it's turn. Even Sigil is not immune: the Lady of Pain would be corrupted in the end by the Red Death.</p><p></p><p> A knowledgable archwizard capable of 11th level magic COULD divest/disinfect herself of the Red Death before leaving Earth, through the use of an 11th level spell. Eleventh level magic IS powerful enough to cast aside even the infection of the Red Death (and deities could divest themselves of the infection, if they only knew they WERE infected, in time ... before the infection became so profound that no magic could stop it, as happened on Earth.)</p><p> So, if such a spell was cast first, and immediately afterwards the decontaminated archwizard left Earth, she would arrive on Toril safely. Mystryl might or might not attempt to kill her outright (along with all the other deities of Toril) when she/they learned of the horrific risk she took in returning to Toril. Yes, she arrived free of the Red Death, and yes the deities of Toril now know of the menace and are thankful to her for relating it to them.</p><p> BUT ...</p><p> Who was she, to so risk everyone and everything in Realmspace, hoping her 11th level decontamination would work, so that she would be ok herself? What right did she have, they would argue, to save herself at such risk to everyone else? And they would probably say: no right at all, and a profound punishment is due to the archwizard.</p><p></p><p> Some extremely magically advanced races, like the taraakians, are aware of the Red Death and have effective 11th level defenses against it, to protect themselves and those they Defend. As a matter of fact, they give actual battle to the Red Death, driving it back from worlds it seeks to devour, freeing the magic of those worlds from it's corruptive influence.</p><p> But the taraakians had countless millennia in which to build their wisdom, along with their magical strength. The archwizards of Netheril on Toril have shown themselves a wee bit less wise and a wee bit more hasty.</p><p></p><p> One must wonder ...</p><p></p><p> The Red Death infected Earth around the time of the Fall of Netheril, and Mystra then banning 11th level magic from Realmspace.</p><p> One must wonder if Mystra somehow knew of the Red Death, knew of the near catastrophe of the Netherese discovering Earth and bringing the Red Death to Toril, and wishes to prevent such a thing from happening now? ...</p><p></p><p> -</p><p></p><p> IOULAUM'S LONGEVITY</p><p> 11TH LEVEL</p><p></p><p> Ioulaum of Netheril's supreme spell was Ioulaum's Longevity.</p><p> The details of this spell are not available, but it runs something like this:</p><p></p><p> This spell renders the caster (or one willing person touched ... unwilling persons may not benefit from this spell) immediately and permanently in the prime of youth, both physically and mentally. The person can choose to appear 12, 15, 18, 21, 24, 28, or even 32 in human terms, or anywhere in that range, but not younger or older. Psychology varies from 14 to 26, depending on the age of the form chosen, but never varies beyond the parameters of those ages. </p><p> The caster now has a life expectancy of Infinity. No form of aging, normal or magical, can affect her. Chronomancy ages her in vain, for any part of infinity, is infinitely minute. Spells like Haste that might cause aging have no effect on her (she could cast Haste and Permanency, using the old 2nd edition rules for Haste, and she would not age. She could cast a spell with a thousand times the aging effect of Haste and make it permanent, and there would be no effect. She could cast a spell with a MILLION TIMES the aging effect of Haste, and it would have no effect on her.)</p><p> Likewise, the caster remains Youthful At Heart, so to speak. The mentality of a teen-ager or young adult is retained forever. No amount of burden, no amount of the weight of life, no amount of grim experience or horrible encounters with fate, will change her mentality. She, simply put, cannot be made Old At Heart, by any known means. The magic of the spell keeps her mind youthful, regardless of everything.</p><p></p><p> No spell or psionic effect, or spell-like effect or innate power, of 11th level or less, can reverse or end the effects of Ioulaum's Longevity. Period. </p><p> Artifacts and relics, the Silver Fire of the Chosen of Mystra, and even the direct action of the Avatars of Greater Gods cannot break this spell. This spell confers youth for all eternity, and that's that.</p><p> Well, ok, there are SOME things that could break Ioulaum's Longevity. LOL. Nothing is invincible totally. 12th level spells could break it. If the character travelled to the Home Plane of a Deity (Lesser Deity or more powerful), and the Deity directly intervened personally - in her full might, bringing her physical presense to bear, on her Home Plane - the spell could be broken.</p><p> No Dispel Magic or the like will break this spell. Dispel Magic at 10th and 11th level will not break this spell. No Epic Level Dispel Magic has ever been invented that could break this spell.</p><p></p><p> This spell has a minor problem: the caster herself cannot dispel it (by any means, even 12th level magic.) Once the decision is made to cast this spell upon herself the choice is made, and can never be taken back while Time itself endures. The spell is, literally, forever.</p><p> If the caster tires of life, that is too bad. Getting oneself killed is one way out of this spell, but those who have had this spell cast upon them somehow always get Resurrected. Repeatedly. And when their Constitution scores (or the equivalent in 3E) run low, someone is always there to throw a Wish to raise their Constitution back up.</p><p> It is not known if the Gods are involved in this, or fate, or just incredible coincidence (after all, back in the Arcane Age Resurrection and Wishes were trivial spells!) but ... that is how it has always worked out.</p><p> Thus, the decision to live is a rather permanent one. If death is somehow seen as a relief or a gateway to another life, then neither relief nor door are available to the spellcaster. She must abide by the spell, and continue to live ... and go on living ... for eternity.</p></blockquote><p></p>
[QUOTE="Edena_of_Neith, post: 2462531, member: 2020"] [b]Conjecturals on 11th level magic: Escape Ravenloft, Ioulaum's Longevity[/b] ESCAPE RAVENLOFT (Abjuration, Alteration) 3rd Edition 11TH LEVEL Range: Short (30 yards) Components: (silent act of will) Duration: Permanent Casting Time: 1 full round Area of Effect: Self and one person per 5 spellcasting levels Saving Throw: None This is a conjectural spell, and you will not find it in any rulebook, official or unofficial. This spell, being 11th level, allows the archwizard and her party to escape Ravenloft. Yes, I just did say that. I actually said that. I did. I said: Use a magical spell to escape Ravenloft. I could say equally interesting things, but I doubt I would be correct about them: the sun is about to go poof and disappear, the man on the moon is about to come alive and eat the Earth, the Daleks are coming, the stars are truly reflections of car lights, or I am going to become Mr. Universe tomorrow. Or, in game, I could assure you that the kender would become Heads of the Conclave on Krynn, the Scarlet Brotherhood and the Baklunish would make up and establish a common nation under altruistic democracy, or that Khelben Arunsun Blackstaff has a secret plan to let Halaster take over Waterdeep, so he can use all of the people of the city for his experiments. Yes, I could say such things. None of them would be true. But, also, NONE of these statements are any less reasonable than saying: I shall now use a spell to escape Ravenloft. There are three orders of magnitude in D&D: It can't be done without a Wish. It can't be done without an artifact, relic, or divine intervention. It is not possible in the D&D multiverse, period. Escaping Ravenloft falls into the third category, and even the Avatars of the deities cannot escape Ravenloft should they be caught there. But then again, Crystal Spheres cannot be breached either. Yet Proctiv's Breach Crystal Sphere worked and breached Crystal Spheres, so go figure. If the UTTERLY IMPOSSIBLE is possible with 11th level spells, then ... well ... escape from Ravenloft is possible with 11th level magic. What else is there to say?! Thus, the spell Escape from Ravenloft. Escaping from Ravenloft in this way has it's problems: The Mists may take exception to the escape, and decide to pursue the archwizard. In this case, the archwizard had better have a truly safe hidey-hole somewhere in the multiverse, for there are very few places where the Mists cannot go (and, if the archwizard is entrapped a second time, the Mists will make SURE there is no second escape.) The Mists may release someone or something else as a messenger to the archwizard, bearing the following message: Archwizard, your powers were sufficient to help many, many benighted souls in Ravenloft. However, when you had the chance to save them, you chose to abandon them to their fate, to save yourself. With this deed, you have sentenced countless souls to eternal torment and suffering. The Mists would bless you for this, but since that cannot be they choose to merely express their heartfelt desire that the deities of your world properly reward * your * soul for your kindly and altruistic deeds. But if you feel your deeds are not sufficiently noble and lofty, then the helpless of Ravenloft await your return. If the caster is 35th level as an arcane spellcaster when she is pulled into Ravenloft, and had Escape from Ravenloft ready, then there isn't much of a problem in leaving. But otherwise, there is a problem, because she must research and create the Escape Ravenloft spell IN Ravenloft, and that simply may not be possible. If the archwizard is not 35th level, she must achieve 35th level IN Ravenloft, THEN learn how to use 11th level magic IN Ravenloft, and then research and create Escape from Ravenloft IN Ravenloft. All she needs to do is avoid the notice of the Dark Powers, the Darklords, and anything and everything else attracted to magic and it's use (and in Ravenloft, ANY use of magic is dangerous and tends to attract notice!), and of course an 11th level spell is as subtle as a hydrogen bomb, as far as attracting the attention of just about everything in the Demiplane of Dread. That is to say, it IS possible for the archwizard to gain the levels, research the magic, and create the spell, and leave - all the while being subtle and escaping notice, but it will be about as easy as sneaking a fully loaded 100 car freight train through your local police station and city hall during the middle of the day, during a frenetically busy workweek. There is a version of this spell that will always work. It is unfortunate that it will work, but that is, as it is. The variant version is: Escape from Earth (of the Masque of the Red Death setting.) This 11th level spell, were it (somehow, theoretically ... it's never been done ... we hope that, at least) developed on the Earth of the Masque of the Red Death setting, would automatically allow the archwizard to Worldwalk to anywhere else in the Multiverse. Thus, the archwizard could transport to, say, Oerth, Toril, or Krynn. She would arrive exactly where she intended to travel to, such as Greyhawk City, Waterdeep, or Palanthus. There is one minor problem with this: The Red Death goes along for the ride. Just as it was spread throughout Earth by those infected by it, so now it gains access to a whole new, unspoiled world, with plenty of magic and magic-using people and beings to devour. If the world in question has deities, they will try to save their world by blocking the archwizard and sending her back to the Earth of the Red Death setting, before she ever arrives on their world. Unfortunately, this will not work, although the deities do not know this: the Red Death corrupted and dispelled/destroyed the deities of Earth, so it is all too likely the Red Death would be able to - upon contact with Beory or Paladine or Mystryl - immediately insinuate itself inexorably (no saving throw, no spell resistance, no nothing) in the deity, there to remain indefinitely, there to ultimately corrupt and destroy that deity ... and the world that Deity is in. Thus, even though the archwizard is sent back, the Red Death stays and begins the destruction of another helpless world. The world in question likely has no knowledge of this terrible enemy, no defense against it's onslaught, and no reasonable hope of saving itself. Those fleeing from this infected world to another will merely take the Red Death with them, so it can spread throughout the D&D Multiverse, devouring each and every world in it's turn. Even Sigil is not immune: the Lady of Pain would be corrupted in the end by the Red Death. A knowledgable archwizard capable of 11th level magic COULD divest/disinfect herself of the Red Death before leaving Earth, through the use of an 11th level spell. Eleventh level magic IS powerful enough to cast aside even the infection of the Red Death (and deities could divest themselves of the infection, if they only knew they WERE infected, in time ... before the infection became so profound that no magic could stop it, as happened on Earth.) So, if such a spell was cast first, and immediately afterwards the decontaminated archwizard left Earth, she would arrive on Toril safely. Mystryl might or might not attempt to kill her outright (along with all the other deities of Toril) when she/they learned of the horrific risk she took in returning to Toril. Yes, she arrived free of the Red Death, and yes the deities of Toril now know of the menace and are thankful to her for relating it to them. BUT ... Who was she, to so risk everyone and everything in Realmspace, hoping her 11th level decontamination would work, so that she would be ok herself? What right did she have, they would argue, to save herself at such risk to everyone else? And they would probably say: no right at all, and a profound punishment is due to the archwizard. Some extremely magically advanced races, like the taraakians, are aware of the Red Death and have effective 11th level defenses against it, to protect themselves and those they Defend. As a matter of fact, they give actual battle to the Red Death, driving it back from worlds it seeks to devour, freeing the magic of those worlds from it's corruptive influence. But the taraakians had countless millennia in which to build their wisdom, along with their magical strength. The archwizards of Netheril on Toril have shown themselves a wee bit less wise and a wee bit more hasty. One must wonder ... The Red Death infected Earth around the time of the Fall of Netheril, and Mystra then banning 11th level magic from Realmspace. One must wonder if Mystra somehow knew of the Red Death, knew of the near catastrophe of the Netherese discovering Earth and bringing the Red Death to Toril, and wishes to prevent such a thing from happening now? ... - IOULAUM'S LONGEVITY 11TH LEVEL Ioulaum of Netheril's supreme spell was Ioulaum's Longevity. The details of this spell are not available, but it runs something like this: This spell renders the caster (or one willing person touched ... unwilling persons may not benefit from this spell) immediately and permanently in the prime of youth, both physically and mentally. The person can choose to appear 12, 15, 18, 21, 24, 28, or even 32 in human terms, or anywhere in that range, but not younger or older. Psychology varies from 14 to 26, depending on the age of the form chosen, but never varies beyond the parameters of those ages. The caster now has a life expectancy of Infinity. No form of aging, normal or magical, can affect her. Chronomancy ages her in vain, for any part of infinity, is infinitely minute. Spells like Haste that might cause aging have no effect on her (she could cast Haste and Permanency, using the old 2nd edition rules for Haste, and she would not age. She could cast a spell with a thousand times the aging effect of Haste and make it permanent, and there would be no effect. She could cast a spell with a MILLION TIMES the aging effect of Haste, and it would have no effect on her.) Likewise, the caster remains Youthful At Heart, so to speak. The mentality of a teen-ager or young adult is retained forever. No amount of burden, no amount of the weight of life, no amount of grim experience or horrible encounters with fate, will change her mentality. She, simply put, cannot be made Old At Heart, by any known means. The magic of the spell keeps her mind youthful, regardless of everything. No spell or psionic effect, or spell-like effect or innate power, of 11th level or less, can reverse or end the effects of Ioulaum's Longevity. Period. Artifacts and relics, the Silver Fire of the Chosen of Mystra, and even the direct action of the Avatars of Greater Gods cannot break this spell. This spell confers youth for all eternity, and that's that. Well, ok, there are SOME things that could break Ioulaum's Longevity. LOL. Nothing is invincible totally. 12th level spells could break it. If the character travelled to the Home Plane of a Deity (Lesser Deity or more powerful), and the Deity directly intervened personally - in her full might, bringing her physical presense to bear, on her Home Plane - the spell could be broken. No Dispel Magic or the like will break this spell. Dispel Magic at 10th and 11th level will not break this spell. No Epic Level Dispel Magic has ever been invented that could break this spell. This spell has a minor problem: the caster herself cannot dispel it (by any means, even 12th level magic.) Once the decision is made to cast this spell upon herself the choice is made, and can never be taken back while Time itself endures. The spell is, literally, forever. If the caster tires of life, that is too bad. Getting oneself killed is one way out of this spell, but those who have had this spell cast upon them somehow always get Resurrected. Repeatedly. And when their Constitution scores (or the equivalent in 3E) run low, someone is always there to throw a Wish to raise their Constitution back up. It is not known if the Gods are involved in this, or fate, or just incredible coincidence (after all, back in the Arcane Age Resurrection and Wishes were trivial spells!) but ... that is how it has always worked out. Thus, the decision to live is a rather permanent one. If death is somehow seen as a relief or a gateway to another life, then neither relief nor door are available to the spellcaster. She must abide by the spell, and continue to live ... and go on living ... for eternity. [/QUOTE]
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