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<blockquote data-quote="Cevalic" data-source="post: 1659" data-attributes="member: 171"><p>Taking a break from the current state of the forest (the drow should be up by the end of the weekend), I figured I'd tell you guys about something I've been working on to add my game world. I started using it last week, even though there are a few things that I have to work out.</p><p>Magical Places</p><p></p><p>There are places in the world where the very earth radiates magic. These places come in every shape and form, from the grove in the forest to the highest mountain peak.</p><p></p><p>Magical places, also called vortices by the natives of the world are created by two methods. The first (called Blessed vortices) occur when a god walks the on the ground, the ground that they touch becomes enchanted just from the gods presence. These places last for anywhere from 1 to 100 years before the magic seeps away. The second places (Staying Vortices) are permanent. They are the result of invisible magical lines crossing. The more lines that intersect, the greater the power. These spots never run out of magic, as they are essentially places where extra magic is let out of the 'veins' thus stopping the veins from bursting.</p><p></p><p>At either of the two vortices, a person can feel a tingle when they enter the area. Other strange sensations have been documented as well, but it all depends on the individual votice.</p><p></p><p>What this means in game terms:</p><p></p><p>At a magical vortices, the abundance of magical energy allows different things to take place (once again this depends on the individual vortices and how much magical energy is flowing from it). The most common vortices maximizes the spell power for free (the caster feels a rush of energy as his spell is 'filled to the fullest'). If the power of the magical places are high enough, they also Empower, Enlarge, Extend, and Heighten the spell for free. Under no circumstance is it possible for the vortices to quicken, silent, or still the spell. The most powerful vortices can also do even more amazing things.</p><p></p><p>Example: The Spire, a tower built on a vortices in the middle of three mountains, is the most powerful vortices known in the world (50 fey lines intersect). It allows the casting of permanency for free. A caster can also cast double their first to fifth level spells each day (they must first stay within the vortices for a month, and if they ever leave the vortices the extra spells automatically disappear. This is all on top of the votice affecting all metamagic spells for free.</p><p></p><p>The power of the vortices can be great, but it comes at a price. Everyone wants it. It is just a matter of time before the current holders are disposed of and new ones take over. Some sites also cause the caster to age if they cast too many spells over a certain period of time (still trying to work the mechanics out on this, any suggestions?).</p><p></p><p># of fey lines that cross- power gained</p><p>2-maxamize spell</p><p>4-empower spell</p><p>5-enlarge spell</p><p>7-heighten spell</p><p>10-extend spell</p><p>50-permanancy with no XP cost</p><p></p><p></p><p>That's all I've got about that. Any suggestions/ideas?</p></blockquote><p></p>
[QUOTE="Cevalic, post: 1659, member: 171"] Taking a break from the current state of the forest (the drow should be up by the end of the weekend), I figured I'd tell you guys about something I've been working on to add my game world. I started using it last week, even though there are a few things that I have to work out. Magical Places There are places in the world where the very earth radiates magic. These places come in every shape and form, from the grove in the forest to the highest mountain peak. Magical places, also called vortices by the natives of the world are created by two methods. The first (called Blessed vortices) occur when a god walks the on the ground, the ground that they touch becomes enchanted just from the gods presence. These places last for anywhere from 1 to 100 years before the magic seeps away. The second places (Staying Vortices) are permanent. They are the result of invisible magical lines crossing. The more lines that intersect, the greater the power. These spots never run out of magic, as they are essentially places where extra magic is let out of the 'veins' thus stopping the veins from bursting. At either of the two vortices, a person can feel a tingle when they enter the area. Other strange sensations have been documented as well, but it all depends on the individual votice. What this means in game terms: At a magical vortices, the abundance of magical energy allows different things to take place (once again this depends on the individual vortices and how much magical energy is flowing from it). The most common vortices maximizes the spell power for free (the caster feels a rush of energy as his spell is 'filled to the fullest'). If the power of the magical places are high enough, they also Empower, Enlarge, Extend, and Heighten the spell for free. Under no circumstance is it possible for the vortices to quicken, silent, or still the spell. The most powerful vortices can also do even more amazing things. Example: The Spire, a tower built on a vortices in the middle of three mountains, is the most powerful vortices known in the world (50 fey lines intersect). It allows the casting of permanency for free. A caster can also cast double their first to fifth level spells each day (they must first stay within the vortices for a month, and if they ever leave the vortices the extra spells automatically disappear. This is all on top of the votice affecting all metamagic spells for free. The power of the vortices can be great, but it comes at a price. Everyone wants it. It is just a matter of time before the current holders are disposed of and new ones take over. Some sites also cause the caster to age if they cast too many spells over a certain period of time (still trying to work the mechanics out on this, any suggestions?). # of fey lines that cross- power gained 2-maxamize spell 4-empower spell 5-enlarge spell 7-heighten spell 10-extend spell 50-permanancy with no XP cost That's all I've got about that. Any suggestions/ideas? [/QUOTE]
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