From Edena_of_Neith to everyone in the IR - this is going to hurt
READ FULLY
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(looks at all of you solemnly)
I am moderator of this 3rd IR I created.
Unfortunately, I AM moderator, instead of player, as I partly was in IRs 1 and 2.
Being moderator means everyone is angry with you.
Everyone will be angry with me after this.
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This is my final ruling.
It overturns all previous rulings I have made.
It overturns the rules I set forth in the Rules List.
It overturns all replies to e-mails I have sent out.
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(looks at you all solemnly)
Everyone, please prepare yourselves for more than a little pain.
Prepare for some very real pain.
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RULING
All Powers in the IR are limited to 9th level magic or below.
10th and 11th level magic, and Elven High Magic, is not possible.
The only exception is Vecna, and Vecna alone - not his Legions.
Vecna may use 10th level magic.
Vecna may not share the secrets of that magic with anyone else.
He can not share the secrets of 10th level magic even with the greatest mages in his direct service.
This means no power on the board can shift an army from place to place at will.
Your army must march, or fly, or otherwise find a way of transport, such as the Sky League currently has (the Sky League is restricted back to what I originally said their Citadels and Ships could accomplish, in terms of their speed.)
Vecna is again an exception - he can transport his entire army (but not someone else's) anywhere in a Turn.
Vecna can do anything within the abilities stated for those able to employ 10th level magic, under the rules in the Rules List.
Wish spells, Miracle spells, Teleport Circle, and other such spells will not allow circumvention of the above restrictions.
I would suggest you not use Wish spells for any purpose in this IR - Wish spells always carry a heavy price for their use.
A Wish spell would - partly - protect you from the effects of a 10th level attack, but the price you'd pay would be high, and could be extremely high. (It could be as high as the damage from the still partially successful 10th level attack.)
Toril may not give the secrets of 10th or 11th level magic, or High Magic, to anyone in Greyspace or on Oerth, including anyone in the Lortmil Technomancy.
Toril may open Gates to Greyspace, and attempt to evacuate the civilian population of it's friends from Greyspace to Realmspace.
This is a one-way affair. If Toril opens such Gates, civilians may come to Toril, but Toril may not send anyone to Oerth (other than a few people to supervise the evacuation.)
THIS move on Toril's part does not open them to attack ... they retain their full strength, the Border Guard of Realmspace remains at full strength, and Toril is still considered to be uninvolved on Oerth, and at peace.
EXPLANATION
Yes, the arrival of Kas and Vecna into the present has returned the Arcane Age, but it did not come back all at once.
The magic of Greyspace and Oerth is slowly strengthening, slowly changing, slowly reverting back to the eldritch level of the Arcane Age.
Accessing the greater magic of the Arcane Age is possible, but only after great effort and study, which has not been conducted yet.
The Torilians, accustomed to how magic works in Realmspace, are not prepared for the new reality in Greyspace, and need time to adapt also.
Vecna is the only being with sufficient insight and power to have enough understanding, as of yet, to use even 10th level spells.
And even he cannot use 11th level spells.
RULING AND EXPLANATION:
The United Commonwealth of Toril may choose to attack Oerth or any other place in Greyspace.
If they do so, they do so alone - no other Power on Toril or in Realmspace will aid them.
The Eternal Empire of Kara-Tur would love to see the United Commonwealth exhaust itself in helping Oerth - then they could conquer the United Commonwealth (without firing a shot) and take over Realmspace (remember that the Eternal Empire is the other great power of Realmspace.)
The Scro Star League, devoted to interstellar trade, has lauched a massive effort to find and recover an entire lost fleet of ships sent to Krynnspace. Said fleet disappeared without a trace.
Hope Isle is currently trying to forever seal off the Elder Ones (before the Church of Shade figures out how to summon them into the Crystal Spheres) and all their effort is involved in this project.
The Church of Toril has been divided by infighting (see the 2nd IR), and there is chaos in it's ranks and hierachy. Those who are doing something useful are busy helping Hope Isle.
The Church of Mercy has no army to send to the aid of Oerth.
The United Commonwealth may send none of their technology to Oerth or Greyspace.
The United Commonwealth may use none of their 10th and 11th level magic on Oerth or in Greyspace.
If the United Commonwealth deploys it's full strength to Oerth, it is helpless at home, completely undefended (and the Eternal Empire of Kara-Tur has 500 points of Strength Level.)
The United Commonwealth has a base strength in Realmspace of 1,000 points - for every 2 points they expend, they may send 1 point of strength to Oerth and Greyspace.
If, for instance, the United Commonwealth chose to send one third of it's force to Oerth, it would retain a strength in Realmspace of 667 points.
On Oerth, it would have deployed a strength of 167 points (333 points, halved, rounded up.)
The United Commonwealth must designate which places it is sending it's forces, and after they have been sent, they must use 9th level magic or below to fight, defend, or move around.
They cannot Gate in, attack, and then Gate out to the safety of Realmspace, during a Turn.
Once they enter Greyspace, they are stuck in Greyspace for the duration of the Turn. On the next Turn, they may retreat to Realmspace - if they are still alive to do so.
The Border Patrol which is protecting Realmspace can withstand Vecna, if they are maintained at full strength - if, that is, they send nothing to the aid of Oerth.
For every bit of strength they send to help Oerth, that is that much less strength they have to protect Realmspace from an external threat.
The Shadow Empire, please take note.
Anyone else thinking of plundering Realmspace, please take note.
If it seems to you like I'm trying to make it PAINFUL AND DIFFICULT for Toril to intervene on Oerth, your impression is correct.
Painful and difficult, but not impossible.
They may still involve themselves on Oerth. But there is a price to be paid for any intervention, and the price is high.
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RULING - HOW TO IMPROVE YOUR MAGICAL CAPABILITIES
10TH LEVEL MAGIC
All Powers on Oerth and Toril are in the Magical Arms Race, and gain 1 point per Turn from this Race.
Because they are all in the Magical Arms Race, all Powers on Oerth may attempt to research how to employ 10th level magic.
The Torilians may also attempt to research how to use 10th level magic on Oerth.
To do so, they must have already deployed a force with a point value to Oerth, that force must remain on Oerth for at least one full Turn, and they must use the point value of that force (not their Realmspace point value) to conduct the research from.
Such research is MASSIVELY COSTLY, in money and in time, in danger to the researchers, and in the cost exacted from mind and body of the one who would dare to probe into such great secrets.
Here is what I mean by massively costly:
Millions of gold pieces (or the equivalent) required to set up the intricate and incredibly complicated experimental chambers and to obtain the specialized tools required for the experiments (not to mention the price the mages demand for themselves for this risky venture.)
Mages killed in the experiments, or permanently feebleminded, or taken by Planars, or aged to death, or turned into undead, or those who simply disappear never to be seen again.
Mages who permanently lose the ability to cast any magic.
The rampage of Planars who accidentally are set free by the experiments.
Wild Magic Storms that wipe out entire areas.
Explosions that level entire castles or whole parts of cities.
Disasters that transform entire populations into mutated monsters.
Unexplainable phoenomenon that results in city sized areas having a permanent and deadly change in the very essence of reality (for those of who you remember the spell Mindspin, from Krynn, think of that.)
This research must be declared to me via e-mail.
Do not post it to the boards.
The Reward:
For every 10 points your Power spends on research, you gain an additional point in the Magical Arms Race.
Spend 30 points, and you will gain an additional 3 points in the Arms Race, gaining a total of 4 points that Turn.
The Penalty:
For every 10 points you spend in research into 10th level magic, you lose 2 points of Power Level permanently - I will choose the nation or nations that drop in Power Level, based on your e-mails.
All the harmful fractions are rounded up, and none of the helpful fractions are.
If you spend 7 points in research, you lose 2 points permanently and you must spend an additional 3 points next turn (and lose another 2 points permanently) to achieve that extra 1 point in the Magical Arms Race.
Additional Rules:
You may lend points to another Power so they can conduct research.
They lose no points in Power Level at all.
YOU lose 2 points, permanently, in Power Level per 10 points you lent (and remember that if you loan less than 10 points, you still lose the 2 points.)
You most certainly DO NOT benefit yourself from lending points out - you gain nothing in the way of additional points in the Magical Arms Race for lending points to another Power!
They benefit from your blood, sweat, and tears, and you get nothing back for your generosity.
You may share your research.
If you share it with one other power, you and they split the gains (in other words, you and they gain 1/2 of 1 point per 10 points you spend on research) while YOU pay the price for the research in full (2 points per 10 points spent.)
Bequeath the benefits of your research to 2 Powers, and you and they gain 1/3 of 1 point per 10 you spent, and you pay the full penalty of 2 points lost per 10 spent.
Bequeath the benefits of your research to 3 Powers, and you and they gain 1/4 of 1 point, and you still pay the full penalty.
Bequeath the benefits of your research to 4 Powers, and you and they gain 1/5 of 1 point, and you still pay the full penalty.
Etc.
In other words, if you share your research, they get the goods, and you get the shaft.
When you reach 50 points in the Magical Arms Race, your Power gains the ability to cast 10th level magic freely.
You gain all of the abilities stated in the Rules section for 10th level magic, plus anything appropriate your imagination thinks up, and I approve.
You gain the ability to transport all of your armies from one place to another during the Turn.
It will only cost, one way or another, 500 points of research done by you and/or others, and 100 points of Power Level lost by you and/or others, to achieve this goal.
Of course, this sacrifice will enable only ONE Power to employ 10th level magic.
For TWO Powers to do so, 1000 points would have to be spent in research, and 200 points in Power Level lost.
For THREE Powers to do so, 1500 points would have to be spent in research, and 300 points in Power Level lost.
Etc.
Once you gain the secrets of 10th level magic, you MAY NOT SHARE IT WITH ANYONE ELSE.
You may continue to lend points, to help others - and continue to pay the price of this magical research, if that is your choice.
If this system sounds draconian, it was meant to be.
I want it to be HARD to achieve the goal of 10th level magic - it can be done, but you had better be prepared to pay through the nose for the privilege.
11TH LEVEL MAGIC
11th level magic is even more awesomely painful and difficult to research than 10th level magic.
Even mighty Vecna must conduct research to relearn how to use 11th level magic in the Present!
You MUST know the secrets of 10th level magic before you can even consider attempting to learn the secrets of 11th level magic - any Power so foolish as to attempt to learn both 10th and 11th level magic at once is courting a magic disaster for the entire world of Oerth, not to mention themselves.
You must, obviously, have gained that 50 points in the Magical Arms Race, to begin research on 11th level magic.
Researching 11th level magic works like researching 10th level magic.
You spend 10 points to advance your Power Level in the Magical Arms Race by 1 additional point - every 10 points spent gives you 1 additional point in that Race.
When you reach a Power Level of 200 in the Magical Arms Race, you may freely use 11th level magic.
Vecna (with his jump of 50 points because he starts knowing the secrets of 10th level magic) need only attain a Power Level of 150 in the Magical Arms Race to freely employ 11th level magic.
For every 10 points of power you spend in research on 11th level magic, you lose THREE POINTS PERMANENTLY from your Power Level total - I choose the nations that suffer the loss, based on your e-mails.
So, if Vecna spends his entire 120 points on said magical research, he will end Turn One with 13 points in the Magical Arms Race.
Almost a 10th of the way there. Almost a 10th of the way to 11th level magic.
Vecna and his Legions permanently loose 36 points of Power Level on that Turn - the price to be paid for research into such awesome and deadly secrets.
However, since Vecna gained 13 points in the Magical Arms Race, the loss is cut to 23 points, and Vecna begins the next turn with a Power Level of 97 (down from 120.)
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If there is a problem with any of the above, my e-mail server is open.
Edena_of_Neith