• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Nexus Towers: A new way of casting epic spells

Jürgen Hubert

First Post
I am currently trying to develop the setting I originally sent in to the WotC setting proposal search further. The constructs described below - so-called "Nexus Towers" - are playing a major role in shaping my setting, and I'd like to have others double-check my rules for them.

--------------------------------------

Nexus Towers

Nexus towers draw upon the life force of living beings, and use this energy to create mighty spells, or craft magic items in great numbers. It could be argued that it is the nexus tower that is primarily responsible for modern urban civilisation, for the nexus towers are the reason most cities were created in the first place, and it is the nexus towers that continue to make these cities possible.
In general, a city has one nexus tower for each 100,000 to 300,000 inhabitants. If it had more, the magical emanations of the towers would interfere with each other's operation. If it had less, the nexus towers wouldn't be able to harvest the magical energies from all of its inhabitants.

Nexus Towers in Operation
Each nexus tower generates a base number of one energy point each year for every ten living being with a Charisma of 3 or greater within its area of operation (usually a specific neighborhood of a city, although if a community is small enough, it might be the only nexus tower in it). This number is modified by the following conditions:

Strength of Life Energy Drain: The operators of the nexus tower can decide on drawing more life energy from the inhabitants of its vincity than normal. Doing this is dangerous, however, as the people are starting to feel adverse effects from the drain. The following levels are possible:

* Slight Drain: The drain isn't noticeable for all but the most sensitive people, and any lost energy is soon replenished. The number of energy points generated is unchanged.
* Moderate Drain: The people in the area of operation are starting to feel apathetic. Anyone living there will loose one point of Charisma each month up to a maximum of -2. Moving away will cause the Charisma loss to regenerate at a rate of one point per month, but this loss cannot be healed through magical means except by a wish or miracle spell or equivalent. The number of energy points generated is multiplied by two.
* Severe Drain: It is hard to motivate the people who live in the area of operation to do anything other than their daily routine, and beings with a low life force will soon become cataconic and die. Anyone living there will loose one point of Charisma each month up to a maximum of -6. Moving away will cause the Charisma loss to regenerate at a rate of one point per month, but this loss cannot be healed through magical means except by a wish or miracle spell or equivalent. The number of energy points generated is multiplied by three.
* Deadly Drain: The pain everyone experiences in the area of operation as his life force is sucked out of his body is so intense that they can do little except eat and drink, and even that requires some effort. Anyone living there will loose one point of Charisma each month, and once their Charisma reaches 0, they will become cataconic and die unless tended to. Moving away will cause the Charisma loss to regenerate at a rate of one point per month, but this loss cannot be healed through magical means except by a wish or miracle spell or equivalent. The number of energy points generated is multiplied by four.

City Planning: Gathering life energy with nexus towers isn't just a matter of building a tower and waiting for the energy to come. The surrounding cityscape can have a tremendous effect on the efficiency of the gathering process. If buildings are located in the wrong places, they can interfere with the gathering process and let large amounts of energy go wasted. On the other hand, if all the streets and buildings are placed in a way to optimize the flows of energy, little or nothing of it is lost. The level of city planning is represented by the following categories:

* No City Planning: The nexus towers are built more as an afterthought, or the builders didn't want to alter the city just for gathering more energy. Regardless, buildings and streets are located without any regard for the needs of the energy flows. The number of energy points generated is divided by four.
* Minor city planning: The major throughfares and a few public buildings are placed according to arcane principles, but nothing more than those. The number of energy points generated is divided by two.
* Normal city planning: All streets are placed according to the principles of mystical architecture, and most buildings have to be built according to certain height and basic shape requirements. The number of energy points generated is unchanged.
* Strict city planning: All building plans and sites have to be approved by a central authority, which demands specific requirements for the size and shape of the building, up to exterior ornamentation of the building. The number of energy points generated is doubled.
* Invasive city planning: The level of detail neccessary to maintain this level of city planning demands exact strictures for the build of each room in every building. Regular inspections of each room are required to make sure that the furniture is placed in the right way. The number of energy points generated is multiplied by four.

All energy points gathered by the nexus tower have to be used within a year, or they are lost. The energy is generated continuously - if it is neccessary to calculate the gathered over a shorter period of time, reduce the amount proportionally.

Using Nexus Towers
The energy gathered within nexus towers can generally be used for two things: They can either be used to create magic items, or to cast epic spells. The persons who use the nexus tower for these jobs need to be within specially prepared chambers within the tower.
Creating Magic Items: If the nexus tower was created to support the manufacture of a certain type of magic item, the gathered energy can be used to pay for the XP cost normally associated with creating that item. One energy points can be exchanged for one XP in this way. All other requirements for creating magical items still apply.
Casting Epic Spells: If a spellcaster is within the tower's ritual chamber (usually located at or near the top of the building), he can cast epic spells (see the Epic Level Handbook for details) as if he had the Epic Spellcasting feat, even if he does not meet the prerequisites for this feat. Unlike normal epic spells, spells that require a nexus tower to function can be written down, copied, and learned by other spellcasters normally (the DC for the Spellcraft check to learn such a spell is 25). All other requirements for epic spells apply normally. A spellcaster has one epic spell slot for each full ten ranks in his Knowledge skill appropriate to his way of spellcasting (in other words, a spellcaster needs at least 10 ranks in his Knowledge skill to use this aspect of Nexus Towers at all). Only a single spellcaster can draw upon the energy of a nexus tower at the same time, but spellcasters in other nexus towers that are within line-of-sight of the first one can help with the spell as additional participants (see page 92 of the Epic Level Handbook), with each tower contributing an additional epic spell slot to the ritual. Drawing upon the energy of a nexus tower in this way costs 1,90 energy points for each epic spell slot used.

Building Nexus Towers
First, someone who is skilled in both architecture and magic must determine the best spot for a nexus tower in a given locale, and work out the building plans for a tower that will gather the energies as efficiently as possible. The minimum time required for this is six months, and the DC is equal to 20 plus 2 for every Magic Item Creation feat and each Epic Spell seed that the tower supports (if the tower doesn't support a certain Item Creation feat or Epic Spell Seed, it cannot support the creation of this kind of magic item, or the casting of epic spells that use that seed). The architect must roll against this DC with his Knowledge (Arcana) or Knowledge (Architecture and Engineering) skill, whichever one is lower. If the neighborhood from which the tower is supposed to be drawing energy from is altered in any significant way (fires, earthquakes, mass destruction by an invading army and so on), the research is wasted and must be started anew.
If this roll is successful, the nexus tower can be built. It costs 50,000 gp times the DC to complete. This is the minimum amount of gold neccessary - given the importance of nexus towers, most builders will invest large amounts of money into the tower's defenses. Additionally, the neighborhood surrounding the tower will often be redesigned to improve the flow of energy. The cost for this is highly variable.


-----------------------------------

Suggestions? Comments?
 

log in or register to remove this ad

Pretty freakin' cool, if you ask me. Simultaneously high fantasy, but compatible with a low fantasy world - The high fantasy idea of a magical city on the hill, forged in unison to create absolute power, or the low fantasy image of the mysterious tower at the edge of the city, that brought with it times of sorrow and fear.
 

Thanks for the praise.

What this started out was my desire to figure out why rulers in a world with a medieval technology base should want really big cities - I am talking about cities with a population in the millions.

But come to think of it, variants might work for other settings as well. Consider Birthright - wizards who control the magical flow of entire provinces can cast spells that could only be described as epic in D&D3E.

Of course, they don't draw their energy from people, but from nature - so the Nexus Tower gathers more energy from provinces that are less civilized. If a mage wants more energy points now, he can "raze" the magical energy flows of a province - but the province will suffer some kind of long-term damage...

And just how do the sorcerer-kings of Dark Sun get the energies for their Dragon Transformation spells? :D
 

I've worked out some "typical" spells that would be cast with the aid of Nexus Towers. You can also see them on my home page here .

---------------------------------

Bountiful Harvest [Nexus]
Transmutation
Spellcraft DC: 17
Components: V, S
Casting Time: 11 minutes
Range: 0 ft.
Area: Plants withina 14-mile radius
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
To Develop: 153,000 gp; 4 days; 6,120 XP. Seed: heal (ad hoc: based on plant growth spell, DC 19). Factors: area +2,700%. Mitigating factors: Mitigating factors: increase casting time by 10 minutes (-20 DC), ten additional casters contributing 5th-level spell slots (-90 DC).

As the "enrichment" variant of the plant growth spell, but with an increased area of effect.
Spells like this are routinely cast in nexus towers in rural communities to improve the harvest. Given the vast number of mouths in the cities to feed, this spell has kept many people from starving.


Create Building [Nexus]
Conjuration (Creation)
Spellcraft DC: 19
Components: V, S
Casting Time: 11 minutes
Range: 3,000 ft.
Area: Building with a radius of up to 60 ft. and a height of up to 180 ft.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
To Develop: 171,000 gp; 4 days; 6,840 XP. Seed: conjure (DC 21). Factors: change area to 10-ft. radius, 30-ft. high cylinder (+2 DC), increase area by 400% (+20 DC), change range from 0 ft. to 300 ft. (ad hoc +4 DC), range +900% (+18 DC), instantaneous (ad hoc x5 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), ten additional nexus towers contributing epic spell slots (-190 DC), ten additional casters contributing 5th-level spell slots (-90 DC).

This spell creates an entire building somewhere within the radius of the spell and up to the size indicated above.The building is permanent and non-magical, and thus cannot be affected by dispel magic and similar spells. The quality of the building depends on the caster's skill in Knowledge (architecture and engineering). Care should be taken that the foundation of the building has been cleared of all obstacles and is on firm ground before the casting, or the construction might be unstable.
When the largest cities of Urbis (those capable of supporting eleven or more nexus towers) want to create new and major buildings, they use this spell or a minor variant. Smaller cities with fewer nexus towers usually limit themselves to spells that create smaller buildings, or they have to create all such buildings with mundane methods.


Mass Conflagration [Nexus]
Evocation [Fire]
Spellcraft DC: 16
Components: V, S
Casting Time: 1 minute
Range: 4,800 ft.
Area: 320-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 144,000 gp; 3 days; 5,760 XP. Seed: energy (DC 19). Factors: area +1,500% (+60 DC), range +1,500% (+30 DC). Mitigating factors: burn 1,000 XP (-10 DC), two additional nexus towers contributing epic spell slots (-38 DC), five additional casters contributing 5th-level spell slots (-45 DC).

As fireball, but with increased range and area.
Spells like mass conflagration are largely responsible for the fact that mass battles with large numbers of troops in tight formations are a thing of the past in the world of Urbis, especially in the vincity of nexus towers. Such spells can reduce whole armies to ashes, as few troops are able to withstand the intense heat.
 

This is the perfect thingamabob for an evil tyrant.

Okay, the PCs somehow end up in a huge underground city. Everyone seems supernaturally lethargic, but all the buildings seem to be laid out in an immensely precise, yet even more intracate, pattern, and the buildings themselves are filled with engravings and tiny channels. A spiral set of gigantic columns, at least five hundred feet in diameter, spiral out from the middle of the city, with a column at least a mile wide in the center. The city is vast, filling cavern after cavern after cavern with ornate buildings and lethargic peoples.

The central tower is the focus of the city's energy--all other towers relay thier energy to it. This was a device planned by an archmage, to make sure that no one could just walk into a tower and tap the energy. Any who tries this will meet a nasty surprise--they'll suddenly find themselves trapped outside of time for years, and taking 10d6 damage from the temporal strain each round doesn't help, either. (epic spell based off of the Destruction and Transport seeds).

The main tower controlls 3,000 resedents, and each other tower controlls 2,000. The city has Invasive planning and a Sever drain. The other towers contribute 99% of their energy to the central one, but keep 1% to continuously buff up the temporal trap.

*gets out calculator, punches in stuff*

3000x3 (drain) x4 (planning)
+ 2000x99x.99x3x4
= 2,388,240 Energy points per year. Wow.

or 6,543.123288 per day.

or 272.630137 per hour.

or 4.543835616 per minute.

Now This is some impressive energy!
 

Well, at least if you my numbers, you will have to divide that number by ten (one energy point per 10 inhabitants).

But yes, that's a lot of energy - and that energy used in conjunction with epic spells probably provides better defenses in high-magic campaigns than the traditional thick walls (which don't stop anyone with teleportation and [/i]disintegrate[/i] spells).

And for the really vile bad guys, let them create districts with deadly drain and drive the parts of the population (or POWs) into them that you don't like. That's probably the fantasy equivalent of concentration camps...
 

Remove ads

Top