Obelisk and Elements of Magic for 4e

So, my group is coming up on the Obeliskin module #8. The dscription was very excellent and I want the Obelisk to stand out as an amazing and dangerous artificact. When I read about it, my first thought was to use Elements of Magic. But how to get that to work in 4E was the real doozy.

I think I have it figured out, and would like some assistance.

Basically the Obelisk provides raw power. In order to convert that power into an arcane spell, you need a runic 'Word of Power' enscribed in primordial and sealed with a 24th level ritual. Once sealed, that rune can be used as a conduit.

Krevin has had to create the ritual sealing the runes, and his casting the major spell at Seaquin burnt his most recent attempt.. but he learned about a critical flaw and has refined his ritual. Of course, he hasn't had the time to restore all the runes to working condition {hence the work platforms}. The number of exact runes available to him can be changed, but the longer the players delay, the more runes his team can complete.

A user that has bonded with, and remains in contact with, the obelisk can channel the arcane power through themselves and the activated runes, empowering a spell. The obelisk takes damage equal to the level of the caster {or less if the caster chooses} and provides half that amount in mana points.

Normal spells require a hard Arcana skill check as a move action to channel the power, failure results in the power being lost. Failure by 5 or more results in the caster taking damage for half the mana channelled. Once the mana is channelled, a standard action can focus them as the caster speaks the primoridial words.


Signature spells.. {feat?} are cast as a standard action and have no chance of failing.

Spells start with range: LOS, Burst 1
Other options can be purchased with mana as shown here:
[sblock]
+1 MP increase burst by 1
+2 MP to target a non-AC defense
+2 MP for Zone creation (secondary attack or effect only, Duration until end of
next turn)
+2 MP for Discerning


Local (12 MP). The spell's area of effect is an 800-ft. radius.
Vast (20 MP). The spell's area of effect is a one-mile radius. Every
additional MP increases the radius by one mile.
Regional (30 MP). The spell's area of effect is a one hundred-mile radius.
Every additional MP increases the radius by one hundred miles.
Global (40 MP). The spell's area of effect is an entire world.

Duration: +2 for either
Save Ends
Sustain(Minor)
+5 for Encounter
[/sblock]

The Runes my Krevin will have access to include:
[sblock]
Completed Elements
Air - Knockback: Secondary attack vs Fort or prone and push #MP
squares.
Death - Weaken: Secondary attack + #MP vs Fort. Weaken, save ends. - #MP to save
Earth - Bludgeon: Effect Physical Damage
Fire - Ignite: Effect, Ongoing Fire damage +#MP, save ends
Water - Wash: Effect: Exposed flames are quenched. Secondary attack vs Ref or push #MP squares. If more than 3, also knocks prone
Force - Effect: Ghost Touch
Space - Planar Jail: Secondary attack +#MP vs Will. Hit phase into
neighboring plane, save ends.
Ice- Freeze: Secondary attack +#MP vs Ref. Hit immobilized, Save ends -
#MP to Save
Void - Suffocate: Effect, Ongoing damage +#MP, save ends. First failed
saved dazed. Second failed save: Unconscious

Summon: #MP = level summoned
+8 for Solo
+ 4 for Elite
- 8 for Minion
[/sblock]

Krevin has focused on repairing the runes that are useful in combat, as well as the Scrying rune. He also has a handful of signature spells available

[sblock]
Krevin's signature spells (12 Dice)
Blizzard Attack: Evoke Air/Ice
Burst 4 (3)
Air Knockback 1 (1)
Ice Freeze 2 (2)
Zone Sustain Minor (2)
Move Force (1) Standard Action, walk zone 4 squares
Damage remaining: 3D6
Attack: Int vs AC
Hit: 3D6 + Int {Cold/Force} damage
Secondary attack: Int vs Fort
Hit: Prone and Immobilized (Save ends, -2 to save)
Effect: Zone creation, sustain minor
Creatures that start their turn or enter the zone are attacked with
the secondary attack

Wall of Floating Boulders: Create Force/Evoke Earth
Additional Squares 8 (4)
Sustain Minor (2)
Evoke Earth 4 Dice
Target Ref (2)
Effect: Creates a wall of Force 10 squares long, filled with flying
boulders
When a creature moves adjacent to the wall, they are attacked as
follows
Int vs Ref, Hit 4D6 + Int boulder to the face

Finger of Death: Evoke Death/Void
Weaken 2
Suffocate 2
Target Will 2
Attack Int vs Will
Hit: 6D6 + Int Psychic Damage and Weakened (save ends @ -2), and
ongoing 10 damage (Save ends @ -2, first failed save dazed. 2d failed save
KO)
[/sblock]

Ritual casting can combine caster levels and cast huge spells, like the one that hit seaquin. Once the PCs take over the obelisk, they can choose to leave it alone or destroy it. Its existance can be the bane of all mankind.. as a 'genocide' spell of 60 or so MP could slaughter everyone in the world... or infuse them with anger and embroil them all in war :)

so.. enough typing for me.. any ideas on how to improve/correct this?
 

log in or register to remove this ad


While I would personally feel like it's too much book keeping for something they're going to destroy in the end anyway, if it works fine for your game, enjoy. Some of the things you give it I could see as falling into the same realm as the provided minor action options. Others look like they may be something you'd have to (as dm) rule on the effect. Specifically, what would it mean for the heroes to increase the effect of their spell to 1 mile or more? Are they really protecting/saving the day by using the Obelisk in this way, and does it make them just as bad as Kreven to do so?

On Kreven's end, he's not so tough on his own, but the obelisk gives him versatility that makes the fight that much harder. Anything strong enough to keep the fight interesting for your players without taking their fun away would be just fine, imho.

As a note, the signature spell thing was just that she's known for using that particular power frequently, much in the same way the Claws of Leska are known for being able to turn the attack.
 

I have barely looked at Elements of Magic stuff for 4 years now. It's kind of frittered off out of my brain.

Are you planning to let the PCs keep the Obelisk and play with it? If it's just in NPC hands, . . . maybe it's 4e rubbing off on me, but why worry about rules? Just wing it.
 

Thanks for the input. The reason I am worrying about rules is three-fold:

1= the players delay in getting to Krevin result in him finishing more Runes, hence more flexibility and power.

2= In combat, understanding how the runes work to shape the primordial power gives them an option as to how to lessen Krevin's power by attacking/destroying specific runes

3= the PCs may have the ability to use the Obelisk, at least for a short time, and want them to have clear guidelines yet still be uber-powerful.

4= I may have the Trillith use Elements of Magic like powers later. If this works, maybe the entire supplement can be ported over to 4E :)
 

Remove ads

Top