Primitive Screwhead
First Post
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?
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?