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Obelisk and Elements of Magic for 4e
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<blockquote data-quote="Primitive Screwhead" data-source="post: 5526297" data-attributes="member: 20805"><p>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.</p><p></p><p> I think I have it figured out, and would like some assistance. </p><p></p><p>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.</p><p></p><p> 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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p>Signature spells.. {feat?} are cast as a standard action and have no chance of failing.</p><p></p><p> Spells start with range: LOS, Burst 1</p><p>Other options can be purchased with mana as shown here:</p><p>[sblock]</p><p>+1 MP increase burst by 1</p><p>+2 MP to target a non-AC defense</p><p>+2 MP for Zone creation (secondary attack or effect only, Duration until end of</p><p>next turn)</p><p>+2 MP for Discerning</p><p></p><p></p><p>Local (12 MP). The spell's area of effect is an 800-ft. radius.</p><p>Vast (20 MP). The spell's area of effect is a one-mile radius. Every</p><p>additional MP increases the radius by one mile.</p><p>Regional (30 MP). The spell's area of effect is a one hundred-mile radius.</p><p>Every additional MP increases the radius by one hundred miles.</p><p>Global (40 MP). The spell's area of effect is an entire world.</p><p></p><p>Duration: +2 for either</p><p> Save Ends</p><p> Sustain(Minor)</p><p> +5 for Encounter</p><p>[/sblock]</p><p></p><p>The Runes my Krevin will have access to include:</p><p>[sblock]</p><p>Completed Elements</p><p>Air - Knockback: Secondary attack vs Fort or prone and push #MP</p><p>squares.</p><p>Death - Weaken: Secondary attack + #MP vs Fort. Weaken, save ends. - #MP to save</p><p>Earth - Bludgeon: Effect Physical Damage</p><p>Fire - Ignite: Effect, Ongoing Fire damage +#MP, save ends</p><p>Water - Wash: Effect: Exposed flames are quenched. Secondary attack vs Ref or push #MP squares. If more than 3, also knocks prone</p><p>Force - Effect: Ghost Touch</p><p>Space - Planar Jail: Secondary attack +#MP vs Will. Hit phase into</p><p>neighboring plane, save ends.</p><p>Ice- Freeze: Secondary attack +#MP vs Ref. Hit immobilized, Save ends -</p><p>#MP to Save</p><p>Void - Suffocate: Effect, Ongoing damage +#MP, save ends. First failed</p><p>saved dazed. Second failed save: Unconscious</p><p></p><p>Summon: #MP = level summoned</p><p> +8 for Solo</p><p> + 4 for Elite</p><p> - 8 for Minion</p><p>[/sblock]</p><p></p><p>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</p><p></p><p>[sblock]</p><p>Krevin's signature spells (12 Dice)</p><p> Blizzard Attack: Evoke Air/Ice</p><p> Burst 4 (3)</p><p> Air Knockback 1 (1)</p><p> Ice Freeze 2 (2)</p><p> Zone Sustain Minor (2)</p><p> Move Force (1) Standard Action, walk zone 4 squares</p><p> Damage remaining: 3D6</p><p> Attack: Int vs AC</p><p> Hit: 3D6 + Int {Cold/Force} damage</p><p> Secondary attack: Int vs Fort</p><p> Hit: Prone and Immobilized (Save ends, -2 to save)</p><p> Effect: Zone creation, sustain minor</p><p> Creatures that start their turn or enter the zone are attacked with</p><p>the secondary attack</p><p></p><p>Wall of Floating Boulders: Create Force/Evoke Earth</p><p> Additional Squares 8 (4)</p><p> Sustain Minor (2)</p><p> Evoke Earth 4 Dice</p><p> Target Ref (2)</p><p> Effect: Creates a wall of Force 10 squares long, filled with flying</p><p>boulders</p><p> When a creature moves adjacent to the wall, they are attacked as</p><p>follows</p><p> Int vs Ref, Hit 4D6 + Int boulder to the face</p><p></p><p>Finger of Death: Evoke Death/Void</p><p> Weaken 2</p><p> Suffocate 2</p><p> Target Will 2</p><p> Attack Int vs Will</p><p> Hit: 6D6 + Int Psychic Damage and Weakened (save ends @ -2), and</p><p>ongoing 10 damage (Save ends @ -2, first failed save dazed. 2d failed save</p><p>KO)</p><p>[/sblock]</p><p></p><p>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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>so.. enough typing for me.. any ideas on how to improve/correct this?</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5526297, member: 20805"] 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? [/QUOTE]
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