OOC Kingdom of Ashes VI (Welcome to the Springer Dimension)

March = not sure

My parents may be coming up and Greg's mom is definetly coming down in March sometime. I know they don't want to overlap (since my parents are in Philly at some point), but I don't think either has set a date either.

So can't really say a yes or now as of yet.
 

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SRD said:
Hallow Evocation [Good] Level: Clr 5, Drd 5 Components: V, S, M, DF Casting Time: 24 hours Range: Touch Area: 40-ft. radius emanating from the touched point Duration: Instantaneous Saving Throw: See text Spell Resistance: See text

Hallow makes a particular site, building, or structure a holy site. This has four major effects. First, the site or structure is guarded by a magic circle against evil effect. Second, all Charisma checks made to turn undead gain a +4 sacred bonus, and Charisma checks to command undead take a –4 penalty. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.) Third, any dead body interred in a hallowed site cannot be turned into an undead creature. Finally, you may choose to fix a single spell effect to the hallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting hallow again.

Spell effects that may be tied to a hallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)

An area can receive only one hallow spell (and its associated spell effect) at a time. Hallow counters but does not dispel unhallow. Material Component: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the hallowed area.

Cool- thought we had mentioned this for Arfin since he was going to be interrred instead of burned, but that was long ago.... works awesome for smaller areas though.

Can we place it on a carriage for Justice to ride in :) That could be a structure.. right? :-P
 

Laurel said:
Cool- thought we had mentioned this for Arfin since he was going to be interrred instead of burned, but that was long ago.... works awesome for smaller areas though.

Can we place it on a carriage for Justice to ride in :) That could be a structure.. right? :-P
I'd say that a carriage wouldn't count as a structure, since it is explicitly mobile.

The part that I thought was explicitly useful was the ability to attach a spell to the hallowed area for a year - Dimensional Anchor, for instance, could be very useful - probably a good explanation for what keeps people from teleporting into tha palace at Oceanus (although that's probably Unhallow).
 

Apparently, we need to attempt to get a Weird Stone (it's in MoF - blocks dimensional travel for a 6 mile radius) for something that Kennon has been cryptic enough to tell me... but his cryptic DM-y nature has not revealed to me **why** we need said Stone... (take what you will from his thread found here: http://www.enworld.org/showthread.php?t=120116)

I don't know what he's getting at... but, it makes me nervous.
 

Nothing to worry about - you've had several problems with people teleporting in to the palace to wreak havoc, and the Weird Stone (which is in the Players Guide to Faerun, which Mik has, at least) would shut down dimensional travel in a six mile radius.

While it would prevent you from teleporting and dimension-dooring around town, it also prevents things like the confrontation with the Nightwalker and the Demon, as well as any problems you might have with summoned Slaads, etc.

It's not a perfect solution for these kinds of things, but it would certainly be a worthy safety precaution for you, the Queen, and all of the other things that currently reside in Hyrwl.
 

I don't want anyone to get too excited....

But there may be a short story hour update this evening.

MAYBE.

If you're good.

EDIT: It's posted.
 
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The_Universe said:
I don't want anyone to get too excited....

But there may be a short story hour update this evening.

MAYBE.

If you're good.
YYYYYYYYYYYYYYYEeeeeeeeeeeeeeeesssssssssssssss!!!!!!!!!!!!!!

We've been good :) It's even been awhile since we pestered you last :):):):):)
 

The other thread which I assumed was okay for us to browse since it was posted here as well and didn't stay for us to keep out, sounds like it is more for them and it's one of our people on the inside that would be trying to get out.... unless we are building something or have somethign being made that I am just not getting :)

It does make sense that after quite a few attempts and infiltrations into Hywrl and specifically the palace where our future Queen and her expanding belly reside we should have some heavy central magics in place.
 

The other thread was an exercise for me that may have application in the current game, and may not - if it does haev application in the current game, I believe I have sufficiently disguised my intent to preserve any "surprise" element that may or may not be intended.

What has come out of the discussion is something of ancillary usefulness - specific items and spells that can block teleport. Hallow + Dimensional Anchor might work for the palace, but you'd need a lot of castings because hallow only covers a 40 ft. radius - to cover the town, you'd have to cast it like 15,000 times (sadly, not an exaggeration).
 


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