Mount Celestia: Difference between revisions
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| '''Conjuration''' | |||
| '''Conjuration | |||
| Chaotic or evil mages cannot compel service from any summoned creature, regardless of their efforts. Creatures neither lawful nor good summoned to Mount Celestia can at times break from control, gaining a saving throw vs. spell to break free for every action in the name of Good they're forced to make. | | Chaotic or evil mages cannot compel service from any summoned creature, regardless of their efforts. Creatures neither lawful nor good summoned to Mount Celestia can at times break from control, gaining a saving throw vs. spell to break free for every action in the name of Good they're forced to make. | ||
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| All divinations on the mount are completely true, except where blocked by spells such as ''obscured'' alignments or a ''philter of glibness''. The false results from these protections still seem entirely truthful, however. | | All divinations on the mount are completely true, except where blocked by spells such as ''obscured'' alignments or a ''philter of glibness''. The false results from these protections still seem entirely truthful, however. | ||
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| '''Enchantment | | '''Enchantment''' | ||
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| ''' | | '''Evocation''' | ||
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| ''' | | '''Illusion''' | ||
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| Life-enhancing necromantic spells are doubled in effectiveness in all respects - duration, range, area of effect, and end result. Spells intended to kill, however, are reversed, instead doubling the strength of their target for 24 hours. Hit Dice and damage dealt by the target are doubled, and their AC gains a +1 bonus. | | Life-enhancing necromantic spells are doubled in effectiveness in all respects - duration, range, area of effect, and end result. Spells intended to kill, however, are reversed, instead doubling the strength of their target for 24 hours. Hit Dice and damage dealt by the target are doubled, and their AC gains a +1 bonus. | ||
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| ''' | | '''Transmutation''' | ||
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| '''Elemental''' | | '''Elemental''' |
Revision as of 01:53, 14 July 2011
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Alignment | Lawful Good | ||||
Number of layers | 7 | ||||
Associated Faction | [[]] | ||||
Gate-Town | Excelsior | ||||
Inhabitants of Mount Celestia | |||||
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Physical Conditions
Magical Conditions
Abjuration | No change |
Conjuration | Chaotic or evil mages cannot compel service from any summoned creature, regardless of their efforts. Creatures neither lawful nor good summoned to Mount Celestia can at times break from control, gaining a saving throw vs. spell to break free for every action in the name of Good they're forced to make. |
Divination | All divinations on the mount are completely true, except where blocked by spells such as obscured alignments or a philter of glibness. The false results from these protections still seem entirely truthful, however. |
Enchantment | No change |
Evocation | No change |
Illusion | No change |
Necromancy | Life-enhancing necromantic spells are doubled in effectiveness in all respects - duration, range, area of effect, and end result. Spells intended to kill, however, are reversed, instead doubling the strength of their target for 24 hours. Hit Dice and damage dealt by the target are doubled, and their AC gains a +1 bonus. |
Transmutation | No change |
Elemental | Summoned elementals are soothed by the plane, serving willingly and with no chance to break free of control. Wild, directly destructive elemental magic fails completely here; no floods, earthquakes, or firestorms occur on the plane without the will of a deity behind them. |
LG 0% |
NG 10% |
CG 30% |
LN 10% |
TN 30% |
CN 60% |
LE 30% |
NE 60% |
CE 90% |
Beyond the above modifications, most magic works as intended on Mount Celestia, though a number of spells fail entirely in the same manner as wild magic. Most spells that encourage chaos, disruption, and evil cannot be cast here with any degree of success: these include blur, chaos, confusion, contagion, delude, demand, distance distortion, enervation, fool's gold, misdirection, mislead, trap the soul, and all spells of the Chaos sphere.
Spellcasting ability is also restricted by the purity of spirit of the caster. Every step of the caster's alignment from LG incurs a cumulative 10% casting penalty, as shown on the table here. Even chaotic evil spellcasters here, though, do have a 10% chance of casting success, due to the sense of fairness which the plane wishes to encourage.
Spell Keys
Spell keys on the mount all take the form of metallic objects, the specific type of metal determining the level of spell they allow. The school allowed by the key is determined by the shape of the key, with each school having a unique shape representing it: hearts for necromancy, stars for conjurations, bowls for divination, circles for abjurations, cups for enchantments, wands for alterations, dust or filings for illusions, and blades or spikes for evocations. The metal must be pure (both literally and ritually) and untarnished, with great care taken to avoid corruption, or the key won't function. Spell keys also do not prevent the alignment-based chance for spell failure, as spiritual purity is as important as material purity on Mount Celestia.
Power Keys
In the Seven Heavens, power keys are bestowed much more frequently than in most other planes, though they are closely regulated to prevent them from falling into the hands of those that would tarnish the Mount. Further, power keys only have a limited period of effectiveness even if they manage to slip out of watch, lasting only 30-90 days from the time they were bestowed before becoming useless.
Layers
Powers
- Babylonian Pantheon
- Girru - Fire
- Cerilian Pantheon
- Haelyn - Noble war and leadership
- Chinese Pantheon
- Chung Kuel - Truth and testing
- Kuan Yin - Childbirth and mercy
- Dwarvish Pantheon
- Berronar Truesilver - Safety, truth, home, and healing
- Moradin - Creation and smithing
- Faerunian Pantheon
- Halfling Pantheon
- Arvoreen - Protection, war, and vigilance
- Cyrrollalee - Friendship, tryst, and home
- Yondalla - Protection and fertility
- Indian Pantheon
- Brihaspati - Wisdom and worship
- Lakshmi - Fortune
- Mitra - Friendship, contracts, warmth, light, and growth
- Surya - Morning and evening
- Vishnu - Mercy and light
- Japanese Pantheon
- Amaterasu - Light and the sun
- The Shichifukujin - Various happinesses
- Krynnish Pantheon
- Paladine - Order, hope, light, rulership, and guardianship
- Oerthian Pantheon
- Heironeous - Justice, honor, and war
- Rao - Reason, intellect, and peace
- Other