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| Marcus Wands |
"A mythal is a powerful magical
effect created by a group of spellcasters to protect and ward a large area with
numerous powerful enchantments. The earliest mythals were created by a circle
of High Nethereese Mages; a creation that sometimes required the willing
sacrifice of the lead caster's life, a result that lead to the first mythal's
being named after its creator. Mythals could permanently alter The Weave to create an area wherein the normal
rules of magic no longer applied. A typical mythal prevented certain schools of magic from being employed while empowering
others. It could restrict access to the warded area to certain classes of
beings. In addition, many mythal characteristics corroded over time, and if not
maintained could become corrupted.”
The following are notes and observations my associate, Jared
Mallred and I employed on magic and its behavior in Myth Drannor during our
ten-day survey; to explore the lost elven city at great personal risk and plumb
the Mythal’s secrets…
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| Jared Mallred |
Pleasant as the climate is it only makes this haunted city, still
at one with the forest, that much more surreal. Haunts, some malign- while the
majority are ‘mythal echoes’ of the souls who lived and died here.
Light spells are enhanced somehow lasting twice as long as
normal creating dim illumination in even the darkest of nights while glammers,
patters, phantasms and shadows fail completely.
Our early tests indicate an ease in summoning and calling
spells but due to the thin planar fabric in and around Myth Drannor, spells
within these schools will more likely than not produce undesirable results. Although
abjurations produced better than expected measurements by all accounts.
Some observed continuous spell-like effects during our brief
survey include: feather fall, resistance to fire 5, ward-like spells seem to be
permanent once laid, furthermore spells from the fire sub-school always have
their energy type changed to cold.
In addition, Mallred and I can happily confirm natural
occurrences of Blueglow Crystals and their recuperation
properties; whether these crystals have the ability to cure feeblemindedness,
disease or remove insanity remain untested.
Low magic spell effects seem to be unaffected from magical
surges but plant-affecting spells always surge with magical energy to create
chaotic results.
Successful Tests: recharged a wand and a staff, language-based
spell restriction are lifted,
Unsuccessful Tests: Animate a dead corpse, spontaneously enhance
a spell with metamagic, recharge a necklace of fireballs. Charm enchantments
and compulsion experiments were inconclusive and has likely destroyed Jarred
and I’s working relationship forever.



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