Dungeons and Dragons – Mystara
Immortality – Wellspring – Magic (Tier 4)
Source: Book of Immortals (Mongoose Publishing) for D&D 3.5 converted over to 5th Edition by me.
Note: Meant for 20th level characters only
– Magic (Wonder, The Unknown, Dreams)
– Blessings and Banes
– Gifts and Challenges
– Design Changes for 5E
Magic (Wonder, The Unknown, Dreams)
The world of logic, of cause and effect, of truth and consequence does not define the limits of reality. Knowledge alone cannot sustain a heart or cause a child to look up in the sky with delight. That is wonder’s providence; the feeling that there is something out there, just beyond sight and sound, that will always exist outside of our understanding.
Although sometimes portrayed as opposing forces, knowledge and magic are, in truth, two sides of the same coin. Wonder drives mortals to constantly seek out knowledge, knowledge opens up untold vistas of wonder to those who pursue it. Working together they create a dynamic that can fuel all of the other aspects of the universe.
Wonder expresses the other abstract primal powers. Flights of fancy give love form, show the path towards hate’s fulfilment and give men hope for victory.
Associated Check Bonus:
– Channel Bonus: +1 per victory
– Infuse Bonus: +2 per victory
– Base DC: 8+prof+victories
The desire to find magic fuels art, poetry, crafts, madness and despair. Mortals seek it as if it were water or air; something without which they could not live, but also cannot truly understand. They seek to codify it, never realising that in doing so they destroy it.
Immortals who tap into the power of magic gain access to the wonders of the universe. They see beyond cause and effect into a world where anything can happen. In their world, words have the power to shape the world and a gesture can channel power fit to destroy a city or return the dead to life.
Wellsprings of magic inundate those who enter them with the feeling that anything might happen. Shadows dance, candles burn with changing colours and lights flicker just on the edge of sight. Mortals dedicated to a world without wonder find these places extremely uncomfortable; the more rigid the person’s mind the less he enjoys the experience.
|Tap Level||Victories Required||Bane||Blessing|
|4||7||Kiss of the Dreamer|
|5||9||Fate’s Fancy||Avatar of Magic|
Blessings and Banes
Poet’s Folly: An Immortal suffers from this bane when he achieves his first victory associated with the power of magic. Every time the character enters combat or makes an opposed skill check he must first make a Concentration check (Base DC) or become dazed for 1d4 rounds.
Spellweaver: An Immortal gains this blessing when he achieves his third victory associated with the power of magic. He can automatically detect magic (as the spell) in line of sight. When making a check to determine the aura’s school he gains a bonus equal to his total number of victories associated with the power of magic.
Dreamer’s Curse: An Immortal suffers from this bane when he achieves his fifth victory associated with the power of magic. Every time he enters combat or makes an opposed skill check his Poet’s Folly check also causes confusion for 1d4 rounds if failed.
Kiss of the Dreamer: An Immortal gains this blessing when he achieves his seventh victory associated with the power of magic. As a standard action he may form a static image in his mind and send it to any being in the multiverse, the target makes a Wisdom Save (Base DC + 5 if the target is on another plane) to block the image.
Fate’s Fancy: An Immortal suffers from this bane when he achieves his ninth victory associated with the power of magic. Every time he enters combat or must make an opposed skill check his Poet’s Folly check failure also causes him to become stunned for one round.
Avatar of Magic: An Immortal gains this blessing when he achieves his ninth victory associated with the power of magic. He may add his Wisdom modifier (if positive) to his level when casting a spell gained from one of his mortal classes to determine the level of the cantrip used, or to heighten a spell by half the modifier (rounded down) without using a higher spell slot for free.
Gifts and Challenges
Gift Side Effects – The power of magic augments the character’s attribute gifts that affect mortal spells he casts. All Aura investments he makes in such attributes are always considered one point higher than they truly are, so long as he invests at least one point. Thus an investment of zero results in a total Aura investment of zero, but an investment of one point of aura generates the effect of two points.
Effect on Challenges – Challenges associated with the power of magic always require some kind of magical demonstration on the part of the challenger. If the character somehow solves the challenge without using his own magical powers he automatically fails.
– Gods’ Drums (2, Unlimited)
– Sargon’s Stone (7, Limited)
– Tree of Yu (1, Unlimited)
Wellsprings of magic may have any of the following effects on the surrounding countryside.
– Aura of Wonder: The wellspring’s aura grants everyone within it a glimpse of what the world could be like if they followed their ultimate dreams and aspirations. This gives a +1 modifier bonus per effect level to checks about creating things and a –1 modier penalty per effect level to checks relating to a profession or day job. Effect Level: 1 per modifier.
– Bastion of Dreams: The power of magic listens carefully to dreams given voice in the world. Once per lifetime a mortal may enter the wellspring and ask for his dream to become reality. If he willingly accepts the limitation of only being able to gain levels in the wizard or sorcerer (or adept NPC class) classes for the rest of his life, the wellspring will cast a limited wish spell for him. Effect Level: 5.
– Portal to Many Worlds: This physical manifestation of the power of magic looks like a square-lintel door leading into a solid wall. A character stepping into the doorway is immediately transported to another, random, plane. If a group of characters enter they may be separated or may go to the same destination depending on the Games Master’s whim. Effect Level: 4.
– Students of the Secret Fire: The wellspring has attracted up to 30 HD or levels of wizards and sorcerers, none of which have a HD or levels greater than 10. These magicians serve the wellspring, defending it from anyone who would use its powers. Effect Level: 1 (30 HD or level, Max HD or level 10) + 1 per 5 additional HD or level and +2 Max HD or level.
– Whispered Dreams: The presence of the wellspring infuses the land around it with magic and wonder. All animals and magical beasts within the area develop the ability to cast one cantrip per day, chosen by the Games Master on a case-by-case basis. Additionally, all mortals born within the area of effect gain sorcerer as a favoured class instead of whatever favoured class their race ordinarily prefers. Effect Level: 1 per one mile radius.
Maximum Victories: 2, Unlimited
Primal Power: Magic
Effects: Portal to Many Worlds, Whispered Dreams (2 mile radius)
Fishermen tell tales of a lonely stretch of coast, far away from any human settlement, where the gods’ own thunder is caught in the surf. They say that the fish there can undo a net by looking at it or glow in the dark waters, luring unwary sailors to their deaths with spectral radiance. It is said to be a cursed place, a place where the dead whisper and men dream potent dreams.
The God’s Drum is a foundation stone wellspring set in caves within a sea cliff. Within the caves the rushing tide strikes the walls, creating resonant sounds similar to what a mile-high drum might sound like. Deep within the caves, carved by no man’s hands, sits a portal that leads to a thousand planes. Even the gods do not know how to control the portal, although some Immortals use it to escape from their enemies
Maximum Victories: 7, Limited
Primal Power: Magic
Effects: Bastion of All that Could Be, Aura of Wonder (EL 2)
When the Immortal magician Sargon finally transcended he took a stone from his fiery crown and cast it down into the world. ‘Take this stone’, he said, ‘and study what it has to tell you. Within it I place the path of beyond life and death, beyond hope, beyond fear, beyond truth, into the world that must come.’ When the stone struck the ground it became a black rock with a thousand facets. Around it grew a mountain and around the mountain grew a forest. Within that forest dwell elves and other creatures too wondrous to tell.
Tree of Yu
Maximum Victories: 1, Unlimited
Primal Power: Magic
Effects: Whispered Dreams (1-mile)
Like the Tree of Life the Tree of Yu came into being when the universe was born. Unlike the wellspring of love, the Tree of Yu wove around itself a dense, magical forest to prevent anyone from approaching it. It was in this forest that the elves found it and there they still go to it when they wish to begin their ascension to transcendence.
Design Changes for 5E
I have moved the DC for the checks into a Base DC so the more powerful the character, and the more associated victories the harder things are to resist.
The Gods: The Immortals Overview, Patrons
GM Section: Immortality Overview, Path Conqueror, Path Dragon, Path Dynast, Path Epic Hero, Path Paragon, Path Polymath, Quest Petition, Quest Meeting
Energy/Fire (31): Alphatia (16), Bartziluth (24), Bemarris (3), Benekander (1), Branden 11), Coberham (18), Fire Elemaster (33), Guidarezzo (15), Heimdall (30), Iliric (8), Ilsundal (34), Ixion (36), Madarua (26), Mazikeen (27), Mahmatti (14), Matin (19), Mealiden (23), Minroth (13), Ninsun (35), Patura (10), Pflarr (25), Rad (22), Rafiel (21), Raith (12), Rathanos (28), Razud (31), Saturnius (20), The Shaper (7), The Shining One (29), Zirchev (17), Zugzul (32)
Entropy/Darkness (35): Alphaks (20), Aracne Prime (6), Arik (18), Atzanteotl (31), Bachraeus (19), Bagni (24), Brissard (10), Danel (14), Demogorgon (29), Harrow (11), Hel (36), Hircismus (12), Idris (15), Jammudaru (5), Kallala (22), Kiranjo (7), Kythria (2), Loki (30), Loup (9), Macroblan (27), Marwdyn (4), Masauwu (28), Nyx (33), Orcus (26), Ouranos (34), Pharamond (32), Qywattz (21), Ranivorus (16), Ruaidhri (3), Saasskas (23), Slizzark (17), Stodos (6), Talitha (25), Thanatos (35), Yagrai (13)
Matter/Earth (34): Atruaghin (32), Buglore (9), Chiron (6), Diamond (21), Djaea (34), Earth Elemaster (33), Faunus (11), Forsetta (7), Garl (13), Ground (19), Hattani (15), Ilmarinen (20), Infaust (16), Ka (35), Kagyar (28), Land (27), Lokena (2), Lornasen (10), Maat (30), N’grath (29), Opal (18), Paarkum (8), Polunius (25), Pearl (12), Tahkati (17), Terra (36), The Eternal General (14), The Great One (26), The Korrigans (24), The Twelve Watches (4), Utnapishtim (23), Valerias (31), Wayland (24), Wogar (5)
Thought/Air (36): Air Elemaster (32), Arnelee (8), Asterius (28), Clebard (2), Cochere (12), Cretia (16), Diulanna (18), Eiryndul (20), Frey (13), Freyja (13), Gorm (22), Halav (17), Karaash (5), Kersy (21), Korotiku (32), Koryis (10), Malinois (15), Ninfangle (27), Nob Nar (5), Noumena (34), Odin (36), Orisis (19), Palartarkan (11), Palson (4), Pax (35), Ralon (9), Sinbad (25), Soubrette (24), Ssu-Ma (23), Tarastia (30), Taroyas (6), Thalia (31), Thor (29), Turmis (1), Urtson (7), Usamigaras (27)
Time/Water (33): Al-Kalim (3), Ahmanni (14), Bastet (22), Brindorhin (14), Calitha (18), Carnelian (11), Chardastes (24), Crakkak (10), Finidel (7), Fugit (30), Gorrziok (25), Hymir (13), Khoronus (36), Liena (1), Luca (12), Malafor (15), Oleyan (6), Ordana (31), Petra (17), Protius (29), Raven (21), Sharpcrest (19), Simurgh (19), Skuld (34), Tiresias (9), Tourlain (8), Tyche (28), Urd (32), Vanya (23), Vethandi (35), Water Elemaster (33), Yav (20), Zalaj (27)
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Warlock – Celestial (Llewell),
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