Nathan Nasif
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Weren't the mythallar the giant spell engines/wards the ancient elves placed over their cities. The ones that banned certain magics, granted other spells to the residents, and had other effects as well?
I am quite rusty on my FR-lore. Haven't really looked at any of it since it blew it up and a borg was made out of its still-twitching corpse.
| Scythia |
Too many similar words in the Realms.
Bjørn has the right idea, items keyed to it only cost 25% (or 10% if you really want to open the floodgates) to make, but are only functional within a particular range of the energy source. You might also want to require a specific feat for crafting items attuned to it.
| Drejk |
Too many similar words in the Realms.
Here similarity is warranted, though, because mythallars are similar to mythals in operation (large scale magical fields) and, IIRC, they are partly based on their theoretical principles. The difference is in purpose - mythals are primarily defensive magical wards with various magical effects linked to them, while mythallars are primarily source of power to magical effects bound in items linked to them.
| Sissyl |
Quasi-magical items were not necessarily cheaper to make, as per the novels, the advantages were that they worked for anyone, spellcaster or not (very important in AD&D 2nd edition), and they didn't really have charges, since the mythallar powered them. Taken from the mythallar, of course, they stopped working. There is a discrepancy here between novels and game material.