Elysium
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| ||
| Alignment | Neutral Good | |
| Number of layers | 4 | |
| Associated Faction | Transcendental Order | |
| Inhabitants of Elysium | ||
Magical Effects
| Abjuration | No change |
| Alteration | No change |
| Conjuration/Summoning | Summoning spells fail to function on a native of Elysium, causing them to be much more difficult to cast here. Summoning spells may bring nonnative creatures, but any such beings who are of good alignment gain a +4 bonus to their saving throw to resist the summoning. |
| Divination | Divination spells that obscure, hide, or falsify information fail 100% of the time on Elysium. |
| Enchantment/Charm | All charm and hold spells fail against any natives of Elysium. They may function on nonnatives, but good-aligned beings receive a +4 bonus to saving throws vs. these spells. |
| Illusion/Phantasm | No change |
| Invocation/Evocation | No change |
| Necromancy | Any necromantic spell that causes harm or inflicts damage fails entirely, with a 33% chance of backlashing on the caster. |
| Elemental | Any summoned pseudoelementals on Elysium are automatically free upon summoning, working willingly for the summoner if summoned for the cause of good. |