The Spell Chasm Enigma: Supernatural Powers or Optical Illusion?

By admin

The Mystic Spell Chasm is a phenomenon that has intrigued and fascinated humans for centuries. It refers to a mysterious and enigmatic chasm or gap between our mortal world and the realm of magic and mysticism. It is believed that this chasm holds within it a powerful and potent energy that can only be accessed by those who possess a deep understanding and connection to the mystical arts. The origins of the Mystic Spell Chasm are shrouded in mystery. Some believe that it is a gateway to other dimensions or parallel universes, while others think that it is created by the convergence of powerful energy sources. Regardless of its origins, the chasm is said to be a source of immense power and knowledge for those who can tap into it.


During the age of magic the Buried City was once known as Helios. Alone out of all the cities of ancient Athas it focused on arcane studies dedicated to path dexter. 3 great pyramids were constructed dedicated to the ancient faiths of Athas. The largest pyramid was called the sun pyramid while the smaller two were known as Ral and Guthay. It was believed the pyramids were also used to enhance the defences of Helios. A powerful diviner named Azorious (LN Preserver level 30+?)who was a former pupil of Rajaat dismissed by him was also able to penetrate the veil of time like the Mindlords of Saragar once had millenia before. Horrified by what he saw he erected a powerful mythal like effect around his city protecting it from defiler magic. Defilers were unable to draw power from the plants while withen Helios. See Lost Empires of Faerun for rules on Mythals. The mythal was tied to an orb and centered on the mystic powers of the 3 pyramids.

While he never became an Avangion his notes on life preservation and magical theory were later recovered by agents of Oronis and formed a basis of a new spell. Zameck Guildmage , Prime Speaker Zegana , and even Give Take all work well with the draw trigger, and Master Biomancer is pretty bonkers with the tokens.

Mystic spell chasm

Regardless of its origins, the chasm is said to be a source of immense power and knowledge for those who can tap into it. Those who have successfully accessed the Mystic Spell Chasm describe it as a place of awe and wonder. It is said to be filled with ethereal and luminescent energies that pulsate and flow like a river.

Mystic spell chasm

The chasm is about a day or so north of the Bandit States. The walls are very steep and there are few footpaths that lead all the way to the bottom.

There is a large fertile mudflat at the bottom that contains the upper floors of a few buildings. The buildings date back to the Green Age. The lower floors have sunk into the mud.

Wow, that is a really well put together release. Obviously, a lot of work went into that. I will be using several of the bandit tribes.

I have some ideas for an adventure that would invovle the area, but I doubt I'll get to it before 4E hits, and I have other things to work on anyhow.
The question is, what would you do to update it?

3.5Conversion Grave Circumstances.

Encounter 1. B'rohgs (4) EL9 pg 11 Terrors of Athas.

Encounter 2. Wild Muls. 6.EL 9 Mul Gladiator 2/Babarian 1. Strength 19, Con 16, Dex 14, Int 10, Wis 12, Cha 10 BAB +3 Attack + 4 Dmg2d6+6 HD 3d12+9, HP 35, AC 16
Feats improved initiative, weapon focus marachitl,mercy,exotic weapon:bastard sword, unarmed strike,
Equipment masterwork marachitl, chiten armor.
Raging +6, Dmg 2d6+9, HP 41 AC 14,+2 will saves

1 Mul leader. Level 7 Barbarian. Strength 22, Con 16, Dex 14,Int 10, Wis 12, Cha 10 BAB +7/+2, Attack +14/+7 Damage:2d6+10 HD 7d12+21 HP 83 AC 17 Saves. Fort +8, +4,+3 Speed 40
Feats. Improved Initiative, extra rage, power attack
Class abilities. Improved Uncany dodge, DR 1/
Equipment: +1 Chiten Armor, +1 Marachitl, gauntlets of ogre power

Encounter 3.Ghost Caravan. Fael CR 9. See printout.

Into the Grave. 1. Wall of Dust and Sand.Mastyrials (2) EL 9 pg 89

Encounter 2. Spoier Raiders. Avoid.

Encounter 3. Sand Howlers(6) EL 8. Pg 114 terrors of athas.

Village of Ravage. Read the magazine.

Encounter 1. Follow Tracks.

Encounter 2. False Path Down. Pick a CR 8-10 centipede from the monster manual.

Encounter 3. True path down. Read magazine.

Encounter 4. Read magazine

Encounter 5. Sligs (8) EL 5

Ancient Ruins.
1.Read the book.
2.Esturren the Defiler CR 10. Elf level 10 Defiler. Str 10, Int 20, Wis 12, Dex 18, Con 12,Cha 10 HD 10d4+10, HP 40, BAB +5, Attack +5, ranger+9AC 18 (dex+mage armor)Saves Fort Ref Will
Feats.Improved initiative, scribe scroll, sudden maximise, destructive raze,fast raze,sudden empower, energy substitution.
Equipment.: Headband of intellect+2,spell staff, cloak of resistence+2,scroll of dimension door, scroll of bears endurance, finger of death staff,wand of scorching ray 10 charges,fruit CLW X7, 2CMW fruit, 1 CSW fruit, spell component pouch, spell book (hidden disguise check 33)
Spells.4,6,5,4,4,3
Read magic, detect magic X2, guidence,, mage armor, magic missileX2, burning hands, shield,invisability, mirror image, scorching ray X3 (2 acid, ,1 fire),blink, empowered magic missile, fireball,lightning bolt,dimension door,stoneskin,enervate,empowered scorching ray,cone of cold,empowered acidic fireball, teleport.

And some more notes on the nearby buried city and Hamanu.

DS Notes
The revised Dark Sun boxed set hints that deep in Troll Grave Chasm the last remnants of the Trolls survive. Dungeon 56 had the adventure Grave Circumstances which had a survivng mutant two headed Troll which was similar to the traditional D&D Troll. Rise and Fall of a Dragon King depicted Trolls as large intelligent creatures who worshipped the elements and worked stone. Myron failed to wipe them out and the task was completed by Hamanu. My stats and background history will try and bridge the two contradictions.

The Final Cleansing

Around 3500 years ago Rajaat unleashed the holocaust known as the Cleansing Wars on Athas. Armies of humans lead by the Champions of Rajaat were assigned races to destroy. Ancient tales all but lost to the current era of Athas hints that the champions were actually dragons while other tales indicate that they were transformed later. The truth lies buried like so many ancient ruins in the Silt Sea. For close to 1500 years the Trolls managed to survive the champions onslaught. Myron of Yorum was in no hurry to destroy the Trolls and Rajaat replaced him with Manu of Deche- the future Hamanu Lion of Urik.

Hamanu was more aggressive the Myron and the full horrors of the Cleansing Wars were unleashed on the Trolls. Generations of humans had fought them and the Trolls were skilled warriors lead by Windreaver the last leader of their race. For over 70 years Hamanu lead the human assault on the Trolls which was aimed at exterminating them. In the final decade of Hamanus war Windreaver spilit his forces and sent them into a verdent chasm where they were to hide from Hamanus forces while Windreaver lead the main Troll to the north hopefully drawing away Hamanus forces.

Hamanu sent his main force north to pursue Windreaver and the Trolls while over a thousand humans lead by powerful defilers descended into the chasm to wipe out the smaller Troll forces whch were lead by Skyradience a mighty Troll champion. Skyradience heart was already broken. In addition to the imminent destruction of his race one of the last Troll children like Rajaat was deformed- a mutant. The child had a rubbery hide and could regenerate his flesh. Then as now the Pristine Towers fell legacy of mutation was in effect.

Despite everything Hamanus task force managed to find the Trolls and eliminated them using dread magic. Skyradiences child managed to survive and witnessed the destruction of his family as the Defilers unleashed power magics tha warped his body and mind further. Why he survived is unknown but is likely due to his regeneration and the fact he wasn't recognisably a Troll. The magic unleashed combined with his mutation effectively made him immortal.

Windreaver and the rest of the Troll survived a few more years before Hamanu trapped them. Rather than fight the humans the remnants of the Troll races threw themselves into the sea. Their bones now lie buried in the Silt Sea and Hamanus task was complete. The last Troll of Athas was left alone in the chasm now known as Troll Grave Chasm. left alone here over the centuries he has effectively become insane. Over the years he has added additional body parts to his body and managed to grow another head.

Skyradiences child still exists to this day. In the months following the Dragons death a band of adventurers managed to defeat him but lacked the knowledge to destroy him. Retreating while they battle Esturren the Defiler his regenerative powers saved him. The adventurers hacked him to pieces which failed to kill him. Also each piece managed to regenerate into a new Troll (use standard Trolls in the monster manual). The new Trolls lack that ability but are able to breed true. See the adventure Grave Circumstances in Dungeon 56 for more detail or PM me. I'm still crunching out the monsters saving throws.

Patch Work Troll

Large Giant, Unique

Hit Dice: 12d8+96 (154 hp)
Initiative: +7
Speed: 30
Armor Class:29(-1 size,+17 natural,+3 Dex),touch 12, flat footed 26
Base Attack/Grapple:+9/+20
Attack: Claw +21 melee 1d8+ 11
Full Attack: 2 Claws +21 melee 1d8+11 and 2 bites +20 melee 1d6+5
Space/Reach: 10ft/10ft
Special Attacks: Rend
Special Qualitiesdarkvision 90,low light vision,regeneration 10,SR/PR 23, superior multi attack
Saves:
Abilities:Str 32,Dex 16, Con 30,Int 8,Wis 12, Cha 8
Skills: Listen+10, Spot +11
Feats: Alertness,Improved Initiative,Iron Will, Multiattack, Weapon Focus: Claws
Enviroment: Troll Grave Chasm
Organization: Solitary
Challenge Rating:11?
Treasure: Special
Alignment: Chaotic Evil
Advancement:By character class
Level Adjustment

The mutant Troll generally rushes into combat and rips the opponent apart. he tends to focus on any humans first or arcane spell casters of any description. In some ways in its own mind the Troll is still fighting the Cleansing Wars.

Rend (Ex): Any opponent hit by both claw attacks takes an extra 2d8+16 damage.

Regeneration(Ex): Fire and acid deal normal damage to the Troll. If the Troll loses a limb or body part it will regrow in 3d6 minutes, The creature can reattach the severed member by holding it onto the stump.In addition any severed body parts not reattached will grow into a normal Troll withen 1d4 days.

Superior Multiattack: Because each of its 2 heads controls and arm the Troll doesn't take an attack penalty on attack or damage rolls.


Buried City
Heres my mental notes from my own game. In tomorrows session the PCs get to go there.

During the age of magic the Buried City was once known as Helios. Alone out of all the cities of ancient Athas it focused on arcane studies dedicated to path dexter. 3 great pyramids were constructed dedicated to the ancient faiths of Athas. The largest pyramid was called the sun pyramid while the smaller two were known as Ral and Guthay. It was believed the pyramids were also used to enhance the defences of Helios. A powerful diviner named Azorious (LN Preserver level 30+?)who was a former pupil of Rajaat dismissed by him was also able to penetrate the veil of time like the Mindlords of Saragar once had millenia before. Horrified by what he saw he erected a powerful mythal like effect around his city protecting it from defiler magic. Defilers were unable to draw power from the plants while withen Helios. See Lost Empires of Faerun for rules on Mythals. The mythal was tied to an orb and centered on the mystic powers of the 3 pyramids.

Throughout the age of magic Helios became more withdrawn from the affairs of the world at large. Throughout the Preserver Jyhad it provided a sanctuary for any preserver who wished to hide but decleared itself strictly neutral. With the mythal stopping defiler magic, its remote location and neutrality Rajaat turned a blind eye to the city for now. Azorious was also able to prolong his life into something close to near immortality and may have been the greatest preserver to ever live. While he never became an Avangion his notes on life preservation and magical theory were later recovered by agents of Oronis and formed a basis of a new spell. One day while the mystics were meditating on top of the pyramid-temples the sun changed colour to a harsh crimson red. Additionally travelers tales told of war being raged throughout the rest of Athas. The Cleansing Wars had begun.

Throughout the Cleansing Wars Helios once again decleared itself neutral. Non humans were also encouraged to leave the city so the champions would have no reason to come visiting. Whle Azorious was a preserver he was also a pragmatist and placed the welfare of his city above any ethical concerns he had toward the fate of non humans throughout the land. He also found himself unable to confront Rajaat due to lingering feelings of kinship. For some unknown reason Rajaat champions bypassed the city and left it alone. Perhaps Rajaat had his own private reasons or perhaps he was to busy secluded in the Pristine Tower but Helios was spared as no individual champion wished to challenge Azorious for so little gain. For whatever reason Helios survived the Cleansing Wars intact.

In the years immediately following the Cleansing Wars Helios underwent great hardship. Azorious's life preserving magic was starting to fail and the desert was advancing. Preservers had managed to stave off the effects of the dark sun upon Helios and its environs. However the the creation of Lava Gorge to the north and the legacy of the cleansing wars doomed Helios which Azorious and the senate now realised. They started to research a way to save the city when destruction incarnate showed up at the city gates. The horrors of the Cleansing War had now caught up with it as Borys the Dragon of Tyr was half way through his rage period reached the city. While unable to draw upon defiling magic the few remaining preservers were no match for his psionics and brute power. The mythal also didn't ward out Dragon (epic) magic. Azorious in failing health faced the Dragon alone and while unable to defeat him sacrificed his life to power his greatest spell yet- enchancing the Mythal so it was powerful enough to ward out the Dragon himself. The Dragon in his madness fled the ruins of Helios while the few survivors left the city and the desert sands swallowed the city. To this day in a hidden chamber in the pyramids, the Orb of Azorious maintains the mythal. The orb also contains the remnants of Azorious's shattered spirit.

The Buried City Today.

To this day the majority of Helios lies buried under the desert sands. The sands sometimes shift revealing fragments of the ruined city to the rest of Athas. Currently the 3 pyramids are visable as are scattered pockets of the city. Several sites are inhabited as water from the cities underground resivor continues to trickle to the surface. The factions include.

The Sundancers. An elf tribe lead by Adarian Sundancer (fighter 4/Psychic Warrior 12). This tribe is currently resting in the ruins as they offer reasonable access to water. The tribe is also looting the ruins when they get the chance and sell the items to other tribes or in Kurn and beyond.

The Golden Ones. Lead by the "Golden Mul" (Gladiator 5/Barbarian4/Sun Cleric4)this band of raiders is currently based around the pyramid of the Sun. The Golden Mul was originally from Tyr and raided the occasional caravan until defeated and left to die in the desert. Mortally wounded and hamstrung by a Kreen who ate his tendons he was "rescued" from the verge of death by a passing Sun cleric who judged his ordeal in the sun as a trial and taught him magic. Driven by revenge he passed another trial which turned his skin an amber gold in colour. 2 PCs survive from the party that left him to die ;)

The Unseen. A small band of Pyreen inhabit the ruins. They avoid everyone but secretly tend to the wards that still stand to this day. They are starting to suspect an undead presence somewhere in the city.

Game effects of the Buried Cities Ward/Mythal.

1. While withen 1 mile of the Sun Pyramid defiling magic doesn't work. Defilers may not draw energy from plants and the terrain is treated as obsidian. This applies to all magic spells except for epic spells. Defilers with access to alternate sources of power such as the black or the cerulean storm may cast their spells but are unable to defile.

Bill Lumberg: Well as you know who wiped out you know whats, I'd guess undead.

king_cromag: Good luck on finding anything on Dungeon magazine #56, it's 16 years old, pre-PDF and as far as I can find no longer in existance for purchase.

And some more notes on the nearby buried city and Hamanu.
Mystic spell chasm

The air is thick with magic and imbued with a sense of ancient wisdom. The chasm is often described as a cavernous space, with towering walls and a seemingly infinite depth. To access the Mystic Spell Chasm, one must possess a deep understanding of the mystical arts. This includes knowledge of spells, rituals, and incantations, as well as a strong connection to the spiritual realm. It is believed that only those who have dedicated their lives to the study and practice of magic can gain access to the chasm. Once inside the Mystic Spell Chasm, practitioners can harness the vast power and energy that resides within. It is said to be a place where spells are heightened and amplified, allowing for greater control and manipulation of the magical forces. Many ancient artifacts and relics are said to have been created within the chasm, their power magnified by the energies that reside within. However, accessing the Mystic Spell Chasm is not without its risks. The chasm is a place of great power and as such, it can be dangerous for those who are not prepared or skilled enough to handle it. The immense energies that flow within can overwhelm and corrupt those who are not strong-willed or pure of heart. It is said that the chasm has claimed the lives of many who have dared to enter without proper preparation. In conclusion, the Mystic Spell Chasm is a fascinating and captivating concept within the realm of magic and mysticism. It represents a gap between our mortal world and the world of magic, holding within it immense power and knowledge. Accessing the chasm requires a deep understanding of the mystical arts and a strong connection to the spiritual realm. While it offers great opportunities for those who can harness its energy, it also comes with great risks. The Mystic Spell Chasm remains a mysterious and sought-after phenomenon for those who seek to unlock its secrets..

Reviews for "The Spell Chasm Chronicles: Legends, Myths, and Wonders"

1. Emily - 2/5 - I was really excited to try "Mystic Spell Chasm" after reading all the positive reviews, but I must say I was quite disappointed. The gameplay felt repetitive and I quickly lost interest. The graphics were also quite underwhelming and lacked the polish that other similar games have. Overall, I found it to be a lackluster experience.
2. John - 1/5 - "Mystic Spell Chasm" simply did not live up to the hype for me. The controls were clunky and unresponsive, making it frustrating to play. The storyline was also confusing and poorly paced, leaving me feeling disconnected from the game. I found myself quickly bored and had no desire to continue playing after only a short period of time.
3. Sarah - 2/5 - I had high hopes for "Mystic Spell Chasm" as I am a fan of spellcasting games, but unfortunately, this game fell short. The spells were difficult to execute and required precise movements, which made it frustrating to play, especially on smaller screens. The level design also lacked creativity and variety, making the game feel repetitive and monotonous. Overall, I found it to be a disappointing and lackluster experience.

The Spell Chasm Phenomenon: A Mystical Gateway to the Unknown

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