Myth Nantar Mythal

Mythal Effects in Myth Nantar
Myth Nantar is warded by a powerful barrier of ancient elven High Magic, called a mythal. The mythal wards an area three miles in diameter measured from the city center of Myth Nantar. All beings within its protection gain the following benefits:

Mythal Adaptations
• You can breathe underwater. (You can still breathe air.)
• You gain a swim speed equal to your normal speed.
• You do not suffer penalties to attack rolls when fighting underwater.
• No matter how cold the water, you suffer no discomfort (this does not grant you cold resistance).

Note: despite your underwater adaptation, you do not gain the aquatic keyword. Therefore, creatures with the aquatic keyword still have an advantage against you in underwater combat.

The mythal also blocks large-scale teleportation magic. You can use teleportation powers and effects during combat within your local area, but teleportation circles and other large-scale rituals do not function. This is a benefit to the city in that it keeps Myth Nantar from being overrun by an army popping up inside the city walls, but is a drawback when under siege from without, as reinforcements must come in the hard way.

Special Mythal Effects for those with Elven Blood:
• You gain the aquatic keyword.
• You can breathe underwater. (You can still breathe air.)
• You do not suffer penalties to attack rolls when fighting underwater, and you gain a +2 bonus to attack rolls and damage rolls while fighting creatures in the water that do not have the aquatic keyword.
• You gain a swim speed equal to your normal speed.
• No matter how cold the water, you suffer no discomfort (this does not grant you cold resistance).
• You gain enhanced senses underwater. You have darkvision to a range of 60 feet while you are underwater.
• The water itself acts to staunch your wounds. You gain a +5 bonus on death saves.

Sanctioned Defenders: those blessed by The Coronal can draw on the Mythal’s power but in doing so weaken it.

Healing Surges: instead of spending a healing surge a defender can use the power of the Mythal instead.

Action Points: start with 2, regain one after two encounters, instead of an extra standard action, one can use the power of the mythal to recharge an encounter power, reroll a single d20 they just rolled, or maximize damage for one attack.

Myth Nantar Mythal

Knights of Goldenhawk Tower jlandis