Is it possible to still use epic magic spells like "create mythal" in 5e realms based world's. I basically want to use Mythals of various sizes to power the magical technology present in my world.
The problem is create mythal is an epic level spell and as far as I know, the rules were changed to prevent the use of epic magic. I know typically PCs can't use epic magic, but what about NPCs?
So is there any way I can still create Mythals canonically, or will I literally just have to use DM powers to say that they exist?
Cheers
-- edit --
Now that I think of it, I am not sure I was thinking of the right thing. Not sure Mythals are the right thing to use for what I wanted to do, and think I might have mistaken them for something else.
I will still leave this question here though as evidence of my brain flop and who knows, maybe someone will have an answer.
RAW it is not possible, there are no rules for it.
And the DM decides if it is possible in their setting.
Lorewise it is afaik still possible in the Forgotten Realms, but it requires a ritual of several powerful spellcasters and usually at least one of them has to be sacrificed.
As of 5e Forgotten Realms, Mystra has banned magic beyond 9th-level spells (this is, I believe, the lore explanation for why there are no rules for such magic). That said, your DM can do whatever they want.
Of course, that’s specific to FR (but so are mythals).
Having read Ed Greenwood's last three books during/after Second Sundering and Mystra's return (The Herald, Spellstorm, Death Masks) I came to these conclusions:
1. The Weave is fragile and and additional restrictions have been placed on wizards after Mystra has been reborn - I wrote another topic about in Lore section but it's clear that any kind of magic that touches other people's mind is highly regulated and practically banned.
2. The spellcasters are much weaker - it's mostly the Chosen of Mystra (no longer able to spellduel a dozen of archmages and come up victorious) but it's implied that all spellcasters have suffered greatly during Mystra's absence and they are not fully themselves yet.
3. I have seen here and there that there were some exceptions - Larloch was a notable one, supposedly still able to cast 10th level spells because of a deal he made with Mystra. After what he pulled off in "The Herald" I can't imagine that the deal has not been revoked though (assuming he is even around), so it's more of a curiosity now.
4. Mystra has always operated more on "case by case" basis - in contrast to the Netherese, elves have (for the most part) proven to be more reliable with their High Magic, so I think it wouldn't be a stretch to rule that RItuals of Myriad are still possible.
I think you are thinking of the right thing. Mythals are super powerful magic batteries that power the likes of kingdom sized barriers or floating cities. I don't know if they come in small/hand held sizes (more research must be done).
As DM, you can just undo the magic nerf and make epic level magic possible.
But otherwise, I think Naresea got it. It is possible, but requires multiple 9th level spellcasters to combine their efforts. Basically, if 3-4 wizards cast wish to cast a 10th-11th level spell and have all the components that spell normally requires, it could happen. As I understand it, the restriction on magic limits how much of the weave individuals can use.
I think you are thinking of the right thing. Mythals are super powerful magic batteries that power the likes of kingdom sized barriers or floating cities. I don't know if they come in small/hand held sizes (more research must be done).
As DM, you can just undo the magic nerf and make epic level magic possible.
But otherwise, I think Naresea got it. It is possible, but requires multiple 9th level spellcasters to combine their efforts. Basically, if 3-4 wizards cast wish to cast a 10th-11th level spell and have all the components that spell normally requires, it could happen.
You are thinking Mythallars which is something entirely different from Mythals.
Mythallar = a battery invented by Ioulaum which ensured powering spells ad infinitum as long as one was nearby. The spell used to create floating cities (Proctiv's Move Mountain) required using one within some period of time after levitating the city.
Mythal - area spell that could have various of different effects, like banning specific type of magic, barring entry to specific type of creature etc. Basically an invisible dome of shielding magic. Speciality of FR elves but there were some of human origin.
I think you are thinking of the right thing. Mythals are super powerful magic batteries that power the likes of kingdom sized barriers or floating cities. I don't know if they come in small/hand held sizes (more research must be done).
As DM, you can just undo the magic nerf and make epic level magic possible.
But otherwise, I think Naresea got it. It is possible, but requires multiple 9th level spellcasters to combine their efforts. Basically, if 3-4 wizards cast wish to cast a 10th-11th level spell and have all the components that spell normally requires, it could happen.
You are thinking Mythallars which is something entirely different from Mythals.
Mythallar = a battery invented by Ioulaum which ensured powering spells ad infinitum as long as one was nearby. The spell used to create floating cities (Proctiv's Move Mountain) required using one within some period of time after levitating the city.
Mythal - area spell that could have various of different effects, like banning specific type of magic, barring entry to specific type of creature etc. Basically an invisible dome of shielding magic. Speciality of FR elves but there were some of human origin.
I've pondered a similar question. While I am relatively unfamiliar with what you are talking about, in principle, it's the same as my questions: Is there a way to duplicate the 1st edition Permanency spell? What about expanding a created demiplane?
To that, I'd answer the questions with quests. Yes, you can create a mythal, but youll have to seek out the Hidden Wizards, a society dedicated to the preservation of the Weave and prevention of another spell plague. You'd have to bargain with them to gain the secret of creating mythals. Then, scroll in hand, you must assemble a group of three casters, each of which must make a DC 30 Arcana check. Success for all casters means the creation of the mythal. Failure by 5 or less presents an option for the caster involved: Count it as a failure and let the spell fail, or count it as a success but die in the process. Failure by 6 or more means death and failure. If any one of the casters fails, the spell fails and the scroll (and any material components you might want to add) are consumed. If any caster dies in the process, the body is destroyed and the creature can be brought back only with True Ressurection, so it's best to have a cleric involved. The whole ritual takes one hour. Also, successful completion of the spell puts you on Mystra's bad side.
The thing about spells like create mythal is that they are magical rituals not made for everyday use. They are probably driven by a significant need to protect something from oncoming intruders, create something beyond the realms of normal magic, or otherwise weaken an enemy you are planning to fight that has significant protection or an effect. Also, the outcome of such spells is a campaign-effecting event. In this instance, it's angering Mystra. In other words, the 5th edition spell rules are for limited magics used in every campaign. To get something greater is to alter the course of the campaign, and should have a very special casting and accomplishment.
I think you are thinking of the right thing. Mythals are super powerful magic batteries that power the likes of kingdom sized barriers or floating cities. I don't know if they come in small/hand held sizes (more research must be done).
As DM, you can just undo the magic nerf and make epic level magic possible.
But otherwise, I think Naresea got it. It is possible, but requires multiple 9th level spellcasters to combine their efforts. Basically, if 3-4 wizards cast wish to cast a 10th-11th level spell and have all the components that spell normally requires, it could happen.
You are thinking Mythallars which is something entirely different from Mythals.
Mythallar = a battery invented by Ioulaum which ensured powering spells ad infinitum as long as one was nearby. The spell used to create floating cities (Proctiv's Move Mountain) required using one within some period of time after levitating the city.
Mythal - area spell that could have various of different effects, like banning specific type of magic, barring entry to specific type of creature etc. Basically an invisible dome of shielding magic. Speciality of FR elves but there were some of human origin.
Yes, this is what I was refering to. Mythallars not Mythals. I knew I had made a mistake somehow I just couldn't think of what the correct thing was.
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A caffeinated nerd who has played TTRPGs or a number of years and is very much a fantasy adventure geek.
IIRC, Mythallars were banned from creation when Mystril was reborn as Mystra. With a new Mystra now in canon those restrictions may be lifted. There are Mythallars in the ruins of Netheril in the Aunaroch desert and the Plain of Standing Stones.
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Please check out my homebrew, I would appreciate feedback:
I think it would be an awesome dark touch to the setting if the Mythallars that fuel all the nice and wondrous things are created during secret rituals where a group of very powerful wizards (maybe the rulers of the kingdom?) sacrifice lesser spellcasters to power the 10th level magic required by the spell.
I think I'll justs steal that idea for my next campaign. :D
After Mystra has been reborn and Second Sundering completed by Ao, all gods have kind of crawled back and limited their presence and influence in the Realms. It's possible that this may be a reason why spellcasters are generally weaker now than pre-Spellplague - because the Weave has just been repaired and Mystra doesn't want to take any chances, putting more limitations even on her Chosen.
Also, considering the events just before her full return - when Larloch tricked Elminster and drained Wards of Candlekeep and then started draining Myth Drannor's Mythal like a naughty boy - I highly doubt that she wouldn't interfere if some heavy magic shenaningas happened.
That being said you, as the DM may rule that because the gods have distanced themselves from Realms, you can slip a thing or two without Mystra noticing ;-)
So to summarize - if you place your campaign in Forgotten Realms after Second Sundering and Mystra's return, then it's up to you - it is said that during the Spellplague, when she was gone, the limitations on magic haven't been enforced and thus the Netherese could've repaired some mythallars during that time and it's possible that she didn't deactivate them after returning.
EDIT: also, it's worth noting that although the current Mystra (previous morta Midnight) is not the same entity as Mystryl (during Netheril times) or the first Mystra (reborn after Mystryl died and killed by Helm during Time of Troubles), she is by no means a complete stranger to the previous goddesses of magic. It is theorized that because previous goddesses were also a part of the Weave, their essence is still somewhat buried in there. There were instances of current Mystra being able to recall events of Mystryl and it can be assumed that she more or less accumulated the knowledge and experiences of her predecessors.
I think it would be an awesome dark touch to the setting if the Mythallars that fuel all the nice and wondrous things are created during secret rituals where a group of very powerful wizards (maybe the rulers of the kingdom?) sacrifice lesser spellcasters to power the 10th level magic required by the spell.
I think I'll justs steal that idea for my next campaign. :D
After Mystra has been reborn and Second Sundering completed by Ao, all gods have kind of crawled back and limited their presence and influence in the Realms. It's possible that this may be a reason why spellcasters are generally weaker now than pre-Spellplague - because the Weave has just been repaired and Mystra doesn't want to take any chances, putting more limitations even on her Chosen.
Also, considering the events just before her full return - when Larloch tricked Elminster and drained Wards of Candlekeep and then started draining Myth Drannor's Mythal like a naughty boy - I highly doubt that she wouldn't interfere if some heavy magic shenaningas happened.
That being said you, as the DM may rule that because the gods have distanced themselves from Realms, you can slip a thing or two without Mystra noticing ;-)
So to summarize - if you place your campaign in Forgotten Realms after Second Sundering and Mystra's return, then it's up to you - it is said that during the Spellplague, when she was gone, the limitations on magic haven't been enforced and thus the Netherese could've repaired some mythallars during that time and it's possible that she didn't deactivate them after returning.
EDIT: also, it's worth noting that although the current Mystra (previous morta Midnight) is not the same entity as Mystryl (during Netheril times) or the first Mystra (reborn after Mystryl died and killed by Helm during Time of Troubles), she is by no means a complete stranger to the previous goddesses of magic. It is theorized that because previous goddesses were also a part of the Weave, their essence is still somewhat buried in there. There were instances of current Mystra being able to recall events of Mystryl and it can be assumed that she more or less accumulated the knowledge and experiences of her predecessors.
Mystril was was in the time of the Netherese, Mystra was the next one up until Helm killed her, and Midnight (Mystra) died when the Spellplague started, and Mystra is the current one that formed after that, or was reborn, or something. I forget exact details, but that's how it goes when you're the deity of magic. People try to kill you.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
After Mystra has been reborn and Second Sundering completed by Ao, all gods have kind of crawled back and limited their presence and influence in the Realms. It's possible that this may be a reason why spellcasters are generally weaker now than pre-Spellplague - because the Weave has just been repaired and Mystra doesn't want to take any chances, putting more limitations even on her Chosen.
Also, considering the events just before her full return - when Larloch tricked Elminster and drained Wards of Candlekeep and then started draining Myth Drannor's Mythal like a naughty boy - I highly doubt that she wouldn't interfere if some heavy magic shenaningas happened.
That being said you, as the DM may rule that because the gods have distanced themselves from Realms, you can slip a thing or two without Mystra noticing ;-)
So to summarize - if you place your campaign in Forgotten Realms after Second Sundering and Mystra's return, then it's up to you - it is said that during the Spellplague, when she was gone, the limitations on magic haven't been enforced and thus the Netherese could've repaired some mythallars during that time and it's possible that she didn't deactivate them after returning.
EDIT: also, it's worth noting that although the current Mystra (previous morta Midnight) is not the same entity as Mystryl (during Netheril times) or the first Mystra (reborn after Mystryl died and killed by Helm during Time of Troubles), she is by no means a complete stranger to the previous goddesses of magic. It is theorized that because previous goddesses were also a part of the Weave, their essence is still somewhat buried in there. There were instances of current Mystra being able to recall events of Mystryl and it can be assumed that she more or less accumulated the knowledge and experiences of her predecessors.
Mystril was was in the time of the Netherese, Mystra was the next one up until Helm killed her, and Midnight (Mystra) died when the Spellplague started, and Mystra is the current one that formed after that, or was reborn, or something. I forget exact details, but that's how it goes when you're the deity of magic. People try to kill you.
Midnight (Mystra) didn't really die, she foresaw the Spellplague and divided some of her essence among mortals like her Chosen ones (and Volo which is why he is still alive in 15th century despite being a human) and returned fully during the events described in "Herald". Anyway, current Mystra is still Midnight because she didn't fully die like the previous ones. You could say that she dropped to 0 and has been making her Death Saving Throws, waiting for Elminster to return her power to her ;-)
While this is an old topic, it is important to remember that, per RAW, you can not longer cast an Epic spell USING THE WEAVE. Nowhere does it state you can not do it using a different source of power (Shadow weave, Blood Magic, Life Force, etc)
Ok, by RAW, as there’s have said, epic magic is no more. That said it is upto the DM whether they want that rule to stand. Mythals and Mythal Lars are very different. The Mythal lair does generate a “magic field” ( up to about 10 miles in diameter) that can power quasi magic items. If they leave the field they become mundane items that don’t work. Mythals are focused concentrations of magic created and tied to a specific local that grant and or block Magic activities within their area of effect. Mythallars were created by 10th level spells which have been blocked since the fall of Netheril. At the end of the spellplague there were 3 in existence - shade’s because the city fled to the plane of shadow before Karsus caste his spell. sakkor’s which was damaged but not destroyed when the city hit and sank into the sea of fallen stars only to be raised and the mythallar repaired by Shade and a third rescued by Selene and placed on a moon of Faerun. N he final battles with Shade it’s and Sakkor’s mythallars were destroyed and the cities crashed and were destroyed leaving only the one on he moon in existence. (There is one other place where there MIGHT be a mythallar - Larloch’s Crypt. It is the remains of his enemie’s city and it might have a damaged and repaired mythallar which would explain a lot about why it is so powerful). Mythals came in 2 forms - elven high magic ones and noneoven epic magic ones ( both actually used the epic magic rules) with Myth Drannor destroyed (according to RAW) the only extant Mythals known are those of the sea elves in the sea of fallen stars (and possibly elsewhere) and the Mythal of the hidden city of Rhymanthien (sp?) raised by Khelbin shortly before the spellplague. Epic magic basically came in 3 “levels”: A) epic magic that an individual could caste without killing themselves. B) epic magic that was too strong for an individual but could be caste by a group each giving a portion ( or all) of their life force and C) epic magic so strong that it needed the cooperation of a deity to create. If your interested in including epic magic I strongly recommend that you get ( or reread) the Epic Handbook. It can be used in 5e using the older rules but should be limited to 20+ Level characters which pretty much means your NPCs.
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Wisea$$ DM and Player since 1979.
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Hi guys,
Is it possible to still use epic magic spells like "create mythal" in 5e realms based world's. I basically want to use Mythals of various sizes to power the magical technology present in my world.
The problem is create mythal is an epic level spell and as far as I know, the rules were changed to prevent the use of epic magic. I know typically PCs can't use epic magic, but what about NPCs?
So is there any way I can still create Mythals canonically, or will I literally just have to use DM powers to say that they exist?
Cheers
-- edit --
Now that I think of it, I am not sure I was thinking of the right thing. Not sure Mythals are the right thing to use for what I wanted to do, and think I might have mistaken them for something else.
I will still leave this question here though as evidence of my brain flop and who knows, maybe someone will have an answer.
A caffeinated nerd who has played TTRPGs or a number of years and is very much a fantasy adventure geek.
RAW it is not possible, there are no rules for it.
And the DM decides if it is possible in their setting.
Lorewise it is afaik still possible in the Forgotten Realms, but it requires a ritual of several powerful spellcasters and usually at least one of them has to be sacrificed.
I don't know how reliable my source is, though:
https://youtu.be/kiGBXhpQAUg
As of 5e Forgotten Realms, Mystra has banned magic beyond 9th-level spells (this is, I believe, the lore explanation for why there are no rules for such magic). That said, your DM can do whatever they want.
Of course, that’s specific to FR (but so are mythals).
It depends on the year in the Realms.
Having read Ed Greenwood's last three books during/after Second Sundering and Mystra's return (The Herald, Spellstorm, Death Masks) I came to these conclusions:
1. The Weave is fragile and and additional restrictions have been placed on wizards after Mystra has been reborn - I wrote another topic about in Lore section but it's clear that any kind of magic that touches other people's mind is highly regulated and practically banned.
2. The spellcasters are much weaker - it's mostly the Chosen of Mystra (no longer able to spellduel a dozen of archmages and come up victorious) but it's implied that all spellcasters have suffered greatly during Mystra's absence and they are not fully themselves yet.
3. I have seen here and there that there were some exceptions - Larloch was a notable one, supposedly still able to cast 10th level spells because of a deal he made with Mystra. After what he pulled off in "The Herald" I can't imagine that the deal has not been revoked though (assuming he is even around), so it's more of a curiosity now.
4. Mystra has always operated more on "case by case" basis - in contrast to the Netherese, elves have (for the most part) proven to be more reliable with their High Magic, so I think it wouldn't be a stretch to rule that RItuals of Myriad are still possible.
I think you are thinking of the right thing. Mythals are super powerful magic batteries that power the likes of kingdom sized barriers or floating cities. I don't know if they come in small/hand held sizes (more research must be done).
As DM, you can just undo the magic nerf and make epic level magic possible.
But otherwise, I think Naresea got it. It is possible, but requires multiple 9th level spellcasters to combine their efforts. Basically, if 3-4 wizards cast wish to cast a 10th-11th level spell and have all the components that spell normally requires, it could happen. As I understand it, the restriction on magic limits how much of the weave individuals can use.
You are thinking Mythallars which is something entirely different from Mythals.
Mythallar = a battery invented by Ioulaum which ensured powering spells ad infinitum as long as one was nearby. The spell used to create floating cities (Proctiv's Move Mountain) required using one within some period of time after levitating the city.
Mythal - area spell that could have various of different effects, like banning specific type of magic, barring entry to specific type of creature etc. Basically an invisible dome of shielding magic. Speciality of FR elves but there were some of human origin.
So close.
If I remember correctly, the places that had Mythals had it in the name, like Myth Drannor.
I've pondered a similar question. While I am relatively unfamiliar with what you are talking about, in principle, it's the same as my questions: Is there a way to duplicate the 1st edition Permanency spell? What about expanding a created demiplane?
To that, I'd answer the questions with quests. Yes, you can create a mythal, but youll have to seek out the Hidden Wizards, a society dedicated to the preservation of the Weave and prevention of another spell plague. You'd have to bargain with them to gain the secret of creating mythals. Then, scroll in hand, you must assemble a group of three casters, each of which must make a DC 30 Arcana check. Success for all casters means the creation of the mythal. Failure by 5 or less presents an option for the caster involved: Count it as a failure and let the spell fail, or count it as a success but die in the process. Failure by 6 or more means death and failure. If any one of the casters fails, the spell fails and the scroll (and any material components you might want to add) are consumed. If any caster dies in the process, the body is destroyed and the creature can be brought back only with True Ressurection, so it's best to have a cleric involved. The whole ritual takes one hour. Also, successful completion of the spell puts you on Mystra's bad side.
The thing about spells like create mythal is that they are magical rituals not made for everyday use. They are probably driven by a significant need to protect something from oncoming intruders, create something beyond the realms of normal magic, or otherwise weaken an enemy you are planning to fight that has significant protection or an effect. Also, the outcome of such spells is a campaign-effecting event. In this instance, it's angering Mystra. In other words, the 5th edition spell rules are for limited magics used in every campaign. To get something greater is to alter the course of the campaign, and should have a very special casting and accomplishment.
Yes, this is what I was refering to. Mythallars not Mythals. I knew I had made a mistake somehow I just couldn't think of what the correct thing was.
A caffeinated nerd who has played TTRPGs or a number of years and is very much a fantasy adventure geek.
IIRC, Mythallars were banned from creation when Mystril was reborn as Mystra. With a new Mystra now in canon those restrictions may be lifted. There are Mythallars in the ruins of Netheril in the Aunaroch desert and the Plain of Standing Stones.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I think it would be an awesome dark touch to the setting if the Mythallars that fuel all the nice and wondrous things are created during secret rituals where a group of very powerful wizards (maybe the rulers of the kingdom?) sacrifice lesser spellcasters to power the 10th level magic required by the spell.
I think I'll justs steal that idea for my next campaign. :D
After Mystra has been reborn and Second Sundering completed by Ao, all gods have kind of crawled back and limited their presence and influence in the Realms. It's possible that this may be a reason why spellcasters are generally weaker now than pre-Spellplague - because the Weave has just been repaired and Mystra doesn't want to take any chances, putting more limitations even on her Chosen.
Also, considering the events just before her full return - when Larloch tricked Elminster and drained Wards of Candlekeep and then started draining Myth Drannor's Mythal like a naughty boy - I highly doubt that she wouldn't interfere if some heavy magic shenaningas happened.
That being said you, as the DM may rule that because the gods have distanced themselves from Realms, you can slip a thing or two without Mystra noticing ;-)
So to summarize - if you place your campaign in Forgotten Realms after Second Sundering and Mystra's return, then it's up to you - it is said that during the Spellplague, when she was gone, the limitations on magic haven't been enforced and thus the Netherese could've repaired some mythallars during that time and it's possible that she didn't deactivate them after returning.
EDIT: also, it's worth noting that although the current Mystra (previous morta Midnight) is not the same entity as Mystryl (during Netheril times) or the first Mystra (reborn after Mystryl died and killed by Helm during Time of Troubles), she is by no means a complete stranger to the previous goddesses of magic. It is theorized that because previous goddesses were also a part of the Weave, their essence is still somewhat buried in there. There were instances of current Mystra being able to recall events of Mystryl and it can be assumed that she more or less accumulated the knowledge and experiences of her predecessors.
"Soylent Green is PEOPLE!"
... basically. :)
Mystril was was in the time of the Netherese, Mystra was the next one up until Helm killed her, and Midnight (Mystra) died when the Spellplague started, and Mystra is the current one that formed after that, or was reborn, or something. I forget exact details, but that's how it goes when you're the deity of magic. People try to kill you.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Midnight (Mystra) didn't really die, she foresaw the Spellplague and divided some of her essence among mortals like her Chosen ones (and Volo which is why he is still alive in 15th century despite being a human) and returned fully during the events described in "Herald". Anyway, current Mystra is still Midnight because she didn't fully die like the previous ones. You could say that she dropped to 0 and has been making her Death Saving Throws, waiting for Elminster to return her power to her ;-)
While this is an old topic, it is important to remember that, per RAW, you can not longer cast an Epic spell USING THE WEAVE.
Nowhere does it state you can not do it using a different source of power (Shadow weave, Blood Magic, Life Force, etc)
Ok, by RAW, as there’s have said, epic magic is no more. That said it is upto the DM whether they want that rule to stand. Mythals and Mythal Lars are very different. The Mythal lair does generate a “magic field” ( up to about 10 miles in diameter) that can power quasi magic items. If they leave the field they become mundane items that don’t work. Mythals are focused concentrations of magic created and tied to a specific local that grant and or block Magic activities within their area of effect. Mythallars were created by 10th level spells which have been blocked since the fall of Netheril. At the end of the spellplague there were 3 in existence - shade’s because the city fled to the plane of shadow before Karsus caste his spell. sakkor’s which was damaged but not destroyed when the city hit and sank into the sea of fallen stars only to be raised and the mythallar repaired by Shade and a third rescued by Selene and placed on a moon of Faerun. N he final battles with Shade it’s and Sakkor’s mythallars were destroyed and the cities crashed and were destroyed leaving only the one on he moon in existence. (There is one other place where there MIGHT be a mythallar - Larloch’s Crypt. It is the remains of his enemie’s city and it might have a damaged and repaired mythallar which would explain a lot about why it is so powerful). Mythals came in 2 forms - elven high magic ones and noneoven epic magic ones ( both actually used the epic magic rules) with Myth Drannor destroyed (according to RAW) the only extant Mythals known are those of the sea elves in the sea of fallen stars (and possibly elsewhere) and the Mythal of the hidden city of Rhymanthien (sp?) raised by Khelbin shortly before the spellplague. Epic magic basically came in 3 “levels”: A) epic magic that an individual could caste without killing themselves. B) epic magic that was too strong for an individual but could be caste by a group each giving a portion ( or all) of their life force and C) epic magic so strong that it needed the cooperation of a deity to create. If your interested in including epic magic I strongly recommend that you get ( or reread) the Epic Handbook. It can be used in 5e using the older rules but should be limited to 20+ Level characters which pretty much means your NPCs.
Wisea$$ DM and Player since 1979.