The Spell Jammer

The Spell Jammer, a very majestic and incredibly large manta ray, or cloud skate for those who are more familiar with mythical creatures. This particular creature though is in and of it's own right a legend. It's a sentient being, though it doesnt speak, it is very intelligent and very wise. It's been around for many many centuries and will likely be around for many more to come.

There are a few distinct qualities about the Spell Jammer that should be noted here. First and fore most is it's name sake. The Spell Jammer didnt just get it's name because of how it sounds, infact the beast posesses an aura about it that actually greatly dampens magics near by and second is the it's natural camoflauge. Just like a great white shark, the Spell Jammer's bottom half is colored so that it's practically invisible to the naked eye. Also another interesting point is that it does not cast a shadow either, so even when your directly under it, it's virtually impossible to see.

Now, the Spell Jammer's aura might sound like it's a big problem for those who are magically inclined and would be bothersom to the point that no one would wish to stay there if they have any arcane talent what so ever. Well, it is most fortunate for those who wish to practice magic that the master of the castle is one such fellow who enjoys his magics greatly and has actually managed to greatly dampen the dampening aura, so long as your within the bounds of the barrier protecting his land. Within the barrier the nearly nullifieing aura is brought down to a mere 15% reduction in spell effectiveness. So a healing spell might take a little longer focus time before a wound is healed, or a fireball spell might not do quite as much damage as it normally would. It's not enough to make a huge difference, however it is noticable.

Those who have spent more time within the minor dampening field slowly get used to it and thier magics actually tend to strengthen from spending time in this unique environment, much in the same way a runner becomes better conditioned when they run with weights, the resistance of the field helps empower those who train in it by making the spell that much harder to use to begin with.

The Towns

There are four very different towns that are in very good standing with the Lord of the castle, and being as such, Ontaros has put in a very special doorway that allows the passage from the towns to his castle very freely. There is a doorway in the main hall, seprate from the main entrance into the castle, that has a wheel of to the right of the door, you simply spin the wheel until the gem corisponding with the town you wish to visit is at the top, then you open the door and step right in. When you wish to return to the castle, you simply return to that same door with the castle and the wheel more specificly in mind and open the door, on the otherside you'll find the main hallway. The door is specificly designed to keep those who dont know how it works out. One has to have been to the castle before, otherwise the door leads through to a desheveled old house with nothing in it.