Hgeocities.com/area51/vault/6396/spell2.htmloocities.com/area51/vault/6396/spell2.htmlelayedxJ4)=OKtext/html_)=b.HSun, 19 Apr 1998 19:56:57 GMT[Mozilla/4.5 (compatible; HTTrack 3.0x; Windows 98)en, *J)= Realm Spells based on Quest Spells from Tome of Magic Spell Theme

Realm Spells based on Quest Spells from Tome of Magic.

Here are some of the Tome of Magic spells that have been converted into realms spells for priests.
For the original versions of these spells, plus other quest spells see the Tome of Magic (pg 112 - 122).

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Abundance (Alteration)

Regency: 2 per day
Gold: 1 GB
Req'd Holding: 2
Char Level: 5
Duration: Permanent

There are two uses of this realm spell.
The first is to quicken the ripening of crops. A crops such as wheat or another grain crop will grow, ripen and be ready for harvest all within a single day. The seeds for the crop must be sown first of course. What this does is allow a second roll for taxation in the effected province.
Example: The Roesone province of Caercas (4/1) will now produce 2d4+2 in taxation for the domain turn effected. This is a possible extra 5 GB for an expenditure of 1 GB.
The Second use of this spell is completely different. It enables the caster to grow large areas of woodland. If the spell is cast in an area of woods they will expand and regrow. The new trees grow in one day what would normally take 25 years, and the spells effect can be extended for additional 3 days, although the growth rate slows to 5 years per day. The priest casting the spell can alter the area of effect so that the woodland will grow where he wishes. This would enable the priest to grow trees around a castle to cover the approach of an advancing army, or use a similar effect to prevent mounted units from charging his troops.
 

Animal Horde: (Conjuration/Summoning)

Regency: Special
Gold: 1 GB
Req'd Holding: 1
Char Level: 1
Duration: 1 Day per RP

This realm spell enables the priest to summon a horde of common animals to do his bidding. The summoned animal will assist the priest in any way they are able and return to their lair (assuming they are still alive) at the end of the spell. Any type of common animal can be summoned (e.g.: bear, wolf, rabbit, deer, etc.), but not monsters. The summoned creatures do not have to be of the same species, but the priest is limited to 10 HD of creature for each level of experience. A 16th level priest would be able to summon 160 HD of creatures.
While the uses of this spell might at first seem limited there are many things that the priest may need the animal for. If his people are starving he may wish to summon up a herd of deer, or similar create to feed them. If he is at war he may want to summon a horde of bears or hungry wolves in the middle of the enemy camp. The Awnshegh known as the Sphinx using a similar sort of effect to summon giant cats to serve him.
The only limitation on what animal can be summoned is that they must be within the province the spell is cast.
 

Circle of Sunmotes: (Alteration, Invocation/Evocation, Necromancy)

Regency: 1 per unit
Gold: Special
Req'd Holding: 3
Char Level: 7
Duration: 1 War Move per GB (per unit)

When this spell is cast the priest creates a hemispherical shell filled with sparkling, glowing motes of bright sunlight. The caster is always at the exact center of the shell. The shell extends for a radius of 100 ft from the caster and covers one area on the war map.
When first cast on a friendly unit the Circle heals it 1 hit. For the duration of the spell the unit gains +1 to all their attacks, and never fails a Morale check. Friendly units who move into an adjacent area of an effected unit are healed 1 hit. This affects a unit only once during the spell's duration.
Enemies suffer -1 to all missile attacks on friendly units under this spell. If cast on an enemy unit they immediately take 1 hit. Any
resistance to fire negates this attack. This attack happens only once. For the duration of the spell the enemy unit suffers -1 to all attacks, and loses their first morale symbol.
 

Elemental Swarm: (Conjuration/Summoning)

Regency: 3
Gold: Special
Req'd Holding: 3
Char Level: 7
Duration: see below

This spell enables the priest to reach into the elemental plane of his choice and summon Elementals to do his bidding. Any elemental creature summoned by the priest will obey him, and him alone so he must be with them at all times. The Elementals summoned can either be used as servants, or as soldiers.
If used as servants they will serve for 1 month for each 1 GB spent on the casting, but they will not fight for the priest. They can however be used to help in construction castles or similar tasks.
If summoned as soldiers the priest can summon one unit of Elementals, plus an extra unit for each five experience levels. The cost for this form of the spell is 1 GB for each war move, with the duration decided at the casting of the spell. A unit of Elemental creature has the following stats.
Move: 1
Defence: 6/7/8
Melee: 7 (They take 4 hits, losing 1 off their attack per hit).
Morale: Elemental never fail morale.
This spell can only be cast once every 12 months as it puts a great strain on the priest. The priest may attempt to cast it again but has a 33% (cumulative) chance of dying during the spell casting.
 

Health Blessing: (Necromancy)

Regency: 1 per 5 people
Gold: 1 GB per 5 people
Req'd Holding: 1
Char Level: 1
Area of Effect: up to 50 people, or 1 unit of soldiers.
Duration: 1 day/level.

This realm spell provides the effect people with protection from Ill-Health and grants them the temporary ability to heal others. Thus a priest in times of a plague or disease can create a group of healers to assist the people of his kingdom.
The recipients of this spell are immune to non-magical disease and gain a +4 bonus to saving throws versus poison and death magic. Once per day they can also cast a cure light wound spell on themselves for the duration of the spell. The most important effect is the granting of the ability to cure others. Anyone effected may cast one cure critical wounds, 2 cure light wounds, and 1 cure disease spell per day.
This spell can also be used in battle. By casting it on a unit of soldier the priest grants them the ability to heal themselves of 1 hit of damage once per battle, and to heal other units of 3 hits of damage.
 

Highway: (Alteration, Evocation)

Regency: 4
Gold: 1 GB
Req'd Holding: 1
Char Level: 1
Duration: 1 day

The highway spell create a moving plane of force that acts as a magical conveyor for the priest or entire units of soldiers.
This spell enables the priest ot move units of troops around his kingdom at a much faster rate than normal. For the duration of the spell any unit in the province effected can be moved as though it had a movement rate of 4. The units have to move as a group and the priest must move with them.
 

Implosion/Inversion: (Invocation)

Regency: 5
Gold: 2 GB per month
Req'd Holding: 3
Char Level: 7
Range: Anywhere in province Priest is in.

This spell gives the priest to implode entire units of soldiers killing them instantly. This ability can only be used once per month though. The priest does not have to be anywhere near the unit effected, but they must be within line of sight of the priest. Only units effected by a shield army or similar spell can escape the effects of the powerful magic being thrown at them. When effected the molecules of their body are rearranged in such a way that their bodies implode (quite a messy sight). The maximum duration of this spell is 3 months.
 

Mindnet: (Divination, Enchantment/Charm)

Regency: Special
Gold: 1 GB
Req'd Holding: 5
Char Level: 7
Duration: 1 day per RP (max. of 16 days)

Mindnet enables the priest to create a telepathic link with as many as 10 other creatures who may be separated from each other by as much as 10 miles. Thus a chain of creatures 100 miles long could be established. Characters of any class can be involved in the net. Once it is established the priest and any other characters in the Mindnet can access each others abilities and skills. This includes any priest spell memorized by another character in the Mindnet. However once a spell has been taken from 1 priest to give to another it is lost from the mind of the priest who originally memorized it.
Example: A priest may be linked with a guilder character, another higher level priest and a fighter. The priest could now use the fighters siegecraft skills, the guilder administration ability and any spell the higher level priest has memorized.
The second thing it grants the priest is the ability to teleport anyone linked to the mind net to the location of another being in the net. For purposes of this Realm spell the Priest may only teleport connected beings twice per day. The Priest must make a Con. check once per day (instead of once per turn).
Finally everyone linked in the Mindnet has instant mental communication with the other members and knows what is occurring at their location. This could be extremely useful in times of war.
While the Priest can perform no other actions he may sleep for 4 hours at a time while sustaining this spell. Although he/she
must make a Wis. check every hour to stay asleep. If unable to get a full 4 hours sleep once a day the Priest suffers a +4 penalty to his/her Con. check. For every day that this spell is Maintained the Priest must spend 1 day in bed rest, unable to do much beyond sleep, and eat, after terminating the spell.
 

Preservation: (Abjuration)

Regency: 10
Gold: 2 GB
Req'd Holding: 1
Char Level: 3
Duration: 1 domain turn.

This spell creates a powerful set of protective wards that effect a single fortified building, temple complex, tower or similar structure. These wards protect the physical integrity of the structure and prevent magical access (teleport etc.).
A castle of fortified holding effected by this spell is treated as though it were 2 levels higher (maximum of 10) for the purpose of determine the defence of units inside the structure. An unfortified holding is treated as though it were a level 2 fortification. Although not immune to the damage from artillery, a unit of artillery attacking another unit inside the structure has a -2 penalty to its missile rating. The spell also creates a permanent protection from evil spell on the effected building. This gives good units inside the castle a +1 to melee and penalizes evil creatures (i.e. Gorgon's soldiers) -1 to their melee ratings.
Magical spells such as teleport, fly etc. can not be used to access the castle for the duration of the spell. Finally if the building is a temple holding all priests inside the structure gain the benefit of a sanctuary spell for the duration of the Preservation Realm spell.
 

Revelation: (Divination)

Regency: 2
Gold: Special
Req'd Holding: 7
Char Level: 5
Duration: 1 day per GB

The revelation spell grant the priest extraordinary divination powers. He gains the following abilities that are effective to a range of 200 metres.
- Gains True Seeing as per the 5th level priest spell.
- Can see and identify all priest magic within the area of effect
- Is instantly aware of any attempt to lie to him (+5 to diplomacy).
- Can communicate with animals, creatures, and monsters of all types.
- Can communicate telepathically with any humanoid creature within range, assuming that they speak (or think) in the same language as the priest.
- Can use a magic item such as a crystal ball once per hour, with a +20% bonus to determine success.
 

Robe of Healing: (Enchantment, Necromancy)

Regency: 1
Gold: Special
Req'd Holding: 3
Char Level: 3
Duration: 1 hour per GB

This spell enchants a priest's robe or cloak to enable him to walk among wounded creatures and heal them. By touching the robe a wounded creature is healed of 1d4+4 hit points. As many creatures as can physically touch the robe can be healed. This works out to be about 20 creatures a round or for 1,200 creatures an hour.
The spell works in battles as well, enabling the priest to heal 4 units of 1 hit during the battle..
 

Siege Wall: (Alteration, Invocation)

Regency: 1 per structure level
Gold: Special
Req'd Holding: 1
Char Level: 7
Duration: 1 week per GB

A siege wall Realm spell enables a priest to fortify external areas of a fortified building. The Priest may add as many structure points, to a castle, as he/she wants. Costing 1 RP per structure level, to a maximum of level 10. The spell will last 1 day for each GB spent.
 

Original conversion and some descriptions
by Sepsis

Additional description and alterations
by Ian Hoskins


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