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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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