ðHgeocities.com/area51/vault/6396/spell3.htmloocities.com/area51/vault/6396/spell3.htmlelayedxîŽÕJÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈÀáœUOKtext/htmlpñ¾Uÿÿÿÿb‰.HSun, 21 Jun 1998 16:28:19 GMT\Mozilla/4.5 (compatible; HTTrack 3.0x; Windows 98)en, *íŽÕJU Priest Realm Spells Spell Theme

Priest Realm Spells

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Bless Holding / Curse Holding Sphere: All
Regency: 5 Req'd Holding: 5
Gold: 1 / +1 Character Level: 5
Duration: Special  
With this spell the caster can effect the chance of ruling a Holding. For each gold bar used in the casting cost the attempt is effected up or down by +1. The spell lasts until the next rule attempt.

By Ian Hoskins

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Conjure Extraplanar Unit

Sphere: Summoning
Regency: 12 RP/Unit Req'd Holding: 6
Gold: 5 GB/Unit Character Level: 13th
Duration: 1 war move + 1 war move/every 2nd level.

This spell summons 50 extraplanar creatues which will serve you in the duration period. The extraplanar creatures comes from the same plane as the deity (which meens that most of the human deities can't grant this spell). This spell are considered very evil, since for some reason only evil beings are summoned by this spell. If a PC of good alignment cast this, he will be subject to a major losses of regency (as described in the rulebook p.38).

By Unknown?

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Cure Plague Sphere: Necromancy
Regency: 1 Req'd Holding: 4
Gold: 5 Character Level: 10
Duration: Permanent  
This spell can cure the effects of a plague that may be effecting the people of a province. If cast within 1 month of the plauge's detection then the people are cured with little damage to the population. This spell can also counter the effects of the wizard realm spell Death Plague.

By Ian Hoskins

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Dark Summons

Sphere: Necromancy
Regency: 0 RP Req'd Holding: 1
Gold: 1 GB Character Level: 3
Duration: 5 mins each year.

This spell creates a short lived portal to the Shadow world, through which comes a dark being to do the priest's bidding. It will remain on the earth for 1 year, during which it makes every attempt to carry out his command, and then it fades away.
The spell can only be cast during Emmanier, the month leading up to the Eve of the Dead. It culminates on the Eve, with the opening of the portal for a period of about 5 minutes. During this time, the priest must offer a blooded victim, preferably a regent, to seal the bargain. If he has no suitable person, the creature takes him instead.
Additionally, this spell can only be performed in one of a few locations around Cerilia, where ancient stone circles stand. These are found in the Erebannien, the Giantdowns, Drachenward, and of course, your player's holdings :)

By Daniel McSorley
 
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  Dead Seas

Sphere: Weather
Regency: 3 / coastal region Req'd Holding: 4
Gold: 2 GB Character Level: 5th
Duration: 1 domain turn.

As Calm Sailing this spell is restricted to priests of Nesirie. It allows a priest to deprive any number of adjacent coastal areas of wind and waves making it impossible for non-magical non-oared vessels to sail in,out or through the affected areas. On the other hand oared vessels add 1 to their rowing rates when inside the affected areas.
This spell was first used by the ETN as a retaliation to Mieres for the violent distruction of their temple holdings.

By MANTA


 
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  Defense of the Homeland

Spheres: Protection, War
Regency: 2 RPs per Invader
Req'd Holding: 4
Gold: 1 GB
Character Level: 7th
Duration: Special

When enacted, this causes any invading units in your realm to be pushed out by the wrath of your divine power. You pour your mystic energy at them-- destroying the weaker units, and sending the others fleeing from your divine wrath.

All units affected take 1 hit of damage. They must also make a save vs spell at -1 for every three levels over 7th. If they fail this saving throw, then they are forced to flee toward their homelands until they reach there. They will stop for nothing, and continue to march even without supplies. Unless the regent gives supplys for his troops (one GB per five units/provinces) they will take another hit of damage for every 5 provinces they have to cross on the way home.

This spell effects any enemy troop in your entire realm, although you have to spend 2 regency points for every troop your going to affect. If you affect a province, you have to affect all the troops in that province. Example: If there were 3 units in province A and 2 units in province B-- you could spend 6rp to affect the units in province A or 4rp to affect the units in province B, or even 10rp to affect all the units. You couldnt, though, just spend 2rp to only affect one unit.
 

Submitted by Brandon Quina
 
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Destroy Undead Sphere: Necromancy
Regency: 15 Req'd Holding: 4
Gold: 10 Character Level: 7
Duration: Permanent  
By using this realm spell a priest can galvanise his followers into destroying all undead in the provice in which it is cast. The exterminetaion procedure is expensive, with lots of holy symbols and holy water required for the spell. The spell takes about a month to run its course, but once it has been cast all non-intelligent undead in the province are killed. More powerful creatures escape alive, but are force to flee the province and not return until at least 3 months have past. This spell can also be used to kill off the undead units created by Legion of Dead.

By Ian Hoskins

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Divine Line:

Sphere: War, Combat
Regency: special
Gold: special
Req'd Holding: 4
Character Level: 5
Duration: 1 Domain turn.

 By casting this spell, the priest is able to cause the exterior border of a domain to have the deity's attention. The borders when crossed by enemy troops causes the enemy units to make a moral check. The units that fail the moral check will still be able to come across the border to fight in the war; however since they failed the moral check that unit will feel that this is not a just and fair battle, thus the unit will have a minus 1 to all stats and on the next moral check during battle will automatically fail. If this spell is cast while enemy troops are in the casting priest's domain, those units are uneffected unless they cross the exterior border and then reenter the priest's domain again; then, they must make moral checks. Since, mercenary troops do not fight for a cause, they will automatically fail the moral check.

Cost for this Realm spell:
If the priest has a temple in every province then it will cost 2 GBs and 3 RPs per province. If the priest does not have temples in every provence then the cost is 4 GBs and 6 RPs per province. All of the province must be paid for in order for this real spell to work. For example, I have temples in all of Tuornen. It would cost me 16 GBs and 24 RPs to cast spell; however, I only have 15 GBs and 23 RPs then this spell could not be cast. This spell is all or nothing.
 

Created by Dennis J. Mobley.

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Drums of Chaos

Sphere: War, Chaos (Note: Cuiraecen only)
Regency: 10 RP / month Req'd Holding: 4
Gold: 5 GB Character Level: 7
Duration: Once per battle and up to 1/2 caster level in months

A group of Drum players and their drums will be enchanted. These drums can only be of the biggest kind found in Anuire, like Japanese drums which can have a diameter of up to 1,5 m. The players of these drums can once per battle play a special hymn to Cuiraecen which strikes fear in the hearts of the enemy: all enemy units make a morale check immediately; failure means fleeing the battlefield altogether. Units that make it can fight on like normal. Those units that flee will scatter and it takes at least a full week up to 2 weeks until they are regrouped and can be used for a new battle in an army. The effects of this spell can be used as long as the period for which the spell was cast, but only once per battle.

By Sebastiaan G.P. Berendse

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Haelyn's Noble War

Sphere: Combat
Regency: 1 RP / 3 units effected Req'd Holding: 4
Gold: 1 GB / 3 units effected Character Level: 10th
Duration: 1 domain turn.

This realm spell is like the Maintain Armies spell described in the Priestcraft accessory. However, as it belongs to the Combat and War spheres it must work differently: Haelyn's Noble War inspires an urge in the troops to engage in noble war and right something that some other nation or regent has done wrong (as viewed by the spellcasting priest). This urge is so strong that the units will fight for the priest regent without either food or pay (surviving on their faith alone). The spell still costs 1 GB and 1 RP pr. 3 units affected, but this is spent on maintaining horses, armor and weapons etc.

The spell will only be provided by Haelyn under the following two conditions: First, the troops affected must be worshippers of Haelyn, or at least have a majority of Haelyn worshippers. Second, they must be involved in noble warfare. If it is peace time then Haelyn will not provide the spell. (So, get out there and slay some bad guys!) Also it can only maintain units for one turn, each turn after that the troops will start to starve. You can still use it after 1 turn but any units with only one hit will die, after two turn any units with 2 hits dies, and so on. Basically, for each turn longer the units take one hit and if they are used in battle then they will have that hit already. However, the spell can be used on alternate turns (1, 3, 5 etc.) without any penalty because the in-between turns (2, 4, 6 etc.) can be used to feed the troops again. So, technically, the best use of this spell might be to have two armies and then cast it alternatively on each.

Like the Maintain Armies spell, this spell must be cast in action 3 of a domain turn.

By Morten Helles

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The Holy Crusade

Required Holding: 10
Sphere: War
Gold: 10 GB/+2
Regency: 20
Character Level: 10

This spell summons good Fighters, Paladins, and Rangers for a holy crusade against the infidel.  Even a Lawful Good Regent is summoned to the lead the combined armies in the Holy Crusade. This spell is powerful and can be difficult to prepare.

First of all, the Priest casting the spell must send letters to all the churches in nearby lands stating the nature of the enemy and how he is threatening the land (A holy Crusade against the Gorgon, go figure). Then he must send the same messages to the regents.

The net effect of the spell is that the Crusader kit becomes available to anyone and everyone (even Wizards and thieves!).  Although those first summoned will have taken the crusader or cavalier kit already and will be either fighters or paladins.  The first recruits for the holy army will be 1d4x10 1st and 2nd-level fighters and paladins.
The army will appear in a time period equal to the DM's judgement, but shouldn't be more than 3 months.  This army is under control of the Church and is under the Church's payroll.  Other armies will appear over time (2d4 months).

By Glenn Robb

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Reforest Province:


L. 4 Priest
Req. source: 5
Regency Cost: 10
GB Cost: 5

Reforests an entire province. Trees are oak, maple etc. If 2 extra regency are spent, trees are evergreens (grow even in winter)
If another 2 are spent, trees are fruit trees (of casters choice) which may be harvested for an extra 1 gb per domain turn. Forest may be cut down (harvested) right after this spell is cast, giving 3d4 GB, or if it is left there the maximum source level for that province will go up 1 per domain turn until it reaches a maximum of 5.

By James Storrie

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Shield Army Sphere: Protection
Regency: 5 / Unit Req'd Holding: 4
Gold: 1 / Unit Character Level: 10
Duration: 2 War Moves  
The recipients of this spell are protected against magical attack while in battle. No magic can effect any member of this unit, unless it is a spell aimed at the protection itself. The caster can protect 1 unit at 10th level, 2 at 12th and so on.

By Ian Hoskins

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Shield Holding

Sphere: Protection
Regency: 5/Holding
Gold: 1/Holding
Req'd Holding: 3
Character Level: 5+
Duration: 1 turn + 1 turn/5 levels of priest.

This spell enables a priest to shield any holding against all magic. This means that no realm spell (eg Subversion) can effect the holding and it is also protected against battle magic and other normal spells. If the holding is fortified and troops are stationed in the protected holding then they too gain the same protection against magic as the holding does. This protection only last while the units remain inside the holding however. If they leave then they lose all their magical
protection.

By Ian Hoskins

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Spell Immunity

Sphere: Protection
Regency: 8 RP/Unit Req'd Holding: 4
Gold: 2 GB/Unit Character Level: 7th
Duration: 1 war move + 1 war move/level.

This spell are basically a Realm version of the spell Spell Immunity. This spell gives the units immunity against spells of 4th lvl or lower for the duration of the spell. This spell effect 1 unit at lvl 7, and one more pr. second lvl. [2 at 9, 3 at 11 ...]

By Unknown?

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Summon Elemental Unit


L. 5 Wiz / Lev. 6 Priest
Req. source:7
Regency Cost: 20
GB Cost: 10

Summons 1d4 Elemental Units (Stats below)
Elemental Units have a maintenance cost of 2 GB and 6 Regency per unit, per normal maintenance collection time, and resistance to non-magical weapons. The reverse of this spell, banish elemenatl unit, returns 1d4 Elemental Units from whence they came.

Elemental Unit Stats:

Fire:
Move: 2 Melee: 5 Defense: 4 Morale: 5

Water:
Move 1 (on land), 4 (on ocean, rivers, lakes or coasts) Melee: 4 Defense:5 Morale 5

Air:
Move: 4 Melee: 4 Defense: 3 Morale: 5

Earth:
Move: 1 Melee: 6 Defense: 8 Morale: 5

All elemental units are immune to attacks from non-magical weapons and attacks of their element type, but take double damage from opposing types (water opposes fire, air opposes earth).

By James Storrie

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