Hgeocities.com/area51/vault/6396/spell6.htmloocities.com/area51/vault/6396/spell6.htmlelayedxJb=OKtext/html_b=b.HSun, 19 Apr 1998 19:57:35 GMT_Mozilla/4.5 (compatible; HTTrack 3.0x; Windows 98)en, *Jb= Sidhelien Realm Spells Spell Theme

Sidhelien Realm Spells


Awaken Forest
 
School: Enchantment/Charm Minimum Caster Level: 7
Regency: 5 RP/unit Gold: 2 GB/ unit
Required Source: 5 Duration: 1 week/level
 
This powerful realm spell allows a Sidhelien wizard to awaken the flora and fauna of a particular forest province.  Once awakened, the plants, animals, and faerie creatures of the forest will join with the elves in defending the province from intruders.  Trees will actually uproot themselves and march into battle alongside creatures as small as insects or as powerful as unicorns or treants.  1 "unit" of forest defenders can be awakened for every 3 levels the caster has.  Thus, a 9th level wizard could awaken 3 units in a province, a 12th level wizard could awaken 4 units in a province, etc...   Once awakened, the forest defenders can only act to battle invaders in the province they were awakened in.  An awakened forest unit will not travel into even an adjacent province, meaning this spell can typically only be used for defensive purposes.
An awakened forest unit has the following war card statistics: Move=1; Defense=7;  Morale = pennant, shield, and sword;  Melee=7;  Missile=3 (note: the Missile value of an awakened forest unit represents birds, swarming insects, and the ever-present plants of an elven province that attack foes at every turn, not missiles in the traditional sense).  After 1 hit, the Melee value drops to 5.  After 2 hits, the Melee value drops to 3 and the Missile value drops to 2.  After 3 hits, the Melee value drops to 1 and the Missile value drops to 1.  Awakened forest units ignore all Fallback or Rout results unless they are caused by magic.
Sidhelien wizards will cast awaken forest in only the most dire circumstances.  They are pained by the thought of awakening their beloved forest and placing it in harms way, and will only do so as a last resort.  To simulate the damage done if an awakened forest unit is destroyed in combat, the Source potential of the province is reduced by 1.  5 years of regrowth are required before the destruction is healed and the source potential returns to its previous level.  The casting wizard can prevent this loss of Source level by mentally willing that an awakened forest unit disband prior to its total destruction.  As a result, a Sidhelien wizard who casts awaken forest will almost always be physically present at any battle the unit is engaged in to ensure it is not utterly destroyed.
This spell must be powered by an actual source holding in the province in which it is cast.  Mebhaighl cannot be channeled via a ley line or boosted through magical means to power this spell.

By Craig Greeson

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Eyes of the Forest
 
School: Divination Minimum Caster Level: 2
Regency: 5 RP Gold: 1 GB
Required Source: 4 Duration: 3 action rounds
 
The eyes of the forest realm spell allows a Sidhelien regent to sense the presence of any non-elf sentient being within his/her domain.  In order to utilize this power, the caster must concentrate for 1 round.  The wizard can then begin to scan any groups of interlopers within the domain at a rate of 10 seconds per group.  This scan starts with creatures closest to the caster and works its way out to the domain's borders.  The caster gains a mental birds-eye view of the intruders and their surroundings.  He/she can pinpoint their location to within approximately 100 yards.  Spells and magical items that ward against other types of scrying are effective at shielding beings from this spell.

By Craig Greeson

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Revenge of the Sidhelien
 
School: Alteration Minimum Caster Level: 3
Regency: 10 RP/unit Gold: 3 GB
Required Source: 5 Duration: Instantaneous
 
Elven wizards are typically unwilling to cast the powerful realm spell mass destruction because they fear it will damage their beloved forests.  As an alternative, they have developed this spell.  An enemy unit affected by revenge of the Sidhelien has all members polymorphed into harmless forest creatures like rabbits, deer, or whatever is appropriate for the province in which the spell is cast.  A wizard can affect 1 enemy unit plus 1 unit per 3 levels of the caster.  Thus, a 4th level caster could affect 2 units, a 7th level caster could affect 3 units, etc...  Each unit targeted by the spell costs the wizard an additional 10 RP.
 Units that are targeted by this spell are allowed a saving throw vs. spells to reduce the effect of this spell.  The average level or hit dice of the unit should be determined to establish the saving throw number required.  If a unit successfully passes the saving throw, the spell is successful against a portion of the unit and only 1 hit of "damage" is sustained.  The unit must then successfully make a morale check or flee the province in which the spell was cast.  As with the mass destruction realm spell, the wizard must be within sight of the unit(s) to be affected in order to finalize this spell.  The wizard can delay the spell's terrifying effect for up to 1 week as he travels to the unit's location.  This location must, however, be within the province in which the wizard initiated the casting of the spell.
 A dispel magic realm spell cast upon a province in which a unit was affected by revenge of the Sidhelien will reverse the polymorphing effect.  However, the former attackers will be disoriented, terrified, and totally unequipped.  They will wish only to flee the area.

By Craig Greeson

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Sidhelien Air Transport

Sphere: Alteration, Enchanment/Charm
Regency: 5 or special Req'd Holding: 5
Gold: 3 GB or 6 GB / vessel Character Level: 12
Duration: 1 Turn or special.

This spell is placed upon one or more ships for the purposes of enabling those vessels to fly and travel through the air for the duration of this spell. The cost is 3 GB and 2 RP per ship that is to be affected to a maximum of 1 ship per 3 caster levels. Thus a 15th level caster can enchant 5 vessles with one casting of this spell. The realm spell lasts for one domain turn unless made permanent. To make the spell permanent on affected vessels at the time of casting the caster must spend 6 GB instead of 3 and also must pay in regency the cost of the vessel to be affected.

For example: a galleon would cost the caster 2 RP +3 GB for a one turn duration. For the permanent effect the caster would spend 15 RP and 6 GB.

The air transport spell causes the effected vessels to travel at the speed of three provinces a week. At the end of the duration the magic fails and causes any ship still flying to crash down with possibly horrible results.

By Kariu

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Sidhelien Deception
 
School: Illusion/Phantasm Minimum Caster Level: 5
Regency: 5 RP/province Gold: 2 GB/province
Required Source: 2 Duration: 1 month/caster level
 
This spell allows a Sidhelien wizard to mask any elven settlements in a province with a powerful illusion.  Once it is cast, any elven dwellings or structures in the province appear to simply be a natural part of the forest to non-elves who were not in the area at the time the spell was cast.  If an outsider observes any Sidhelien going about their daily routines, it appears to them as if the elves are simply wandering a stretch of forest in which no settlement exists.  The caster can affect 1 province for every 3 levels he/she has, provided the additional RP and GB are expended.

By Craig Greeson

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Sidhelien's Defense
(Domain/Realm)

Sphere: Enchanment/Charm
Regency: 5 RP / Unit
Req'd Holding: 5/2* Special
Gold: 2 GB / Unit
Character Level: 9
Duration: 1 Turn + 1 action round / level.

Sidhelien's Defense allows an elven mage to cause the natural plant and animal life of one or more provinces to show life and actively move in defense of an elven nation. forest province. Once cast, the plants, animals, and mythical creatures of the forest will join together to form units of magical defenders. Treants, animated trees, animals, birds, grasses, insects, vines, pegasus, and other creatures will put aside any differences the races may have with one another to obey the wishes of the caster. A lightly forested province can muster a maximum of 10 units while a heavily forested porvince can muster a maximum of 20 units.

Once the provinces have been awakened, the Sidhelien's Defendors can act to battle invaders. Much like levies, if they die in a province that they were not mustered in the muster province suffers 4 devastation points (Taline, Player's Secrets of page.24) After a total of twenty devestation points the province source potential drops by one.

An awakened forest unit has the following war card statistics:

Full: Move=1; Defense=7; Morale =pennant, shield, and sword; Melee=7; Missile=3
Awakened forest units ignore all Fallback or Rout results unless they are caused by magic.

One Hit: Melee= 5
Two Hits: Melee= 3; Missile: 2
Three Hits:Melee= 1; Missile: 1.

This spell must be powered by a level five source holding in the province in which it is cast. The spell energy may then be used in the province of casting and it can also be channeled to any province that has a connected ley line. The destination province or provinces of this spell must be of a level 2 source rating or higher to draw the energy of this spell. If a regent has ley lines connecting from the casting province and also to the destination province(s) then he need not be present as his spell energy will travel through the ley line awakening the natural source value for use of this spell. In this way a sidhelien kingdom may summon it's forest's protector's in many provinces at once if each individual province meets the required source rating.

By Kariu

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Sidhelien Warding
 
School: Abjuration Minimum Caster Level: 5
Regency: 5 RP/province Gold: 2 GB/province
Required Source: 5 Duration: 3 months + 1 month/caster level
 
The Sidhelien have developed this spell to protect the borders of their forests from hostile neighbors.  When this spell is cast in a forest province the area becomes impassable to outsiders.  Trees and vines seem to block an intruders way at every turn, forest paths seem to turn back upon themselves, and interlopers find themselves wandering back to the area where they entered the forest after a few short minutes.  Creatures native to the area, including elves, are immune to the effects of this spell.  As with the standard warding spell, a wizard or priest with appropriate magical capabilities has a 50% chance of successfully leading up to 1 person per level through the warded province.
Note: This spell was initially developed by Princess Niobhe of Innishiere, and is first mentioned in the TSR product Cities of the Sun.

By Craig Greeson

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