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Ariel Transport | Conjuration/Summoning |
Regency: 2 | Req'd Holding: 4 |
Gold: 3 | Character Level: 12 |
Duration: 1 Month |
By Ian Hoskins
Armored Phalanx
Sphere: Enchantment/Charm | |
Regency: 10 RP | Req'd Holding: 5 |
Gold: 12 GB | Character Level: 10 |
Duration: Permanent |
Designed to raise a unit of armored soldiers to do the mage's bidding. Each casting of this spell creates only one such unit (regardless of the caster's level). The mage must first purchace a complete set of Plate Armor and weapons appropriate to the unit to be created, for each "soldier" to be created; this accounts for most of the spell's cost.
At the time of the casting the caster, and one other individual per 6 levels of the caster chosen at the time of the spells casting develops a telepathic bond with the unit and is capable of issuing it orders. These "commanders" can never be changed, and telepathic orders may be given only so long as the commander and the unit remain on the same plane.
Casting this Realm Spell enchants the armor and weapons with a motive force and the
capacity to reason; each individual "soldier" is similar to a Helmed Horror
(Monsterous Compendium Annual, Vol. one). It is neither undead nor a summoned
creature. They appear to be warriors completely clad in plate mail.
Casting the spell at the above cost creates a unit with the following War Card statistics:
Armored Phalanx
Move: 2 | Melee: 5 |
Defence: 7 | Missile: 4 |
Morale: X O B | |
1 Hit: Melee 4, Missile 3 | |
2 Hits: Melee 2, Missile 2 | |
3 Hits: Melee 1, Missile 1 |
Special: Immune to mind-affecting and death-magic spells Including but not limited to the realm spells Defection and Subversion and the battlefield spell Charm Unit, poisons. Ignore all F and R results. They ignore defensive terrain bonuses when attacking Like Artillerists; mainly because, as automatons, they can cross under moats, for example, because they don't have to breath, and because, as Helmed Horrors, they can levitate and "fly" over walls and other defensive barriers.
Magic Missile (and Battle Spells based on it, I.E. Rain of Magic Missles) actually heal it by restoring its bonding energy. They can see invisible creatures and objects up to 120' awayand have infravision to the same range.
The unit created at this cost is armored in full plate. The helmet is large, covering the entire head, with visored eye slits. They are armed with long composite bows (or Heavy Crossbows depending upon the wishes of the caster) and two handed swords of excellent quailty. When slain each member of the unit quickly disipates/disintigrates, leaving behind the empty shell of their armor and equipment. In all other respects each individual member of this unit is identical to a Helmed Horror. They do not sleep, eat, speak, and cannot feel pain. They are ideal guardians, for their loyalty is total and devoid of ambition or emotion.
By Rhavas
Bridge | Conjuration/Summoning |
Regency: 5 | Req'd Holding: 3 |
Gold: 3 | Character Level: 5 |
Duration: 3 Hours |
By Ian Hoskins
Create Source Guardian | Conjuration/Summoning |
Regency: 10 | Req'd Holding: 1 |
Gold: 5 | Character Level: 10 |
Duration: Permanent |
By Ian Hoskins
Combine Sources | Alteration |
Regency: 5 / source | Req'd Holding: 0 |
Gold: 2 / source | Character Level: 12 |
Duration: 1 month |
By Ian Hoskins
School: Enchantment/Charm; Alteration; Illusion/ Phantasm | |
Regency: 60 / province | Req'd Source: 12 |
Gold: 20 / province | Character Level: 18th |
Duration: 101 years |
Effect: This spell cloaks a province with a very potent effect - entrance into the province is impossible from outside and the existance of the province is wiped from the memory of all creatures of 6th level or less, and all those of higher level who fail their saving throws. The province will typically appear to have vanished, and to some extent exists in a pocket dimension. A coastal province will appear to have disappeared, while an inland province will have been replaced with a lake, impassable mountains or a flat, featureless plain. Okay, it's a hugely over-powered spell, which probably never need turn up in a campaign, but I could see it producing some nice Lyonesse-type legends.
By Neil Barnes
Create Gate | Conjuration/Summoning |
Regency: 15 | Req'd Holding: 5 |
Gold: 3 | Character Level: 10 |
Duration: 1 Month |
By Ian Hoskins
Create Permanent Item
Level of caster required: 16
Source Level: 7
regency cost: 8 + 1/500 xp value of item
gold bar cost: 4 + 1/2000 xp value of item
The wizard must have previously done a Research action to learn how
to make this specific item.
The regency and gold can be donated by the prospective owner of the
item.
Based on the sourcebooks so far published, the following people would
be able to use this spell:
In Anuire:
High Mage Aelies -- if he has a mebhail stone and first casts
the realm spell to increase his source. If he doesn't have a mebhail
stone, he's going to have to eliminate one of Rogr Aglondier's sources...
Caliedhe Dosiere -- provided he can access a source via ley
line. Perhaps an arrangement with Harold Taeghas?
While the elven rulers are not of sufficient level, they could lend
their source to a non-regent mage of such level. DMO whether such
people exist in your campaign.
In Khinasi:
The Swan Mage
The Magian
The White Sorceress
The elven kingdoms are similar to Anuire's.
In Rjurik:
Llaeddra is the only one. Possible there might be another in her kingdom whom she will allow to use a source for this purpose. DMO.
In Brecht:
While there are no definite levels for these beings, the following are
possibilities:
The Fae
Rheulaan Greencloak
The Dragon
Less than a dozen current possible casters. Magic items are still
very expensive, but a mage may well be willing to spend up to three months
of his time [a month to research the item, a month to cast the increase
source spell, and a month for this spell] making an item for money and/or
political considerations where he would not be willing to give up
a
sizable percentage of his life force.
I would charge at least an extra two gold bars per month for the spellcaster's
time. [7 * 16 * 25 = 2800 gp, round up.]
Let us say that the regent of Medoere wants to ask High Mage Aelies
to make a set of bracers AC2.
First, he wants her to provide assistance as he contests Rogr Aglondier's
source in Northvale. This could prove quite costly in regency --
but at this stage Aelies will settle for 20 regency points and 3 gold bars
at
this stage.
Two contests and a rule action later, he does research. Let us
say 5 gold bars for this stage.
Then, he gives her specifications for having a special set of bracers
crafted by a master metal worker, and a list of special exotic materials
needed - 4 gold bars worth.
Then he casts Enhance Source -- 9 regency points, 2 gold bars
Finally, he is ready to cast the spell -- he requires 16 regency points
and 8 gold bars.
Now the regent has her bracers -- at a cost of 45 regency and 22 gold
bars, and at least six months of time. [It could easily have been
more.] Since priests of Ruornil may not wear any armor, it would probably
be worth it to her, but it is not an impulse buy.
School: Conjuration/Summoning | |
Regency: 2 RP/level of target | Req'd Source: 6 |
Gold: 5 GB | Character Level: 12th |
Duration: 1 action round / level of caster. |
By employing this spell the caster summons a small group of extra planer hunters (commonly Invisible stalkers or the equivalent). The caster summons 1 plus 1 for every 3 levels. The Death Hunt moves 1 province per action round (including 1 on the action round summoned) always taking the shortest route to reach the target (DMs option if more than one choice). If the Death Hunt reaches the province of the target the target of the spell must make a save vs. death or be killed by the Death Hunt. The caster may delay the strike of the Death Hunt and impose a -1 penalty on the target for each action round that the Death Hunt remains in the same province as the target, once the Death Hunt has reached the target movement will not negate the save penalty. This spell requires the caster to have some personal effect of the target (such as hair, nail clippings, blood ect). The spell must be cast in the source province, not in one connected to in by a ley line. If the target is blooded he recieves +2 on the save. If the target is in a province where he rules or has holdings he recieves a +3 on the save.
This spell creates semi-real illusions, permanent illusions
(simmilar to the spells Shades, Shadow Monsters, and Demi-Shadow Monsters).
However, the illusions created are limited to purely cosmetic effects (I.E. they cannot
actively cause damage, though through dangerous areas can be created, into which the
unwarry may stumble). The spell can be used to create landscaping effects, or to alter the
appearance of creatures. Used on terrain, it can affect the appearance of a province, but
limited to "realistic" transformations, I.E. no cloudscapes, burning hells
(though volcanic stuff is possible), etc. Cast on creatures, it can affect up to one unit
per 4 levels of the caster), altering their appearace radically, but not affecting their
combat abilities). The effects of the spell are mainly prestige/disguise related, allowing
the caster to re-shape their surroundings to suit their tastes. A limited (unquantifiable)
diplomacy benifit, may result (DM ruling).
Because the illusions are constructed out of shadowstuff, they feel real to the touch, and
have some of the benifits of the normal materials. Any resources (trees, etc) used as
building materials (or whatever), however, will be fairly unstable, and of low quality.
Fine craftsmen will instinctively refuse to deal in such low-grade materials, even though
they won't be able to put their fingers on why (thus, no casting this spell to create a
forest of mohogany trees or a vein of diamonds or gold, then "cashing in" on the
windfall).
By Rhavas
Designed to raise a unit of Juju zombie soldiers to do the
mage's bidding. Each casting of this spell creates only one such unit (regardless of the
caster's level). Unlike Legion of the Dead, the caster need not remain with the
unit to insure its continued existance. A powerful bond will be created between the caster
and the unit, and it will follow the commands of anyone the mage designates, until he
chooses to appoint a new leader or resume command himself. The individual members of the
unit have the same abilities and drawbacks of a norman Juju Zombie, with the exception
that they cannot be Commanded by an evil priest so long as the mage is alive (though they
can be Turned or Destroyed normally, as Spectres).
Casting the spell at the above cost creates a unit with the following War Card statistics:
Juju Legion
Move: 2 | Melee: 5 |
Defence: 7 | Missile: 4 |
Morale: X O B | |
1 Hit: Melee 4, Missile 3 | |
2 Hits: Melee 2, Missile 2 | |
3 Hits: Melee 1, Missile 1 |
Special: Immune to mind-affecting and death-magic spells
Including but not limited to the realm spells Defection and Subversion and the battlefield spell Charm Unit, poisons, and cold-based spells. Ignore all F and R results. They ignore defensive terrain bonuses when attacking
Like Artillerists; mainly because, as undead, they can cross under moats, for example, because they don't have to breath, and because, as Juju Zombies they can scale walls etc as a thief (92%).
The unit created at this cost is armored in full plate. The helmet is large, covering the entire head, with visored eye slits (beyond which a intimidating light burns; the Juju Zombie's eyes.) They are armed with long composite bows (or Heavy Crossbows depending upon the wishes of the caster) and two handed swords of excellent quailty. When slain each member of the unit quickly disipates/disintigrates, leaving behind the empty shell of their armor and equipment. For disguise purposes the Masking Shadows spell (see below) is usually cast on the unit, to prevent it from being detected as a force of undead (but this spell, or it's lack, does not affect the combat qualities of the unit.)
N.B., and definately excise this notation, but the units I create with this spell will be refered to as the Crimson Guard (unless I change my mind). Their armor will be coated in red enamel, and they will wear matching cloaks. I left out these details in the description itself because I don't want it widely known that any unit or units I create with this spell are of magical, undead, origin. . .even if only by players.
N.B. addition to Special:Defence is 8 against missile
attacks
(to simulate the Juju Zombie's resistance to piercing weapons & blunt weapons (arrows,
crossbow bolts, and slings etc.)
By Rhavas
School: Conjuration/Summoning | |
Regency: 1 RP/province (2 for giant) | Req'd Source: 4 |
Gold: 1 GB/10 provinces (2 for giant) | Character Level: 3rd |
Duration: One Turn |
This spell infests any number of adjacent provinces
(providing one of them includes or is conected via ley-line to the level 4 source) with a
terrible infestation from a certain type of pest-like vicious (or giant type of)(some
ideas are rats, insects are also good, bats would be also possible, I´m sure you guys got
the point).As a result the province affected is considered to be one level lower for tax
collection purposes, loyalty goes down one level (automatically - which returns if the
infestation ends or is controled) and there is a 10% chance the province level goes down
one level permanently.
If the summoned animals are of the giant type the case gets worse:in adition to the
previous effects all law holdings in the target provinces are considered to be contested
while the infestation subsists and the chance of level decreasing goes up to 20%. In
this case (and only in this case) it is possible to exterminate the plague using army
units (if this is done with successin the first month after casting the penalties do not
get to be aplied) - one is necessary per affected province and it automatically takes one
hit. The loyalty does not return at the end of the infestation in this case (only if it is
controled).
By MANTA
This spell regenerates the mebhaighl lost from the land when civilization
expands. When cast is uses the the casters on bloodline to power the spell,
as well as the regency and gold required. For every level of holding regenerates
it drains one point of bloodline strength from the caster. The spell may
only be cast once a year a the strain on the wizard is too much to allow
more.
One cast the mebhaighl in the province is completely and instantly
regenerated and available once more for wizards to harness. Many wizards
are willing to make the sacrifice of their bloodline as it can be restored
by spending Regency Points at a latter date.
The spell can not be used to turn a 10/0 province into a 10/10 province.
It can only be used to renew land that has been effected by civilization
after the people are gone. For example if you have a province 3/2 and it
is pillaged and the people leave it then becomes a province 0/2. The magic
potential regenerates at the rate of 1 level per year if no civilization
returns to the province. So it would take 3 years to become a 0/5. This
spell simply speeds up the process at the cost of 1 bloodline pt for each
level renewed.
By Ian Hoskins
Shield Fortress | Conjuration/Summoning |
Regency: 5/Fortress Level | Req'd Holding: 2 |
Gold: 1 | Character Level: 2 |
Duration: 3 Months |
By Ian Hoskins
School: Alteration | |
Regency: Special | Req'd Source: 6 |
Gold: 4 GB | Character Level: 4th |
Duration: Permanent |
A mage can create wealth by spending Regency points to transform worthless substances into valuables. For each 1 RP the mage spends, he generates 1 Gold Bar of wealth. The effect is instantaneous at the conclusion of the spell. Sidhelien Alchemy can be cast only once every four domain turns. The materials and components for the spell cost 4 GB. The maximum amount of gold that can be created is equal to the wizard domain score or bloodline, which ever is lower.
By Kariu
School: Abjuration | |
Regency: 5 / province | Req'd Source: 5 |
Gold: 1 / province | Character Level: 10th |
Duration: One domain turn per three levels |
This spell allows a mage regent to ward provinces from the effect of battle magic cast by wizards. The regency cost is 5 RP and 1 GB per province effected. The mage must have a source in each province to be effected.
The effects of dispelling battle magic is detailed below:
Nature of Battle Spell: | Effect: |
Offensive | Automatically dispelled |
Defensive | 75 % + differance between casters' level +/-5%(per level) to be dispelled |
Healing | 50 % + differance between casters' level +/-5%(per level) to be dispelled |
Other | 50 % + differance between casters' level +/-5%(per level) to be dispelled |
One province per three levels may be effected by this spell.
By Kariu
School: conjuration/summoning | |
Regency: 5 RP / company | Req'd Source: 5 |
Gold: 2 GB / company | Character Level: 6th |
Duration: 1 action round, + 1 round/level |
Using poweful magic the elven wizard is able to conjure elven warriors to do the wizard's bidding. Each summoned unit costs the elven mage 5 regency points and 2 gold bars. The elven wizard can summon one unit for each three experience levels (two at 6rd, three at 9th, four at 12th, and so on).
The troops that appear depend on the caster's wishes as well on level, as shown below:
Level: | Troops: |
1 to 6 | Elven Archers, Infantry, or Scouts |
7 to 10 | Elven Guards |
11 to 13 | Elven Cavalry |
14+ | Elven Knights or Gheallie Sidhe |
When the spell ends, the units automatically disband. Only elven wizards are able to cast this spell, as any non elf foolish enough to try will be attacked by the summoned elves, which will then remain formed in their units until the spell expires possessing free will.
By Kariu
Summon Dragon | Conjuration/Summoning |
Regency: 25 | Req'd Holding: 6 |
Gold: 10 | Character Level: 12 |
Duration: Permanent |
By Ian Hoskins
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