ðHgeocities.com/area51/vault/6396/spell7.htmloocities.com/area51/vault/6396/spell7.htmlelayedxñŽÕJÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈÀáœÝ…OKtext/html€¨¾Ý…ÿÿÿÿb‰.HSun, 21 Jun 1998 16:28:31 GMT`Mozilla/4.5 (compatible; HTTrack 3.0x; Windows 98)en, *ñŽÕJÝ… Wizard Realm Spells Spell Theme

Wizard Realm Spells

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Ariel Transport Conjuration/Summoning
Regency: 2 Req'd Holding: 4
Gold: 3 Character Level: 12
Duration: 1 Month  
This spell calls into existence a magical raft created out of cloud. The caster draws clouds down from the sky and forms them into a solid raft capable of holding up to five units of soldiers. The raft can be moved around by the casters will and from the ground looks similar to any other cloud in the sky. It's speed is limited though, and it can move over 4 provinces every week. After four weeks have passed the cloud dissipates. The can move over any province as long as it does not go more than 2 provinces away from a province where the caster has a source.

By Ian Hoskins

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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

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Bridge Conjuration/Summoning
Regency: 5 Req'd Holding: 3
Gold: 3 Character Level: 5
Duration: 3 Hours  
This spell creates a magical bridge that can be used to move troops or a caravan of goods over rivers, dangerous terrain or a castle's walls. It requires a minimum of 3 mages to cast and takes 5 hours of preparation, with each mage tending a magical fire that creates large amounts of coloured smoke that will become the bridge. Once the spell is completed a glowing bridge comes into existence. The bridge is solid and stable but will only remain in for 3 hours. The bridge has a maximum length of 300 metres, plus 50 metres for every extra mage above the minimum of 3. It can also have an angle of up to 30 degrees enabling troops to travel the bridge into an enemy castle. The bridge itself is indestructible while in existence, although those on it are still open to attack.

By Ian Hoskins

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Create Source Guardian Conjuration/Summoning
Regency: 10 Req'd Holding: 1
Gold: 5 Character Level: 10
Duration: Permanent  
This spell creates a magical guardian that protects a mage's source holdings. The guardian is equivalent to a 12 HD elemental and is created from the element most common in the source's location, usually water, earth, or air. While the elemental remains in existence the source can not be destroyed or tainted by the mage's opponents. It is the equivalent to fortifying a holding for sources. The elemental is linked to the casters will and called to life by the spell, so is not a true free willed elemental. It can be given basic commands similar to undead, ie: defend this swamp against all beings who come near.

By Ian Hoskins

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Combine Sources Alteration
Regency: 5 / source Req'd Holding: 0
Gold: 2 / source Character Level: 12
Duration: 1 month  
This spell enables a mage to combine smaller sources into one large source for one month following the casting. If a mage only controlled a large number of small sources by wants to cast a Realm spell needing a large source then this spell could be very useful. The spell can only join sources in neighbouring provinces, and all sources must be linked to the casters province by ley lines. For example Rogr Aglondier, mage regent of Ilien can combine his sources in Ilien, Alamier, Abbatour, Caercas, and Duerlin to give him a level 6 source. The next round he can cast any realm spell requiring up to a source of 6, but after that turn the combine sources spell is no longer functioning, so he has to be quick.

By Ian Hoskins

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  Conceal Province

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

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Create Gate Conjuration/Summoning
Regency: 15 Req'd Holding: 5
Gold: 3 Character Level: 10
Duration: 1 Month  
The Create Gate spell enables the mage to create a temporary gateway between two points. The start and end of the gateway must be in provinces where the mage has a source however. The gate can be used to transports goods, and soldiers without any movement cost and in very short periods of time. 2 units an hour can be moved through the gate.

By Ian Hoskins

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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.
 

by Shana L. Rosenfeld 

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Death Hunt

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.

By breye@earthlink.net

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Masking Shadows
 
Sphere: Illusion/Phantasm
Regency: 3 RP
Gold: 1
Req'd Holding: 3
Character Level: 5
Duration: Permanent (Until Dispel Realm Magic is successfully cast)

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

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Necromantic Host
 
Sphere: Necrmancy
Regency: 10 RP
Gold: 12
Req'd Holding: 5
Character Level: 10
Duration: Permanent

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

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Pest Infestation

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

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Renewal
 
Regency: 10
Gold: 3
Req'd Holding: 1
Character Level: 10+
Duration: Permanent

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

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Shield Fortress Conjuration/Summoning
Regency: 5/Fortress Level Req'd Holding: 2
Gold: 1 Character Level: 2
Duration: 3 Months  
With this spell the mage can shield a fortified holding or castle against any attack. It calls into being a shield around the fortress that prevents anything from passing in either direction. Only the realm spell Dispel Realm Magic can break the shield, all other magic is absorbed into the magical barrier. Teleporting also has no effect, although a halflings shadow walk ability does.

By Ian Hoskins

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  Sidhelien Alchemy

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

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Sidhelien Battle Warding

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

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Sidhelien Summoning

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

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Summon Dragon Conjuration/Summoning
Regency: 25 Req'd Holding: 6
Gold: 10 Character Level: 12
Duration: Permanent  
With this spell a mage can summon one of Cerilia's elusive Dragons out of existence and to the casters location. The Dragon takes up to a week to arrive and is not necessarily happy about being summoned. The Dragon's will is not bound in any way and it is free to act as it wants. It is unknown why anyone would want to cast this realm spell without a good reason, and the only person known to have cast it is now dead, eaten by the creature he summoned.

By Ian Hoskins

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