Cerilia is a mystical place with ancient ley lines, magical sources, and the
spiritual powers of devoted worshippers all available to those who know how
to harness them. The power of the magic commanded by a single spellcaster is
nothing compared to the power available in a great ancient forest or the heartfelt
devotion of hundreds of true believers. Realm magic is a special type of magic
that are available only to regent spellcasters; without the power provided by
a character's regency, a realm spell would fail completely. The spectacular
results generated by tapping into these sources of power are realm spells.
Realm spells can only be cast from a province in which the regent spellcaster
has a temple holding (divine), source holding (arcane), or some other connection
to extensive power. By acting as a conduit for this power, the regent spellcaster
can achieve results far greater than those that can be achieved through normal
spellcraft. The preparations for channeling these great powers are lengthy and
involved; a domain action (one full month of effort) is required to cast a realm
spell.
Arcane realm magic
Mebhaighl flows stronger in the most essential and wild places of nature. High
mountains and ancient forests, for example, offer more magical potential than
hills or tundra. Yet no matter what the terrain, when casting realm magic, all
wizards access mebhaighl in the same way - through magical holdings known as
sources. In simple terms, a source is a place where mebhaighl collects. Though
this magical energy exists everywhere, it naturally tends to pool and concentrate
in particular locations, much as puddles in the rain. The concentration of mebhaighl
is so strong at such sources that their environs are physically marked by a
manifestation of earthpower. Manifestations take many forms: a craggy, mist
shrouded spire of a mountain range immune to the elements, a gem-encrusted geode
in the heart of a mountain, a preternaturally still pool of water which produces
no ripples and reflects nothing of man's works, or similar preternatural manifestations
of power. Whatever its form, a manifestation is likely one of the oldest remnants
of nature in a province, or some mystical object largely untouched by ordinary
men.
Magic potential
Magic potential is defined by the strength of nature residing there. Small forests,
streams, and hillocks collect power, but this power is dwarfed by the raw earthpower
available in great rivers, vast woodlands, and mountain ranged unspoiled by
the touch of civilization. The despoiling touch of civilization weakens the
land's magic, and stretches of Cerilia are nearly magic-dead as the result of
generations of settlement, agriculture, and taming.
Each terrain type has a specific magic potential. The sum of a province's level
and the level of sources within it cannot normally exceed the magic potential
rating of the terrain (see Table 7-1: Magic potential by terrain). The difference
between a province's magic potential and its province level is its maximum source
level. The maximum source level of a province is listed, delimited by a slash,
as part of its domain statistics. Consider the province of Ghoried in Roesone.
Ghoried has the plains terrain type, and therefore has a magic potential of
5. Ghoried's province level is 2. Thus, the maximum source level in Ghoried
is 3 (the magic potential of 5 - the province level of 2) and the province is
listed as Ghoried (2/3).
Magic potential
Terrain Type | Potential |
Desert, Glacier, Hills, Marsh, Moor, Plains, Steppes/Highland, Tundra | 5 |
Forest, Mountain, River | 7 |
Swamp | 8 |
Exceptionally wild, trackless, and untamable regions (such as untouched ancient forest, the highest mountain peaks, etc.) | 9 |
Unusual natural or magical phenomena (such as dragon bones, underground rivers, etc.) | +1 to +2 |
Cataclysmic magical or military events | -1 to -3 |
If a province's level increases, its maximum source level immediately decreases
in response, possibly causing the loss of one or more regent mage's source holdings.
The intricacies of nature are complex - it is impossible for a regent to know
which source holdings will be destroyed when province level increases. The DM
should determine the ownership of a destroyed source level randomly. For example,
assume that two of Ghoried's (2/3) source levels are claimed by High Mage Aelies
and that one source level is unclaimed. Therefore, High Mage Aelies claims two-thirds
of the magical power in Ghoried. If Ghoried's province level increases, the
loss will come from Aelies holdings with two-thirds probability. The DM rolls
a d3. On a 1 or a 2, High Mage Aelies loses a source level in Ghoried. On a
roll of a 3, the unclaimed source is destroyed.
If province's level decreases, the province will eventually return to a more
pristine state and replenish its mebhaighl flow. If the land is returned to
an entirely natural state (all buildings razed, etc.) then the effective maximum
source level of the province increases by one each spring until it reaches the
maximum determined by the new province level. If the land is not returned to
an entirely natural state then it takes five times as long for the land to recover.
Newly recovered sources are considered unclaimed, regardless of any past claims
upon them.
The Sidhelien, by tradition and nature, live in harmony with the supernatural
forces of the natural world. Elven civilization does not impede the flow of
natural magic nor does it destroy the wellspring of such power; elves build
with full knowledge and awareness of the effect of their actions on the flow
of mebhaighl. Province levels that represent elven populations living in harmony
with the land do not subtract from the level of sources available within a province.
Consider the province of Rhuobhe (2/9). Rhuobhe, one of the most wild and trackless
provinces of Cerilia, has a magic potential of 9. Although Rhuobhe has a province
level 2, this population level represents a fully elven culture living in harmony
with nature. Thus, the province level does not subtract from the available source
levels in Rhuobhe, a 2/9 province.
Sources
Each province has innumerable natural areas through which concentrated mebhaighl
flows and pools. Only the most powerful of these areas exhibit natural manifestations
of earthpower that can be claimed by a blooded mage to perform realm magic.
The number of source manifestations in a province is roughly equal to the maximum
magic potential of the province. Characters may be able to make an educated
guess as to whether or not they have located a source manifestation, but only
druids, wizards, and sorcerers will immediately recognize a manifestation for
what it is - a supernatural manifestation of earth power. Druids and true mages
can also determine if a source manifestation has been claimed by a regent and
whether or not the source has been used to power a realm spell within the previous
three 3 months.
Source manifestations are difficult to find. By their very nature, manifestations
are most likely to occur in the most remote and untracked areas of a province.
Locating a source manifestation is a difficult and time-consuming process. Even
powerful mages wishing to claim a portion of the magical energies of a province
often enlist the aid of others in their search - sending apprentices to make
initial surveys or sending agents out to ask locals about unusual natural features
or tales of supernatural events in the wilderness. A true mage can attempt to
locate and claim a source manifestation through the use of the Create Holding
domain action to create a source (0). If successful, the mage finds and claims
a new source manifestation.
In claiming a manifestation, the mage forces her acceptance as a part of the
environment. In the natural area surrounding the manifestation, the wizard is
attuned perfectly to the land - wildlife will not flee her approach, and the
wizard can stand within the midst of the manifestation without fear of discomfort
or harm. This area has a diameter of 1 mile x the level of the source holding
squared. This connection remains intact unless the mage's holding is contested.
Through natural and magical means, true mages can then enhance the flow of the
province's mebhaighl through their manifestation, claiming more of the province's
power for themselves. To strengthen their sources, mages use the Rule Holding
domain action. This action represents additional time that the mage spends in
the province attuning herself to the land and altering the natural flow of mebhaighl
to pool more deeply in the reservoirs available for her use. As a source's holding
level increases, its manifestation becomes more potent and distinctive.
Normally, all regent mages in a province claim a unique source manifestation
as their own. A mage may only attempt to claim a source (0) in a manifestation
already claimed by another mage if the other agrees to allow the action to succeed.
If two or more mages claim the same manifestation, the source levels available
to each are separate but the total of the source levels defines the strength
of the manifestation. The maximum source level of a province represents the
limit for the amount of earth power available in each province. If two or more
mage regents claim the province's mebhaighl then they must contest among themselves
for the available source levels.
Source manifestations usually do not require protection from ordinary people
- few pass nearby. More importantly, the earthpower itself enhances the power
of the manifestation and makes it largely immune to harm. Manifestations resist
normal wear and damage from the elements (earth, air, fire, and water) including
flooding, erosion, lightning, or forest fire. Deliberate violence, however,
can harm manifestations and - rarely - even the source itself. Because of the
mystical link between regent mages and their sources, they become immediately
aware when a claimed manifestation is disturbed. This awareness generally ranges
from a feeling of mild discomfort to actual acute physical pain.
Magic-based attacks and determined physical attacks can eventually destroy a
manifestation. A source manifestation has spell resistance equal to 20 + 2 x
source level. Furthermore, source manifestations have damage resistance (from
all sources of harm) equal to 2 x source level. Finally, damaged sources regenerate
damage at the rate of 1 hit point per source level / round.
Any normal harm done to a manifestation is temporary. Destruction of a manifestation
temporarily disrupts the flow of mebhaighl through the source and prevents the
regent mage from tapping the source to use realm magic. The source will produce
a new manifestation in less than a month. Only damage to the source through
realm level actions (such as contesting the source holding, casting the realm
spell destroy source, or the massive destruction of a province's woodlands through
specific military action) has any lasting effect.
Caerbhaighlien
The manifestations produced by the natural flow of mebhaighl are almost universally
level 0 manifestations. Without willful manipulation by a regent mage, most
sources do not naturally pool the amounts of mebhaighl necessary for even the
least realm spell.
Some naturally occurring source manifestations are so powerful, however, that
sometimes even non-mages passing near their manifestations can feel the pull
of mebhaighl. These sources, called caerbhaighlien (kay-er-VAY-len) by the elves,
are both rare and powerful. No mage can claim a caerbhaighlien - it is claimed,
incontestably, by nature itself. However, any regent mage in the direct presence
of its manifestation can tap its mebhaighl to cast realm spells as they were
the caerbhaighlien source's regent. Caerbhaighlien sources draw from the deep
essence of the earths' power and do not count against the maximum source levels
of the province.
Ley lines
Regent mages who control sources of mebhaighl can command arcane realm magic,
the most powerful arcane magic available to human- and elven-kind. In order
to cast realm spells, however, a regent mage must draw on the power of her source
holdings. Arcane realm spells require that the caster have a source holding
in the province in which the spell is cast. The level of the source holding
may limit the realm spells that can be cast by the regent in the province. Ley
lines provide a means of accessing a regent's source holdings in other provinces
to allow the regent more flexibility in the casting of realm spells.
Ley lines are mystic conduits that allow a true mage to tap the mebhaighl from
the source where it collects and transport it to a province in which he wishes
to cast a realm spell. A ley line creates a magical link between two provinces.
For the purpose of casting realm spells, the caster may use the highest level
source that he claims from either of the two connected provinces. If either
of the two connected provinces is connected to a ley line, then the caster may
use the highest level connected source anywhere in the ley network.
A mage can only forge ley lines from a province in which he holds a source (the
initial province), but the mage does not have to have a source in the terminal
province to which the ley line connects. Ley lines can be forged over any overland
distance. A ley line cannot extend over more than 150 miles of water. A ley
line only connects two provinces (the initial and terminal provinces). A ley
line that simply passes through a province cannot be used to cast realm spells.
Ley lines, like rivers, curve and meander to accommodate terrain, but for game
purposes are assumed to define a straight line between the center of the initial
and terminal provinces. The length of a ley line is the number of provinces
it touches, not counting the initial province. For example, a ley line between
two adjacent provinces has a length of 1.
To construct a ley line, the caster must spend a significant portion of a month
in the initial province, and a brief time (one day) in the terminal province.
During this day, the mages goes into a trancelike state during which she loses
track of her surroundings and is largely defenseless. If disturbed during this
period, the mage's forging attempt automatically fails. Powerful regent mages
generally travel with quiet guards or trusted friends pledged to protect them
during this period of concentrated effort.
When a ley line is forged, all true mage source regents in the provinces though
which it passes are aware of the change in the flow of mebhaighl through their
realms. These regents are aware of the direction of the mebhaighl flow and are
aware of whether the line begins, ends, or simply passes through their province.
Source regents in any province through which a ley line travels may use their
source levels (and RP) to aid or hinder the forging of the ley line. Once created,
however, a ley line cannot be detected or destroyed except through the use of
realm spells cast for that purpose.
Once created, a ley line costs nothing to maintain. However, the use of a ley
line to perform any realm spell increases the regency point cost of that spell
by the number of provinces crossed by the ley network that connects the province
to the necessary source.
Ley lines are a non-transferable domain asset. When a regent dies, her ley network
is destroyed. Ley lines cannot be used or invested to another caster. The only
exception to this rule is the use of the ley lines by the regent's lieutenant
as part of a lieutenant domain action.
Casting arcane realm spells
Regent mages primarily use their sources to power arcane realm spells, extraordinary
works of spellcraft strong enough to effect entire domains. Because these spells
draw upon concentrated mebhaighl, mages can cast them only in provinces where
they have sources or ley lines to sources of sufficient potential to power the
spell. Arcane realm spells require varying levels of sources to fuel them; more
powerful spells require higher-level sources.
When a regent casts a realm spell, he marshals his source's magical energy over
the period of a month. During this marshalling, the regent need not be physically
present at the source's manifestation but the mage must remain within the province
in which the spell is to be cast. During the period of marshalling, the mage
spends the majority of each day in deep concentration, summoning the land's
mebhaighl towards him, preparing the weave of the spell's final form, and resting.
At the end of the marshalling period, the regent mage channels the mebhaighl
he has gathered through his body and empowers the spell. Only blooded greater
spellcasters are capable of channeling arcane realm magic; a bard, magician,
or unblooded mage that attempted to channel such energies would be destroyed
spectacularly.
Divine realm magic
Regent priests primarily use their temples to tend to the spiritual well-being
of those that follow their deity and to exert political influence to further
the dogma of their church. However, the divine energies channeled by a single
cleric, no matter how devout, pale beside the potential energies focused by
the massed faith of hundreds of faithful worshippers brought to the peak of
religious fervor through weeks of ritual, fasting, and prayer.
Casting divine realm spells
When a divine spellcaster casts a realm spell, she marshals her temple's followers
in a massive ritual designed to channel massive amounts of divine power. The
priest spends the marshalling time traveling throughout a province to speak
to the devout and lead rituals, blessings and prayers at each of the various
cathedrals, temples, and shrines within the province.
When a regent priest casts a realm spell, he marshals the belief of the faithful
over the period of a month. The rituals associated with clerical realm spells
tend to be elaborate affairs, requiring costly vestments, rare incenses, and
valuable sacrifices. If nothing else, the value of such sacrifices imparts to
those witnessing the importance of the cause for which such faith is mustered.
During this marshalling, the regent must remain within the province and spend
a great deal of the time and effort in the organization and implementation of
the many rituals required to invoke divine realm magic. During the month, the
priest spends the majority of each day leading worship and ritual services.
Near the end of the month-long effort, the priest heads a lavish ritual in which
a large number of devout worshippers provide the faith which, through the power
of the regent priest's divine bloodline, is channeled into a divine realm spell.
Only blooded divine spell casters are capable of channeling divine realm magic;
an unblooded priest lacks the necessary link to the divine required to focus
the belief of the masses into the casting of a realm spell. Blooded rangers,
paladins, and other minor divine spell casters are capable of casting divine
realm spells, but due to the spell level requirements, many realm spells are
beyond them. Some divine realm spells may only be available to priests of specific
religions.
In order to successfully cast a realm spell of a given level, the regent priest
must be able to cast conventional spells of that level. Furthermore, the regent
priest must claim a temple holding equal to or greater than that required to
cast the spell.
Variant: Using the power of the earth
Druids may cast spells using temple holdings. In addition, however, druids may
draw upon the natural power of the earth to empower their spells. Druids are
able to cast divine realm spells as if the unclaimed source holdings in the
province were temple holdings under their control. The druid must have a temple
holding in the province in order to use this ability. Dwarven priests of Moradin
may use unclaimed source levels of mountain provinces in exactly the same way
as druids.
Realm spells
A spellcasting regent can spend a domain action to cast a mighty enchantment
that affects an entire province. Realms spells are a special type of magic that
are available only to regent spellcasters. Realm spells can only be used in
provinces in which the regent has a temple holding (divine realm magic) or source
or ley line (arcane realm magic).
Learning realm spells
Realm spells are difficult to learn and master. Spellcasters can only learn
realm spells by expending significant effort. Unlike conventional spells, divine
spellcasters do not automatically have access to all divine realm spells. Likewise,
arcane spellcasters may not select a realm spell as a "free" learned
spell when going up a level. Realm spells must always be researched - they cannot
be learned directly from another spellcaster or through simply copying a spellbook.
Researching a Realm spell takes one month per level of the realm spell and requires
an expenditure of 1 GB for each month spent. This money goes into fees for rare
books, relics, materials, consultants, experimentation, and other miscellaneous
expenditures. At the end of that time, the character makes a Spellcraft check
(DC 15 + realm spell level). The character may receive a +2 bonus to this roll
if they have tutoring or realm spell research notes from another character that
has already learned the realm spell. If the roll succeeds, the character learns
the new realm spell. If the roll fails, the research fails. The character may
attempt to learn the spell again, but must pay the full costs associated with
doing so.
Number of realm spells known
All spellcasters have a limit to the number of realm spells that they may know.
An arcane spellcaster may learn a number of arcane realm spells equal to the
number of ranks that they possess in Knowledge (Arcana). Likewise, a divine
spellcaster may learn a number of divine realm spells equal to the number of
ranks that they possess in Knowledge (religion). Realm spells do not count against
the "maximum spells known" for sorcerers or other spell casters that
have such a limit.
Casting a realm spell
All realms spells are subject to the rules noted in this section unless the
exception is explicitly noted in the spell description.
Casting Time
Realm spells are a form of ritual magic. The preparations are lengthy and involved;
the spellcaster must spend a domain action (one full month) engaged in the rituals
necessary to cast the realm spell. Casting a realm spell leaves the regent spellcaster
physically exhausted. The spellcaster is fatigued (-2 to Strength, -2 to Dexterity,
can't charge or run) for the entire month. A realm spell will automatically
fail if the caster leaves the province, engages in any other time consuming
activity, or is reduced to less than 25% of his normal hit point total during
the casting period.
Level
Like conventional spells, all realm spells have a level. The level of a realm
spell is not dependent on class, but may differ between arcane and divine spellcasters.
A character may not cast a realm spell unless they are capable of casting conventional
spells of that level. For example, a 3rd level wizard regent could cast spells
of level Arcane 2. A 3rd level wizard could not cast spells of level Arcane
3 or Divine 1.
Target
A realm spell is always centered on the province in which the ritual magic is
cast. Realm spells generally target one or more provinces or characters, military
units, or other domain assets within the target province.
The targets of a realm spell must be in the same province as the caster throughout
the casting of the spell. Spells that affect military units only affect military
units that are stationed in the target province for the entire month. Spells
that target characters require that the characters remain within the target
province and regularly participate in brief rituals. The target is free to take
any normal or domain actions within the province.
Spells that target multiple provinces must include the province in which the
spell is cast. Each additional affected province must be adjacent to the initial
province or another affected province. Furthermore, the spellcaster must have
an appropriate holding of at least level 0 or a ley line connection in order
to provide the link to the adjacent province necessary to including it in the
spell's effect.
Duration
The effects of a realm spell begin to be felt several days before the ritual's
completion. Once the ritual is complete, the effect of a realm spell is generally
immediate.
The effects of instantaneous realms spells come and go the instant the spell
is complete, though the consequences of the spell might be long lasting. For
example, the completion of an alchemy realm spell increases the value of a unit
of trade goods. Once the spell is complete, the resultant change in value is
permanent and can not be dispelled.
Many durations are measured in seasons (a domain turn consisting of 3 action
rounds), months (1 action round), or weeks (1 war move). When the time is up,
the spell ends and the magic goes away. If the duration line ends with a "(D),"
the caster can dismiss the realm spell at will.
Saving throws and Spell resistance
If the spell affects individuals, spell resistance and/or a saving throw may
apply. Spell resistance applies normally except that the spell resistance check
is not rolled. Over the intensive and lasting period of a realm spell effect,
the caster gets an average result. The spell resistance check is made as if
the regent spell caster had rolled a "10" on the check. Thus, spell
resistance succeeds only for creatures having SR greater than 10 + caster level.
Realm spells that allow saving throws have a DC 10 + realm spell level + the
caster's spell-casting attribute. Spells that affect military units may receive
unit saving throws (refer to Chapter Six: Warfare).
Special requirements
Some spells require more power than others, and therefore must be supported
by stronger holdings. Arcane spell casters can use ley lines to effectively
increase their source level in a province for the purpose of spell casting.
In addition, some realm spells may have additional prerequisites, such as the
worship of a particular deity, or the ability to turn undead.
RP and GB cost
The materials needed to cast a realm spell are often expensive and hard to find.
In addition, casting a realm spell requires the regent caster to tap the power
of this domain. Therefore all spells list a cost in regency points (RP) and
gold bars (GB) to cast the spell. Note, however, that the caster is not expending
regency point to power the spell; in truth, the regency is being spent to channel
and control the actual principle power of the ritual, mebhaighl (arcane) or
focused faith (divine).
Variant: Regency maximums on spell casting
Like a stream of water, mebhaighl and the power of faith are seemingly endless
in supply, but limited in current. Minimum source requirements for spells represent
the necessary minimum flows of power that are required to cast a realm spell;
difficult realm spells require a strong and constant single source of power.
Increasing the power of a spell beyond its minimum effect, however, requires
that the caster expend regency in order to channel more arcane/divine power
from his domain into the spell.
Using this variant, the maximum amount of power that a caster can add to a realm
spell is limited by the power of her domain. Specifically, a regent caster is
limited in the amount of regency that she can use to increase the effect of
a realm spell. The maximum regency that can be spent on a spell is equal to
the total power of the caster's domain holdings of the appropriate type (i.e.
the sum of all source holdings in the domain of an arcane spellcaster or the
sum of all temple holdings in the domain of a divine spellcaster).
Realm spell descriptions
Alchemy
Transmutation
Level: Sor/Wiz 1
Target: Personal
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
Special Requirements: Source (3)
You can invoke a small-scale, permanent transmutation effect to turn lead into
gold. Casting this spell transforms enough lead to create 1 GB worth of gold.
For every additional 4 RP spent during the casting of this spell, an additional
1 GB worth of gold is transformed. Special: The number of GBs worth of gold
produced by this spell cannot exceed the level of the source used to empower
the ritual. Thus, a wizard casting this spell with a source 3 and spending 12
RP can produce no more than 3 GB worth of gold per casting (for a net profit
of 2 GBs as the spell costs 1 GB in components).
Regency Cost: 4 RP / 1 GB created.
Material Components: 1 GB worth of expendable ritual components and base materials.
Battle Armor
Abjuration
Level: Sor/Wiz 4
Target: 1 unit
Duration: 1 week/level (D)
Saving Throw: None
Spell Resistance: No
Special Requirements: Source (4)
The unit upon which the spell is cast is magically protected from harm. The
unit receives a +4 bonus to its defense and morale ratings.
Regency Cost: 4 RP.
Material Components: 2 GB worth of expendable ritual components.
Battle Arms
Transmutation
Level: Sor/Wiz 1
Target: 1 unit/level
Duration: 3 months (D)
Saving Throw: Unit [harmless]
Spell Resistance: Yes [harmless]
Special Requirements: Source (2)
This spell adds a +2 bonus to the offensive ratings of the affected units.
Regency Cost: 1 RP/unit.
Material Components: 1 GB/unit worth of expendable ritual components.
Battle Bless
Enchantment (Compulsion)
Level: Clr 1
Target: 1 unit/level
Duration: 2 weeks + 1 week/level
Saving Throw: None
Spell Resistance: No
Special Requirements: Temple (3)
Your blessing fills an army's soldiers with courage. Each affected unit gains
a +1 to all its offensive ratings for the duration of the spell.
Regency Cost: 1 RP/unit
Material Components: 1 GB worth of expendable ritual components.
Battle Fury
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr/Drd 2
Target: 1 units/level
Duration: 12 weeks
Saving Throw: Unit negates
Spell Resistance: Yes
Special Requirements: Temple (2)
Whenever engaged in mass combat, the soldiers of the affected units become enraged
and fight passionately with little regard for personal safety. Affected units
gain a +2 bonus to their melee ratings. The units also gain a +1 to their movement
rating and an additional hit. The unit becomes fearless and never fails rout
checks. Due to the soldiers' lack of regard for their personal safety, the units
receive a -2 penalty to their defense rating. The enraged units must engage
opposing units whenever possible. They may only use missile attacks if they
are unable to engage an enemy unit in melee.
Regency Cost: 1 RP per unit.
Material Components: 1 GB per unit worth of expendable ritual components.
Battle Seeming
Illusion (Glamer)
Level: Sor/Wiz 5
Target: 1 unit/level
Duration: 1 week/level (D)
Saving Throw: Special
Spell Resistance: Special
Special Requirements: Source (4)
The appearance of an entire army is changed as if through the use of the change
self spell. The troops resume their normal appearance if slain. Thus, a unit's
true nature is revealed if it receives a hit on the battlefield.
Regency Cost: 1 RP/unit.
Material Components: 1 GB worth of expendable ritual components.
Bless Land
Transmutation
Level: Clr/Drd 1
Target: 1 province/2 levels
Duration: One season (D)
Saving Throw: None
Spell Resistance: No
Special Requirements: Temple (1)
You can invoke a province-wide blessing. The increase in prosperity brought
by this blessing temporarily increases the province level by one for the purposes
of determining taxation and holding income collection. Furthermore, all temple
holdings belong to you are increased by one level for the purposes of determining
holding income collection. For example, a temple (4) in a province (5) would
collects regency and gold as if it were a temple (5) in a province (6).
Bless land lasts for one season. Regardless of the month in which it is cast,
the spell effect counts during only the first collection period occurring after
the spell is cast - if the spell duration crosses a domain turn boundary, the
regent effectively gets early credit for the remainder of their increased prosperity.
If this spell is countered, affected regents earn 1/3 of the total additional
income that they would have received for each month in which the spell was active.
Bless land counters and is countered by blight land.
Regency Cost: The regency cost of this spell for each province affected by the
spell is equal to difference of the target province level's and the caster's
temple holdings in that province. A priest that controls a temple (3) in a province
(5) and a temple (3) in a province (4) must spend 3 RP to bless both provinces.
Each province has a minimum cost of 1 RP.
Material Components: 1 GB worth of incense, oils, sacrifices, and other expendable
ritual components.
Blight Land
Transmutation
Level: Clr/Drd 1
Target: 1 province/2 levels
Duration: One season (D)
Saving Throw: None
Spell Resistance: No
Special Requirements: Temple (1)
You curse the target province(s) and all of the holdings in it. Curse Land temporarily
decreases the province level and all holding level within the province by one
for the purposes of determining taxation and holding income collection. Your
temple holding level is unaffected by the curse. If your temple represents the
state religion in a province, the province loses one loyalty grade.
Blight Land lasts for one season. Regardless of which month in which it is cast,
the spell effect counts during only the first collection period occurring after
the spell is cast - if the spell duration crosses a domain turn boundary, the
regent effectively gets early credit for the remainder of their decreased prosperity.
If this spell is countered, affected regents lose only 1/3 of the total additional
total loss that they would have suffered for each month in which the spell was
active.
Blight Land counters and is countered by bless land.
Regency Cost: The regency cost of this spell for each province affected by the
spell is equal to difference of the target province level's and the caster's
temple holdings in that province. A priest that controls a temple (3) in a province
(5) and a temple (3) in a province (4) must spend 3 RP to bless both provinces.
Each province has a minimum cost of 1 RP.
Material Components: 1 GB worth of incense, oils, sacrifices, and other expendable
ritual components.
Bloodline Destruction
Transmutation
Level: Clr/Drd 6
Target: 1 scion
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Special Requirements: Temple (1)
This spell allows the caster to permanently sunder the connection between a
scion and his bloodline. The subject must be present (usually as a prisoner)
during the entire period of the realm spell casting. At the completion of the
ritual, the subject of the spell must make a Fortitude save (DC 19). If this
spell succeeds, the scion's bloodline and all blood powers vanish permanently.
The character loses the scion template, the ability to cast true magic without
elven blood, and all other scion advantages/disadvantages. This spell cannot
be reversed, but the character is eligible to claim a new bloodline in the same
manner as any other unblooded character.
Regency Cost: RP equal to the targeted bloodline score.
Material Components: 10 GB worth of expendable ritual components.
Bloodline Ward
Transmutation
Level: Clr/Drd 4
Target: 1 scion
Duration: 1 week/level
Saving Throw: Special
Spell Resistance: Special
Special Requirements: Temple (1)
This spell allows the caster to forge a connection between the spiritual essence
of a willing scion's bloodline and a focus. Due to the protective nature of
the magic that creates this channel, attempts to drain or suppress the character's
bloodline score are impossible. Any successful attempt to transfer or destroy
a character's bloodline causes the divine essence of the bloodline to retreat
into the focus (regardless of distance) instead.
This spell can only be cast on a willing scion that is present and touching
the object during the final ceremony of the spell. Once the spell is in place,
a priest regent can recast this spell to extend the spell's duration. In this
case, it is sufficient for either the focus or the regent to be present during
the final ceremony.
Bloodtheft is nearly impossible while this spell is in effect. Instead, the
dying scion's bloodline is immediately transferred to the focus (regardless
of distance). Only bloodtheft with a Tighmaevril weapon can successfully penetrate
this spell's protection. Bloodline ward also prevents a dying scion's essence
from passing to his invested heir - the bloodline instead retreats to the focus.
If the scion's essence should be transferred into the focus, he loses all benefits
of their bloodline including blood abilities, bonus hit points due to the scion
template, and the ability to perform true magic without elven blood. If the
scion survives, he can reclaim their bloodline by taking possession of the focus
(ending the spell immediately). Furthermore, a rightfully invested heir can
claim the scion's bloodline through the focus through a normal investiture as
if the regent was alive, present, and willing to pass his bloodline in full
to his heir.
If the focus contains a divine essence and is destroyed (or if the spell ends),
the contained bloodline erupts from the focus in a burst of power identical
to that released by a slain scion.
Focus: The physical object that serves as the focus for this spell is a gem
of no less than 1,000gp value. This gem must be of a type sympathetic to the
nature of the target's bloodline derivation: the bloodline of Anduiras manifests
in red rubies; Azrai's power pulses within black sapphires; Basaïa's energy
lies in bright yellow topaz; Brenna's bloodline is embedded in deep orange jacinths;
Masela's bloodline sympathizes with blue sapphires; Reynir's essence can be
channeled through green emeralds; and Vorynn's power lies in diamonds. This
gem is often set in a ring, pendant, sword, or other object.
Regency Cost: 4 RP.
Material Components: 1 GB worth of expendable ritual components.
Bloodline Investiture
Transmutation
Level: Clr/Drd 1
Target: Two willing regents touched
Duration: See text
Saving Throw: None
Spell Resistance: No
Special Requirements: Temple (1)
This spell allows the priest to transfer the bloodline of a willing regent to
another character. A bloodline investiture transfers the donating scion's entire
bloodline, including strength, derivation, and score, to the designated recipient.
The donating scion's regency reserve is not transferred to the recipient. This
change is permanent and cannot be reversed unwillingly.
Bloodline investiture is often used to elevate a ruler's heir to the same blood
strength that the ruler himself enjoys. However, both characters must be present
and willing for the ceremony to be effective.
If the target character is already a scion, then the bloodlines are combined
in exactly the same manner as if the character with the stronger bloodline had
performed bloodtheft on the character with the weaker bloodline.
A priest regent may cast this realm spell on two regents without completing
its final stages. The uncompleted investiture can be completed at any time and
only requires a single action to complete. The priest and both targets must
be present and willing to finalize the ceremony. Incomplete investitures are
a commonly undertaken as part of a Ceremony of Designation or before major battles/threats
as they allow the priest to finalize the investiture on the battlefield should
the regent take a mortal wound.
Regency Cost: None
Material Components: 1 GB worth of expendable ritual components.
Cure Unit
Evocation
Level: Clr/Drd 4
Target: up to 1 unit/3 levels
Duration: Instantaneous
Saving Throw: Unit (half)
Spell Resistance: Yes
Special Requirements: Temple (1), ability to turn undead.
You channel a massive amount of divine energy that you release in a single burst.
For every three levels of the caster, one battle card unit may be targeted.
All targets must in the same province and traveling as a single army or garrisoned
in the same location. Normal units affected by this spell heal two hits. Undead
units targeted by this spell take two hits. Undead units may make a unit saving
throw against a DC 16 to take half-damage.
Unlike most realm spells, the final rituals need not be completed during the
month in which this spell is cast. After the casting is complete, the spell's
energies are available for the caster to tap during the final war move of the
month in which it was cast, or in any of the four war moves of the following
month. If, during this time, the spellcaster leaves the province in which the
spell was cast, the spell is lost. The final rituals for this spell require
that the caster be within visual range of the targeted units. The final rituals
that complete the spell require approximately the same amount of time as casting
a battle spell and may be completed upon the field of battle.
Regency Cost: 5 RP per unit affected.
Material Components: 1 GB worth of expendable ritual components.
Death Plague
Necromancy
Level: Sor/Wiz 3
Target: up to 1 province/2 levels
Duration: Instantaneous, one province per month (see text) (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
Special Requirements: Source (5)
You create a magical pestilence of epidemic proportions. Residents of affected
provinces are exposed to Slimy Doom (see the Dungeon Master's Guide: Diseases).
Any province affected by the death plague suffers massive population loss and
loses one province level.
The death plague affects one province in the month in which it is cast. In each
following month, the plague moves to an adjacent province as directed by the
caster. For every two levels of experience past the minimum caster level (5th
level for wizards), you affect an additional adjacent province. For the purposes
of resolving timing conflicts, the effects of the death plague are instantaneous.
Dispelling a death plague after it has taken its toll in a province will not
bring the dead back to life, but it will prevent the plague from spreading further.
Death plague dispels and counters bless land.
Regency Cost: The Regency Cost is equal to the sum of the total levels of all
provinces affected. Thus, a 7th level wizard casting the spell starting in a
province (4) and spreading to a province (3) must pay 7 RP.
Material Components: 2 GB worth of expendable ritual components.
Demagogue
Enchantment (Compulsion)
Level: Sor/Wiz 2
Target: up to 1 province/2 levels
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Special Requirements: Source (3)
You influence the loyalty of a province. This pervasive, subtle enchantment
plays upon the fears and loyalties of the population of a province, permanently
influencing the attitudes of its peoples toward its ruler.
For every two levels of experience past the minimum caster level (3rd level
for wizards), you affect an additional province adjacent to the initial province.
Regency Cost: The mage must pay 5 RP for each grade of loyalty affected in each
province; casting a stable domain into rebellion would be very costly.
Material Components: 1 GB worth of expendable ritual components.
Dispel Realm Magic
Abjuration
Level: Sor/Wiz 1, Clr/Drd 1
Target: 1 province
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Special Requirements: Source (1) or Temple (1)
Powerful magical effects require powerful counters. This spell allows a mage
regent to counter the effects of any other realm spell in the same manner that
a greater dispel magic works against routine spells. A dispelled spell ends
as if its duration had expired. Note: The effect of realm spells with instantaneous
duration can't be dispelled, because the magic effect is already over before
the dispel realm magic takes effect. Thus, you can't use dispel realm magic
to reverse the effects of a demagogue any more than you could use a dispel magic
to reverse the fire damage caused by a fireball. As with normal combat, effective
use of readied domain actions and careful consideration of initiative order
can be of vital importance in realm-level magical confrontation. Dispel realm
magic can be cast in one of two ways:
Targeted dispel: One ongoing realm spell is the target of the spell. You must
make a realm dispel check against the realm spell. A realm dispel check is 1d20
+ 1 per caster level (maximum +20) + RP spent by the caster to support the check.
The DC of a realm dispel check is 11 + opposing spell caster's level + the RP
cost of the target spell + RP spent by the spell's caster to oppose the check.
RP spent to oppose/support the realm spell follow the standard bidding rules
for spending RP on domain actions.
For example, the (second) Swamp Mage, a 10th level wizard, targets dispel realm
magic against a one company legion of dead (casting cost 4 RP, 1 GB) summoned
by the Sword Mage, a 10th level wizard. Before spending RP, the Swamp Mage's
dispel check is 1d20+10 against a DC of 25. The Swamp Mage bids 4 RP to support
the check to make the odds of success even. The Sword Mage counters with 5 RP
against. The Swamp Mage matches with 5 RP. The Sword Mage, low on regency, decides
to stop the bidding. Thus, the final dispel check would be 1d20+19 (10 + 4 +
5) against a DC of (11 + 10 + 4 + 5).
Counterspell: The spell targets an incoming realm spell before it takes effect.
If a regent spellcaster readies his domain action (using the hold action), he
is allowed to respond to other domain actions. In this case, a regent mage can
use dispel realm magic to counter an incoming hostile realm spell, before it
takes effect. As with dispel magic, this is not a true counterspell. You must
make a realm dispel check to counter the other spellcaster's realm spell.
Regency Cost: The regency cost of this spell is determined by the caster during
the bidding process (minimum 1 RP). Generally speaking, this spell requires
a large amount of regency unless you are significantly more powerful than the
caster of the target spell. If the casters are of equal level, for instance,
this spell will require RP at least equal to the cost of the spell targeted
in order to have a 50% of success (possibly more if the targeted caster bids
RP against the dispel).
Material Components: 1 GB worth of expendable ritual components.
Disrupt Mebhaighl
Transmutation
Level: Sor/Wiz 9
Target: 1 province
Duration: 1 month/4 levels
Saving Throw: None
Spell Resistance: No
Special Requirements: Source (7)
By sending a exceptionally powerful surge of raw mebhaighl into the target province
the caster disrupts the regular flow of mebhaighl in the province. While this
spell is in effect, no one, not even the caster of this spell, can draw upon
the magical energy of the province's sources or use any ley lines passing through
the province. A disrupted source is treated as a healthy source for all purposes
save casting realm spells.
Regency Cost: 5 RP x target source level.
Material Components: 1 GB worth of expendable ritual components.
Honest Dealings
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr/Drd 3
Target: 1 province/2 level
Duration: One season + 1 season/3 level (D)
Saving Throw: Will negates
Spell Resistance: Yes
Special Requirements: Temple (3)
You create a realm-wide zone of truth effect that prevents citizens from speaking
any lies or engaging in dishonest practices. Agitate and espionage actions cannot
succeed and diplomacy actions suffer a -4 penalty. This spell also interferes
significantly with the normal rhythm of mercantile business in a realm - customers
take no joy trying to "find a good deal", foreign merchants tend to
avoid the realm, etc. While this spell is in effect, guild holdings are reduced
two levels for collection purposes. Characters are entitled to a Will save (DC
14) each time they attempt to tell a lie or act dishonestly.
Regency Cost: 3 RP per province level.
Material Components: 2 GB worth of expendable ritual components.
Imbue with Blood Ability
Transmutation
Level: Clr/Drd 3
Target: 1 character/level
Duration: 1 week/ level
Saving Throw: Fortitude negates [harmless]
Spell Resistance: Yes [harmless]
Special Requirements: Temple (2)
This spell allows a priest to focus divine energy to temporarily strengthen
the divine essence of the target. The target of the spell temporarily gains
an enhancement of their bloodline strength. Minor scions become major scions,
major scions become great scions. All scions receive a bonus to their bloodline
score equal to the caster's level/2.
Unblooded characters temporarily gain the minor scion template and a bloodline
score of 8 + the caster's level/2. The derivation of this temporary bloodline
is appropriate to the religion of the caster's deity. [Anduiras - Haelyn, Cuiraécen;
Reynir - Erik, Laerme; Masela - Nesirie, Cuiraécen; Vorynn - Ruornil,
Eloéle; Brenna - Sera, Eloéle; Basaïa - Avani, Laerme; Azrai
- Kriesha, Belinik.]
The target immediately gains any blood abilities that would normally be associated
with their new bloodline strength and score. This enhancement is temporary and
ends when the spell's duration expires or at the death of the scion (prior to
determining bloodtheft).
Regency Cost: 5 RP/character
Material Components: 1 GB/character worth of expendable ritual components.
Interdiction
Transmutation
Level: Clr/Drd 3
Target: 1 regent
Duration: Special
Saving Throw: None
Spell Resistance: No
Special Requirements: Temple (5)
An interdiction is perhaps the most fearsome realm spell of which a priest is
capable. Through this realm spell, the priest excommunicates the regent and
all of his vassals. Within the interdicted domain, clergy of the interdicting
sect are forbidden to perform blessing or ceremonies for the populace, including
marriages, last rites, healing, investitures, etc.
In any month the interdiction is in effect, every temple holding belonging to
the caster must make a contest action against each of the target regent's holdings
in the same province. These contest actions do not count as the caster's normal
domain action for the month, but the caster must pay the regency cost to maintain
the spell. Thus, this spell should be used with great caution, for it can be
very damaging to the caster's regency reserve.
Furthermore, the regent may find it difficult to collect province taxes. The
province's level, for the purpose of collecting both regency and gold, is reduced
by the level of the caster's temple holdings in each province. This represents
portions of the populace loosing confidence in the sovereign rights of the regent
due to the church's interdiction.
This spell ends if the subject of the spell ceases to be an enemy of the faith
by performing an appropriate atonement or when the target holdings are entirely
destroyed. Otherwise, the spell continues contesting the target regent's holdings
each month, until the caster withdraws the spell or runs out of resources to
continue it. Once an Interdiction declared a temple is expected to continue
the spell (casting this realm spell once each season) until the target regent
atones or is utterly removed from power. Relenting on an excommunication may
cause a loss of face (and thus regency) for the temple regent.
Regency Cost: RP equal to the total level of the target holdings. This cost
is incurred each month the interdiction is in effect.
Material Components: 1 GB per target province/holding affected worth of expendable
ritual components.
Legion of Dead
Necromancy [Evil]
Level: Sor/Wiz 5, Clr 3
Target: up to 1 unit of dead plus 1 unit/level above minimum caster level
Duration: 4 weeks + 1 week/level
Saving Throw: None
Spell Resistance: No
Special Requirements: Source (3) or Temple (3)
You raise the buried and unburied bones or bodies of the dead of a province
into a legion of undead skeletons and zombies that do your bidding. For every
level above the minimum caster level (7th for wizards) you may summon an additional
unit.
The legion of dead is mindless and entirely under the control of the caster.
The caster must travel with the army at all times or the spell will be broken
and the army will collapse. Each unit of the legion consists of enough skeletons
and zombies to be roughly equivalent to CR 15. A standard legion consisting
of medium-sized skeletons or zombies requires approximately 200 corpses. The
magical power required to animate small-sized corpses is less per corpse, thus
additional corpses are raised - keeping the relative strength of the unit the
same regardless of the nature of the corpses. Each unit in a legion of dead
has the following battle card statistics: Melee +8, Defense 22, Hits 3, Morale:
N, Hits: 3. Undead legions never fail morale checks, and ignore all Fallback
and Rout results except those generated with the support of divine battle spells.
Regency Cost: 4 RP/unit summoned.
Material Components: 1 GB/unit worth of expendable ritual components.
Ley Line Mask
Illusion (Glamer)
Level: Sor/Wiz 2
Target: 1 ley line/level
Duration: 12 months (D)
Saving Throw: None
Spell Resistance: No
Special Requirements: Source (2)
This powerful illusion misdirects any attempts to trace, sunder or otherwise
interact with your ley lines. The affected ley lines do not need to be in the
same province as the caster, but do need to be connected to the source province.
This spell must end or be dispelled before your ley lines can be traced, sundered,
or otherwise tampered with.
Regency Cost: 1 RP per line.
Material Components: 1 GB worth of expendable ritual components.
Ley Line Sunder
Evocation
Level: Sor/Wiz 3
Target: 1 ley line in target province
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: No
Special Requirements: Source (4)
This realm spells allows you to temporarily disrupt or permanently destroy a
ley line that passes through your domain. The target ley line must initiate,
terminate, or pass through the targeted province. The caster attempts to disrupt
the target ley line by disturbing the mebhaighl in the area through which the
target ley line passes, causing an eddy or break that will destroy the line.
You must make a domain action check against the ley line. A check is 1d20 +
1 per caster level + RP spent by the caster to support the check. The DC is
11 + the sum of the two sources which the ley line connects + RP spent by the
target to oppose the check. The RP spent to oppose/support the domain action
follow the standard bidding rules for spending RP on domain actions or dispel
realm magic. If this check fails, the ley line is unaffected by the sundering
attempt. If the sunder check succeeds, then the line is disrupted and cannot
be used for 3 months. If the check succeeds by 10 or more, the ley line is destroyed
(although it can be reforged again with a new forge ley line action).
Regency Cost: RP equal to the sum of the two sources that the ley line connects.
Material Components: 1 GB worth of expendable ritual components.
Ley Line Trace
Divination
Level: Sor/Wiz 1
Target: 1 province
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Special Requirements: Source (1)
This spell enables a wizard to sense disturbances in the natural flow of mebhaighl
such as those created by ley lines. This spell informs the caster of the number
of ley lines that initiate in the studied province, terminate in the province,
or pass through the province. For lines that simply pass through the province,
the caster is aware only of the lines' existence and the direction of the flow.
If a line both begins and ends in provinces in which the caster has source holdings
or ley line connections, she is also aware of which regent controls the ley
line. If the line is in use during the casting of the spell, the caster is aware
of that fact as well as the source level to which the ley line is attached.
Regency Cost: 1 RP.
Material Components: 1 GB worth of expendable ritual components.
Ley Line Ward
Evocation
Level: Sor/Wiz 2
Target: 1 ley line/level
Duration: 12 months (D)
Saving Throw: Special
Spell Resistance: Special
Special Requirements: Source (3)
You can place arcane traps on your ley lines to discourage others from attempting
to sunder or otherwise tamper with your ley network. This spell allows the caster
to place a very specific form of contingency on one or more connected ley lines
in their ley network. The caster may choose any one spell that they are capable
of casting as the trap. The level of the trap spell cannot exceed the level
of the maximum source in the ley network. Furthermore, although you can set
triggers on up to one ley line per level, there is only one trap per casting.
Multiple traps can be associated with a ley line through the multiple uses of
this spell. The affected ley lines do not need to be in the same province as
the caster, but do need to be connected to the source province.
Anyone attempting to deactivate, sunder, or otherwise tamper with your ley line
is immediately subjected to the trap. The trap spell effect is resolved normally,
as if you had cast the spell upon the victim. You must pay the normal costs
associated with the casting of the trap spell.
Regency Cost: 1 RP per line.
Material Components: 1 GB worth of expendable ritual components.
Mass Destruction
Evocation
Level: Sor/Wiz 2
Target: 1 unit/3 levels
Duration: Instantaneous
Saving Throw: Unit (half)
Spell Resistance: Yes
Special Requirements: Source (5)
You summon a single awesome barrage of devastating fire, lightning, ice, force,
or acid vapor (caster's choice). For every three levels of the caster, one battle
card unit may be targeted. All targets must be in the same province and traveling
as a single army or garrisoned in the same location.
Unlike most realm spells, the final rituals need not be completed during the
month in which this spell is cast. After the casting is completely, the spell's
destructive energies are available for the caster to tap during the final war
move of the month in which it was cast, or in any of the four war moves of the
following month. If, during this time, the spellcaster leaves the province in
which the spell was cast, the spell is lost. The final rituals for this spell
require that the caster be within visual range of the targeted units. These
final rituals which complete the spell require approximately the same amount
of time as casting a battle spell and may be completed on the field of battle.
Each unit affected takes two hits. The unit may make a unit saving throw against
a DC 13 to take half-damage. Mass destruction usually causes significant coincidental
property damage, such as fires, flooding, or other environment damage. This
damage is not significant enough to damage a fortification and is generally
too minor to cause any permanent damage to any major domain asset.
Regency Cost: 10 RP/unit affected.
Material Components: 5 GB worth of expendable ritual components.
Protection from Realm Magic
Abjuration
Level: Sor/Wiz 1, Clr/Drd 1
Target: 1 province
Duration: 1 month/level (D)
Saving Throw: None
Spell Resistance: No
Special Requirements: Source (1) or Temple (1)
This spell suppresses realm magic for a period of time. The caster creates long
lasting warding over a province to protect it from future realm spells. All
realm spells cast against the province must immediately make a dispel realm
magic check against the area dispel. A realm dispel check is 1d20 + 1 per caster
level (maximum +20) + RP spent by the caster during the casting of this spell
against a DC of 11 + opposing spell caster's level + the Regency Cost of the
targeted spell + RP spent by the spell's caster to oppose the check. The caster
may spend any amount of RP he wishes during the casting, but he does not get
to bid further RP in the dispel magic check as per dispel realm magic. Regardless
of the results, the protection remains in effect until its duration expires
or until dispelled.
The protection has no effect on any realm spell already in progress. Sustained
realm spells that affect mobile units (such as legion of dead or bless army)
that move into the area are not also not affected. However, realm spells with
repeating instantaneous effects, such as death plague, are affected by the protection.
Protection from Realm Magic does not interfere with routine (non realm) spells.
Regency Cost: The regency cost of this spell is determined by the caster during
casting (min 1).
Material Components: 1 GB worth of expendable ritual components.
Raze
Evocation
Level: Sor/Wiz 3
Target: 1 fortification
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Special Requirements: Source (5)
Castles, fortifications, and other buildings can be reduced to rubble by means
of this spectacular realm spell. The caster may attempt to simply reduce a fortification
in level, or they may attempt to destroy it outright. Unfortified buildings
should be treated as having one level of fortification for the purpose of destruction.
Although this spell can also be used to destroy cathedrals, warehouses, and
other buildings, such destruction does not do any permanent harm to the political
power represented by the holdings that these buildings represent. If a significant
non-fortified building of a holding is destroyed, the holding is treated as
being temporarily one level lower than normal for one season.
Regency Cost: 10 RP per level of fortification damage.
Material Components: Expendable ritual components worth 2 GB per level of fortification
damage.
Regent Sight
Divination
Level: Sor/Wiz 2
Target: 1 province
Duration: 3 months
Saving Throw: No
Spell Resistance: No
Special Requirements: Source (1)
This spell allows the caster to continuously pinpoint the location of any regent
within the affected province. The movement of regents, due to their connection
to their realm, produces small ripples in the mebhaighl. This spell detects
these ripples and allows the caster to sense the presence, strength, and general
location (within a few miles) of all regents within the affected province. The
identities of the regents are not known, but their power (measured by their
monthly regency collection) can be roughly determined by the size of the ripple
that they produce. Several regents traveling together are indistinguishable
from a single powerful regent. As this spell detects changes in the mebhaighl
itself, the subjects do not receive any saving throw. Furthermore, the detected
regents are completely unaware of the spell.
Regency Cost: 1 RP
Material Components: 1 GB worth of expendable ritual components.
Shadow Block
Abjuration
Level: Sor/Wiz 4, Clr [Ruornil] 4
Target: 1 province/3 levels
Duration: 3 months (D)
Saving Throw: None
Spell Resistance: No
Special Requirements: Source (4) or Temple [Ruornil] (4)
This spell strengthens the barrier between Cerilia and the Shadow World. All
spells or effects that involve the Shadow World are blocked. This includes dimension
door, summoning spells, shadow walk, and halflings ability to enter or leave
the Shadow World.
Regency Cost: 2 RP/province.
Material Components: 1 GB/province worth of expendable ritual components.
Scry Province
Divination
Level: Sor/Wiz 1, Drd 1
Target: 1 province
Duration: 1 month
Saving Throw: None
Spell Resistance: No
Special Requirements: Source (1)
You can see and hear events throughout the effected province. You may use this
spell to gather information about events taking place in the target province.
You must succeed at a scry check to do so. The difficulty of the task depends
on how well the knowledge that you seek is concealed. This spell has no chance
of revealing, for instance, a never discussed secret known to only a single
person.
This spell creates many magical sensors that move throughout the province. Any
creature with an Intelligence 12 or higher may have moments during which they
feel that they are "being watched". Scions and their agents may become
uneasy and take steps to increase security. In game terms, the regent or regents
whose activities are being scryed may spend RP to oppose the scry check. This
is similar to the way in which RP are spent to oppose an espionage action. Regent
spellcasters are fully aware of the scry realm spell and may spend RP to oppose
the scry check even if they are not the target of the scrying.
You may only attempt one goal per scry province and must clearly state the intent
of your studies before rolling. Also, before rolling, you may spend RP to support
your roll and any regent whose interests are compromised by your scrying attempts
may spend RP to oppose your roll.
Goal | DC |
Gather common rumors and information | 5 |
Catalogue troop position and strength | 10 |
Reveal the domain statistics of a province (loyalty level, regents, holding levels, etc.) | 15 |
Reveal the nature of diplomatic talks taking place between two domains | 20 |
Reveal the specifics of an existing diplomatic agreement between two domains | 25+ |
Reveal battleplans for troop movement during the next war move | 25+ |
Find the location of prisoners, criminal in hiding, etc. | 25+ |
Trace the responsibility for an assassination, corruption, heresy, or other covert intrigue | 30+ |
If you are in possession of an object (an assassin's knife), body part (blood,
hair clipping), or other mechanism for providing a physical connection to the
location of the information which you search, you may receive a +5 to +10 circumstance
bonus to your Scry check. As with the normal Scry spell, this realm spell is
highly subject to abuse and requires careful DM adjudication.
Regency Cost: This base spell costs 5 RP plus an additional 3 RP for each province
of separation. Scrying on an adjacent province, for instance, would cost 8 RP.
Additional RP may be spent to affect the scry check.
Material Components: 1 GB worth of expendable ritual components. Furthermore,
the regent must have access to a large polished or reflective surface, often
a part of the manifestation or an ornate mirror or pool located in their stronghold.
Stronghold
Conjuration (Creation)
Level: Sor/Wiz 3
Target: Personal
Duration: 3 months/level (D)
Saving Throw: None
Spell Resistance: No
Special Requirements: Source (7)
By means of this spell, the wizard brings into being a castle, tower, fortification,
or other building of any kind. The building functions as a normal building of
its type. The magic sustaining the stronghold fades at the end of the spell,
at which point the stronghold falls into ruin. Additional castings of this spell
extend its duration. Such extensions stack without limit.
An existing stronghold can be made self-sustaining by creating a connection
between the stronghold and the mage's source within the province. This connection
is created by either building the stronghold about the source manifestation
or through the construction of a special local ley line for that purpose. A
stronghold requires a connection to source levels equal to one tenth of the
normal construction cost of the building in order to be self-sustaining. These
source levels committed to sustaining the stronghold produce no regency for
the regent mage and cannot be used to cast realm spells. If the connection between
the source and the stronghold is severed (if the source holding should become
contested or the ley line severed by an enemy mage), the stronghold resumes
its remaining normal duration. For example, a mage with the required source
(7) uses a ley line to cast stronghold in a province in which they claim a source
(3). The stronghold constructed is a castle (2), normally costing 20 Gold Bars.
The mage permanently allocates 2 source levels to the maintenance of the stronghold.
For the purposes of regency collection and spell casting, their source (3) now
acts as a source (1).
Regency Cost: The initial regency cost for this spell is equal to the normal
base construction cost (in Gold Bars) of the created stronghold. Terrain modifiers
or other modifiers to construction cost do not apply to the summoned stronghold.
For example, assume some building normally costs 30 Gold Bars; this realm spell
can create an equivalent building for 30 RP. The regency cost is halved if the
realm spell is simply used to increase the duration of an existing stronghold.
Material Components: 10 GB worth of expendable ritual components for the initial
construction. Casting the spell to simply increase the duration of an existing
stronghold requires only 1 GB worth of expendable ritual components.
Subversion
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 1
Target: Special
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
Special Requirements: Source (1)
By employing a magical campaign of long-distance charms and suggestions, you
can utilize the assets of another regent to perform a domain action. You can
use the holdings and agents of another regent to agitate loyalty, contest the
holdings of your enemies, or any other normal domain action that the rightful
regent of the asset could utilize. You could force the army units in a province
to invade an adjacent province (in which you also have a source (1) or ley line)
or cause them to occupy the province and perhaps raze the holding of your enemies.
In effect, the asset is considered yours (instead of belonging to its true regent)
for the purpose of one action.
Subversion is limited to one discrete domain action. If the mage is before the
asset's rightful regent in the domain initiative order, then the rightful regent
cannot use the asset for his domain action. Likewise, if the rightful regent
is before the mage in the domain initiative order, then the asset cannot also
be used to perform a domain action under subversion. You can only use the asset
to perform an action that you could perform with it if you were its rightful
regent (for example, a wizard cannot cast divine realm spells with a subverted
temple holding). Furthermore, the spell does not allow you to control the asset
as an automaton; it is a subtle spell. You cannot cause the asset to act suicidal
or follow obviously harmful orders, such as attempting to assassinate the rightful
regent, contesting itself, or being invested to another regent. Generally, however,
an asset will perform any task that it would ordinary perform if requested to
do so by its rightful regent.
Regency Cost: The regency cost for this spell is dependent on the asset subverted.
The cost is equal to three RP per level of the holding subverted. Subverting
an army costs 2 RP x the muster cost (in GB) of the units in the subverted army
(elite, highly trained units are thus more expensive to subvert). Subverting
mercenary units costs only 1 RP x the units' muster cost (in GB).
Material Components: 2 GB worth of expendable ritual components for the initial
construction.
Summon Monstrous Unit
Conjuration (Summoning)
Level: Sor/Wiz 2
Target: up to 1 unit/3 levels
Duration: 4 weeks + 1 week/level (D)
Saving Throw: None
Spell Resistance: No
Special Requirements: Source (3)
Tapping into the power of the Shadow World, you conjure terrible monsters to
come forth and do battle on the world of Cerilia These monsters are quasi-real
seemings - life-like manifestations of the caster's imagination. These magical
creations are quasi-real and can not be disbelieved, but can be identified as
being summoned creatures with a successful Spot check (DC 20). Any summoned
monster that is slain fades into nothingness.
All members of a unit generally fade into nothing whenever a summoned unit is
disbanded (due to being destroyed or through normal completion of the spell
duration). There is a chance, however, that any troops surviving at the completion
of the spell fully bridge the gap between the shadow world and Cerilia and become
free. When the spell ends, the DM should roll a d20 against a target of 20 minus
the maximum source level rating of the province in which the units disband.
This roll receives a bonus of +2 in the winter and a penalty of -2 in the summer.
Freed units are not under the caster's control and immediately fall into normal
behavior for their monster type. These monsters have normal statistics and can
be slain as normal members of their species, but they cannot age or reproduce.
They are outsiders and can be returned to the Shadow World by means of a banish
(and similar spells), limited wish, wish, or the realm spell transport. They
cannot be dispelled.
The strength of the summoned units is dependent on the caster's level. The composition
of each of the troops in each unit is chosen by the summoner from the appropriate
summon monster table (Player's handbook, pg. 258).
Regency Cost: 5 RP/unit summoned.
Material Components: 2 GB/unit summoned in expendable ritual components.
Summon Unit Table.
Caster Level | Unit Type |
3-4 | Summon Monster II |
5-6 | Summon Monster III |
7-8 | Summon Monster IV |
9-10 | Summon Monster V |
11+ | Summon Monster VI |
Summon Nature's Army
Transmutation
Level: Drd 3
Target: up to 1 unit/3 levels
Duration: 4 weeks + 1 week/level (D)
Saving Throw: None
Spell Resistance: No
Special Requirements: Temple (1), Druid
By calling upon Erik, druids may call forth the power of nature. Normal animals
in the region answer the call to defend their homes and fight as directed by
the druid. At high levels, the druid has the power to animate the very trees
themselves to aid the defense of the province. Units summoned by this realm
spell cannot leave the province. A province can muster a number of units equal
The strength of the summoned units is dependent upon the maximum potential source
level of the province.
Regency Cost: 4 RP/unit.
Material Components: 1 GB/unit worth of expendable ritual components.
Potential Source | Unit Type |
0-3 | Small Animals |
4-5 | Large Animals |
7+ | Forest Legions |
Transport
Transmutation
Level: Sor/Wiz 4
Target: Special
Duration: Instantaneous
Saving Throw: Unit negates
Spell Resistance: Yes
Special Requirements: Source (5)
You open a massive dimension door through which an entire army may move instantly
to a destination province in which you also have a magical source or ley line.
You can transport units a distance that is equivalent to a number of movement
points equal to your level. For example, a 10th level mage can move ten units
1 province, five units 2 provinces, or one unit 10 provinces. Terrain does not
affect this magical movement, and all units arrive fresh and eligible to move
during any war moves following the action round in which this spell is cast.
It costs an additional 5 RP per unit to use this spell on unwilling units.
Unlike most realm spells, the final rituals need not be completed during the
month in which this spell is cast. After the casting is complete, the spell's
transportation energies are available for the caster to tap during the final
war move of the month in which it was cast, or in any of the four war moves
of the following month. If, during this time, the spellcaster leaves the province
in which the spell was cast, the spell is lost. The final rituals for this spell
require that the caster be within visual range of the targeted units. These
final rituals that complete the spell require approximately the same amount
of time as casting a battle spell and may, at the caster's wish, be completed
upon the field of battle.
Regency Cost: 2 RP for each movement point equivalent used. Thus, a 10th level
mage can spend no more than 20 RP. There is an additional cost of 5 RP per involuntary
unit.
Material Components: 1 GB worth of expendable ritual components.
Warding
Abjuration
Level: Sor/Wiz 6
Target: 1 province/4 levels
Duration: 3 months + 1 month per level (D)
Saving Throw: Will negates
Spell Resistance: Yes
Special Requirements: Source (5)
You can weave a barrier of impenetrable mists and fog to prevent entry or egress
from the affected provinces. A mile-wide guards and wards bounds the warded
provinces, obscuring all sight and utterly confusing the direction sense (regardless
of equipment) of any who attempt to pass through the warding boundary. Small
parties may attempt to pass the barrier together by following a designated leader.
The leader may navigate the warding by making a Will save (DC 19) at a -1 penalty
for each party member that he guides.
Life may continue as normal within the warded provinces, but normal interaction
with the rest of the world becomes impossible. All trade routes leaving the
warded areas become contested. Military units cannot enter or leave the warded
provinces. Diplomacy with the affected nation is next to impossible.
Regency Cost: 5 RP/province warded.
Material Components: 2 GB/province worth of expendable ritual components.