Wizards: Rules, Realm Spells

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DM Juan
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Wizards: Rules, Realm Spells

Post by DM Juan » Thu Aug 02, 2018 2:21 pm

Wizard Rules:
Gaining Normal Spells:
@leveling: Wizards gain 2 spells + 1 spell if they have a specialization (must be taken from said specialization)
Wizards start with 8 spells at level 1 + 2 from their chosen specialization.

Researching (Non-Realm) Spells:
Access to a library allows you to learn 2 new spells-levels per library level (eg, 2 level 1 spells, or 1 level 2 spell) as a Free Action, once per turn
Alternatively, you may spend a domain action to learn 2 new spells, or 2x (Library+1) spells (of any level)
NB: This refers to spells that can be found on www.purpleworm.org/rules - you will not be creating new spells, or learning spells from other sources. Note: You can learn spells from BR specific source books, as well.

Realm Spells: You start with Alchemy + 1 more Realm Spell of your choice.
Realm Spells count towards your limit of spells by level.

Wizard's Reach <-- does not apply this game
Outside of their capital, the power they can wield is directly linked to the power of the nearest owned source. You may cast any normal (non-realm) spell in a province in which you own a source, or Source provinces away from a source. Realm spell range is in the province of casting, unless the spell indicates otherwise.

Max Source Level: As per province potential

Leylines have no RP maintenance

Sources are hidden holdings

Sources can be located by an espionage action by any regent in the province.

Sources cannot be created in unsettled provinces. That is to say, until "settlers" arrive (even to make Prov 0) you cannot create sources.

Legion of Dead: Each character will have a "stockpile" of undead-ready corpses (you can buy/sell them too if you want). Priests/Wizards with the necromancy sphere or access to the school will start with 2 units available. Undead-ready bodies are "used up" if you summon undead and they die in battle. If they expire at the end of the spell, the bodies are usable again.

Methods to Acquire them:
Victory in Battle: As the defender, any units that die in battle when you are victorious are available to be "harvested." As the attackers, you may spend a war move to collect bodies to be sent back home for "processing." Each unit devoted to this war action may collect 1 unit-worth of bodies.
Pillaging: Each time you pillage a province, you may collect province-level units worth of dead bodies. This still requires an additional war move to send them home for "processing" as per above.

You may also use a war move to permanently destroy corpses. You may destroy 2 units-worth per unit conducting this war move. Defenders may automatically destroy the dead bodies. Dead bodies will remain "harvestable" for 3 war moves otherwise.

Corpses not stored in a Mausoleum decay at a rate of 1/Turn.

Wizard Realm Spells
[+] Source 1 Required

Detect Ley Line
(Divination)
Regency: 1RP
Gold: 1GB
Duration: Instantaneous
This realm spell enables a wizard to learn the locations of all ley lines passing through a given province. The wizard may examine ley lines in two provinces per experience level; thus, a 5th-level caster may learn the locations of all ley lines in 10 provinces. The provinces need not be adjacent. To activate the spell, the wizard must spend at least one week visiting the manifestation of one of his sources. During that time, the mage draws (to the best of his ability) a map of the area he wishes to examine. He may bring any sketches, drawings, or notes to assist him, but the map must be drawn on a specially created sheet of parchment using particular inks and quills. The provinces to be examined are then highlighted with an ink containing powdered sielshegh. The spell must be cast in the province containing the manifestation the wizard visited to prepare the map. When the casting is completed, the map must lie undisturbed. Magical energy the permanently etches the various ley lines into the map. The etched lines do not indicate the owner of the ley lines, and ancient ley lines are displayed along side those of contemporary creation.

Dispel Realm Magic
(Abjuration)
Regency: Special
Gold: 1GB
Duration: Special
This spell allows a mage regent to counter the effects of any other realm spell in the same manner that a dispel magic works against routine spells. The regency cost is equal to the regency cost that was spent on the target spell. (If the dispel is to affect one province of a multi-province spell, only the cost of one province is incurred.) You may target 1 province at level 1, and an additional one for every three levels beyond (4/7/10). Both casters may bid additional RP to determine whether the dispel is successful. Dispel realm magic can even cancel the alternative use of this spell described below.

Dispel realm magic can be cast upon a province to protect it from possible realm spells. In this use, the protection lasts one domain turn (effectively, three action rounds) per three levels of the caster. The RP expenditure determines the power of spells the dispel will prevent: for example, if the caster spends 20RP, the dispel will prevent incoming spells cast with 20RP or less. If an incoming spell were cast with 21 or more RP, the dispel would be cancelled and the incoming spell would take effect. This use prevents realm spells and halts the spread of effects such as death plague, but it does not prevent a conjured or animated army from entering the province and it does not prevent casting of conventional (non-realm) spells.

Feign Destruction
(Alteration)
Regency: 10RP
Gold: 10GB
Duration: 3 action rounds
When a wizard casts this realm spell, he causes a palace, fortress, village, or town to appear to be destroyed. The method of the apparent destruction is chosen by the wizard at the time of casting; a locale may appear to have been sacked by an army, ravaged by fire, leveled by a tornado, wiped out by a flood, or devastated by a great magical blast. In reality, the destroyed area is unharmed. No manner of divination, however, will reveal the area as anything other than damaged. The affected area does not radiate magic. Persons within the area of effect when the spell is cast witness no change; peasants in a village will have no idea that outsiders view their town as a wasteland. Only strangers who enter the area after the spell is cast witness the destruction. To their eyes, inhabitants going about their normal routines appear to be cleaning up after the devastation and trying to set their lives in order. If they speak to locals, they hear tales of despair instead of residents' actual words. A wizard can affect one province per three levels; thus, a 10th-level caster could affect the appearance of three provinces.

Protect Source
(Abjuration)
Regency: 1RP/source level
Gold: 1GB/source level
Duration: Permanent
A wizard may protect his sources from damaging effects such as deplete mebhaighl and siphon mebhaighl with this spell. In addition, the source gains a saving throw vs. the poison source spell; a saving throw vs. spell is made at the level of the source. For example, a source (7) would save as a 7th-level wizard. Success prevents the poisoning; failure means that the poison is successful. Also, manifestations of the source gain the benefit of being surrounded by a wall of force. The spell costs 1RP and 1GB per level of the source to be protected; thus a wizard must spend 4RP and 4GB to protect a source (4). A further benefit of this spell allows a wizard to "bank" Regency Points in a source. The Regency Points may then be used to bid against actions (such as contest or rule) that would harm the source. If several sources are connected by ley lines, any source on the line may draw from this RP pool to defend itself. A wizard may add RP to this bank any time during the spell's duration. If the protect source spell is ever canceled, any banked RP revert to the caster. The spell is permanent unless removed with a limited wish or wish. The death of the caster also cancels the spell. If control of the source is transferred to another individual, the source rolls a saving throw vs. spell as a wizard of the new regent's level. Success indicates that the spell remains intact; failure means the spell is canceled.

Regent Site
(Divination)
Regency: 1RP
Gold: 1GB
Duration: 3 action rounds
The regent site realm spell allows the casting wizard to continuously pinpoint the location of other regents within provinces in which he has holdings, beginning with those nearest to him. The wizard gains a mental picture of the detected regent as well as a mental picture of his immediate surroundings (guildhall, tavern, woods, etc.) and sense of the general area (a certain neighborhood in a large city, a 100-foot radius of forest, a peasant village, and so on.). The detected regents are completely unaware of the spell.

Scry
(Divination)
Gold: 1GB
Duration: Instantaneous
The scry spell allows a wizard to peer outside his domain and take equivalent of an espionage action hundreds of miles away. The regency cost varies with the distance of the target province from the caster's own domain. The spell costs 5RP plus 3RP for each province of separation; spying on a province five areas away from the wizard's domain costs 20RP. Only the information-gathering aspect of espionage may be used; the wizard can't create random events or rescue people. If the target of the scry spell is a wizard, he may spend RP against the caster to try to make the spell fail. Otherwise, it is automatically successful. DC becomes d20+Caster Level vs 10+Opposing Caster Level.

Subversion
(Enchantment/Charm)
Regency: Special
Gold: 2GB
Duration: 1 action round
By employing a magical campaign of charms and suggestions, a wizard can force a holding, province, army, or lieutenant belonging to another regent to take a domain or free action (regardless of whether such assets normally may take actions). He could force a group of military units to declare war and invade a neighboring land; he could use a holding to contest or agitate; or he could use a holding to contest or agitate; or he could instigate almost any kind of mayhem. Subversion is limited to one discrete action, and it will affect a target regent regardless of whether he has already performed an action in the current round. A cost of 3RP per level of holding, province, or character level of a lieutenant is required to subvert it; a cost of 3RP per army unit is required. Both the caster and target of the spell may at that point, may secretly bid for or against the spell success. The party who bids more succeeds. A tie means the caster succeeds.

You cannot use Subversion to divest a holding or province. Note: The target/domain/owner of the holding, of the spell must have the resources available to perform the action the subversion is forcing.

Trace Ley Line
(Divination)
Regency: 1RP
Gold: 1GB
Duration: Instantaneous
This spell functions in all respects like the detect ley line spell, with one important difference: When the wizard creates a map of the region he intends to study, he marks any portion of any single ley line he knows to exist. Upon casting the spell, instead of etching all ley lines in the vicinity, the magic etches the entire length of the indicated ley line, to a maximum of two provinces per caster level. The magic maps all hook-ups and bends in the indicated ley line. The wizard must cast the spell in the same province as the manifestation he visits to create the map, but he may trace a ley line anywhere on that map regardless of size.
[+] Source 2 Required

Alchemy
(Alteration)
Regency: Special
Gold: 0GB
Duration: Permanent
A mage can create wealth by spending Regency Points to transform worthless substances into valuables. For each 4RP the mage spends, he generates 1 Gold Bar of wealth. The effect is instantaneous at the conclusion of the spell. Alchemy can be cast only once per domain turn.

Battle Fury
(Enchantment/Charm)
Regency: 1RP/unit
Gold: 1GB
Duration: 3 action rounds
Effect: 1 unit/level
Increase melee by +3, but reduce the defense by 1.

Coffer Credit
(Conjuration/Summoning)
Regency: 1RP per 4GB borrowed
Gold: 1GB
Duration: Special
A wizard in desperate need of funds may cast this spell to borrow money from future income. After casting this spell, the desired amount of wealth magically appears in the regent's treasury. A wizard may borrow 2 Gold Bars per level from his future capital, but the funds must be repaid at a randomly-determined time in the future. After the wealth appears, the wizard need not repay any funds for six action rounds. After the sixth action round, however, the DM rolls 1d12 four times (re-rolling any duplicate results) to determine the repayment schedule. One-fourth of the amount borrowed must be repaid on each action round rolled; thus, if the wizard borrowed 9GB and the DM rolled a 2, 6, 7, and 11, the wizard would repay 3GB on the second action round, 2GB on the sixth, 2GB on the seventh, and 2GB on the eleventh. The DM need not inform the player when the money will be due; he may simply announce that the appropriate umber of Gold Bars disappear from the treasury. If the wizard borrows 10GB or more, he must pay interest on the borrowed funds. One Gold Bar is charged for each 10 Gold Bars borrowed (rounded down). The interest is added to the total owed for the purposes of dividing payments. If the wizard's treasury is empty at the time payments come due, the money owed is automatically deducted from any income the character later acquires. If the wizard discovers treasure while on an adventure, any overdue money owed immediately disappears from his share. When the wizard collects taxes, any delinquent funds immediately disappear from the total. A wizard may cast this spell on another individual's behalf. The caster may use this spell any number of times, but the future debt incurred could conceivably bring him to financial disaster.

Defection
(Enchantment/Charm)
Regency: 2RP/unit
Gold: 2GB/unit
Duration: 3 action rounds
A wizard can cast this spell to steal a military unit from an opposing regent, thereby bringing the unit under his own control. The defecting unit is treated as one of the wizard's units (or that of another regent or an appointed lieutenant stated in the casting of the spell) for three action rounds. The unit will follow its new leader's orders implicitly. If the unit survives this enforced service, it returns to its original regent when the spell's duration lapses. The caster can affect one tier per level (level 1: 1x Levies, Level 2: 2x Levies, or 1x Irregulars... etc) The units to be affected must be in the casting wizard's domain. In addition, the wizard must know the location of the units to be affected by the defection spell. Any attempt to command an affected military unit with an order other than those typically given in battle will break the spell. Thus, a unit could not be ordered to run off a cliff, for example.

Enhance Source
(Alteration)
Regency: 2RP +1/new source level
Gold: 1GB
Duration: 3 action rounds
By means of this realm spell, a wizard can improve one source holding by one level. The base cost of the spell is 2RP, plus 1RP per new (boosted) level of the source; thus, a source (5) increased to a source (6) would cost the wizard 8RP (2+6). This increase works for the purposes of spellcasting only and does not affect collection or Regency Points or other factors dependant on holding level. The spell may be used only once per year; attempts to cast the spell more than once in a year result in failure.

Gold Rush
(Conjuration/Summoning)
Regency: 10RP
Gold: 0GB
Duration: Special
Gold rush increases productivity of two characters. The result is a 50% increase in domain income in the next domain turn following the casting of the spell. It also impct trade route income. This spell may be used on a character no more then once in 3 turns.

Mask Ley Line
(Abjuration)
Regency: 6RP
Gold: 3GB
Duration: 12 action rounds
This powerful enchantment hides any or all ley lines belonging to the casting wizard. No method of location, including detect ley line and trace ley line, will reveal ley lines concealed by this spell. Ley lines are not hidden from the caster. A wizard may cast this spell on behalf of another wizard; in that event, all of the target wizard's ley lines are rendered undetectable to everyone but the caster and the owner of the ley lines.
[+] Source 3 Required

Deactivate Ley Line
(Alteration)
Regency: 2RP
Gold: 2GB
Duration: 3 action rounds
This powerful realm spell allows a wizard to temporarily deactivate a ley line. Drawing mebhaighl from a source along that ley line is impossible for three action rounds. Magic cast in the same province as a source is unaffected. Because the flow of mebhaighl is disrupted along a ley line, this spell may affect a single line of any length. Any ley lines (including hook-ups) connected to the affected line that are not powered by sources of their own also cannot be used. The casting wizard must have a source or ley line in a province through which the target ley line passes. The source can be as low as a source (0) and does not have to be the source that powers this spell. A success roll is required for the spell to succeed, with a result of 10 or better (on a 1d20) indicating success. The roll suffers a -2 penalty if the caster is merely guessing at the ley line's existence rather than knowing its location with certainty. If the wizard successfully disrupts a ley line and wishes to do so again on the following action round (thus increasing the period of disruption), he gains a +1 bonus to his roll for the subsequent spell. This benefit is cumulative for up to three attempts. The victim must continue to pay maintenance on the deactivated line or it dissipates permanently. If the target ley line is under the effects of a protect ley line or ley ward spell, deactivate ley line will fail automatically.

Demagogue
(Enchantment/Charm)
Regency: Special
Gold: 1GB
Duration: Special
This pervasive, subtle charm plays upon the fears and loyalties of a province, influencing the attitudes of its people toward its ruler. For each 5RP a wizard spends, he improves or worsens the loyalty grade of a province by one step. At 2nd level, he can affect one province; for every two levels beyond that, he can affect one additional province (in other words, two provinces at 4th level, three at 6th level and so on). The change in loyalty occurs immediately. The wizard must pay 5RP for each grade of loyalty affected in each province; casting a stable kingdom to rebellion could be very costly. The new loyalty level can be affected normally by various events. You may spread the effect to any province in which you have a source, the additional provinces do not require a source 3.

Legion of Dead
(Necromancy)
Regency: 4RP/unit
Gold: 1GB/unit
Duration: 1 turn + 1 action/level
A skilled necromancer can summon the ancient dead to his aid, raising a unit of skeletons and zombies to do his bidding. The wizard can summon one unit of undead minions for each level above 6th, so a 7th-level caster summons one unit, an 8th-level caster summons two, and so on. The wizard must spend 4 Regency Points per unit. He must remain with his undead army or the spell will be broken and the army will collapse. Refer to the Undead Legion War Card for large-scale combat information; in standard game terms, each unit comprises about 200 zombies, monster zombies, skeletons, and giant skeletons.

Ley Line Trap
(Abjuration)
Regency: 1/line
Gold: 1GB
Duration: 12 action rounds
Ley trap is designed to harm wizards who try to deactivate, sunder, or otherwise tamper with an affected ley line. The spell affects one ley line (regardless of length) and all associated hook-ups. The caster is immune to the harmful effects of the spell and may use the ley line at will. A wizard may cast this spell only on his own ley lines; he may not secretly cast ley trap on an enemy's lines as a "surprise." A wizard who tampers with a trapped ley line is allowed a saving throw vs. spell. Success means the wizard escapes injury but the tampering attempt works. Failure indicates the trap disrupts the wizard's spell; the tampering attempt fails and he suffers 2d6 points of damage multiplied by the level of the highest source on the line; thus, in the case of a ley line connected to a source (3), the victim would suffer 6d6 points of damage. Only one trap spell may be cast on a single ley line at one time, but up to six lines may be affected with a single spell.

Protect Ley Line
(Abjuration)
Regency: Special
Gold: Special
Duration: Permanent
This realm spell allows a wizard to protect his ley lines from tampering by an enemy wizard. The spell safeguards affected ley lines from the deactivate ley line spell, as well as similar effects created by the rings of ley. Protect ley line offers no defense for sources or their manifestations. Lines protected in this manner also gain a saving throw against the sunder ley line spell. The line is allowed a saving throw vs. spell at the level of the highest-level source on the line; thus, a ley line connected to a source (7) would gain a saving throw vs. spell as a 7th-level wizard. Success prevents the sundering; failure means that the protect ley line abjuration is dispelled and the sunder is successful. Casting the spell costs 1GB plus 2RP per four provinces the ley line crosses. Thus casting this spell on a ley line that begins in province A, passes through provinces B, C, D, and E, and ends in province F would cost 2GB and 4RP. Hook-ups on the ley line are protected at no additional cost. The protection created by this spell is permanent unless canceled by limited wish, wish, sunder ley line, or a similar spell. Should the wizard find himself needing to deactivate or sunder one of his own ley lines, he may do so without penalty. Ley lines under the effect of this spell must be maintained normally.

Summoning
(Conjuration/Summoning)
Duration: 1 Turn + 1 Action/level
You gain 2 summoning points per caster-level; each Gnoll Irregular = 3 points, each Orog Infantry = 5 points, each Stonecrown Ogre = 8 points
Cost:
1RP per 2 summon points, plus 1RP per 2 units (2 Stonecrown = 16pts, and 2 units == 9RP; 6 Irregulars = 18pts, and 6 units == 14RP)
1GB per 4 summon points, plus 1GB per 2 units (2 Stonecrown = 16pts, and 2 units == 5GB; 6 Irregulars = 18pts, and 6 units == 8GB)
[+] Source 4 Required

Ley Ward
(Abjuration)
Regency: 3
Gold: 2GB
Duration: 18 action rounds (6 domain turns)
This spell is designed to harm or kill wizards who try to deactivate, sunder, or otherwise tamper with the affected ley line. The spell affects one ley line (regardless of length) and all associated hook-ups. The caster is immune to the harmful effects of the spell and may use the ley line at will. A wizard may cast this spell only on his own ley lines or on the ley lines of a consenting wizard; he may not secretly cast ley ward on an enemy's lines as a "surprise". A wizard who tampers with a warded ley line is allowed a saving throw vs. death magic. He may contribute Regency Points or bloodline strength points to improve his chances (receiving a +1 bonus for each point spent). Failure indicates the wizard is killed; success means the wizard suffers 1d4 points of damage multiplied by the level of the highest source on the line. Thus, in the case of a ley line connected to a source (6), the victim would suffer 6d4 points of damage. Whether the tamperer succeeds or fails the saving throw, the tampering attempt fails. Only one ley ward spell may be cast on a single ley line at one time, but multiple lines may be warded with multiple spells.

Siphon Mebhaighl
(Alternation)
Regency: 6RP
Gold: 2GB
Duration: 3 action rounds
A wizard who casts this spell may steal mebhaighl from another wizard's source or transfer mebhaighl between two of his own sources. The target source is reduced by one level for purposes of spellcasting. Thus a source (5) is treated as a source (4) when casting realm spells; other domain functions are treated normally. The siphoned level is then transferred to another source (usually one controlled by the caster). For purposes of spellcasting, that source is then treated as one level higher. The caster may also transfer mebhaighl from one of his own sources to another source. The target source can be his own or that of a wizard with whom he collaborates. The two sources involved must meet at least one of the following criteria:
¨ They are in the same province.
¨ They are in adjacent provinces.
¨ One of the sources shares a province with a ley line terminus or hook-up of the other source.

At 8th level, the caster may transfer two levels of mebhaighl from one of his sources to another single source; he may not steal two levels from an enemy source. This casting costs 12RP and 4GB. When the spell ends, all mebhaighl reverts to its original sources.

Shadow Block
(Alteration)
Regency: 2RP/province
Gold: 1GB/province
Duration: 3 action rounds
Shadow block prevents all creatures from walking into or out of the Shadow World in a specified province. This effect even applies to halflings, who normally can pass into and out of the Shadow World at will. The spell does not affect movement within the Shadow World. A wizard can affect one province per three experience levels.

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DM Juan
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Re: Wizards: Rules, Realm Spells

Post by DM Juan » Thu Aug 02, 2018 2:22 pm

[+] Source 5 Required

Death Plague
(Necromancy)
Regency: 1RP/province level
Gold: 2GB
Duration: Permanent
An evil wizard can create a horrible, pestilent plague that depopulates an area, reducing an affected province by one level. At 5th level, the wizard affects only the province in which the spell is cast. For every two levels beyond the 4th (beginning at 6th level), he can affect one additional province adjacent to a province struck by the death plague, possibly infecting the kingdom of another regent. The plague spreads instantly to the maximum area of effect. The RP cost is equal to the sum of the affected province levels; a 8th-level mage who poisons three provinces (4) must spend 12RP. Dispel realm magic or bless land can negate the effects of the death plague in one province, but only if cast in the same action round as the province is affected. Death Plague does NOT require sources in the secondary provinces impacted.

Deplete Mebhaighl
(Alteration)
Regency: 5RP
Gold: 2GB
Duration: 3 action rounds
This spell allows a caster to inhibit mebhaighl in an enemy's source. The target source drops one level for the duration of the spell. Thus, a source (5) is treated as a source (4) for purposes of spellcasting; all other domain functions (such as RP collection) are treated normally. At 8th level, a wizard may reduce two sources in the same province by one level, or may reduce one source by two levels.

Mass Destruction
(Invocation/Evocation)
Regency: 5RP/unit
Gold: 5GB
Duration: Instantaneous
This spell can slay hundreds of enemies with a single awesome barrage of devastating fire, lightning, ice, energy, or poisonous vapor (wizard's choice). The mage can affect one enemy unit plus one unit per two levels: a 2nd-level caster can destroy two, a 4th-level caster three, and so on. The target units must all be in the same province as the wizard who casts the spell. Each unit affected costs the wizard 5RP. You can target "leadership units." If you do, each character in that leadership unit triggers a death check.

Raze
(Invocation/Evocation)
Regency: 10RP/structure level
Gold: 2GB/damage level
Duration: Instantaneous
Castles and fortifications can be reduced to rubble by means of this spectacular realm spell. Reducing a castle by one level costs 10RP, so razing a castle (5) costs 50 Regency Points. There is no limit to the amount of damage that a mage can cause to a castle through one spell, he may simply reduce it in level or may destroy it outright, as long as he is willing to pay the required regency. Materials and preparation cost 2GB per level of damage the mage intends to cause. Fortified holdings can be reduced to normal holdings through this spell, but they are not otherwise damaged. The wizard must be in sight of the castle to be razed when he casts the spell and he must perform the preparations on the site.

Sunder Ley Line
(Alteration)
Regency: 10RP
Gold: 5GB
Duration: Permanent
When a wizard regent casts this spell, he severs one ley line of his choice. The severed ley line then collapses in both directions until it reaches a terminus, source, hook-up, or connecting ley line. Lines affected by the protect ley line spell gain a saving throw against the effect (see spell description). This spell has no effect on future attempts to forge ley lines in the same location.

Transport
(Alteration)
Regency: 4RP/unit
Gold: 1GB
Duration: Instantaneous
Transport allows a mage regent to instantly move troops from one province to another. He can move one unit one province per level (for example, three units move three provinces at 3rd level) regardless of terrain. Units can be moved only between provinces in which the mage has a magical source or ley line. Each unit to be moved costs 4RP. Because this spell is instantaneous, the affected units are eligible to move during any War Moves following the action round in which this spell is cast. This spell can be used on unwilling units, but the regency cost doubles to 8RP per unit.

Warding
(Abjuration)
Regency: 5RP/province
Gold: 2GB/province
Duration: 1 Turn, +1 Action/Level
With this spell, a mage weaves a barrier of impenetrable mists and fog that prevents any creatures from entering or leaving a province. Regardless of their actions, creatures are turned around and find themselves emerging from the mist at the same spot they entered it. A wizard or priest with appropriate spells or magical items has a 50% chance of successfully leading up to one person per level through the mist. A mage can ward one province at 4th level, two at 6th, and three at 8th, four at 10th, and five at 12th - 5 is the maximum number of provinces that can be warded with 1 casting. Warding costs 5 Regency Points per province affected. Wars, trade, and diplomacy are all but impossible while a warding is in effect. The caster is immune to the effects of his own warding and may lead as many individuals through the mists as he wishes. NB: Only the person who warded province may take domain actions in said province with the exception of creating a source, casting of dispel magic, or creation of ley lines into said province. The casting wizard can lead level-units through the wards per action [excluding the action in which it was cast]. they are considered to arrive in war move#2 of that action; wizard must declare war to do so, and must accompany army in battles in that province. Armies trapped within wards, so long as they have a general with them, can take military actions within that province.
[+] Source 6 Required

Poison Source
(Alteration)
Regency: 2RP/magic potential level
Gold: 1GB/magic potential level
Duration: 1 action round/2 caster levels
Among some circles of mages, this realm spell is believed to exist in legend only. Either such is indeed the case, or the spell is so rare that only a few wizards are able to cast it. The poison source spell disrupts the flow of mebhaighl in a province in such a way that all magical sources are temporarily rendered powerless. No wizard, even the caster of this spell, can draw magical energy from an affected province. A poisoned source is treated as a healthy source for all purposes except spellcasting. Thus, the wizard collects Regency Points and pays maintenance costs as usual. Any source in the province cannot be used to power spells along any leylines from the province, and no leyline can be used to cast spells within the province either.

No Arcane Realm Spell can be cast in the affected province. The caster must pay RP and GB according to the magic potential of the province; thus in a province of mountains rated 3/6, the caster must pay 12RP and 6GB for the spell to function.
[+] Source 7 Required
Stronghold
(Conjuration/Summoning)
Regency: Special
Gold: 5GB
Duration: 1 Turn, +1 Turn/level
By means of this spell, the wizard conjures up a castle, tower, fortification, or building of any kind. The RP cost is equal to the Gold Bar cost of constructing an equivalent stronghold, but difficult or remote terrain doesn't affect the magical version. For example, a castle (3) normally costs 24 Gold Bars; this realm spell can do the same for 24RP, regardless of where the castle is placed. Note that NWP that reduce the cost also apply to the spell-version.

Stronghold can be used to build a building for yourself as well. Note that it likewise lasts 1+Level Turns. Permanency Spell can make it permanent. This costs 1 CON and 1 bloodpoint. Stronghold buildings max level are based on your local source level, in the province where cast.

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