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Fantasy Spell Compendium

The Create Bridge spell allows mages to create a magical bridge for transporting troops or goods. It requires a minimum of 3 mages over 5 hours to cast and forms a glowing bridge up to 300 meters long (plus 50 meters for each additional mage) that is indestructible for 3 hours. The Create Gate spell enables transport between two provinces where the mage has a source without movement costs, moving 2 units per hour. The Create Permanent Item spell allows mages to create a permanent magic item if they have researched that specific item, requiring regency, gold, and a month to cast scaled to the item's value.

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0% found this document useful (0 votes)
144 views19 pages

Fantasy Spell Compendium

The Create Bridge spell allows mages to create a magical bridge for transporting troops or goods. It requires a minimum of 3 mages over 5 hours to cast and forms a glowing bridge up to 300 meters long (plus 50 meters for each additional mage) that is indestructible for 3 hours. The Create Gate spell enables transport between two provinces where the mage has a source without movement costs, moving 2 units per hour. The Create Permanent Item spell allows mages to create a permanent magic item if they have researched that specific item, requiring regency, gold, and a month to cast scaled to the item's value.

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Valruin
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REALMS SPELLS

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

Armored Phalanx
Sphere: Enchantment/Charm
Regency: 10 RP Req'd Holding: 5
Gold: 12 GB Character Level: 10
Duration: Permanent
Designed to raise a unit of armored soldiers to do the mage's bidding. Each casting of this spell creates only one
such unit (regardless of the caster's level). The mage must first purchace a complete set of Plate Armor and weapons
appropriate to the unit to be created, for each "soldier" to be created; this accounts for most of the spell's cost.
At the time of the casting the caster, and one other individual per 6 levels of the caster chosen at the time of the
spells casting develops a telepathic bond with the unit and is capable of issuing it orders. These "commanders" can
never be changed, and telepathic orders may be given only so long as the commander and the unit remain on the
same plane.
Casting this Realm Spell enchants the armor and weapons with a motive force and the capacity to reason; each
individual "soldier" is similar to a Helmed Horror (Monsterous Compendium Annual, Vol. one). It is neither
undead nor a summoned creature. They appear to be warriors completely clad in plate mail.
Casting the spell at the above cost creates a unit with the following War Card statistics:
Armored Phalanx
Move: 2 Melee: 5
Defence: 7 Missile: 4
Morale: X O B

1 Hit: Melee 4, Missile 3


2 Hits: Melee 2, Missile 2
3 Hits: Melee 1, Missile 1
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Special: Immune to mind-affecting and death-magic spells Including but not limited to the realm spells Defection
and Subversion and the battlefield spell Charm Unit, poisons. Ignore all F and R results. They ignore defensive
terrain bonuses when attacking Like Artillerists; mainly because, as automatons, they can cross under moats, for
example, because they don't have to breath, and because, as Helmed Horrors, they can levitate and "fly" over walls
and other defensive barriers.
Magic Missile (and Battle Spells based on it, I.E. Rain of Magic Missles) actually heal it by restoring its bonding
energy. They can see invisible creatures and objects up to 120' awayand have infravision to the same range.
The unit created at this cost is armored in full plate. The helmet is large, covering the entire head, with visored eye
slits. They are armed with long composite bows (or Heavy Crossbows depending upon the wishes of the caster) and
two handed swords of excellent quailty. When slain each member of the unit quickly disipates/disintigrates, leaving
behind the empty shell of their armor and equipment. In all other

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respects each individual member of this unit is identical to a Helmed Horror. They do not sleep, eat, speak, and
cannot feel pain. They are ideal guardians, for their loyalty is total and devoid of ambition or emotion.
By Rhavas

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

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

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

Create permanent item


Since every PC regent has the option to start with a magic item, and wizards are so rare, there has to be a way of
making magic items that does not cause the wizard to lose a point of constitution.
But since they are still rare, it cannot be that easy a process. Hence the following Realm spell:
Enchantment
Regency: 8 +1/500 xp value of item Req'd Holding: 7
Gold: 4 + 1/2000 xp value of item Character Level: 16
Duration: Permanent
The wizard must have previously done a Research action to learn how to make this specific item.
The regency and gold can be donated by the prospective owner of the item.
Based on the sourcebooks so far published, the following people would be able to use this spell:
In Anuire:
High Mage Aelies -- if he has a mebhail stone and first casts the realm spell to increase his source. If he doesn't have
a mebhail stone, he's going to have to eliminate one of Rogr Aglondier's sources...
Caliedhe Dosiere -- provided he can access a source via ley line. Perhaps an arrangement with Harold Taeghas?
While the elven rulers are not of sufficient level, they could lend their source to a non-regent mage of such level.
DMO whether such people exist in your campaign.
In Khinasi:
The Swan Mage
The Magian
The White Sorceress
The elven kingdoms are similar to Anuire's.
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Llaeddra is the only one. Possible there might be another in her kingdom whom she will allow to use a source for
this purpose.
In Brecht:
While there are no definite levels for these beings, the following are possibilities:
The Fae
Rheulaan Greencloak
The Dragon
Less than a dozen current possible casters. Magic items are still very expensive, but a mage may well be willing to
spend up to three months of his time [a month to research the item, a month to cast the increase source spell, and a
month for this spell] making an item for money and/or political considerations where he would not be willing to give
up a
sizable percentage of his life force. I would charge at least an extra two gold bars per

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month for the spellcaster's time. [7 * 16 * 25 = 2800 gp, round up.]
Let us say that the regent of Medoere wants to ask High Mage Aelies to make a set of bracers AC2.
First, he wants her to provide assistance as he contests Rogr Aglondier's source in Northvale. This could prove quite
costly in regency -- but at this stage Aelies will settle for 20 regency points and 3 gold bars at
this stage.
Two contests and a rule action later, he does research. Let us say 5 gold bars for this stage.
Then, he gives her specifications for having a special set of bracers crafted by a master metal worker, and a list of
special exotic materials needed - 4 gold bars worth.
Then he casts Enhance Source -- 9 regency points, 2 gold bars
Finally, he is ready to cast the spell -- he requires 16 regency points and 8 gold bars.
Now the regent has her bracers -- at a cost of 45 regency and 22 gold bars, and at least six months of time. [It could
easily have been more.] Since priests of Ruornil may not wear any armor, it would probably be worth it to her, but it
is not an impulse buy.
By Shana L. Rosenfeld

Create Source Guardian


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

Conceal Province
School: Enchantment/Charm; Alteration; Illusion/
Phantasm
Regency: 60 / province Req'd Source: 12
Gold: 20 / province Character Level: 18th
Duration: 101 years
Effect: This spell cloaks a province with a very potent effect - entrance into the province is impossible from outside
and the existance
of the province is wiped from the memory of all creatures of 6th level or less, and all those of higher level who fail
their saving throws.
The province will typically appear to have vanished, and to some extent exists in a pocket dimension. A coastal
province will appear to have disappeared, while an inland province will have been replaced with a lake, impassable
mountains or a flat, featureless plain.
Okay, it's a hugely over-powered spell, which probably never need turn up in a campaign, but I could see it
producing some nice Lyonesse-type legends.
By Neil Barnes

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

Concealed Activity
School: Illusion; Enchantment/Charm
Regency: 10 RP Req'd Source: 5
Gold: 3 GB Caster Level: 4th
Duration: Special
Through a potent combination of illusions and charm spells the caster of this magic is able to conceal the fact that
one domain action took place. This means that no one other than the wizard and the person who performed the
action (if not also the wizard) knows that the action is actually took place. As a result of the enchanment no regent
may bid aganst the concealed
action, nor against this spell.The domain action to be concealed must be taken on the action round following the
casting of the spell.
The result of this spell is permanent until something occurs that would reveal the occurence of the domain action
that was concealed, at which point all effects are negated. A regent would for example, realize that one of his
provinces had been invaded by a concealed declare war action when he discovered that he was no longer collecting
regency nor taxes from the

province; another regent could discover a concealed rule action when he realizes that he cannot rule his own holding
because the slot he thought was open has in fact been occupied. Basically, any event in which concealed action has a
visible effect negates the spell.
By Bearcat

Death Hunt
School: Conjuration/Summoning
Regency: 2 RP/level of target Req'd Source: 6
Gold: 5 GB Character Level: 12th
Duration: 1 action round / level of caster.
By employing this spell the caster summons a small group of extra planer hunters (commonly Invisible stalkers or
the equivalent). The caster summons 1 plus 1 for every 3 levels. The Death Hunt moves 1 province per action round
(including 1 on the action round summoned) always taking the shortest route to reach the target (DMs option if more
than one choice). If the Death Hunt reaches the province of the target the target of the spell must make a save vs.
death or be killed by the Death Hunt. The caster may delay the strike of the Death Hunt and impose a -1 penalty on
the target for each action round that the Death Hunt remains in the same province as the target, once the Death Hunt
has reached the target movement will not negate the save penalty. This spell requires the caster to have some
personal effect of the target (such as hair, nail clippings, blood ect). The spell must be cast in the
source province, not in one connected to in by a ley line. If the target is blooded he recieves +2 on the save. If the
target is in a province where he rules or has holdings he recieves a +3 on the save.
By breye@earthlink.net

Detect True Source


School: Divination
Regency: 8 RP / affected
Req'd Source: 1
province
Gold: 1 GB / affected
Caster Level: 5th
province
Duration: Instantanious
This spell uses forms of Detect Magic to find the true source level of a province. It can be cast on multiple provinces
but at a higher cost. Detect True Source will inform its caster if the affected province actually has more Mebhaighl
than a normal terrain of that type. It will aslo tell the caster where the source(s) is(are) located.
For example, this spell could be cast on Ilien to detect the exact location (and exisance) of the Spire of the Sun (see
Player's Secerts of Ilien) and, in game terms, tell the player what the actual source value is. In our example it might
say that Ilien has a source value of 8, not its normal 5.

Eyes of the Forest


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

Illusionary Armada
School: Illusion/Phantasm
Regency: 1/2 GB cost of ships
Req'd Source: 4 (must be costal)
Gold: 1/3 total hits of ships
Caster Level: 8th
Duration: 1 month + 1 week/level
Effect: This spell is the Realm version of the Illusion Battle Spells from the War Cards. It creates an illusionary
armada of warships. The illusionary ships must stay in the same sea or ocean area as the caster and thier actions are
controled by him. Typically the illusionary ships mingle with real ones. If boarded the boarded ship is dispelled. If
ordered to fire missile weapons, the illusionary ship disapears if the missile hits. A miss however, creates an
illusionary splash. If an illusionary ship is it with enemy missile weapons it is not dispelled. It is programmed to
create illusionary effects of being hit. If hit often enough to be sunk, it may acitvate an illusionary sinking program,
at the caster's choice. A caster may maintain the ship as long as he likes but a ship that looks like swiss cheese and
still floats is obviously an illusion. Battle
spells of 5th level or higher cast on an illusionary ship dispel it. Lower level spells it is programed to handle.
A caster may create 5 GB of ships per level. Illusionists may create 6 GB of ships per level. Permenency may be
used on this spell but it only increases the duration to Permenant. Ships may still be dispelled by being boarded.
Gold Bar cost is equal to the total "Hits" of the illusionary ships divided by three, rounded down. Thus a Zebec
would cost 1 GB. RP cost is equal to what the ships would nromally cost to build divided by 2, rounded up. Thus
our Zebec would cost 9 RP.

Example: A 10th level caster could create two galleons, and four cogs. This would cost him 25 RP and 5 GB. They
would last for one month and ten war moves or one domain turn plus a war move.
By The Olesens

Improved Alchemy
School: Alteration.
Regency: Varies Req'd Source: 6
Gold: 2 GB Caster Level: 13
Duration: Permanent
Improved Alchemy works in the same way as Alchemy except that the source and gold requirements are double and
the RP cost is only 3 RP per gold bar.
By Andrew Olesen

Masking Shadows
Sphere: Illusion/Phantasm
Regency: 3 RP Req'd Holding: 3
Gold: 1 GB Character Level: 5
Duration: Permanent (Until Dispel Realm Magic is
succssfully cast).
This spell creates semi-real illusions, permanent illusions (simmilar to the spells Shades, Shadow Monsters, and
Demi-Shadow Monsters). However, the illusions created are limited to purely cosmetic effects (I.E. they cannot
actively cause damage, though through dangerous areas can be created, into which the unwarry may stumble). The
spell can be used to create landscaping effects, or to alter the appearance of creatures. Used on terrain, it can affect
the appearance of a province, but limited to "realistic" transformations, I.E. no cloudscapes, burning hells (though
volcanic stuff is possible), etc. Cast on creatures, it can affect up to one unit per 4 levels of the caster), altering their
appearace radically, but not affecting their combat abilities). The effects of the spell are mainly prestige/disguise
related, allowing the caster to re-
shape their surroundings to suit their tastes. A limited (unquantifiable) diplomacy benifit, may result (DM ruling).
Because the illusions are constructed out of shadowstuff, they feel real to the touch, and have some of the benifits of
the normal materials. Any resources (trees, etc) used as building materials (or whatever), however, will be fairly
unstable, and of low quality. Fine craftsmen will instinctively refuse to deal in such low-grade materials, even
though they won't be able to put their fingers on why (thus, no casting this spell to create a forest of mohogany trees
or a vein of diamonds or gold, then "cashing in" on the windfall).
By Rhavas

Mebhaighl Chaos
School: Alteration, Necromancy.
Regency: 10 RP / population
Req'd Source: 2
level
Caster Level: 20+ (or
Gold: 5 GB
Dragon)
Duration: 1 Year
This ancient spell is one that is whispered about wizards. Some think it a legend, or a myth, while others search for
ways to duplicate its effects, so far with little success. The spell Death Plague was created by an Elven wizard who
was attempting to research this spell, and even its deadly effects are nothing compared to Mebhaighl Chaos.
The spell was created many millennia ago by the Dragon sorcerer Morkrashin who plagued northern Aduria before
even Elves walked on Aebrynis. So powerful was he that even now he is known, if only in legends. For Morkrashin
was also the creator of the evil Skissshar race who dwell in the deserts of Northern Aduria, between the Empire and
Cerilia. It was this race that has carried his memory into the modern age, and the Skissshar worship the Dragon as

a god, and pray for the day he will return to lead them into battle once more.
In the ruins of ancient Giant villages can also be found mention of the Dragon, and of the effects this spell had on
the regions where it was cast. In one old ruin was found a mural that depicts the battle between the Giants and the
Dragon and it continues to show what happened to those effected by what the Giants called the Breath of
Morkrashin.
The spell effects the very nature of Mebhaighl itself, making the land poisonous to Humans and other intelligent
creatures. It is as though the land rejects the presence of intelligent beings, and should they remain in the province
then they will die a few days after it is cast. As long as there is a level 2 source (which can not be powered by a ley
line) in the province then it can be cast anywhere, and it will kill every being with an intelligence over 2, starting
with the most intelligent. Only the caster is immune to its effects.
Any being with an intelligence of 20 or more will die instantly and those with lower intelligence will survive for one
day for each point of intelligence below 20. So a person with an intelligence of 5 will realm66b.html
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live for fifteen days. If however the effected person leaves the province before they die they will recover, although
the person will require one week complete bed rest for each day they spent in the province. There is no known way
of preventing the spells effect, for although the spell itself is magical the effects are caused by the natural
Mebhaighl, and not the spell itself. The spell merely alters the nature of the Mebhaighl for a year or so.
The spell works by altering the Mebhaighl to tune it into the brainwaves of the caster, and the caster only. As each
person is unique then the land itself turns against any intelligent being that does not match the casters thoughts,
which is every other being in the province. The air become poisonous to those effected, as does everything they eat
and drink in the province. As Mebhaighl flows through every living thing in the province then there is no way to
escape. Those effected must leave or die.
In game term consider the effects of the spell as a poison that will kill everyone in number of day derived from their
intelligence (Days = 20 - Int). The population level of the province is reduced to 0, so a 3/4 province would be
reduced to a 0/4 province in the space of eighteen days at the most. There are no limits on the number of people who
are killed, if any

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army units are also present in the province then they will also be destroyed.
As for the province itself there is little effect, apart for the removal of all the intelligent creatures. Animals and
plants are not effected by this spell as they are considered part of the province's natural environment.
This spell can not be cast unless the caster actually has a level 2 source in the province. A level 0 source and a ley
line is not enough, it must be an actually physical source. It can also not be cast if another spell is currently being
powered by the provinces Mebhaighl. For example if a warding spell was in effect then it could not be activated.
Once the spell has been cast then it can not be stopped. A dispel realm magic spell cast after the Mebhaighl Chaos
spell has not effect at all, as the spell itself is instantaneous, and only its effects last for the next year.
The material component of this spell is 5 GB worth of crushed sapphire that must be mixed with the sap of a tree
and various other ingredients. The mixture is then spread on the physical manifestation of the source holding that is
to power the spell.
By Ian Hoskins

Mebhaighl Surge
School: Alteration
Regency: 5 RP/magic
Req'd Source: 1
potential level
Gold: 1 GB/magic potential
Caster Level: 18
level
Duration: 1 action round/level
This powerful realm spell acts similar to the Poison Source spell in that it disrupt the normal flow of Mebhaighl
through the province, but its effects on someone who tries to draw on that flow is quite different. When Mebhaighl
Surge is cast then the Mebhaighl of that province becomes dangerous to use, and anyone drawing on its power,
either through a source or a ley line faces the possibility of serious injury or even death.
Casting the spell is expensive, although not as much as some other realm spells. For every level of magic potential
of a province then the spell costs 5 RP and 1 GB. The cost for the entire province must be paid or the spell, it is not
possible just to effect one or two levels of sources. The money is used to create special totems
that must be place around the province where the spell is to be cast.
The spell works by making the Mebhaighl surge whenever someone tries to tap it for the casting of a realm spell.
This surge usually appears in the form of a display of crackling energy, or even strange mutations in the local plant
and animal life. The wizard who is attempting to cast the realm spell is caught in the centre of this chaos and takes
the brunt of the energy discharge.
Normal magic does not draw on enough Mebhaighl to be effected by this spell, so only realm spells cause this surge
of energy. Wizards casting high level magic (level 7+) will notice that something strange is occurring however,
perhaps sparks flying from the ground around them when they cast their spells. No damage is taken however, and
the spell works as it normally would.
The table below shows the damage taken by a wizard casting a realm spell in the effected province. The effect of the
Mebhaighl surge depends on the level of source the wizard is attempting to use.
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Source Level Effect


1 No effect, the energy dissipates before the wizard can be injured. The wizard is aware that
something is very wrong however, especially when the spell he is attempting fails.
2 The energy from the surge passes through the wizard, or dissipates before causing damage. The
wizard is left with burnt fingers, and smoking hair. Despite this he takes no physical damage
from the spell.
3 The wizard must make a saving throw vs. death magic or take 2d20 damage.
4 The wizard must make a saving throw vs. death magic or take 4d20 damage.
5 The wizard must make a saving throw vs. death magic or be killed by the energy. If he survives
then he takes 2d20 damage.
6 The wizard must make a saving throw vs. death magic or be killed by the energy. If he survives
then he takes 4d20 damage.

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7 The energy from the discharge is so powerful that the wizard is burnt to a crisp. Protection
from fire or magic will work, but only is it is provided by a permanent magical item, spells will
not do. The item is destroyed by the power of the spell though.
8 The wizard is instantly vaporised, along with everything within ten metres of his location.
There is no saving throw against this effect, and no know spell that can prevent the wizard
death.
9 The wizard is instantly vaporised, along with everything within a hundred metres of his
location. There is no saving throw against this effect, and no know spell that can prevent the
wizard death.
* In all cases, even if the wizard survives the attempt, the realm spell fails as the energy that was to power it was
lost. Also the wizard is unable to cast another realm spell in this province for 1 full month after the first attempt. Of
course the Mebhaighl Surge spell may still be in effect then, and the next attempt to cast a spell may end with the
same result.
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Move Land
School: Invocation/Evocation, Elemental Earth
Regency: Special Req'd Source: 4
Gold: Special Caster Level: 13th
Duration: Permanent
Move land is a very powerful version of the Dig spell. Using this spell a wizard may move large amounts of earth.
With this spell a river could be widened (as was done in Ilien), a canal could be dough, a coast could be altered, or
even an island created. The spell may only affect coastal provinces and then only a stretch of river one province long
(or a canal that crosses a province). If it is cast on a river/canal that is not connected to the ocean or a large lake, it
drops the draft of ships the adjacent province-length of river (if there are multiple it is caster's choice) can handle.*
The regency and gold costs vary with how much earth needs to be moved. Here are my cost suggestions:
Effect GBs RPs Caster
Level
River enlarge one 5 10 13
level*

Canal Dug*# 5 10 13
Sea Coast Altered 5 10 14
(1/8 of province size
changed)
Major Sea Coast 10 20 15
Change (1/4 of
province size
changed)
Increased to support one deeper draft as per Ships and Rivers rules This use may be reversed to support fewer drafts.
Rivers may not be filled in completely unless their source is stopped or there is an alternate route available.
# Only one draft/level of canal may be built per spell
The spell’s cost (RP and GB) is modified based on what sort of terrain is being effected. When using this spell to fill
in a river or cannal use the multiplier in parantheses ( ).
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Terrain Cost Multiplier


Plains, Forest x1 (x1.5)
Hills, Steppes, Highlandsx1.5 (x1)
Swamp, Marsh x.75 (2)
Mountians x2 (x.75)
High Mountians x2.5 (x.5)
Please note that the type of vegetation (forest, Desert, Glacier, Tundra, plains) varies with climate. When adding on
to provinces, the new land inherits the same vegetation as the rest of the province.
Six successive castings of this spell have the power to create a new province (island or otherwise). I won't go into
detail since I don't think anyone will want to spend half a year on this spell.
By Andrew Olesen

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Necromatic Host
Sphere: Necromancy
Regency: 10 RP Req'd Holding: 5
Gold: 12 GB Character Level: 10
Duration: Permanent
Designed to raise a unit of Juju zombie soldiers to do the mage's bidding. Each casting of this spell creates only one
such unit (regardless of the caster's level). Unlike Legion of the Dead, the caster need not remain with the unit to
insure its continued existance. A powerful bond will be created between the caster and the unit, and it will follow the
commands of anyone the mage designates, until he chooses to appoint a new leader or resume command himself.
The individual members of the unit have the same abilities and drawbacks of a norman Juju Zombie, with the
exception that they cannot be Commanded by an evil priest so long as the mage is alive (though they can be Turned
or Destroyed normally, as Spectres).
Casting the spell at the above cost creates a unit with the following War Card statistics:
Juju Legion
Move: 2 Melee: 5
Defence: 7 Missile: 4
Morale: X O B
1 Hit: Melee 4, Missile 3
2 Hits: Melee 2, Missile 2
3 Hits: Melee 1, Missile 1
Special: Immune to mind-affecting and death-magic spells
Including but not limited to the realm spells Defection and Subversion and the battlefield spell Charm Unit, poisons,
and cold-based spells. Ignore all F and R results. They ignore defensive terrain bonuses when attacking
Like Artillerists; mainly because, as undead, they can cross under moats, for example, because they don't have to
breath, and because, as Juju Zombies they can scale walls etc as a thief (92%).
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Pest Infestation
School: Conjuration/Summoning
Regency: 1 RP/province (2 for giant) Req'd Source: 4
Character Level:
Gold: 1 GB/10 provinces (2 for giant)
3rd
Duration: One Turn
This spell infests any number of adjacent provinces (providing one of them includes or is conected via ley-line to the
level 4 source) with a terrible infestation from a certain type of pest-like vicious (or giant type of)(some ideas are
rats, insects are also good, bats would be also possible, I´m sure you guys got the point).As a result the province
affected is considered to be one level lower for tax collection purposes, loyalty goes down one level (automatically -
which returns if the infestation ends or is controled) and there is a 10% chance the province level goes down one
level permanently.
If the summoned animals are of the giant type the case gets worse:in adition to the previous effects all law holdings
in the target provinces are considered to be
contested while the infestation subsists and the chance of level decreasing goes up to 20%. In
this case (and only in this case) it is possible to exterminate the plague using army units (if this is done with
successin the first month after casting the penalties do not get to be aplied) - one is necessary per affected province
and it automatically takes one hit. The loyalty does not return at the end of the infestation in this case (only if it is
controled).
By MANTA

Realm Contingency
School: Invocation/Evocation
Regency: 6 RP per Province Req'd Source: 5 (And
+ RP cost of effect Spell whatever is needed by effect
spell)
Gold: 3 GB per two province Caster Level: 13th
(rounded up) + GB cost of
the effect spell
Duration: Permanent (until effect is triggered)
This is a version of the 6th level spell Contingency. Although the actual casting of the spell takes only one week, the
other three are needed to prepare the effect spell. This spell may affect only provinces where the caster as a source
or ley line. The person whose domain is being targeted must be present for the month. This realm spell functions
similar to the 6th level spell. Only realm spells that require a caster level equal to or less than 1/3 of the level of the
caster of the spell and no more than 10th level caster requirement may be used with Realm Contingency. The RP
and GB costs vary with the number of provinces affected. The caster may dispel the spell at will.

The source from which this spell is cast will need to constantly supply energy to Realm Contingency to keep the
spell from fading. For every two level of source the effect spell needs, Realm Contingency requires to keep itself
going. The caster’s source is considered to be dropped in level, for purposes of RP collection and realm spells, while
this spell claims the rest of the source. This may be done through a ley line, so a spell requiring a source (2) to
maintain with Contingency could take its source levels from the caster’s level (1) source and from his source (3)
which is connected by a ley line.
A realm is not limited in the number of contingencies it can have but many can severely drain a wizard’s power.
By Andrew Olesen

Renewal
Alteration
Regency: 10 Req'd Holding: 1
Gold: 3 Character Level: 10+
Duration: Permanent
This spell regenerates the mebhaighl lost from the land when civilization expands. When cast is uses the the casters
on bloodline to power the spell, as well as the regency and gold required. For every level of holding regenerates it
drains one point of bloodline strength from the caster. The spell may only be cast once a year a the strain on the
wizard is too

Revenge of the Sidhelien


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

Shield Fortress
Conjuration/Summoning
Regency: 5/Fortress Level Req'd Holding: 2
Gold: 1 Character Level: 2
Duration: 3 Months
With this spell the mage can shield a fortified holding or castle against any attack. It calls into being a shield around
the fortress that prevents anything from passing in either direction. Only the realm spell Dispel Realm Magic can
break the shield, all other magic is absorbed into the magical barrier. Teleporting also has no effect, although a
halflings shadow walk ability does.
By Ian Hoskins
Sidhelien Air Transport
Sphere: Alteration, Enchanment/Charm
Regency: 5 or special Req'd Holding: 5
Gold: 3 GB or 6 GB / vessel Character Level: 12
Duration: 1 Turn or special.
This spell is placed upon one or more ships for the purposes of enabling those vessels to fly and travel through the
air for the duration of this spell. The cost is 3 GB and 2 RP per ship that is to be affected to a maximum of 1 ship per
3 caster levels. Thus a 15th level caster can enchant 5 vessles with one casting of this spell. The realm spell lasts for
one domain turn unless made permanent. To make the spell permanent on affected vessels at the time of casting the
caster must spend 6 GB instead of 3 and also must pay in regency the cost of the vessel to be affected.
For example: a galleon would cost the caster 2 RP +3 GB for a one turn duration. For the permanent effect the caster
would spend 15 RP and 6 GB.
The air transport spell causes the effected vessels to travel at the speed of three provinces a week. At the end of the
duration the magic fails and causes any ship still flying to crash down with possibly horrible results.
By Kariu

Sidhelien Alchemy
School: Alteration
Regency: Special Req'd Source: 6
Gold: 4 GB Character Level: 4th
Duration: Permanent
A mage can create wealth by spending Regency points to transform worthless substances into valuables. For each 1
RP the mage spends, he generates 1 Gold Bar of wealth. The effect is instantaneous at the conclusion of the spell.
Sidhelien Alchemy can be cast only once every four domain turns. The materials and components for the spell cost 4
GB. The maximum amount of gold that can be created is equal to the wizard domain score or bloodline, which ever
is lower.
By Kariu

Sidhelien Battle Warding


School: Abjuration
Regency: 5 / province Req'd Source: 5
Gold: 1 / province Character Level: 10th
Duration: One domain turn per three levels
This spell allows a mage regent to ward provinces from the effect of battle magic cast by wizards. The regency cost
is 5 RP and 1 GB per province effected. The mage must have a source in each province to be effected.
The effects of dispelling battle magic is detailed on the right.
One province per three levels may be effected by this spell.
By Kariu
Nature of
Battle Effect:
Spell:
Offensive Automatically dispelled
75 % + differance between casters' level +/-
Defensive
5%(per level) to be dispelled
50 % + differance between casters' level +/-
Healing
5%(per level) to be dispelled
Other 50 % + differance between casters' level +/-
5%(per level) to be dispelled

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

Sidhelien's Defense
Sphere: Enchanment/Charm
Regency: 5 RP / Unit Req'd Holding: 5/2* Special
Gold: 2 GB / Unit Character Level: 9
Duration: 1 Turn + 1 action round / level.
Sidhelien's Defense allows an elven mage to cause the natural plant and animal life of one or more provinces to
show life and actively move in defense of an elven nation. forest province. Once cast, the plants, animals, and
mythical creatures of the forest will join together to form units of magical defenders. Treants, animated trees,
animals, birds, grasses, insects, vines, pegasus, and other creatures will put aside any differences the races may have
with one another to obey the wishes of the caster. A lightly forested province can muster a maximum of 10 units
while a heavily forested porvince can muster a maximum of 20 units.
Once the provinces have been awakened, the Sidhelien's Defendors can act to battle invaders. Much like levies, if
they die in a province that they were notmustered in the muster province suffers 4
devastation points (Taline, Player's Secrets of page.24) After a total of twenty devestation points the province source
potential drops by one. An awakened forest unit has the following war card statistics:
Full: Move=1; Defense=7; Morale =pennant, shield, and sword; Melee=7; Missile=3
Awakened forest units ignore all Fallback or Rout results unless they are caused by magic.
One Hit: Melee= 5
Two Hits: Melee= 3; Missile: 2
Three Hits:Melee= 1; Missile: 1.
This spell must be powered by a level five source holding in the province in which it is cast. The spell energy may
then be used in the province of casting and it can also be channeled to any province that has a connected ley line.
The destination province or provinces of this spell must be of a level 2 source rating or higher to draw the energy of
this spell. If a regent has ley lines connecting from the casting province and also to the destination province(s) then
he need not be present as his spell energy will travel through the ley line awakening the natural source value for use
of this spell. In this way a sidhelien kingdom may summon it's forest's protector's in many provinces at once if each
individual province meets the required source rating.
By Kariu

Sidhelien Summoning
School: conjuration/summoning
Regency: 5 RP / company Req'd Source: 5
Gold: 2 GB / company Character Level: 6th
Duration: 1 action round, + 1 round/level
Using poweful magic the elven wizard is able to conjure elven warriors to do the wizard's bidding. Each summoned
unit costs the elven mage 5 regency points and 2 gold bars. The elven wizard can summon one unit for each three
experience levels (two at 6rd, three at 9th, four at 12th, and so on).
The troops that appear depend on the caster's wishes as well on level, as shown below:
Level: Troops:
1 to 6 Elven Archers, Infantry, or Scouts
7 to 10 Elven Guards
11 to 13 Elven Cavalry
14+ Elven Knights or Gheallie Sidhe
When the spell ends, the units automatically disband. Only elven wizards are able to cast this spell, as any non elf
foolish enough to try will be attacked by the summoned elves, which will then remain formed in their units until the
spell expires possessing free will.
By Kariu

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

Sidhelien Warding
School: Abjuration Minimum Caster Level: 5
Regency: 5
Gold: 2 GB/province
RP/province
Duration: 3 months + 1 month/caster
Required Source: 5
level
The Sidhelien have developed this spell to protect the borders of their forests from hostile neighbors. When this spell
is cast in a forest province the area becomes impassable to outsiders. Trees and vines seem to block an intruders way
at every turn, forest paths seem to turn back upon themselves, and interlopers find themselves wandering back to the
area where they entered the forest after a few short minutes. Creatures native to the area, including elves, are
immune to the effects of this spell. As with the standard warding spell, a wizard or priest with appropriate magical
capabilities has a 50% chance of successfully leading up to 1 person per level through the warded province.
Note: This spell was initially developed by Princess Niobhe of Innishiere, and is first mentioned in the TSR product
Cities of the Sun.
By Craig Greeson
Steal Ley Line
School: Alteration.
Regency: Special Req'd Source: 3
Gold: Special Caster Level: 15
Duration: Permanent
With this very powerful realm spell the caster is able to take control of ley lines belonging to other wizards. Before
this spell can be cast though the wizard must control all the sources in the province he casts it in. If the province is a
1/6 province then the wizard must control all six source levels. No other wizard must control even a 0 level source,
or the spell with not work. Once this condition is met then the wizard uses his intimate knowledge of the Mebhaighl
flow in the province to steal control of ley lines enemy wizard have dared to create through his domain.
Example: An enemy wizard has a ley line from the Spiderfell to Ilien. A powerful wizard in Medoere with a level 3
source in Caerwil cast this spell to gain control of the ley line. The spell succeeds and the Medoere wizard now has
control of the ley line. It now is effectivily two new ley lines, both originating at his source. One goes to the
Spiderfell, while the other runs
south into Ilien.
The cost of the spell is equal to the basic cost of the ley line, not including any hook ups that have been added. If a
ley line crosses three provinces then it the spell will cost the same as it would to create a ley line over the same area,
or 3 GB and 3 RP. Any extensions that have been added to the original ley line over the years can not be claimed
with this spell. The caster would need to cast another spell to claim them, after meeting the condition above first of
course.
Ley Lines effected by a Protect Ley Line spell gain a saving throw against this spell, in much the same way as they
do against a Sunder Ley Line spell.
Due to the high level requirement few wizards have ever even heard of this spell, let alone had the opportunity to see
it in action. It is believed that some of the more powerful Elven wizards, including the High Mage Aelies may have
copies of it, but to the if he has then he has never cast it.
The creator of this spell is believed to be an ancient Elven wizard of Lluabraight who developed it to gain control of
the ancient ley lines that crossed the land in the magic rich north. These ley lines, all linked to powerful sources,
were believed created by Giant, or
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perhaps even ancient Dragon sorcerers. These ancient ley lines were also linked to the Elven artefacts known as the
Gems of Arborea using this powerful spell.
However this took place nearly three thousand years ago and the name of the spells creator has been lost. Since that
time only Elves have been known to cast this spell, but it is rumoured that a human mage copied it around five
hundred years ago. Who this mage was, and where the copy now lies is not known. If it were found it would be of
little value as few mages of real power exist in the human lands. Several of the Awnsheghlien would be interested in
getting hold of a copy though, especially the Gorgon and the Magian.
By Ian Hoskins

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

Tap Ley Line


School: Alteration.
Regency: 10 RP Req'd Source: 0
Gold: 1 GB Caster Level: 12
Duration: 1 domain turn
This spell allows the caster to temporally gain control of another wizards ley line for the purpose of casting realm
spells. The caster has to have at least a 0 level source in the province, but their are no other restrictions. What the
caster does is effectively create a temporary hookup to another wizards ley lines allowing him to draw on any source
connected to that line, no matter who it belongs too.
The wizard who controls the ley line will not detect this unless he attempts to cast a realm spell in the same month as
the caster of the Tap Ley Line spell. When this occurs then the other wizard will know that someone is tapping his
ley line. Also if both wizard are attempting to draw on the same force then their spells will fail, as their is not
enough Mebhaighl to power both spells.
Ley lines effected by a Protect Ley Line spell gain a saving throw vs the effect in much the same was as
when a Sunder Ley Line is cast on it. If the saving throw succeeds then the wizard who controls the ley line will
learn that someone has attempted to tap their ley line, and where the attempt occurred.
This spell was created by an Anuirean sorceress, Ivinie of Avanil, a former student of the college of sorcery. She
was said by some to have been responsible for the explosion that destroyed the old tower, although no evidence of
this was even proven. Whatever truly occurred the Ivinie was never seen again, and with her went the majority of
her work. Some say that her spell book still lies somewhere deep in the ruins of the old college of sorcery,
containing this spell and many others also lost to the past.
Other rumours also speak of a staff created by Ivinie that allowed this spell to be cast without the wizard controlling
a source in the province effected. The staff was said to contain a magical stone that allowed Ivinie to cast this spell
and several others in her repertoire at no cost, and without a source holding. If this is true then it is an extremely
powerful artefact, and would give however controlled a very powerful bonus over other regent wizards. Like Ivinie
herself though this staff appears to have been lost to history, and many now think it lost in the ruins of the old
college or destroyed.
By Ian Hoskins

Travelling Gate
School: Alteration.
Regency: 2 RP/province
Req'd Source: 5
crossed
Gold: 2x10 GB gate + 2
Caster Level: 10
GB/province
Duration: Maintenance of 1 RP/season
This useful realm spell permits to link 2 far away provinces, allowing nearly instantaneous travel between them.
Distance is irrelevant, as long as the linking gates exist. People and small caravans (that permits 1 trade route) can
freely use the gate to be transported from point A to point B. However, in the case of armies, the
TRANSPORTATION realm spell is needed (see note below). The principle is somewhat simple, but it needs many
components to its realization.
First, in each province to be linked, a source must be controlled by the caster, and in one of them, at least a level 5
must be present. Second, after having secured those sources, a leyline must be created, for it will be the only thing
that will assure the transportation
.Lastly, at any time before the casting of the spell, a 10GB physical construction is needed to concentrate the
magical energies permitting the gate to manifest. It can have nearly any form but usually requires 2 columns covered
with runes (for examples : obelisks, dolmens, pyramids, trees, etc., just use your imagination). The cost includes the
magical preparations to be made, the carving of the runes, the materials (stones, granite or whatever you fancy) and
the time to do it. Between those, a space of no more than 15 feet is to be considered, so that the gate appears in-
between. Remark that one such gate will be needed at the starting province and another at the end of the gate.
Once all of those steps have been made, the magi can cast the spell. However the price is high enough. For each
provinces crossed, two GB and two RP are to be paid. So, if the targeted province is 3 provinces away, 6 GBs and 6
RPs must be spend, in addition of the leyline and the physical constructions.
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Concerning the TRANSPORTATION realm spell, the already existing link permits an enhance transportation. So,
anytime that spell is cast, in conjonction with an existing gate, the cost is reduced by 1 GB and 1 RP, to a minimum
of 1GB, RP.
If the optionnal leyline powerdown is in use, this render the gate unoperationnal. When the leyline powerup, it will
reactivate.
But maintaining such a gate requires a constant expenditure of 1RP per season. If, at any time, it isn’t paid, the spell
will collapse. Then, the spell will have to be recast again.
By Frederic Lavallee

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Warding Wall
Abjuration
Regency: 2/province side Req'd Holding: 3
Gold: 1 GB/province side Character Level: 3
Duration: 1 Domain turn plus 1 action round per level
With this spell the mage weaves a magical barrier that covers one cardinal direction side of a province. For example:
the northern side, eastern side, southern side, or western side. This spell creates a barriers of impenetrable mists and
fog that prevents any creatures from entering or leaving the province. A wizard or priest with approraite spells and
magic items has a 50% chance of successfully leading upto one person per level through the mist.
A mage can ward one province side at 3rd level, two at 5th, three at 7th and so on. Wars, trade, and diplomacy are
all but impossible while a Warding Wall is in effect from that province side. The caster is immune to the effects of
his own warding wall and may lead as many individuals through the mists as he wishes.
By Kariu@aol.com

Priest spell

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