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Birthright spells

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Spells Main Index


New spells are almost a given in most DM’s campaigns, these can be preferred variations to existing spells to add flavor or correct flaws, sometimes they are one-use only McGuffins needed to push a plot forward, often they are designed simply to add variety for the game.


More rarely DM’s rebuild the entire spell system, using a point basis for number of spells a day, a thread, time or fatigue based spell-casting system to move away from a fixed number of spells at all. Other DM’s increase the cost of area effect magics to remove the mage=artillery issue, or remove ‘save or die’ type magics and so on. These sorts of radical alterations should be entered as a house rule system along with any associated spells – this page is for standard D&D D20-type spells.


To add a spell go to appropriate sub-page (listed below) and follow the page instructions - generally you will need to add the spell to the list (with a one or two line summary) and link it to a page that you create. All new spells should have a red 'house rule' banner put at the top.


It is worth noting that many people still use AD&D (particularly as all the Birthright books were written for AD&D), where possible please list a conversion for a D20 spell so that it can be used in either system.


D20 spells

shortcut iconSee Also: Bard Spells
shortcut iconSee Also: Druid spells
shortcut iconSee Also: Magician spells
shortcut iconSee Also: Paladin spells
shortcut iconSee Also: Priest spells
shortcut iconSee Also: Ranger spells
shortcut iconSee Also: Sorcerer spells
shortcut iconSee Also: Wizard spells



AD&D spells

For those who prefer the original system:


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