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Craig Greeson
11-09-1997, 07:21 PM
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Greetings,
I thought the members of the list might be interested in some of the
realm spells that are in use in our campaign. The first few I'll post
were designed specifically by and for Sidhelien regents. I also have
some realm spells usable by anyone that I'll try to get typed up and
sent in.

REVENGE OF THE SIDHELIEN
School= Alteration Minimum Caster Level= 3 Required Source= 5
Regency= 10RP/unit Gold= 3 GB
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
lvl. caster could affect 2 units, a 7th lvl. caster could affect 3,
etc... Each unit targeted by the spell costs the wizard an additional
10 RP.
Targeted units 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 rolls 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.

EYES OF THE FOREST
School= Divination Minimum Caster Level= 2 Required Source= 4
Regency= 5RP Gold= 1GB Duration= 3 months
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.

Regards
Craig



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Greetings,
I thought the members of the list might be interested in some of the
realm spells that are in use in our campaign.  The first few I'll
post were designed specifically by and for Sidhelien regents.  I also
have some realm spells usable by anyone that I'll try to get typed up and
sent in.

REVENGE OF THE SIDHELIEN
School= Alteration  Minimum Caster Level= 3   Required
Source= 5  Regency= 10RP/unit  Gold= 3 GB
    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 lvl. caster could affect 2 units, a 7th lvl.
caster could affect 3, etc...  Each unit targeted by the spell costs
the wizard an additional 10 RP.
    Targeted units 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 rolls 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.

EYES OF THE FOREST
School= Divination  Minimum Caster Level= 2  Required Source=
4  Regency= 5RP  Gold= 1GB  Duration= 3 months
    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.

Regards
Craig
 
 

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