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Thread: Realm Spell - Renewal
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09-20-1997, 09:44 AM #1MagnusKhn@aol.coGuest
Realm Spell - Renewal
In my opinion, this spell would only be able to replace source if the
population level dropped in a province enough to lower it's level... if it
started out 0/6, population changed it to 3/3, and later a plague made the
place 2/3, then only 1 point of source could be restored, leaving 2/4. As I
understand it, it could take decades to centuries for the land to recover and
nature to replace the lost source. This spell speed's up nature's recovery,
helping it to adapt to the changes that man once wrought... It would also be
a cool realm spell for a Druid of Erik as well, since it helps repair damage
to nature on a large scale...
Hmmm... what if Druids could get 1/2 benefits from controlling source? It
makes sense that they could tap into the power of the land as well as that of
temples... Priests of Sera could gain 1/2 regency from guild holdings...
Haelyn should get more out of law holdings... perhaps Belenik Preists would
be able to gain regency based on enemy units destroyed by their troops and
spells... Nesirie Preistesses might benefit from having large numbers of
ships in her navy... Just some rough ideas...
Also, I wanted to check the opinions of those out there... Do you think that
Realm spells would have a chance of triggering a wild surge if cast by a wild
mage? My elven wild mage is just a scion right now, but one day he might be
able to try to cast Mass Destruction on an enemy unit, roll a wild surge of
85, and accidentally change the sex of everyone in the unit... Imagine what
it would be like for the survivors of the war when they have to go home to
their families... !!! :)
...(V)agnus |{haine...
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09-20-1997, 02:43 PM #2DarkstarGuest
Realm Spell - Renewal
MagnusKhn@aol.com wrote:
>
> In my opinion, this spell would only be able to replace source if the
> population level dropped in a province enough to lower it's level... if it
> started out 0/6, population changed it to 3/3, and later a plague made the
> place 2/3, then only 1 point of source could be restored, leaving 2/4. As I
> understand it, it could take decades to centuries for the land to recover and
> nature to replace the lost source. This spell speed's up nature's recovery,
> helping it to adapt to the changes that man once wrought... It would also be
> a cool realm spell for a Druid of Erik as well, since it helps repair damage
> to nature on a large scale...
I did reply to an earlier message, but my reply doesn't seem to have
appeared on the list so here is what I said, again.
The spell can not be used to turn a 10/0 province into a 10/10 province.
It can only be used to renew land that has been effected by civilization
after the people are gone. For example if you have a province 3/2 and it
is pillages and the people leave it then becomes a province 0/2. The
magic potential regenerates at the rate of 1 level per year. So it would
take 3 years to become a 0/5. This spell simply speeds up the process at
the cost of 1 bloodline pt for each level renewed.
Explains what it does more. I will be updating the version i put on my
webpage and putting a bit more explaination in it to explain it a bit
better.
- --
Ian Hoskins
e-Mail: hoss@box.net.au
ICQ: 2938300
Home Page: http://www.box.net.au/~hoss/birth.html
From the Darkness we came.
And to the Darkness we will return.
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