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  1. #1
    The Olesen`s
    Guest

    M:tG and Realm Spells

    I don't know if anyone here has heard of the card game by wizards, MAgic
    the Gathering but the cards could be good sources for realm spell ideas.
    There are less powerful spells like Lightning Bolt which already exisit
    as normal spells in AD&D. One spell I thought of from a card is called
    Flame Wave. Very devestating spell.

    Would reuire high levels of caster and source.
    I'd kill about everything in its path.

    There are other cards that would make good realm spells but I can't
    think of any off the top of my head. I'll see if I can dig up some more
    from my 600+ card collection (probably 800+)

  2. #2
    MANTA
    Guest

    M:tG and Realm Spells

    This is a multi-part message in MIME format.

    - ------=_NextPart_000_01BD96D6.35355FA0
    Content-Type: text/plain; charset=ISO-8859-1
    Content-Transfer-Encoding: 8bit

    MtG cards which would give nice Realm Spells

    Black- Bad Moon;Blanket of night;Blight;Bone harvest;Burnt
    offering;Choking sands;Cursed land;Desolation;Festering evil;Forbiden
    ritual;Hecatomb;Hellfire;Kaervek´s hex;Necropotence;Rain of tears;Reign of
    terror;

    Blue- Deep water;Drain power;Energy vortex;Flood;High
    tide;Ilusionary terrain;Invoke prejudice;Meddle;Political
    trickery;Propaganda;Psychic venom;Siren´s call;Tidal wave;Volcanic
    eruption;Winter´s chil.

    Green- Barbed foliage;Channel;City of solitude;Cyclone;Early
    harvest;Fog;Hail storm;Hurricane;Sandstorm;Tranquil domain;Winter´s grasp;

    Red Apocalypse;Boil;Conquer;Earthquake;Fervor;Inferno; Lava
    storm;Mana flare;Meteor shower;Stone rain;Tremor;

    White- Armageddon;Crusade;Divine ofering;Eye for an
    eye;Holyday;Humility;Justice;Karma;Peace talks;Retribuition of the
    meek;Wrath of god

    Note that imediate conversion is impossible. Terrains (destroyed and used
    for casting spells) in Magic are not equivalent to Ad&d Birthright lands.
    Most of the spells are good for DM (or player) inspiration when a spell is
    created. We can´t forget that the most important in a new spell is it´s
    game balance (it also must fit the mood of the campaign).

    Happy roleplaying (and CCG playing if that is also the case)
    MANTA
    ip209007@ip.pt


    ----------
    > From: The Olesen's
    > To: birthright@MPGN.COM
    > Subject: [BIRTHRIGHT] - M:tG and Realm Spells
    > Date: sábado, 13 de junho de 1998 1:25
    >
    > I don't know if anyone here has heard of the card game by wizards, MAgic
    > the Gathering but the cards could be good sources for realm spell ideas.
    > There are less powerful spells like Lightning Bolt which already exisit
    > as normal spells in AD&D. One spell I thought of from a card is called
    > Flame Wave. Very devestating spell.
    >
    > Would reuire high levels of caster and source.
    > I'd kill about everything in its path.
    >
    > There are other cards that would make good realm spells but I can't
    > think of any off the top of my head. I'll see if I can dig up some more
    > from my 600+ card collection (probably 800+)
    >> To unsubscribe from this list send mail to majordomo@mpgn.com with the
    line
    > 'unsubscribe birthright' as the body of the message.
    - ------=_NextPart_000_01BD96D6.35355FA0
    Content-Type: text/html; charset=ISO-8859-1
    Content-Transfer-Encoding: quoted-printable

    MtG cards which would give nice Realm =
    Spells       Black- =
          Bad Moon;Blanket of =
    night;Blight;Bone harvest;Burnt offering;Choking sands;Cursed =
    land;Desolation;Festering evil;Forbiden =
    ritual;Hecatomb;Hellfire;Kaervek=B4s hex;Necropotence;Rain of =
    tears;Reign of terror;       Blue- =
            De ep water;Drain =
    power;Energy vortex;Flood;High tide;Ilusionary terrain;Invoke =
    prejudice;Meddle;Political trickery;Propaganda;Psychic venom;Siren=B4s =
    call;Tidal wave;Volcanic eruption;Winter=B4s chil. =
         Green- =
          Barbed foliage;Channel;City of =
    solitude;Cyclone;Early harvest;Fog;Hail =
    storm;Hurricane;Sandstorm;Tranquil domain;Winter=B4s grasp; =
         Red =
            &n bsp;Apocalypse;Boil;Con=
    quer;Earthquake;Fervor;Inferno;Lava storm;Mana flare;Meteor shower;Stone =
    rain;Tremor;      White- =
          Armageddon;Cru sade;Divine =
    ofering;Eye for an eye;Holyday;Humility;Justice;Karma;Peace =
    talks;Retribuition of the meek;Wrath of godNote that imediate =
    conversion is impossible. Terrains (destroyed and used for casting =
    spells) in Magic are not equivalent to Ad&d Birthright lands. Most =
    of the spells are good for DM (or player) inspiration when a spell is =
    created. We can=B4t forget that the most important in a new spell is =
    it=B4s game balance (it also must fit the mood of the =
    campaign).Happy roleplaying (and CCG playing if that is also the =
    case) =
            &n bsp;   &=
    nbsp;       &nb sp;   &n=
    bsp;       &nbs p;   &nb=
    sp;       &nbsp ;   &nbs=
    p;         MANTA =
            &n bsp;   &=
    nbsp;       &nb sp;   &n=
    bsp;       &nbs p;   &nb=
    sp;       &nbsp ;   &nbs=
    p; ip209007@ip.pt =
            &n bsp;   &=
    nbsp;       &nb sp;   &n=
    bsp;       &nbs p;   &nb=
    sp;       &nbsp ;   &nbs=
    p;            &nbsp=
    ;        & nbsp;   =
            &n bsp;   &=
    nbsp;       &nb sp;   &n=
    bsp;       &nbs p;----------> =
    From: The Olesen's <olesens@bellatlantic.net>> To: birthright@MPGN.COM> Subject: [BIRTHRIGHT] - M:tG and Realm =
    Spells> Date: s=E1bado, 13 de junho de 1998 1:25> > =
    I don't know if anyone here has heard of the card game by wizards, MAgic =
    > the Gathering but the cards could be good sources for realm =
    spell ideas. >  There are less powerful spells like =
    Lightning Bolt which already exisit > as normal spells in =
    AD&D.  One spell I thought of from a card is called > =
    Flame Wave.  Very devestating spell.> > Would reuire =
    high levels of caster and source.> I'd kill about everything in =
    its path.> > There are other cards that would make good =
    realm spells but I can't > think of any off the top of my head. =
     I'll see if I can dig up some more > from my 600+ card =
    collection (probably 800+)> =
    ************************************************** ***********************=
    **> To unsubscribe from this list send mail to majordomo@mpgn.com with =
    the line> 'unsubscribe birthright' as the body of the =
    message.

    - ------=_NextPart_000_01BD96D6.35355FA0--

  3. #3
    The Olesen`s
    Guest

    M:tG and Realm Spells

    MANTA wrote:
    >
    > MtG cards which would give nice Realm Spells
    >
    > Black- Bad Moon;Blanket of night;Blight;Bone harvest;Burnt
    > offering;Choking sands;Cursed land;Desolation;Festering evil;Forbiden
    > ritual;Hecatomb;Hellfire;Kaervek´s hex;Necropotence;Rain of tears;Reign of
    > terror;
    >
    > Blue- Deep water;Drain power;Energy vortex;Flood;High
    > tide;Ilusionary terrain;Invoke prejudice;Meddle;Political
    > trickery;Propaganda;Psychic venom;Siren´s call;Tidal wave;Volcanic
    > eruption;Winter´s chil.
    >
    > Green- Barbed foliage;Channel;City of solitude;Cyclone;Early
    > harvest;Fog;Hail storm;Hurricane;Sandstorm;Tranquil domain;Winter´s grasp;
    >
    > Red Apocalypse;Boil;Conquer;Earthquake;Fervor;Inferno; Lava
    > storm;Mana flare;Meteor shower;Stone rain;Tremor;
    >
    > White- Armageddon;Crusade;Divine ofering;Eye for an
    > eye;Holyday;Humility;Justice;Karma;Peace talks;Retribuition of the
    > meek;Wrath of god
    >
    > Note that imediate conversion is impossible. Terrains (destroyed and used
    > for casting spells) in Magic are not equivalent to Ad&d Birthright lands.
    > Most of the spells are good for DM (or player) inspiration when a spell is
    > created. We can´t forget that the most important in a new spell is it´s
    > game balance (it also must fit the mood of the campaign).
    >
    > Happy roleplaying (and CCG playing if that is also the case)
    > MANTA
    > ip209007@ip.pt
    >
    >
    > ----------
    > > From: The Olesen's
    > > To: birthright@MPGN.COM
    > > Subject: [BIRTHRIGHT] - M:tG and Realm Spells
    > > Date: sábado, 13 de junho de 1998 1:25
    > >
    > > I don't know if anyone here has heard of the card game by wizards, MAgic
    > > the Gathering but the cards could be good sources for realm spell ideas.
    > > There are less powerful spells like Lightning Bolt which already exisit
    > > as normal spells in AD&D. One spell I thought of from a card is called
    > > Flame Wave. Very devestating spell.
    > >
    > > Would reuire high levels of caster and source.
    > > I'd kill about everything in its path.
    > >
    > > There are other cards that would make good realm spells but I can't
    > > think of any off the top of my head. I'll see if I can dig up some more
    > > from my 600+ card collection (probably 800+)
    > >
    > ************************************************** *************************
    > > To unsubscribe from this list send mail to majordomo@mpgn.com with the
    > line
    > > 'unsubscribe birthright' as the body of the message.
    >
    >

  4. #4
    The Olesen`s
    Guest

    M:tG and Realm Spells

    What was said about M:tG lands and BR lands is not entirely correct.

    MAgic's Mana is like regency points.
    Magic lands are used like source holdings.

    On a Magic-AD&D relation: certian local enchantments and artifacts would
    make good regualr spells (briar shield) and magical items.


    Another good realm spell: Rampant Growth and its cousins could increase
    the source level is a province, but it could not exede the maximum
    source level for that province, based on the population level.

    For example: Erati the mage controls a small domain but manages to
    conquer a Squee's goblin province (2/5). Erati doesn't want golbins
    living in his domain so he pillages the province twice to make it a
    (0/5). In his next action Erati casts Rampant growth to improve the
    source level to (6). He casts Rampant growth on his next action to make
    the province a (0/7). Erati cannot use rampant growth since the province
    is an average forest. Later, Erati Rules the province to a (1/6). He
    can cast Rampant Growth on it but it's population level would drop by
    (1) so that the total is still 7 (the plants basically overrun the
    people's homes so they move away but are scuattered so they don't affect
    any other province level).

    Waht do you think?

  5. #5
    MANTA
    Guest

    M:tG and Realm Spells

    - ----------
    > What was said about M:tG lands and BR lands is not entirely correct.


    There are MtG cards that destroy target land (stone rain, rain of tears,
    etc) - that is not possible (at least easily done) in Birthright.


    > MAgic's Mana is like regency points.

    It can also be related to Source level (or Temple level).


    > Magic lands are used like source holdings.
    >


    Lands are provinces.

    > On a Magic-AD&D relation: certian local enchantments and artifacts would
    > make good regualr spells (briar shield) and magical items.
    >
    >


    I agree.
    MANTA
    ip209007@ip.pt

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