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©1996-2010 Wizards of the Coast, Inc.
 


Original article from Dragon Magazine 221













©1996-2007 Wizards of the Coast, Inc.
©1996-2007 Wizards of the Coast, Inc.

Note that at the time of publishing this was 2nd edition, thus all stats are still in 2nd Edition format

True wizards and priests in the BIRTHRIGHT campaign are rare, but their magic is much more powerful than that of a standard AD&D game spellcaster, able to affect entire armies and even provinces. Only a select few have the ability to control mebhaighl (magical essence), the key to powerful magic. Those who dare to attempt realm magic without the energy a regent gains from magical sources would destroy themselves utterly. Player character wizard and priest regents can harness realm magic to craft realm spells, the most powerful magic in the AD&D game.

Realm spells are a form of ritual magic. By accessing the power of the land through magical conduits (ley lines), a spellcaster can accomplish spells of extraordinary power, but preparations for realm magic are lengthy and involved. Preparing and casting a realm spell requires an entire domain action (one month). In the BIRTHRIGHT campaign, three Domain actions make up a Domain turn (a season, or three months).

Materials used to cast realm magic are expensive and sometimes difficult to find. Each spell lists a Gold Bar cost, taken from the domain's treasury or the regent's personal funds. The time, materials, and energy needed to cast realm magic are taxing for a regent, so each spell also has a cost in Regency Points. Spells also list the minimum amount of magic needed from a Source, or Temples under the regent's control. If a regent doesn't have sufficient Gold Bars, Regency points, or Source points, the spell fails.

[top]New Wizard Spells


Forethought
Regency: 5
Gold: 4 GB
Duration: 1 Domain turn
Req'd Source: 5
Character Level: 3
This spell allows a regent wizard to take an additional domain action the domain turn after the casting of the spell; the spell's magic summons a small swarm of unseen servants and spirits who anticipate the regents needs and prevent minor nuisances, obstacles, and day-to-day drudgery from affecting the wizard. The action takes place after all other actions in a domain turn have occurred. This spell cannot be cast in a domain turn already affected by aforethought spell.

Disrupt Ley Line
Regency: 3
Gold: 3 GB
Duration: 1 Domain turn
Req'd Source: 3
Character Level: 3
This spell disrupts the flow of a single ley line in one specific province. The ley line still exists, but mebhaighl (magical essence) cannot travel through the line in either direction while the spell is in effect. This spell affects one ley line known to the caster.

The controller of the ley line can still obtain mebhaighl from the line if he is between the source and the province where it is disrupted. He cannot tap the ley line for energy if he is within the affected province.

Tangle Ley Lines
Regency: 5
Gold: 5 GB
Duration: 2 Domain turns
Req'd Source: 4
Character Level: 5
Similar to disrupt ley line, this spell interferes with the flow of magical energy from sources through a specific province, but this spell tangles multiple ley lines, snarling them hopelessly. The ley lines still exist, but mebhaighl cannot travel through the lines while this spell is in effect. This spell affects all ley lines in a province, including the caster's own.

The controller of an affected ley line can still obtain mebhaighl from the line if he is between the source and the province where it is disrupted. He cannot tap the ley line for energy if he is within the affected province.

Duplicate
Regency: 6
Gold: 3 GB
Duration: 1 Domain Turn
Req'd Source: 3
Character Level: 5
By casting this spell the wizard-regent creates a magical duplicate of himself to oversee his domain. This spell is most often used when a regent wishes to adventure across Cerilia or is otherwise indisposed. The ruse is most effective when the regent's subjects believe the duplicate is really their ruler. Otherwise it is unlikely they will follow the duplicate's commands. This spell takes effect in the first action round in the domain turn following its casting.

This spell creates an advanced, intelligent duplicate that mimics the regent in every way - the way he walks, talks, eats, drinks, and interacts with NPCs. However, the duplicate cannot cast spells, reproduce, or leave the boundaries of the domain. A small portion of the caster's life essence is imbued into the duplicate, making it an actual extension of the regent's mind and spirit.

In all aspects the duplicate seems real. He bleeds when cut and limps if kicked. The duplicate is a zero-level fighter for attack rolls and saving throws, but it has the same ability scores and hit points as the caster. If the duplicate suffers a mortal blow, the duplicate is dispelled and its true nature is revealed. If the duplicate is destroyed, the caster's spark of life essence is destroyed with it, and he loses one level of experience. This danger makes the spell undesirable to most regents.

The longer the duplicate rules a domain, the more problems pile up. Rebellions or wars are not beyond the realm of possibilities, and a duplicate's inability to cast spells could put a domain in jeopardy. True sight or detect lie spells reveal the true nature of the duplicate.

If a duplicate's existence becomes common knowledge among the general populace, the loyalty rating of the domain drops two grades (such as from high loyalty to poor - see BIRTHRIGHT Rulebook, page 36). Wizard regents using this spell often inform a trusted lieutenant of its true origin, having him compensate for various problems, which may arise.

The casting regent and the duplicate's mind are linked for the duration of the spell. If something momentous occurs or complex decisions need to be made, the regent knows to return to the domain.

Enhance Source
Regency: 2/per source level
Gold: 4/per source level
Duration: 2 Domain turns
Req'd Source: 1/per source level
Character Level: Special
This spell increases the level of a Source in a province above the normal allowable limit. This spell affects only magical Source holdings, not Law, Temple, or Guild holdings.

Enhance source doubles the mebhaighl gained from a specific type of source. For example: a province (4) in hills can normally support only a casting source (1). Through the use of this spell, the source could be increased to (2).

The spell's cost varies depending on the Source's total level. For example, raising the source described above from (1) to (2) would cost 2 Regency Points, 4 Gold Bars, and require a casting source of level (2) to increase the target source's power to (2).

The number of sources that can be increased depends on the level of the caster. A wizard regent can affect two magical sources per four levels of experience (two at 4th level, four at 8th, etc). A source can be affected by only one enhance source spells at a time; additional castings have no effect.

Enhance source does not increase the amount of regency collected by the caster. It increases the value of the source for powering realm magic only.

Locate Sources
Regency: 2
Gold: 1 GB
Duration: Instantaneous
Req'd Source: 2
Character Level: 1
By casting this spell, a wizard regent immediately knows where to find all the magical source holdings in provinces where he has sources or a ley line. This spell locates sources under the caster's control, as well as those controlled by other regents. If the spell is cast within one mile of the source, the level of the source is also known. This spell does not determine the power of the source (for instance, the level of a power of a source may be altered by ley lines or enhance source spells).

A new regent who wishes to locate all sources in his domain often uses this spell. It reveals whether other regents are drawing magic from his land. This spell locates only sources; it does not trace ley lines to their source.

[top]New Priest Spells


Remember that priest regents can only cast spells in provinces where they control Temple holdings.

Divine Right
Regency: 5
Gold: 4 GB
Sphere: All
Duration: 1 Domain turn
Req'd Holding: 5
Character Level: 3
By invoking the power of his divine patron, a priest regent becomes more active and requires less rest and sleep. As a result, he is better able to execute his plans and may take an additional domain action during the domain turn after the spell is cast. This extra action is taken at the end of all other actions in the domain turn. This spell cannot be cast in a Domain turn already affected by a Divine Right spell.

Erik's Preserve
Regency: 3
Gold: 2 GB
Sphere: Plant, Animal
Duration: 1 Domain turn/level
Req'd Holding: 3
Character Level: 3
This spell is usable only by priests of Erik, whose duties include guardianship of the wilderness. Through the use of this spell a priest regent consecrates an area of his domain to protect it against harmful affects. The area of forest affected is one mile per level of the caster.

A domain under the influence of this spell is immune to harmful natural events (a roll of 6 on the BIRTHRIGHT random events table, Rulebook pg. 40) from occurring within the area of effect. This spell also prevents the random event Monsters & Brigandage (result of 13-14), and counteracts the realm spell blight.

This spell does not prevent catastrophic events and has no effect on troops marching through a domain or un-abusive human logging or hunting.

Hand of Peace
Regency: 5
Gold: 3 GB
Sphere: Charm
Duration: 1 Domain turn
Req'd Holding: 4
Character Level: 7
This spell brings all random acts of violence in a province to an end. Everyone within the affected province is overcome with a sense of tranquility, returning to their home province, domain, or other place of origin. Once the domain turn under this spell's influence is over, all creatures affected by the spell suffer complete amnesia; they have no idea of what happened or how they got home.

This spell ends all random hostile events in a province; such as the events Feud, Monster or Brigandage, and Unrest or Rebellion. Hand of peace cannot end a war, but it does turn troops away from the protected province for the duration of the spell. Invading forces can return to the province the following Domain turn if they choose.

Haelyn's Courage
Regency: 2/unit
Gold: 2 GB
Sphere: War, Combat
Duration: 3 War Moves +1/level
Req'd Holding: 3
Character Level: 5
This spell is usable only by priests of Haelyn. This spell is similar to the realm spell bless army, increasing the effectiveness of a regent's army units while defending their domain. In keeping with Haelyn's portfolio, this spell does not affect unjust or un-chivalrous troops. Those who follow the banner of another deity also gain no bonuses.

This spell increases all combat units' offensive scores by +2 and grants the units immunity to the realm spell subversion. The caster can affect no more than one unit per level of experience, and all affected units must be in the same province when the spell is cast.

Nesirie's Blessing
Regency: 1/ship
Gold: 2 GB
Sphere: Weather, Elemental (Water)
Duration: Special
Req'd Holding: 3
Character Level: 3
Only regent priests of Nesirie can cast this spell. When cast on a regent's ships in port, the spell summons favorable winds. Regents traveling with the naval vessels experience beneficial waters and favorable winds the entire journey.

Ships protected by Nesirie's blessing gain a two-level shift in wind strength in their favor (such as calm to moderate) and their maneuverability class improves by 1 (such as C improving to B). The caster can enchant one vessel per level of experience.

In addition, all naval proficiency checks (such as Navigation and Seamanship) used to pilot and guide the ship gain a +2 bonus, and all attack rolls for the ship and crew gain +1.

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