Realm spells Cry Havoc

For use with Cry Havoc in Birthright system
Remember that a unit is a group of 10-100 individuals that have trained together for at least one month.
Battle Armor
Abjuration
Level: Sor/Wiz 4
Target: 1 unit (up to 100 indiv.)
Duration: 1 week/level (D)
Saving Throw: None
Spell Resistance: No
Special Requirements: Source (4)
The unit upon which the spell is cast is magically protected from harm. The troops are protected as by a shield spell, receiving a +4 bonus to their Armor Class.
Regency Cost: 4 RP.
Material Components: 2 GB worth of expendable ritual components.
Battle Arms
Transmutation
Level: Sor/Wiz 1
Target: 1 unit (100 indiv.)/level
Duration: 3 months (D)
Saving Throw: Unit [harmless]
Spell Resistance: Yes [harmless]
Special Requirements: Source (2)
Troops receive the benefits of a magic weapon spell, which adds +1 to attack bonus and increases the average weapon damage by 1.
Regency Cost: 1 RP/ unit (100 indiv.)
Material Components: 1 GB/unit worth of expendable ritual components.
Battle Bless
Enchantment (Compulsion)
Level: Clr 1
Target: 1 unit/level
Duration: 2 weeks + 1 week/level
Saving Throw: None
Spell Resistance: No
Special Requirements: Temple (3)
Your blessing fills an army's soldiers with courage. Troops are affected by a bless spell, gaining a +1 to attack, fear saves and morale checks for the duration of the spell.
Regency Cost: 1 RP/unit
Material Components: 1 GB worth of expendable ritual components.
Battle FuryEnchantment (Compulsion) [Mind-Affecting]
Level: Clr/Drd 2
Target: 1 units/level
Duration: 12 weeks
Saving Throw: Unit negates
Spell Resistance: Yes
Special Requirements: Temple (2)
Whenever engaged in mass combat, the soldiers of the affected units become enraged and fight passionately with little regard for personal safety as if affected by a rage spell. Affected units gain a +2 morale bonus to strength and constitution, a +1 morale bonus to will saves and morale checks, and a ?2 penalty to AC. The effect is otherwise identical with a barbarian?s rage (p25 PHB), except that the subjects aren?t fatigued at the end of the rage.
Regency Cost: 1 RP per unit.
Material Components: 1 GB per unit worth of expendable ritual components.
Battle Seeming
Illusion (Glamer)
Level: Sor/Wiz 5
Target: 1 unit/level
Duration: 1 week/level (D)
Saving Throw: Special
Spell Resistance: Special
Special Requirements: Source (4)
The appearance of an entire army is changed as if through the use of the change self spell. The troops resume their normal appearance if slain. Thus, a unit's true nature is revealed if it receives a hit on the battlefield.
Regency Cost: 1 RP/unit.
Material Components: 1 GB worth of expendable ritual components.
Cure Unit
Made obsolete, for a similar effect use battle spell
Legion of Dead
Necromancy [Evil]
Level: Sor/Wiz 5, Clr 3
Target: 1 unit plus 1 unit/level above minimum caster level
Duration: 4 weeks + 1 week/level
Saving Throw: None
Spell Resistance: No
Special Requirements: Source (3) or Temple (3)
You raise the buried and unburied bones or bodies of the dead of a province into a legion of undead skeletons and zombies that do your bidding. For every level above the minimum caster level (7th for wizards) you may animate an additional unit. The legion of dead is mindless and entirely under the control of the caster. The caster must travel with the army at all times or the spell will be broken and the army will collapse. Each standard unit of the legion consists of either 100 skeletons or 50 zombies. The magical power required to animate small-sized corpses is less per corpse, thus additional corpses can be raised; a caster can create more units from smaller corpses as long as the hit dice remain the same- keeping the relative strength of the unit the same regardless of the nature of the corpses. Larger than medium sized corpses cannot be animated using this spell.
Regency Cost: 4 RP/unit summoned.
Material Components: 1 GB/unit worth of expendable ritual components.
Mass Destruction
Made obsolete, for a similar effect use battle spell
Summon Monstrous Unit
Conjuration (Summoning)
Level: Sor/Wiz 2
Target: 1-5 units
Duration: 4 weeks + 1 week/level (D)
Saving Throw: None
Spell Resistance: No
Special Requirements: Source (3)
Tapping into the power of the Shadow World, you conjure terrible monsters to come forth and do battle on the world of Cerilia. You can conjure one or more homogenous units consisting of 10 creatures depending on your caster level. You can conjure one unit from the highest monster summoning list that your caster level would allow, or 1d3units from the single highest list, or 1d4+1 units from a lower list. An 11th level wizard, for example, can cast 6th level spells, therefore he can choose one unit from the monster summoning VI list, 1d3 units from the monster summoning V list, or 1d4+1 units from a lower list. These monsters are quasi-real seemings ? life-like manifestations of the caster?s imagination. These magical creations are quasi-real and can not be disbelieved, but can be identified as being summoned creatures with a successful Spot check (DC 20). Any summoned monster that is slain fades into nothingness. All members of a unit generally fade into nothing whenever a summoned unit is disbanded (due to being destroyed or through normal completion of the spell duration). There is a chance, however, that any troops surviving at the completion of the spell fully bridge the gap between the shadow world and Cerilia and become free. When the spell ends, the DM should roll a d20 against a target of 20 minus the maximum source level rating of the province in which the units disband. This roll receives a bonus of +2 in the winter and a penalty of ?2 in the summer. Freed units are not under the caster's control and immediately fall into normal behavior for their monster type. These monsters have normal statistics and can be slain as normal members of their species, but they cannot age or reproduce. They are outsiders and can be returned to the Shadow World by means of a banish (and similar spells), limited wish, wish, or the realm spell transport. They cannot be dispelled.
Regency Cost: 5 RP/ 3 levels of monster summoning)
Material Components: 2 GB in expendable ritual components/ 3 levels of monster summoning
Summon Nature's Army
Transmutation
Level: Drd 3
Target: up to 1 unit/3 levels
Duration: 4 weeks + 1 week/level (D)
Saving Throw: None
Spell Resistance: No
Special Requirements: Temple (1), Druid
Same as summon monster, but creatures are real and taken from the summon nature?s ally list.
Transport
Transmutation
Level: Sor/Wiz 4
Target: Special
Duration: Instantaneous
Saving Throw: Unit negates
Spell Resistance: Yes
Special Requirements: Source (5)
You open a massive dimension door through which an entire army may move instantly to a destination province in which you also have a magical source or ley line. You can transport units a distance that is equivalent to a number of movement points equal to your level. For example, a 10th level mage can move ten units 1 province, five units 2 provinces, or one unit 10 provinces. Terrain does not affect this magical movement, and all units arrive fresh and eligible to move during any war moves following the action round in which this spell is cast. It costs an additional 5 RP per unit to use this spell on unwilling units. Unlike most realm spells, the final rituals need not be completed during the month in which this spell is cast. After the casting is complete, the spell's transportation energies are available for the caster to tap during the final war move of the month in which it was cast, or in any of the four war moves of the following month. If, during this time, the spellcaster leaves the province in which the spell was cast, the spell is lost. The final rituals for this spell require that the caster be within visual range of the targeted units. These final rituals that complete the spell require approximately the same amount of time as casting a battle spell and may, at the caster's wish, be completed upon the field of battle.
Regency Cost: 2 RP for each movement point equivalent used. Thus, a 10th level mage can spend no more than 20 RP. There is an additional cost of 5 RP per involuntary unit.
Material Components: 1 GB worth of expendable ritual components.
New spells

Battle spell
Evocation
Level: Sor/Wiz/Clr/Drd 2
Target: caster
Duration: 1 week/2 levels
Saving Throw: as per empowered spell (?2 DC)
Spell Resistance: as per empowered spell
Special Requirements: source (1) or temple (1)
You channel magical energies from your domain to empower your spells. In the province in which this spell is cast, you can cast spells over very large areas and at very great ranges. Both the range and the size or effect of your spells increase tenfold, as detailed below. You cannot use this spell to empower spells higher than the level of your temple holding or source level in the province in which this spell is cast. The casting time of the empowered spells increase by a factor of 10, so a standard-action spell requires 10 rounds (1 battle round) to cast. Any material component or XP component the spell requires also increases by a factor of 10. For example, a war circle of death spell would require 10 black pearls, worth 2.5 GB. The saving throw DC for a spell empowered by battle spell decreases by 2 (minimum 10). Casting the link takes three weeks, so it becomes available during the last war move of the domain round in which it was cast.
Effects
Area Spells: One dimension of the area increases by a factor of 10. For example, a fireball affected by this feat fills a 200-foot spread instead of the usual 20-foot spread.
Targeted Spells: You can select 10 times as many targets over an area 10 times as large.
Effect Spells: Either one dimension of the effect increases by a factor of 10 (as with an area spell), or the spell produces 10 times as many effects, as applicable for the spell. For example, applying this feat to the Mel?s acid arrow spell causes it to produce 10 arrows instead of the usual one. Applying it to a cloudkill spell produces a spread of deadly fog 300 feet wide and 20 feet high.
Combination Effects: When a targeted spell produces multiple smaller effects that the caster can aim separately, this feat causes the spell to produce 10 times the number of such effects. For example, a 9th-level wizard casting a magic missile spell can normally create five missiles. With this feat, he can produce 50 missiles and target them against up to 50 creatures, no two of which can be more than 150 feet apart.
Limitations: No single creature targeted by or subjected to a war spell can receive more effects from it than a single, normal version of the spell could produce. For example, when a character uses a war magic missile to produce 50 magic missiles, the caster cannot direct more than five of them at any one target. Likewise, a character who casts a war Mel?s acid arrow to produce 10 arrows could direct only one of them at any one creature. When a spell affects a limited number of creatures or a limited number of Hit Dice worth of creatures, the total number of creatures or Hit Dice affected increases by 10, but any limit on the Hit Dice an affected individual may have remains the same. For example, a war circle of death spell affects 1d4 ??10 creatures, but it still cannot affect any creature with 9 or more Hit Dice.
Regency Cost: 5 + 1 RP/ spell level of empowered spell.
Material Components: 2 GB worth of expendable ritual components.
Mass Turning
Evocation
Level: Clr/Drd 2
Target: caster
Duration: 1 week/ 2 levels
Saving Throw: none
Spell Resistance: none
Special Requirements: temple (1)
By harnessing divine energies you can turn or rebuke (if you channel negative energy) undead to a greater effect in the province in which this spell is cast. As a full-round action, you can make a turning attempt that covers a large area and affects a significant number of creatures. The area of the turning effect and the turning damage both increase by a factor of 10?thus, a turning effect functions as a 500-foot burst and deals 10 times its normal turning damage. The Charisma check you make for the turning attempt, however, still determines the maximum Hit Dice of the creatures you can affect. The casting of mass turning takes three weeks, so it becomes available during the last war move of the domain round in which it was cast.
Regency Cost: 5 RP
Material Components: 1 GB

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