Spells

New Spells

Traditional Magic Spells

Domain Spells

Alchemy

School Transmutation Level Wizard 3, Bard 3, Magus 3
Casting Time 1 Domain Action
Components V, S, R (see below), M (see below)
Source Level 3-6 (see below)
Range 0
Target Raw materials with value totaling 1-4 BP (see below)
Duration Instantaneous
Saving Throw no Spell Resistance no

Through an intense alchemical process, you transmute lead and other worthless substances into gold. When you first begin the ritual, expend one Regency Point and 1 BP. Upon completion you may add 2 BP to your kingdom’s treasury.

Alternately you can attempt to transmute more worthless materials into gold. When you first begin the ritual you may instead expend up to 4 BP total. For each additional BP you must expend one more RP than on the previous, so transmuting 2 BP of worthless materials requires 3 RP, 3 BP requires 6 RP and 4 BP requires 10 RP. You may only spend RP in this fashion equal to your Bloodline Rank. Upon completion, each BP spent is converted into 2 BP.

If the ritual is not completed, for example of the caster aborts the spell to take a different Domain Action or his magical source is severed, the spell fails but all BP and RP are still consumed.

This spell requires a Source Level equivalent to the number of desired BP spent +2.

Battle Armor

School Abjuration Level Cleric 3/Druid 3
Casting Time 1 Domain Action
Components V, S, R (3 or more RP), M (3 BP)
Source/Temple Level 4
Range 1 Map Hex
Target 1 Military Unit
Duration 1 Week/level (D)

You enchant an entire unit’s armor as if with the Magic Vestment spell. The targeted unit gains a +1 bonus to DV per 4 caster levels. This bonus does not stack with the Improved Armor resource.
Completion of this spell requires the expenditure of 3 RP per +1 bonus of the resulting armor.

Battle Arms

School Abjuration Level Wizard 4
Casting Time 1 Domain Action
Components V, S, R (5 or more RP), M (5 BP)
Source Level 5
Range 1 Map Hex
Target 1 Military Unit
Duration 1 Week/level (D)

You enchant an entire unit’s weapons as if with the Magic Weapon spell. The targeted unit gains a +1 bonus to OM per 4 caster levels. This bonus does not stack with the Improved Weapons resource.
Completion of this spell requires the expenditure of 5 RP per +1 bonus of the resulting armor.

Bless Land

School Transmutation [Good] Level Cleric 3, Druid 3
Casting Time 1 Domain Action
Components V, S, R (1 RP per 2 affected Hexes), M (1 BP per 3 Temple Levels)
Temple Level 3
Area 1 Hex Radius per 3 Temple Levels
Duration 1 Domain Turn

By blessing the land you make it more fertile. For the next Domain Turn, each Farm (see Farms) reduce your consumption by 1 more. If there are 6 hexes in the targeted terrain that have Farms, then for the next Domain Turn, your consumption is reduced by 18 instead of 12 (a change of 6).

Bless Land counters and is countered by Blight Land.

Special: If cast by a Regent with the Masela bloodline, you can also increase the benefit of Fisheries by 1 each during the duration of this spell.

Blight Land

School Transmutation [Evil] Level Cleric 3, Druid 3
Casting Time 1 Domain Action
Components V, S, R (1 RP per 2 affected Hexes), M (1 BP per 3 Temple Levels)
Temple Level 3
Range 1 Hex per Caster Level
Area 1 Hex Radius per 3 Temple Levels
Duration 1 Domain Turn

By blighting the land you make the fields grow fallow and the fish go belly up. For the next Domain Turn, each Farm (see Farms) and fishery only produces enough to decrease the consumption of the kingdom which controls the affected hexes by half the normal amount.

Bless Land counters and is countered by Blight Land.

Battle Fury

School Enchantment [Mind-Affecting] Level Bard 3/Druid 3
Casting Time 1 Tactical Action
Components V, S, M (2 BP), R (Regency equal to half the ACR of the targetted unit, minimum 1)
Source/Temple Level 4
Target 1 Military Unit
Duration 1 Mass Combat round/4 caster levels

The targeted military unit is whipped into a battle frenzy, granting them a +2 bonus to OM and a -2 to DV. During the duration of this spell, the unit cannot be routed (but can still be destroyed).

Bless Army

School Enchantment (compulsion) Level Cleric 3, Druid 3
Casting Time Tactical Action
Components V, S, R (1 RP per affected unit)
Temple Level 0
Target 1 military unit plus 1 additional unit/4 caster levels
Duration 1 Mass Combat round/4 caster levels

One of the few Domain Spells available to Divine casters that doesn’t require a Temple from which to cast, Bless Army provides a modest combat bonus to all affected units. Each unit targeted gains a +1 Morale bonus on Morale checks, as well as either a +1 Morale bonus to either OM or DV, determined at the time of casting by each unit’s commander.

Cure Unit

School Conjuration (Healing) Level Cleric 3, Druid 4
Casting Time 1 Tactical Action
Components V, S, M (1 BP), R (2 RP)
Source/Temple Level 4
Target 1 Military Unit
Duration Instantaneous

Cure a target Military Unit of 1d8 hit points plus 1 point per 4 caster levels of this spell.

Death Plague

School Necromancy [Evil] Level Cleric 4, Druid 4, Wizard 4
Casting Time 1 Domain Action
Components V, S, M (3 BP), R (1 RP per district in target settlement)
Source/Temple Level 6
Range 1 Hex per caster level
Target 1 Settlement
Duration Instantaneous

During the next Event Phase, the target settlement suffers the Plague event. Stability checks to bypass this event are made at a penalty equal to one quarter your caster level for this spell.

Investiture Ceremony

School Transmutation Level Cleric 4
Casting Time 1 Domain Action
Components V, S, M (1 BP per Bloodline Rank of the target Regent)
Temple Level 3
Range 0 (Targets must be in the same hex)
Target(s) Two willing characters touched
Duration Instantaneous
Saving Throw Yes (Helpful) Spell Resistance Yes

This spell allows the priest to transfer the bloodline of a willing regent (donor) to another character (inheritor). A bloodline investiture transfers the donating scion’s bloodline strength to the designated recipient. The donating scion’s regency reserve is not transferred to the recipient. This change is permanent and cannot be reversed unwillingly. This is usually done between a retiring Regent and his heir.

The donating Regent loses his Bloodline Score and becomes an unblooded character, whereas the recipient’s Bloodline Score is increased by half of the donor’s. This cannot increase the inheritor’s Bloodline Score above that of the donor’s. If the donor’s Bloodline Rank is at least 1 greater than the inheritor’s, the inheritor gains the Bloodline Derivation of the donor, and must reselect new Blood Abilities if they are no longer legal choices.

A priest regent may cast this realm spell on two targets without completing its final stages. The uncompleted investiture can be completed at any time and only requires a single standard action to complete. The priest and both targets must be present and willing to finalize the ceremony. Incomplete investitures are a commonly undertaken as part of a Ceremony of Designation or before major battles/threats as they allow the priest to finalize the investiture on the battlefield should the regent take a mortal wound.

Spells

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