New Spells and Items 
STANDARD SPELLS
 

Ship of Fools (Enchantment Charm)
 

Lvl 3
Casting time 3
Saving throw Neg
Duration 1 turn/lvl
Range 20 yard/ lvl
Area of Effect 1 vessel
 

Persons effected on a vessel lose ability to operate ship and loose knowledge of sea based proficiencies ie navigation and seamanship,
Vessel effected stops and is unable to move,
Ship effected as per caster level
    7 Barge
    9 Coaster
    11 Caravel
    13 Roundship
    15 Galleon
 

saving throw -1 per five levels,
if only a percentage of the crew are effected then the ships maximum speed drops by this amount
 

Aquaport ( Alteration/ Elemental Water )
 

Lvl 4
Casting time 4
Saving throw Neg
Duration instant
Range touch
Area of Effect 1 person per 3 levels
 

1 person per 3 levels can travel any distance as long as the two points are connected by a continuous stream of water, oceans can be crossed etc. The caster must have been to or seen the destination connected by a stream of water at the point of origin destination must be known or have been seen by the caster. The caster need not be the target of the spell but does count towards the number of people in the spell. Any unwilling participants receive a saving throw to avoid the affect. It is not nice to send a fighter in platemail to the middle of an ocean.

Eternal Engine ( Enchantment )
 

Lvl 4 ( Sor/Wis)/Lvl 5 Creation
Casting Time 1 hour
Saving throw Nil
Duration Permanent
Range Touch
Area of Effect 1 Device (Special)

This spell originally developed by an unknown  dwarf of Barak Azik allows a device to operate with out any assistance from outside sources and it allows the device to function infinitely, it only provides one source of kinetic energy. The spell in essence is a power source. Originally developed to power mining equipment in the deep mines of the dwarves this spell has since been used for a myriad of uses from powering boats to mixing alchemical mixtures. The effect of the spell caused production of any enterprise to be increased by 50%. The size of the device powered is dependent on the caster
    Level 9 allows a man sized device to be powered
    Level 13 allows a huge device to be powered
    Level 17 allows a gargantuan device to be powered.

The size of the device does not reflect the size of the object that the device resides in for example a device to power a ship would be the size of a propeller a large propeller would power a caravel and a huge propeller would power a galleon. The material component for the spell is a specially crafted gear, costing 100 gp,  which begins spinning at the time of the spell being cast and never stops after this. A dispel magic can be used to destroy the enchantment or to suspend it at the casters wishes. If the spell is used to power a device that is too big for the device to handle the gear shatters doing 3 d 6 points of damage to all in a 10 foot radius. A realm spell version of this spell exists which when cast allows the gold production of any one resource to be increased by 50% permanently. Multiple castings of the spell have no effect.

BATTLE SPELLS
 

Specters of Death ( Illusion Phantasm)
 

Lvl 4 battle spell
Casting time: 1 turn
Saving throw: Special
Duration 1 turn / level
Range 50 yards/lvl
Area of Effect.
 

By means of this spell the caster can target any unit with in range to be the target of a mass phantasmal killer spell. The saving throw is variable as per Phantasmal Killer spell , as a rule of thumb veteran units should save at -2 through to green units at -5. In the case of Ward cards there are no stats for the units and it will cause a destroy result if successful.
 
 
 
 
 

REALM SPELLS
 

Realm Servant ( Conjuration Summoning )

Lvl 5 realm spell
1gb per level/ 3 rp/lvl
Lasts 1 domain turn per lvl
Caster lvl 5
Source 1
 

Single provence affected as though a large number of unseen servants are in provence cleaning, sanitation and pest control,
assists in saving throws vs disease +3. Assists Population growth after 1 domain turn +3 to role, Counters realm spell blight,
Causes one lvl increase in provence morale upon casting. Rule actions +3 and Court lvl increased by 1 due to cleanliness.
 

Improve Vessel ( Alteration)

Realm spell Lvl 5
Regency: original cost of vessel                                 Req'd Source : 4
GB : 1/2 original cost of vessel                                 Character Level: 5
Duration: Permenant or until destroyed

This spell requires a newly built vessel to be successful the caster needs to spend the month of the casting with a qualified ships captain and preferably the captain of the vessel to be enchanted.

The effects of the spell are as follows the caster nominates 2 of the 4 effects
1) increase of seaworthiness by 3 points: the caster balances the hull creates stability in the ship
2) increase in hull rating by 1 point: the caster through the use of alteration magics increases the strength of the hull and rigging making it more impervious to damage
3) increase speed/manoverability class by 1 factor : by  using magic the vessel is made more streamlined ( NB a class of A speed is increased by 25% of current speed )
4) increase cargo by 50%: Trough the creation of Extra dimensional spaces through the ship the cargo and troop capacity is increased by 50%

This spell can be cast twice on the same vessel but must be cast in consecutive domain actions or the eligibility is lost.

All maintenance is as per original ship
 
 

Realm Engines ( Enchantment )

Realm spell level 9                                                    Req'd Source : 3
Regency double income of resource enchanted         Character level: 9
GB: income of resource enchanted
Duration Permanent.

As noted in the eternal engine spell, this version creates a number of engines which increase the production of a resource.
 
 
 

NEW ITEMS
 

Armour of the Obsidian Dragon

This suit of finely crafted armour was commissioned by Prince Avan and bears the motifs of his family and the creasts of the order of knights that he has founded The Obsidian Dragons

This armour functions as full plate +4 and is distinguished by features associated with dragons having spines on the shoulders and interlocking scales between the armoured plates. The suit of armour gives opponents a -2 morale and  to hit penalty because of its enchantment and appearance,   unless a sucessful will save is made ( DC 15 ).  This effect has a 50 foot radius in battle field conditions.  The armour also offers some magical protection granting the wearer Invulnrability ( damage reduction 5/+1). Due to the nature of the armour it is impossible to hide while wearing the armour. As a side benifit all intimidate actions have a +2 bonus.

Caster Level 12 Prerequisites: Craft Magic Arms and Armour, Stone Skin, Emotion  Market Price 56,000 gp

Amulet or Mankind

This Amulet was originally conceived of by the Dragons of Cerilia as a means to study the evergrowing populations of humans with out having to fill up one of thier spell slots.

The amulet allows any creature who dons it to become a human male or female can be taken and once use by a particular being the for chosen remains the same. The form chosen has the physical attributes of an average human but retains the mental faculties and special abilities and blood abilities of the original being.

Caster Level 7th: Prerequisites Craft Wonderous item, Polymorph self, Market Price 10,000gp ( 5GB) cost to create ( 2and1/2 GB) and Lvl 4 source. Weight -
 
 
 
 
 
 
 


Return to Birthright Magic

Return to Birthright 
Hosted by www.Geocities.ws

1