Renewal
Alteration | |
Regency: 10 | Req'd Holding: 1 |
Gold: 3 | Character Level: 10+ |
Duration: Permanent |
This spell regenerates the mebhaighl lost from the land
when civilization expands. When cast is uses the the casters on bloodline to power the
spell, as well as the regency and gold required. For every level of holding regenerates it
drains one point of bloodline strength from the caster. The spell may only be cast once a
year a the strain on the wizard is too much to allow more.
One cast the mebhaighl in the province is completely and instantly regenerated and
available once more for wizards to harness. Many wizards are willing to make the sacrifice
of their bloodline as it can be restored by spending Regency Points at a latter date.
The spell can not be used to turn a 10/0 province into a 10/10 province. It can only be
used to renew land that has been effected by civilization after the people are gone. For
example if you have a province 3/2 and it is pillaged and the people leave it then becomes
a province 0/2. The magic potential regenerates at the rate of 1 level per year if no
civilization returns to the province. So it would take 3 years to become a 0/5. This spell
simply speeds up the process at the cost of 1 bloodline pt for each level renewed.
By Ian Hoskins
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