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Realm Spells


The realms spells of Birthright and a few other sources have been rewritten in a more 3E compliant format.

Note that all mention of bidding Regency Points refer to regency points in excess of the casting cost of whatever the spell in question required. So the casting cost of spells does not count for Dispel Realm Magic, only extra RP spent to power up the respective spells. This makes it a lot easier to dispel realm magics.

All spells have gained new prerequisites, normal spells that are cast ritually to produce realm magic. In many cases, this changes the level at which the spell becomes available. Some spells also have had other factors changed, and the table here supersedes earlier editions. Certain spells have simply disappeared, and may reappear in substantially revised versions as new spells.

A spell with several prerequistes only require one of the noted spells, not all of them. Having the intrinsic ability to cast any of the orerequisite spells, or to use it as a spell-like ability (most ptobably a bloodline ability) qualifies for use of each realm spell.

Holding refers to the temple or source holding required to cast the spell. Bards cast spells using spurce holdings (though they cannot draw regency points from them). Druids, as noted elsewhere, are linked to source holdings, not temple holdings.

Some prerequisite spells are newly designed for the setting, and can be found in the DnD section of this site.

This is a very preliminary list of realm spell projects.

Mose spells will be made on request.


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Copyright © 1998 and onwards, Carl Cramér. Page downloaded times. Last update Tue, Feb 19, 2002.