So, here’s a sample of what I’ve compiled so far (clerical battle spells, level 0-3). This is in a “short and sweet” format - as clear as possible, without much flavour text, since these are simple conversions of PHB spells into a battlesystem.
Clerical Battle Spells
Casting Time: Most battle spells have a ritual casting time of 1 battle action (approximately one minute). Duration: Most spells have a duration of either instantaneous or one battle turn. Exceptions are noted in individual descriptions.
Target: Battle spells affect either the battle caster’s own unit, or one enemy unit, unless noted otherwise.
Cost: All battle spells have a base material component cost of 500 gp per spell level. Some spells may have additional costs, as noted in the description.
Save: Offensive spells typically grant a saving throw to reduce or negate the effect. A targeted unit may make a Morale save vs. the normal spell DC (10 + spell level + caster’s Wisdom modifier).
Spell Resistance (SR): Most spells may be resisted by spell resistance. However, an entire unit receives the benefits of spell resistance only if every member of the unit possesses spell resistance. In such rare cases (such as a summoned celestial or infernal unit), the unit may make a single unit spell resistance check to overcome the effects of hostile battle (and realm) magic. Unit spell resistance equals the lowest SR of the unit’s members.
0-level:
Light: Calls forth a magical light that is affixed to either the caster’s unit, or a stationary object where the effect was cast. This spell illuminates a 1” radius around the caster’s unit (3” circle), negating the effects of non-magical darkness within the area.
-Duration: 1 turn/level.
-Cost: 250 gp
Note: At night, units without low-light or darkvision suffer a –1 Move and –2 Morale penalty in darkened areas of the field. Missile fire is limited to illuminated target units (those within lighted areas), and any adjacent units in non-illuminated areas (at a –2 penalty). Even units with low-light or darkvision cannot fire missile attacks further than 1” away, though they suffer no penalty for such attacks in darkened areas.
1st level:
Bane: Enemy unit(s) suffer a –1 penalty to attack and morale.
-Target: Affects all enemy units engaged with the caster’s unit.
-Morale Save: negates
-Duration: 1 battle turn, plus 1 turn per 5 levels over 1st (2 turns at 6th-10th level, 3 at 11th-15th, etc).
Bless: Adds +1 to the caster unit’s attack and morale.
-Duration: 1 battle turn, plus 1 turn per 5 levels over 1st (2 turns at 6th-10th level, 3 at 11th-15th, etc).
2nd level:
Consecrate: Blesses area, adding +3 to turning checks. Undead units suffer –2 attack and –1 morale saves. Undead may not be raised or summoned in a consecrated area.
-Target: Affects the battlefield square (a 100’x100’ area) in which it was cast.
-Duration: 24 hours
-Special: A permanent shrine or altar to the caster’s deity in the target area doubles the effects (+6 turn, -4 undead unit attack, -2 undead saves).
Desecrate: Clerics are at –3 to turn undead in a desecrated area. Undead units gain +2 attack and +1 morale saves in the area. Undead units created within a desecrated area have +1 Defense, and the effects of the animate dead battle spell are doubled within the desecrated area.
-Target: Affects the battlefield square (a 100’x100’ area) in which it was cast.
-Duration: 24 hours
-Special: A permanent shrine or altar to the caster’s deity in the target area doubles the effects (-6 turn, ±4 undead unit attack, +2 undead saves).
Darkness: Blankets a 1” radius area around the caster’s unit (3” circle) in magical darkness. The effect is anchored either on the caster’s unit, or on the battlefield square where the spell was cast. Units within this area are effectively blinded, suffering a –4 attack, -2 morale, and –2 move penalty while they remain within the area. Darkness negates magical light effects of equal or lower level.
-Duration: 1 turn/level
3rd level:
Animate Dead: This spell may used to restore lost troops to undead units during a battle. The target undead unit must be within 1” of the battle caster (adjacent), and the caster must be within 1” of a battlefield square where any living unit took 1 or more hits of damage. When the spell is cast, the target undead unit heals 1 Hit of damage. For every 5 caster levels over 5th (10th, 15th, 20th), the battle caster may heal 1 additional Hit to a damaged unit, so long as an equal number of hits of damage were inflicted within 1” of the caster.
-Cost: 1500 gp per Hit restored.
-Duration: Permanent
-Special: If cast within a desecrated area, the caster may restore 2 hits per 5 caster levels.
Daylight: Illuminates a 2” radius around the caster’s unit (5” diameter circle). This effect may be placed upon either the caster’s unit (moving with the unit), or it may be placed as a stationary effect on the battlefield square where the spell was cast. Daylight negates magical darkness of equal or lower spell level within its area.
-Duration: 1 turn/level
Deeper Darkness: Engulfs a 2” radius (5” diameter circle) around the caster in impenetrable darkness: darkvision is useless here. Units within this area are effectively blinded, suffering a –4 attack, -2 morale, and –2 move penalty while they remain within the area. Darkness negates magical light of equal or lower spell level within its area.
-Duration: 1 turn/level
Dispel Battle Magic: May be used to dispel the effects of a single battle spell on the the target unit. The caster must make a caster level check, DC 11 + caster level of target spell (maximum +10 at 10th level).
If successful, the battle dispel can achieve one of the following effects:
- Negate a single battle spell with an ongoing effect.
- Suppress the effects of a unit-affecting realm spell for 1d4 turns.
- Banish a summoned or animated unit.
Target: 1 unit
Range: 2” + 1” per 5 caster levels
Invisibility Purge: This spell instantly negates invisibility effects over a large area around the caster. All invisibility effects are negated within a radius around the caster’s unit of 1” per 5 levels (2” radius at 10th level, 3” r. at 15th, etc).
Magic Circle Against Evil (Good/Chaos/Law): Creates a stationary circle of protection, warding the caster’s battle square against hostile magic and summoned creatures of an alignment opposed to the caster’s.
Any unit protected by the circle gains a +2 deflection bonus to Defense and +2 resistance bonus to Morale vs. attacks or effects by evil creatures (including enemy units whose alignment is predominantly evil).
Furthermore, the warded area (the battlefield square where the spell was cast) prevents any sort of mental control or possession (charm, domination, suggestion, magic jar, etc).
Finally, any non-good summoned creatures cannot enter the area, preventing melee attacks against the unit within (if the entire summoned unit has spell resistance, they make one attempt to overcome the barrier and enter).
-Duration: 1 turn/level
Prayer: A burst of aligned energy is called forth, empowering friendly units and weakening nearby enemies. All affected friendly units (including the caster’s) gain a +2 luck bonus to Attack and +1 luck bonus to Morale. Enemy units receive a –2 luck penalty to Attack and –1 luck penalty to Morale. Individual characters also benefit from the usual effects of prayer (+1 luck bonus to attack, damage, saves, and skills, including Lead and Warcraft).
-Duration: 1 battle turn
-Area of Effect: 1” radius around the caster’s unit.
-Morale Save: none
Wind Wall: Creates a large curtain of roaring winds on the battlefield. The wall must be drawn as a continuous line along the edges of one or more battle squares in 1” sections. Any normal missile fire passing through this wall is deflected upward and automatically misses. Artillery fire, and magical ranged attacks, suffer a 20% miss chance due to poor visibility (the wall typically whips up dirt and debris).
-Effect: 1” of wall per 5 caster levels (2” at 10th, 3” at 15th, 4” at 20th).
-Range: 2” + 1” per 5 levels.
-Duration: 1 battle turn
That’s it so far…I’ll keep working on it, and hope to eventually complete lists for druids, mages, and possibly even bards and magicians, though allowing “lesser battle magic” may require some discussion as to its appropriateness in BR.
Look it over, post your comments and criticism (negative AND positive please), and consider whether this sort of [simple] system will work for battle magic…'cause I sure would like to see something that most of us can live with for the BRCS.
Osprey