I am very interested in seeing the basic design format for realm spells. With such a template visible to all, we then have a solid framework for designing, editing, and revising (completely overhauling if necessary) new and existing realm spells.
My default design pattern has been to assume that realm spells work like province- or unit-scale versions of regular spells (which the BRCS also did). With this sort of simple template available, it would be very easy for players and DM’s to create almost any realm spell based on the existing magic system without having to come up with completely original ideas for them, which then require a whole lot of DM judgement as to how to assign power levels and requirements.
Also, there are several good reasons to base realm spells on spell level instead of caster level:
- Certain feats and class abilities raise caster levels without raising actual levels of spells able to be cast. These characters would then get more powerful realm spells sooner then they might otherwise.
- Sorcerers get 2nd+ level spells one level later than wizards (at 4th level instead of 3rd). This is a built-in 3.x balancer that represents wizards’ abilities to gain more potent spells slightly earlier than sorcerers. I don’t see why this shouldn’t apply to realm spells as well, as I think the sorcerers’ intuitive approach to magic would give them a disadvantage in dealing with the mass-scale complexities of source holdings, ley lines, and realm spells (which are long-term ritual spells, after all - the sort of things that wizards and some clerics thrive on, and sorcerers generally avoid, as they’re non-intuitive and extremely formulaic).
- Spell level has always been the first and most important measure of a spell’s capabilities and potential limitations. Caster level is then used to determine spell potency (range, # of targets, # of dice or bonus damage/hp, etc.). Again, I don’t see a convincing reason to break away from this general formula, as it adds a great deal of subjective assignment of power, which in turn spawns endless debate in and out of games - something that I as a DM generally prefer to avoid as it tends to make games bog down as players protest or argue with the DM. A clear set of design guidelines helps avoid this problem.
If spell level is used, it also makes it much easier to equate realm spells with normal spells if the normal spells are to be used as any sort of basis for designing realm spells. While it might be more “flavor friendly” to have realm spells being distinct and unique vs. normal spells, it is far less user friendly when designing new realm spells with any sort of clear guidelines. And let’s face it, if a spellcasting character designs a new realm spell, wouldn’t they base the design on the magic they already understand (their normal spells known)?
I agree with Irdeggman that Realm Spells should all require research, regardless of who is learning them (sorcerers, clerics, and wizards). This makes for one set of rules rather than 3 or more depending on your class, which I think both simplifies things and keeps all realm spell casters (temple and source regents) on more equal (and competitive) footing.
Another major problem, discussed recently in the Royal Library, was how to balance normal ritual spells (esp. if cooperative ritial magic is allowed), Battle Magic (in BRCS, gigantic metamagicked spells that would take 10-15 minutes at most to cast, but require huge amounts of spell components and a unit trained to work with the battle caster…I have issues with that, but oh well), and Realm Spells.
My suggestion is to remove the BRCS version of Battle Magic entirely…in the original BR setting, there were simply unit-based effects for regular area-effect spells, some of which were quite devestating (Cloudkill a particularly vicious unit killer as I recall). Now while that system may need revising (and we’re really waiting on a revised Ch. 6 proposal to be able to discuss this in any detail), eliminating or limiting the Battle Magic in a believable, system-compatible way might help distinguish and emphasize the much greater effects of month-long ritual Realm Spells vs. the localized effects of Battle Magic in the field…otherwise all of the unit-affecting Realm Spells like Cure Unit, Battle Bless, and especially Mass Destruction (the most resource-wasting realm spell I’ve ever seen, given that it only does 1, maybe 2 hits of damage to a few units for massive RP and GB costs) might seem like a real waste of time and resources in comparison…
I would like to see Mass Destruction revised to become a more viable realm spell for those evocation specialists amongst the Source regents. The color-text description of the spell makes it seem incredible, but the actual effects were obviously limited for fear of upsetting game balance and making it too easy for a strong source regent to simply wipe out a good chunk of an invading force.
Here’s a possible simplified revision for it, changing the damage and save DC to more realistic levels I think. Also, I raised spell level to 3rd instead of 2nd, as Fireball or Lightning Bolt seem like the most appropriate base spells, and a vicious spell like this shouldn’t be available to very low-level source regents anyways.
Mass Destruction
(Evocation)
Spell Level: 3rd (wizard/sorcerer)
Target: up to 1 unit per 3 caster levels
Regency Cost: 10 RP per unit affected
Material Cost: 2 GB per unit affected
Required Holding: Source 5
A massive barrage of fire and lightning rains down from the sky, ripping apart entire companies of a single targeted army or garrison. While the casting time for the spell is standard (1 month), the actual completion may be delayed. The spell may be completed, and its effects unleashed in the province where it was cast, in the last War Move of the month in which it was cast, or in any of the 4 War Moves of the following month. The caster must remain in that province until the spell is completed, and must have line of sight to the target army when completing the spell.
Each unit targeted takes 3 hits of damage, with a successful unit Morale check reducing the damage to 1 hit. The DC for the Morale check is standard (DC 13 + caster’s primary ability modifier, plus any modifiers for Spell Focus: Evocation). Thus, even veteran units could be destroyed by this spell, though good discipline and leadership will allow a unit to take cover, disperse, and minimize overall damage to a unit. As usual, fortifications add their level to any morale checks made by garrisoned units within.
Based on existing BRCS army rules, most units with a decent leader (who get morale bonuses based on their Lead skill as well as any Hero Unit morale bonuses) should have no problem making the moral save, suffering only minimal damage. Even veterans without leaders still get a +4 to +8 (veteran infantry, pikes, archers, cavalry w/ Toughness), giving them a reasonably good chance of survival. Units inside fortifications also stand a good chance of avoiding serious damage.
But regular or vets who get caught in the open may very well be destroyed outright…perfectly reasonable given the described effects of the spell.
Also, as acid, cold, force, and sonic damage spells aren’t normally available to the same degree of damage and power as fire and lightning at the minimum spell level, I thought it more reasonable to limit the energy types to the basic pair of high-damage 3rd level spell effects.
Osprey