Chapter 7 Revision

Well now that I’m not quite as busy at work as I have been (well, ok I worked for 11+ hours on friday, but I have a holiday on monday) I have begun a revision of chapter 7. I’ve already given some of the flavour text a working over, but would like some comments and suggestion on what people would like to see changed added…

Here are a few things already slated for addition (suggestion on additional material needed welcome)…

  • More of the info from Book of Magecraft on sources and leylines, + EXAMPLES!!
  • New realm spells (I’ll post info on these before finalising the revision)
  • Random tables for determining NPC or PC realm spells known OR, at the very least a list of all the spells before their descriptions. Very useful as anyone who is looking up spells for their spellcaster knows.
  • Expanding the info on magic potential to include info on restoring magic potential and so forth.

Things I’m tossing up changing. (Comments welcome)…

  • Limited to 1 realm spell known/caster level (so max of 20 realm spells for a 20th level character). Sorcerers gain a realm spell/level, wizards and other classes must research their realm spells (sorcerers find it easier to tap into the mebhaighl to cast these spells).
  • Change descriptions to make them easier to read (i.e. similar to old system, with just Level, Regency, Gold, Required Holding, and Duration.
  • Change spells to link to caster level, not spell level. Spellcasters cannot learn or cast spells higher than their caster level.
  • Balance changes to some spell (comment really wanted here!!!)
  • More to be decided later.

I’ll bring you up to date with more info shortly, as it comes to hand so to speak.

Here is an example of the new format used for Realm spells.

Abundant Harvest
i[/i]

Caster Level: Divine [Erik, Sera] 2
Gold: 1 GB
Regency: 4 RP/province
Duration: 1 month
Required Holding: Temple 2

With this spell, the priest can call on her deity to grant the people of a province an additional harvest for a single season. The spell affects the growth of any grains, fruit trees, or vegetables, and these crops mature and ripen in the space of only one to two weeks, instead of months.
This abundant harvest can either alleviate a famine, or be used to increase the taxation income of the province. Any province under the effect of this spell produces additional tax monies equal to half its normal seasonal collection (rounded down). All regents who would normally collect an income from the affected province gain this benefit.
For every four levels of experience, the caster can affect one additional province, although she must have at least a level 2 temple holding in each of the provinces affected. This spell can only be cast during the spring months, and no more than once per year.

The new format contains basically the same information, but I’ve made it simpler to make it easier to read. There is no reason why realm spells have to be in the same format as normal spells. Certainly no reason to include Target, Saving Throw, or Spell resistance as those values are almost identical for every realm spell, a simple covering paragraph at the start of the descriptions can replace that information and anything out of the ordinary can go in the spell’s description. Having a different format for realm spell descriptions also helps to underline that they are very different and don’t follow the same rules as normal spells.

By the way, this is one of the new spell I have planned for addition to the BRCS. I have another 25-30 more. Most are priest, or rather specific to one god (like this), but I have a few new arcane ones as well. I plan to release the whole list for comments and editing before finalising it, I just have to finish writing the descriptions first. After quite a lot of work over the past 2 days, I’ve added in another 18 pages of information (although it might end up less than this after trimming some of the spell descriptions and reformatting).

I really like the new spell descriptions. They look really good :slight_smile: I’m really interested in finding out what those other new deity specific realm spells are too.

Also just curious, arent most famines in the summer or fall? (if theyre in winter then they would just have to wait a season)

So as the spell can only be cast in spring (which makes sense as thats when the harvest is planted generally) Maybe the benefit of the added revenues can only be gained if the spell is cast in Spring.

However, the benefit of alieving famine would apply once the spell is cast during any season aside from winter? Just curious if that would make some more sense.

Anyway, back to the list for things slated for addition and up for change. I think they all make sense really, however, I dont think that the need for random tables of spells for people to roll for isnt really needed. Heh, people would just argue about the percentage chance that person would be likely to know such and such spell, and then you would have to cinsider that youd have to do it in tiers including al those spells below them along with all spells in that level… way too big a table really. Otherwise, just tell people if they want to make it random just assign each spell a number and roll a die or dice to see what they get. Unless you want to emphasize how common some realm spells are… then I suppose it could make sense to make those random tables… tho they still wouldnt be a lot of fun to make I imagine… good luck in any case.

If it was a famine that last for mutiple years then it would make sense, but the main reason I added this spell was because I was thinking of adding another realm spell called Famine :slight_smile: So this would be the counter for it…

I’ll probably drop the idea of random tables for generating realm spell and just go with a single table that DMs can pick the spells from, makes just as much sense.

As for a list of new deity specific spells, I haven’t finished finalising them yet, but there will be at least 1 per deity, perhaps 2 or 3 for some gods.

A very quick list would read…
Abundent Harvest (Erik/Sera)
Animal Horde (Erik)
Avani’s Peace (Avani)
Banish the Shadow
Blessed Trade (Sera)
Bless Holding
Bloodlust (Belinik)
Communion
Consecrate Relic
Conversion
Cure Plague
Dead Seas (Nesirie)
Dishonest Dealings (Eloele)
Haelyn’s Standard (Haelyn)
Healing Touch
Holy Crusade (Haelyn, Cuiraecen)
Laerme’s Emisary (Laerme)
Magical Tithe
Maintain Armies
Mebhaighl Touch (Ruornil)
Mighty Forest (Erik)
Nesirie’s Blessing (Nesirie)
One True Faith
Renewal (Arcane/Ruornil)
Ruornil’s Warding (Ruornil)
Shield Army
Siege Wall
Stormlord (Cuiraecen)
Thieve’s Gateway (Eloele)
True Believer
Ward Realm
Winter’s Fury (Kriesha)

  • new arcane spells.

Some are new spells, some are old ones omited from the original BRCS. Still considering which to include, and working on others. That this are the one’s I’ve added so far.

OOoo… heheh, I wont ask you what they all are yet as I bet youre busy, though I am really interested in finding out more about the Neserie specific ones you have planned, namely Dead Seas, and Neserie’s Blessing. (or is my guess correct that they are like the sea version of abundant harvest and famine?) Or does Dead Seas just prevent all sailing in the sea zones aflicted? heheh, love trying to figure things out especially at this hour… hmm.

one thing though, would you put in any realm spells for the other dieties, like the Cold Rider, or Moradin?

Dead Seas effecivly prevents all sailing through the sea zones adjacent to the province where it’s cast. Nesire’s Blessing is one of the spell’s I’ve finished, so the description is below…

Nesirie’s Blessing
(Transmutation)

Caster Level: Divine [Nesirie] 2
Gold: 2 GB
Regency: 2 RP/vessel
Duration: 2 months + 1 month/3 levels
Required Holding: Temple 4

When victory in war depends on the safe arrival of an invasion fleet, or when a merchant company’s future depend on the success of a trading mission, the favour of the goddess of the sea is vital. Nesirie’s clerics use this spell to protect the fleets of allied merchants and nations.
The spell calms the oceans in a fleet’s path, ensures favourable winds, and increases each individual ship’s seaworthiness by 25%. While under the protection of this spell, the ships in the fleet will never encounter gale force winds, or be becalmed, and storms will always pass them by.

I have a couple of other spells still under consideration for Belinik, Kriesha, and Moradin, plus some goblin and orog specific ones that may or may not make it in the final version. No plans for realm spells for A… I mean the Cold Rider though :slight_smile: His presence on Aebrynis isn’t strong enough yet. Priests who worship Awnsheghlien (The Serpent etc) cannot cast realm spells.

Not all of the spells I’ve listed above will necessarily make it into the final list. Animal Horde is one that is looking fairly shakey at the moment (so much so, that I’ve stopped working on it for now). It is too similar to Summon Nature’s Army…

Very cool, even better that I first thought :slight_smile: Thank you for posting the info.

I hope the realm spells for the other gods getts accepted as its rather fitting for them to be included in with the others for the realm spells.

Also, maybe some elf only arcane realm spells? just a thought

One final thing, will these be the only realm spells available, or will you include a methodology to follow to create a realm spell? Like requiring gp, exp, the ability to cast the spell ect. Incase people come up with some other ideas for spells.

Nesirie’s blessing - I would instead have the spell affect those vessels that are in port at the time of casting. Otherwise the spell affects all vessels regardless of where they are. IMO realm spells should affect only those holdings/provinces that have some connection at the time of casting, e.g., adjacent provinces, sources/provinces connected via leylines, perhaps guilds connected via trade route (but this one could be considered a stretch).

Hence I guess that target is something that needs to be included. It is either a single province/holding or multiples ones and the number should be limited in some manner (either by caster level or requisite holding level (e.g., source level or temple level).

Realm spells while they are supposed to be more powerful than any normal spell are still limited in their effectivness - the caster is still not a deity, only touched by one.

Another thing, I would not include an automatic knowing of realm spells per level. The original BRCS proposal that made a parrallel to how epic spells worked is still (for learning), IMO, a pretty good basis for learning Realm Spells. Even sorcerers and clerics had to learn epic spells.

If one looks at it, a Realm Spell is on the order of an epic spell but the caster doesn’t have to be epic level in order to learn/cast it. This is a pretty good similarity to keep in mind.

Originally posted by tcharazazel@Apr 26 2004, 07:31 PM
[b] Also, maybe some elf only arcane realm spells? just a thought

One final thing, will these be the only realm spells available, or will you include a methodology to follow to create a realm spell? Like requiring gp, exp, the ability to cast the spell ect. Incase people come up with some other ideas for spells. [/b]

I have a few elf only realm spells I could consider, but I’m unlikely to include them for various reasons.

I’d certainly like to include at least 1 realm spell for each god, including the goblin and non-human gods. Dwarven definitely, the only Goblin realm spell I ever came up with was one to summon an avatar of their god (a gigantic wolf) that I used in one of my pbem games. It didn’t require GB or RP though, just sacrifices.

The only spell I’ll make available only to priest of the Cold Rider and Azrai is Legion of Dead. Wizards can still cast it, but for various reason I don’t think it fits any of the other gods. The other gods do get some cool realm spells, especially Eloele. In general, I’m trying to design the spells to suit each of the god’s ethos. In remains to be seen if I am successful or not…

Oh, and I do plan to include some guidelines for designing new realm spells in the chapter. Haven’t started on that part though.

Here’s another one to discuss.

Avani’s Reason
(Enchantment)

Caster Level: Divine [Avani] 7
Gold: 2 GB
Regency: 3 RP/province level
Duration: 3 months
Required Holding: Temple 4

In the light of Avani’s reason warriors will sheath their swords and the shadow will be driven from the heart and minds of her followers. With this spell clerics of Avani can temporarily bring peace and stability to a single province, preventing any aggressive actions or thoughts for its duration.
A province protected by this spell is unable to be attacked or suffer from any aggressive domain actions such as contest holding, agitate (when used against the regent), and espionage. These actions will all fail when used in a province protected by Avani’s Reason. In addition any diplomacy action seeking a treaty between two nations or individuals will always result in a success if the meeting takes place in the affected province.
Individuals or regents in the province may attempt to escape its effects by making a successful will save each time they attempt an activity motived by aggression.

Nesirie’s blessing - I would instead have the spell affect those vessels that are in port at the time of casting. Otherwise the spell affects all vessels regardless of where they are. IMO realm spells should affect only those holdings/provinces that have some connection at the time of casting, e.g., adjacent provinces, sources/provinces connected via leylines, perhaps guilds connected via trade route (but this one could be considered a stretch).

I has assumed that was what the spell did :slight_smile: Guess I do need to spell it out a little better. The affected vessels to have to be in the same province as the spell when it is cast, although they can more later. I wanted to make it a bit like the spells that affect units, but just for ships.

I agree 100% that realm spells can only affect provinces/holdings/units that have a connection with the holding used to power the spell. It wouldn’t make sense if someone could just fire them off anywhere.

Hence I guess that target is something that needs to be included. It is either a single province/holding or multiples ones and the number should be limited in some manner (either by caster level or requisite holding level (e.g., source level or temple level).

I’ve added this to the bottom of the description…

‘This spell can only affect vessels that are docked in the province where it is cast and the caster may bless a maximum of 1 vessel/level.’

This brings it into line with the Battle Bless and companion spells.

By the way, with the spell descriptions I’m trying to go for 1 paragraph of flavour text, 1-2 of description of effects, then 1-2 or rules info and limitations. I also want to cut back on the size of the info at the start of the description (gold, regency, holding required, etc). Primarily to make it easier to read, but also to move away from linking realm spells to standard spells. I dropped target from the description because there are only 4 different target types for realm spells: provinces, holdings, units, or a regent(s). Normal spells have a miriad of different targets and areas of effect.

[b]Another thing, I would not include an automatic knowing of realm spells per level. The original BRCS proposal that made a parrallel to how epic spells worked is still (for learning), IMO, a pretty good basis for learning Realm Spells. Even sorcerers and clerics had to learn epic spells.

If one looks at it, a Realm Spell is on the order of an epic spell but the caster doesn’t have to be epic level in order to learn/cast it. This is a pretty good similarity to keep in mind.[/b]

Good point. I was primarily looking to place a limit on the number of known realm spells, especially for sorcerers. Another option I’m tossing about is limited sorcerers to just 9 realms spells, but allowing them to learn them automatically (after spending a domain action to master the spell).

Originally posted by Raesene Andu@Apr 26 2004, 05:48 AM
[b] Another option I’m tossing about is limited sorcerers to just 9 realms spells, but allowing them to learn them automatically (after spending a domain action to master the spell).

If instead you require a feat to learn realm spells then it could work, but again it wouldn’t require ‘research’ to learn them. Also need to keep in mind that clerics/druids don’t normally have to ‘learn’ their spells, similar to sorcerers. So, IMO, all character capable of casting realm spells should be handled the same way in this regard in order to not give an unfair advantage to any one (or more) spellcasting classes. [/b]

What does this mean? Learning them automatically after spending a domain action to master them? It seems to me that it is no longer an automatic learning if they have to spend a domain action to master them.

Originally posted by Raesene Andu@Apr 26 2004, 05:48 AM
[b] [quote]Hence I guess that target is something that needs to be included. It is either a single province/holding or multiples ones and the number should be limited in some manner (either by caster level or requisite holding level (e.g., source level or temple level).

I’ve added this to the bottom of the description…

‘This spell can only affect vessels that are docked in the province where it is cast and the caster may bless a maximum of 1 vessel/level.’

This brings it into line with the Battle Bless and companion spells.

By the way, with the spell descriptions I’m trying to go for 1 paragraph of flavour text, 1-2 of description of effects, then 1-2 or rules info and limitations. I also want to cut back on the size of the info at the start of the description (gold, regency, holding required, etc). Primarily to make it easier to read, but also to move away from linking realm spells to standard spells. I dropped target from the description because there are only 4 different target types for realm spells: provinces, holdings, units, or a regent(s). Normal spells have a miriad of different targets and areas of effect.
[/b][/quote]
For this very reason it is a good idea to include target in the front matter of the spell. It makes it easier for the user (i.e., player/DM) to find out what the spell affects quickly and then read the actual description to find out the details. Even epic spells wrok this way so there is really a good idea to keep the format similar regardless of the kind of spell (e.g., normal, epic, realm, etc.)

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:

  1. 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.
  2. 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).
  3. 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

Well, if you are going to base the realm spells on the epic spell formula will it then cost lots of gp and exp to make them?

However, to just research known realm spells it would just take time then, correct?

Also, would you put in a spellcraft check to cast them then? or just forgo that as the time requirements generally make the spellcraft DC rather low anyway, and if they have more people helpin in the rituals than even lower DC to cast.

----- Original Message -----

From: “tcharazazel” <brnetboard@BIRTHRIGHT.NET>

Sent: Monday, April 26, 2004 1:35 PM

> Well, if you are going to base the realm spells on the epic

> spell formula will it then cost lots of gp and exp to make them?

Realm Spells traditionally cost lots of gp (in terms of GB) and RP (which

many exchange for xp in magical costs), so that cost should naturally remain

in its BR format.

Kenneth Gauck

kgauck@mchsi.com

As far as making realm spells similar to epic spells I was only referring to the ‘learning process’, which I though I had made clear when I was refering to not knowing any automatically.

Since they take a domain turn to cast (or most of one anyway) the knowledge checks required to cast epic spells doesn’t readily translate, so the casting should be pretty much automatic once the RP and GB costs are met.

Posting for comment and potential inclusion:

Summon Earth’s Army
i[/i]
Caster Level: Divine [Moradin] 5.
Target: up to 1 unit/4 levels
Duration: 4 weeks + 1 week/level (D)
Saving Throw: None
Spell Resistance: No
Regency Cost: 5 RP/unit.
Material Components: 3 GB/unit worth of expendable ritual components and payment to the summoned creatures.
Special Requirements: Temple (3), Karamhul caster only, Mountain or Hill terrain

By calling upon Moradin, Karamhul Clerics may call forth the power of the Elemental Plane of Earth. This spell summons a mixture of Earth Elementals of Medium and Large sizes, Walking Walls, Stonechildren and Xorn to serve the caster faithfully until either dismissed or the spell duration ends.
Units summoned by this realm spell cannot leave mountainous or hill terrain. A province can muster a maximum number of units equal to the total of the unclaimed source levels and the temple level.

Unit Type: Earth Army
Mv: 1
Melee: +10
Mis: –
Chg: +8
Def: 16
Hits: 4
Morale: +6

heheh, yeah of course, however, that is to Cast the spell not to Make it.

To research a realm spell it currently only requires 1gb per month spent researching and them to make a spellcraft DC + spell level. And I think thats fine as long as they are just Researching a Known spell, and not actually Making a new realm spell.

Making Epic Spell: gp cpst = 9000 gp x ending spellcraft DC with the exp cost = 1/25 of the total cost. So yeah, as the spellcraft DC is gonna be rather low for most of the realm spells there is not much of a need to give them an exp cost, though maybe an RP cost then? heh, just a thought.

Well, in the BCRS technically 1 blood point = 1000 exp, as this really favors those casters with low bloodlines cause its much easier for them to get back up. My DM made the rule that you get when burning 1 bloodpoint 100 exp x the amount of RP you would get for burning 1 bloodpoint. While Officially 1 RP = 10 exp. So, not really spending that much in terms of exp for most spells, as in epic terms it takes 100 exp to count as -1 to Spellcraft DC to cast the spell. Heheh, so as most spells dont require burning 10 RP minimum they would only really be using the increased time factor to lower the DCs of the spells.

And yes I know that Casting the spells are to be similar tho not the same as the epic spell creation and casting process, however, it is an exsisting system that offers a decent starting point to figure out what the costs should be. Heh, instead of just arbitrarily picking so much GB and so much RP to spend for the spell.

As Raesene is planning on offering a methodology to create new spells, I just was curious if he wanted to base the system for making realm spells more on the epic system of spell creation.

btw cool variant just one recomendation, just put the description and the unit description last. In other words, move up the regency cost and material costs with the rest of the bold faced spell info.

Originally posted by tcharazazel@Apr 26 2004, 03:29 PM
[b] Well, in the BCRS technically 1 blood point = 1000 exp, as this really favors those casters with low bloodlines cause its much easier for them to get back up. My DM made the rule that you get when burning 1 bloodpoint 100 exp x the amount of RP you would get for burning 1 bloodpoint. While Officially 1 RP = 10 exp. So, not really spending that much in terms of exp for most spells, as in epic terms it takes 100 exp to count as -1 to Spellcraft DC to cast the spell. Heheh, so as most spells dont require burning 10 RP minimum they would only really be using the increased time factor to lower the DCs of the spells.

And yes I know that Casting the spells are to be similar tho not the same as the epic spell creation and casting process, however, it is an exsisting system that offers a decent starting point to figure out what the costs should be. Heh, instead of just arbitrarily picking so much GB and so much RP to spend for the spell.

As Raesene is planning on offering a methodology to create new spells, I just was curious if he wanted to base the system for making realm spells more on the epic system of spell creation. [/b]

Hmm the 1 RP equals 100 xp was to be removed from the magic chapter. I had commented on that awhile back. In Chap 8, the chapter covering creating magic items is specifies that this should be 1 blood point (not RP) per 1000 xp (and only once per item or spell). This was based on the ability (3-18) based range for blood scores though, so when revised the exp benefit should roughly be halved to 500 xp per blood point of blood score. I had talked about how essentially gaining RP is like collecting interest on something, it doesn’t really ‘cost’ the regent anything personally. Creating magic items is supposed to require some sort of personal sacrifice to make, hence the exp cost.

The cost of Realm Spells was actually based on the 2nd ed costs for them, so it really isn’t all that arbitrary, unless you assume that is was when TSR created the setting originally. The problem with using the epic rules too much is that the spells don’t quite work the same way, for one there are no epic spells that take as long to cast as do realm spells.