A province is about 1000 square miles.
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From: Birthright Roleplaying Game Discussion
[mailto:BIRTHRIGHT-L@ORACLE.WIZARDS.COM] On Behalf Of tcharazazel
Sent: 27. april 2004 00:08
To: BIRTHRIGHT-L@ORACLE.WIZARDS.COM
Subject: Re: Chapter 7 Revision [36#2507]
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tcharazazel wrote:
actually, you can increase the time for epic spells thats where i was
getting the reason for the lower spellcraft DC. every 1 min up to 10 min
= -2 DC. Every 1 day up to 100 days = -2 DC. This is on pages 88-92 in
the Epic book.
So, if you have a spell require 32 days to cast, then it would have a
-20 DC (for the first 10 min) and -64 DC for it requiring 32 days so a
total of -84 DC to the spell craft check. Heheh, if you add in that
others are helping…
The basic formula = 2 x spell slot level - 1. So it starts at for a 1st
level slot -1 DC and it goes to -3 for 2nd level -5 for 3rd level ect.
Lets say 3 other spell casters (doesnt matter if theyre are divine or
arcane) all throw in a 3rd level spell slot (either give up a spell or
use an empty slot). Thats -5 DC per spell caster so a total of -15 to
the spellcraft DC.
Thus far we got -99 DC to the spellcraft check… heheh
So how hard would it be to cast the spell
depends on how powerful
you would want to consider it really. If were considering a realm spell
meant to affect a whole province… thats an area of what? roughly 30-50
square miles? so for ease lets say 40 square miles, or 115135952 ft^2.
The DC to increase a spells radius by 100% is +4. So if we have a spell
with a radius of 40` that would require… woah damn… oh about…
hmm… not so easy to calculate as it grows rather fast… so it
requires increasing the spell radius 22 times to get it to 167772160
ft^2 close enough really. so that means 22 x 4 = +88 to the spell craft
DC. so now were at -11 DC for the spellcraft check.
if we increase teh duration also, so the spell lasts for a month,
instead of 1 min, then that would also increase the DC by +2 DC per 100%
increase so… 46080 min in a 32 day month, and it requires 16 increases
to get the spell to 65536 min so thats 16 x 2 = +32 to the spellcraft
DC. So now were at a 22 DC spellcraft check.
If this spell is in the specialist school then tey would get a -5 to
the DC so they would have a DC of 17. Heheh now that doesnt seem so
tough.
It would also give the spell creation a cost of 9000 gp x 17 DC =
153000 gp and an exp cost of 6120.
This is just a basic example. the caster could always increase the
casting time or the number of people helpin to cast the spell to further
lower the DC, however, it should always have a Base cost probably just
left at DC 10 so it would cost 9000 gp x 10 = 90000 gp and an exp cost
of 3600 exp no matter how low they put the spell craft DC. Heheh,
however, this would only be for creating an unknown realm spell.
For researching a known realm spell, keepin the exsisting system seems
fine with me.
Finally, I noticed that the system is based on the 2ndE version… well
thats good to know however, lots of things hav changed in the conversion
of magic to the 3/3.5E.
So wouldnt it make sense to “update” the way the spell costs
were determined also? Heh, were not talkin exact science here, just
approximations of course, as we all have lives to lead 
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