Unfortunately there appears to be no easy way to come up with a system to divine the method used to set GB and RP costs in 2nd edition, most likely because there is not system, each spell has been individually balanced.
So creating a system that fits all the old realm spells and explains how to work out their GB and RP costs is impossible as far as I can tell. That leaves you with a choice.
- Either drop the idea of providing guidelines for designing new realm spells.
- Provide very vague guidelines and suggest DM sets GB and RP cost.
- Provide a detailed set of guidelines that are to be used just for designing new spells and ignore the irregularities in the old spells.
- Provide a detailed set of guidelines and rebalance the old spells to suit.
The system I posted can give you some very rough guidelines, but is by no mean a good system, just a rough example of something that can be done. It is very difficult to put across what is a very complex way of choosing how a realm spell act in just a few simple rules.
Here’s an example spell I’ve designed using a slighly modified version of the design rules I posted.
Cure Plague
(Conjuration)
Spell Level: Divine 6
Gold: 2 GB
Regency: 4 RP/province
Target: up to 1 province/3 levels
Duration: Instantaneous
Required Holding: Temple 1
The ability of clerics to heal the sick is widely known, but this spell goes further. With his god’s assistance, the cleric can cure an entire province of a particular plague or disease. The spell cures all common diseases and infections affecting people living within the province. It also puts a halt the spread of magical diseases, including those caused by realm magic, such as death plague, although it does not cure those already infected. This spell can only be cast in a province where the cleric has a temple.
Now I began with the Heal spell, which is level 6, so 4 GB & 4 RP to cast. It is going to effect an entire province, but its effect’s are targets on individuals (in this case plague victims). So those to modifers cancel each other out, so it remains 4 GB & 4 RP to cast. It can effect mutiple provinces, so the cost becomes 2 GB & 2 RP/province. However, I want the spell to have a single GB cost, so using the modified design rules that now becomes 2 GB + (4 RP/province).
Looking at another example, a realm spell called Dominate Province. It is based on the Dominate Monster spell, so it is level 9, or 10 GB and 10 RP to start with. It can effect only 1 province, so that becomes 5 GB, 5 RP. It last for 3 months, so that then becomes 7.5 GB & RP. I want to reduce the GB cost, so that becomes 3.75 GB + 15 RP. It requires a cost per level of province, so that becomes 3.75 GB + 7.5 RP. Rounding up, that then becomes 4 GB + 8 RP/level of province for a spell that allows you to completely dominate a province. If I wanted just a single GB cost, then it would become 4 GB + (16 RP / level of province)
Are these examples balanced? Looking at my original spell note for these two, the costs come out similar. The Cure Plague one is cheaper than the original, the Dominate province one is more expensive, but both are close. In both cases, I went back to the original spell and worked up from there, ending up with results similar to what I had just decided on when originally designing the spells.
Anyway, here is the modified version of the design system, try a few examples and let me know how it turns out. If you think it is worth exploring further, then I shall, otherwise I’ll drop the whole idea and go back to balancing each spell individually.
Creating Realm Spells
Level:
As normal spell
Gold/Regency:
Level 1-2: 1
Level 3-4: 2
Level 5-6: 4
Level 7-8: 8
Level 9: 10
Target Modifiers
Multiple targets: x0.5
Entire Province: x0.5
Holding/Structure: x1.0
Unit: x1.5
Ley Line: x1.5
Individual: x2.0
Target is willing: x0.5
Target is enemy: x2.0
Duration/Effect Modifiers
Instantaneous: x0.5
Less than 1 month: x1.0
1-3 months: x1.5
Longer than 3 months: x2.0
Longer than 6 months: x3.0
Gold Cost Modifiers
Material component < 500 gp x1.0
Material component 500-2000 gp x1.5
Material component > 2000gp x2.0
Reduce Spells Level by 1 x2.0
Regency Cost Modifiers
Reduce Spell’s Level by 1 x2.0
Per level (province/holding): x0.5
Multiple targets, single GB cost* x2.0
Reduce GB cost by 0.5 x2.0
- When designing a spell that affects multiple targets, you may choose to have a single base GB cost, but increase the RP cost/target.