Limited Teleportation rules are ok and they reflect the nature of Birthright setting very well, but what about other effects on magic? I have some ideas which I’ve used in the past:
Summoning
Since 3rd edition D&D, Summon Monster spells summon Celestial or Fiendish monsters from the Outer Planes. There are also other spells that summon true Celestials or Fiends and also spells that summon Elementals or other elemental creatures from the Inner Planes. Shouldn’t these be limited as well? I’ve used the following rules in my 3rd edition games:
- The more frequent type of Summon Monster spells is available to users of Aqwnmebhaighl (Shadow Magic). It summons Shadow creatures instead of Celestial or Fiendish. Such spells are inherently evil. Other summoning spells like Gate and Planar Ally have no Shadow version.
- Normal summoning spells existed before the Spirit World became Shadow World but they are very difficult to discover because they have become obsolete. If a character should find and learn such a spell, he/she would be able to cast it, but with random effects determined by a d100 roll. The effects would be roughly 70% to completely fail, 20% to summon a Shadow version of the creature hostile to all, 10% to summon a more powerful Shadow creature of any kind hostile to all, 10% chance to succeed normally. Developing a normal summoning spell from scratch should be even more risky because it involves a lot of experimenting.
- Stray Outsiders and intentional planar travellers should be very rare since they would have to find their way through the Shadow World first. Outsiders should be an extremely rare sighting on Aebrynis. Any innate summoning abilities they might have should be subject to the same randomness as summoning spells.
- Druids should be an exception to this. Since they specialize in summoning spells, they should be allowed to summon normal animals although 3rd edition D&D doesn’t like this kind of summoning a lot.
- Shapechanging into Outsider creatures should work as normal. This is important for powerful Druids. Arcane shapechanging into Outsiders should be rare as few people on Aebrynis know what Outsiders are.
Divination
Spells that allow contact with deities or other extraplanar entities should be as risky as summoning an Outsider. A Cleric’s call for advice by his god could be intercepted by a Shadow World entity and false information sent back. This very well explains why Anuirean clerics haven’t cast powerful Divination spells and asked Haelyn who should be the next Emperor.
Cleric alignment limits
With Aebrynis wrapped in the Shadow World, how difficult is it for deities to sense the alignment of their followers? I would allow Clerics to stray from their deity’s alignment to any degree. Of course, churches would cast Detect Alignment and Know Alignment when recruiting new clerics and promoting the existing ones, but this makes it possible to have corrupt religious leaders or attempts of infiltration with spells or items that hide or fake the alignment. I think it would allow for more intrigue and corruption in chruches, something I think Birthright sorely misses because of D&D rules.
Divine Low Magic
Clerics were always more numerous than Arcane spellcasters. This is supposed to be one of the reasons why humans were able to take almost the whole Cerilia from Elves. But isn’t this a good chance to abuse the rules? I can easily imagine a group of clerics casting mid-level spells on the battlefield as a formidable force. To counter this, I’d limit the unblooded Clerics and Druids to level 3 spells, as if their deity were dead, because their prayers are unable to fully reach their deities through the Shadow World. The Blooded Divine spellcasters do not have this problem because they have divine blood in their veins.