Realm Spell Saving Throws

I’m not sure I understand the saving throws for some Realm spells.

Having been recently “desourced” by an upstart province ruler that increased his population, I’ve decided I want revenge. The spell Death Plague seems like the ticket, but I’m not sure what the Saving Throw and Spell Resistance lines mean.

The description of the spell says that the province will lose one level, but it also allows spell resistance and saving throws. Is this just for specific individuals within the province, or everyone? If it’s everyone - and you figure out the percentage of the population that will make the save - what percentage must die in order for the province level to drop?

Unless otherwise stated in the spell, the saving throws and SR apply only to “individuals”.

In the case of Death Plague the saving throw/SR would apply if the DM wanted to determine if an individual was affected, someone like say the province ruler. Normally you wouldn’t go into that much detail but it could be done. And if this kind of detail was being done then the saving throw would also come into play.

The province, as a whole is affected by the spell so essentially no saving throw to determine if the province polulation (as whole) is affected. Now it is possible to research (i.e, create) Realm Spells that provide SR and the like - in which cast those numbers would need to be used.

Since this spell requires a Source 5 - it should be really powerful - there aren’t all that many level 5 source holdings available in Cerilia, except for elven lands and since the spell is necromantic elves aren’t going to be casting it in the first place.

Saving throws and Spell resistance

If the spell affects individuals, spell resistance and/or a saving throw may apply. Spell resistance applies normally except that the spell resistance check is not rolled. Over the intensive and lasting period of a realm spell effect, the caster gets an average result. The spell resistance check is made as if the regent spell caster had rolled a “10” on the check. Thus, spell resistance succeeds only for creatures having SR greater than 10 + caster level.
Realm spells that allow saving throws have a DC 10 + realm spell level + the caster’s spell-casting attribute. Spells that affect military units may receive unit saving throws (refer to Chapter Six: Warfare).

Death Plague

Necromancy
Level: Sor/Wiz 3
Target: up to 1 province/2 levels
Duration: Instantaneous, one province per month (see text) (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
Special Requirements: Source (5)
You create a magical pestilence of epidemic proportions. Residents of affected provinces are exposed to Slimy Doom (see the Dungeon Master’s Guide: Diseases). Any province affected by the death plague suffers massive population loss and loses one province level.
The death plague affects one province in the month in which it is cast. In each following month, the plague moves to an adjacent province as directed by the caster. For every two levels of experience past the minimum caster level (5th level for wizards), you affect an additional adjacent province. For the purposes of resolving timing conflicts, the effects of the death plague are instantaneous. Dispelling a death plague after it has taken its toll in a province will not bring the dead back to life, but it will prevent the plague from spreading further.
Death plague dispels and counters bless land.
Regency Cost: The Regency Cost is equal to the sum of the total levels of all provinces affected. Thus, a 7th level wizard casting the spell starting in a province (4) and spreading to a province (3) must pay 7 RP.
Material Components: 2 GB worth of expendable ritual components.

What have elves got against Necromancy? Did I miss something again? Is it just death magic they’re against? Are all elves supposed to be good guys? Heck, I was planning on using Legion of Dead pretty frequently as well - doesn’t seem much point to being an elf if you’re not allowed to cast the cool spells.

Granted this is not a particularly nice thing to do, but my character (who is an elf) did warn the guy that this sort of thing would happen. Frankly, I think I’m letting him off lightly by restricting myself to the province in question - but then, I’m a merciful sort of person. :slight_smile:

It’s not about playing the good guys or not; it just so happens that Necromancy and Conjuration (Summoning) spells, the ones the Sidhelien are against the use of, are “powered” by the Shadow World, and they find this so perverse, what with their connection to Aebrynis, that they believe it to be unacceptable to use those kinds of spells; Sidhelien who use such spells generally become outcasts, but they may as well get hunted if they go overboard in the application of such magic.

Read Chapter 3 in more detail.

Elves
The first to have embraced magic, the elves remember a time when they alone understood the secrets of mebhaighl. Magic is as familiar and non-threatening to them as windmills and waterwheels are to humans. While all Sidhelien have within them the potential to wield true magic, only a few experience a calling to become a mage. Thus, while magic is familiar to the Sidhelien, even among them it is not commonplace. Sidhelien mages hold positions of respect and influence in their communities equal to that afforded any well-trained and learned teacher, leader, or artist. Elven spells are sung, not chanted, and the beauty of their spells has been known to bring listeners to tears.
Elves favor the schools of enchantment and illusion as these magics cause the least disruption to the natural flow of mebhaighl. Elves are particularly fond of spells that bring them closer to nature. Sidhelien spellcasters favor spells that allow them to vanquish foes or accomplish a feat without risking any damage to nature.
Elves disfavor the schools of evocation and conjuration, particularly distaining spells that create an overt force of mebhaighl into the environment. This disfavor does not extend to transmutations spells, which are considered to be a bending – not a breaking – of natural laws.
Elves shun the school of necromancy absolutely. An elf who even dabbles in death magics faces the censure of his peers and risks ostracism from the community. Elves practice great caution when casting spells that could harm nature. Elves have been known to hunt down spellcasters, including other elves, who have ruined nature with their carelessness.

Ceilian elves have a strong tie to nature and the natural order of things. This tie can be seen as part of the reason that they can exceed the rules for polulation and source levels of provinces. Necromancy and conjuration are seen as things that “force” nature into unatural ways.

Evocation - is well dangerous to the environement (fireball in the forest anyone?)

I stand corrected. :o

This is an absolutely crippling limitation on elves. It means, amongst other things, that their only source of healing (rangers) face being outcast if they cast Cure Light Wounds. Many of the more powerful spells are necromantic or conjuration spells; denying access to these limits elven wizards to essentially casting variants on Fireball at high levels.

Fortunately it’s only in the roleplaying notes rather than the mechanical restrictions - so I can (and will) ignore it. :slight_smile:

Sorry if I sound harsh but did you realise you are contradicting almost everything irdeggman mentioned? Healing spells are, as it seems, not of the necromantic school, and the things that are disdainful to the sidhelien are not set in stone apart from Necromancy; in fact, Evocation and Conjuration is OK unless you go into grossly “perversing” ground, like Summoning spells and the use of destructive magic in areas of natural growth. So, in fact, it’s more likely that elves don’t cast YAF (Yet Another Fireball).

(And, yes, source material actually says that the elves LACKED healing in general.)

Conjuration (Healing). Conjuration and Evocation are also singled out as being something that elves avoid.

in fact, Evocation and Conjuration is OK unless you go into grossly “perversing” ground, like Summoning spells and the use of destructive magic in areas of natural growth. So, in fact, it’s more likely that elves don’t cast YAF (Yet Another Fireball).

Chapter 3 does not say that one type of conjuration is OK and another is not. And not all necromancy involves death magic either; Blindness/Deafness is a relatively common spells for a low level sorcerer to use, whilst Ray of Enfeeblement hardly associates you with evil forest destroying cultists.

Has anyone considered the effects of such a suggestion (I avoid the word “rule” because it doesn’t seem to have that status) upon game balance? You end up with sorcerers that cannot cast Magic Missile, you’re denied access to the Wall series of spells, you can’t use any form of teleportation or planar travel, you’re unable to make sure someone stays dead (via Soul Bind - arguably a case whereby using Necromancy supports the natural order)… whilst such nature-violating spells as Awaken, Giant Vermin, Plant Growth, and so forth are all fine (and available to elven wizards or sorcerers, according to a sanctioned variant). In addition, that same sanctioned variant seems to contradict this idea, as it adds Tree Strike and Shambler as elven spells (both of which are Conjuration - one even summons creatures).

I suppose you could argue that this encourages players to be more creative, but that sort of thing is better achieved with a carrot than a stick. Without a good selection of alternative spells for elven wizards or sorcerers to use instead of traditional staples (does anyone seriously dispute that Magic Missile and Fireball fall into this category?), this is arguably just an arbitrary removal of three of the four most powerful schools of magic from the world’s primary arcane masters (Transmutation is the only school that rivals these three). Enchantment spells are largely ineffective at high levels; Transmutation spells suffer from very poor mechanics at mid-high levels (I refer primarily to the Polymorph series of spells which are, in essence, just broken - only Rich Burlew seems to have playable variants); Abjuration, Divination, and Illusion spells lack offensive punch (in the latter case: unless they mimic evocation or conjuration spells, but that is presumably even more horrible).

I can see why nature lovers might be against undead - that’s not exactly a new idea - but given that the core nature loving class in the game has a broad selection of evocation and conjuration spells, it seems silly that these fall under any sort of restriction (if druids don’t think that summoning things is bad, why do elves?) If it’s a Shadow World thing, then why don’t they have a problem with illusion spells?

It just seems to me that such a restriction would make sorcerers largely unplayable (at least in their traditional role, and if you abandon that traditional role then you have difficulty justifying a sorcerer over a wizard), and wizards seriously underpowered. The effect of such restrictions would logically be that elves would develop spells that fulfilled the same sort of role but based on largely transmutation instead; in general, anything that encourages the process of creating spells that are the same as other spells with only the school changed should be avoided (as it makes a mockery of specialising, for example).

One could quite reasonably argue that arcane magic is, in general, a violation of the natural order - but elves don’t seem to reason that way. Surely it makes more sense to treat magic as “neutral”, and how you use that magic to be the important factor. Thus, someone using Burning Hands to burn down a forest is a bad elf; someone using Fireball in a clearing to wipe out some goblins that were intent on despoiling the area would be a good elf. Surely if some animals have to die in the service of protecting the forest, it is better if those animals are extraplanar rather than native to the forest (especially since the former - if summoned rather than called - do not actually die at all)? And since spells like Wail of the Banshee or Circle of Death kill “irrevocably” (preventing raise dead), without harming anyone other than the targets (no collateral damage), you’d think that elven necromancers would not necessarily be shunned either (at least as long as they avoid creating undead or blighting nature - both of which are, admittedly, also possibilities opened up by the necromantic school).

From the perspective of being nature defenders, I think it should be down to how you use the spells rather than what school they’re from. From the perspective of shunning the Shadow World, illusions make more sense to restrict than evocations. But I would simply suggest a different approach entirely: just say that elves don’t like cast spells that are strongly aligned (so no Law, Chaos, Good, or Evil spells). That cuts out the Summon Monster series (I would recommend replacing them with Summon Nature’s Ally), virtually all the offensive necromancy spells, and so forth. If you like, you could add Death spells to the list of shunned spells (that cuts out Circle of Death and Wail of the Banshee; I don’t consider those spells to be any more unnatural than Baleful Polymorph, but YMMV). And the obvious mechanic would be to just say that the elven penalty to social interactions applies to elves that break these restrictions.

It seems more logical to me, at any rate.

edit: Fixed Rich Burlew’s name; anyone interested in his Polymorph stuff as well as the Order of the Stick is encouraged to check out http://giantitp.com

gazza666,

It appears that you have extremely limited knowledge of the setting itself. This can happen for those who are “new” to the game and only started playing when the BRCS popped onto the radar. I am not talking about rules that you may “drop into” another setting but the actual Birthright setting itself.

These restrictions are a core philosophy of the game and were written by the setting creators and “approved” by its creator Rich Baker. They are also “reflected” in the novels and the compuer game, IIRC, also follows these conventions.

Elves have no dieties and can’t cast cleric (and druid, which is specifically a subset for the setting as all druidic abilities are granted by Erik and not via nature itself) nor can they be paladins. These were from the 2nd ed material.

Only in 3.0 did the concept of arcane cure spells get introduced by TSR/WotC approved sources (it was not uncommon for people to try to house rule that wizards could research wizard versions of cure spells but they weren’t in any approved company source).

Read the Intro section in the BRCS to get the overall (simple and abreviated version) of the history of Cerilia.

Check the “rules” under Clerics and Druids in the sanctioned Chapt 1.

Also read the text more clearly on disfavored and shunned. Disfavored doesn’t mean the spell is not allowed or around, only that it is uncommon and difficult to come by. Shunned is the one that you are almost never going to find. Although a case could be made for some necromantic spells being found in elven society, the entire concept places those that would cast them walking a thin line between those that involve death and those that don’t.

Magic and society

It is said among some that mages differ by the spells that they study, the methods that they use to invoke their lore, the goals that that set for themselves, and the company that they keep. Surpassing their many differences, however, Cerilia’s wizards all share a common bond; they thirst for knowledge of the arcane, and they embrace magecraft with their hearts and minds. But above all, mages define themselves by where they come from – who they are and what land they call home. Specialist wizards of each race usually practice in the schools favored by their culture; generalists select the majority of their spells from these schools. Some schools of magic are in disfavor for a particular region and thus training in spells of disfavored schools is difficult to come by. Mages practicing the magic of shunned schools are often themselves shunned by other mages and ostracized by their people.
Acceptance of magic and those who practice it varies widely from culture to culture. Except for the elves, who view magic as a natural part of daily life, most races believe sorcery to be an essentially unnatural activity. Because most commoners regard spellcasters with suspicion, human sorcerers tend to keep either their abilities or themselves out of the public eye. Even “court wizards” seldom perform any but the most minor magics (illusions and divinations) at court.

Elves favor the schools of enchantment and illusion as these magics cause the least disruption to the natural flow of mebhaighl. Elves are particularly fond of spells that bring them closer to nature. Sidhelien spellcasters favor spells that allow them to vanquish foes or accomplish a feat without risking any damage to nature.
Elves disfavor the schools of evocation and conjuration, particularly distaining spells that create an overt force of mebhaighl into the environment. This disfavor does not extend to transmutations spells, which are considered to be a bending – not a breaking – of natural laws.
Elves shun the school of necromancy absolutely. An elf who even dabbles in death magics faces the censure of his peers and risks ostracism from the community. Elves practice great caution when casting spells that could harm nature. Elves have been known to hunt down spellcasters, including other elves, who have ruined nature with their carelessness.

That part about the Shadow World was an error of mine; in fact, I realise I got the whole matter mixed up with the whole idea behind the Shadow World.

In any case, on our topic: the Sidhelien, just like irdeggman said, dislike the use of Conjuration, since it pretty much drops things out of nowhere (whereas Illusion creates an unreal presence and Transmutation only changes what already is there, and commonly for a miniscule amount of time, unless you actually want to harm it, so it is more like bending than breaking nature, and in a minimal way due to its miniscule, I repeat, time frame compared to elven perspective), and Evocation, but it actually forces things out of thin air, on one hand, and, on the other hand, because it can be extremely destructive. I don’t believe that any elf on Cerilia would ever object to the use of Magic Missile: it affects only d20-perspective-creatures (i.e. no normal trees), does so in an explicit manner, and is quite subtle (it pretty much flungs one or more bolts of pure force in the way of physics instead of a piercing missile).

Necromancy… The wording “death magics” is a bit arguable, I’ll give you that. However, Necromancy, as presented in D&D, IS the ability to tamper with what energizes life and death and nothing more.

(sigh)

It’s not that I object to what I term “setting fluff”, as such. I feel quite free to ignore that.

However, this is a genuine case where these setting elements are harmful to game balance. Elves are already being disadvantaged in many ways within the setting of Birthright: they can’t have temples, can’t be clerics or druids, and suffer a net penalty to social interactions with just about every other civilised race. The only thing that they are good at to balance all of this is arcane magic - and according to this, they pretty much suck at that, as well. (Yes, I’m exaggerating slightly, but only to a point).

I hear all the “but that’s the way the setting is!” arguments. That’s all well and good, but fundamentally, if something in the setting makes the game less fun, it is definitely worth considering changing it. The only benefit - and I use that term rather liberally - to arbitrarily closing off an entire school of magic and limiting two others in what seem to be ill-defined ways is to give the elven attitude to magic “character”. But the overall effect of this change would be to discourage some players from playing elven wizards at all, to start several at-the-table “discussions” about whether Conjuration Spell X or Evocation Spell Y was in line with the (badly defined, it seems) elven “philosophy” towards magic (consuming valuable game time at the very least).

I’m just not convinced that it’s at all worth the cost - the benefit is really one to appreciated only aesthetically. And it doesn’t make a heck of a lot of logical sense either, as I argued previously: the core nature-defending class in the game has numerous summoning spells (and even a class feature linked to spontaneously casting them), several powerful evocation spells, and even necromantic death magic (aka Finger of Death). Clearly druids don’t have a problem with these spells, and I’m going to go out on a limb and suggest that druids know nature at least as well as elves do.

OK, so maybe it’s just arcane versions of these spells that are a problem? That doesn’t entirely work either, since the sanctioned variant essentially adds in many druid spells to the arcane spell lists of elves - including the dreaded conjuration/summoning spell type (Shambler).

I have no problem with the idea that elves revere nature and don’t like doing nasty things to it (though of course there’s absolutely nothing about that idea that is remotely original; cf Tolkien). I even accept that you could - if you were determined - make a reasonable argument that the vast majority of necromancy spells were (to some extent) against this philosophy. But there’s nothing natural about any type of magic - by definition - and it certainly seems that a more reasonable attitude (given that elves clearly accept the use of magic) would be to judge it by the results, not the school it happened to belong to. There are transmutation spells that are certainly usable in ways that violate the idea of nature (and some of them - Stone to Flesh, Polymorph Any Object, Awaken - are permanent or even instantaneous in duration). There are necromancy spells that don’t - assuming that druids don’t immediately lose all spellcasting ability if they dare cast Finger of Death.

Is game balance such an anti-setting idea that it is OK to arbitrarily break it for purposes of “flavour”?

It’s only fair that if you take something away, you give something back. True, there are several druid spells added to the list of elven wizards or sorcerers, but this is an optional variant rather than a core assumption, and in any case it would appear that some of these spells violate the chapter 3 guidelines on “spells that elves don’t cast”, to say nothing of the fact that they don’t really fill the role of the spells that are being removed. Transport via Plants is of only theoretical interest to a class with Teleport on the spell list (I assume that all Conjuration/Teleportation effects have the same Shadow World inaccuracy); this is not to say that all of these spells suck (Entangle is a solid spell, Barkskin allows elven wizards to make Amulets of Natural Armour; there are other goodies there) but that they hardly make up for losing what chapter 3 implies elves should lose.

I have only respect for those who crafted the setting and those responsible for its conversion to 3rd edition; it is clearly a work of love and it shows. But that doesn’t mean that I must be blinded to what seem - to me - to be fairly nasty mechanical flaws. Nobody has yet addressed the mechanical implication of this - the responses have been of the “read this chapter” or “that’s the way it is in this setting” type. I’m not disputing any of that - it’s not relevant to the argument I’m making here.

My argument is purely mechanical, and it is this: following this suggestion imposes a crippling limitation on elven sorcerers and a serious limitation on elven wizards [because sorcerers lose a lot of low level utility evocation spells, and both sorcerers and wizards have their spell list reduced by about 20-40% with no compensation]; in addition, exactly what is supposed to be restricted is poorly defined [chapter 3 implies it is all conjuration and evocation spells; there seems to be some dispute that only flashy evocation and summoning conjuration spells are restricted despite the sanctioned variant whereby Shambler is added to the spell list - which is it?]; finally, the reasons for these restrictions do not seem to serve their intended goal [if the goal is “don’t bugger up nature”, then I submit this is at best only poorly correlated with the school of magic being used]. The way it was in 2nd edition, or the way that the original designer wrote about it, is not relevant; to the extent that these are important (and they are, I do not dispute that), they should still be flexible enough to avoid penalty.

I realise that arguments about rules divorced from setting offend some people as being “rules-lawyery” and “roll-playing”. Certainly one can always change whatever they wish in their own campaign (I strongly suspect that my DM will concur that these restrictions are not in effect). But that doesn’t mean that rules are worthless, or that the careful balance that 3rd edition was supposed to create should be violated in what seems an entirely unnecessary manner.

If these sorts of restrictions have to stay, what about making it a little more explicit? At present the elves look sort of stupid for all this avoidance of certain schools of magic because there is no mechanical effect to blasting half your enemies with fireball, casting Wail of the Banshee at the others all the while being served grapes by your Lesser Planar Bound servants. The Dark Sun rules for defiling would seem to be a fit here - have necromancy, evocation, and conjuration spells actually damage nature (not necessarily to Athasian extents, but it’s a decent start). That way the argument about game balance fades, as human wizards suffer to an extent as well (even if they don’t particularly care about nature, farmers won’t like their crops to fail because an archmage decided to throw a Finger of Death nearby). I’m not sure that this sort of thing is entirely appropriate for Cerilia - magic doesn’t seem to be as unnatural - but if nothing like this happens (ie there is no visible effect on the natural environment - which appears to currently be the case) then it’s at worst purely a philosophical ideal. And elves, with their love of freedom, would surely allow for philosophical differences, would they not?

Hi,

long time since I last posted here. I don´t know how is the 3rd Edition BRCS worded, but saying that the elves loose schools for nothing is far from right (I´m talking in a second edition viewpoint, maybe I´m mistaken. This is how things were in 2nd edition, if unblooded humans can be wizards and sorcerers in 3e, instead of only Magicians, do not read this post ;))

Elves are the only ones able to cast arcane magic. Other races only can if they are blooded beings. Being elf is much more usual than being a blooded wizard or sorcerer. So even with evocation/conjuration/necromancy elves have a very big advantage over most beings in the world.

Of course they lose some nice spells, but well, not anything a player that know his stuff can´t live without. If your mages are the arcane-artillery types (magic missile, fireball, and all other mass evocation spells), they´ll be a little lost, but that´s the problem of the player, not of the setting.

Compared to not be able to cast any spell, not being able to cast those 3 lists is not a problem at all.

Greetings,

Vicente

Birthright was designed as a rare-magic world. This isn’t Faerun where magic is so common every other person can cast spells.

The rules and setting are designed and balanced with this in mind. Elves don’t get priestly magic, but they’re the only race that can cast true magic (without being blooded). Even with restrictions on the schools of conjuration and necromancy, a wizard has much more magic potential than a magician.

You’ve stated before that you just want to take the rules and ignore the setting, at least the parts you dislike. But the two are one in the same. You can’t expect that you can just pick and choose your pieces and not have repurcussions.

-Fizz

Birthright is the setting.

The rules (BRCS or 2nd ed rules) are means of capturing the setting.

They don’t work the other way around.

If you are talking about how the “rules” themselves don’t balance then it is most likely because the complete setting is not being used.

If you are asking specific question on the rules expect answers that are geared from the setting aspect.

If you don’t understand or like the setting then of course a good hunk of the “rules” will not work in your vision of how to run the game.

I don’t see how the two can be put together though - sorry.

The rules of the BRCS were intimately tied to the setting and were designed to reflect it, in fact that was one of the core philosphies of putting together the BRCS. Check the pinned thread above for links to the threads talking about that.

Now if you want to ask how can I incorporate XXX (part of the rules) into my game when I don’t want to use (YYY) part of the rules? Then that puts things into a different persepective and belongs in the other thread (Royal Library).

Well, anyone can do whatever he wants at his table, but I always find important to point out any and all differentiation from the norm, especially to players; I still feel cheated for having to roll Climb checks after having my character search around for live spiders and bitumen, the material components of Spider Climb, or suddenly being told that mithral in another campaign had the ability to draw on magic when found in large quantities, thus rendering all magical items to inactive magical items… Limitations are fine as long as the player is aware of them to some extent!

Thus, in Birthright, those with a connection to the land (dragons, elves and half-elves) can draw on the mebhaighal without having to have the power of the gods flowing through them; however, the Sidhelien disdain (that is, they prefer not to have anything to do with) heavy-handed Evocation and Conjuration spells, whereas they generally abhor the use of Necromancy. In that regard, it is important to check up on the way most of these spells operate.

Note, for example, that there generally are NO planar-travel spells in Birthright, unless you want to tamper with the Shadow World, which is exactly the nature of this plane’s transitional plane (in fact, Aebrynis lacks both an Ethereal and a Shadow plane, both touching on the metaphorical borders of the Shadow World in terms of thematics, but none is an extention to the rest; in fact, the cosmological placement of the Prime Material plane of Aebrynis is set apart from most of the rest of the multiverse, quite an enigma not unlike Ravenloft, while still allowing intratravel with the Inner and Outer planes; finally, even the Astral plane is a bit at odds with Aebrynis).

Likewise, Necromancy generally does not suit, for the most part, the way elves think. Note that this is generally adjudicated, meaning that most elves may consider the outcome quite as important as the use of the magic involved and speak none of it. However, some uses of necromancy are at such great odds with Sidhelien society (like Implosion, had it been available to them, what with no clerics at large) that their use is viewed with the utmost contempt. Vampiric Touch and Wail of the Banshee also probably are good examples, mainly because they grants their user some of the most dreaded powers of some of the most dreaded of all undead on Aebrynis.

(Has anyone else not been able to access the site for the last couple of days?)

OK, to summarise the responses - let me know if this isn’t a fair summary; I’m not trying to portray a caricature here - the issue of game balance is considered secondary to the requirements of the setting; thus, since the setting demands that elves have these restrictions, they have them.

The one response that does not seem to fit here is Vicente’s observation that non-elves cannot become wizards or sorcerers unless they are regents. That’s a completely fair point, worth further examination. If we’re talking about the type of campaign I’m playing in (and have run in the past), the PCs are all regents, so this restriction does not exist. If we’re talking about a more traditional adventuring party, assuming that one can have elves in a party that does not contain only elves - which is possibly unusual in and of itself, but probably not substantially more so than a party that has a half orc member in a more traditional D&D setting - then the restriction is a blanket one on effectively all wizards and sorcerers except outcast elves - perhaps, like the type of elf that would join a party of humans…

In other words, if the game is about scions, then there are no race restrictions on wizards or sorcerers. If the game is not about scions, then we’re probably looking at an outcast anyway.

But let’s abandon this line of thought for a moment.

In a previous thread, I brought up the idea that racial alignments are mechanically unsound in 3rd edition. This was not an idea that faced exactly universal approval; let us assume for the moment that no elf ever performs a lawful act - that as a race they are psychologically incapable of acting in such a fashion (whether by choice or by restriction is immaterial).

This means that approximately 50% of elves are chaotic. Chaotic is defined as revering personal freedom; to quote Star Trek 3, “The needs of the one outweigh the needs of the many”.

So who exactly is banding together and persecuting those of their brethren that choose to dabble in necromancy, evocation, and conjuration spells? The sort of oppressive regime that hunts down outcasts is very much a lawful idea - lawful evil, to be specific. Granted individual elves may just decide that they don’t like such practices, but the term “outcast” implies that it is society as a whole that punishes them.

The way I see it, if elves value freedom so much, then they shouldn’t be so proscriptive of what their wizards are allowed to do. If elves do impose such restrictions, then they clearly have lawful intentions at least some of the time.

In the end, I’m really just trying to point out that I think this restriction on elves is unbalanced and unnecessary. From a setting perspective, if elves don’t like hurting nature, then that should be the restriction: don’t cast any spells that hurt nature, regardless of the school. If it’s because the mere act of casting certain types of spells hurts nature, then exactly how does this happen? Do trees get destroyed? Does the barrier of the Shadow World become thinner, letting possibly hostile beings into the world? Does it damage the source potential?

If Magic Missile is allowed, is Fireball? If Shambler is allowed, is Summon Monster N?

I’m sure that many of you “just know” the answers to these questions - but I really don’t. And for all the obvious uninterest in the setting that I have, consider that novices that download the PDF have nothing more than that to base their decisions upon. Whether or not I agree with the restrictions - it’s pretty clear where I stand on that, I suspect :wink: - they lack sufficient clarity. I still have absolutely no idea what evocation spells or conjuration spells are allowed. Assuming I wanted to run a “setting compatible” game of Birthright, what do I tell the player who wants to play an elven sorcerer or wizard?

I’m not expecting an exhaustive list of all spells that are banned or acceptable - but a general idea and some examples would be nice.

I don’t think anyone said elves hunt necromancers down'. They're just ostracized. An elf can go practice necromancy- he just won't be allowed to do it in an elven forest. And not because the government says so’, but because individual elves will oppose it.

Elves are creatures of nature. Heck, in 3E terms they could quite easily have the monster type of Fey. They more than revere nature, they essentially are a part of nature.

The way I see it, if elves value freedom so much, then they shouldn’t be so proscriptive of what their wizards are allowed to do. If elves do impose such restrictions, then they clearly have lawful intentions at least some of the time.

By that logic, the elves never would have gone to war with the humans thousands of years ago. Even with the humans destroying the forests, the elves would not have gone to war, because stopping the humans would be `imposing a restriction’.

By this logic, no chaotic being can ever interfere with any other being ever.

From a setting perspective, if elves don’t like hurting nature, then that should be the restriction: don’t cast any spells that hurt nature, regardless of the school.

Well, that’s true. Most elves won’t cast any spell that hurts nature. But some schools are more damaging to either nature or their own nature for various reasons.

I’m not expecting an exhaustive list of all spells that are banned or acceptable - but a general idea and some examples would be nice.

There’s no one `elven spell list’. But if you keep in mind their chaotic nature (belief in free will) and that they’re linked to the natural world, you can get a good idea of what types of spells would be appropriate. Hopefully the summary below will help.

Being creatures of nature, necromancy spells are totally repugnant to elves. It’s a complete perversion of their very being. Necromancy to an elf is like a water elemental on the plane of fire.

Conjuration itself isn’t bad, but the sub-type of Summoning conflicts with the elven nature of free will. So it’s not liked either, but not as seriously so as necromancy, and can be practiced without worry. Consider it a `shady’ school.

Evocation is not well liked, because it’s too overt and obvious use of maebhaigl for most elves. But it’s not a shunned school or anything. This is mostly just a non-preference among elves.

-Fizz

Perhaps I’m confusing things a bit. It says in chapter 3 that elves who practice necromancy are ostracised, but then goes on to say that elves hunt down those who damage nature - I may be assuming a connection between these two that does not exist. Fair enough.

Elves are creatures of nature. Heck, in 3E terms they could quite easily have the monster type of Fey. They more than revere nature, they essentially are a part of nature.

Arguably, so are druids. Fair? Druids have a few necromancy spells on their list, including death magic.

Now, obviously it can be argued that elves are even more in tune with nature than druids. I won’t dispute that directly, but rather I’d ask a more general question: are elves unique amongst nature lovers in abhorring necromancy? Would a centaur druid, for example, have a similar prohibition? How about a nymph?

If it is the case that necromancy is something that fey-like creatures abhor - which sounds like what you’re suggesting here - would it be so terrible if (say) fey creatures got something like a +2 DC to all their enchantment school spells?

Understand that it is not the idea of removing spells I object to per se - it is the lack of compensation. If you take something away, you should give something back. I can’t believe that there’s no mechanic you could implement to compensate for this that wouldn’t violate the setting - there must be some middle ground here.

By that logic, the elves never would have gone to war with the humans thousands of years ago. Even with the humans destroying the forests, the elves would not have gone to war, because stopping the humans would be ‘imposing a restriction’.

Hmm.

One of the reasons I don’t use alignments in my campaign is because everybody has a different idea about what they are.

But it sounds in this case that you’re arguing chaotic good means “do whatever you like as long as it doesn’t interfere with others” - a perfectly reasonable definition; I’ll get behind that.

Unfortunately, this therefore begs the question: what harm does necromancy (et al) do? The way it is expressed at the moment it looks like purely a personal preference - and coming down on someone’s non-harmful different beliefs is definitely not the sort of thing that falls under a chaotic alignment. I’m cool with the idea that elves would oppose necromancy if it is harmful to others (the same way they went to war with humans, and so forth); I’m just not clear on what harm it does. It surely has to be more than “I don’t like it” in order for a chaotic being to shun another for using it.

To use a real world example here: let us assume, for the moment, that the use of marijuana is completely non-harmful to others. (Whether or not you believe that is an interesting side argument, but not relevant for the purposes of this discussion). I can see a lawful person crusading to have it banned despite this, but I would say that individuals who personally didn’t like the idea of the drug and yet opposed it’s ban would be classically chaotic (probably chaotic good).

On the other hand, the most chaotic good hippy in the real world isn’t going to protest that murder should be acceptable.

The analogy is this: it looks to me that practicing necromancy is like taking marijuana - distasteful, but not harmful. But for elves to be opposed to it implies that it is harmful, and it is known to be harmful. So what harm does it do?

Well, that’s true. Most elves won’t cast any spell that hurts nature. But some schools are more damaging to either nature or their own nature for various reasons.

And that’s the point: I want to know what damage they do, so that I can understand those reasons.

I fail to see how Blindness/Deafness harms nature. It’s tricky to see that Finger of Death does (assuming you aren’t using it on a treant or something). Wall of Force doesn’t seem to make Tinkerbell die.

Certainly I can see that virtually any use of Animate Dead would be an affront to nature. So might using Burning Hands to burn down a forest, or Control Weather to impose a drought. But I would say that Animate Dead is bad because it creates undead (which are non-natural) rather than because it’s necromantic; I would also argue that despite the fact that Burning Hands and Control Weather are transmutation, they are still bad if used in that fashion.

Being creatures of nature, necromancy spells are totally repugnant to elves. It’s a complete perversion of their very being. Necromancy to an elf is like a water elemental on the plane of fire.

Even spells like Blindness/Deafness? Not all necromantic spells are death magic; not all necromantic spells are evil. And frankly, I could totally get behind a concept such as “elves don’t cast spells with the death descriptor” or even “elves don’t cast spells with an alignment descriptor”. Both of these seem to fit; alignments are “unnatural” (animals don’t have them), and snuffing out someone’s life force sounds pretty unnatural as well.

Conjuration itself isn’t bad, but the sub-type of Summoning conflicts with the elven nature of free will. So it’s not liked either, but not as seriously so as necromancy, and can be practiced without worry. Consider it a `shady’ school.

The issue here is one of consistency - the sanctioned variant adds Shambler to the elven arcane spell list. In any case, I assume what applies to Summoning would apply even more to Calling spells.

To be frank, the loss of the Summoning school isn’t really much of a problem to most wizards, as the Summon Monster series of spells are not particularly potent. Calling spells mean that you miss out on Gate, but many DMs (myself included) ban that spell completely anyway due to its tremendous potential for abuse.

If other conjuration spells (healing, creation, teleportation) are OK, then great. This is exactly the sort of answer I’m looking for - it would seem that the inclusion of Shambler is incorrect, in this case.

Evocation is not well liked, because it’s too overt and obvious use of maebhaigl for most elves. But it’s not a shunned school or anything. This is mostly just a non-preference among elves.

OK, so using evocation is more a sort of “Oh look, what a loser” rather than anything more serious. That’s cool too.

This is the sort of thing I was after - thank you. I think, under the circumstances, that I am still of the opinion that elves are getting mechanically screwed over here, but I also think this can be rectified. Something like a bonus to enchantment/charm spell DCs (which would be in keeping with their fey-like nature) would probably go some way towards alleviating this. It does mean that virtually all elven wizards would become specialists, of course, but that’s not a terrible side effect.

It might also help to have some specific social penalties applied to elves that break these rules. Would it be enough to simply apply the usual -4/+4 that they get with other races to elves as well, or should it go further than that?

As pointed out this is incorrect.

Check out the “other” things that Cerilian elves get:

As pointed out they don’t need to be scions in order to cast greater magic (i.e., non-magician/bard type).

Timeless: Gifted with near immortality, elves do not suffer the ravages of time and are thus immune to aging attacks and normal (but not supernatural) disease. An adult elf’s age has no effect on her physical or mental ability scores. Because of this, modify the random starting age and aging effects’ tables in the Player’s Handbook to remove mention of starting age or aging (years have no meaning to an ageless race) effects for Cerilian elves.

Nature Stride: Elves may move through natural thorns, overgrown areas, heavy snow, soft sand, a treacherous mountain or similar natural terrain at their normal movement rate and without suffering damage or penalty.

[FONT=Times New Roman]Automatic Language: Sidhelien. Bonus Languages: Any.[/FONT]

[FONT=Times New Roman]Favored Class: Any one arcane spell casting class.
[/FONT]

These are all things that the “standard” D&D elf does not get. You are focusing on a single aspect and using that as the basis for “balance” and not viewing the overall picture. Much of this probably comes from how you are inserting the BRCS rules into your own game.

The one response that does not seem to fit here is Vicente’s observation that non-elves cannot become wizards or sorcerers unless they are regents. That’s a completely fair point, worth further examination. If we’re talking about the type of campaign I’m playing in (and have run in the past), the PCs are all regents, so this restriction does not exist.

Focusing on a single aspect of gameplay will remove some “balance” aspects and really nothing can be done in the basic rules to cover all of these things. The most dramatic example of focusing on a single aspect is when a group primarily uses only Domain level of play. Many of the regent feats in Chap 1 become overly powerful since the players will ignore adventure level feats and take them instead.

As far as adventuring regents, well the section in Chap 2 “For the DM: Playing a Great or True Bloodline” is suposed to serve as a warning and guideline for what it entails to be a regent. Basically regents should be spending most of their time ruling and not adventuring, but in reality (that is most actual game play) regents spend a lot of their time adventuring.

I brought up the idea that racial alignments are mechanically unsound in 3rd edition. This was not an idea that faced exactly universal approval; let us assume for the moment that no elf ever performs a lawful act - that as a race they are psychologically incapable of acting in such a fashion (whether by choice or by restriction is immaterial).

From the SRD:

LAW VS. CHAOS

Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties.

Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it.

“Law” implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include close-mindedness, reactionary adherence to tradition, judgmentalness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.

“Chaos” implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.

Someone who is neutral with respect to law and chaos has a normal respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. She is honest but can be tempted into lying or deceiving others.

Devotion to law or chaos may be a conscious choice, but more often it is a personality trait that is recognized rather than being chosen. Neutrality on the lawful–chaotic axis is usually simply a middle state, a state of not feeling compelled toward one side or the other. Some few such neutrals, however, espouse neutrality as superior to law or chaos, regarding each as an extreme with its own blind spots and drawbacks.
.

Here is a link to a very good article on the WotC site that talks about lawful and chaotic alignment:

http://www.wizards.com/default.asp?x=dnd/sg/20050325a

I think a lot of your issues with this arise from your house-rules (i.e., own game) and as you pointed out later you don’t use alignments.

So who exactly is banding together and persecuting those of their brethren that choose to dabble in necromancy, evocation, and conjuration spells? The sort of oppressive regime that hunts down outcasts is very much a lawful idea - lawful evil, to be specific. Granted individual elves may just decide that they don’t like such practices, but the term “outcast” implies that it is society as a whole that punishes them.

The way I see it, if elves value freedom so much, then they shouldn’t be so proscriptive of what their wizards are allowed to do.

I think you have misread the information, again. Later discussion points that out too.

Anyway here is the information from the BRCS:

Some schools of magic are in disfavor for a particular region and thus training in spells of disfavored schools is difficult to come by. Mages practicing the magic of shunned schools are often themselves shunned by other mages and ostracized by their people.

Elves favor the schools of enchantment and illusion as these magics cause the least disruption to the natural flow of mebhaighl. Elves are particularly fond of spells that bring them closer to nature. Sidhelien spellcasters favor spells that allow them to vanquish foes or accomplish a feat without risking any damage to nature.

Elves disfavor the schools of evocation and conjuration, particularly distaining spells that create an overt force of mebhaighl into the environment. This disfavor does not extend to transmutations spells, which are considered to be a bending – not a breaking – of natural laws.

Elves shun the school of necromancy absolutely. An elf who even dabbles in death magics faces the censure of his peers and risks ostracism from the community. Elves practice great caution when casting spells that could harm nature. Elves have been known to hunt down spellcasters, including other elves, who have ruined nature with their carelessness.

In the end, I’m really just trying to point out that I think this restriction on elves is unbalanced and unnecessary. From a setting perspective, if elves don’t like hurting nature, then that should be the restriction: don’t cast any spells that hurt nature, regardless of the school. If it’s because the mere act of casting certain types of spells hurts nature, then exactly how does this happen?

If Magic Missile is allowed, is Fireball? If Shambler is allowed, is Summon Monster N?

Whether or not I agree with the restrictions - it’s pretty clear where I stand on that, I suspect :wink: - they lack sufficient clarity. I still have absolutely no idea what evocation spells or conjuration spells are allowed. Assuming I wanted to run a “setting compatible” game of Birthright, what do I tell the player who wants to play an elven sorcerer or wizard?

I’m not expecting an exhaustive list of all spells that are banned or acceptable - but a general idea and some examples would be nice.

Each spell is different.

The “reason” that elves disfavor the conjuration and evocation schools is because they “force” changes in the world or the “force” something to appear (most notably the summoning subschool, although all except the healing subschool have aspects that put them close to “forcing” changes - hence they need to be watched and not routinely used (i.e., the “disfavored schools”)

As far as necromancy goes:

From the SRD:

[b]

Necromancy
[/b]

Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school.

All spells of that school affect the life force - and that is something that elves have tremendous trouble with.