Birthright Homebrew Conversion, part 4: Magic
Magic
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Magic is a section which takes a bit of explaining, as it covers a lot of ground. I will not be posting spell descriptions, which are pretty much as described in the original material. I
will be talking about which classes got access to which spells, though, and a few other things.
Battle Magic
Like the bloodlines, I did not want to try to catalogue every possibility beforehand; I wanted a rules set I could apply to any spell as I needed to do so. That led me to create a new feat to allow a spellcaster to 'expand' pretty much any spell (with DM approval) into a Battle Magic version. The feat increased the casting time and material components used instead of the level of the spell, expanding a 1 action spell to 1 minute, 1 round to 10 minutes, and anything longer to 1 hour. All else was pretty much the same as in core Birthright.
Sources
This is a section I re-wrote heavily.
The theme element of development-vs.-nature from the Birthright core did not suit my homebrew world. At the same time, though, I wanted powerful Sources to be rare, so that any single one would have strategic significance beyond simply powering Realm Spells.
My version of sources:
Sources are a type of Holding (see Holdings in the Domains section) that tap the raw power of magic. Sources are only of use to an Arcane spellcaster, and even then only to one who is thoroughly trained (i.e., a Sorcerer or Wizard, but not a Bard, Assassin, or other dabbler in arcane spellcasting).
Like other holdings, Sources generate Regency Points for Regents with the appropriate focus. Sources do not, of themselves, generate gold. See the later sections on Domains and Domain Turns for details.
Source potential appears in a province in two ways: natural and artificial.
Natural Sources are spontaneously-appearing levels of Source potential. Most often, these are locations where planar boundaries are weakened, allowing raw power to bleed through. These are often associated with a particular type of effect. Elementally-attuned sources are the most common, though there are others as well.
Natural Sources may be tapped to their maximum in any province, and are completely unaffected by the developed level of the province.
Natural Sources have a maximum potential of 3 to 9 (1d8+2).
Artificial Sources are creations of Wizards and Sorcerers, tapping the power generated by substantial populations of people.
Artificial Sources require a substantial population to sustain them (i.e., can only exist in provinces of level four and above), and even then are constrained to remain well below the level of the population (they cannot exceed the developed Level of the Province –3).
Artificial Sources have a maximum potential of 6.
Both types of Sources require the establishment of some sort of physical vessel to be the focus of their power, called the manifestation. In the case of Artificial Sources, this is often done as part of the creation of the Source itself; natural sources spontaneously generate their own manifestations.
Note: This means that the creator of an artificial Source can decide where the manifestation is located, usually creating it in an established stronghold. Conversely when a Regent wishes to tap the power of a natural Source, s/he must locate the manifestation, and then usually has to construct defenses around it.
Source “Flavors”
Natural Sources often have a characteristic that Artificial ones lack. The Natural variety can have an affinity for a certain type of magic, an effect which results in that type of magic being made easier to cast at the manifestation of the Source.
Most commonly, such “flavors” are noted for certain types of effects, and not for the philosophical specialties. Sources with Elemental flavors are fairly common, probably due to the overwhelming number of elemental-based spells in use. Sources linked to Necromancy have also been documented, and some rare sources seem to affect Dimensional magics.
It should be noted that the appropriate specialists are the ones who receive this benefit; generalist Mages are not sufficiently attuned to any one type of magic to attain this benefit. There are two other restrictions on this effect: first, only the owner of the Source holding can gain the benefit; and second, “shared” sources (such as those owned by the Royal Wizards and the Guild of Fire Wizards) cannot convey this benefit.
In practice, when a wizard who can receive this benefit casts the appropriate type of spell from the location of the Source’s manifestation, roll 1d10. On a roll of 1-6, nothing unusual happens; on a roll of 7 or above, the spell is not wiped from the caster’s mind; on a roll of 10, the spell energy is not wiped away, and the spell is cast with the effective level (for range, duration, area of effect, and any effects) increased by the level of the Source (so … a high-level Wizard becomes very dangerous, even if s/he has only one Source).
Ley Lines and Networks
Aside from requiring a feat, Ley Mastery, to enable a caster to work with these, they function exactly as described in the core Birthright rules.
Realm Spells
Like the Ley Lines, I used a Feat to control access to these areas. The feat is off-limits to "part-time" spellcasters (Bards, Assassins, Rangers, Paladins, etc.). Otherwise, the selection spells and their effects are the same as in the Birthright rulebook (and the Book of Priestcraft and the Book of Magecraft).
Spells
I re-named "detect sidhelien influence" to generalize it to "detect fey influence"; it is otherwise as described in the Birthright rulebooks. I also standardized on having 2 spells for detect bloodline -- "Know Bloodline Strength" and "Know Bloodline Derivation". 3rd Edition rules tend to favor separating multiple functions, so I tried to follow that philosophy.
I also added a new spell descriptor: Bloodline. Spells with the Bloodline descriptor affect or relate to Bloodlines. By adding the descriptor, it is possible to have meta effects which target them.
Here are the levels at which I gave the classes access to the spells:
Adept
Level 1: Blood Bond, Discern Fey Influence, Know Bloodline Derivation, Know Bloodline Strength
Assassin
(Nothing)
Bard
Level 1: Know Regional Origin, Trade Tongue
Level 2: Stellar Display, Mask Bloodline
Level 4: Identify Tighmaevril
Blackguard
Level 1: Blood Bond
Cleric
New Domain: Regency
Granted Power: Cast all spells with the Bloodline descriptor at +1 Caster Level
Code:
Level Spell
1 Disguise Bloodline
2 Mask Bloodline
3 Enhance Blood Ability
4 Inheritance Assurance
5 Suppress Blood Ability
6 Imbue With Blood Ability
7 Blood Bank
8 Restore Bloodline
9 Destroy Bloodline
Note: All of these spells have the Bloodline descriptor,
and benefit from the granted ability
Clerical spell list additions
Level 0: Know Bloodline Derivation, Know Bloodline Strength
Level 1: Blood Bond
Level 2: Discern Fey Influence
Level 5: Enhance Blood Ability
Level 6: Blood Bank, Watery Travel
Level 8: Imbue with Blood Ability, Inheritance Assurance
Druid
Level 0: Know Bloodline Derivation, Know Bloodline Strength
Level 1: Blood Bond, Discern Fey Influence
Level 3: Circle of Secrets, Totem Beast
Level 4: Enhance Blood Ability
Level 5: watery Travel
Level 6: Blood Bank
Level 8: Imbue with Blood Ability, Inheritance Assurance
Level 9: Restore Bloodline
Paladin
(Nothing)
Ranger
Level 1: Discern Fey Influence, Trade Tongue
Level 4: Totem Beast
Sorcerer/Wizard
Level 0, Div: Know Bloodline Strength, Know Bloodline Derivation
Level 1, Div: Know Regional Origin, Trade Tongue
Level 2, Div: Stellar Display
Level 2, Illus: Mask Bloodline
Level 3, Trans: Enhance Blood Ability, Suppress Blood Ability
Level 4, Div: Identify Tighmaevril
Level 4, Trans: Mimic Blood Ability
Level 5, Illus: Disguise Bloodline
Level 6, Trans: Suppress Bloodline
Level 9, Necro: Blood Drain, Blood Restoration
New Armor and Weapon Qualities
Weapons
Bloodline Stealing: The bloodline stealing property helps with Bloodtheft. Normally, bloodtheft requires that the killing stroke penetrate the target’s heart (+4 to the target’s Armor Class for trying to hit that precise spot); this quality ensures that any such stroke hitting the chest is guided to touch the heart. This reduces the target’s AC bonus by 2 (so +2 instead of +4).
This quality may only be placed in piercing weapons.
Equivalent bonus: +2; Requirements: Scion level 1+
Safe Bloodtheft: This quality prevents the derivation of the victim from overwhelming that of the one who commits bloodtheft. When a weapon with this quality is used to commit bloodtheft, there is no chance that the bloodline of the taker will be changed to that of the victim, no matter the difference in their strengths.
This quality may only be placed in piercing weapons.
Equivalent bonus: +2; Requirements: Scion level 1+
Armor
Bloodline Protecting: This armor makes bloodtheft more difficult by negating the effect of a Bloodline Stealing weapon (including those made of tighmaevril).
Equivalent bonus: +1; Requirements: Scion level 1+