I'd like to put forth a prospective revised 'spell list' for the IR. Just some thoughts as to the capacities of the spell levels, respectively.
My revision ideas:
First, the spell list should function more like a wizard spell list. I think the number of spells of any given level you can cast per turn should be limited to 4, as follows:
Epic PL Units 10th Level Spells 11th Level Spells 12th Level Spells 13th Level Spells
20 1 0 0 0
80 2 0 0 0
140 3 1 0 0
200 4 2 0 0
260 4 3 1 0
320 4 4 2 0
380 4 4 3 1
440 4 4 4 2
500 4 4 4 3
560 4 4 4 4
You may think - Doesn't this kind of nerf folks who only have 10th level spells, limiting them to 4 per round? Not so. They could use their 11th level 'slots' to cast 10th level spells, and so on up the ladder.
Here's my ideas for what you could do with the spells as it is:
(When you need to refer to just how large an area I refer to, check this map:
http://www.sodabob.com/roleplay/dnd/Maps/LG_Map_Full.jpg)
10th:
Creative:
- Construct, at the cost of 10 Regular PL worth of resources, a magical city that allows the citizens of your faction to live some place they normally could not, but where life can exist - in an undersea pressure dome or a Mythal allowing water breathing and swimming, or a great floating city resting above the Sea of Dust upon a mirage.
Destructive:
(I want to admit I have some concerns with the sheer destructive power of High Magic. In my revision, I'm scaling it back a bit, because I'm up at 3:10 in the morning and I'm doing whatever I want.)
10th level spells have roughly the strategic implications of the atomic bombs dropped on Hiroshima and Nagasaki. On the bright side, they're MUCH more environmentally friendly. If you want them to be, and you're an elf or something.
- ANNIHILATE down to (and including) the bedrock a region the size of that little island in the center of the Nyr Dyv.
- DEVASTATE a region the size of Celene or the Flinty Hills, destroying most life but leaving some stronger structures only badly damaged and most Epic PLs alive.
- WRACK a region the size of Nyrond and Ralmor Bay combined, causing widespread death and destruction but leaving most common people alive.
- REBUKE a region the size of the area extending north-east from the Crystalmist's and Hellfurnace's to the northern and eastern borders of the Empire of Iuz, The Great Kingdom of Northern Aerdy, the United Kingdom of Ahlissa, and Sunndi - basically the whole map - with howling winds, fierce storms, hauntings by foul beasts in the roads, or crackling drought, causing no damage but significant economic turmoil, decreasing IC for a turn or two.
- DO NOTHING OF CONSEQUENCE to a roughly circular region centered on Joklea Bay and extending out to encompass the Nippon Dominion.
- REALLY HAVE NO EFFECT AT ALL on all of Oerth, or one specific world.
- BARELY EVEN BY NOTICED BY all of Grayspace. ("Did you feel something?" "You mean that weird... bump?" "Yeah...")
Defensive:
11th:
Creative:
- Construct, at the cost of 50 Regular PL worth of resources, a magical city that allows the citizens of your faction to live some place they normally could not, where life could not even normally exist - a city on Luna supported by elemental air or by a Mythal where the citizens do not need to breathe, or deep in the bedrock of Oerth, where the pressure can grind rock to diamond.
Destructive:
- ANNIHILATE down to (and including) the bedrock a region the size of Celene or the Flinty Hills.
- DEVASTATE a region the size of Nyrond and Ralmor Bay combined, destroying most life but leaving some stronger structures only badly damaged and most Epic PLs alive.
- WRACK a region the size of the area extending north-east from the Crystalmist's and Hellfurnace's to the northern and eastern borders of the Empire of Iuz, The Great Kingdom of Northern Aerdy, the United Kingdom of Ahlissa, and Sunndi - basically the whole map - causing widespread death and destruction but leaving most common people alive.
- REBUKE a roughly circular region centered on Joklea Bay and extending out to encompass the Nippon Dominion with howling winds, fierce storms, hauntings by foul beasts in the roads, or crackling drought, causing no damage but significant economic turmoil, decreasing IC for a turn or two.
- DO NOTHING OF CONSEQUENCE to all of Oerth, or one specific world.
- REALLY HAVE NO EFFECT AT ALL on all of Grayspace.
(12th level and 13th level, likewise, boost one area category.)
Defensive:
12th:
Creative:
- Construct, at the cost of 250 Regular PL worth of resources, a magical city that allows the citizens of your faction to live some place they normally could not, where life could not normally exist, where even most forms of matter would crumble - in Oerth's molten core, or on the surface of Liga, the sun.
Destructive:
Defensive:
13th:
Creative:
- Construct, at the cost of 1250 Regular PL worth of resources, a magical city that allows the citizens of your faction to live in a patently silly place to put a city - a black hole, for example, or the Negative Energy plane, or ten minutes ago.
Destructive:
Defensive: