A couple years back, I started a series of posts composing Birthright variations using the ACKS rules for characters and domains. It was my plan at that time to do at least two further posts, to cover realm magic and awnsheglien, but the group I was using to playtest things fell apart due to real-life developments and so the series was put on pause. At this point, I don’t foresee any new opportunity to resume playtesting in the next couple of years either, so I’m going to move forward and continue posting some ideas for community review. I dislike releasing wholly untested content, but if and when I do get a chance to pick this back up in a game I will update some things then.
Which brings us to the topic of the day: realm magic, the grand sorceries of blooded sorcerers and priests. I have some additional thoughts on ley lines and gathering AP from places of power and such that will get a separate post once I have them polished up; there’s plenty here in the meanwhile. Birthright’s “battle magic” is also worth mentioning, which was their intermediate tier between normal spellcasting and full realm magic, and was intended as the name implies for battlefield use. ACKS draws less of a hard line between the two concepts, so I’ve largely merged them here; their difference is one of degree, not of kind.
Essentially, the mightiest of realm magics already exist in ACKS as ritual spells. Flying fortress, magic mushrooms, ranine rain, and shadeveil could all easily number among their ranks; cataclysm, harvest, palace of Sulaimon, plague, and undead legion literally do have direct equivalents, as do the uses of miracle or wish to create wealth or destroy armies. But there is an intermediate level of potency, occupied by the lesser realm magics and the battle magics, and there is an elegant solution to that.
The implicit spell point value of a 7th level ritual is 500 spell points. An 8th level ritual is 1000 spell points. A 9th level ritual is 2000 spell points. For comparison, under the spell building guidelines, normal spells are worth up to 10 x [spell level] points, so e.g. a 5th level spell is 41-50 points. This is not explicitly mentioned in the text, because frankly rituals are well outside of distribution for the design scope of the custom spell system and many of them are going to end up esoteric, but it is the design intent and can be observed in such rituals as palace of sulaimon and spawn of the deep. And from the power scaling, we can extrapolate similar guidelines for lower level rituals as follows:
7th level ritual = 500 SP = 50,000gp base cost
6th level ritual = 250 SP = 25,000gp base cost
5th level ritual = 125 SP = 12,500gp base cost
4th level ritual = 60 SP (i.e. a 6th level spell) = 6,000gp base cost
3rd level ritual = 30 SP (i.e. a 3rd level spell) = 3,000gp base cost
2nd level ritual = 20 SP (i.e. a 2nd level spell) = 2,000gp base cost
1st level ritual = 10 SP (i.e. a 1st level spell) = 1,000gp base cost
The careful observer will note that, at these prices, 1st-4th level rituals are generally uneconomical compared to making scrolls of 1st-3rd and 6th level spells. To create a niche for them, they are available as options from low levels onward. Blooded spellcasters of 1st level or higher can learn and cast realm spells of 1st-3rd level following the normal rules for ritual magic. At 5th level, they gain the ability to learn and cast realm spells of 4th-6th level. At 9th level, they gain the ability to cast ritual spells of 7th-9th level (two character levels earlier than normal).
Sample Realm Spells
1st-3rd level spells of all sorts can serve as 1st-3rd level realm spells.
Since 4th level realm spells are equivalent in spell points to normal 6th level spells, there is no need to provide additional options (though I added cry of the valkyrie anyway, because why not?). Some 6th level spells particularly suitable for use as 4th level realm spells include: conflagration, control weather, earth’s movement, level water, panic, passageway, petrification, quest, reveal ritual magic (which should also identify realm magic), summon invisible stalker, torpor, wall of annihilation, and wall of force.
As ritual effects, realm spells can only be dispelled by a caster of higher level than the one who cast the effect.
Lens of Heaven
Arcane Realm 5, Divine Realm 6
A faint shimmer fills a 60’ diameter cylinder 10’ tall within 360’ of the caster, as sunlight within is sharpened and refracted into a matrix of incinerating heat that deals 1d6+1 {F!} {L!} damage to all occupants. No attack throw is required, and no saving throw can mitigate this damage, but the region must be in sunlight. So long as the caster continues to concentrate, he can move this region up to 60’ within range each round and continue to inflict damage, up to a number of rounds equal to his level.
Blast: 1d6+1 damage per level (33), max 1d (x0.1), elemental (fire) (x1), general environmental power source (targets in sunlight) (x0.9), 360’ range (x1.2), duration concentration up to 1 round per level (x2), 30’ diameter x 10’ cylinder (x4), four of them (x4), no save (x1), arcane (x1) = 114 or divine (x2.25) = 257 with Minor Breakthrough
Levistan Gaze
Arcane Realm 6
The caster assumes the stygian face of Levistus himself, the ice-prisoned archdevil, his breath a scouring wind and his visage a frozen waste. All within the 60’ long x 30’ wide cone of his gaze take 1d6+1 {C!} {S!} damage per level, which continues so long as the caster continues to concentrate; unlike normal concentration effects, this does not reduce the caster to half movement speed and he retains full normal mobility. Additionally, 1d4 shades of ice are conjured with it, bound spirits that will sacrificially interpose themselves to negate the next 1d4 targeted spells or attacks against the casters.
Blast: 1d6+1 damage per level (33), elemental (water) (x1), 0’ range (x0.4), concentration duration (x4), 60’ x 30’ cone (x6), save halves (x0.75), arcane (x1) = 237.6; Illusion: target surrounded by mirror images (24), self range (x0.33), concentration duration (x1), target 1 creature (x1), beneficial effect (x1), arcane (x1) = 7.9; Movement: target’s normal movement doubled (5), self range (x0.75), 12 hour duration (x2), concentration required to sustain (x0.6), target 1 creature (x1), beneficial effect (x1), arcane (x1) = 4.5; Total = 250
Fillet the Host
Arcane Realm 5
With an outreached hand, the caster sloughs the flesh off a company’s bones, and commands their bones to rise in his service. A goat-skull sigil appears at any point within 180’, and all creatures of 9 HD or fewer in a 60’ x 30’ cone who meet its eyes are instantly slain unless they make a successful Death saving throw. Those who die are instantly animated under the caster’s command as skeletons for one day, which can be made permanent by application of unholy water as per animate undead.
Death: target instantaneously slain (85), 180’ range (x0.9), instantaneous (x1), 60’ x 30’ cone (x6), targets must behold spell effect (x0.75), creatures with 9 HD or more cannot be targeted (x0.75), save avoids (x0.5), arcane (x1) = 129; Death: animate dead target as undead skeleton (5), 180’ range (x0.9), 1 day duration (x7), 60’ x 30’ cone (x6), targets must behold spell effect (x0.75), creatures with 9 HD or more cannot be targeted (x0.75), save avoids (x0.5), arcane (x1) = 53; Total = 182, Minor Breakthrough
Cenotaph Circle
Arcane Realm 6
This terrifying dweomer unleashes an irresistible petrifying curse on three living targets within 180’, or five targets at 11th level or higher. Those afflicted can feel their skin and bone and organs slowly crystallizing, but are permitted a save vs Paralysis to fight off the gradual petrification: on a failure, they are petrified instantly, but on a success can continue to act for one turn before being fully petrified. The effect cannot be dispelled, but remove curse can negate partial petrification; once a target is fully petrified, only depetrification or similar magics can restore them to life. (In either case, the caster level of the effect is irrelevant and always sufficient to be able to lift it.)
Death: target instantaneously petrified (130), 180’ range (x0.9), instantaneous duration (x1), target 1 creature + 2 per 5 levels (x3), only affects living creatures (x0.9), save avoids (x0.5), arcane (x1) = 158.0; Death: target instantaneously petrified (130), 180’ range (x0.9), instantaneous duration after 1 turn delay (x0.5), target 1 creature + 2 per 5 levels (x3), only affects living creatures (x0.9), only if save passed (x0.5), arcane (x1) = 79.0; Total = 236.9
Phantasmal Sentinel
Arcane Realm 5
With one turn of incantations, the caster can sequester a shard of terror within an object. The next creature to touch it will see it animate into a monster from their darkest horrors, as will anyone else within 10’. It will pursue its awakener ruthlessly for 1 round per level of the caster, as a phantasmal horror. It can be disbelieved, but if anyone who can see it has not disbelieved it, it will turn to pursue them. If it is struck with an attack by anyone not already pursued, it will split in two and the new horror will pursue the attacker.
Illusion: send phantasmal killer (130), requires one turn to cast (x0.8), target 1 or more creatures within 10’ radius (x1.5), touch range (x0.5), 1 round/CL duration (x1), duration does not begin until triggered (x2.75), save avoids (x0.5), arcane (x1) = 107
Dominion
Arcane Realm 5
With a mind-breaking word, the caster attempts to tie the life-force of a target within 30’ to his own will. The target makes a Death saving throw, and if it succeeds there is no effect. If it fails however, the target is perpetually enslaved to the caster (as enslave humanoid but affecting creatures of any type). Moreover, if any effect (such as dispel magic) would ever attempt to dispel or otherwise end the enslavement, the target instead is instantly slain and raised as a zombie, with no saving throw, which will then continue to carry out the caster’s orders even in death.
Enchantment: target enslaved for duration (60), 30’ range (x0.6), perpetual duration (x2.2), target 1 creature (x1), only affects living creatures (x1), save avoids (x0.5), arcane enchantment (x1) = 39.6; Death: target instantaneously slain (85), animate dead target as undead zombie (5), 30’ range (x0.5), instantaneous duration (x1), duration does not begin until triggered (x2.75), target 1 creature (x1), only affects living creatures (x0.9), save avoids (x0.5), arcane (x1) = 55.7; total = 95.3
Enslave Legion
Arcane Realm 5
The caster’s will totally crushes that of up to a battalion from across the battlefield, enslaving them to serve him in thought, word, and deed. All humanoids of less than 2 HD within a 120’ diameter sphere within 240’ of the caster must make a Spells saving throw, and on a failure are enslaved (as enslave humanoid).
Enchantment: target enslaved for duration (60), 240’ range (x1.25), perpetual duration (x2.2), 120’ diameter sphere (x8), only affects living creatures (x1), only affects humanoids (x0.75), only affects creatures of less than 2 HD (x0.25), save avoids (x0.5), arcane enchantment (x1) = 124
Enslave Host
Arcane Realm 6
The caster’s will ripples out like a tidal wave, engulfing that of all around him. All living creatures of less than 9 HD within a 240’ radius of the caster must make a Spells saving throw, and on a failure are enslaved. Creatures of less than 2 HD automatically fail this save. Once in effect, the enslavement lasts until dispelled or until each creature makes a successful Spells saving throw against it. The enslaved creatures receive another Spells saving throw to break the spell each each week if they have 5 – 8 HD, or each month if fewer than 5 HD
Enchantment: target enslaved for duration (60), 0’ range (x0.4), duration until save succeeds (x1.75), 480’ diameter sphere (x10.5), only affects living creatures (x1), only affects creatures of less than 9 HD (x0.75), save avoids if 2 HD or more (x0.75), arcane enchantment (x1) = 248
Transposition of the Spheres
Arcane Realm 6
The caster instantly transfers himself and up to one touched companion per level above 1st into whatever location is geo-spiritually analogous to their current site on another sphere. The Judge will select which sphere and where within it based on the surrounding environment, but characters may discern in advance which location is likely with a successful Knowledge (metaphysics) throw made as a dedicated activity (and over many iterations, they might eventually construct a space corresponding to a chosen destination with which they are familiar). The passage is harrowing, and characters brought across must save vs Spells to maintain their focus upon remaining with their companions, or else on a failure will instead be transposed to a metaphysically similar location on the same plane (but not necessarily one nearby). Even on a successful save, all transposed characters are left fatigued for 24 hours upon arrival. Any means of return must be secured separately.
Movement: caster teleports target any place in existence (2500), all willing targets fatigued for 24 hours after duration (x0.9), teleport has chance of error (x0.5), teleport limited to one specific destination (geo-spiritually analogous location) (x0.66), 0’ range (x1), instantaneous duration (x0.1), target 1 willing creature per level (x4), only creatures can be targeted (x0.8), beneficial effect (x1), arcane (x1) = 238
Pennants of Protection
Arcane Realm 6, Divine Realm 6
This realm spell augments three pennants or banners carried within 30’, plus another at each of 7th, 9th, 11th, and 13th. While each is carried and the caster concentrates, any missile or melee attacks dealing mundane damage targeted at the bearer of a target banner or any of their allies within 15’ of the flag are deflected and automatically miss. If a deflected attack has an area of effect, roll for scatter to determine the direction and distance deflected; however, the center point of the area of effect must be at least 10’ from the banner bearer. The protected creatures can still be harmed if the area of effect is so large that it can affect them despite being at least 10’ from the flag. Attacks made with silver weapons are considered to deal extraordinary damage for purposes of this spell. This protection lasts until a banner is no longer held (failing only for the banner that was dropped), the caster stops concentrating, the effect is dispelled, or one turn elapses.
Protection: deflection of mundane weapons (40), protection only applies versus evil (x0.9), 30’ range (x1.1), 1 turn duration (x1), concentration required to sustain to max duration (x0.6), duration ends if target object dropped (x0.85), target 1 creature + 1 per 2 levels (x4), protection in 15’ radius sphere around target (x3), beneficial effect (x1), arcane or divine (x1) = 242
Cry of the Valkyrie
Arcane Realm 4, Divine Realm 4
When a hero (humanoid with class damage bonus +2 or better) dies in combat, this realm spell can be cast with a turn spent reciting their worthy deeds, any time before the sun’s next setting. It summons a valkyrie to avenge him; she can communicate in any languages the slain spoke in life, and will relentlessly pursue those responsible for his death. Once the slain is avenged or a day elapses, she will return to the corpse and bear it away to exalted glory; if he is restored to life before that time, she will kill him before doing so.
Valkyrie, MS Incarnation, HD 8**** (hp 48), AC 10, SV C8+2 (8/5/11/8/10+), init +2, SPD 40’/120’, FLY 80’/240’, 2 Weapons 1+ 1d6+5 {BW!}, ML +4; LV 60’; immune mundane, resist energy, divine spellcasting (as 8th level Bladedancer)
Summoning: summon a creature (85), up to 8 HD (x0.7), up to 4 special abilities (x3), specific creature only (valkyie) (x0.7), passively hostile (x0.8), controlled by speech and gesture (x0.8), specific environmental power source (death of a hero) (x0.85), takes one turn to cast (x0.8), 10’ range (x1), 1 day duration (x1.5), freed if performs exceptional task (avenges the fallen) (x0.66), no save (x1), arcane (x1) = 54 or divine (x1.2), divine summoning (x1.08) = 70 with Minor Breakthrough
Vestige of Heroes
Arcane Realm 5, Divine Realm 5
This realm spell calls up the spirits of heroes fallen in battle, to fight again in service to the caster. With one turn of chanting upon a battlefield of old (a place where a battle was fought at least a decade past), 15 einherjar are summoned per level of the caster, to fight with fearless ferocity — enough to fully man one longship per five levels of the caster. They have the statistics of manes, but additionally have animal reflexes, are naturally stealthy, are skilled warriors for +1 damage, and wield great axes for base 1d10 {S!} damage. In battle, they go berserk, as Berserkergang proficiency. They are trained in Climbing with a throw of 6+, and in Seamanship as sailors or rowers.
When they are summoned to this world, the einherjar will collectively make a Spells saving throw. On a failure, the caster successfully leashes them to his will, and they will obey his audible verbal orders, though they will always interpret their orders in pursuit of glorious and violent deaths, and if left without orders will seek out and slay his enemies. If they succeed on that saving throw, however, they break free from the caster’s control and will wreak havoc on all around them, slaughtering indiscriminately. In either case, they remain for one week, or until slain or dispelled.
Summoning: summon 15x CL in HD (95 x16), up to 1 HD (x0.15), up to 2 special abilities (x1.66), specific creatures only (einherjar) (x0.7), passively hostile (x0.8), controlled by speech and gesture (x0.8), specific environmental power source (only cast on a decade-old battlefield) (x0.85), takes one turn to cast (x0.8), 60’ range (x1.15), 1 week duration (x2), save avoids (x0.5), arcane (x1) = 124 or divine (x1.2), divine summoning (x1.08) = 161 with Minor Breakthrough
Binding of Souls
Arcane Realm 6
This dark realm magic chains the souls of the freshly slain, binding them to their arms and armor in service to the caster. Up to one fresh corpse (slain in the past day) per level, each still bearing the equipment it wielded in life, can be bound. Each makes a Death saving throw (using his throw at time of death), and on a success the soul escapes the binding and passes on to its destined afterlife. On a failure, the soul is bound to its equipment and raised as a wraith in service to the caster, a profane void. Either way, the corpse crumbles to dust. Wraiths created in this way are bound to obey his verbal orders, but will twist the intent of their orders to spread woe and terror upon the caster, those he cares for, and anyone who happens to be nearby. They serve indefinitely, until slain or dispelled. Because of its potency, this realm spell can only be cast in places where the border between life and death is at its very thinnest, and requires a forsaken sinkhole of evil to invoke.
Summoning: summon 4x CL in HD (95 x5), up to 4 HD (x0.4), up to 2 special abilities (x1.66), specific creatures only (wraiths) (x0.7), passively hostile (x0.8), controlled by speech and gesture (x0.8), specific environmental power source (fresh corpses) (x0.85), can only be cast in a Forsaken Sinkhole (x0.67), 10’ range (x1), perpetual duration (x4.5), save avoids (x0.5), arcane spell not a calling/conjuring/summoning (x1.5) = 217
Essential Transformation
Arcane Realm 6
A touched living target of up to huge size is remade according to the caster’s desire, to perpetually occupy any other living form with up to four special abilities and HD up to the lower of the caster’s level or twice the target’s level or HD. Touching an unwilling target requires an attack throw, and the target can save vs Spells to resist the effect.
Transmogrification: transform to the form of a living creature (35), gain new form’s physical characteristics, attacks, and up to four special abilities (100), HD limited to caster level and 2x target level (x0.75), touch range (x0.6), perpetual duration (x3.5), target 1 creature (x1), attack throw required against unwilling (x0.75), target can be up to huge size (x1.5), save avoids if unwilling (x1), arcane (x1) = 239
Summon Mist
Arcane Realm 5 or Divine Realm 6
The caster raises vast banks of fog from a large body of water in which he stands, making the entire region Foggy. Speed is halved, visibility cut to 20’, and Land Surveying, Navigation, Searching, and Tracking proficiency throws also suffer -4 penalties. The caster is unimpeded and can see through it normally; creatures that can see invisible likewise penetrate the fog, though they still take the penalties to Land Surveying and Navigation throws unless they can see invisible out to at least one mile. The fog extends along any contiguous waterways to fill up to one 6-mile hex per level of the caster.
Wall (esoteric): based on summon weather, but constrained to fog and with a specific environmental power source, and targeting one hex per level rather than only a single hex.