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All regents have inside them the blood of ancient gods, both good and evil. These bloodlines grant certain abilities and amongst them are realm magic.
The power for such magic is drawn from the land itself, from areas of wilderness and unspoilt splendour. Civilisation and cities drown out this energy.
Each wilderness province generates a single power point for its controller. This can be amplified by building a source, a magic structure that focuses the energy. Image a wizards tower or stone circle. The larger the source, the more power. A level 1 source generates 1 additional power, and this increases one per level.
The cities and settle lands can generate power but the sources must be much larger. A level 2 source will generate 1 power from a settled province and a level 3 will generate 1 from a city. Only the most powerful source in a province gains any benefit, with other sources reducing the level of the largest source by its level. In addition guildhouses in wilderness provinces remove the free power and a wilderness source will need to be built.
This magic renews itself at the Spring and Autumn equinoxes and it as these times the most powerful spells can be cast. Some spells may only be cast at these equinoxes. Characters spell lists are made up of four factors: Class( 1 Spell for warriors and rogues, 2 for mages and priests) Race (1 Spell) Bloodline (1 spell per Regancy) Alignment (1 spell) Additional spells maybe learnt or researched. The power cost of a Realm spell is the distance + 1 from a valid spell LOCI, which is any city or settlement in the users starting realm. This LOCI can be centred on Banners for Warriors, Sources for Mages, Guildhouses for Rogues, and Temples for priests.