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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 equinox. At Equinox and Solitices the magic flows strong 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.
All Spells have a the same format
School: Each Spell belongs to one of 8 magical schools (Evocation; Illusion, Divination; Enchantment; Necromancy; Alchemy; Conjuration; Abjuration).
Andurias: As the former elemental god of the heavens, his scions favour Evocation
Vorynn: As the former god of magic, his scions favour Enchantment
Brenna: As the former goddess of Fortune, her scions favour Alchemy
Masala: As the former goddess of the Seas, her scions favour Divination
Arzari: As the former god of darkness, his scions favour Necromancy
Basaia: AS the former goddess of light, her scions favour Abjuration
Reynir: AS the former god of the wild places, his scions favour illusions
Each God also favours spells of different schools.
Haylean, Lord of the Gods: Favours Abjuration
Cuiraecen, Lord of Storms; Favours Evocation
Erik, Lord of the woods: Favours Illusion
Nesirie, Goddess of Grief and the Seas: Favours Divination
Ruornil, GOd of Magic: Favours Enchanment
Sera, Lady of FOrtune: Favours divination
Eloele, Lady of Thieves: Favours Illusion
Laerme, Patron of Bards: Favours Enchantment
Avani, Lady of Reason: Favours Alchemy
Kriesha, the dark mistress: Favours Necromancy
Belinik, the Lord of Battle: Favours Evocation
Each Class also favours particular School(s)
Mages: Enchantment; Conjuration
Warriors: Evocation
Clerics: Divination; Abjuration
Rogues: Alchemy; and Illusion
Season
Effect
Cost