List of Domain and Realm Spells

Domain Spells

Domain spells cost 500 gold * (level squared) to prepare, and only affect the Domain. It takes one day per level of the spell to prepare. After preparation the spell can be cast by the Domain Leader at any time. Only one Domain spell per arcane or divine improvement in the Domain’s population center can be cast per season. Domain spells can also be cast as Realm spells by the Ruler, affecting the whole Realm.

Players can suggest additional Domain and Realm spells, of course.

Arcane

Level 1

  • Border Watch: After casting this spell, the caster is immediately informed of any enemy troop incursions in his Domain. Troop movement within the Domain is not monitored. The spell remains active throughout the whole season.
  • Disguise Self: The Domain Leader can disguise himself, as the spell, at will, as long as he/she remains within the boundaries of his/her Domain.
  • Ventriloquism: The voice of the Domain Leader is heard throughout the whole Domain. This effect lasts for 10 minutes or until dismissed.

Level 2

  • Detect Conspiracy: After casting this spell, the caster is immediately informed of any surface thoughts of betrayal or conspiracy against the Domain, if the plotter fails a Will save versus the Domain’s Control DC.
  • Haunting Mists: For the duration of one day a shadowy fog fills the Domain’s fields and streets. Creatures outside have to make a Will save versus the Domain’s Control DC or become shaken as long as they remain within the mists. Going inside (a home, cave, etc.) immediately negates the effect, but creatures are affected when they re-enter the mists.
  • Locate Object: Immediately find the location of a known object in the Domain.

Level 3

  • Clairvoyance: After casting this spell, the caster sees anywhere within the Domain for the duration of 10 minutes. He must know the place where his clairvoyance starts, but his sight can “travel” from that location with a speed of 600ft per minute.
  • Domain Door: Teleports the caster immediately to any known location within the Domain.
  • Protection against Scrying: Protects the Domain against scrying for the duration of the season.

Level 4

  • Domain Scrying: Scry, as the spell, at will at one creature per day, throughout the season.
  • Spell Invulnerability: The Domain Leader is invulnerable to spells of 3rd level or lower as long as he/she remains within the boundaries of the Domain.
  • Wall of Ice/Fire: Creates a Wall of Fire or Ice as the spell along one border (one side of a hex) of the Domain for the duration of the season or until dismissed.

Level 5

  • Create resources: Immediately creates resources in the treasury worth of 200 points.
  • Sending: The Domain Leader can send short messages (as the spell) at will and anywhere within his/her Domain.
  • Wall of Stone: Creates a Wall of Stone as the spell along one border (one side of a hex) of the Domain for the duration of the season or until dismissed.

Level 6

  • Alter Terrain: Change the terrain type of one hex within the Domain. This destroys any improvements within the terrain.
  • True Seeing: When cast, this spell allows the caster to see things as they truly are (as the spell), as long as the Leader remains within his/her Domain.
  • Wall of Iron: Creates a Wall of Iron as the spell along one border (one side of a hex) of the Domain for the duration of the season or until dismissed.

Divine

Level 1

  • Longstrider: The Domain Leader’s speed increases by 10 feet as long as he/she is within the boundaries of his/her Domain.
  • Pass without Trace: The Domain Leader leaves no trace (if desired) when passing through his/her Domain.
  • Speak with Animals: The Domain Leader can speak with animals as long as he remains within his/her Domain.

Level 2

  • Domain’s Blessing: All personal ability scores of the Domain Leader are increased by 1 as long as he remains within his/her Domain.
  • Impenetrable Woods: Fills one or more forest hexes within the Domain with webs when cast. When moving through forest hexes, military troops have to make a Reflex save versus the Domain Control DC or remain stationary. The webs remain throughout the season, unless dismissed by the Domain Leader.
  • Status: Know the condition of up to 10 known and willing creatures within the Domain for the duration of the season.

Level 3

  • Multiply Food: Any food left in the Domain’s treasury is increased with 50%.
  • Raise the Fallen: When cast during mass combat, this spell raises a defeated military unit as undead troops for one round.
  • Water Walk: The caster can walk on water (as the spell) anywhere within his/her Domain, for the duration of the season.

Level 4

  • Air Walk: The caster can walk on air (as the spell) anywhere within his/her Domain, for the duration of the season.
  • Protective Winds: Grants military units within a settlement a +4 bonus on AC and Reflex saves for the duration of one mass combat encounter.
  • Tongues: The caster can understand, speak, read, and write any language within his/her Domain for the duration of the season.

Level 5

  • Commune: Deity answers one yes/no question pertaining to the Domain.
  • Dream: Send a message to anyone within the Domain in the shape of a dream.
  • Hallowed Domain: The Domain becomes holy (or unholy) for the duration of the season.

Level 6

  • Control Weather: Changes the weather in the Domain at will, throughout the season.
  • Serenity: Peaceful feelings pervade the Domain, reducing Unrest by 1.
  • Treant Call: Calls a treant ally which serves the Domain Leader for the duration of the season.

Realm Spells

Realm spells cost 1,000 gold * (level squared) to prepare, and affect the whole Realm. It takes one day per level of the spell to prepare. Only one Realm spell per arcane or divine improvement in the Realm can be cast per season. After preparation the spell can be cast by the Ruler at any time. The following spells can only be cast as Realm spells.

Arcane

Level 7

  • Teleport Unit: Immediately teleport a military unit anywhere within the Realm.
  • Greater Invisibility: The Ruler can become invisible as the spell Greater Invisibility at will, as long as he/she is within the boundaries of the Kingdom.

Level 8

  • Clone Military Unit: Clones a military unit, which awakens after its original has been slain.
  • Prismatic Wall: Creates a Prismatic Wall as the spell along one border (one side of a hex) of the Realm for the duration of the season or until dismissed.

Level 9

  • Portal: Creates a magical portal between two settlements for the duration of the season. Travel between these population centers is instantaneous, and they can freely exchange surpluses.
  • Prismatic Sphere: Encapsulates the whole Realm within a Prismatic Sphere, as the spell, for the duration of one day or until dismissed.

Divine

Level 7

  • Regeneration: The Ruler regenerates one hit point per round as long as he/she is within the boundaries of the Kingdom.
  • Sunbeam: The Ruler can cast the spell Sunbeam at will, as long as he/she is outside during day time, and within the boundaries of the Kingdom.

Level 8

  • Discern Location: Reveals the location of an object or creature within the Kingdom.
  • Earthquake: The Ruler can cause an earthquake as the spell at any known location within the Kingdom.

Level 9

  • Royal Resurrection: The Ruler is automatically and instantly resurrected (as the spell) when slain. This spell can only activate once per season.
  • Storm of Vengeance: The Ruler can create a Storm of Vengeance as the spell at any known location within the Kingdom.

List of Domain and Realm Spells

The Path of Kings BrightSmith