RULEBOOK CONTENTS
SECTION 1 - INTRODUCTION
section 2 - Starting to play Serim Ral
section 3 - General Information
section 4 - Miscellaneous Orders
section 5 - Castles
section 7 - Thief / Rogue Abilities
section 8 - Rangers / Hunters
section 9 - Magic
section 10 - Combat
section 11 - Repeat Orders
section 12 - Religions
section 13 - Advanced Classes
Appendices
SECTION 9 - MAGIC
9.1 - CASTING SPELLS
9.2 - UNEARTHING NEW SPELLS
9.3 - BREWING POTIONS
9.4 - DRINKING POTIONS
9.45 - BEFOG
9.5 - SCRYING
9.6 - WINGED BOOTS

9.1 - CASTING SPELLS (70)



WIZARDS (not available in games of Keltica)

Casting spells can be simply described as a form of bartering. The uttering of the Word of Power is simply putting the seal on the deal. All bargains are made with the Void, where all and nothing exists simultaneously. Nothing is free and all spells have a price. Everything within Serim Ral has a value in the Void. For example, a Wizard casts the spell XORNHETHWISZENAN upon himself. He knows that this will create 100 food but will require in payment 200 stone. If the Wizard does not have the required components, the spell will simply fail.

Please remember that the material component is always taken from the casters own stores no matter who the spell is cast upon. Wizards need to take note that the TRANSFER order comes after the CAST order, so the spells need to be prepared a week in advance. Make sure you know what the material payment is before saying the Word of Power. If your wizard is lucky enough to obtain some voidstones, these will be used if you run out of the specific spell component.

Wizards may cast any combination of spell levels up to a limit of their level x 2 each turn. i.e. - a 2nd level Wizard could cast 4 first level spells, 2 second or 1 second and 2 first. Wizards cannot cast spells of a level they haven't reached, or any spells higher than 11th level, even if they have researched them. Wizards will notice that their spells cost them considerably less in the way of component items as they attain higher levels.
Version 2 Rule Ammendment: High level wizards can sense if someone is watching them in a crystal ball.



BARDS (Keltica game only)

Bards are very similar in most respects to Wizards above, but with a few important distinctions. Instead of casting spells, Bards will sing mystical songs of power. Although still powerful, Bards lack the power to summon forth humans of any Tribe - The ability to create Human life is far beyond the power of mere mortals. This makes the Tribes people you begin with incredibly important. If you suffer large losses early on, you will not be able to replenish your numbers with freshly summoned tribe members. Of course, Bards are still able to summon mystical creatures to help your cause. If you are lucky enough to find some mistletoe, this can be used to replace components.

PRIESTS (Not available in games of Keltica)

Each turn a Priest receives a certain amount of spiritual energy according to how powerful his God is, this amount being displayed each week on your turnsheet. A Priests method of casting spells is very much the same as a Wizards except that, instead of requiring some sort of raw material in exchange for the spell, the cost is simply deducted from their reserve of spiritual energy. If there is some spiritual energy left over at the end of the week, a small amount will be saved and added on to next weeks quota. Priests may only cast two spells + one spell per level. i.e. - at 4th level a Priest may cast 6 spells in a week. Unlike Wizard spells, the cost of casting Priestly spells does NOT decrease when cast by higher level Priests.

DRUIDS (Keltica games only)

Druids are are the Keltica equivelant of Priests (above), and cast spells using Spiritual Power granted by their God.

The format for the casting of spells is -

{Leader} CAST {Leader or Castle} {Word of Power} {no of times (Max 250)}

Ordersheet Example:
MERLIN CAST MERLIN JaPalKromIxEl 3


Once you know the separate syllables of each spell, you may want to abbreviate them. The above example would become MERLIN CAST MERLIN JPKIE 3. You can cast a spell a maximum of 250 times per order. If you wish to cast more than 250 spells you will need an extra order.

This command would instruct Merlin to cast the spell JAPALKROMIXEL upon himself three times. Spells can be cast upon any other leader or castle and may or may not be beneficial. However, if someone has you recognised as an 'Enemy', you will not be able to summon anything onto them. Dispelling things from them would still work.

The leader or castle does not need to be at the same location as the Wizard or Priest but bear in mind that the material component or spiritual energy amount increases dramatically depending on the distance that the spell must travel.

Casting Limitations:-

1 When summoning extra time, no leader or castle is allowed more than 320 hours (an extra week on top of the normal week). You may summon as much time as you like, but any time over 320 will go to waste.

2 Experience may not be summoned on any leader who has more than 10,000 experience already.

3 Class/Race altering spells only work on leaders of 4th level or lower. As with teleportation they will only work on your own leaders.

4 You can only summon onto leaders who have you recognised as Friend.

5 You cannot cast Legendary Level spells (12th level spells or higher).


Version 2 Rule Ammendment: 6) You can only cast spells in your own kingdom or in kingdoms that are listed as your neighbours in your kingdom summary at the top of the turnsheet. Attempting to cast spells outside this area will simply fail.


9.2 - UNEARTHING NEW SPELLS

WIZARDS

The search for new wizardly spells is automatically accomplished by searching through the massive castle libraries. Each library the castle has, gives the wizard a chance to discover a new spell. New books are constantly being discovered and purchased from passing merchants so the spell supply is virtually inexhaustible. Wizards will automatically visit libraries if they have 100 hours left after performing all their orders. Normally, 1 Spell will be revealed per library although occaisionally special Grimoires containing many spells will be unearthed..

Although Wizards will Auto-Research, you may in some situations wish to order your Wizards to perform this duty. There is also an extended Research order for more specific spell searches. Most of the time it's best to just leave your Wizards auto-researching so that you can build up a nice varied list of spells. Later on, you may want to use the extended version of the order, to narrow down your search for an elusive spell you particularly need. The formats for these orders are as follows:-

Auto Research (762 in Order Of Events):
No Order Needed

Standard Research (285 in OOE):
{Wizard Name} RESEARCH

Takes 100 hours and will usually reveal one spell per library.

Extended Research (285 in OOE):
{Wizard Name} RESEARCH {Affected Item:All} {Component Item:All}

Ordersheet Example:
MERLIN RESEARCH All Goblins
This would search for any spells using Goblins as a component.

Ordersheet Example:
MERLIN RESEARCH Food Goblins
This would search for spells that affect Food using Goblins as a component.

Ordersheet Example:
MERLIN RESEARCH Food All
This would search for any spells that affect Food.

When using the extended version of the Research order, a Wizard will visit each Library once per level (instead of just once), however, they will only report back with spells that fit your criteria - It's entirely possible they will report back with nothing if none of the spells they find match what you want.

E.g. Merlin is ordered to Research so will visit each of his 9 libraries once, and report back with 9 Random Spells.If Merlin (9th Level) was ordered to Research Food Gold, he’d visit his 9 libraries 9 times. If any of the 81 Spells he finds match the criteria, he’ll report back with the appropriate Words Of Power.

Special Spells:

If your Wizard is very lucky, they may unearth one the following extremely rare spell types:-

Potent: Increased spell effect for same cost as a normal spell.
Mighty: Greatly increased spell effect for same cost.
Economiser: Reduced cost for same effect as normal spell.
Efficient: Greatly reduced cost for same effect.
Travellers: Reduced distance penalty.
Masters: Spell level 1 less than normal.
Greater Path: Spell level 2 less than normal.

PRIESTS


Priests gain new spells through praying, which takes place automatically (762 in the Order Of Events) as long as your priest has 100 hours spare after completing any other orders that may have been issued.. Your priest will be granted a random spell unique to his god and level. There are 11 Levels of Priest spells, 10 spells in each level.

Spells can normally be exchanged freely between players, but if you try to cast priestly spells from another religion the Spiritual Power cost is increased dramatically.

You can also manually issue a PRAY order with an extra option – You can specify the level of the spell you wish to Pray for. You cannot Pray for a spell level higher than the level of the Priest issuing the Pray order. An ‘issued’ Pray order happens at 475 in the Order Of Events and takes 100 Hours.


{Priest Name} PRAY {Level Of Spell}

Ordersheet Example:
ELENOR PUREHEART PRAY 5


This will instruct Elenor to PRAY for one of the 10 possible level 5 Spells (Chosen randomly by her God).


9.3 - BREWING POTIONS (320)

4th level Wizards are assumed to have gained sufficient knowledge to brew potions. Each potion takes 10 hours to brew and requires two ingredients depending on the type of game you are in:-

Game Components needed
Deep Dominions 1 Voidstone and 1 Killer Ant or Skulker
Keltica 1 Sprig of Mistletoe and 1 Spriggan
Ocean Lords 1 Voidstone and 1 Winged Boot
Renaissance 1 Voidstone and 1 Spriggan
Other Games See the 'Welcome to Game x' letter sent with your first turn
The syntax for the BREW order is:
{Leader name} BREW {Amount}


9.4 - DRINKING POTIONS (60)

The effects of consuming a potion are very unpredictable. They should not be quaffed except in the most dire of emergencies. However should the urge become uncontrollable, the DRINK order syntax is simply -
{Leader Name} DRINK

The effects of drinking a potion could be anything from extremely useful to bowel looseningly horrendous, so If you suddenly find yourself battling for your life in the Arena of the Lost Souls with seven other recently polymorphed Spriggans, don't say we didn't warn you.




9.45 - BEFOG (505)


IMPORTANT NOTE: To use this order in your game it must be using Version 2 of the game rules, either by being Game 34 or above or voted in to an earlier game.

Wizards who have a Crystal Ball can attempt to cloud other wizards scries at the current square. This takes 75 hours. The chance of a successful BEFOG is dependent on the Wizard's level and the level of the Wizard attempting the scry. The syntax for the scry order is-


{Leader} BEFOG



A Successful BEFOG clouds crystal balls that attempt to scry on the wizards square. This requires 75 hours and the wizard needs to be holding a crystal ball.


9.5 - SCRYING (510)



Wizards who have a Crystal Ball (or a Bard with a Raven in Keltica Games) can elect to scry nearby terrain squares.. This takes 55 hours. The chance of a successful SCRY is dependent on the Wizard's level and the distance to the target area. The syntax for the scry order is-


{Leader} SCRY {Co-ordinates}

A Successful SCRY reveals who and what stands at the specified square.


9.6 - WINGED BOOTS (290)



In games of Ocean Lords only, Wizards of 6th Level or greater can now MAKE enchanted pairs of Winged Boots. It takes 10 hrs to make 10 winged boots and costs 1 Livestock and 1 Voidstone.


{Wizard Name} MAKE {Amount} WINGED BOOTS

Script:187ms

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The Rule Book
Introduction
Starting to play
Choosing your race
The gods
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General Information
Time and Weather
Serim Ral geography
Experience and health
Feeding your troops
Encumbrance
Alignment
Winning the game
Miscellaneous Orders
Placing bounties
Contacting other empiress
Destroying items
Disbanding troops
Finding new leaders
Following
Foraging for food
Leaving your items
Movement
Patrolling your lands
Profiling monsters
Renaming leaders and castles
Slaughtering for food
Recruiting and taking items
Finding & taking artefacts
transfers
visiting taverns
special locations
realm names
Castles
Castle production
Castle related orders
Building new castles
Citadels
Creating extensions
Delivering
Demolishing castles
fortifications
manufacturing
purchasing
surveying the land
Thief / Rogue abilities
hiding
sabotage
smuggling
spying on the enemy
stealing
visiting taverns
Rangers / Hunters
foraging
hunting
mapping the terrain
mustering troops
Magic
casting spells
unearthing new spells
brewing potions
drinking potions
scrying
Combat
training your troops
attack and retreat
capturing enemies
defending
pillaging
dealing with prisoners
armour, weapons & bows
sieging enemy castles
friends & foes
Repeat Orders
remembered orders
cancelling remembered orders
deferring remembered orders
Religions
changing your religion
listing fellow worshippers
sacrificing to your god
head priests
head priest abilities
section 13 - advanced classes
changing class
Appendices
Command summary
Order of events
Order sheets and costs
Helpful handy hints
Gm policies
Example order sheet
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