God of War Regional Magic: The Magic of the Land of Darkvale is in many ways unknown and in the throws of chaos. There is no way of knowing what magics the region will make available to those who have tapped into the land. However, if a temple to Rowanam, God of War, has been constructed in the War Camp, his influence will bless the army, and each of his holy aspects will grant access to a spell to those who are properly devoted to him. This will make the following regional magic available alongside whatever the native land provides. Some of these spells work alongside the abilities of the unique person who is specified to be The Commander of the Army.
1. Knowledge of the Omniscient Scout
2. Boon of the Peerless Veteran Warrior
3. Sight of the Reverent War Hawk
4. Resolve of the Blessed Standard Bearer
5. Swiftness of the Tireless Steed
6. Litany of the Truculent Muse
7. Divine Redemption of the God of War
1. Knowledge of the Omniscient Scout: Uses: 3. VC: 10 words, repeated. AC: Caster must enter a trance-like state, repeating the verbal until the EH or MM responds to the spell.
The Omniscient Scout is the aspect of Rowanam that always understands the nature of the battles that lie ahead. By calling upon the Scout, the caster can be briefly taken to a battlefield in order to gain knowledge of how it is arranged, the lay of the land, and if there are any particular important aspects of that battlefield that will influence the fight. By placing his/her hand on The Commander of the Army as the spell is cast, The Commander of the Army will also be taken to the battlefield and given the knowledge. This spell is cast during the Planning Phase of the turn.
2. Boon of the Peerless Veteran Warrior: Uses 2. VC: 20 words and a question. MC: A weapon. AC: Caster must hold the weapon aloft (the more impressive the better) while saying the verbal and asking the question.
The Veteran Warrior is the aspect of Rowanam that shoulders the limitless wisdom and experience of an eternity of battles. This spell allows the caster to ask one question of the God of War, which must be some sort of advice about how to best proceed in a battle, troop movement, or other aspect of the conflict at hand. This spell may be cast in any phase of the turn.
3. Sight of the Reverent War Hawk: Uses 5. VC: 20 words. AC: Caster must place his/her hand on the Commander of the Army and speak the verbal.
The War Hawk is the aspect of Rowanam whom can see wars unfolding on the largest scale and has sight to perceive even their must subtle elements. This spell allows the caster and The Commander of the Army to make an OOC trip back to the War Map, look at all information that is normally available on the War Map, and use that information and his/her ability as The Commander of the Army to issue his/her next set of orders. After their business at the War Map is completed the caster and The Commander of the Army return to place where the spell was cast. This spell is cast during the Planning Phase of the turn.
4. Resolve of the Blessed Standard Bearer: Uses: Unlimited. VC: 10 words, repeated. MC: A banner at least 3' square on a banner pole at least 8' long. AC: Caster must hold the banner aloft while chanting the verbal.
The Standard Bearer is the aspect of Rowanam who summons forth courage, loyalty, and conviction during the long days battle. As long as the caster is holding the banner aloft and chanting the verbal, all Heroes within sight of it are immune to the following effects: Poison, Disease, and Armor Piercing. This spell is cast during the Battle Phase of the turn.
5. Swiftness of the Tireless Steed: Uses: 1. VC: 30 words.
The Tireless Steed is the aspect of Rowanam that descends furiously into the thick of the fray. Using this spell allows the entire Unit that the caster is a member of to make a move into any other battlefield on the map, regardless of its distance from the battlefield the spell is cast in. This spell is cast during the Movement Phase of the turn.
6. Litany of the Truculent Muse: Uses: 1. VC: special; see below.
The Truculent Muse is the aspect of Rowanam who calls the worthy to battle along side the God of War, firing their spirits for the task ahead. The caster of this spell does so by singing a song or reciting a poem about war or battle. At the conclusion of the poem, all Heroes who have heard it gain the following effects. They gain one call of 'Protect the Soul', one call of 'Resist Magic', one call of 'Resist Death' and one call of 'Armor Piercing' to be used at any point thereafter. The effects of multiple Litany spells do not stack. This spell may be cast in any phase of the turn.
7. Divine Redemption of the God of War: Uses 1. VC: 30 words in a ritual.
The God of War's Divine Redemption is a precious gift, given only to those who have fought with great honor upon the field of battle, in the time when they most need Rowanam's intervention. This spell must be cast before a battle begins in a prayer and ritual to the God of War. After that point, at any time during the battle, whether the caster is alive or dead, he/she may call upon Rowanam's redemption for the battle to be prematurely ended, and every aspect of that battle to be undone, save the memories of the Heroes who fought in it. Dead Heroes are restored to life, armor is mended, cast spells are restored, and the current location of the Unit the caster is in is reset to where it was before it moved into the current battlefield. This spell is cast during the Movement Phase of the turn.
Trappings of Civilization Powers
(from Chimeron events)
These savage lands full of danger and strife certainly have no trace of modern Chimeronian civilization.
Yet, as the heroes of this war move forth into the wilderness; as they draw a heavy line between
the chaos of occupied Darkvale and the shining beacon that is their own camp and reclaimed territories,
they beat back the savageness and restore a kind of order and calm to the place. As the army builds parts
of their War Camp, the following Trappings of Civilization Powers become available.
These trappings of civilization allow you to chose one profession
from the list below and add that ability to those which you already have.
“Limited” professions may only be chosen by those who qualify for them.
Preacher: While preaching your word at the city common, you may cast unlimited Cure Diseases, as per the spell.
Blacksmith: At the city forge, you may repair unlimited items. This requires 30 seconds of hammering on the anvil, and armor may not be worn while it is being repaired.
Herbalist: Using the herbs in the apothecary, you may craft unlimited potions of "Raise Mostly Dead". Thankfully, the corpses brought to you are only mostly dead. So long as the potion is used immediately after creation, you may raise one corpse with it. These potions take 30 seconds to craft and lose their magical properties if removed from the apothecary.
Myrmidon: As a professional soldier, you can jury-rig your own armor back to a semi-useable state. Taking 30 seconds to repair one section, it can be restored to one-point status. You may not repair armor up to full two-point status this way. You may do this unlimited times.
Servants Guilder (limited): If you are a sash-carrying member of the Servant's Guild, you may claim the following powers:
- Whenever you wear your white sash, any food or drink you serve is incapable of transmitting poison or disease.
- The power from one other job for which you qualify
Knight (limited): Knights of the following orders may claim their traditional knightly
- Avatars of Chimeron
- Knights of Creathorne
- Knights of Eagle's Rook
- Knights of Garm
- Knights of the Blue Rose
- Knights of the Crown
- Knights of the Red Branch
- Knights of the Sable Dragon
- Magi of the Realms
Knight of the Eternal Flame / Knight of the Realms (limited): If you are a Knight of the Eternal Flame or Knight of the Realms, you receive both of the following powers:
- Your traditional knightly power
- The power from one other job for which you qualify
Scalawag: You may use the spell Deep Pockets as if you have it. (Need the stuff for the spell, too -- you shouldn't be calling yourself this if you don't have the equipment)
Saw-Bones: By tying a 3 foot length of bandage around an injured limb, the recipient may act as if a Heal Limb spell has just been cast on that limb. The bandage must remain on until an actual Heal Limb spell is cast on the injured limb. Prematurely removing the bandage re-injures the limb. Each limb may only have one bandage at a time.
Woodsman:You may use the spell Speak as if you have it.
Smooth Talker:You may use the spell Pas as if you have it.
Pirate Wealth Reallocation Specialist: You may full search bodies in 60 seconds, rather than the usual 120 seconds. Every time you search someone, you count as a new person.
Battle Hardened Veteran: You are so experienced in combat that you can make the best use of your armor possible. Armor piercing blows are no more damaging to your armor than standard sword blows. To notify your opponent that you are not cheating, add "Hardened" before your armor call when responding to an armor-piercing blow (e.g. "Hardened Armor 1, Leg").
Strongman: You may make one swing of Armor Piercing, hit or miss, per hour. This is subject to the Combat Calls Caveat.
Queen of Hearts Champion / Blue Rose Blademaster / Best of the Best (limited): If you won one of the above, you may use the spell Resist Death as if you know the spell - 3 CASTINGS ONLY
Queen of Hearts Champion Mage (limited): You may use the spell Resist magic as if you know the spell - 3 CASTINGS ONLY. This may stack with the actual spell Resist Magic if you know it, but not if it is granted from a magic item.
Magician: You may cast one 1st circle pool spell as if you have it. If you are not already an Enchanted Being, this profession makes you one.
Assassin: Once per hour, you may create one Death Poison, as per the spell, or you may once cast the spell Poison Weapon on your own blade. Even if you miss, your single casting of Poison Weapon is still used.
Mortician: As an unlimited effect, you can perform funeral rights upon any corpse. The ritual must be done sitting or kneeling within 2 feet of the corpse, contain at least 30 words, and the mortician cannot have any weapons in hand. When complete, the player of the corpse must accept a Protect the Soul effect that ends as soon as the corpse is raised. This protection can be disenchanted as per the spell.