Garin – The Lord of War and Tyranny

 

1 Domain

               

Garin is the Lord of War, Tyranny, and the exercising of dominance over the weak.  Also known as “The Warlord” or “The Tyrant”.

 

2 History

 

                <<< To be included when appropriate plot line is finished. >>>

 

3 Motivation

 

                “To the victor go the spoils, and to the vanquished goes subjugation…”

 

                The followers of Garin know that it is might that makes right and believe that they are the ones to set down what is right.  They are not above working from the shadows or striking from cover, but when they possess the strength they favor hammer blows.

 

4 Aspects

               

On those rare occasions when Garin manifests or grants Divine Intervention it is always with swift and terrible force.  As he expects his priests and followers to be conquerors, Garin always looks dimly upon those who entreat his aid, so his interventions will rarely result in positive for the caller.  Often it will result in deformity, curses, or other penalties, though not death.  For those the priest has called aid against, if they are enemies of the faith then Garin will destroy them…utterly.

 

                For those times when Garin does manifest, he always appears as he did in his moral life, a tall human with graying black hair and dressed in black leather armor and wielding a great sword.

 

5 Structure of the Priesthood/Temple

               

                Garin’s priesthood collectively refers to itself as the Legion of Garin, or simply the Legion, and the priests are collectively referred to as Legionnaires.  The temples, or Citadels, are referred to as Cohorts and typically take the form of, for example, the Rougtero Cohort.  The command of each cohort is given to an Arch Strategos who is in turn advised by a number of other senior priests & lay priests known as the Strategoi.  Unlike other Faiths, lay priests may ascend to the leadership of the Cohorts or even the Legion.

 

                Within each Cohort are various subcommands, or Merarchies to govern the various aspects of the Companies endeavors and each is under the command of a Strategos.  These Merarchies commonly include: Land Forces, Naval Forces, Intelligence Services, and Logistic Services.  It is from these Strategoi that the Arch Strategos is chosen.  Further each of these Merarchies has distinct divisions within each that are geared towards training in more specialized areas that fall under the purview of that command.

 

                These break down to Tetrarchies under the command of a Tetrarch and comprised of 2-4 Lochos of 5 to 10 Skylos under a Decurion.

 

                The Legion of Garin is commanded by the Archon of Garin.  The Archon is commonly chosen by Garin who will select from among the Arch Strategois of Jaern, though exceptions can be made for truly exceptional individuals.

 

5.1 Organization

               

                The organizational structure of each Citadel, or Cohort, flows like a pyramid from the top, Arch Strategos, down through the Strategoi, Tetrarch, Decurion, Skylos, and down to the Probationary Legionnaire and Candidate.

 

                Each Legionnaire is responsible to those above him in the hierarchy and addresses them with the respect due their position.  Though if a higher ranking Legionnaire proves to be incompetent this respect can waver to outright hostility.  Further, Legionnaires will always address a superior as “Sir”, “Ma’am”, or by their rank.

 

 

5.2 Requirements

 

                Potential Legionnaires must first and foremost be of Pure Human, Pure Elven, or Human-Elven descent.  They must also be of good health, intelligence, and have the strength necessary for wielding a sword.  Candidates of either sex are accepted as well.

 

                Legionnaires are always on the look out for new potential Candidates and if someone with real potential is found they are reported to the Intelligence Command of the Citadel who investigates the candidate, and then if they are found to be acceptable, they are recruited into the faith.

 

                Also, some are drawn to the Legion because of they feel a special calling in their hearts for the faith of Garin.  In these cases the potential Candidate seeks out word of a near by Citadel, and then petitions for entry.  Generally Candidates who become Legionnaires in this manner are marked for greater things as it is viewed that Garin has selected and guided them into the fold personally.

 

                Elves may become full priests of Garin as well.  If they wish too, at the end of their advanced training a blood sacrifice is made in which they in essence steal a soul of a victim that allows them to have the divine connection to Garin.  To those observing the Elven priest by magical means this soul is atrophied and strange to behold, but there none the less.  Further, this does not make elves subject to the death effects of Deliver, it would however eliminate their ability to recharge their spell casting abilities until a new ceremony was performed.

 

5.2.1 Apprenticeship

 

                The Candidacy of a Legionnaire will last for 8months, during which time he is subjected to hard mental and physical testing and training.  Also during this time, the Candidate is never allowed to leave the Citadel and constantly kept under the watchful gaze of the Land Force Instructors who train oversee the candidates during this time.  At the end of this time, called The Candidacy, the Candidate is inducted into the Legion as a Probationary Legionnaire after undertaking a Binding Oath to faithfully serve Garin and the Legion.  But the Probationary Legionnaire is not done with his training yet. 

 

As a large part of his candidacy was devoted to training to find the area with which he is most suited.  The Legionnaire then undergoes another 6 months of advanced training in the area which he is most adept, be it Land Forces, Naval Forces, Intelligence Services, or Logistic Services.  At the end of this period the Legionnaire is considered a full member of the Legion.

 

5.2.2 Initiation

 

                After the Probationary Legionnaire has finished advanced training he is inducted into the Legion during a special ceremony where the Arch Strategos, his commanding Strategos to be, his Candidacy Instructor, and Advanced Training Instructor formally grant him full Legionnaire status.  During this ceremony the Legionnaire is presented with his first set of Blessed Weapon and Armor, and then he casts Garin’s Blessed Blade upon the weapon, consecrating it and himself to Garin.

 

5.2.3 Duties

 

                All Legionnaires are tasked with the promotion of the Legion of Garin either clandestinely or overtly, first and foremost.  They are also to perform maintenance upon the Citadel as well as to donate excess funds to the upkeep of the faith.

 

                Further, each day the Legionnaire is tasked with performing a 30 minute set of exercises to maintain strength and prowess.  These exercises may be performed solely when not near a Citadel, but in such cases, it is expected for the Legionnaire to join his brothers and sisters for the workout.  Further, at least once a year, Legionnaires of a Cohort will gather, usually in a remote area, to train together for one month.  This group training is often supplemented with more frequent Lochoi and Tetrarchy level training.

 

                When in the field or operating alone on a mission for the Citadel, the Legionnaire is expected to advance the cause of Garin if at all possible.  However, given the often secretive nature of the Priesthood, this is often done clandestinely.

 

5.3 Functions

 

                Given that the Legion is often a minority within a given region, and sometimes persecuted for its tenants, it will generally operate in secret.  The Arch Strategos, Strategoi, and other Legionnaires will be dispersed amongst the populace and working in secret.  Further, non-commanding Legionnaires will often undertake work as mercenaries to hone their skills, test themselves, and earn money for the faith.        However, despite work as a mercenaries, each Legionnaire always puts the good of the Faith ahead of all else.

 

                Within each Cohort are several subcommand that govern the various duties of the Citadel.  The first is the Land Forces which is comprised of both land and amphibious forces.  Its members train in both in land combat, marine assaults, and boarding actions.  When mustered are organized into Tetrarchies and Lochi.  Often the Land Forces will have a specially trained group within its ranks to devote to the accomplishment of special missions.  Members of the Land Forces will often hire themselves out as mercenaries and adventurers.

 

                The second subcommand is the Naval Forces which specializes in naval combat, construction, and other activities.  While each Legionnaire within the naval forces is generally an experienced sailor first and foremost, they also include many skilled fighters and artillery crews.  Further, there is often a special cadre of marines who specialize in waterborne special missions such as sabotaging ports and ships.  Members of the Naval Forces are also organized into Tetrarchies and Lochi.  Tetrarchy’s generally consist of the entire crew of a ship, and Lochi will often comprise the watches on a ship or other specialized units within the Naval Forces.  Members of the Naval Forces will often hire out as Marajo’s for Hire or act as pirates, with the Naval Forces Strategos often being a local shipping magnate or ship yard owner.

 

                The next subcommand is that of the Intelligence Services which specialize in the gathering and processing of information for the other subcommands and the Arch Strategos.  Each Intelligence Legionnaire is expected to maintain his own set of eyes and ears throughout the region and keep tabs on people and events of interest.  These Legionnaires are often the most widely traveled of the Citadel and are generally viewed with suspicion by the rest of the Citadel as they are also charged with maintaining Citadel Security and loyalty tests.  However, because they are in charge of loyalty tests, they are often a fairly cutthroat group since they must also watch each other.  Like the Land and Naval Forces, the Intelligence Services also generally maintain their own special operations group for the accomplishments of the most clandestine tasks.  Members of the Intelligence Services may work in their day to day lives as absolutely anything

 

                The final major subcommand is that of the Logistic Services.  These are the people charged with the running of the day to day operations of the Citadel in terms of supplies and equipment.  They maintain the bases, caches, and finances keeping things in order as well as expanding the Citadel’s holdings.  Their primary task, of course, is keeping the Citadel well funded so that it may complete its operations.  They often include many craftspeople who produce the supplies the Citadel needs, including weaponry, arms, etc… 

 

                Outside of normal Citadel Structure are also a few special organizations which serve the Archon directly.  These include the Archonal Guard which functions as the personal guard and elite troops of the Archon.  The Archonal Intelligence Service which gathers intelligence for the Archon as well as checks the loyalty of the various Intelligence Services and often has at least one member of a Citadel Intelligence Service as a member.  Finally there is rumored to be a cadre of Legionnaires who specialize in accomplishing extremely bloody and dangerous tasks.  Though they have numerous names attributed to them, they are generally referred to as the Black Tyrants.

 

5.4 Advancement

 

                The Legion is a strict meritocracy in that it only promotes those who have been the most effective and meritorious in their services to Garin.  This law comes down from Garin himself who demands that only the best and the brightest climb through the ranks of his Legion.

 

                When a position becomes vacant, the eligible Strategois and their assistants will review the eligible candidates, and then promote the one who is most eligible.  Further, when a Citadel is capable of funding a new Citadel in another location, it will pick the most eligible members to become the new command staff of this new Citadel.

 

5.5 Dogma

 

                “The Sword of Justice has been broken…It is now the Sword of Strength which brings order to the world.”

 

                The followers of Garin are, in many cases, former followers of T’or who grew dissatisfied with the self imposed limitations that that faith placed upon its members.  Further they grew tired of the uncaring manner in which many viewed justice and the laws.  So instead in their quest for justice they turned to dominance and the view that they should impose their justice upon the masses.  Still others see it as their right, by force of arms to dominate others.  And still others simply relish the thrill of battle and glories of war and have found a home within the Legions of Garin.

               

                But for all who find their calling within Garin’s Legion their motives become the same, the advancement of the Faith and the acquisition of power in its various forms, from brutal tyrant, to merchant prince, to mercenary captain, to politician.  But they all believe in the virtues of dominance and war and consider all other faiths to be heathens to be used with the exception of Torites.  Torites they consider to be heretics, whom Garin holds a special hatred for.  Though they will work with Torites, they will always in the end betray them.

 

                Further, Garin has a special dislike for the non-human and non-elven races of Jaern.  He and his followers view them as inherently lesser creatures that are to be dominated and used.  Though they will use them as mercenaries and if outnumbered will hide their disdain, they will only do so if it advances the cause of Garin.

 

5.6 Traditions

 

                Legionnaires are expected to be able to defend themselves and the faith using whatever means necessary.  However, they do have a special weapon and suit of armor and as they grow in power, these become more and more of a part of them, though they lack that fundamental connection that is renown among Torites.  The weapon must always, without exception, be a sword, though the style is left up to the individual Legionnaire.  The armor may change over time, but Legionnaires will often favor differing suits depending upon missions until they obtain greater levels of power when they are then able to specially bond a suit of armor.

 

5.6.1 Clothing

               

                Legionnaires do not have an every day uniform or garb so to speak.  Instead, because of their often clandestine work, they will dress in whatever is appropriate.  However, when they gather for holidays, ceremonies, and other formal gatherings they will dress in uniforms.  Each Legionnaire has a formal uniform that is specific to their Cohort as well as a field uniform which is again specific to their cohort.  The one thing they do have in common however is the emblem of Garin worn over their hearts, a black mailed fist clutching the blade of a sword on a silver field, as well as a rope with knots of rank on the Legionnaire’s collar.

 

5.6.2 Appearance

 

                While the dress of Legionnaires may very, the Tenets of Garin do require that members maintain a well mannered appearance, with dispensations being allowed for when acting in the best interests of the faith.  Legionnaires should be well groomed at all times.  Makeup, while allowed, is not encouraged.

 

5.6.3 Speech and Gestures

 

                Superiors are always addressed either as “sir” or “ma’am” as appropriate, except when discretion is called for such as in mixed cohort.  Those of lower rank are addressed by their rank or rank and name.

 

                For combat, each cohort, Tetrarchy, and Lochoi develops its own battle commands and hand gestures that are used to convey orders quickly and concisely. These commands are never shared outside the group to which they belong.

 

Ranks within the Legion of Garin are divided as follows, ranks below Strategos are divided into standard and senior, with Senior being superior, the difference between the two being Seniors use a gold braid and junior using silver.

 

Rank                                       Commands                                            Rank Emblem

Archon                                   Legion of Garin                                       Gold Braid with 5 Knots

Arch Strategos                      Citadel-Cohort                                     Gold Braid with 4 Knots

Strategos                                               Subcommand                                          Gold Braid with 3 Knots

Tetrarch                                 Tetrarchy                                                                Cord with 2 Knots

Decurion                                                Lochoi                                                     Cord with 1 Knot

Skylos                                    None                                                       Cord without knots

 

6 Worship

 

6.1 Sacrifices

 

                As mentioned before, blood sacrifices of soul bearing victims to allow an elf to become a full priest is practiced, but also other forms are practiced as well.  Garin demands that during or after a major battle, victims be dedicated to him and their blood shed in his name.  Be this in the form of those who perish via the priest’s blade in combat, or prisoners who are sacrificed via ceremony.  However, after all major battles, at least one sacrifice must be made to the glory of Garin.

 

6.2 Donations

 

                At least 25% of all of a Legionnaire’s income must be donated to the maintenance and upkeep of the Citadel to which he belongs.  Portions of this are also reserved for the establishment of new citadels, operational funds, and sent to the Archon for use towards the good of the faith as a whole.  Those found to be profiteering for their own advantage however are punished harshly and immediately.

 

6.3 Obligations

 

                For at least 30 minutes every day a priest must exercise to maintain physical soundness as well as skill with his weaponry.  Further, for one month of every year, Cohorts will gather together to train as a unit in a remote location to keep their skills as working as a group fresh.  Further, training on the Lochoi & Tetrarchy levels are conducted more frequently.

 

6.4 Penance

 

                Those violating the tenets of Garin are dealt with in fairly harsh means.  For minor transgressions of discipline and etiquette, punishments range from a judicial flogging to fines.  For more serious transgressions that endanger others then demotion is often the punishment meted out.  For those that endanger the Cohort or even the Faith, the only punishment is Death.

 

6.5 Advice

 

                Legionnaires may often be found as advisors to kings, warlords, and other potentates, though they do so clandestinely and always seek to influence those they advise to act in ways that would please Garin.  Further, since they often disguise who they are, they are extremely reluctant to hire out their spell services to others not of the faith.  While they may be willing to cast core spells for others for donations, they will never do so of the spells of Garin unless it absolutely and unequivocally advances the cause of Garin or to save their own lives.

 

7 Holidays & Feast Days

 

                The only true feasts within the faith are those held after victories where the victorious Legionnaires will invite those of his Cohort to celebrate the advancement of the faith.  Said priest traditionally supplies the food, drink, and other sorts of entertainment with the larger the victory the more lavish the celebration. 

 

                Further, at the end of each yearly cohortal gathering a banquette will commonly be held that, depending on the Citadel holding it, can be quiet lavish or Spartan depending on the local traditions.  These gatherings are not nearly as boisterous as those Victory Celebrations, they are instead much more sedate and often include reviews of what has been learned in the training, discussing new tactics to be reviewed for next years training, and toasts to the memory of fallen brothers and sisters.

 

8 Ceremonies

 

                The only real ceremonies conducted within the faith are for those times when new Legionnaires are inducted, elves are given souls to become priests, and the times when sacrifices are done.
Magical Abilities

 

Priests of Garin have 4 spell groups focusing upon War, Personal Combat, and Domination.

 

 


Art of the Sword spells enhance the personal combat skills of the priest of Garin.  When these spells are cast, there are no hand gestures, however the sword’s blade gleams brightly for the casting time.  This group will not work in conjunction with the Defer Spell group under any circumstances.  These spells may only be used in conjunction with the priest’s Blessed Weapon.

Art of Domination spells focus on the domination and influencing the minds of others.  This group will not work in conjunction with the Defer Spell group under any circumstances.

 

 


 

 


Art of War at Sea spells enhance various aspects of naval warfare. This group will not work in conjunction with the Defer Spell group under any circumstances.

 

Art of War on Land spells enhance various aspects of land based warfare. This group will not work in conjunction with the Defer Spell group under any circumstances.

 


 

 


1. Art of the Sword

   1 Garin’s Blessed Blade

   2 Alter Material

   3 Garin’s Gift

   4 Lunge

   5 Garin’s Inspiration

   6 Imbue Blade

   7 Garin’s Bounty

   8 Blooded Blade

   9 Garin’s Insight

 10 Garin’s Bitter Edge

 11 Garin’s Benediction

 12 Dance of the Reaper

 

2. Art of Domination

   1 Honesty

   2 Command

   3 Suggesting Voice

   4 Disposition

   5 Veiled Appearance

   6 Voice of Authority

   7 Conscript

   8 Serpent’s Tongue

   9 Pleasant Visage

  10 Binding Oath

  11 Stir the Masses

  12 Silver Tongue

 

3. Art of War at Sea

   1 Ammunition

   2 Warping the Grain

   3 Breath of the Sea

   4 Sealing the Breech

   5 Garin’s Gunnary

   6 Flames of Garin

   7 Favorable Winds

   8 Watery Steed

   9 Clear Sight

  10 Garin’s Divine Bolt

  11 Mists of Garin

  12 Boarding Portal


4. Art of War on Land

   1 Preserving the Stores

   2 Maintaining Arms

   3 Hound of Garin

   4 Forced March

   5 Plague Barrier

   6 Cavalier

   7 Armor Mastery

   8 Logistics

   9 Strengthen Stone

 10 Combat Reflexes

 11 Ward Against Friendly Fire

 12 Nightstalker

 

 

 

 

 

 


Garin Spells                                                                                                                          Art of the Sword

 

1 -  Garin’s Blessed Blade

Time to Cast:

1H

This spell enchants a weapon so that it may be used in conjunction with the other spells of this group.  Without this spell in effect upon the weapon being used, successive spells may not be cast.  Further the weapon is considered to be 'magical' for the purposes of what it may hit and will glow divinely as well as magically under appropriate scrying.  Finally, because this spell may only be in effect on one of the caster's weapons at a time.  This creates the priest’s Blessed Weapon that is referred to in further spells.

Resist Check:

none

Target:

Touch

Duration:

Instantaneous

Area:

1 Sword

Effect:

Enchant Sword

               

2 - Alter Material

Time to Cast:

1H

This spell alters the material of which the priest's Blessed Weapon is constructed.  Unfinessed the weapon is turned to Iron, or returned to its original material of construction.  With one finesse the weapon is transformed into Silver.  With 2 finesses the weapon is transformed into Steel.  With finesses the weapon is transformed into Mithril.  With 4 finesses the weapon is transformed into Adamantite.

Resist Check:

none

Target:

Touch

Duration:

Instantaneous

Area:

1 Sword

Effect:

Alter Sword

 

3 - Garin’s Gift

Time to Cast:

1M

With this spell, the priest’s skill with his Blessed Weapon is increased by 4 for the duration.

Resist Check:

none

Target:

Caster

Duration:

4 + 2/F H

Area:

Self

Effect:

Increase Skill

 

4 - Lunge

Time to Cast:

1R

When the spell is cast, the priest leaps at a chosen enemy and is able to make one attack immediately.  The distance leaped is 10 feet + 5/F feet.

Resist Check:

None

Target:

Caster

Duration:

Instantaneous

Area:

Self

Effect:

Leaping Attack

 

5 - Garin’s Inspiration

Time to Cast:

1M

With this spell, the priest’s Combat Modifier is raised by 4 for the purposes of attacking with his Blessed Weapon.

Resist Check:

none

Target:

Caster

Duration:

4 + 2/F H

Area:

Self

Effect:

Increase Mod

 

6 - Imbue Blade

Time to Cast:

1R

When the spell is cast, the priest’s Blessed Weapon begins to crackle with energy.  The energy adds damage equal to 1d6.  The base damage added is electrical, though this may be changed with finesses.  With 1 finesse the damage is Fire, with 2 the damage becomes Cold, with 3 the damage becomes Acid, and with 4 the damage becomes Life Disrupting.

Resist Check:

None

Target:

Caster

Duration:

1d8 + 2/F R

Area:

1 Sword

Effect:

Added Damage

 

7 - Garin’s Bounty

Time to Cast:

1M

With this spell, the priest’s skill with his Blessed Weapon is increased by 8 for the duration.

Resist Check:

None

Target:

Caster

Duration:

4 + 2/F H

Area:

Self

Effect:

Increase Skill

 


8 - Blooded Blade

Time to Cast:

1R

The power of Garin imbues the priest’s Blessed Weapon so the next successful hit will cause a horribly bleeding wound.  The wound will bleed until bound or magically healed, causing 1+1/2 F damage each round.

Resist Check:

None

Target:

Caster

Duration:

Special

Area:

1 Sword

Effect:

Imbues Sword

 

9 - Garin’s Insight

Time to Cast:

1M

With this spell, the priest’s Combat Modifier is raised by 8 for the purposes of attacking with his Blessed Weapon.

Resist Check:

None

Target:

Caster

Duration:

6 + 3/F H

Area:

Self

Effect:

Increase Mod

 

10 - Garin’s Bitter Edge

Time to Cast:

1R

The power of Garin infuses the blade so that the caster is more likely to inflict critical hits with his Blessed Weapon.  The chance of a critical hit is lowered by 1 + 1/F.  So that fully finessed, the sword would critically hit on a 15 or better.

Resist Check:

None

Target:

Caster

Duration:

1d8 + 2/F R

Area:

Self

Effect:

More Criticals

 

11 - Garin’s Benediction

Time to Cast:

1M

With this spell, the priests skill with his Blessed Weapon is increased by 12 for the duration.

Resist Check:

None

Target:

Caster

Duration:

6 + 3/F H

Area:

Self

Effect:

Increase Skill

 

12 - Dance of the Reaper

Time to Cast:

1R

When this spell is cast, the caster immediately leaps into a fury of attacks and lands an attack upon everyone, excluding himself, within 10 feet, be they friend or foe.  For each attack the caster must roll to strike separately.

Resist Check:

None

Target:

Caster

Duration:

Instantaneous

Area:

Self

Effect:

Area Attack

 


Garin Spells                                                                                                                          Art of Domination

 

   1 - Honesty

Time to Cast:

1R

The power of Garin cloak’s the caster’s lies so that when in the presence of spells which detect falsehoods, the priest may make a 3d6 will check.  If the spell is successful, the lie passes unnoticed.

Resist Check:

None

Target:

Caster

Duration:

10 + 5/F M

Area:

Self

Effect:

Hide Lies

 

   2 - Commanding Voice

Time to Cast:

1R

The power of Garin infuses the caster’s voice with such a commanding power that the target must obey the caster’s spoken one word command for the duration of the spell if the RC is failed.  After the spell’s completion the target knows that he was magically influenced.  Further, the target must speak the same language as that in which the order was issued.

Resist Check:

3d6 v WIL negates

Target:

LOS 30’

Duration:

1 R

Area:

Single Target

Effect:

Commanding

 

   3 – Suggesting Voice

Time to Cast:

2R

The power of Garin infuses the caster’s voice with a subtle yet convincing tone, so that the target takes the caster’s suggestion as his own thought and acts upon it immediately.  If the suggestion is completely contrary to the target’s nature, such as telling a Priest of Isis to attack a trusted companion then the spell automatically fails.  After the completion of this spell, the target does not realize that they were subject to magical influences, nor if they resisted the spell.

Resist Check:

4d6 v WIL negates

Target:

LOS 30’

Duration:

10 + 5/F R

Area:

Single Target

Effect:

Suggestion

 

   4 - Disposition

Time to Cast:

2R

The power of Garin causes the target to become friendlier towards the caster for the duration of the spell.  This grants no overt influence, however the target will become more amenable to the caster’s suggestions.  Further, those who are already hostile towards the caster are not affected.  At the spells conclusion the target does not realize that they were subject to magical influences, nor if they resisted the spell.

Resist Check:

4d6 v WIL negates

Target:

LOS 30’

Duration:

1 + 1/F H

Area:

Single Target

Effect:

Friendliness

 

   5 - Veiled Appearance

Time to Cast:

3R

The power of Garin causes the priest’s total appearance to be altered.  The disguise is magical and so will radiate such, however in all other regards complete.  Face, height, weight, clothing, etc… may be altered, and an RC is only given if those viewing have a reason to suspect the caster is under a magical disguise.  Further, because of the tenants of Garin, only human forms may be adopted.

Resist Check:

3d6 v PER negates

Target:

Caster

Duration:

1 + 1/F H

Area:

Self

Effect:

Alter Appearance

 

   6 - Voice of Authority

Time to Cast:

2R

The power of Garin infuses the caster’s voice with an incredibly commanding power that causes the target to obey the caster’s command of up to 6 + 2/F words in length for the duration without hesitation or question, short of causing direct harm to himself.  Further, the target must speak the same language as that in which the command was issued.

Resist Check:

4d6 v WIL negates

Target:

LOS 30’

Duration:

2d6 + 1/F R

Area:

Single Target

Effect:

Commanding

 

   7 - Conscript

Time to Cast:

5R

The power of Garin causes the target to become a loyal and faithful follower of the priest’s for the duration of the spell.  The target retains his free will, but will act faithfully and loyally to the caster and in his best interests.  Commands and orders may be issued to the follower, but they will be taken as those coming from an authority figure and may not cause the target to act completely against his nature.

Resist Check:

4d6 v WIL negates

Target:

Touch

Duration:

1 + 1/F H

Area:

Single Target

Effect:

Loyalty

 


   8 - Serpent’s Tongue

Time to Cast:

4R

For the duration of the spell, Garin gifts the priest with the ability to be able to be understood by all within the range of his voice as if he spoke their native language.  This spell does not work for written or signed languages, nor those that employ capabilities beyond normal human vocal capabilities.

Resist Check:

None

Target:

Caster

Duration:

10 + 5/F M

Area:

Self

Effect:

Speak Languages

 

   9 - Pleasant Visage

Time to Cast:

5R

Those within the area of effect must make the resistance check or become friendlier towards the caster.  This grants no overt influence, however the target will become more amenable to the caster’s suggestions.  Further, those who are already hostile towards the caster are not affected.  At the spells conclusion the target does not realize that they were subject to magical influences, nor if they resisted the spell.

Resist Check:

5d6 v WIL negates

Target:

Caster

Duration:

2 + 1/F H

Area:

50 + 25/F feet

Effect:

Friendliness

 

  10 - Binding Oath

Time to Cast:

5R

The power of Garin infuses an oath sworn by the target with regards to the caster.  From that point on, the target will always act to uphold both the letter and the spirit of the oath.

Resist Check:

Willing Target

Target:

Touch

Duration:

Permanent

Area:

Single Target

Effect:

Makes an oath real

 

  11 - Stir the Masses

Time to Cast:

1R

The power of Garin infuses the priest’s voice so that it becomes overwhelmingly forceful to all within hearing.  The priest may give the crowd a 12 + 2/F word command that they will immediately strive to accomplish, obeying both the letter and the spirit of the command.  However, the targets of these spells will stop short of directly harming themselves.

Resist Check:

5d6 v WIL negates

Target:

Caster

Duration:

1 + 1/F M

Area:

200’ Radius

Effect:

Mass Suggestion

 

  12 Silver Tongue

Time to Cast:

1M

The power of Garin causes the target to become a loyal and faithful follower of the priest’s for the duration of the spell.  The target retains his free will, but will act faithfully and loyally to the caster and in his best interests.  Commands and orders may be issued to the follower, but they will be taken as those coming from an authority figure and may not cause the target to act completely against his nature.

Resist Check:

6d6 v WIL negates

Target:

Touch

Duration:

Permanent

Area:

Single Target

Effect:

Loyalty

 


Garin Spells                                                                                                                          Art of War at Sea

   1 - Ammunition

Time to Cast:

3R

The caster touches a missile weapon or standard artillery piece while casting the spell, and upon its completion 1 + 1/F pieces of ammunition are created for the weapon.  The ammunition is not actually created from nothingness, it is a gift from Garin.  Further the ammunition is always non-magical.

Resist Check:

None

Target:

Touch

Duration:

Instantaneous

Area:

Targeted Weapon

Effect:

Creates Ammo

 

   2 - Warping the Grain

Time to Cast:

1R

The caster targets a wooden weapon, be it melee, missile, or artillery piece, and causes it to warp to the point of uselessness instantly, if it fails the RC.

Resist Check:

4d6 v STR negates

Target:

20 + 10/F Feet

Duration:

Instantaneous

Area:

Target

Effect:

Warps wood

 

   3 - Breath of the Sea

Time to Cast:

4R

The power of Garin gifts the priest with the power, for the duration, to breath water, be it salt or fresh.

Resist Check:

None

Target:

Caster

Duration:

30 + 30/F M

Area:

Self

Effect:

Breath Water

 

   4 - Sealing the Breech

Time to Cast:

1M

While touching a ship, the priest of Garin casts this spell and a portion of the ship’s damage is repaired.  The spell repairs 1d20 + 1d20/2F points of damage.

Resist Check:

None

Target:

Touch

Duration:

Instantaneous

Area:

1 Ship

Effect:

Repairs Damage

 

   5 - Garin’s Gunnary

Time to Cast:

1M

For the duration of the spell, Garin’s power increases the caster’s skill either with one type of missile weapon or one type of artillery piece for the duration of the spell by 5.

Resist Check:

None

Target:

Caster

Duration:

2 + 1/F H

Area:

Self

Effect:

Increases Skill

 

   6 - Flames of Garin

Time to Cast:

2R

The priest calls upon the power of Garin to cause a shower of flame to erupt at the targeted area.  While the flames cause 1d6 damage to creatures, they will set wood, canvas, rope, etc… on fire unless it makes a 3d6 Fire check each round of the spell’s duration.  Once on fire, the burning will continue until extinguished, causing 1d6/r cumulative to the burning object.

Resist Check:

3d6 v AGI halves

Target:

100 + 50/F feet

Duration:

1 + 1/F R

Area:

10 + 5/F feet

Effect:

Sheets of Flame

 

   7 - Favorable Winds

Time to Cast:

1M

The priest calls upon the power of Garin to bring favorable winds to a ship that he has touched.  For the duration of the spell, the ship will travel at 25% + 25%/F greater speed.

Resist Check:

None

Target:

Touch

Duration:

2 + 1/F H

Area:

1 Ship

Effect:

Increase Speed

 


   8 - Watery Steed

Time to Cast:

3R

The uses the power of Garin to bring about a magical dolphin with harness which he may ride with full competency and responds to his mental commands.  The dolphin is treated as a normal creature, though it is immune to, and may not make attacks of any sort.  Should the caster leave the dolphin, then it immediately dissipates.

Resist Check:

None

Target:

Caster

Duration:

2 + 1/F H

Area:

Self

Effect:

Create Dolphin

 

   9 - Clear Sight

Time to Cast:

1M

The power of Garin enables the caster to see through any nonmagical obscurities such as smoke, fog, glare, etc…that might be blocking his vision.

Resist Check:

None

Target:

Caster

Duration:

1 + 1/F H

Area:

Self

Effect:

Clear Vision

 

  10 - Garin’s Divine Bolt

Time to Cast:

5R

This spell may only be cast upon artillery ammunition giving it special properties, and no piece of ammunition may have more than one enchantment on it at a time.  Unfinessed the ammunition receives a +2 to strike.  1 Finesse creates a penetrator round that inflicts double damage against wooden targets.  2 Finesses gives the ammunition an explosive burst as it reaches its targets, causing Bullet Ammunition to do double damage.  3 Finesses doubles the radius of Firebomb Ammunition.  4 Finesses creates an explosive iron shot that will shred sails upon a successful hit, reducing the ship’s speed by 25%.

Resist Check:

None

Target:

Touch

Duration:

1 + 1/F H

Area:

Single Target

Effect:

Enchant Ammo

 

  11 - Mists of Garin

Time to Cast:

5R

This spell only works over large bodies of waters, those equal to the size of the spell.  It chills the water and creates a mist to rise as the spell is cast.  The mist reduces visibility to 50 – 10/F feet.  Though this is a magical mist, use of the Clear Sight spell will allow the priest alone to see through the mists clearly.  Once the spells duration has expired, the mists will dissipate normally, though depending on winds, this could take hours.

Resist Check:

None

Target:

Special

Duration:

1 + 1/F H

Area:

2 + 1/F mets

Effect:

Creates Fog

 

  12 - Boarding Portal

Time to Cast:

4R

The power of Garin creates a portal between 2 points within the caster’s line of sight.  The portal must be anchored to 2 solid surfaces and oriented vertically.  Further both ends of the portal are visible as a shimmering purple & red circle in the air and what is on both sides can be seen clearly through each end.

Resist Check:

None

Target:

LOS 200 + 100/F ‘

Duration:

10 + 5/F R

Area:

5’ Radius Portal

Effect:

Creates Gateway


Garin Spells                                                                                                                          Art of War on Land

 

   1 - Preserving the Stores

Time to Cast:

1M

The priest calls upon the power of Garin to stave off the effects of time and the elements on foodstuffs.  Food under this protection will remain fresh and edible until consumed or the spell expires at which point it will start to decay normally.

Resist Check:

None

Target:

Caster

Duration:

1 + 1/F Months

Area:

5 + 5/F feet radius

Effect:

Preservation

 

   2 - Maintaining Arms

Time to Cast:

1M

The priest calls upon the power of Garin to clean, polish, and sharpen all weapons within the indicated radius.  This only works upon weapons, and will return corroded and damaged weapons to a like new appearance.

Resist Check:

None

Target:

Caster

Duration:

Instantaneous

Area:

5 + 5/F feet radius

Effect:

Cleaning

 

   3 - Hound of Garin

Time to Cast:

30M

The priest stands over the foot prints of a person he wishes to track and then calls upon Garin.  Then touching the tracks as the spell is completed, the places where the target’s feet have fallen after the touched track was made glow with a pale ghostly light to the caster’s eyes only.

Resist Check:

None

Target:

Touch

Duration:

1 + 1/F H

Area:

Special

Effect:

Tracking

 

   4 - Forced March

Time to Cast:

5M

The priest touches those about him while casting the spell and then they begin marching.  For the duration of the spell they will accrue no fatigue from walking so long as they continue walking.  This increased marching speed and eliminating of the need for breaks enables those touched to march up to 30 miles in a single casting.  If a target stops walking for more than 1 minute the spell will end for them.  At the spells completion, they begin accruing fatigue normally.

Resist Check:

Willing Targets

Target:

Multitouch

Duration:

6+2/F H

Area:

Targeted creatures

Effect:

Ignore Fatigue

 

   5 - Plague Barrier

Time to Cast:

5M

The priest touches those about him while casting the spell and then they gain 2 dice of disease resistance for the duration of the spell.  This spell will not effect diseases which the targets already possess, only those they come into contact with for the duration of the spell.

Resist Check:

Willing Targets

Target:

Multitouch

Duration:

1 + 1/F Days

Area:

Targeted creatures

Effect:

Disease resistance

 

   6 - Cavalier

Time to Cast:

3R

The uses the power of Garin to bring about a magical horse with harness which he may ride with full competency and responds to his mental commands.  The horse is treated as a normal creature, though it is immune to, and may not make attacks of any sort.  Should the caster leave the horse, then it immediately dissipates.

Resist Check:

None

Target:

Caster

Duration:

2 + 1/F H

Area:

Self

Effect:

Create Horse

 

   7 - Armor Mastery

Time to Cast:

1 Day

The caster chooses a particular suit of armor with which to declare as his holy armor.  Then after casting, the strength, agility, and movement penalties for that suit of armor are removed, but only when the caster is wearing the suit of armor.  For all others, it acts as a normal suit of armor of the appropriate type.

Resist Check:

None

Target:

Caster

Duration:

Permanent

Area:

Self

Effect:

Reduce Penalties

 

 

 


   8 - Logistics

Time to Cast:

1H

The priest calls upon the power of Garin to bring food & water to him.  The food & water are tasteless though highly nutritious, and will remain edible for up to one month after which time they will have spoiled unless preserved by other means.  The spell creates enough food & water to feed 10 + 10/F people for one day.

Resist Check:

None

Target:

Caster

Duration:

Instantaneous

Area:

10’ Radius

Effect:

Food & Water

 

   9 - Strengthen Stone

Time to Cast:

1 Day

This spell will strengthen stone work, giving it additional physical strength and resilience as well as making it more resistant to magical damage, making it impenetrable to immaterial creatures and beings, as well as penetration via scrying type magics.  This spell only works so long as the stone work remains fixed to its current position, so that the spell must be cast on existing permanent structures.  If the stone is moved, then the spell ends.  The spell gives the enchanted stone 5 + 5/F to all RCs.  Stone Doors, because they are attached to a wall may be affected by this spell.

Resist Check:

None

Target:

Touch

Duration:

Permanent

Area:

50 + 25/F ‘ Radius

Effect:

Enchants stone

 

 10 - Combat Reflexes

Time to Cast:

1M

Garin’s powers endow the priest with the ability to intuit when danger is coming.  If the caster makes a 3d6 Perception check, he is able to react to any danger.  This gives him 1 round to react before the intended action is made.  Further it prevents him from being surprised, ambushed, or bludgeoned, and necessitates an attack roll by the assassin in cases of being the target of such.

Resist Check:

None

Target:

Caster

Duration:

1 + 1/F Days

Area:

Self

Effect:

Increased Reflexes

 

 11 - Ward Against Friendly Fire

Time to Cast:

4R

Calling upon the divine guidance of Garin, the priest touches as many archers as he can during the casting, who may then, for the duration of the spell, fire into melee without fear of hitting those whom the Priest considers to be ‘friendly’ at the time of the spell casting.  Said friendlies are simply ignored for purposes of and do not inhibit missile fire by friendly archers & artillerists.

Resist Check:

Willing Targets

Target:

Multitouch

Duration:

5 + 1/F Minutes

Area:

Living creatures

Effect:

Missile Protection

 

 12 -  Nightstalker

Time to Cast:

5M

Garin gives those affected the ability to see at night so long as there is at least starlight as if it were day.  This provides no help in areas of total darkness, though a candle is sufficient to provide light for 100’ LOS.  Unfortunately, this visual acuteness also means the targets are vulnerable to blinding spells that rely on light.  If targeted by such, the die check is made at 1 more die, and the effects will last 3 times as long.  This spell may be ended by the targets at any time by simply willing it.

Resist Check:

Willing Target

Target:

Multitouch

Duration:

2 + 2/F H

Area:

2 + 2/F targets

Effect:

Lowlight Vision