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 |