Clay Soldiers
School: Alteration. | |
Regency: 3/unit | Req'd Temple: 4 |
Gold: 2/unit | Caster Level: 12th level priest |
Duration: Permenant |
The priest casting this spells enchants a number of
clay statues to serve as soldiers. The clay statues are prepared especially for the
purpose of this spell. The clay soldiers are then placed in storage until called to
service. With the casting of the spell a staff is created, the clay soldiers will obey the
commands of any priest of the same faith carrying the staff.
(If you've seen the clay statues unearthed from old Chinese tombs, they are the
inspiration for the spell.)
The priest has several limitations when casting
this spell. First, he must declare a home province for each unit of clay soldiers created.
Each level of temple holding controlled can 'maintain' one unit of clay soldiers. The
priest can designate any temple holding as the home for the unit, not just the one where
the spell is cast. The priest can only enchant 1 unit/3 character levels with a single
spell. When controlling the soldiers with the staff, a single priest may control up to 1
unit/3 character levels at once, as long as he remains in line of sight.
Note: Any staff will control any clay soldiers created by a priest of the same faith. The
staves are very jealously guarded by their owners. A priest may create additional staves
at a cost of 1 RP and 1 GB/each (character action).
Clay soldiers should be left at rest whenever possible. For every turn a unit is 'activated,' either moving to a new province or fighting a battle, it has a 5% chance of going berzerk and attacking everything in sight. There is no chance of regaining control. A berzerk unit of clay soldiers no longer needs to be maintained by a temple holding (you cannot intentionally force a unit to go berzerk, though continually activating the unit will do much the same thing). Non activated clay soldier units can be transported by boat, wagon, etc. This costs 1 GB/unit transported by river or road, or requires a ship, counting against the ship's transport capability).
Individual stats: HD 4; AC 7; Move 7; #att 1; Dam 2d8; fearless; takes damage from spells as clay golem; standard golem immunities.
Unit stats: Move 1; Melee 5; Defense 3; Hits 3; Morale 3; Immune to F&R results.
Variant Calvary Unit: Move 1; Melee 6; Charge 7; Defense 3; Hits 4; Morale 3; Immune to F&R results. counts as 2 clay soldiers in all respects; number summoned; number allowed per province; number a priest can control; etc.
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