Warfare Spells: Holding the March

Today’s spells focus on the logistics of combat, moving troops, stopping battlefield casualties, and keeping archers light.

Endless March
School: Transmutation [Warfare]
Level: Sor/Wiz 3, Cleric/Oracle 2, Druid 3, Witch 3, Bard 2, Adept 2, Ranger 2
Casting Time: 1 round
Components: V,S,F/DF
Range: Long (400 ft + 40ft/level)
Targets: All creatures within range
Duration: 24 hours
Saving Throw: Fort negates (harmless)
Spell Resistance: No

With a few waves of the flag of your army or a few words to the divine being you worship, you grant every creature within range a +10 ft enhancement bonus to overland speed. Also, when less than 1/2 of the creatures affected have to make Constitution checks to maintain a forced march, no creature has to make the check. If more than 1/2 of the creatures have to make it, you can either grant a +4 morale bonus on the check, or you can make a Fortitude save of the same DC. If you attempt and fail the Fortitude save, all creatures within the spell are affected by the forced march penalties.

Creatures must remain within the spell’s range of the focus to continue to gain the benefits.

Focus: A banner marked with the symbols of a deity or country. This can be the same banner used for the Cavalier’s Banner ability, and the banner can be magical in it’s own right.

Grip on Life
School: Conjuration (Healing) [Warfare]
Level: Cleric/Oracle 3, Witch 4, Bard 2, Adept 2
Casting Time: 1 round
Components: V, S
Range: Long (400 ft + 40ft/level)
Targets: Any number of creatures within range
Duration: 10 minutes/level
Saving Throw: Fort includes
Spell Resistance: No

You draw an intricate rune on the ground. All creatures with the same rune drawn on them (see Special) automatically stabilize when they fall unconscious. Also, any creatures that start bleeding are healed as per a heal check of 10 + caster level. Finally, such creatures gain a +10 bonus to their Fortitude saves against Coup de Grace and spells that target dying creatures (like Death Knell).

Special: Creatures to be affected must have a symbol inscribed matching the symbol drawn when the spell was cast. A permanent symbol must cost at least 1gp, although a tattoo from a class feature or feat can also satisfy this requirement.
A Life Mage can take this spell as a 4th level spell, although it is treated as a Necromancy (healing) spell.

Arrow Cart
School: Conjuration (Teleportation) [Warfare]
Level: Wizard/Sorc 1, Bard 1, Adept 1, Ranger 1
Casting Time: 1 minute
Range: Long (400 ft + 40ft/level)
Targets: All creatures within range
Duration: 1 hour/level
Saving Throw: Will includes
Spell Resistance: No

With either a large bag or a covered wagon nearby, you start imagining the battlefield as you expect, and slowly finding the ley lines through the field. You then start directing your magic between the leylines and your cart. After this, all creatures you designate can reload their slings, bows, or crossbows as free actions, or their guns as move actions, through ammunition that is loaded on the cart. If the cart has multiple types of ammunition, loading through the cart turns into a move action (standard for guns). Rapid Reload and other features that affect the reload time cannot affect the reload time from this spell, and the free actions to reload are supplied by the spell, not by the archer.

The cart can be refilled with ammunition at any time, and if there is no ammunition within the cart, no creature can use it to reload their weapons. Magic and special material ammunition can be loaded it, but each separate material and each different enchantment counts as a type of ammunition.

If the cart is damaged, the spell is disrupted for 1 round. If the cart moves more than 30 feet from it’s original position, the spell immediately ends.

Focus: A gold embroidered bag worth at least 1000 gp, or a covered wagon worth at least 2500 gp.

11/14/2014: This post was edited to include the Save includes mechanic posted on Warfare Spells: Rallying the Troops.


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