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Path of Might

Keywords: Strength, Confidence, Ambition, Determination

A follower of Might believes that strength is the key in people’s lives, that one cannot rule without a show of strength, and the absolute confidence in one’s own skills. As a result, those who follow in the Path of Might may seek to subjugate or prove themselves in the eyes of their gods and the Path. How a character views Might, and what constitutes stength varies greatly and the requirements change from character to character. Some expect that all should be able to support themselves and refuse help, while others seek to make others as strong as possible and to work as part of a greater and Mightier whole.

For Priests and particularly devout characters

Casters of Might call upon a combination of the Powers of Order, Death and Might.
Might followers often see the undead as natural minions to the powers of Might and are often used as servants, the Kingdom’s views on the undead mean that Might followers are expected to halt undead incursions. As a caster of Might beneficial durational castings of Life, Chaos and Freedom should be avoided, unless absolutely necessary. Instant castings, such as Heal Life, are left to the individual character to decide.

Anything that looks like this is a restricted casting that needs requesting from the Character Ref. In addition, your character must be of the minimum rank indicated before they can learn the casting.

Low Level
Level 0 Level 1 Level 2 Level 3 Level 4
Mighty Blow 1 Mighty Blow 2
Challenge
Toughness 1 Toughness 2
High Level Rank to learn
Level 5 Level 6 Level 7 Level 8 Level 9 Level 10
15 20 30 40 55 70
Mighty Blow 3 Mighty Blow 4 Mighty Blow 5
Toughness 3 Toughness 4 Toughness 5
Mighty Blow <n>

Range: Self
Duration: 15 minutes or <n> attacks
Type: Non-stackable
Target: Person
Effect:
After casting Mighty Blow <n>, the caster can perform <n> attacks doing +4 Normal damage for the duration of the miracle. The caster must add the call “Mighty” to the damage call before the attack is made, and if they miss that usage is wasted. At higher levels, Mighty Blows can be combined into a single blow. Thus Mighty Blow 2 can either be used to perform two attacks each with +4 Normal damage or a single attack with +8 damage.

Note, only one Mighty Blow miracle of any level can be cast on a character at any one time and the miracle is still in effect even after it has been used. To cast another Mighty Blow before a previous one expires thus requires the original one to be dispelled or cancelled.

Mighty Blow stacks with Backstab, Weapon Adepts and Lethal Strike. It does not stack with Subdue or Shattering Blow.

Mighty Blow can be used with throwing weapons.

Mighty Blow cannot be used with missile weapons.

Challenge

Range: 20’
Duration: Special
Type:
Target: Person
Effect:
This miracle is cast while challenging another character to single combat and if the other character accepts, both characters become locked into a duel to the death by the Path of Might. If the other character refuses the challenge no standing is lost (if cast via an item, the item use is not consumed).

If a follower of Might refuses a Challenge all miracles are treated as one level higher for the purposes of casting for 1 hour. Refusing a subsequent Challenge does not further increase the level, but does reset the duration.

This miracle lasts until one or both of the characters are dead. For the duration of the duel:

  • Both characters must do their utmost to kill his opponent. If a character fails to do so, they die.
  • The characters cannot effect or be effected by external forces, either harmful or beneficial.

If a character dies during a challenge, no spell, miracle or ability (such as Bind the Soul, Regeneration, etc.) will save them.

The miracle can only be dispelled by a character whose Willpower is greater than the combined Willpowers of the combatants.

After a Challenge, the victor gains their choice of the following benefits.

  • Their wounds (not life) are fully healed.
  • All Order, Death and Might miracles cost 1 standing less for the next hour (Minimum 1)
  • If their opponent was deemed worthy (GM decision, but roughly based on an opponent of similar rank) the victor may choose to gain some of their strength. (+1 to Willpower, Toughness, Dexterity or Strength until the next sunrise)
Toughness <n>

Range: Touch
Duration: 15 minutes
Type:
Target: Person
Effect:
This miracle increases the targets Toughness by <n>.