©Promethian Concepts, 1997

Special Items

Sacred Fire

A Sacred Fire (0-1) may be taken by an Amarind Shaman at a cost of 75 points, and the loss of one of the Shaman's spells. The Sacred Fire is placed at the start of the battle along with the Shaman, and is immobile. During the Amarind player's Magic Phase, the Shaman may summon forth a unit of creatures from the smoke of the sacred fire. This Smoke Unit behaves exactly as an ordinary unit of its type would. Summoning a Smoke Unit may not violate the army composition percentages in the Amarind Army List section, nor may it violate Nation limitations, and it must be drawn from the Amarind Army List. Additionally, although the Smoke Unit may create Characters, it may not create Magic Items unless a Special Character is created (who comes with his/her items normally).

The chart below describes the limitations imposed on the Smoke Unit, based on the level of the Shaman tending the fire. It describes the appearance range (how close to the fire the Smoke Unit must appear within), the maximum range (how far from the fire the Smoke Unit may move without disapating), and the number of points that may be spent on the Smoke Unit.

Level of ShamanAppearance RangeMaximum RangePoints Available
13"12"100
26"24"200
39"36"300
412"48"400
515"60"500

Regardless of the location of the Smoke Unit, as long as it remains unbroken, the Smoke Unit will automatically appear in front of the Shaman if he is charged.

The summoning of a Smoke Unit behaves exactly as if it were a spell being cast, with the necessicary power provided by the Sacred Fire. It may be reinforced when Summoned, and subsequent Dispel attempts may also be reinforced against (reflecting the active participation on the part of the Shaman to maintain the Smoke Unit).

If Drain Magic is played or cast, or the Shaman tending the Sacred Fire either flees or is slain, the Smoke Unit disappears immediately. The Smoke Unit also disappears if it leaves the Maximum Range from the Sacred Fire. Smoke Units count for victory points only if they are broken or destroyed by the enemy, not by dispelling or driving off the Shaman.

Additionally, missile fire from a Smoke Unit cannot exceed the range of the Sacred Fire without disappating harmlessly.

Magic Items

Sacred Incense ... 50 points


Sacred Incense may only be taken by a Shaman who tends a Sacred Fire (see below). The Sacred Incense increases the Shaman's level by 1 for the purpose of creating and maintaining the Smoke Unit (including any attempts to dispel it), and lasts the entire battle. Additionally, the first Smoke Unit summoned after the Sacred Incense is used is summoned as if by Total Power.

Sacred Bundle ... 20 points


A Sacred Bundle is a powerful good luck charm for the wearer. The bearer of the Sacred Bundle may reroll a failed roll. Afterwards, roll a d6 to see if the Sacred Bundle's power is used up for this day. On a 6+, it is used up. Add 1 to the roll each time the Sacred Bundle is used.

Multiple Characters may take a Sacred Bundle

The following is a list of otherwise "racial only" items available to Amarinds as well:

Shamanistic Spells

The spells listed here are available only to Amarind Shamans. There are two different types of Shaman spells...the regular ones and the Totem spells. A single Amarind shaman may choose to take the appropriate Totem spell for the Totem he or she wears for each different totem (ie there could be a Raven Shaman and an Eagle Shaman, each with their totem spell, but if there were three Wolf Shamans, only one could take the Wolf Totem Spell.). Roll randomly for the other spells posessed by the Shaman (and remember that if the Shaman has a Sacred Fire, it uses up one of their "spell slots".).
SHAMANISTIC
D10SPELLPower
1Fleet of Feet1
1Taming of the Great Beast1
1Bad Medicine2
1Good Medicine2
1Smoke Passage2
1Hunting Spear2
1The Binding Wood2
1Hawk's Mystic Talons2
1Thunderbird Strike3
10Appropriate Totem spell?

Fleet of Feet ... power 1

Taming of the Great Beast ... power 1

Range 12"

The target friendly unit becomes swifter, gaining a +1 MV

Remains in Play

Range 18"

The target unit becomes much more docile and tame, attacking with much lesser enthusiasm and ferocity. As a result, a fear causing unit (even one who causes fear through magical means) no longer causes fear, and a terror causing unit only counts as causing fear.

Remains in Play

Bad Medicine ... power 2

Good Medicine ... power 2

Range 24"

The Shaman can cast this spell upon an enemy unit within 24". Whilst the unit remains affected by the spell it suffers a -1 penalty on all its shooting and hand-to-hand hit rolls. For example, an archer with a BS of 3 requires a basic score of 5+ rather than 4+.

Remains in Play

Range 24"

The Shaman can cast this spell upon a friendly unit within 24". Whilst the unit remains affected by the spell it enjoys a +1 bonus on all its shooting and hand-to-hand hit rolls. For example, an archer with a BS of 3 requires a basic score of 3+ rather than 4+.

Remains in Play

Smoke Passage ... power 2

Hunting Spear ... power 2

Move 18"

This spell causes a single unit of Amarinds of which the Shaman is a part to disappear in a cloud of smoke and reappear anywhere within 18" of the Shaman's original position.

The spell can be used to move into hand-to-hand combat, in which case the unit counts as charging in the first round of fighting.

Range 24"

The Shaman plucks a glowing spear out of the air and casts it at a single unit within 24". The Spear streaks towards its target, bending and twisting around obstacles in its path. If the target is a single model it hits automatically and inflicts a S6 hit inflicting not 1 but D3 wounds. If the target is a unit of troops the spear attacks like a bolt thrower - if it kills the first model it strikes a model behind it at S5, if it kills this second model, it strikes a model behind at S4, and so on. No armour saving throw is permitted for normal armor but armor saves from magic armor are allowed.

The Binding Wood ... power 2

Hawk's Mystic Talons ... power 2

Range 24"

This spell is cast on any one Forest terrain piece. Any models currently within or moving into this forest piece are trapped there. The models cannot move, shoot, or strike blows in hand to hand combat. If engaged in hand to hand fighting, the models will not strike blows, but they may defend themselves and so receive blows as normal. Remains in Play

Choose D3 of your opponent's Winds of Magic cards at random and place them in your own hand.

Thunderbird Strike ... power 3

Appropriate Totem Spell ... power ?

Range 36"

The Thunderbird Strike calls down several bolts of lightning onto the field, striking out at different targets. When the spell is cast, roll a D6. This is the number of target models which may be hit with the Thunderbird Strike. Each target model hit suffers a S6 hit which inflicts D3 wounds, no Armor Save.

If the totem spell for the totem this Shaman bears has not already been taken, then this Shaman receives his or her Totem Spell.

The Totem Spells are listed below

Serpent Totem Spell ... power 2

Coyote Totem Spell ... power 3

Range 12" or 12" from any forest terrain

target unit attacked by sticks-turned-snakes.

Unit suffers 2d6 S4 hits. Count hits inflicted. Spell remains in play until it inflicts it's full 12 hits (roll 2d6 at the start of each magic phase until 12 is reached - cannot be exceeded)

Remains in Play until expended or dispelled

Range 24" (both targets must be in range)

Switches the location of two characters, one Amarind, one enemy. Ridden steeds, monsters, chariots, Screaming Bells, etc. travel WITH character. Characters on either side teleported into hand to hand are counted as having charged.

The Coyote is a trickster, and enjoys a good laugh at the enemy's expense.

Raven Totem Spell ... power 1

Eagle Totem Spell ... power 2

Range 18"

Target enemy unit must test against LD or else Amarind player may make the unit make a legal move or march move (no charge), which can include formation changes, breaking into skirmish (only if the unit CAN skirmish), facing changes, or even marching into ugly terrain.

Raven spirits cloud the minds of the enemy leaders, causing them to act irrationally.

Range 12"

Target friendly unit of missile troops is magically blessed. An illusion of the unit's next target appears before the unit, and each archer (or other missile trooper) aims at a particular target. The arrows (bolts, javalins, etc.) "remember" the targets, and fly high into the air to seek them out. The entire unit may shoot at any other unit on the board (or flying high) as if that unit is at close range. Line of sight is NOT required, and purely ground based obstacles (walls) are ignored, although woods, water, or inside a building are not.

Lasts 1 turn

Wolf Totem Spell ... power 2

Bear Totem Spell ... power 2

Range 18"

Friendly unit is inspired by the bravery and unity of the Wolf Pack, and becomes immune to psychology.

Remains in Play

Range 18"

Friendly character is given the power of the bear spirit, becomming larger and tougher. Target character increases both his S and T by 2. Additionally, his armor save is improved by 1.

Remains in Play