Call to Arms
- Level
- 4
- School
- Restoration
- Keywords
- Concentration
- Range
- 10 meters (radius)
- Duration
- 10 minutes
- Mana Cost
- 4
You rally the spirits of your allies with magical resolve. All allied creatures within 10 meters of you gain a +1 bonus to their Fight and Shoot skills for the duration of the spell.
You must concentrate to maintain the effects of this spell. If your concentration is broken, the spell ends immediately.
Stunts
Blood‐Bound Resolve
When an ally under the effect of Call to Arms takes damage, they gain +1 to their next attack roll (once per turn, does not stack).
Inspiring Presence
While concentrating on this spell, you may cast Restoration spells on allies within range for 1 AP.
Rallying Shout
When you cast Call to Arms, all affected allies also immediately gain 1 AP (once per scene).
Marching Orders
Affected allies may reroll initiative checks and take the better result while under the effect of this spell.
Hold the Line
Allies affected by Call to Arms gain +1 to Physical Defense if they did not move during their last turn.
Inspiring Presence
While concentrating on this spell, you may cast Restoration spells on allies within range for 1 AP.
Blood-Bound Resolve
When an ally under the effect of Call to Arms takes damage, they gain +1 to their next attack roll (once per turn, does not stack).