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 Shaman Appearance Range Maximum Range Points Available 1 3" 12" 100 2 6" 24" 200 3 9" 36" 300 4 12" 48" 400 5 15" 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:
Dagger of Sotek (Serpent Totem bearers only)
Hail of Doom Arrow
Magic War Paint
Cloak of Feathers (Tacota only)
Seer Stone