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Revision as of 05:13, 21 November 2023
- The Amtwiki is the official home and primary source for Amtgard V9 Rules as of February 25, 2023.
- These rules are currently in Open Alpha Playtest. See the Playtest Disclaimer for more details.
- To learn more about Amtgard V9 Development, please visit Amtgard.com.
- To view the current Amtgard V8 ruleset, please see the Amtgard V8 Rulebook.
Contents
- 1 Abilities and Effects
- 1.1 General Rules
- 1.1.1 Ability
- 1.1.2 Casting (How to use Abilities)
- 1.1.3 Chants
- 1.1.4 Effect
- 1.1.5 Enhanced Strikes
- 1.1.6 Frequency / Uses
- 1.1.7 Incantations
- 1.1.8 Line of Sight
- 1.1.9 Material Components
- 1.1.10 Meta-Magic
- 1.1.11 Name (Ability)
- 1.1.12 Offensive / Non-Offensive
- 1.1.13 Other Details
- 1.1.14 Power Strikes
- 1.1.15 Prerequisites
- 1.1.16 Range
- 1.1.17 Reminder
- 1.1.18 Resting
- 1.1.19 Specialty Arrows
- 1.1.20 Spellballs
- 1.1.21 Traits
- 1.1.22 Type
- 1.1.23 Verbals
- 1.2 Master List of Abilities
- 1.2.1 Adaptive Blessing
- 1.2.2 Adrenaline
- 1.2.3 Aegis
- 1.2.4 Ambulant
- 1.2.5 Amplify
- 1.2.6 Ancestral Armor
- 1.2.7 Ancestral Shield
- 1.2.8 Ancestral Weapon
- 1.2.9 Assassinate
- 1.2.10 Banish
- 1.2.11 Barkskin
- 1.2.12 Berserk
- 1.2.13 Blade Mastery
- 1.2.14 Blessing Against Harm
- 1.2.15 Blessing Against Projectiles
- 1.2.16 Blessing Against Wounds
- 1.2.17 Blink
- 1.2.18 Blood and Thunder
- 1.2.19 Bravado
- 1.2.20 Break Concentration
- 1.2.21 Choreograph
- 1.2.22 Confidence
- 1.2.23 Conviction
- 1.2.24 Coup De Grace
- 1.2.25 Cowardice
- 1.2.26 Cunning
- 1.2.27 Curse Strike
- 1.2.28 Dark Pact
- 1.2.29 Decoy
- 1.2.30 Destruction Arrow
- 1.2.31 Discordia
- 1.2.32 Dimensional Rift
- 1.2.33 Dragged Below
- 1.2.34 Dying Breath
- 1.2.35 Elemental Barrage
- 1.2.36 Entangle
- 1.2.37 Equipment (from Point Buy)
- 1.2.38 Expose Weakness
- 1.2.39 Extension
- 1.2.40 Fear
- 1.2.41 Feel No Pain
- 1.2.42 Fireball
- 1.2.43 Firestorm
- 1.2.44 Flame Blade
- 1.2.45 Flight
- 1.2.46 Force Bolt
- 1.2.47 Giant Strength
- 1.2.48 Gift of Air
- 1.2.49 Gift of Earth
- 1.2.50 Gift of Fire
- 1.2.51 Gift of Light
- 1.2.52 Gift of Water
- 1.2.53 Harden
- 1.2.54 Heal
- 1.2.55 Hold Person
- 1.2.56 Ice Barrier
- 1.2.57 Iceball
- 1.2.58 Icy Blast
- 1.2.59 Incinerate Armor
- 1.2.60 Innate
- 1.2.61 Inner Fire
- 1.2.62 Insight
- 1.2.63 Inspired Soul
- 1.2.64 Lay Curse
- 1.2.65 Lightning Bolt
- 1.2.66 Mana Harvest
- 1.2.67 Meditate
- 1.2.68 Mend
- 1.2.69 Missile Block
- 1.2.70 Mulch
- 1.2.71 Pass Without Trace
- 1.2.72 Pestilence
- 1.2.73 Phase Arrow
- 1.2.74 Phase Bolt
- 1.2.75 Phoenix Tears
- 1.2.76 Pinning Arrow
- 1.2.77 Poison Arrow
- 1.2.78 Poison Bolt
- 1.2.79 Poison Weapon
- 1.2.80 Prepared
- 1.2.81 Raise Dead
- 1.2.82 Rally
- 1.2.83 Rebuke
- 1.2.84 Reforge
- 1.2.85 Release
- 1.2.86 Reload
- 1.2.87 Renew
- 1.2.88 Rest
- 1.2.89 Resurrect
- 1.2.90 Revitalize
- 1.2.91 Runic Armor
- 1.2.92 Safeguard
- 1.2.93 Scavenge
- 1.2.94 Sever Spirit
- 1.2.95 Shadow Step
- 1.2.96 Shake It Off
- 1.2.97 Shove
- 1.2.98 Shove Strike
- 1.2.99 Silver Tongue
- 1.2.100 Song of Battle
- 1.2.101 Song of Determination
- 1.2.102 Song of Freedom
- 1.2.103 Song of Power
- 1.2.104 Song of Survival
- 1.2.105 Sphere of Annihilation
- 1.2.106 Steal Life Essence
- 1.2.107 Stoneskin
- 1.2.108 Suppress Aura
- 1.2.109 Suppression Arrow
- 1.2.110 Suppression Bolt
- 1.2.111 Suppressing Strike
- 1.2.112 Swift
- 1.2.113 Taunt
- 1.2.114 Taunting Strike
- 1.2.115 Teleport
- 1.2.116 Temper Armor
- 1.2.117 Tracking
- 1.2.118 Transfer Life
- 1.2.119 Undead Minion
- 1.2.120 Undying Will
- 1.2.121 Vorpal Blades
- 1.2.122 Ward
- 1.2.123 Word of Mending
- 1.2.124 Wounding
- 1.1 General Rules
Abilities and Effects
General Rules
Ability
An ability is a game mechanic that allows a player to interact with the game in a way that is different from just swinging a sword. Abilities can be used to heal wounds, bestow boons, destroy equipment, freeze players solid, and much, much more!
Players typically gain access to abilities through their class, although abilities can also be granted by magic items or as part of the rules for a combat activity.
- Abilities are used to represent both physical feats and magical spells. As such, the terms "ability" and "spell" are interchangeable.
- Abilities must be cast to have an effect.
- Specific abilities are detailed in the Master List of Abilities.
- Refer to the other definitions in the Abilities and Effects section to learn more about the rules and terms relevant to abilities.
EXAMPLE ABILITY PROFILE
Below you will find an example of a simple ability profile. Some abilities may have additional rows for different effect categories and details unique to that ability, such as material components, prerequisites, reminders, etc.
HOLD PERSON | |
---|---|
Available to | Assassin, Bard, Druid, Healer, Scout, Wizard |
Type | Verbal (Offensive) |
Range | 20ft |
Incantation | "I command thee to stop" x3 |
Status Effect | Target becomes Stopped for 30s. |
Casting (How to use Abilities)
All abilities follow the same basic rules for casting, whether they are evoking a physical feat or a magical spell. As such, the following terms are interchangeable when referring to how abilities are used:
- "user" and "caster"
- "using" and "casting"
In order to use or "cast" an ability, you must complete the following steps. If any part of this process is interrupted, performed incorrectly, or if an effect suddenly prevents you from casting, the casting attempt fails and no effects will occur. If you wish to attempt to cast the ability again, you must restart from the beginning.
- Speak Loud and Clear: All spoken components must be said loud and clear enough to be heard and understood within 50ft or by the target, whichever is closer. If the target is closer than 20ft, the casting must still be heard and understood clearly out to at least 20ft.
- Mispronunciation, improper wording, omitting words, insufficient volume, or a gap of more than two seconds between words will interrupt casting.
- Remember that battlefields can be chaotic and each player will process sensations differently. Casters and their targets should act in good faith when determining what is loud or clear enough. When in doubt, refer to the Battlefield Etiquette.
- Don’t Move Your Feet: You must not move your feed while casting. Casting is immediately interrupted if you move your feet in any significant way. Minor movements, such as adjusting your balance, will not interrupt casting. Some effects can allow abilities to be cast while moving.
- Have a Free Hand: You must have a Free Hand for the duration of your cast. Casting is immediately interrupted if you no longer have a Free Hand. Abilities marked with ⬗ do not require a free hand.
- Identify the Target: When casting a verbal or enchantment ability on another player, you must clearly point and state their name or a unique descriptor that precisely identifies them.
- Ideal descriptors include class-name, clothing, and/or carried items.
- Insensitive or derogatory nicknames/descriptors are not acceptable.
- Pointing can be done with weapons or items in hand. It does not need to be your Free Hand.
- Pointing is only required while you are identifying the target. The pointing does not need to be maintained throughout the cast.
- You are responsible for making your best effort to convey your intended target fairly and in good faith via a combination of both spoken word and pointing/gesturing.
- Strike-based abilities such as Spellballs, do not require a target since the target is defined by striking them.
- Say the Ability-Specific Incantation: Speak the unique, ability-specific lines listed in the Incantation section of the ability description.
- End with the target in Range and Line of Sight: The target must be in Range and Line of Sight at the moment the incantation is complete. If so, the ability will impart its effects on to the target. If not, the ability fails and has no effect.
- The Ability is Expended: One use of the ability is expended as soon as the incantation is finished, even if the target is immune, resistant, out of range, out of line-of-sight, or otherwise unaffected by the ability.
- Make any Necessary Choices: If the effect requires a choice, that choice must be made and declared as soon as casting is completed.
- To save time, either the caster or the target can make the choice for non-offensive abilities, although the caster has final say in the event of a disagreement.
Chants
A Chant is an audible component required to maintain effects listed as 'Chant Effects'.
- A chant effect begins as soon as the ability is cast, and continues to impart its effects as long as the caster remains chanting.
- A player can only maintain one Chant at a time.
- Players may chant while moving. The words of a chant must be repeated continuously with no more than five (5) seconds between each repetition. Chants must be able to be heard and understood up to 50ft away.
- The chant portion of an ability is a declaration, not an incantation. If a player becomes unable to cast or speak, they are still able to maintain chants that were in effect beforehand unless the effect also prevents chanting specifically, such as Frozen.
- Chants end automatically if the caster begins casting an ability or stops maintaining the chant. Some chant effects may have additional conditions that will also force the end of the chant, or exceptions that allow the chanter to use certain abilities without ending their chant.
Effect
Effects are caused by strikes, abilities, and other gameplay mechanics.
- A player can be affected by multiple effects simultaneously.
- A source can impart more than one effect at a time.
- When a source imparts multiple effects at the same time, they are all applied simultaneously.
Effect Categories
All effects are divided into categories based on similar properties.
- Immediate Effects are completely resolved in the moment they occur with no additional actions or timers required.
- Examples include: damage, armor breaking, healing wounds, repairing equipment, etc.
- Immediate effects are always independent from one another, even though they are typically listed under a single header. They must be resisted or protected against individually.
- Status Effects last until an amount of time has elapsed, the player dies, or some other requirement is met.
- Players must declare the name or a brief summary of the effect if asked.
- If a status effect expires due to a timed duration ending, the player it affected must declare, "No longer [Effect or State that Ended]". This must be audible out to 20 feet.
- All the text under a status effect header is part of the same status effect. If one part of the status effect is removed, resisted, or otherwise ignored, the entire status effect is removed or ignored. A status effect cannot be broken into pieces of itself.
- Chant Effects last as long as the caster remains chanting. See ‘Chants’ for more info.
- All the text under a chant effect header is part of the same chant effect. If one part of the chant effect is removed, resisted, or otherwise ignored, the entire chant effect is removed or ignored. A chant effect cannot be broken into pieces of itself.
- Enchantment Effects last until it is willingly discarded or the player dies. See ‘ Enchantments’ for more info.
- All the text under an enchantment effect header is part of the same enchantment effect. If one part of the enchantment effect is removed, resisted, or otherwise ignored, the entire enchantment effect is removed or ignored. An enchantment effect cannot be broken into pieces of itself.
- Trait Effects are active for the entire game and cannot be removed, disabled, or discarded. See ‘ Traits’ for more info.
- Secondary Effects are follow-up effects that are applied sometime after an initial effect, usually once some sort of condition or requirement is met.
- A player cannot willingly choose to be immune to, resist, or refuse secondary effects once the primary effects have been applied to them. Other effects that would prevent a player from being affected by something, such as Tracking or being Frozen, can still prevent secondary effects.
- Since secondary effects are still effects, they will also include a primary effect category listed in brackets, such as "Secondary Effect (Immediate)".
Enhanced Strikes
Enhanced Strikes are passive strike effects that impart extra damage and/or destruction on each successful strike.
- Enhanced strikes are passive; they do not require an incantation, and are not expended after use. The standard strike enhancements you will find in Amtgard are listed below. See the ‘Strike Enhancement Keywords’ section for specific details about each one.
- When a melee strike is enhanced, the player must declare their enhancement(s) to their opponent immediately before or during the initial strike against them and periodically throughout the engagement when reasonable.
- If a player forgets to declare their Enhanced Strikes, their strikes will not impart the extra effects until they are declared.
- For weapons like Javelin and Great Weapons that can gain enhancements based on their construction and/or method of use, the user must do their best to ensure their opponent is not confused about which strikes are enhanced and which ones are not.
- Like all declarations, both sides must handle these interactions in good faith and not seek to deliberately obstruct or delay information to gain gameplay advantages.
- When a projectile is enhanced, the attacker is not required to declare their enhancements as they are treated as part of the overall effect of the projectile. The player may still wish to declare these enhancements to help the opponent administer the rules properly, but they are not required to do so in order to impart the enhanced effects.
Frequency / Uses
Each ability will have limited number of uses that can change based on class customization choices.
- A player expends a use of an ability when they complete the incantation, whether or not the ability was effective.
- When a player has 0 uses remaining, they can no longer use that ability until it is restored.
- Abilities can be restored in a variety of ways but can never be restored beyond the maximum number of uses available to the player for that activity.
- If a player gains new abilities over the course of an activity, these new abilities are treated independently from any existing copies that the player might already possess.
- For example, a player with Heal 1/Life gains Heal 2/Refresh somehow. Both frequency tracks would exist and the player could use either one to allow them to cast Heal.
- If the player has the ability to restore either of these abilities, they are restored independently of each other. Rest values are tied to each version and cannot be used to restore the other.
V8 Transition Notes:
- You do not need to completely expend the uses of an ability in order to restore them.
- You can restore abilities back up to the maximum amount you have available.
FREQUENCY TERMS
- Per Life (X/Life)
A player’s per Life abilities are fully restored whenever they respawn. - Per Refresh (X/Refresh)
Per Refresh abilities do not restore themselves when respawning. They are only restored when the Game Organizer grants a Refresh. Amtgard classes have been designed around 0-1 refreshes per activity. - Unlimited
Unlimited abilities can be used as often as the player wants, as long as they meet any other prerequisites to use the ability. - Ball / Arrow (X Balls or X Arrows)
Abilities with a frequency of Balls or Arrows appear on abilities that require a Spellball or Specialty Arrow as a material component.- These abilities can be used as often as the player wants as long as they have the necessary ball or arrow on hand.
- Players may retrieve and reuse their Spellballs and Specialty Arrows any number of times.
- Players may only bring a number of Spellballs or Specialty Arrows into an activity equal to the maximum uses allowed to them. Likewise, a player may also only carry up to that amount at any given time, even if they are sharing with another player.
- ♻ Rest Value (♻XX)
See Resting.
Incantations
An incantation is the unique, ability-specific lines that are required to be spoken as part of using an ability.
- An incantation listed as "I command thee to stop x3" requires the caster to say the words "I command thee to stop" three times in succession.
- Casters may freely switch the pronouns (my, thy, your, etc.) within incantations to make them appropriate to the situation.
- Incantations must be said loud and clear enough to be heard and understood within 50ft or by the target, whichever is closer. If the target is within 20ft, it must be heard and understood clearly out to 20ft.
- Mispronunciation, improper wording, omitting words, insufficient volume, or a gap of more than two seconds between words will interrupt the incantation.
- Battlefields can be chaotic and each player processes sensations differently. Casters and targets should act in good faith when determining what is loud or clear enough. When in doubt, refer to the Battlefield Etiquette.
Line of Sight
Line of Sight (LOS) is an imaginary line that extends from a player’s eyes to a target.
- In order to use abilities, the caster must have at least a partial LOS to their target at the end of the incantation.
- Players cannot obscure themselves with their own carried items, but they can obscure other players.
- For example, a player can use their tower shield or cloak to block LOS to an ally.
- Unattended and Destroyed equipment does not block line of sight in-game, even if it is actually obscuring the target in real life. For example, a tower shield propped up against a tree would not obscure in-game LOS to someone hiding behind it, even if they are legitimately hidden from view in real life.
- Since Line of Sight is entirely subjective and nearly impossible to verify, players are expected to be honest and act in good faith when judging their own LOS.
See "Casting" to learn how line of sight plays a part in casting abilities.
Material Components
Material Components, also known as simply 'Materials', are physical objects that are required to use some abilities, such as a spellball or specialty arrows.
Material Components do not take up a Free Hand when using the ability they are associated with.
Meta-Magic
Meta-Magics are special abilities that modify the way other abilities are cast.
- Meta-Magics do not follow the typical casting process.
- To use a meta-magic, the caster must say the meta-magic incantation while casting the ability that they wish to modify. It must be said after the target is declared but before the incantation for the modified spell.
- Below is an example of someone casting Hold Person with the Extension meta-magic against a player named Robin.
- Meta-Magics are expended once their incantation is said, whether or not the modified spell is completed.
- Casters cannot use multiple meta-magics simultaneously on a single ability.
Name (Ability)
This is the name of the ability.
Ability names exist in this ruleset in a strict form to support the execution of game mechanics; however they do not define how players must play and portray them in in-character. With that in mind, the name listed here is the universal term all players must acknowledge regardless of whether they are playing the ability with a stereotypical presentation or something different.
Veera, out-of-character, asks "What spell is that again?"
Raj replies, also out-of-character: "Hold Person"
(Raj is not allowed to call the ability "Zombie Hands" since that is not the listed ability-name of the ability he used.)
Veera nods and then fulfills the effect of the ability by being Stopped. She also decides to roleplay along with Raj’s improvised theme, swatting at her legs and emoting as though zombie hands were restraining her.
(Players are not required to play along with anyone’s alternate theming, however roleplaying cooperatively can allow everyone to experience their characters fantasies without writing hundreds of similar abilities with different names to fit various themes.)
Offensive / Non-Offensive
Each ability type is either offensive or non-offensive, with the exception of Verbals, which can be either.
- Non-Offensive abilities can be refused by their targets even if the ability is successfully cast. A refused ability has no effect but is still expended.
- Offensive abilities cannot be refused and will always impart their effects if cast successfully.
Below is a quick summary of each type for reference:
Offensive Ability Types
- Power Strikes
- Specialty Arrows
- Spellballs
- Verbals labelled as 'Verbal (Offensive)'
Non-Offensive Ability Types
- Enchantments
- Meta-Magic
- Traits
- Verbals labelled as 'Verbal (Non-Offensive)'
Other Details
The 'Other Details' section of an ability or effect is extra rules text that does not fit under any of the actual effect headers. This will typically include rules clarifications, or extra specifics about gameplay like mandatory declarations or special exceptions to the Casting rules such as being able to cast while moving or affect dead players.
Other Details are different from Reminders in that they are considered part of the actual rules text for the associated ability, whereas reminders are simply references to other rules.
Power Strikes
Power Strikes are special one-time melee attacks that will impart extra effects in addition to the regular effects of the melee strike.
- To use a Power Strike, it must be primed before attempting to strike a target.
- Power Strikes are primed by casting the ability while not actively swinging or attempting to strike.
- Once primed, the caster has two (2) seconds to strike a target or their equipment.
- If successful, the ability will impart its effects.
- If not, the Power Strike fails and has no effect, but is still expended.
- The caster can swing as many times as they want during the two second window, however the ability will impart its effects on the first successful strike.
- A primed Power Strike will cease to be primed if the player begins casting another ability.
- A player can only have one Power Strike primed at a time.
- If a Power Strike incantation is interrupted or otherwise fails, any ensuing strikes are treated as just normal strikes, as though the power strike was never attempted in the first place.
Prerequisites
An ability that includes a prerequisite can only be used while its prerequisite condition is met.
- If the prerequisite involves a specific moment, such as killing a target, that ability may only be used once per triggering moment. For example, a player with Adrenaline may use it within 30s of killing an enemy. If they kill a single enemy, they may use it once. If they kill three enemies, they may use it three times.
Range
Range indicates the maximum distance at which an ability can be successfully cast. Targets must be within this range at the completion of the incantation.
The different ranges are:
- 5ft / 20ft: Most abilities fall into one of these two ranges.
- They have a maximum range as indicated, in feet.
- This range is measured loosely from the core of the caster to the core of the target. Extending limbs will not bring you or your target closer together.
- Range measurements are inclusive. Being exactly 20ft away from a caster is IN range of a 20ft ability.
- Ranged casting should not require a third-party observer or measuring device to resolve. Players are expected to familiarize themselves with these distances to better judge ranges quickly mid-combat. When in doubt, just do your best, act in good faith.
- Abilities with 20ft ranges can be cast on anyone unless specifically indicated otherwise.
- Abilities with 5ft ranges will always include who it can target - in the form of (Other), (Any), or (Self).
- Abilities with a range of "5ft (Any)" can be cast on anyone.
- Abilities with a range of "5ft (Other)" can only be cast on other players. They cannot be cast on oneself.
- Self: Abilities with a range of "5ft (Self)" or just "Self" can only be cast on oneself.
- Strike: Abilities with a range of Strike require their target to be struck by a specific material component to impart its effects.
- Abilities with a range of Strike do not need to identify targets when casting.
- The strike can be made from any distance as long as it is a valid strike. For example, a spellball can affect a target 500ft away if the caster is able to throw it that far.
- The exact component required will be listed under the Material Components section of the ability.
- Unlimited: These abilities have no maximum range, however they typically have some sort of prerequisite or limit to restrict who they can actually target.
See "Casting" to learn how range plays a part in casting abilities.
Reminder
Reminders are extra text intended to help players remember related rules that might affect the understanding of the ability or effect.
- Reminder text should never be interpreted as the text for rule itself; players should always reference the full text of rule being referenced this way.
- For example, many abilities that grant a resistance will have a reminder note that the resistance is optional; however the exact rules text for how resistances are optional can be found in the rules for Resistance itself.
Resting
- All players have access to the Rest ability at all times.
- Abilities and effects with a Rest value (indicated by the ♻ symbol) can be restored with Rest.
- The Rest value of an ability or effect indicates how long, in seconds, it takes to restore the ability or effect by Resting.
- Players can also rest at their base for additional effects such as restoring wounds and equipment.
Specialty Arrows
Specialty Arrows are color-coded arrows (or crossbow bolts) that will impart extra effects in addition to the regular effects of an arrow.
- To use a specialty arrow, the player must cast it immediately before or during the firing motion.
- Properly cast and fired specialty arrows will impart their effects on anything they hit with a valid strike until they stop moving.
- Specialty arrows that are fired without being properly cast are entirely nullified and will have no effect whatsoever, even if the physical arrow strikes something.
- Specialty arrows must be fired alone.
- Specialty arrows use the ‘Arrow’ frequency. See 'Frequency' for more details.
Spellballs
Spellballs are color-coded projectiles that can impart damage and other effects.
- To use a Spellball, it must be primed before being thrown at a target.
- Spellballs are primed by casting the ability while holding the physical ball in a Free Hand.
- Once primed, a spellball can be held indefinitely before throwing, however it will cease to be primed if the physical ball is no longer held by the caster (except while passing from one hand to another), if the caster begins casting another ability, or if the caster dies.
- A player can only have one Spellball primed at a time.
- Primed and thrown Spellballs will impart their effects on anything they hit with a valid strike until they stop moving.
- Spellballs that are thrown without being properly cast are entirely nullified and will have no effect whatsoever, even if the physical ball still strikes a target.
- Spellballs use the ‘Ball’ frequency. See 'Frequency' for more details.
V8 Transition Note: Spellballs are projectile weapons and can be blocked with Missile Block and resisted by Blessing Against Projectiles or similar abilities.
Spellball Construction
- Spellballs have their own special construction requirements.
Traits
- Traits are passive abilities denoted with (T).
- Traits are automatically active at the start of the activity and do not need to be cast.
- Traits cannot be removed or discarded. However, while a player is dead, their trait effects become inactive and do not bestow any of their effects except those specifically stated to work while dead. When the player is returned to life, all their traits become active again.
Enchantments and Other Effects as Traits
There are instances where enchantments or other effects like Fragile may be granted to a player as a trait. In these cases, the ability type and effect category becomes "Trait" and it ceases to follow the rules for the previous type, instead following all the rules for traits as listed above.
Type
Abilities will have one of the following types:
Details for each type can be found under its specific entry.
Verbals
Verbal abilities deliver their effects by voice alone. They do not require any any material components or physical contact.
Effects from verbal abilities can be extremely varied. Each ability profile will indicate whether the particular verbal ability is Offensive or Non-Offensive.
Master List of Abilities
This list includes every ability in the Amtgard V9 Rulebook.
Click into the ability-specific pages to see additional niche clarifications and trivia.
Adaptive Blessing | |
---|---|
Simple Summary | Adaptive Blessing: Incant "I enchant thee against <State>" x3 to grant the target a resistance to that state. (♻10) |
Available to | Healer, Paladin, Scout |
Type | Enchantment |
Range |
|
Incantation | "I enchant thee against <State>" x3 |
Effects | Enchantment Effect: Bearer gains resistance to status effects that include the chosen state (♻10). |
Other Details | When declaring this enchantment, the bearer must declare what they are resistant to and whether the resistance is active or not. |
Reminder |
|
V8 Transition Note: | This enchantment is not removed once the resistance is expended. The resistance can be restored by resting for the indicated time. |
Adrenaline | |
---|---|
Simple Summary | Adrenaline: Incant "Adrenaline" within 30s of killing an enemy. Heal a wound, restore a per-life ability, or restore an enchantment-granted Resistance or Ability with ♻20 or less. |
Available to | Barbarian, Monster (Entangling Mass) |
Type | Verbal (Non-Offensive) |
Range |
|
Incantation | "Adrenaline" |
Prerequisites | Can only be used within 30s of killing an enemy. |
Effects | Immediate Effect: Choose one at time of cast: |
Reminder | This can only be used once per triggering moment. |
Aegis | |
---|---|
Simple Summary | Aegis: Incant "May this aegis protect against all forms of attack" x3 and choose Shield or Weapon. The caster and their equipment are resistant to any single effect that strikes the chosen type of equipment. (♻10) |
Available to | Paladin |
Type | Enchantment |
Range | Self |
Incantation | "May this aegis protect against all forms of attack" x3 |
Effects | Enchantment Effect: Choose one at time of cast: |
Other Details | When declaring this enchantment, the bearer must declare which equipment is affected and whether the resistance is active or not. |
Reminder | Resistances are optional. The bearer does not need to expend them on the first applicable attack. |
V8 Transition Note: | This enchantment is not removed once the resistance is expended. The resistance can be restored by resting for the indicated time. |
Ambulant | |
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Simple Summary | Ambulant: Incant "Ambulant" before casting another spell, and you can use it while moving. |
Available to | Bard, Druid, Healer, Scout, Wizard |
Type | Meta-Magic |
Incantation | "Ambulant" |
Effects | Meta-Magic Effect: The modified ability can be cast while moving. |
Other Details |
|
Amplify | |
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Simple Summary | Amplify: Incant "My power amplifies thy voice" x3 to grant the bearer Extension 2/Refresh (♻10) |
Available to | Bard, Monster (Unicorn) |
Type | Enchantment |
Range | 5ft (Other) |
Incantation | "My power amplifies thy voice" x3 |
Effects | Enchantment Effect: Bearer gains Extension 2/Refresh ♻10. |
Ancestral Armor | |
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Simple Summary | Ancestral Armor: Incant "May this armor protect from all forms of harm" x3. Your armor is immune to Armor Breaking and Armor Destroying. You’re immune to Engulfing effects that strike your armor in a location that still has armor points. If that strike would do damage (like a Lightning Bolt or Destruction Arrow) you still take basic damage. |
Available to | Warrior |
Type | Enchantment |
Range | Self |
Incantation | "May this armor protect from all forms of harm" x3 |
Effects | Enchantment Effect:
|
Reminder | The armor will still receive basic damage from these strikes. |
V8 Transition Note: | No armor points are lost from Entangle and Iceball since they don't deal any damage normally. |
Ancestral Shield | |
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Simple Summary | Ancestral Shield: Incant "This shield shall neither bend nor break" x3 to make your shield immune to destruction and you immune to any engulfing effects that strike it. (Except Sphere of Annihilation) |
Available to | Warrior |
Type | Enchantment |
Range | Self |
Incantation | "This shield shall neither bend nor break" x3 |
Effects | Enchantment Effect: |
Ancestral Weapon | |
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Simple Summary | Ancestral Weapon: Incant "This weapon shall neither bend nor break" x3 to make your weapon immune to destruction and you immune to any engulfing effects that strike it. (Except Phase/Sphere of Annihilation) |
Available to | Warrior |
Type | Enchantment |
Range | Self |
Incantation | "This weapon shall neither bend nor break" x3 |
Effects | Enchantment Effect:
|
Assassinate | |
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Simple Summary | Assassinate: Incant "Assassinate" immediately after killing an enemy to Sever them. |
Available to | Assassin, Monster (Werewolf) |
Type | Verbal (Offensive) |
Range | Unlimited |
Incantation | "Assassinate" |
Prerequisites | Can only be used immediately after killing the target. |
Effects | Status Effect: The target is Severed until they respawn. |
Other Details |
|
Banish | |
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Simple Summary | Banish: Incant "I banish thy ghostly form" x3 to make an insubstantial target return to base. |
Available to | Healer, Monk, Wizard, Curios |
Type | Verbal (Offensive) |
Range | 20ft |
Incantation | "I banish thy ghostly form" x3 |
Effects | Status Effect: If the target is not Insubstantial, this effect fails. If the target is Insubstantial, that status effect is replaced with the following: "Target becomes Insubstantial and is forced to move directly to their base. This effect ends when they reach their base or are at least 100ft away from all living enemies." |
Other Details | The previous Insubstantial effect is not returned if Banish is released or otherwise removed. |
Reminder | The victim must declare "No longer insubstantial" when the effect has ended. |
Barkskin | |
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Simple Summary | Barkskin: Incant "May nature protect thee" x3 to grant the target a resistance to wounds. (♻10) Target also gets +1 to worn armor below 6pts. Can't wear alongside Stoneskin. |
Available to | Druid |
Type | Enchantment |
Range | 5ft (Other) |
Incantation | "May nature protect thee" x3 |
Prerequisites | Cannot be cast on a player already affected by Stoneskin. |
Effects | Enchantment Effect:
|
Other Details | When declaring this enchantment, the bearer must declare whether the resistance is active or not |
Reminder |
|
V8 Transition Note: | This enchantment is not removed once the resistance is expended. The resistance can be restored by resting for the indicated time. |
Berserk | |
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Simple Summary | Berserk: Incant "Anger builds within thy veins" x3. Target’s weapons become armor breaking and shield crushing. While within 20ft of an enemy, they can’t move more than 20ft away unless forced by magic or unable to strike or reach that enemy. Bearer does not have to pursue enemies who run away. |
Available to | Bard, Barbarian, Druid, Monster (Shroomkin, Werewolf) |
Type | Enchantment |
Range |
|
Incantation | "Anger builds within thy veins" x3 |
Effects | Enchantment Effect:
|
Other Details | The bearer does not need to follow if the target moves away from the them. |
Blade Mastery | |
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Simple Summary | Blade Mastery: You can use all Power Strike abilities (Curse, Suppression, Taunting, and Shove Strike) using a shared pool of uses, instead of tracking them individually. |
Available to | Warrior |
Type | Trait |
Effects | Trait Effect: Bearer may cast any Power Strike ability using a shared pool of uses, instead of tracking them individually. They may cast these abilities in any combination or order. For example, a player with a Blade Mastery 2/Life, may cast Curse Strike and then Suppression Strike; or two Shove Strikes; etc. |
Reminder | The Power Strike abilities are: Curse Strike, Suppressing Strike, Shove Strike, and Taunting Strike. |
Blessing Against Harm | |
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Simple Summary | Blessing Against Harm: Incant "I enchant thee against all harm" x3 to grant the target a resistance against any effect or strike. (♻10) |
Available to | Druid, Healer, Paladin, Wizard |
Type | Enchantment |
Range |
|
Incantation | "I enchant thee against all harm" x3 |
Effects | Enchantment Effect: Bearer and their carried equipment gain resistance to all effects from a single strike or ability (♻10). |
Other Details | When declaring this enchantment, the bearer must declare whether the resistance is active or not |
Reminder | Resistances are optional. The bearer does not need to expend them on the first applicable attack. |
V8 Transition Note: | This enchantment is not removed once the resistance is expended. The resistance can be restored by resting for the indicated time. |
Blessing Against Projectiles | |
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Simple Summary | Blessing Against Projectiles: Incant "I enchant thee against projectiles" x3 to grant the target a resistance against projectiles. (♻10) |
Available to | Healer |
Type | Enchantment |
Range | 5ft Other |
Incantation | "I enchant thee against projectiles" x3 |
Effects | Enchantment Effect: Bearer and their carried equipment gain resistance to projectiles (♻10). |
Other Details | When declaring this enchantment, the bearer must declare what they are resistant to and whether the resistance is active or not. |
Reminder | Resistances are optional. The bearer does not need to expend them on the first applicable attack. |
V8 Transition Note: | This enchantment is not removed once the resistance is expended. The resistance can be restored by resting for the indicated time. |
Blessing Against Wounds | |
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Simple Summary | Blessing Against Wounds: Incant "I enchant thee against wounds" x3 to grant the target a resistance against wounds. (♻10) |
Available to | Healer, Monster (Entangling Mass) |
Type | Enchantment |
Range |
|
Incantation | "I enchant thee against wounds" x3 |
Effects | Enchantment Effect: Bearer gains resistance to wounds (♻10). |
Other Details | When declaring this enchantment, the bearer must declare what they are resistant to and whether the resistance is active or not. |
Reminder | Resistances are optional. The bearer does not need to expend them on the first applicable attack. |
V8 Transition Note: | This enchantment is not removed once the resistance is expended. The resistance can be restored by resting for the indicated time. |
Blink | |
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Simple Summary | Blink: Incant "I vanish from sight" to become Insubstantial and move anywhere within 50ft. To come back, incant "I return to the physical world" x2 while 10ft away from enemies. |
Available to | Assassin, Monster (Siren) |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "I vanish from sight" |
Effects | Status Effect: Caster becomes Insubstantial and may move around freely within 50ft of where this ability was initially cast. Caster can remove this effect from themselves anytime they are at least 10ft away from living enemies by declaring "I return to the physical world" x2 |
Other Details | 🏃This ability may be cast while moving. |
Blood and Thunder | |
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Simple Summary | Blood and Thunder: Incant "My body courses with blood and thunder" x3 to gain a resistance to wounds and abilities that kill outright. (♻10) |
Available to | Barbarian |
Type | Enchantment |
Range |
|
Incantation | "My body courses with blood and thunder" x3 |
Effects | Enchantment Effect: Bearer gains resistance to wounds and effects that kill outright (♻10). |
Other Details | When declaring this enchantment, the bearer must declare what they are resistant to and whether the resistance is active or not. |
Reminder | Resistances are optional. The bearer does not need to expend them on the first applicable attack. |
V8 Transition Note: | This enchantment is not removed once the resistance is expended. The resistance can be restored by resting for the indicated time. |
Bravado | |
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Simple Summary | Bravado: Incant "Bravado" after damaging an enemy that you've Taunted to restore Taunt, Taunting Strike, Confidence, or Innate. (Can only use once per taunted player.) |
Available to | Bard |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "Bravado" |
Prerequisites | Can only be used within 30s of damaging an enemy that was taunted by the caster. This prerequisite can only be met once per Taunted opponent. |
Effects | Immediate Effect: Caster declares and restores one use of either Taunt, Taunting Strike, Confidence, or Innate. |
Break Concentration | |
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Simple Summary | Break Concentration: Incant "I command thee suppressed" to make the target Suppressed for 10 seconds. |
Available to | Bard, Monk, Wizard, Curios, Monster (Fairy) |
Type | Verbal (Offensive) |
Range | 20ft |
Incantation | "I command thee suppressed." |
Effects | Status Effect: Target is Suppressed for 10s. |
Choreograph | |
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Simple Summary | Choreograph: Incant "My power guides thy feet" x3 to grant the bearer Ambulant 2/Refresh (♻10) |
Available to | Bard |
Type | Enchantment |
Range | 5ft (Other) |
Incantation | "My power guides thy feet" x3 |
Effects | Enchantment Effect: Bearer gains Ambulant 2/Refresh ♻10. |
Confidence | |
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Simple Summary | Confidence: Incant "My power grants thee confidence" to restore a target's ability with a rest timer no greater than ♻20. (If they are resting, add 20 seconds to their rest time.) This cannot restore Confidence. |
Available to | Bard, Curios, Monster (Unicorn) |
Type | Verbal (Non-Offensive) |
Range | 5ft (Other) |
Incantation | "My power grants thee confidence" |
Effects | Immediate Effect: Target declares and restores one use of a single ability with ♻ up to ♻20. If they are Resting, they instead add 20 seconds towards the rest timer of a single ability. This cannot be used to restore or contribute rest time towards recovering other instances of Confidence. |
Other Details | Confidence can only restore or contribute time towards restoring abilities. It cannot affect resistances or other non-ability effects such as the Rest At Base options. |
Conviction | |
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Simple Summary | Conviction: Incant "Conviction" within 30s of restoring an ally from an effect caused by an enemy. Restore a resistance or ability granted by an enchantment. |
Available to | Paladin |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "Conviction" |
Prerequisites | Can only be used within 30s of restoring another player from an effect caused by an enemy. |
Effects | Immediate Effect: Caster is affected as per Renew. |
Reminder | This can only be used once per triggering moment. |
Coup De Grace | |
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Simple Summary | Coup De Grace: Incant "Succumb to thy wounds and die" x3 to kill a wounded target. |
Available to | Assassin, Wizard |
Type | Verbal (Offensive) |
Range | 20ft |
Incantation | "Succumb to thy wounds and die" x3 |
Effects | Immediate Effect: If the target is wounded, they die. Otherwise, no effect. |
Cowardice | |
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Simple Summary | Cowardice: Incant "Cower and be afraid of all" x3 to make the target Afraid of all players for 30s. |
Available to | Anti-Paladin, Barbarian, Bard |
Type | Verbal (Offensive) |
Range | 20ft (Other) |
Incantation | "Cower and be afraid of all" x3 |
Effects | Status Effect: Target becomes Afraid of all living players for 30s. |
Cunning | |
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Simple Summary | Cunning: Incant "Cunning" within 30s of killing an enemy. Restore a use of Blink, Pass Without Trace, Shadowstep, or Teleport. |
Available to | Assassin |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "Cunning" |
Prerequisites | Can only be used within 30s of killing an enemy. |
Effects | Immediate Effect: Caster declares and restores one use of an Assassin ability marked with the 👻 tag. |
Reminder | This can only be used once per triggering moment. |
Curse Strike | |
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Simple Summary | Curse Strike: Incant "Power Strike Curse" and hit an enemy within 2s to Curse them for 30s. Engulfing. |
Available to | Anti-Paladin, Barbarian, Warrior |
Type | Power Strike |
Range | Strike |
Material Components | Melee Weapon |
Incantation | "Power Strike Curse" |
Effects | Status Effect: Target struck is Cursed for 30s. Engulfing. |
Other Details | 🏃 This ability can be cast while moving. |
Dark Pact | |
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Simple Summary | Dark Pact: Incant "May this dark pact restore me" while you're not Severed. You become Severed and either heal a wound, mend a point of armor or piece of equipment, release yourself from an effect, or restore an enchantment-granted Resistance or Ability with ♻20 or less. |
Available to | Anti-Paladin |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "May this dark pact restore me" |
Prerequisites | Cannot be used while Severed. |
Effects | Immediate Effect: Choose and declare one of the following:
Secondary Effect (Status): Caster becomes Severed until they respawn. |
Decoy | |
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Simple Summary | Decoy: Incant "May this deception ensure a safe return" x3 to become resistant to any single strike or ability inflicted by an enemy. When you use this resistance, become Insubstantial and return to base, where you incant "I return to the physical world" x2 to end the effect. |
Available to | Assassin |
Type | Enchantment |
Range | Self |
Incantation | "May this deception ensure a safe return" x3 |
Effects |
|
Other Details | When declaring this enchantment, the bearer must declare whether the resistance is active or not |
Reminder | Resistances are optional. The bearer does not need to expend them on the first applicable attack. |
V8 Transition Note: | This enchantment is not removed once the resistance is expended. The resistance can be restored by resting for the indicated time. |
Destruction Arrow | |
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Simple Summary | Destruction Arrow: Incant "Destruction Arrow" immediately before firing a red arrow. It’s Armor Destroying, Shield Destroying, and Wounds Kill. |
Available to | Archer |
Type | Specialty Arrow |
Range | Strike |
Material Components | Arrow with a Red cover or strip, Bow |
Incantation | "Destruction Arrow" |
Effects | Immediate Effect: Damage, Armor Destroying, Shield Destroying, Weapon Destroying, Wounds Kill. |
Other Details | 🏃 This ability can be cast while moving. |
Discordia | |
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Simple Summary | Discordia: Incant "My discordant melodies shall stymie my foes" x3 and chant "Discordia" to gain Suppress Aura (unlimited), which you can cast without interrupting the chant. If you take damage or aggress in any way other than casting the granted spell, this effect ends. |
Available to | Bard |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "My discordant melodies shall stymie my foes" x3 |
Chant | "Discordia" |
Effects | Chant Effect: Caster gains Suppress Aura (Unlimited) and may cast it without interrupting this chant. This chant ends if the caster aggresses (other than casting Suppress Aura), takes damage, or stops chanting. |
Other Details |
|
Dimensional Rift | |
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Simple Summary | Dimensional Rift: Incant "Aether consume thy ghostly form" x3. If the target is Insubstantial, they die |
Available to | Assassin, Wizard |
Type | Verbal (Offensive) |
Range | 20ft |
Incantation | "Aether consume thy ghostly form" x3 |
Effects | Immediate Effect: If the target is Insubstantial, they die. Otherwise, no effect. |
Dragged Below | |
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Simple Summary | Dragged Below: Incant "Death comes for thee from below" x3 to kill a Stopped target. |
Available to | Wizard, Monster (Siren) |
Type | Verbal (Offensive) |
Range | 20ft |
Incantation | "Death comes for thee from below" x3 |
Effects | Immediate Effect: If the target is Stopped, they die. Otherwise, no effect. |
Dying Breath | |
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Simple Summary | Dying Breath: Incant "I curse thee with my dying breath" immediately after dying to Curse the target for 30s. |
Available to | Anti-Paladin, Monster (Unicorn) |
Type | Verbal (Offensive) |
Range | 20ft |
Incantation | "I curse thee with my dying breath" |
Prerequisites | Can only be used immediately after dying. |
Effects | Status Effect: Target becomes Cursed for 30s. |
Other Details | This ability can be used by a dead player. |
Reminder | This can only be used once per triggering moment. |
Elemental Barrage | |
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Simple Summary | Elemental Barrage: Incant "I am filled with the power of magic", and you can cast spellballs by saying their name and throwing them until you pick up a ball or cast a non-ball spell. |
Available to | Druid, Wizard, Monster (Red Drake) |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "I am filled with the power of magic" |
Effects | Status Effect: Caster may cast Spellballs by saying the name of the spellball immediately before or during the throwing motion instead of priming it with the listed incantation.
|
V8 Transition Note: | The alternate method of casting is still casting and can be prevented by suppression and other effects that prevent casting. |
Entangle | |
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Simple Summary | Entangle: Incant "The power of earth is mine to evoke" x2 to prime a brown spellball. It deals no damage, but applies an engulfing Stopped effect for 30s. |
Available to | Assassin, Druid, Healer, Wizard, Monster (Entangling Mass) |
Type | Spellball |
Range | Strike |
Material Components | Brown Spellball |
Incantation | "The power of earth is mine to evoke" x2 |
Effects | Status Effect: Players struck are Stopped for 30s. Engulfing. |
Other Details | Strikes from this ball do not deal damage. |
Equipment (from Point Buy) | |
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Simple Summary | Equipment from Point Buy: You're allowed to use the named equipment. |
Available to | Archer, Bard, Druid, Healer, Wizard |
Type | Trait |
Effects | Trait Effect: The bearer may wield the listed equipment.
|
Other Details | Example 1: Druids may purchase "Bow or Short Weapon". If they do, they must choose whether they want a bow, or a short weapon, they cannot have both. This decision must be made as part of customization choices. Example 2: Healers can purchase a Medium Shield. If they do, they can use Bucklers and Small Shields as well as Medium Shields. |
Expose Weakness | |
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Simple Summary | Expose Weakness: Incant "Deadly flaws make thee fragile" x3 to make the target Fragile until they die. |
Available to | Healer, Scout, Wizard |
Type | Verbal (Offensive) |
Range | 20ft |
Incantation | "Deadly flaws make thee fragile" x3 |
Effects | Status Effect: Target becomes Fragile until this effect is removed. |
Extension | |
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Simple Summary | Extension: Incant "Extension" before casting a spell with 20ft range, and the range of that spell becomes 50ft. |
Available to | Bard, Druid, Healer, Scout, Wizard, Monster (Siren) |
Type | Meta-Magic |
Incantation | "Extension" |
Prerequisites | Can only be used to modify abilities with a range of 20ft. |
Effects | Meta-Magic Effect: The modified ability can affect targets up to 50ft away. |
Fear | |
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Simple Summary | Fear: Incant "Witness me and be afraid" x3 to make the target Afraid of you for 30s. |
Available to | Anti-Paladin, Bard, Monster (Gargoyle, Werewolf) |
Type | Verbal (Offensive) |
Range | 20ft (Other) |
Incantation | "Witness me and be afraid" x3 |
Effects | Status Effect: Target becomes Afraid of the caster for 30s or until the caster dies. |
Feel No Pain | |
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Simple Summary | Feel No Pain: Incant and continue to chant "Feel no pain" to avoid dying to wounds to your limbs. You can also use it immediately upon receiving a second limb wound to avoid dying. You may cast Adrenaline without interrupting this chant. |
Available to | Barbarian |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "Feel No Pain" |
Chant | "Feel No Pain" |
Effects | Chant Effect:
|
Other Details | This ability can be used immediately upon receiving a second limb wound to avoid dying. |
Reminder |
|
Fireball | |
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Simple Summary | Fireball: Incant "The power of flame is mine to evoke" x2 to prime a red spellball. It’s Weapon, Shield, and Armor Destroying, and Wounds Kill. |
Available to | Anti-Paladin, Monk, Wizard, Monster (Red Drake) |
Type | Spellball |
Range | Strike |
Material Components | Red Spellball |
Incantation | "The power of flame is mine to evoke" x2 |
Effects | Immediate Effect: Damage, Armor Destroying, Shield Destroying, Weapon Destroying, Wounds Kill. |
Firestorm | |
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Simple Summary | Firestorm: Incant "Burning flame I do entreat to summon forth a scorching heat" x3 and chant "Firestorm" to gain Incinerate Armor (unlimited), which you can cast without interrupting the chant. If you take damage or aggress in any way other than casting the granted spell, this effect ends. |
Available to | Druid, Wizard |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "Burning flame I do entreat to summon forth a scorching heat" x3 |
Chant | "Firestorm" |
Effects | Chant Effect: Caster gains Incinerate Armor (Unlimited) and may cast it without interrupting this chant. This chant ends if the caster aggresses (other than casting Incinerate Armor), takes damage, or stops chanting. |
Other Details |
|
Flame Blade | |
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Simple Summary | Flame Blade: Incant "The element of flame shall infuse these weapons" x3. Your melee weapons are armor breaking, shield crushing, and indestructible. |
Available to | Anti-Paladin |
Type | Enchantment |
Range | Self |
Incantation | "The element of flame shall infuse these weapons" x3 |
Effects | Enchantment Effect: Bearer's carried melee weapons are Armor Breaking, Shield Crushing, and Immune to destruction. |
Flight | |
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Simple Summary | Flight: Incant "I take flight" x3 to become Flying. (Must chant "Flying", become immune to anything within 20ft of you.) Land by saying "I return to Solid Ground" x2 while 10ft away from living enemies. |
Available to | Druid, Monk, Wizard, Monster (Fairy, Gargoyle, Harpy) |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "I take flight" x3 |
Chant | "Flying" |
Effects | Chant Effect: Caster becomes Flying. They may end this effect by declaring "I return to solid ground" x2 while at their base or at least 10ft away from living enemies. This does not interrupt the chant.
Secondary Effect (Immediate): If the caster stops chanting willingly or by mistake, they immediately die. |
Other Details | The death from ending the chant only counts as ‘taking a death’ if it was done intentionally. The caster does not die if the chant is forcibly ended by a state such as Frozen. |
Force Bolt | |
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Simple Summary | Force Bolt: Incant "The power of magic is mine to evoke" x2 to prime a blue spellball. It’s Weapon Destroying and Armor Breaking. |
Available to | Druid, Wizard |
Type | Spellball |
Range | Strike |
Material Components | Blue Spellball |
Incantation | "The power of magic is mine to evoke" x2 |
Effects | Immediate Effect: Damage, Armor Breaking, Weapon Destroying |
Giant Strength | |
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Simple Summary | Giant Strength: "Your melee weapons are Armor Breaking. If they were already built to be Armor Breaking, they’re also Shield Crushing." |
Available to | Barbarian, Druid, Monk, Wizard, Monster (Red Drake) |
Type | Enchantment |
Range |
|
Incantation | "I enchant thee with the strength of giants" x3 |
Effects | Enchantment Effect:
|
Other Details | Melee weapons that are already Armor Breaking and Shield Crushing do not receive any additional benefit. |
Gift of Air | |
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Simple Summary | Gift of Air: Incant "I grant thee a gift of gusting air" x3 to grant the bearer Shove 2/Refresh. (♻10) |
Available to | Druid |
Type | Enchantment |
Range | 5ft (Other) |
Incantation | "I grant thee a gift of gusting air" x3 |
Effects | Enchantment Effect: Bearer gains Shove 2/Refresh ♻10. |
Gift of Earth | |
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Simple Summary | Gift of Earth: Incant "I grant thee a gift of enduring earth" x3 to grant the bearer Reforge 2/Refresh. (♻10) |
Available to | Druid |
Type | Enchantment |
Range | 5ft (Other) |
Incantation | "I grant thee a gift of enduring earth" x3 |
Effects | Enchantment Effect: Bearer gains Reforge 2/Refresh ♻10. |
Gift of Fire | |
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Simple Summary | Gift of Fire: Incant "I grant thee a gift of searing flame" x3 to grant the bearer Incinerate Armor 2/Refresh. (♻10) |
Available to | Druid |
Type | Enchantment |
Range | 5ft (Other) |
Incantation | "I grant thee a gift of searing flame" x3 |
Effects | Enchantment Effect: Bearer gains Incinerate Armor 2/Refresh ♻10. |
Gift of Light | |
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Simple Summary | Gift of Light: Incant "I grant thee a gift of sacred light" x3 to grant the bearer Unlimited Heal (Others) and Swift (Unlimited) which can only be used on Heal. |
Available to | Healer |
Type | Enchantment |
Range | 5ft (Any) |
Incantation | "I grant thee a gift of sacred light" x3 |
Effects | Enchantment Effect: Bearer gains unlimited Heal (Other) and unlimited Swift that can only be used on this Heal. |
Gift of Water | |
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Simple Summary | Gift of Water: Incant "I grant thee a gift of flowing water" x3 to grant the bearer ⬗ Shake it Off 2/Refresh. (♻10) |
Available to | Druid |
Type | Enchantment |
Range | 5ft (Other) |
Incantation | "I grant thee a gift of flowing water" x3 |
Effects | Enchantment Effect: Bearer gains ⬗Shake It Off 2/Refresh ♻10. |
Harden | |
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Simple Summary | Harden: Incant "This <shield/weapon> shall endure any blow" x3 to make either your shield or weapons indestructible (Except Phase/Sphere of Annihilation) |
Available to | Healer, Warrior |
Type | Enchantment |
Range |
|
Incantation | "This <shield/weapon> shall endure any blow" x3 |
Effects | Enchantment Effect: Choose one at time of cast: |
Other Details | When declaring this enchantment, the bearer must declare which equipment is affected. |
Heal | |
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Simple Summary | Heal: Incant "The white light of healing hath healed thee" x5 to remove target's wound |
Available to | Archer, Druid, Healer, Paladin, Monk, Scout, Curios, Monster (Shroomkin, Unicorn) |
Type | Verbal (Non-Offensive) |
Range |
|
Incantation | "The white light of healing hath healed thee" x5 |
Effects | Immediate Effect: Target restores a wound. |
Hold Person | |
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Simple Summary | Hold Person: Incant "I command thee to stop" x3 to make the target Stopped for 30s. |
Available to | Assassin, Bard, Druid, Healer, Scout, Wizard, Monster (Siren) |
Type | Verbal (Offensive) |
Range | 20ft |
Incantation | "I command thee to stop" x3 |
Effects | Status Effect: Target becomes Stopped for 30s. |
Ice Barrier | |
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Simple Summary | Ice Barrier: Incant "I shall not be harmed" to become Frozen for 10s. |
Available to | Druid, Healer, Wizard, Monster (Gargoyle) |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "I shall not be harmed" |
Effects | Status Effect: Caster becomes Frozen for 10s. |
Reminder | Caster must declare "No longer Frozen" at the conclusion of the effect. |
Iceball | |
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Simple Summary | Iceball: Incant "The power of ice is mine to evoke" x2 to prime a white spellball. It deals no damage, but applies an engulfing Frozen effect for 30s. |
Available to | Druid, Healer, Wizard |
Type | Spellball |
Range | Strike |
Material Components | White Spellball |
Incantation | "The power of ice is mine to evoke" x2 |
Effects | Status Effect: Players struck are Frozen for 30s. Engulfing. |
Other Details | Strikes from this ball do not deal damage. |
Icy Blast | |
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Simple Summary | Icy Blast: Incant "My power makes thee frozen" x3 to make the target Frozen for 30s |
Available to | Druid, Wizard, Monster (Gorgon) |
Type | Verbal (Offensive) |
Range | 20ft |
Incantation | "My power makes thee frozen" x3 |
Effects | Status Effect: Target becomes Frozen for 30s. |
Incinerate Armor | |
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Simple Summary | Incinerate Armor: Incant "Flame and fire damage thy armor" x3 to remove 1 point of armor from each hit location on the target. |
Available to | Anti-Paladin, Druid, Wizard |
Type | Verbal (Offensive) |
Range | 20ft |
Incantation | "Flame and fire damage thy armor" x3 |
Effects | Immediate Effect: 🌶️ Target suffers 1 point of damage to their armor in each hit location.” |
V8 Transition Note: | Immunities and resistances extend to carried equipment. This means immunity/resistance to verbals will protect against this effect. |
Innate | |
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Simple Summary | Innate: Incant “Innate” to instantly recover an ability with ♻10. You can use this while Resting or Insubstantial, unlike most incants. If you do it while Resting, you can add 10s towards longer Rest timers. |
Available to | Bard, Druid, Healer, Wizard, Monster (Shroomkin) |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "Innate" |
Effects | Immediate Effect: Caster restores one use of a single ability with ♻ up to ♻10. If the caster is Resting, they instead add 10 seconds towards the rest timer of a single ability. This cannot be used to restore or contribute rest time towards recovering Confidence. |
Other Details |
|
V8 Transition Note: | Innate is a verbal, not a meta-magic. |
Inner Fire | |
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Simple Summary | Inner Fire: Incant "Inner Fire" within 30s of killing an enemy or taking damage. Restore a Power Strike. |
Available to | Monk |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "Inner Fire" |
Prerequisites | Can only be used within 30s of killing an enemy or taking damage from an enemy attack. |
Effects | Immediate Effect: Caster declares and restores one use of a power strike. |
Reminder | This can only be used once per triggering moment. |
Insight | |
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Simple Summary | Insight: Incant "Insight" immediately after using a Resistance or making an enemy use one to restore one use of Prepared. |
Available to | Scout |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "Insight" |
Prerequisites | Can only be used within 30s of expending an enemy's resistance or resisting an enemy attack. |
Effects | Immediate Effect: Caster restores one use of Prepared. |
Reminder | This can only be used once per triggering moment. |
Inspired Soul | |
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Simple Summary | Inspired Soul: Incant "A distant magic has no hold upon thy now inspired soul" x3 to grant the target a resistance against Verbals. (♻10) |
Available to | Bard, Healer, Monk |
Type | Enchantment |
Range | 5ft Other |
Incantation | "A distant magic has no hold upon thy now inspired soul" x3 |
Effects | Enchantment Effect: Bearer gains resistance to verbal abilities (♻10). |
Other Details | When declaring this enchantment, the bearer must declare what they are resistant to and whether the resistance is active or not. |
Reminder | Resistances are optional. The bearer does not need to expend them on the first applicable attack. |
V8 Transition Note: | This enchantment is not removed once the resistance is expended. The resistance can be restored by resting for the indicated time. |
Lay Curse | |
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Simple Summary | Lay Curse: Incant "Death lays a curse on thee" x3 to make the target Cursed for 30s |
Available to | Assassin, Healer, Wizard, Curios, Monster (Gorgon, Harpy) |
Type | Verbal (Offensive) |
Range | 20ft |
Incantation | "Death lays a curse on thee" x3 |
Effects | Status Effect: Target becomes Cursed for 30s. |
Lightning Bolt | |
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Simple Summary | Lightning Bolt: Incant "The power of storms is mine to evoke" x2 to prime a yellow spellball. It’s Weapon Destroying, Armor Breaking, and applies an engulfing Stopped effect for 30 seconds. |
Available to | Druid, Wizard |
Type | Spellball |
Range | Strike |
Material Components | Yellow Spellball |
Incantation | "The power of storms is mine to evoke" x2 |
Effects | Immediate Effect: Damage, Armor Breaking, Weapon Destroying.
Status Effect: Players struck are Stopped for 30s. Engulfing. |
Mana Harvest | |
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Simple Summary | Mana Harvest: Incant "Return to me my fleeting power to aid me in my darkest hour" within 30s of wounding an enemy with a spellball, casting a verbal with ♻20 or more on an enemy, or restoring an ally from an effect caused by an enemy. Restore one ♻10 ability. |
Available to | Druid, Healer, Wizard |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "Return to me my fleeting power, to aid me in my darkest hour" |
Prerequisites | Can only be used within 30s of doing one of the following:
|
Effects | Immediate Effect: Caster declares and restores one use of a ♻10 ability. |
Reminder |
|
Meditate | |
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Simple Summary | Meditate: Incant "Out of battle, I pause to meditate" to begin Resting at double-time. (Resting at Base does not benefit) |
Available to | Druid, Healer, Monk, Wizard |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "Out of battle, I pause to meditate" |
Effects | Status Effect: Caster is affected as per Rest and may count their rest at double-time. |
Other Details |
|
Mend | |
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Simple Summary | Mend: Incant "I make this item whole again" x5 to mend a broken or damaged weapon or shield, or restore one point of armor to a hit location. |
Available to | Archer, Bard, Druid, Healer, Scout, Wizard, Curios, Monster (Shroomkin) |
Type | Verbal (Non-Offensive) |
Range | 5ft (Any) |
Incantation | "I make this item whole again" x5 |
Effects | Immediate Effect: Choose one at the time of cast:
|
Other Details | Caster may hold the item to be affected without taking up a free hand. |
V8 Transition Note: | Mend targets the player, not the item being restored. |
Missile Block | |
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Simple Summary | Missile Block: You can block all projectiles with your hands and weapons with no ill effects. (Except Phase/Sphere of Annihilation) |
Available to | Monk |
Type | Trait |
Effects | Trait Effect: Bearer and their carried equipment are immune to all effects of any projectile they block with their hands, wielded melee weapons, or wielded shield. Once blocked, the bearer and their carried equipment are immune to further strikes from that projectile until it stops moving. |
V8 Transition Note: |
|
Mulch | |
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Simple Summary | Mulch: Incant "Mulch" within 30s of killing an enemy or witnessing an ally bearing one of your enchantments kills an enemy within 50ft of you - restore a use of a ♻10 ability. |
Available to | Druid, Monster (Shroomkin) |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "Mulch". |
Prerequisites | Can only be used within 30s of killing an enemy or witnessing an ally bearing one of your enchantments kill an enemy within 50ft. |
Effects | Immediate Effect: Caster restores one use of a ♻10 ability. |
Reminder |
|
Pass Without Trace | |
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Simple Summary | Pass Without Trace: Incant "I pass without trace" to become Invulnerable - you must return to base. |
Available to | Archer, Assassin, Druid, Scout, Curios |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "I pass without trace" |
Effects | Status Effect: Target becomes Invulnerable and is forced to move directly to their Base. They may end this effect any time they are at least 100ft away from living enemies by declaring "I return to the physical world" x2. This effect also ends if they reach their base. |
Other Details | 🏃This ability can be cast while moving. |
Pestilence | |
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Simple Summary | Pestilence: Incant "Illness seep, sickness creep, a vile plague for death to reap" x3 and chant "Pestilence" to gain Expose Weakness (unlimited), which you can cast without interrupting the chant. If you take damage or aggress in any way other than casting the granted spell, this effect ends. |
Available to | Wizard, Monster (Harpy) |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "Illness seep, sickness creep, a vile plague for death to reap" x3 |
Chant | "Pestilence" |
Effects | Chant Effect: Caster gains Expose Weakness (Unlimited) and may cast it without interrupting this chant. This chant ends if the caster aggresses (other than casting Expose Weakness), takes damage, or stops chanting. |
Other Details |
|
Phase Arrow | |
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Simple Summary | Phase Arrow: Incant "Phase Arrow" immediately before firing a grey arrow. It ignores all enchantments and armor. |
Available to | Archer |
Type | Specialty Arrow |
Range | Strike |
Material Components | Arrow with a Gray cover or strip, Bow |
Incantation | "Phase Arrow" |
Effects | Immediate Effect: Damage, Weapon Destroying, Ignores Armor, Ignores Immunities & Resistances. |
Other Details |
|
Phase Bolt | |
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Simple Summary | Phase Bolt: Incant "The power of sorcery is mine to evoke" x2 to prime a grey spellball. It’s Weapon Destroying and Armor Breaking, and ignores all enchantments and armor. |
Available to | Wizard |
Type | Spellball |
Range | Strike |
Material Components | Gray Spellball |
Incantation | "The power of sorcery is mine to evoke" x2 |
Effects | Immediate Effect: Damage, Weapon Destroying, Ignores Armor, Ignores Immunities & Resistances. |
Other Details | This cannot harm players that are Insubstantial, Frozen, Invulnerable, or any other type of 'cannot be affected' that does not use the term 'immune' or 'resistant' |
Phoenix Tears | |
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Simple Summary | Phoenix Tears: Incant "May the tears of the phoenix wash over thee" x5. If the target is dead, they are revived. They and their carried equipment are fully restored, and they become severed. (They do not regain Innate, Confidence, Revitalize, or other uses of Phoenix Tears) |
Available to | Healer, Monster (Unicorn) |
Type | Verbal (Non-Offensive) |
Range | 5ft (Other) |
Incantation | "May the tears of the phoenix wash over thee" x5 |
Prerequisites | Cannot affect players who are Severed. |
Effects | Immediate Effect: Target is affected by all of the following, in order:
Secondary Effect (Status): If the target is successfully affected by any of the above, they become Severed until they respawn. |
Other Details | This ability can affect dead players. |
Pinning Arrow | |
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Simple Summary | Pinning Arrow: Incant "Pinning Arrow" immediately before firing a yellow arrow. It applies an engulfing Stopped effect for 30s. |
Available to | Archer, Scout, Monster (Gorgon) |
Type | Specialty Arrow |
Range | Strike |
Material Components | Arrow with a Yellow cover or strip, Bow |
Incantation | "Pinning Arrow" |
Effects | Immediate Effect: Damage, Armor Breaking, Weapon Destroying.
Status Effect: Players struck are Stopped for 30s. Engulfing. |
Other Details | 🏃 This ability can be cast while moving. |
Poison Arrow | |
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Simple Summary | Poison Arrow: Incant "Poison Arrow" immediately before firing a green arrow. It is Wounds Kill. |
Available to | Archer, Assassin, Monster (Gorgon) |
Type | Specialty Arrow |
Range | Strike |
Material Components | Arrow with a Green cover or strip, Bow |
Incantation | "Poison Arrow" |
Effects | Immediate Effect: Damage, Armor Breaking, Weapon Destroying, Wounds Kill. |
Other Details | 🏃 This ability can be cast while moving. |
Poison Bolt | |
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Simple Summary | Poison Bolt: Incant "The power of poison is mine to evoke" x2 to prime a green spellball. It’s Weapon Destroying, Armor Breaking, and Wounds Kill. |
Available to | Assassin, Wizard, Monster (Harpy) |
Type | Spellball |
Range | Strike |
Material Components | Green Spellball |
Incantation | "The power of poison is mine to evoke" x2 |
Effects | Immediate Effect: Damage, Armor Breaking, Weapon Destroying, Wounds Kill. |
Poison Weapon | |
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Simple Summary | Poison Weapon: Incant "I coat these weapons with a deadly poison" x2. The next wound you deal is Wounds Kill. This effect can be restored with ♻10 |
Available to | Anti-Paladin, Assassin, Druid, Monster (Shroomkin) |
Type | Enchantment |
Range |
|
Incantation | "I coat these weapons with a deadly poison" x2 |
Effects | Enchantment Effect: The next wound caused by the bearer in melee is Wounds Kill. This effect can be renewed, and restored with ♻10. |
Other Details | When declaring this enchantment, the bearer must indicate whether the Wounds Kill effect is active or not. |
Prepared | |
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Simple Summary | Prepared: All of your spells share one usage pool, equal to your level. |
Available to | Scout |
Type | Trait |
Effects | Trait Effect: Prepared allows the player to cast certain abilities using a shared pool of uses, instead of being tracked individually. They may cast these abilities in any combination or order. For example, a player with a Prepared 3/Life, as well as Heal (Prepared) and Mend (Prepared) can cast three heals, three mends, two heals and a mend, or two mends and a heal. |
Raise Dead | |
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Simple Summary | Raise Dead: Incant "Rise and fight again" x5 to revive the target. They’re either cursed and suppressed until they die, or cursed and unable to use melee weapons until they die. This effect can only be released by death. |
Available to | Anti-Paladin, Healer, Monster (Harpy) |
Type | Verbal (Non-Offensive) |
Range | 5ft (Other) |
Incantation | "Rise and fight again" x5 |
Effects | Immediate Effect: Target is revived.
Secondary Effect: Choose one at the time of cast: |
Reminder | If a dead player moves more than 20ft from where they died, they become severed. |
Rally | |
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Simple Summary | Rally: Incant "I have returned with aid" while you or an ally is respawning to cause you both to respawn. You become Severed. You can't use this if you took a death, or if either of you are respawning due to another use of Rally. |
Available to | Paladin, Monster (Goblin) |
Type | Verbal (Non-Offensive) |
Range | 5ft (Any) |
Incantation | "I have returned with aid" |
Prerequisites | |
Effects | Immediate Effect:
Secondary Effect (Status): The caster becomes Severed until they respawn again. |
Other Details |
|
Rebuke | |
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Simple Summary | Rally: Incant "By my power I make thee afraid" to make the target Afraid of you for 10s. |
Available to | Healer, Paladin, Monster (Harpy) |
Type | Verbal (Offensive) |
Range | 20ft (Other) |
Incantation | "By my power I make thee afraid" |
Effects | Status Effect: Target becomes Afraid of the caster for 10s or until the caster dies. |
Reforge | |
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Simple Summary | Reforge: Incant "I return this item to its former glory" x5 to mend a broken or damaged weapon or shield, restore one point of armor to each hit location, or fully repair one hit location. |
Available to | Druid, Warrior |
Type | Verbal (Non-Offensive) |
Range | 5ft (Any) |
Incantation | "I return this item to its former glory" x5 |
Effects | Immediate Effect: Choose one at the time of cast: |
Other Details | Caster may hold the item to be affected without taking up a free hand. |
V8 Transition Note: | Reforge targets the player, not the item being restored. |
Release | |
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Simple Summary | Release: Incant "From thy bindings thou art released" x5 to remove any number of status effects from the target other than Severed. |
Available to | Bard, Druid, Healer, Paladin, Scout, Wizard, Curios, Monster (Unicorn) |
Type | Verbal (Non-Offensive) |
Range |
|
Incantation | "From thy bindings thou art released" x5 |
Effects | Immediate Effect: The target's status is restored; any number of status effects are removed. |
Reminder | This cannot remove Severed and does not affect players who are Cursed. |
Reload | |
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Simple Summary | Reload: Incant "Now I pause to go reload" x5 with no enemies within 10ft to become Invulnerable and go pick up your equipment. To end this, you must be 10ft away from living enemies and either at the location you entered Reload or at your Base, then incant "I return to the physical world." x2. |
Available to | Archer, Curios, Monster (Gorgon) |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "Now I pause to go Reload" x5 |
Prerequisites | Cannot be used while there is a living enemy within 10ft. |
Effects | Status Effect: Caster becomes Invulnerable and may move around to collect equipment that they own or have permission to collect.
|
Other Details |
|
Renew | |
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Simple Summary | Renew: Incant "Thy boon and blessing shall be renewed" to restore someone's enchantment-granted Resistance or Ability with ♻20 or less. |
Available to | Bard, Druid, Healer, Paladin, Curios, Monster (Unicorn) |
Type | Verbal (Non-Offensive) |
Range |
|
Incantation | "Thy boon and blessing shall be renewed" |
Prerequisites | Cannot be used while there are living enemies within 10ft. |
Effects | Immediate Effect:
|
Rest | |
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Simple Summary | Rest: Incant “Out of battle I pause to rest” and wait for the number of seconds by the ♻ symbol to get back abilities or resistances as marked. Resting is interrupted if you get hit, move around, attack someone, or start casting another spell. |
Available to | Everyone. All players have access to the Rest ability at all times. |
Type | Verbal |
Range | Self |
Incantation | "Out of battle I pause to rest" |
Effects | Status Effect:
Rest Anywhere: Rest at Base: |
Other Details |
|
Resurrect | |
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Simple Summary | Resurrect: Incant "The white light of healing hath resurrected thee" x5 to Revive the target. They become Severed. |
Available to | Healer, Paladin |
Type | Verbal (Non-Offensive) |
Range | 5ft (Other) |
Incantation | "The white light of healing hath resurrected thee." x5 |
Effects | Immediate Effect: Target is revived.
Secondary Effect (Status): If the target is revived, they become Severed until they respawn. |
Other Details | This ability can affect dead players. |
Reminder | If a dead player has moved more than 20ft from where they died, they are Severed. |
Revitalize | |
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Simple Summary | Revitalize: Incant "I restore thee to thy full potency" to restore all of the target's per-life abilities except
Innate, Confidence, Phoenix Tears, and other instances of Revitalize. |
Available to | Bard |
Type | Verbal (Non-Offensive) |
Range | 5ft (Other) |
Incantation | "I restore thee to thy full potency" |
Effects | Immediate Effect: Target restores all uses of their per-life abilities except for the following:
|
Runic Armor | |
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Simple Summary | Runic Armor: Incant "This armor shall not be overcome" x3 to make the bearer immune to any engulfing effects which strike their armor in a hit location with points remaining. |
Available to | Healer, Warrior |
Type | Enchantment |
Range |
|
Incantation | "This armor shall not be overcome" x3 |
Effects | Enchantment Effect: Bearer is immune to engulfing effects that strike their armor in a hit location with at least 1 armor point remaining. |
Reminder | The armor will still takes damage as normal. |
V8 Transition Note: | No armor points are lost from Entangle and Iceball since they don't deal any damage normally. |
Safeguard | |
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Simple Summary | Safeguard: Incant "Hide in the shadows and I shall protect thee" to make the target Insubstantial and Stopped. They can Incant "I return to the physical world" x2 to end the effect. |
Available to | Druid, Healer, Paladin, Scout, Warrior, Curios |
Type | Verbal (Non-Offensive) |
Range | 5ft (Other) |
Incantation | "Hide in the shadows and I shall protect thee" |
Effects | Status Effect: Target becomes Insubstantial and Stopped. Target can end this effect at any time by declaring "I return to the physical world" x2. |
Reminder | Non-offensive abilities can be rejected by the recipient if they do not wish to take on the effects. |
Scavenge | |
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Simple Summary | Scavenge: Incant "Scavenge" within 30s of killing an enemy. Mend a broken shield, weapon, or point of armor. |
Available to | Warrior |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "Scavenge" |
Prerequisites | Can only be used within 30s of killing an enemy. |
Effects | Immediate Effect: Choose one at time of cast:
|
Reminder | This can only be used once per triggering moment. |
Sever Spirit | |
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Simple Summary | Sever Spirit: Incant "Death severs thy spirit" to Sever a dead player. |
Available to | Healer |
Type | Verbal (Offensive) |
Range | 20ft |
Incantation | "Death severs thy spirit" |
Effects | Status Effect: If the target is dead, they become Severed until they respawn. Otherwise, no effect. |
Other Details | This ability can target and affect dead players. |
Shadow Step | |
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Simple Summary | Shadow Step: Incant "I step into the shadows" to become Insubstantial and Stopped. Incant "I return to the physical world" x2 to end the effect. |
Available to | Assassin, Scout, Monster (Entangling Mass) |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "I step into the shadows" |
Effects | Status Effect: Caster becomes Insubstantial and Stopped. Caster can end this effect at any time by declaring "I return to the physical world" x2 |
Other Details | 🏃This ability can be cast while moving. |
Shake It Off | |
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Simple Summary | Shake It Off: Incant "I shall overcome" while under an enemy effect. After 10s, you're released from any number of effects. You can use this no matter what, unless you're dead or cursed. |
Available to | Barbarian, Paladin, Warrior, Curios, Monster (Werewolf) |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "I shall overcome" |
Prerequisites | Can only be used while affected by an enemy status effect. |
Effects | Status Effect: After 10 seconds, the caster is affected as per Release. |
Other Details | This ability can be used regardless of ability to cast, and will affect the caster unless they are Invulnerable, Cursed, or Dead |
Shove | |
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Simple Summary | Shove: Cast with "My power shoves thee" x3. Target must move 20ft further away from you. |
Available to | Bard, Druid, Healer, Monk, Wizard |
Type | Verbal (Offensive) |
Range | 20ft (Other) |
Incantation | "My power shoves thee" x3 |
Effects | Status Effect: Target is Shoved 20ft directly away from the caster. |
Reminder | If the target becomes Stopped or otherwise unable to move while in transit, they must still complete the forced movement from Shove. |
V8 Transition Note: | Shove cannot be cast on oneself. |
Shove Strike | |
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Simple Summary | Shove Strike: Incant "Power Strike Shove" and strike an enemy within 2s. Target struck is forced to move 20’ further away. Engulfing. |
Available to | Barbarian, Paladin, Monk, Warrior |
Type | Power Strike |
Range | Strike |
Material Components | Melee Weapon |
Incantation | "Power Strike Shove" |
Effects | Status Effect: Target struck is Shoved 20ft directly away from the caster. Engulfing. |
Other Details | 🏃 This ability can be cast while moving. |
Silver Tongue | |
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Simple Summary | Silver Tongue: Incant "My power quickens thy tongue" x3 to grant the bearer Swift 2/Refresh (♻10) |
Available to | Bard |
Type | Enchantment |
Range | 5ft (Other) |
Incantation | "My power quickens thy tongue" x3 |
Effects | Enchantment Effect: Bearer gains Swift 2/Refresh ♻10. |
Song of Battle | |
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Simple Summary | Song of Battle: Incant "I sing a song of battle" and chant "Song of Battle". While you do, your melee weapons are armor breaking. |
Available to | Bard |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "I sing a song of battle" |
Chant | "Song of Battle" |
Effects | Chant Effect: Caster's wielded melee weapons are Armor Breaking. |
Song of Determination | |
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Simple Summary | Song of Determination: Incant "I sing a song of determination" and chant "Song of Determination". While you do, you're immune to Afraid and Taunted. |
Available to | Bard |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "I sing a song of determination" |
Chant | "Song of Determination" |
Effects | Chant Effect: Caster is immune to Afraid and Taunted. |
Song of Freedom | |
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Simple Summary | Song of Freedom: Incant "I sing a song of freedom" and chant "Song of Freedom". While you do, you're immune to Stopped and Frozen. |
Available to | Bard |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "I sing a song of freedom" |
Chant | "Song of Freedom" |
Effects | Chant Effect: Caster is immune to Stopped and Frozen. |
Song of Power | |
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Simple Summary | Song of Power: Incant "I sing a song of power" and either chant "Song of Power" or perform. While you do, you Rest at double time, and players Resting near you also count at double-time. (Does not affect Confidence or Rest at Base). Ends if your Rest or chant are interrupted. |
Available to | Bard, Monster (Fairy, Siren) |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "I sing a song of power" |
Chant | "Song of Power" OR the caster may perform. |
Effects | Chant Effect:
|
Other Details |
|
Song of Survival | |
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Simple Summary | Song of Survival: Incant "I sing a song of survival" and chant "Song of Survival" to become resistant to any single strike or ability inflicted by an enemy. When you use this resistance, become invulnerable and return to base, where you incant "I return to the physical world" x2 to end the effect. |
Available to | Bard |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "I sing a song of survival" |
Chant | "Song of Survival" |
Effects | Chant Effect: Caster is resistant to all effects from a single strike or ability inflicted by an enemy. Secondary Effect (Status): When the resistance is used, the caster becomes Invulnerable and forced to move directly to their base. They may end this effect anytime they are at least 100ft away from living enemies by declaring "I return to the physical world" x2. This effect also ends immediately if they reach their base. |
Other Details | The use of this ability is only expended when the resistance is used. |
Sphere of Annihilation | |
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Simple Summary | Sphere of Annihilation: Incant "The power of void is mine to evoke" x2 to prime a black spellball. It’s Weapon and Shield Destroying, Wounds Kill, and ignores armor, immunities, and enchantments. |
Available to | Wizard |
Type | Spellball |
Range | Strike |
Material Components | Black Spellball |
Incantation | "The power of void is mine to evoke" x2 |
Effects | Immediate Effect: Damage, Ignores Armor, Ignores Immunities & Resistances, Shield Destroying, Weapon Destroying, Wounds Kill. |
Other Details | This cannot harm players that are Insubstantial, Frozen, Invulnerable, or any other type of 'cannot be affected' that does not use the term 'immune' or 'resistant' |
Steal Life Essence | |
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Simple Summary | Steal Life Essence: Incant "Steal Life" immediately after killing an enemy. They become Severed, and you remove Severed from yourself. |
Available to | Anti-Paladin |
Type | Verbal (Offensive) |
Range | Unlimited |
Incantation | "Steal Life" |
Prerequisites | Can only be used immediately after killing an enemy. |
Effects | Status Effect: Target becomes Severed until they respawn. Secondary Effect (Immediate): If the target was affected, remove any status effects that are making the caster Severed. |
Reminder | This can only be used once per triggering moment. |
Stoneskin | |
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Simple Summary | Stoneskin: Incant "May nature protect thee from all forms of attack" x3 to grant the target a resistance to any single effect. (♻10) Target also gets +1 to all worn armor below 6pts. Can't wear alongside Barkskin. |
Available to | Druid |
Type | Enchantment |
Range | 5ft (Other) |
Incantation | "May nature protect thee from all forms of attack" x3 |
Prerequisites | Cannot be cast on a player already affected by Barkskin. |
Effects | Enchantment Effect:
|
Other Details | When declaring this enchantment, the bearer must declare whether the resistance is active or not |
Reminder |
|
V8 Transition Note: | This enchantment is not removed once the resistance is expended. The resistance can be restored by resting for the indicated time. |
Suppress Aura | |
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Simple Summary | Suppress Aura: Incant "My power suppresses thine" x3 to make the target Suppressed for 30s |
Available to | Bard, Barbarian, Wizard |
Type | Verbal (Offensive) |
Range | 20ft |
Incantation | "My power suppresses thine" x3 |
Effects | Status Effect: Target is Suppressed for 30s. |
Suppression Arrow | |
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Simple Summary | Suppression Arrow: Incant "Suppression Arrow" immediately before firing a purple arrow. It applies an engulfing Suppressed effect for 30s. |
Available to | Archer, Scout, Monster (Gorgon) |
Type | Specialty Arrow |
Range | Strike |
Material Components | Arrow with a Purple cover or strip, Bow |
Incantation | "Suppression Arrow" |
Effects | Immediate Effect: Damage, Armor Breaking, Weapon Destroying.
Status Effect: Players struck are Suppressed for 30s. Engulfing. |
Other Details | 🏃 This ability can be cast while moving. |
Suppression Bolt | |
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Simple Summary | Suppression Bolt: Incant "The power of suppression is mine to evoke" x2 to prime a purple spellball. It’s Weapon Destroying and Armor Breaking. It applies an engulfing Suppressed effect for 30s. |
Available to | Wizard, Monster (Shroomkin) |
Type | Spellball |
Range | Strike |
Material Components | Purple Spellball |
Incantation | "The power of suppression is mine to evoke" x2 |
Effects | Immediate Effect: Damage, Armor Breaking, Weapon Destroying.
Status Effect: Players struck are Suppressed for 30s. Engulfing. |
Suppressing Strike | |
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Simple Summary | Suppressing Strike: Incant "Power strike suppress" and hit an enemy within 2s to Suppress them for 30s. Engulfing. |
Available to | Assassin, Barbarian, Bard, Monk, Scout, Warrior, Monster (Entangling Mass) |
Type | Power Strike |
Range | Strike |
Material Components | Melee Weapon |
Incantation | "Power Strike Suppress" |
Effects | Status Effect: Target struck is Suppressed for 30s. Engulfing. |
Other Details | 🏃 This ability can be cast while moving. |
Swift | |
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Simple Summary | Swift: Incant "Swift" before casting a spell to cast it with only one repetition of the incant. |
Available to | Bard, Druid, Healer, Paladin, Wizard |
Type | Meta-Magic |
Incantation | "Swift" |
Prerequisites | Cannot be used to modify abilities with a range of 20ft. |
Effects | Meta-Magic Effect: The modified ability can be cast with only a single iteration of the incantation. For multi-line Incantations with no repetition, use the last line only. |
Taunt | |
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Simple Summary | Taunt: Incant "I command thy attention" x3 to Taunt the target for 30s. |
Available to | Bard, Barbarian, Monk, Paladin, Warrior, Monster (Fairy, Siren) |
Type | Verbal (Offensive) |
Range | 20ft |
Incantation | "I command thy attention" x3 |
Effects | Status Effect: Target is Taunted by the caster for 30s, or until the caster dies. |
Taunting Strike | |
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Simple Summary | Taunting Strike: Incant "Power strike taunt" and hit an enemy within 2s to Taunt them for 30s. Engulfing. |
Available to | Bard, Monk, Warrior |
Type | Power Strike |
Range | Strike |
Material Components | Melee Weapon |
Incantation | "Power Strike Taunt" |
Effects | Status Effect: Target struck is Taunted by the caster for 30s or until the caster dies. Engulfing. |
Other Details | 🏃 This ability can be cast while moving. |
Teleport | |
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Simple Summary | Teleport: Incant "Travel through the aether" x3 to make the target insubstantial and move directly to a fixed location. They may exit by incanting "I return to the physical world" x2 at the destination. (Or along the path there as long as they are 10ft away from living enemies.) |
Available to | Archer, Assassin, Druid, Healer, Scout, Wizard |
Type | Verbal (Non-Offensive) |
Range |
|
Incantation | "Travel through the aether" x3 |
Effects | Status Effect: Target becomes Insubstantial and is forced to move directly to a destination chosen by the caster at the time of casting. Upon reaching the destination the target must end the effect by declaring "I return to the physical world" x2. The target may end this effect prematurely in the same way anytime they are at least 10ft away from all living enemies. |
Other Details | The destination must be a static, unmoving location that can be definitively known by the target at the time of casting. For example, if the chosen destination is "Behind that wizard", the target must be able to know exactly what that means before they start moving and the location will not change if the wizard moves away while the target is in transit. |
Temper Armor | |
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Simple Summary | Temper Armor: Incant "I temper this armor to endure all blows" x3 to make the bearer's armor immune to Armor Breaking and Armor Destroying. |
Available to | Druid, Healer, Warrior |
Type | Enchantment |
Range |
|
Incantation | "I temper this armor to endure all blows" x3 |
Effects | Enchantment Effect: Bearer's armor is immune to Armor Breaking and Armor Destroying. |
Reminder | The armor will still receive basic damage from these strikes. |
Tracking | |
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Simple Summary | Tracking: Incant "I track thee from the shadows" to force the target out of Insubstantial and prevent them from becoming Insubstantial for 10s. |
Available to | Scout, Monster (Entangling Mass, Werewolf) |
Type | Verbal (Offensive) |
Range | 20ft |
Incantation | "I track thee from the shadows" |
Prerequisites | This ability can only be used on enemies. |
Effects | Immediate Effect: Target loses any status effects making them Insubstantial. Status Effect: For 10s, the target cannot be affected by status effects that would make them Insubstantial. |
Other Details |
|
Transfer Life | |
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Simple Summary | Transfer Life: Incant "I give thee life from my own" to Heal, Release, or Resurrect the target. You can't Resurrect if you’re Severed. If you Heal or Release, take a wound. If you Resurrect, both of you become Severed. |
Available to | Monk |
Type | Verbal (Non-Offensive) |
Range | 5ft (Other) |
Incantation | "I give thee life from my own" |
Effects | Immediate Effect: Choose one:
Secondary Effect (Immediate): If the target is affected, the caster suffers a wound to a hit location of their choice. Secondary Effect (Status): If a player was revived, the caster also becomes Severed until they respawn. |
Reminder | Secondary Effects cannot be resisted. |
Undead Minion | |
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Simple Summary | Undead Minion: Incant "By the power of my will, arise my minion" x3. If the bearer was dead, they're revived. You can cast Raise Dead (Unlimited) on the bearer. The bearer does not become Severed for moving more than 20ft from they died, but can't be revived in any other way. Bearer is either Cursed and Suppressed or Cursed and cannot aggress with melee weapons. |
Available to | Anti-Paladin, Healer, Monster (Shroomkin) |
Type | Enchantment |
Range | 5ft (Other) |
Incantation | "By the power of my will, arise my minion" x3 |
Effects | Immediate Effect: If the target is dead, they are first affected as per Raise Dead. Enchantment Effect: The caster of this enchantment gains Raise Dead (Unlimited) that can only be used on the bearer of this enchantment. The bearer does not become Severed for moving more than 20ft from where they died, but they can only be revived by the Raise Dead ability. |
Other Details |
|
Reminder | If the bearer is Severed, the bearer cannot be revived. |
Undying Will | |
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Simple Summary | Undying Will: Incant "My will to live is undying" immediately after dying to revive yourself, become Insubstantial and Stopped for 10s, and become Severed. |
Available to | Barbarian, Monk, Warrior, Wizard, Monster (Skeleton) |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "My will to live is undying" |
Prerequisites | Must be cast immediately after dying. |
Effects | Immediate Effect: Caster is revived. Secondary Effect (Status):
|
Other Details | This ability can be used while dead and affect dead players. |
Reminder | Players cannot resist or be immune to secondary effects. |
Vorpal Blades | |
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Simple Summary | Vorpal Blades: Incant "I enchant these weapons to slay all foes" x3 to make all of your melee attacks Wounds Kill |
Available to | Assassin |
Type | Enchantment |
Range | Self |
Incantation | "I enchant these weapons to slay all foes" x3 |
Effects | Enchantment Effect: Bearer's carried melee weapons are Wounds Kill. |
Ward | |
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Simple Summary | Ward: Incant "This <weapon/shield> shall not be overcome" x3 to make the target immune to any engulfing effect that strikes the chosen type of equipment. |
Available to | Healer, Monster (Gargoyle) |
Type | Enchantment |
Range | 5ft Other |
Incantation | "This <weapon/shield> shall not be overcome" x3 |
Effects | Enchantment Effect: Choose one at time of cast:: |
Reminder | The weapons/shield can still be destroyed as normal. |
Word of Mending | |
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Simple Summary | Word of Mending: Incant "Spedoinkle" to repair everything the target is holding or wearing |
Available to | Druid |
Type | Verbal (Non-Offensive) |
Range | 5ft |
Incantation | "Spedoinkle" |
Prerequisites | Cannot be cast while within 10ft of a living enemy. |
Effects | Immediate Effect: All weapons and shields carried by the target are restored. All armor on the target is restored to full value. |
Wounding | |
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Simple Summary | Wounding: Incant "Death strikes off thy <right/left> <arm/leg>" x3 to Wound the target's named limb |
Available to | Anti-Paladin, Wizard |
Type | Verbal (Offensive) |
Range | 20ft |
Incantation | "Death strikes off thy <right/left> <arm/leg>" x3 |
Effects | Immediate Effect: If the target has no other wounds, the designated limb is wounded. If the target is already wounded, this ability has no effect. |
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