Difference between revisions of "V9: Magic Items (General Rules)"
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− | + | ====<u>Using Magic Items</u>==== | |
− | <ol><li>[[V9: Abilities and Effects|Abilities and effects]] granted by magic items behave as they would if the player had those abilities or effects naturally, except where noted below: | + | <ol><li>The [[V9: Game Organizer|Game Organizer]] determines which Magic Items, if any, are allowed in their activities. They may also impose additional restrictions as they see fit, such as a limited number of items per player.</li><br> |
+ | |||
+ | <li>The effects of a magic item must be clearly defined when the item is bestowed to a player. | ||
+ | *If the magic item is not described in this rulebook, the user must carry a copy of their item’s abilities and effects during any activity they wish to use the item.</li><br> | ||
+ | |||
+ | <li>[[V9: Abilities and Effects|Abilities and effects]] granted by magic items behave as they would if the player had those abilities or effects naturally, except where noted below: | ||
*Item-granted abilities cannot be modified by [[V9: Meta-Magic|meta-magic]]. For example, a player cannot use [[V9: Swift| Swift]] to quickly cast a [[V9: Heal| Heal]] granted by a magic item. | *Item-granted abilities cannot be modified by [[V9: Meta-Magic|meta-magic]]. For example, a player cannot use [[V9: Swift| Swift]] to quickly cast a [[V9: Heal| Heal]] granted by a magic item. | ||
*Item-granted abilities cannot be modified or [[V9: Restore|restored]] by [[V9: Archetypes|archetypes]]. For example, a magic item that grants [[V9: Shake It Off|Shake It Off]] 2/Refresh cannot be restored by the [[V9: Guardian| Guardian]] or [[V9: Juggernaut| Juggernaut]] archetypes. | *Item-granted abilities cannot be modified or [[V9: Restore|restored]] by [[V9: Archetypes|archetypes]]. For example, a magic item that grants [[V9: Shake It Off|Shake It Off]] 2/Refresh cannot be restored by the [[V9: Guardian| Guardian]] or [[V9: Juggernaut| Juggernaut]] archetypes. | ||
*If a [[V9: Classes|class]] already has access to an ability granted by a magic item, the item-granted version does not share any [[V9: Class Customization|symbols or tags]], such as ⬗ or 🛡️. For example, a [[V9: Warrior| Warrior]] using an item that grants [[V9: Rescue| Rescue]] 2/Refresh would need a [[V9: Free Hand|free hand]] to cast it since this version does not have ⬗.</li><br> | *If a [[V9: Classes|class]] already has access to an ability granted by a magic item, the item-granted version does not share any [[V9: Class Customization|symbols or tags]], such as ⬗ or 🛡️. For example, a [[V9: Warrior| Warrior]] using an item that grants [[V9: Rescue| Rescue]] 2/Refresh would need a [[V9: Free Hand|free hand]] to cast it since this version does not have ⬗.</li><br> | ||
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<li>Players must carry a physical representation (aka “Phys-Rep”) of their Magic Item(s) in order to benefit from it. | <li>Players must carry a physical representation (aka “Phys-Rep”) of their Magic Item(s) in order to benefit from it. | ||
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*Phys-Reps are [[V9: Equipment| Equipment]]. They must adhere to the [[V9: Universal Equipment Requirements| Universal Equipment Requirements]] and be verified by a [[V9: Reeve| Reeve]] or other [[V9: Rules Authorities|Rules Authority]] at the start of each [[V9: Combat Activities|activity]]. | *Phys-Reps are [[V9: Equipment| Equipment]]. They must adhere to the [[V9: Universal Equipment Requirements| Universal Equipment Requirements]] and be verified by a [[V9: Reeve| Reeve]] or other [[V9: Rules Authorities|Rules Authority]] at the start of each [[V9: Combat Activities|activity]]. | ||
*Identical copies of the same magic item (such as potions) may all be represented by the same Phys-Rep. For example, you can have one potion bottle to represent three Potions of Healing, but you would need a second bottle to represent a Potion of Mend, even if that potion has the same basic Phys-Rep requirements. | *Identical copies of the same magic item (such as potions) may all be represented by the same Phys-Rep. For example, you can have one potion bottle to represent three Potions of Healing, but you would need a second bottle to represent a Potion of Mend, even if that potion has the same basic Phys-Rep requirements. | ||
− | *Phys-Reps are not [[V9: Reserved Symbols|reserved]] visuals. Players may carry or wear non-magical items and accessories that look visually similar to a magic item as long as it is not being used to derive a [[V9: Glossary#Gameplay Advantage|gameplay advantage]].</li><br> | + | *Phys-Reps are not [[V9: Reserved Symbols|reserved]] visuals. Players may carry or wear non-magical items and accessories that look visually similar to a magic item as long as it is not being used to derive a [[V9: Glossary#Gameplay Advantage|gameplay advantage]].</li></ol><br> |
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+ | ---- | ||
− | < | + | ====<u>Duration of Ownership</u>==== |
+ | Each Magic Item is only useable for a specified period of time. | ||
+ | *The duration of ownership for a Magic Item must be clearly defined when the item is bestowed. | ||
+ | *When the duration has elapsed, the Magic Item can no longer be used. If a Phys-Reps was presented with the item, it should be returned to the authority that bestowed it. | ||
*Magic Items without a specified ownership duration will automatically expire in six (6) months from when they are bestowed. | *Magic Items without a specified ownership duration will automatically expire in six (6) months from when they are bestowed. | ||
*Ownership of Magic Items may be rescinded by the authority that bestowed them at any time. | *Ownership of Magic Items may be rescinded by the authority that bestowed them at any time. | ||
*Magic Items can only be used by their owners and cannot be transferred or traded without permission from specific individuals: | *Magic Items can only be used by their owners and cannot be transferred or traded without permission from specific individuals: | ||
− | **A Game Organizer can grant permission for players to temporarily transfer magic items during their games; however, these transfers are reverted at the end of each activity. Permanent transfers require permission from the original authority who bestowed the item. | + | **A [[V9: Game Organizer| Game Organizer]] can grant permission for players to temporarily transfer magic items during their games; however, these transfers are reverted at the end of each activity. Permanent transfers require permission from the original authority who bestowed the item. |
+ | |||
---- | ---- | ||
− | + | ====<u>Acquiring Magic Items</u>==== | |
− | There are three | + | There are three standard methods to acquire/distribute Magic Items: |
+ | <ol><li>'''Garb Bonus Curios:''' The [[V9: Garb Bonus|garb bonus]] allows eligible players to select a magic item from the [[V9: Garb Bonus Curios|list of Garb Bonus Curios]]. | ||
+ | *These items do not persist beyond the individual [[V9: Combat Activities|activity]] where the bonus was awarded. | ||
+ | *Each player may only carry and use a single Magic Item acquired through the Garb Bonus.</li><br> | ||
− | + | <li>'''Officers:''' All [[V9: Kingdoms|Kingdom]] and [[V9: Parks|Park]] [[V9: Officers|officers]] can create and/or distribute Magic Items unless otherwise indicated by their Kingdom’s Corpora or similar document. | |
− | + | *The ownership duration for items awarded this way cannot be longer than the awarding officer’s reign. | |
− | + | *The awarding officer and their peers are responsible for tracking which of these magic items are owned by whom. | |
+ | *Magic Items bestowed by park officers only function within the park they were awarded. Likewise, magic items awarded by Kingdom officers only function within the parks of that Kingdom.</li><br> | ||
+ | <li>'''Game Organizers:''' [[V9: Game Organizer|Game Organizers]] may create and/or distribute Magic Items for use during their own activities. | ||
+ | *These items only function during activities run by the associated organizer. | ||
+ | *By default, these items do not persist beyond the individual activity where they were bestowed, however an organizer may choose to extend their duration across multiple activities they are organizing. This is commonly used to enable a form of loot/reward system for connected activities such as a [[V9: Roleplay|roleplay]] storyline. In these cases, the awarding organizer(s) are responsible for tracking which magic items are owned by whom.</li></ol><br><br> | ||
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− | + | ====<u>Types of Magic Items</u>==== | |
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Magic Items are classified into one of three types: Trinkets, Talismans, and Relics. | Magic Items are classified into one of three types: Trinkets, Talismans, and Relics. | ||
+ | <ol><li>'''Trinkets are simple magic items''' that are not overly powerful and can be safely used in most battlegames. | ||
+ | *Examples include: a Potion of Healing, a Scroll of Mend, a Wand of Release, etc. | ||
+ | *Additional examples are presented here as [[V9: Garb Bonus Curios| Garb Bonus Curios]].</li><br> | ||
− | + | <li>'''Talismans are mid-power magic items''' with meaningful effects that may require consideration before being allowed in some activities. | |
+ | *Examples include: a Potion of Revitalization, a Scroll of Barkskin, a Wand of Fear, etc. | ||
+ | *Additional examples are presented here as [[V9: Talismans of Renown| Talismans of Renown]].</li><br> | ||
+ | <li>'''Relics are powerful magic items''' that require careful consideration before being allowed into any activity. | ||
+ | *Relics are unique unless indicated otherwise. There may only be one of each unique relic awarded per kingdom at a time. | ||
+ | *Some traditional examples are presented here as [[V9: Relics of Antiquity| Relics of Antiquity]].</li></ol><br><br> | ||
− | + | ---- | |
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− | + | ====<u>Creating Magic Items</u>==== | |
+ | Check out the [[V9: Game Organizer Guide| Game Organizer Guide]] to find tips and guidance for creating custom magic items. | ||
Revision as of 01:30, 24 November 2023
This page is part of the Official Amtgard V9 Alpha-Playtest Rulebook.
- 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
General Rules
Using Magic Items
- The Game Organizer determines which Magic Items, if any, are allowed in their activities. They may also impose additional restrictions as they see fit, such as a limited number of items per player.
- The effects of a magic item must be clearly defined when the item is bestowed to a player.
- If the magic item is not described in this rulebook, the user must carry a copy of their item’s abilities and effects during any activity they wish to use the item.
- Abilities and effects granted by magic items behave as they would if the player had those abilities or effects naturally, except where noted below:
- Item-granted abilities cannot be modified by meta-magic. For example, a player cannot use Swift to quickly cast a Heal granted by a magic item.
- Item-granted abilities cannot be modified or restored by archetypes. For example, a magic item that grants Shake It Off 2/Refresh cannot be restored by the Guardian or Juggernaut archetypes.
- If a class already has access to an ability granted by a magic item, the item-granted version does not share any symbols or tags, such as ⬗ or 🛡️. For example, a Warrior using an item that grants Rescue 2/Refresh would need a free hand to cast it since this version does not have ⬗.
- Players must carry a physical representation (aka “Phys-Rep”) of their Magic Item(s) in order to benefit from it.
- The Phys-Rep of a magic item is a Material Component for any abilities or effects it grants. It must be visibly carried in some fashion while casting its abilities or using the effects. If the player has access to the same abilities or effects by another method, the magic item is not required to use those versions.
- Phys-Reps must be provided and/or clearly defined when the item is bestowed to a player.
- Phys-Reps are Equipment. They must adhere to the Universal Equipment Requirements and be verified by a Reeve or other Rules Authority at the start of each activity.
- Identical copies of the same magic item (such as potions) may all be represented by the same Phys-Rep. For example, you can have one potion bottle to represent three Potions of Healing, but you would need a second bottle to represent a Potion of Mend, even if that potion has the same basic Phys-Rep requirements.
- Phys-Reps are not reserved visuals. Players may carry or wear non-magical items and accessories that look visually similar to a magic item as long as it is not being used to derive a gameplay advantage.
Duration of Ownership
Each Magic Item is only useable for a specified period of time.
- The duration of ownership for a Magic Item must be clearly defined when the item is bestowed.
- When the duration has elapsed, the Magic Item can no longer be used. If a Phys-Reps was presented with the item, it should be returned to the authority that bestowed it.
- Magic Items without a specified ownership duration will automatically expire in six (6) months from when they are bestowed.
- Ownership of Magic Items may be rescinded by the authority that bestowed them at any time.
- Magic Items can only be used by their owners and cannot be transferred or traded without permission from specific individuals:
- A Game Organizer can grant permission for players to temporarily transfer magic items during their games; however, these transfers are reverted at the end of each activity. Permanent transfers require permission from the original authority who bestowed the item.
Acquiring Magic Items
There are three standard methods to acquire/distribute Magic Items:
- Garb Bonus Curios: The garb bonus allows eligible players to select a magic item from the list of Garb Bonus Curios.
- These items do not persist beyond the individual activity where the bonus was awarded.
- Each player may only carry and use a single Magic Item acquired through the Garb Bonus.
- Officers: All Kingdom and Park officers can create and/or distribute Magic Items unless otherwise indicated by their Kingdom’s Corpora or similar document.
- The ownership duration for items awarded this way cannot be longer than the awarding officer’s reign.
- The awarding officer and their peers are responsible for tracking which of these magic items are owned by whom.
- Magic Items bestowed by park officers only function within the park they were awarded. Likewise, magic items awarded by Kingdom officers only function within the parks of that Kingdom.
- Game Organizers: Game Organizers may create and/or distribute Magic Items for use during their own activities.
- These items only function during activities run by the associated organizer.
- By default, these items do not persist beyond the individual activity where they were bestowed, however an organizer may choose to extend their duration across multiple activities they are organizing. This is commonly used to enable a form of loot/reward system for connected activities such as a roleplay storyline. In these cases, the awarding organizer(s) are responsible for tracking which magic items are owned by whom.
Types of Magic Items
Magic Items are classified into one of three types: Trinkets, Talismans, and Relics.
- Trinkets are simple magic items that are not overly powerful and can be safely used in most battlegames.
- Examples include: a Potion of Healing, a Scroll of Mend, a Wand of Release, etc.
- Additional examples are presented here as Garb Bonus Curios.
- Talismans are mid-power magic items with meaningful effects that may require consideration before being allowed in some activities.
- Examples include: a Potion of Revitalization, a Scroll of Barkskin, a Wand of Fear, etc.
- Additional examples are presented here as Talismans of Renown.
- Relics are powerful magic items that require careful consideration before being allowed into any activity.
- Relics are unique unless indicated otherwise. There may only be one of each unique relic awarded per kingdom at a time.
- Some traditional examples are presented here as Relics of Antiquity.
Creating Magic Items
Check out the Game Organizer Guide to find tips and guidance for creating custom magic items.
Magic Items General Rules · Garb Bonus Curios · Talismans of Renown · Relics of Antiquity