V9: Magic Items (General Rules)

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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

All Magic items follow these core rules:

  1. 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 ⬗.

  2. 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 the item’s abilities and effects during any activity they wish to use the item.

  3. 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.

  4. The duration of ownership for a Magic Item must be clearly defined when the item is 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.
    • 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 common 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 (see below). 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 during their own activities. These items do not persist beyond the individual activity where they were awarded; however, Organizers or teams of Organizers may choose to allow their magic items to persist across multiple activities they are organizing to enable a loot/reward system for a series of 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. There is no mandatory ownership limit on these items.


Game Organizers always have final say which Magic Items (if any) are allowed in their activity, including those granted by Garb Bonus or Officers.


Check out the Game Organizer Guide for tips and guidance for creating custom magic items.


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: Potion of Healing, Scroll of Mend, Wand of Release, etc.


Talismans are mid-power magic items with meaningful effects that may require consideration before being allowed in some activities.. Examples include: Potion of Restoration, Scroll of Barkskin, Wand of Fear, etc.


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.

It is common for Game Organizers to limit magic items in their games to certain types, based on the number of participants or the activity type. The Game Organizer Guide provides tips and guidance for balancing the use of magic items in different activities.





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Magic Items
General Rules · Garb Bonus Curios · Talismans of Renown · Relics of Antiquity
Amtgard V9 Rulebook
Playtest Disclaimer · Introduction · Getting Started · Garb · Honor System · Safety · Core Combat Rules · Equipment · Classes · Abilities and Effects · Magic Items · Combat Activities · Rules Authorities
Appendix: Equipment Inspection Guide · Master List of Abilities · Glossary