V9: Abilities and Effects

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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

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.

  1. Abilities are used to represent both physical feats and magical spells. As such, the terms "ability" and "spell" are interchangeable.
  2. Abilities must be cast to have an effect.
  3. Specific abilities are detailed in the Master List of Abilities.
  4. 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"
HOW TO CAST - STEP-BY-STEP
A Wizard attempts to cast a spell.

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.

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. Say the Ability-Specific Incantation: Speak the unique, ability-specific lines listed in the Incantation section of the ability description.
  6. 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.
  7. 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.
  8. 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.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. Trait Effects are active for the entire game and cannot be removed, disabled, or discarded. See ‘ Traits’ for more info.

  6. 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.

  1. 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.
  2. 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.
  3. 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.

  1. 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.

  2. 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.
See "Casting" to learn how incantations play a part in casting abilities.



Line of Sight

Line of Sight (LOS) is an imaginary line that extends from a player’s eyes to a target.

  1. In order to use abilities, the caster must have at least a partial LOS to their target at the end of the incantation.
    • The target being out of sight at any other point does not prevent or interrupt the casting attempt.
    • A caster has partial line of sight if they are able to see any amount of the target, including their carried equipment, garb, etc.

  2. 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.

  3. 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.

  4. 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.

  1. 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.

    "Robin, Extension, I command thee to stop. I command thee to stop. I command thee to stop!"

  2. Meta-Magics are expended once their incantation is said, whether or not the modified spell is completed.

  3. 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.

For example: Raj the Necromancer gloats over Veera: "You will not escape my lair! Not while the hands of the dead bind you where you stand! – Veera, I command thee to stop. I command thee to stop. I command thee to stop!"

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.

  1. 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.
  2. 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

Non-Offensive Ability Types



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.

  1. To use a Power Strike, it must be primed before attempting to strike a target.

  2. Power Strikes are primed by casting the ability while not actively swinging or attempting to strike.

  3. 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.

  4. A primed Power Strike will cease to be primed if the player begins casting another ability.

  5. A player can only have one Power Strike primed at a time.

  6. 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

  1. All players have access to the Rest ability at all times.
  2. Abilities and effects with a Rest value (indicated by the ♻ symbol) can be restored with Rest.
  3. The Rest value of an ability or effect indicates how long, in seconds, it takes to restore the ability or effect by Resting.
  4. Players can also rest at their base for additional effects such as restoring wounds and equipment.



Specialty Arrows

A quiver of 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.

  1. To use a specialty arrow, the player must cast it immediately before or during the firing motion.

  2. Properly cast and fired specialty arrows will impart their effects on anything they hit with a valid strike until they stop moving.

  3. 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.

  4. Specialty arrows must be fired alone.

  5. Specialty arrows use the ‘Arrow’ frequency. See 'Frequency' for more details.



Spellballs

A set of Spellballs

Spellballs are color-coded projectiles that can impart damage and other effects.

  1. To use a Spellball, it must be primed before being thrown at a target.

  2. Spellballs are primed by casting the ability while holding the physical ball in a Free Hand.

  3. 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.

  4. A player can only have one Spellball primed at a time.

  5. Primed and thrown Spellballs will impart their effects on anything they hit with a valid strike until they stop moving.

  6. 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.

  7. 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



Traits

  1. Traits are passive abilities denoted with (T).
  2. Traits are automatically active at the start of the activity and do not need to be cast.
  3. 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.





V8 border axe hammer.png


Keywords

Many abilities describe exactly what they do in their effect text. Some effects though are very common or would require too much space to define under each ability. In these cases, the effect lists only the name of the effect as a "keyword". The details of each keyword can be found below.

KEYS TO SUCCESS
While there are many abilities in the game, their results are often quite similar; using the same keywords in different combinations and configurations. If you read through and familiarize yourself with these keywords, you will have a much easier time understanding the vast majority of abilities that may be used on you.



States

The following keywords are typically used in Status Effects.


Afraid

A player who is Afraid of something cannot aggress against that thing and is forced to stay 20ft away unless they are unable to move or forced by some other effect. If an Afraid player is aggressed on by an enemy they are Afraid of, they may act as though they were not Afraid of them for the duration of the effect.



Cursed

A Cursed player and their carried equipment cannot be affected by non-offensive effects that restore them unless the effect specifically removes Cursed.

Reminder: Restoration includes Heal, Mend, Release, Renew, Innate, Rest, and all other similar effects.



Flying

Flying players and their carried equipment:

  • Cannot be affected by abilities and strikes that originate within 20ft.
  • Cannot aggress.
  • May move about the battlefield freely as long as they stay 20ft away from enemy bases and avoid obstructing combat or interactions between other players.
  • May pick up equipment but cannot carry Game Items or interact with Game Objectives.
  • Are not obstructed or affected by 'low' terrain such as water, lava, pit traps, etc. unless otherwise indicated by the Game Organizer. Real-life terrain, such as actual walls and pits, cannot be bypassed this way unless it is able to be done safely and approved by the organizer or associated rules authority.
  • May not delay the game excessively, as judged by the Game Organizer or associated rules authority. For instance, a player may not use Flying to avoid being killed if they are the last player alive in a Mutual Annihilation battlegame.


V8 Transition Note: Becoming Stopped does not remove Flying from a player. They may continue Flying while unable to move.



Fragile

A Fragile player dies the next time they are Wounded.



Frozen

Frozen players and their carried equipment:

  • Cannot be affected by anything except effects that remove status effects or those that can specifically affect Frozen players.

  • May not act in game.

  • May not carry Game Items or interact with Game Objectives.

  • Must do their best to inform potential aggressors by declaring their Frozen state to avoid confusion on the battlefield.

Other players cannot intentionally use Frozen players to obstruct combat or interactions between them and other players.

Reminder: Players may always move and speak to make declarations, avoid real life hazardous situations, and call for real-life help or assistance. Actions taken this way should be done in good faith and not used to generate a gameplay advantage.



Insubstantial

Insubstantial players and their carried equipment:

  • Cannot be affected by anything except effects that remove status effects or can specifically affect Insubstantial players.

  • Cannot affect other players or their equipment; however they may pick up their own equipment if they are able to get close enough.

  • May not carry Game Items or interact with Game Objectives.

  • Cannot use any abilities other than Rest and Innate.

  • May continue Chants already in progress.

  • Can only move as indicated by the effect that made them Insubstantial.

  • Are not obstructed or affected by terrain such as walls, lava, pit traps, etc. unless otherwise indicated by the Game Organizer. Real-life terrain, such as actual walls and pits, cannot be bypassed this way unless it is able to be done safely and approved by the organizer or associated rules authority.

  • Must do their best to inform potential aggressors by declaring their Insubstantial state to avoid confusion on the battlefield.

  • Must avoid obstructing combat or interactions between other players. Likewise, other players cannot intentionally use Insubstantial players to obstruct combat or interactions between them and other players.

  • May not delay the game excessively, as judged by the Game Organizer or associated rules authority. For instance, a player may not use Insubstantial to avoid being killed if they are the last player alive in a Mutual Annihilation battlegame.


Reminder: Players may always move and speak to make declarations, avoid real life hazardous situations, and call for real-life help or assistance. Actions taken this way should be done in good faith and not used to generate a gameplay advantage.



Invulnerable

Invulnerable players and their carried equipment:

  • Cannot be affected by anything other than the effect that made them Invulnerable.

  • May speak freely but can otherwise only act as indicated by the effect that made them Invulnerable.

  • May not carry Game Items or interact with Game Objectives.

  • Are not obstructed or affected by terrain such as walls, lava, pit traps, etc. unless otherwise indicated by the Game Organizer. Real-life terrain, such as actual walls and pits, cannot be bypassed this way unless it is able to be done safely and approved by the organizer or associated rules authority.

  • Must avoid obstructing combat or interactions between other players. Likewise, other players cannot intentionally use Invulnerable players to obstruct combat or interactions between them and other players.

  • Must do their best to inform potential aggressors by declaring their Invulnerable state to avoid confusion on the battlefield.

  • May not delay the game excessively, as judged by the Game Organizer or associated rules authority. For instance, a player may not use Invulnerable to avoid being killed if they are the last player alive in a Mutual Annihilation battlegame.


Reminder: Players may always move and speak to make declarations, avoid real life hazardous situations, and call for real-life help or assistance. Actions taken this way should be done in good faith and not used to generate a gameplay advantage.



Severed

A Severed player cannot be revived.

Status effects that grant Severed are not removed by death and cannot be removed except by respawning or effects that specifically remove Severed.



Shoved

Shoved players are forced to move a certain distance in a specified direction.

  • The distance and direction they are required to move is indicated by the effect itself.
  • The effect ends when the target has moved the required distance away from their initial location.
  • The effect will also end if the target becomes forced again by some other effect or reaches impassable and/or real life hazardous terrain that cannot be reasonably or safely bypassed while still moving away from the caster.



Stopped

A Stopped player cannot move from their current location. They may rotate in place and otherwise act freely but their center of gravity must remain roughly over the point where they became Stopped.


Forced Movement VS Stopped

  • If a Stopped player is affected by a forced movement effect that would send them directly to a specified destination (such as with Shove or Teleport) the player must move to complete the forced movement and then the player continue being Stopped in their new location.
  • If a Stopped player is affected by an effect that would force or limit their movement without a specific destination (such as Blink, Fear, Reload, etc.) then the player will remain unable to move until the Stopped effect ends.



Suppressed

A Suppressed player is unable to cast abilities. They may continue Chants already in progress.

If a player becomes suppressed while casting, the casting is immediately interrupted.



Taunted

Taunted players cannot aggress or cast abilities on anything other than what they are taunted by.

If a taunted player is aggressed on by an enemy, they become taunted by that enemy as well for the remainder of the effect.




Strike Enhancements

The following keywords are used for Enhanced Strikes.


Armor Breaking

When an Armor Breaking strike deals damage to armor in a location with 3 or fewer armor points remaining, that location loses all armor points instead of 1.

This enhancement can be declared as 'Armor Breaking' or just ‘Breaking’.



Armor Destroying

When an Armor Destroying strike deals damage to armor in a location with any armor points remaining, that location loses all armor points instead of 1.



Ignores Armor

Strikes that ignore armor will affect the target as though they were not wearing armor. Any armor on the target is completely bypassed and unaffected by this strike.



Ignores Immunities & Resistances

Strikes and effects that ignore immunities and resistances will affect the target and their equipment as though they did not have any immunities or resistances. Any immunities and resistances on the target are completely bypassed and unaffected by this strike.

Reminder: This will not bypass Insubstantial, Frozen, Flying, Invulnerable, or under any other type of effect that says 'cannot be affected'. It only ignores protections specifically listed as "immune" or "resistant".



Shield Crushing

When a shield is struck by a Shield Crushing attack three times, that Shield is destroyed.

  • These strikes do not need to originate from the same source, nor do they need to occur in rapid succession.
  • Restoring a shield or preventing the destruction from this effect will also reset the amount of shield-crushing strikes required to destroy shield.
  • Melee weapons can only apply Shield Crushing with slashes.
  • This effect can be declared as 'Shield Crushing' or simply just ‘Crushing’.



Shield Destroying

When a Shield is struck by a Shield Destroying attack, that shield is destroyed.



Siege

Siege strikes will instantly kill a player if it strikes them or their carried equipment, regardless of any immunities or resistances. In addition, all of the player's carried equipment is destroyed and all their armor points are reduced to zero.



Weapon Destroying

When a Weapon is struck by a Weapon Destroying attack, that weapon is destroyed.



Wounds Kill

If a player is wounded by a Wounds Kill strike, they die.




Other Keywords

The following keywords are commonly used but do not fit into either of the above categories.


Engulfing

Strike-based effects with the Engulfing keyword will impart their effects even if attack strikes carried equipment such as a weapon or shield. This includes arrows stored in quivers, and other similarly carried projectiles.


V8 Transition Notes:

  • Garb and other non-equipment objects count as invalid obstructions. Engulfing strikes will only affect the target if the attack would have continued to strike carried equipment or a hit location.
  • The V8 ‘Shield Drop Trick’ does not exist in V9. A shield in mid-air is an invalid obstruction and will not block attacks.



Forced Movement (Forced)

A player that is forced to move must move as indicated by the effect.

  • Minimum Speed
    • Players are not required to move any faster than they are comfortable but they must maintain at least a walking pace while completing this movement.
    • Timing-wise, being forced to move will immediately interrupt and prevent any further casting that requires the caster to not move their feet.

  • Forced Movement VS Terrain
    • Players cannot be forced to move into or through real-life terrain that could be actually hazardous such as thick brush, rocky slopes, deep snow/mud, water, etc. In these instances, the player must move around the feature in good faith and in a way that makes the most sense when considering the spirit of the effect that is forcing them. If this is impossible, such as with a corner of the field boundary, the player should move as far as they can and they remain stationary. When in doubt, consult a Reeve to make an assessment on a case-by-case basis.
    • Whether or not players can be forced into in-game terrain (lava, pits, etc.) is up to the Game Organizer. When disallowed, players should follow the rules outlined above.

  • Forced Movement VS Stopped
    • If a Stopped player is affected by a forced movement effect that would send them directly to a specific destination, such as Shove or Teleport, the player must move to complete the forced movement and then continue being Stopped in their new location.
    • If a Stopped player is affected by an effect that would force or limit their movement without sending them to a specific destination, such as Blink, Fear, Reload, etc. the player will be unable to move as long as they are Stopped.

Reminder: Forced Movement is not a State. It cannot be chosen by Adaptive Blessing.



Immunity

Immunity allows the bearer to protect themselves from the thing the player is immune to.

  • When a player would be affected by something they are immune to, they may immediately declare "Immune!" or the name of the effect making them immune (i.e. "Missile Block!"). If they do, they are unaffected. If they do not, or choose not to, they will be affected as normal.
    • Players may not use immunity against their own abilities or strikes.
    • Immunity to a specific ability will protect against all effects from that ability.
    • Immunity to an immediate effect, such as Armor Destroying, will only protect against that singular effect.
    • Immunity to a State will protect against all text in an effect that includes that state.
      • Example 1: A player that is immune to Insubstantial protects themselves from Banish. They would ignore both the Insubstantial state and the forced movement, since they are both part of the status effect that includes Insubstantial.
      • Example 2: A player who is immune to Stopped protects themselves from Pinning Arrow. They would only ignore the status effect that includes Stopped, but not the immediate effects that include damage, weapon destroying, and armor breaking.

  • DECLARATION TIMING
    • The exact timing window for an immunity declaration should be judged in good faith on a case-by-case basis depending on the chaos of battle and the awareness of the would-be immune player. For example, if a player is focused on a melee exchange and they do not notice they have been struck by an attack from a 3rd party that they are immune to, they should be given the chance to declare their immunity once they have been made aware of it.
    • If a player would be affected by multiple things faster than they can mentally register and react to, they only need to declare the immunity once to cover all the relevant effects. For example, if a player that is Immune to Stopped is struck by four Entangles back-to-back, they can just declare "Immune to Stopped" once and it will cover all the Entangles. They do not need to declare four times.
    • In all cases, attackers should give their opponents a fair grace period to declare their immunities. Likewise, players with immunities themselves should do their best to make their declarations in a timely manner. All parties should avoid exploiting this moment for gameplay advantage.

V8 Transition Note: Immunities are now optional. You are no longer forced to be immune to friendly effects!



Resistance

Resistance offers a renewable one-time protection from the thing the player is resistant to.

  • When a player would be affected by something they are resistant to, they may immediately declare "Resistant!" or the name of the effect making them resistant (i.e. "Aegis!"). If they do, they are unaffected and the resistance is expended. If they do not or choose not to, they will be affected as normal but retain the resistance to use at a later time.
    • Players may not use resistances against their own abilities or strikes.
    • Resistance to a specific ability will protect against all effect text from that ability.
    • Resistance to an immediate effect, such as wounds, will only protect against that singular effect.
    • Resistance to a State will protect against all text in an effect that includes that state.
      • Example 1: A player that is resistant to Insubstantial protects themselves from Banish. They would ignore both the Insubstantial state and the forced movement, since they are both part of the status effect that includes Insubstantial.
      • Example 2: A player who is resistant to Stopped protects themselves from Pinning Arrow. They would only ignore the status effect that includes Stopped, but not the immediate effects that include damage, weapon destroying, and armor breaking.

  • Expending a resistance against a projectile will protect the player and their carried equipment from the relevant effects of that projectile until it stops moving.

  • Expending a resistance does not remove the enchantment or effect that granted it. Expended resistances can be restored with effects like Renew and Rest. The rest time required to restore an expended resistance will be listed in the effect that granted it.

  • DECLARATION TIMING
    • The exact timing window for a resistance declaration should be judged in good faith on a case-by-case basis depending on the chaos of battle and the awareness of the would-be resistant player. For example, if a player is focused on a melee exchange and they do not notice they have been struck by an attack from a 3rd party that they are resistant to, they should be given the chance to declare their resistance once they have been made aware of it.
    • In all cases, attackers should give their opponents a fair grace period to declare their resistances. Likewise, players with resistances themselves should do their best to make their declarations in a timely manner. All parties should avoid exploiting this moment for gameplay advantage.

V8 Transition Note: Resistances are now optional. They can be saved for your preferred moment and are no longer required to be used against the first relevant effect.



Restore

In Amtgard, restoration happens whenever something is brought closer to its original condition. Many such effects specifically say restore in their effect text however restoration occurs whether or not it is explicitly mentioned, especially in regards to custom rules.

EXAMPLES THAT USE THE WORD 'RESTORE'

  • Restore a wound - means the wound is removed.
  • Restore a destroyed item - means that the item is no longer destroyed.
  • Restore a point of armor - means refill player's armor points by 1, up to their maximum value.
  • Restore an ability - means recovering the expended uses of an ability, up to the maximum available.

EXAMPLES THAT DO NOT USE THE WORD 'RESTORE'



Revive

Effects that revive will restore a player to life without respawning.

When revived, a player is returned to life with their wounds restored, but their equipment, enchantments, and abilities remain in the same state they were before they died.





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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
  • 5ft Other (Healer, Paladin)
  • Self (Scout)
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
  • Resistances are optional. The bearer does not need to expend them on the first applicable attack.
  • While this ability can grant resistance to Severed, all instances of Severed are applied either as a Secondary Effect or while the player is dead, neither of which would allow the bearer to use the resistance.
V8 Transition Note: This enchantment is not removed once the resistance is expended. The resistance can be restored by resting for the indicated time.


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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:
  • Target restores a wound.
  • Target is affected as per Renew.
  • Target declares and restores one use of a per-life ability.
Reminder This can only be used once per triggering moment.


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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:
  • Bearer and their carried equipment are resistant to all effects from a single strike that first struck their wielded shield (♻10).
  • Bearer and their carried equipment are resistant to all effects from a single strike that first struck one of their wielded weapons (♻10).
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.


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Ambulant
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
  • A spell that is intended to be ambulant may identify the target while moving.
  • 🏃 This ability can be cast while moving.


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Amplify
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.


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Ancestral Armor
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.


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Ancestral Shield
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:
  • Bearer's wielded shield is immune to destruction.
  • Bearer is immune to engulfing effects that strike their wielded shield.


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Ancestral Weapon
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:
  • Bearer's wielded weapons are immune to destruction.
  • Bearer is immune to engulfing effects that strike their wielded weapons.


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Assassinate
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
  • This ability can affect dead players.
  • This ability targets the killed player and does not require the caster to identify their target.


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Banish
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.


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Barkskin
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:
  • Resistance to Wounds (♻10).
  • +1 Armor point to current and maximum armor points in each hit location with physical armor. This does not count as Restoration.
Other Details When declaring this enchantment, the bearer must declare whether the resistance is active or not
Reminder
  • Natural Armor is not Physical Armor and will not benefit from this enchantment.
  • Players cannot have more than 6 points in any one location.
  • Resistances are optional. The bearer does not need to expend them on the first applicable attack.
  • If this enchantment is removed while the bearer is still alive, reduce both the current and maximum armor points by 1. This does not count as damage.
V8 Transition Note: This enchantment is not removed once the resistance is expended. The resistance can be restored by resting for the indicated time.


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Berserk
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
  • 5ft (Other) - Bard, Druid, Shroomkin
  • 5ft (Any) - Barbarian
  • 5ft (Self) - Werewolf
  • As Trait - Berserker Barbarian
Incantation "Anger builds within thy veins" x3
Effects Enchantment Effect:
  • Bearer’s wielded melee weapons are Armor Breaking and Shield Crushing.
  • While within 20ft of a living enemy, the bearer cannot knowingly move more than 20ft away from them. If any of the following are true, then this limitation can be ignored:
    • the bearer is moving to engage another living enemy within 20ft;
    • the bearer is forced by another effect (Fear, Shove, etc.);
    • there is no path the bearer could take to move to the enemy without leaving 20ft or crossing impassable/hazardous terrain (real or in-game);
    • the enemy becomes unable to be affected by melee attacks (Flying, Frozen, Insubstantial, etc.);
Other Details The bearer does not need to follow if the target moves away from the them.


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Blade Mastery
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.


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Blessing Against Harm
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
  • 5ft (Any) - Healer, Paladin
  • Self - Druid, Wizard
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.


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Blessing Against Projectiles
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.


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Blessing Against Wounds
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
  • 5ft Other - Healer
  • Self - Entangling Mass
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.


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Blink
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.


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Blood and Thunder
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.


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Bravado
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.


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Break Concentration
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.


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Choreograph
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.


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Confidence
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.


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Conviction
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.


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Coup De Grace
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.


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Cowardice
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.


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Cunning
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.


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Curse Strike
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.


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Dark Pact
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:
  • Caster is affected as per Heal
  • Caster is affected as per Mend
  • Caster is affected as per Release
  • Caster is affected as per Renew

Secondary Effect (Status): Caster becomes Severed until they respawn.


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Decoy
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
  • Enchantment Effect: Bearer and their carried equipment gain resistance to all effects from a single strike or ability (♻30). This resistance cannot be used if the bearer is under the effects of Tracking or otherwise unable to become Insubstantial.
  • Secondary Effect (Status): When the resistance is used, the bearer becomes Insubstantial and forced to move directly to their base. They may end this effect anytime they are at least 100ft away from living enemies by stating "I return to the physical world" x2. This effect also ends immediately if they reach their base.
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.


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Destruction Arrow
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 ColorCodeRed-231129.jpg 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.


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Discordia
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
  • Spells cast this way cannot be affected by meta-magic.
  • Casting this way counts towards maintaining the chant, however a proper chant of "Discordia" must be made between each cast or attempted cast.


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Dimensional Rift
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.


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Dragged Below
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.


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Dying Breath
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.


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Elemental Barrage
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.
  • Casting spellballs this way may be done while moving.
  • This effect ends whenever the caster retrieves a spellball or uses a non-spellball ability.
V8 Transition Note: The alternate method of casting is still casting and can be prevented by suppression and other effects that prevent casting.


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Entangle
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 ColorCodeBrown-231130.jpg 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.


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Equipment (from Point Buy)
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.
  • If multiple options are presented, the player must choose one at the time of customization and cannot choose the other.
  • If a shield option is listed, it will grant the ability to use any shield size up to the listed size.
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.


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Expose Weakness
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.


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Extension
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.


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Fear
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.


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Feel No Pain
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:
  • Caster does not die from wounds to their limbs.
  • The caster may cast Adrenaline without interrupting this chant.
  • Wounded limbs cannot receive further wounds while this chant is ongoing.
Other Details This ability can be used immediately upon receiving a second limb wound to avoid dying.
Reminder
  • Wounded limbs must be kept out of combat as best as possible.
  • If you stop chanting while you have more than one wound, you die.


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Fireball
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 ColorCodeRed-231129.jpg Red Spellball
Incantation "The power of flame is mine to evoke" x2
Effects Immediate Effect: Damage, Armor Destroying, Shield Destroying, Weapon Destroying, Wounds Kill.


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Firestorm
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
  • Spells cast this way cannot be affected by meta-magic.
  • Casting this way counts towards maintaining the chant, however a proper chant of "Firestorm" must be made between each cast or attempted cast.


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Flame Blade
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.


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Flight
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.


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Force Bolt
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 ColorCodeBlue--231129.jpg Blue Spellball
Incantation "The power of magic is mine to evoke" x2
Effects Immediate Effect: Damage, Armor Breaking, Weapon Destroying


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Giant Strength
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
  • 5ft (Other) - Druid, Wizard
  • As Trait - Barbarian, Red Drake
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.


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Gift of Air
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.


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Gift of Earth
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.


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Gift of Fire
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.


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Gift of Light
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.


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Gift of Water
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.


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Harden
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
  • Self - Warrior
  • 5ft (Other) - Healer
Incantation "This <shield/weapon> shall endure any blow" x3
Effects Enchantment Effect: Choose one at time of cast:
  • Bearer's carried shield is immune to destruction.
  • Bearer's carried weapons are immune to destruction.
Other Details When declaring this enchantment, the bearer must declare which equipment is affected.


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Heal
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
  • 5ft (Any) - Druid, Healer, Paladin, Monk, Scout, Curios
  • 5ft (Other) - Unicorn
  • Self - Archer
Incantation "The white light of healing hath healed thee" x5
Effects Immediate Effect: Target restores a wound.


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Hold Person
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.


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Ice Barrier
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.


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Iceball
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 ColorCodeWhite-231115.jpg 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.


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Icy Blast
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.


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Incinerate Armor
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.


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Innate
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
  • Innate can be used while Resting without ending it.
  • Innate can be used while Insubstantial.
  • Innate 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.
V8 Transition Note: Innate is a verbal, not a meta-magic.


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Inner Fire
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.


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Insight
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.


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Inspired Soul
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.


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Lay Curse
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.


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Lightning Bolt
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 ColorCodeYellow-231129.jpg 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.


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Mana Harvest
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:
  • Wounding an enemy with a spellball
  • Successfully casting a verbal with ♻20 or greater on an enemy
  • Using an ability to restore another player from an effect caused by an enemy
Effects Immediate Effect: Caster declares and restores one use of a ♻10 ability.
Reminder
  • This can only be used once per triggering moment.
  • Innate is a ♻10 ability.


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Meditate
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
  • 'Double-time' means counting two seconds per second. You can count by twos (2, 4, 6, 8...), or count twice as fast. As long as it's no more than 2 per second, whatever makes it easy for you.
  • Confidence, Meditate, and the 'Rest at Base' options cannot benefit from this increased rate. Players wishing to Rest for either of these options must still wait for the full, unmodified time.
  • The effects of Meditate do not stack with Song of Power.


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Mend
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.


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Missile Block
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:
  • Spellballs are projectiles in V9 and are blocked by Missile Block.
  • Missile Block only protects the user and their equipment. Projectiles are no longer ‘nullified’ on contact and may continue to strike other players until its movement is completely halted.


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Mulch
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


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Pass Without Trace
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.


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Pestilence
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
  • Spells cast this way cannot be affected by meta-magic.
  • Casting this way counts towards maintaining the chant, however a proper chant of "Pestilence" must be made between each cast or attempted cast.


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Phase Arrow
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 ColorCodeGray-231130.jpg Arrow with a Gray cover or strip, Bow
Incantation "Phase Arrow"
Effects Immediate Effect: Damage, Weapon Destroying, Ignores Armor, Ignores Immunities & Resistances.
Other Details


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Phase Bolt
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 ColorCodeGray-231130.jpg 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'


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Phoenix Tears
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.


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Pinning Arrow
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 ColorCodeYellow-231129.jpg 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.


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Poison Arrow
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 ColorCodeGreen-231130.jpg 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.


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Poison Bolt
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 ColorCodeGreen-231130.jpg Green Spellball
Incantation "The power of poison is mine to evoke" x2
Effects Immediate Effect: Damage, Armor Breaking, Weapon Destroying, Wounds Kill.


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Poison Weapon
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
  • Self - Anti-Paladin, Assassin
  • 5ft (Other) - Druid, Shroomkin
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.


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Prepared
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.


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Raise Dead
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:

  • If the target is revived, they become Cursed and Suppressed until they die. This status effect can only be removed by death.
  • If the target is revived, they become Cursed and unable to aggress with melee weapons until they die. This status effect can only be removed by death.
Reminder If a dead player moves more than 20ft from where they died, they become severed.


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Rally
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
  • Can only be used while the caster is dead.
  • Can only be used as either the caster or an ally within 5ft respawns.
  • Cannot be used if the caster is dead because they ‘Took a Death’
Effects Immediate Effect:
  • If the caster is the one respawning, the target ally immediately respawns as well.
  • If the ally is the one respawning, the caster immediately respawns as well.

Secondary Effect (Status): The caster becomes Severed until they respawn again.

Other Details
  • This ability can affect dead players.
  • Only one player may respawn with Rally for each normally respawning player.
  • Respawns caused by Rally do not trigger other instances of Rally.


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Rebuke
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.


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Reforge
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.


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Release
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
  • 5ft (Any) - Bard, Druid, Healer, Scout, Wizard, Curio
  • 5ft (Other) - Paladin, Unicorn
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.


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Reload
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.
  • To end the effect, the caster must be at least 10ft away from living enemies and either at their base or the location where the effect began and declare "I return to the physical world." x2.
Other Details
  • The caster may freely seek and collect equipment outside the game boundaries.
  • The caster must avoid influencing or obstructing combat and interactions between living players.
  • Reload is intended to help players retrieve their equipment, particularly projectiles, without worry of counter-play. To that end, Reeves are encouraged to remove this effect from players who are unreasonably delaying their collection, their return, or are otherwise not adhering to the spirit of the effect.


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Renew
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
  • 5ft (Other) - Bard, Druid, Healer, Paladin, Unicorn
  • 5ft (Any) - Curios
Incantation "Thy boon and blessing shall be renewed"
Prerequisites Cannot be used while there are living enemies within 10ft.
Effects Immediate Effect:
  • Target declares and restores an effect or ability granted by an enchantment. That ability or effect must have a ♻ value that is no greater than ♻20.


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Rest
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:
  • The caster may benefit from a list of restoration options (see below) by maintaining this status effect for at least X seconds, as indicated by ♻, and then declaring the desired effect.
  • After benefiting from an effect this way, the "rest timer" is reset to zero and the caster can immediately begin accruing time again. This can be repeated until the Rest is ended by the caster or some outside force.
  • This effect ends if the caster aggresses, casts, moves from their location, or takes damage.


Restoration Options
Each of the options below are Secondary Effect (Immediate). The chosen effect must be declared when it is claimed, along with any necessary specifics such as ability name, armor location, etc.

Rest Anywhere:
♻?? = Restore 1 use of an ability or effect with a listed ♻. The ♻ value is the value listed for that ability.

Rest at Base:
♻10 = Restore 1 wound.
♻10 = Restore 1 weapon or shield carried by the player.
♻10 = Restore 1 point of armor to one hit location.
♻?? = Restore all wounds, equipment, and per-life abilities (they do not need to have ♻ to be restored this way). ♻ is 30 seconds or the Death Count, whichever is longer.

Other Details
  • The caster must declare themselves as "Resting" if approached or asked, and must do their best to inform potential aggressors to avoid confusion on the battlefield.
  • If the caster waits longer than necessary before claiming an option, the extra time is wasted. For example, if the caster waits 15 seconds and then claims something that only required 10 seconds, the extra 5 seconds are lost and do not carry over.


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Resurrect
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.


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Revitalize
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:


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Runic Armor
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
  • Self - Warrior
  • 5ft (Other) - Healer
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.


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Safeguard
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.


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Scavenge
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.


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Sever Spirit
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.


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Shadow Step
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.


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Shake It Off
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


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Shove
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.


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Shove Strike
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.


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Silver Tongue
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.


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Song of Battle
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.


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Song of Determination
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.


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Song of Freedom
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.


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Song of Power
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:
  • Caster is affected as per Rest. They may chant without breaking the Rest and may use Innate without breaking this chant.
  • The caster and other players that are resting within 20ft of the caster may count their rest at double-time. Confidence and the 'Rest at Base' options cannot benefit from this increased rate. Players wishing to Rest for either of these options must still wait for the full, unmodified time.
  • If the caster's Rest or chant is interrupted, the effects of Song of Power immediately end.
Other Details
  • If the caster chooses to perform, their performance is the chant and must meet all the requirements for chants. The caster must also do their best to avoid confusion on the battlefield by declaring that they are using Song of Power to potential aggressors or anyone who might be confused. It should be clear whether someone is performing for Song of Power or just for the fun of it.
  • The effects of multiple Songs of Power do not stack.


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Song of Survival
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.


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Sphere of Annihilation
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 ColorCodeBlack-231130.jpg 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'


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Steal Life Essence
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.


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Stoneskin
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:
  • Bearer and their carried equipment gain a resistance to all effects from a single strike or ability (♻10).
  • +1 Armor point to current and maximum armor points in each hit location with physical armor. This does not count as Restoration.
Other Details When declaring this enchantment, the bearer must declare whether the resistance is active or not
Reminder
  • Natural Armor is not Physical Armor and will not benefit from this enchantment.
  • Players cannot have more than 6 points in any one location.
  • Resistances are optional. The bearer does not need to expend them on the first applicable attack.
  • Reminder: If this enchantment is removed while the bearer is still alive, reduce both the current and maximum armor points by 1. This does not count as damage.
V8 Transition Note: This enchantment is not removed once the resistance is expended. The resistance can be restored by resting for the indicated time.


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Suppress Aura
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.


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Suppression Arrow
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 ColorCodePurple-231130.jpg 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.


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Suppression Bolt
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 ColorCodePurple-231130.jpg 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.


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Suppressing Strike
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.


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Swift
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.


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Taunt
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.


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Taunting Strike
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.


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Teleport
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
  • 5ft (Any) - Assassin, Druid, Healer, Scout, Wizard
  • Self - Archer
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.


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Temper Armor
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
  • Self - Warrior
  • 5ft (Other) - Druid, Healer
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.


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Tracking
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
  • 🏃This ability may be cast while moving.
  • This does not count as restoration and is not prevented by Cursed.


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Transfer Life
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:
  • Target is affected as per Heal
  • Target is affected as per Release
  • Target is affected as per Resurrect. Cannot be chosen if the caster is Severed.

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.


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Undead Minion
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
  • This enchantment can be cast on dead players.
  • This enchantment remains active while the bearer is dead.
  • This enchantment cannot be removed by the bearer. It is only removed by respawning.
  • The caster may not have more active Undead Minion enchantments than they have maximum uses of the ability.
Reminder If the bearer is Severed, the bearer cannot be revived.


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Undying Will
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):

  • If the caster is successfully revived, they are Severed until they respawn.
  • If the caster is successfully revived, they become Insubstantial and Stopped for 10s.
Other Details This ability can be used while dead and affect dead players.
Reminder Players cannot resist or be immune to secondary effects.


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Vorpal Blades
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.


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Ward
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::
  • Bearer is immune to engulfing effects that strike their wielded shield.
  • Bearer is immune to engulfing effects that strike their wielded weapons.
Reminder The weapons/shield can still be destroyed as normal.


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Word of Mending
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.


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Wounding
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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V8 border axe hammer.png




Abilities and Effects
General Rules · Keywords · Master List of Abilities
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