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''Preceded by [[7.7 Rulebook]]''
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==The Official Rules of Play for the Game of Amtgard==
  
Rulebooks are confusing things. They are often written by people who know what they are trying to
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===''Amtgard; Handbook on the Rules of Play''===
accomplish but written for people who have no idea of the writers’ goals. Understandably, it is impossible
 
for the writers to foresee and account for every possible situation. With this in mind, please consider the
 
following when reading through this rulebook, and when applying the rules on the field:
 
  
 +
A Caveat:
 +
It is worth while to note that whilst wikifing the rulebook does make information easier to find it also makes that information about as honest and accurate as that page’s last updater. This section of the Amtwiki is meant as a guide, not the absolute last word on the rules.
  
1. Amtgard requires cooperation, honor, and fair play in order to ensure the most fun for all
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==Here is a listing of the current sections of the Rulebook==
participants. Please read these rules thoroughly. The more familiar you are with the rules, the
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''Wikified for your pleasure''
better equipped you will be to handle situations that are not explicitly covered.
 
  
2. On your first few reads through this rulebook, or if you’re just looking to get a quick
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===[[V8 Made Easy]]===
overview of the system, you’ll want to pay special attention to the “Made Easy” sections.
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:[[Combat Made Easy]]
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===[[Introduction]]===
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===[[Role-playing in Amtgard]]===
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===[[Armor]]===
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===[[Weapons]]===
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===[[Weapon Types, Shields, and Equipment]]===
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===[[Equipment Checking]]===
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===[[Magic Items]]===
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===[[Award Standards]]===
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===[[Rules Revision Process]]===
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===[[Kingdom Boundaries & Park Sponsorship]]===
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===[[Common Misconceptions]]===
  
3. If something is ambiguous, it is important to use common sense in adjudicating the proper
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==External Links==
ruling and course of action. Safety should always take precedence in any determination,
+
* [http://static.amtgard.com/Amtgard_Rules_of_Play-8-10-31-2017-Spooky.pdf Version 8 Rulebook (October 2017 (Spooky) Edition) (PDF)]
followed by fairness, then playability, then thematic considerations. If a course of action goes
+
* [http://static.amtgard.com/dor-un-avathar-x-2016.pdf Dor Un Avathar X (PDF)]
against safety or fairness for the benefit of thematic elements, that course of action should not
 
be taken.
 
  
4. Magic and abilities only do explicitly what they say they do, and do not have additional powers
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{{Rulebooks}}
beyond what is explicitly stated within the rules.
+
[[Category:Amtgard Documents]]
 
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[[Category:Rulebooks]]
5. Read the rules in their entire context. Some rules may give one impression when read in a vacuum, but
 
make sense when viewed within the larger context of the game.
 
 
 
6. Don’t play in the gray areas of the rules. Gray areas and loopholes will not be considered or accepted
 
by reeves.
 
 
 
7. If a term is not defined in this rulebook, the commonly accepted definition of the term should be applied. If
 
multiple definitions exist, the one that makes the most sense in terms of safety, then fairness, then playability
 
should be applied.
 
When in doubt, play fair. In a free-form game like Amtgard there are bound to be interactions and situations
 
that come up that were not imagined or considered by the authors. If those interactions are unclear then
 
the players should adjudicate the situation in the most fair and equitable way possible until an official ruling
 
can be made.
 
 
 
 
 
Have fun with it! There are a plethora of options and possibilities in the Amtgard rules. Try something new
 
or goofy. Creativity counts for a lot and teamwork is always overpowered.
 
This rulebook also contains stories and quotes that provide historical tidbits and suggestions for how our
 
game mechanics might be explained through role-play. These bits of flavor text are not rules and should
 
not be used to justify rule interpretations.
 
_______________________________________________________________________________________________________________________________________
 
 
 
This Rulebook Made Easy
 
Flavor Text in this Book
 
Table of Contents
 
Introduction 1
 
Amtgard the Organization 2
 
Role-playing in Amtgard 5
 
Combat Rules 6
 
Armor 9
 
Weapons 15
 
Weapon Types, Shields, and Equipment 16
 
Equipment Checking 20
 
Magic Items 21
 
Battlegames 24
 
Classes 29
 
Magic, Abilities, States, and Special Effects 47
 
Magic and Abilities 53
 
Index 68
 
Appendix A: Award Standards 69
 
Appendix B: Rules Revision Process 71
 
Appendix C: Kingdom Boundaries and Park Sponsorship 72
 
Appendix D: Common Misconceptions 73
 
 
 
_____________________________________________________________________________________________________________________________________
 
 
 
The creation of this rulebook was truly a community effort incorporating feedback and suggestions from countless Amtgarders.
 
The committee in charge of creating the rules and incorporating feedback was comprised of Sir Brennon Viridian, Sir Korderellin
 
Blackhand, Sir Medryn Harlequin, Sir Phocion, and Sir Roger Shrubstaff. The artwork in this book was provided by Dame Casca
 
Eruoy and Ebarra Emberclaw, while design and layout was completed by Sir Grix.
 
Amtgard, Amtgard Rules of Play, Dor Un Avathar, and Clippy the Phoenix are Trademarks of Amtgard International. Any
 
reproduction or unauthorized use of this material is prohibited without the express written consent of Amtgard International.
 
This material may be reproduced by: a Licensee of Amtgard International, for distribution to its members, at a cost no greater
 
than 10% above the price for the reproduction of this material (rounded up to the next dollar).
 
© 2014 Amtgard International. www.Amtgard.com --- Amtgard 8 - About Amtgard --- 10-31-2017
 
 
 
_________________________________________________________________________________________________________________________________________
 
 
 
What is Amtgard?
 
 
 
Amtgard is a swords and sorcery styled medieval combat, culture, and sciences organization. Amtgard was founded in
 
El Paso, Texas in 1983 and has since spread throughout North America and the rest of the world. With over ten thousand
 
active members representing a diverse swath of humanity it’s safe to say there is something for everybody in Amtgard.
 
Whether you’re a teenager in high school or an established adult you will be able to find an inviting peer group that is
 
excited to welcome you to the game.
 
 
 
 
 
What Can Amtgard Offer Me?
 
 
 
Amtgard is an excellent way to encourage interest in medieval combat, arts, and sciences. It’s also a fun and exciting way to
 
get exercise while meeting new people. Here are some of the common activities Amtgardians engage in:
 
Medieval team combat using safe foam replicas
 
Leather working
 
Metal working
 
Armor making
 
Tournament combat using safe foam replicas
 
Sewing
 
Brewing and cooking
 
Singing and performance
 
Wood working
 
 
 
 
 
Getting Started
 
 
 
Getting started in Amtgard is easy and fun. Here are a few simple guidelines a new player can follow to get started in
 
the organization. Read the ‘Combat Rules’ section of the rulebook. It’s only a
 
couple of pages and shouldn’t take more than ten minutes or so. Don’t worry if you find some of it confusing, it’s much
 
easier to do than it looks on paper. Read the ‘Playing in Battlegames Made Easy’ section in this
 
rulebook. This will explain the basic concept behind team games in Amtgard. Read the ‘Magics, Abilities, States and Special Effects Made
 
Easy’ section in this rulebook. This will explain the basics of how the non-combat game mechanics work.
 
 
 
 
 
Introduction
 
 
 
Find a group near you and visit it! That’s it, nothing more complicated than that. In fact, you’re encouraged to skip
 
directly to step 4 and jump in with both feet. The best way to learn is from friendly and experienced veterans. Find a park
 
near you at amtgard.com.
 
 
 
 
 
Next Steps
 
 
 
Once you’ve made contact with your local group there are a few next steps to start thinking about. Don’t worry about
 
any of these too much, they’re just details that help fill in your Amtgard experience. Move at your own pace and have
 
fun with it.
 
 
 
1. Read the flavor text in this rulebook to get a feel for the backstory and culture of Amtgard. This will
 
help you understand and fit in better with your local groups.
 
 
 
2. Pick a character name. This is what people will call you when you attend the park, so make sure you
 
pick something you want to hear frequently and for a long time. Good examples of character names
 
would be ‘John of Longbridge’, ‘Samuel Ironstone’, or ‘Darius Elfsblood’. Avoid cliche names, names
 
of famous people, names of literary characters, and names of people that already exist in your local
 
group. For example, there are already dozens named “Shadow” in Amtgard. Try and pick something
 
unique for yourself.
 
 
 
3. Consider having a backstory or character history. This isn’t required, but it sometimes helps to drive
 
your interactions and experiences with other players.
 
 
 
4. Acquire or make some gear. Eventually you are going to want your own weapons, shields, and garb
 
(Amtgard specific clothing). Many people at your local park will be willing to help you out making
 
equipment and there are numerous online vendors who sell Amtgard legal equipment if you would
 
rather go that route.
 
 
 
5. Join in with the wider organization. Amtgard has a great online presence on our official forums at www.
 
electricsamurai.com as well as on Facebook. These can be great resources to meet new people, learn
 
about what is going on in the world of Amtgard, and get ideas about fighting, crafting, and anything else
 
that might interest you.
 
 
 
_______________________________________________________________________________________________________________________________
 
E.P. 32, 18th of Winter
 
The geography of this plane is of particular interest to me; its constantly changing nature is fascinating. New lands
 
and whole kingdoms can form out of the Boundary Mists almost without warning. They spring out of nothing
 
complete with history, people, and culture. I have yet to determine if these new provinces are indeed created wholecloth, or are transported from elsewhere. - Journal of Makros the Traveler Amtgard 8 - About Amtgard --- 10-31-2017
 
__________________________________________________________________________________________________________________________________
 
 
 
Amtgard is more than just a game; it’s also an extensive organization spread across the globe. Over the more than 30
 
years since its inception Amtgard has evolved a very stable representative government to help administer the various
 
activities needed to keep everything running smoothly. Each group has its own culture, behavior, and individual
 
set of rules governing how it operates, but there are some common elements.
 
 
 
Circle of Monarchs
 
The Circle of Monarchs (CoM) is the ruling body of Amtgard and is formed by the heads of state for each Amtgard kingdom.
 
The Circle has a number of powers and duties including (but not limited to):
 
1. Amending the rules on odd-numbered years (requires a 75% vote of all represented kingdoms at a meeting)
 
2. Adjudicating disputes between kingdoms
 
3. Approving new kingdoms
 
4. Serving as the court of last resort for player grievances
 
 
 
Kingdoms
 
Kingdoms in Amtgard are large geographic regions responsible for all of the Amtgard groups (called ‘Parks’) and members
 
within their area of influence. Kingdoms have authority over their constituent Parks and are responsible for helping them
 
succeed and grow. Kingdoms typically have the following leadership positions which are elected every six months:
 
-Monarch: In charge of organizing the group for the duration of their reign in office. They are the highest authority in
 
the kingdom.
 
-Regent: Assists the monarch in the organization of the arts and sciences during their reign in office by doing
 
such things as holding workshops, cultural tournaments, and craft nights.
 
-Prime Minister: Assists the monarch by making sure the kingdom financial records and attendance records are in order
 
during their reign.
 
-Champion: Assists the monarch by running fighting tournaments, organizing battlegames, and checking weapons
 
and equipment for safety during their reign.
 
-Guildmaster of Reeves: The head reeve is in charge of settling any rules disputes, making sure that all reeves are
 
qualified and doing their job well, and advising the other elected officers on any rules issues they may have.
 
Amtgard the Organization
 
 
 
Parks
 
In order to play Amtgard, one must have other people to play with. Parks are groups of people that get together on at least
 
a bi-weekly basis to play the game and spend time with one another. All Parks start as a Freehold, by signing a Freehold
 
Contract with Amtgard International. Most Freeholds will become a Sponsored Park by joining a Kingdom, allowing
 
them to progress in name as their size increases. Your local Kingdom corpora will provide specific details about the
 
names and privileges of increasing Park sizes. Parks typically have the same leadership positions as
 
kingdoms do and are elected on the same six month schedule. Not all Parks need to have all positions filled at all times.
 
Some smaller Parks only need a monarch while larger groups need a full complement of officers.
 
 
 
Reeves
 
In order to ensure that the Park is following the rules, and that the game is being run fairly for all participants, members of
 
the park may also choose to become members of the Reeves Guild. Reeves are the judges or referees of the game, and
 
are recognized by the gold sash that they wear on the field. Reeves should have in-depth knowledge of the rules, and
 
are tested by the current Guildmaster of Reeves to become members of the guild. When a reeve is in charge of a
 
battlegame, their word is final on disputes involving game play. If a player wishes to dispute a reeve’s decision, they may
 
do so after the game with the reeve in question or with the Guildmaster of Reeves. However, while the game is occurring,
 
the decision may not be disputed. Arguing with a reeve on the field may result in being penalized or even ejected from
 
the game. Consistent arguing may result in being removed from play for an extended period.
 
 
 
Companies and Households
 
In addition to the Park structure, groups of people either within or between different Parks and/or Kingdoms may
 
choose to band together due to a common interest. There are two types of social organizations of this nature: Companies,
 
and Households. Companies are typically groups that focus on fighting or competition. Traditionally, most companies
 
have a leader (e.g. Captain), a second-in-command (e.g. Lieutenant or Sergeant), and heraldry of some type. Given
 
the normal semi-competitive nature of companies, people traditionally only belong to a single company at any given
 
time. Households are typically non-fighting groups that focus on non-competitive aspects of the game, such as arts and
 
sciences, service, etc. Households also traditionally have a leader(e.g. House Lord or House Lady) and heraldry. Because
 
of the traditional non-competitive nature of households, a person may be a member of any number of households.
 
Amtgard 8 - About Amtgard --- 10-31-2017
 
 
 
_________________________________________________________________________________________________________________________________________
 
 
 
Awards and Symbols
 
 
 
Amtgard has an extensive award system that is used to recognize and promote excellence in a wide variety of different
 
areas such as service, fighting, arts and sciences, honor, and so forth. Please see Appendix A for a full breakdown of the
 
shared awards system that all Kingdoms adhere to. Each Park may choose to have additional awards as they deem necessary
 
with the approval of their ruling Kingdom monarchy. Some of the more recognized awards are listed here below.
 
Apprentice: Apprentices are individuals who have a formal student-mentor relationship with a Paragon. Apprentices are
 
taught the ways of the Paragon’s Order and have a desire to improve their abilities within that Order. Players are typically
 
Apprenticed to only a single Paragon at a time. Paragons of on Order may themselves be Apprenticed to a Paragon of a
 
different Order. The reserved symbol of an Apprentice is a belt favor in the color of their Paragon’s Order trimmed in silver.
 
Color: A catch-all term for members of Amtgard who do not participate in the combat portion of the game. These
 
players are often very valuable to the organization as they provide logistics, leadership, and support to keep the rest
 
of the game moving smoothly. Examples can include water bearers, heralds, event organizers, and Serpent Knights.
 
Knights: Knights are members of Amtgard who have been recognized as exemplars in a given area as well as rolemodels. Knighthood is a recognition of character in addition to possessing a level of skill beyond that of a Master in their field. Knights are recognized by a variety of reserved symbols,
 
such as a white belt, an unadorned chain, spurs, and a white or black phoenix.
 
 
 
There are four orders of Knighthood in Amtgard, each of which recognizes a different skill and has its own belt trim color:
 
Sword: Awarded for martial excellence. Its symbol is a white belt trimmed in silver.
 
Serpent: Awarded for excellence in the arts and
 
sciences. Its symbol is a white belt trimmed in green.
 
Crown: Awarded for excellence in elected office. Its
 
symbol is a white belt trimmed in gold.
 
Flame: Awarded for excellence in service. Its symbol is a white belt trimmed in red.
 
 
 
Knighthood may only be bestowed at the Kingdom level.
 
 
 
Masters: Masterhood may be granted in recognition of outstanding skill in a given area, and has a reserved symbol
 
of a gold phoenix on a solid color background. For more information on the qualifications to be considered a Master,
 
please see Appendix A. Masterhood may only be granted at the kingdom level.
 
Dragon: Gold phoenix on a green background.
 
Garber: Gold phoenix on a blue background.
 
Lion: Gold phoenix on a purple background.
 
Owl: Gold phoenix on a brown background.
 
Rose: Gold phoenix on a white background.
 
Smith: Gold phoenix on a grey background.
 
Warrior: Gold phoenix on a red background.
 
 
 
Men-at-Arms and Pages: Men-at-Arms or Pages are typically individuals who are sworn to Knights, Squires, or
 
Nobles. Historically both Men-at-Arms and Pages fulfilled a variety of responsibilities, such as servants, soldiers, or
 
apprentices to Knights or members of the nobility. In Amtgard, being a Man-at-Arms or Page denotes a special relationship
 
between the individual and his or her mentor, who is typically a Knight, Noble, or Squire. Men-at-Arms can generally be
 
recognized by either a black belt with silver trim, or a green belt. Pages can generally be recognized by a yellow belt.
 
 
 
Nobles: Monarchs may award titles of nobility for service to Amtgard. The specific titles and symbols will be listed in
 
your local Kingdom corpora.
 
Paragon: Sometimesreferred to as a ‘Class Masterhood’ this is an award given to a player for consistently being an excellent
 
example of their Order (class) in full-class battlegames. A player should look like, role-play, and be highly effective at
 
playing their Order to be bestowed a Paragon title for that Order. A Paragon should take the lead in teaching new players
 
how to play their Order, assist them with getting the necessary equipment, etc. A player may receive multiple Paragon titles,
 
one for each Order. At the discretion of the Monarch active Paragons may be consulted about new Paragons being
 
inducted into their Order. The reserved symbol of a Paragon is a sash in the color of their class with silver trim.
 
 
 
Phoenix: The phoenix is the symbol of Amtgard and is generally only worn by Knights, Masters, or as part of a
 
Kingdom or Park heraldry. Squires: Squires are individuals who have been sworn to a knight. Historically, squires were arms bearers, servants, or
 
trainees of a Knight. In Amtgard, however, it may be bestowed by a knight for a myriad of reasons and most often takes
 
the form of a mentor - student relationship. Their reserved symbol is a red belt.
 
 
 
 
 
___________________________________________________________________________________________________________________________________________
 
E.P. 31 , 66th of Harvest
 
Time itself seems subject to the elastic nature of reality on the plane of Amtgard. While all
 
inhabitants (and indeed, even visitors if my own experience is typical!) can recite the same date
 
without thinking, the actual flow of time itself seems inconstant. At some points many days can
 
seem crammed into a single date, while across the Arbiters Line in the next kingdom time flows
 
with what I perceive as ‘normal’. Everything from monarch’s reigns to massive wars can be condensed
 
here, with only a few years separating the present from ‘Ancient History.’
 
-Journal of Makros the Traveler
 
Amtgard 8 - About Amtgard ---10-31-2017
 
_____________________________________________________________________________________________________________________________________________
 
 
 
Age of Combatants
 
Combat in Amtgard is reserved for players of at least fourteen years of age. However, a monarch may choose to assume
 
responsibility for allowing a child under fourteen to engage in combat, provided after evaluation, the monarch determines
 
that the following minimum requirements are met:
 
1. The child’s legal guardian must agree to assume all responsibility for the safety of the child and execute
 
an additional waiver to that effect, acknowledging the risks inherent in Amtgard combat, especially
 
for children engaging in combat with adults, and assuming responsibility for those risks.
 
2. The child’s legal guardian must be present and within sight of the child during the time combat is taking place.
 
3. The child must be of a sufficient size and health as to not pose a safety risk to themselves, or others, within
 
the normal parameters of Amtgard combat.
 
4. The child must consistently following the rules of combat and behave in an honorable manner on the field.
 
5. The child must be mentally and emotionally capable of handling the combat environment without becoming upset or agitated.
 
 
 
Children under the age of fourteen may still engage in combat with children of similar age and size, provided they do so
 
separately from other players, have a signed waiver, and are supervised by their legal guardians.
 
 
 
_____________________________________________________________________________________________________________________________________________
 
 
 
Code of Conduct
 
Amtgard strives to maintain a fun, friendly, welcoming environment for mature players. As such the following
 
behaviors are not acceptable and may lead to ban from combat or attending:
 
1. Speech that would cause a reasonable person to fear for their property or safety
 
2. Physical violence outside of the normal bounds of combat conduct
 
3. Sexual harassment or inappropriate sexual contact
 
4. Theft or willful destruction of other peoples property
 
5. Repeated unwillingness to follow game rules
 
6. Creating a hostile environment detrimental to the enjoyment of the group as a whole
 
 
 
The Monarch, with the joint agreement of either the Prime Minister or the Guildmaster of Reeves, may ban a player
 
from their group (and subgroups) for any of the reasons including, but not limited to, the list above at their discretion
 
for any amount of time they feel appropriate.
 
 
 
Any Monarch, with the joint agreement of either the Prime Minister or the
 
Guildmaster of Reeves, may end a ban on a player at any time with the exception that a park Monarch may not overturn a
 
ban instituted at the Kingdom level. Any Kingdom level ban placed by a player’s Kingdom of residence for items 2 or 3 is automatically extended to all Kingdoms and their Subgroups. It is the responsibility of the Monarch enacting the ban to notify the Kingdoms
 
using the Circle of Monarchs communication tools. Any Kingdom Monarch, with the joint agreement of either the
 
Prime Minister or the Guildmaster of Reeves, may exempt their Kingdom from this extension by choosing to assume
 
responsibility for the banned player and allowing the banned player to engage in Amtgard activities within their Kingdom
 
and Subgroups. In doing so, that Monarch is stating that they believe the following is true:
 
1. The banned player adds no additional threat
 
to the safety of the players in this Kingdom or its Subgroups
 
2. The presence of the banned player will not create a hostile or unwelcoming environment for other
 
players attending functions of this Kingdom or its Subgroups related to the nature of the ban
 
3. There is a compelling reason that having the banned player participate in the functions of this Kingdom
 
and its Subgroups is beneficial to the functioning of those same groups.
 
 
 
___________________________________________________________________________________________________________________________________________
 
On the History of the Martial Orders
 
Regardless of what you may think, or any fancy name that they may hang on themselves, there are only two ‘Orders’ in this cursed place: Peasants
 
and killers. Peasants are the poor bastards without the power of will to bend the fabric of Amtgard to suit their needs. They cannot weave
 
the mists into their armor to make it invulnerable. They cannot summon lightning from the sky or raise the dead. The killers can do just about
 
any damn thing, depending on what strikes their fancy that day. Some people get all hung up on whether that kind of a man is a Warrior
 
or a Wizard, a hero or a villain… Doesn’t really matter though; They’re all killers.
 
- Megiddo sel Esdraelon
 
Amtgard 8 - About Amtgard --- 10-31-2017
 
______________________________________________________________________________________________________________________________________________
 
 
 
Just as with the other aspects of Amtgard, role-play in Amtgard is limited only by the imagination. The rules of play are intended to provide a
 
framework and opportunity that allow players to engage in role-play to whatever level they wish to experience. Each player has a different level of
 
interest and expectation of role-playing. This is also true of each park and kingdom. This section provides tips to understanding the role-play culture of Amtgard, incorporating role-play, and getting the role-play experience you are looking for.
 
 
 
 
 
Role-playing in Amtgard Made Easy
 
General Tips:
 
-Make sure you are having fun: If you aren’t having fun, you’re doing it wrong. Role-play should
 
contribute positively to the Amtgard experience of everyone involved.
 
-Be realistic: Interest in role-playing differs greatly among Amtgard players. Don’t try to role-play with people
 
who obviously are not going to join. Move on to those that want to be part of it.
 
-Don’t hide: Don’t hide behind the excuse of role-playing. There is a fair level of treatment that one should expect
 
when role-playing. It is inexcusable to hide the mistreatment of others behind role-playing or use role-playing
 
as an opportunity to strike out at someone.
 
-Take responsibility: Don’t expect anyone else to introduce role-play into your games. If you want to role-play, do
 
so. Other interested players will join in and some won’t.
 
 
 
 
 
Character Development
 
-Keep it relevant: Develop a character that supports the medieval-fantasy atmosphere of Amtgard.
 
-Keep it short: Play a character you can sum up in 25 words or less. If people want to hear more, they’ll ask. Better
 
yet, introduce it through role-play. Role-play is about the experience, not the story telling.
 
-Keep it humble: It’s hard to explain why you are the greatest warrior in the land if you are still learning the rules.
 
Take time to hone your skills and play the game. You will have stories to share with friends that will be better
 
than any story you can dream up.
 
-Don’t limit yourself: Ignore the class name. Think of the abilities that you want your character to have and select
 
that class. You do not have to play Paladin to play a Holy Warrior. Warrior, Barbarian, Scout and Healer all offer
 
abilities that could support that. Want to be a Pirate? Check out Wizard or Scout. Let your character define the
 
class; don’t let the class define your character.
 
-Keep it simple: If you role-play some horrifically powerful were-vamp-dragon hybrid, it will send the wrong
 
message and likely discourage interest in involving you in role-play. Instead, find a way to tone it down and let
 
your character’s story develop on its own. Remember you are only a star in your own story. To everyone else,
 
you are supporting cast.
 
 
 
 
 
Group Role-play
 
Teamwork is the key; Amtgard groups consist of players with a range of interests. Opportunities should be made
 
for those interested in role-playing and those who aren’t interested. This allows everyone to enjoy their time at
 
Amtgard. Keeping Amtgard diverse is a key to keeping it strong.
 
Likewise, selecting someone to play a monster who is not interested in role-playing can give false hope to the
 
role-players involved and be counter-productive. Get people who are willing to role-play to play non-player
 
characters and Monsters in quests.
 
Amtgard 8 - Combat --- 10-31-2017
 
 
 
 
 
Combat is at the core of the game of Amtgard and represents
 
a significant portion of the time spent at Parks each week.
 
Hit Locations
 
Players have five locations which may be Wounded: Left Arm,
 
Right Arm, Left Leg, Right Leg, and Torso.
 
Arm: From just below the outside point of the shoulder to
 
the tips of the fingers.
 
A hand is not Wounded if struck below the wrist while holding
 
a melee weapon or shield. Treat hits below the wrist to a hand
 
holding a melee weapon or shield as though they had hit the
 
weapon or shield held instead.
 
Leg: From just below the end of the buttocks in the back, the
 
hip socket in the front, and an imaginary line between them
 
on the sides down to and including the foot.
 
A foot on the ground is not Wounded if struck below
 
the ankle.
 
Torso: Everything that isn’t an arm or leg, including the
 
groin, shoulders, and collar bones up to the vertical rise of
 
the neck.
 
Notes:
 
1. Players may not be struck in the neck or head. Will
 
not count as a hit and is invalid.
 
2. Players may not block shots with their neck or head.
 
Intentional head blocking can result in being called
 
dead by a reeve.
 
3. A Wounded arm may not wield Equipment, cast
 
magic, carry anything, and must be kept out of
 
combat. A Wounded Arm is capable of receiving an
 
additional Wound.
 
4. A Wounded leg must have the knee in contact
 
with the ground. The knee of the Wounded leg
 
may be lifted from the ground briefly to enable
 
movement so long as the unwounded leg has a
 
knee on the ground. If the player cannot place their
 
dead knee in contact with the ground, the player
 
must immediately notify his/her opponent(s) of
 
this by stating “posting” in order to avoid dropping
 
to his/her knees. While posting, the player may
 
not voluntarily move the foot of the wounded leg,
 
although it may be used to pivot. Posting continues
 
until the player dies, has their leg wound healed, or
 
is instructed otherwise by a Reeve.
 
5. A Wounded Leg is capable of receiving an additional
 
Wound (even if “posting”), except when the knee is
 
on the ground or during the initial placement of the
 
knee on the ground after receiving a Wound.
 
Combat Contact
 
A broad range of contact is allowed in combat. The rules below
 
outline what is and is not acceptable. No action is acceptable
 
if it is performed in an unsafe manner. The responsibility
 
for the results of an action always rests squarely on the the
 
actor. Unsafe behavior on the field can result in suspension
 
from play at the discretion of the Champion, Monarch, or
 
Guildmaster of Reeves.
 
Allowed: The following actions are acceptable.
 
1. Weapon to Weapon contact is allowed.
 
2. Weapon to body contact is allowed on valid Hit
 
Locations using Strike-Legal portions.
 
3. Body to Weapon contact: Weapons may be pushed,
 
swept, and otherwise manipulated with your body
 
so long as the Weapon is not trapped or grabbed.
 
Pushing or sweeping a Strike-Legal surface results in
 
a valid hit to the location used for contact.
 
4. Weapon to Shield contact is allowed.
 
5. Shield to Weapon contact: Shields may be used to
 
deflect, move or pin an opponents Weapon
 
6. Shield to Shield contact: Shields may be used to
 
deflect, turn, or pin an opponents Shield so long
 
as the wielder of the struck Shield is not moved.
 
Bashing a shield is prohibited.
 
Disallowed: The following actions are unacceptable. Some
 
amount of incidental contact is expected in a contact sport
 
but repeated or egregious offenses will result in suspension.
 
1. Body to body contact is prohibited.
 
2. Body to Shield contact is prohibited.
 
3. Active Shield to body contact is prohibited; passively
 
using a Shield to prevent an opponent’s forward
 
movement is acceptable and does not count as body
 
to Shield contact on the part of the recipient.
 
4. Active Weapon to body contact using portions of
 
a Weapon other than Strike-Legal is prohibited;
 
passively planting the shaft of a Great Weapon to
 
block an incoming opponent is acceptable.
 
5. Forcing a player’s Weapons against them with your
 
body or Shield is prohibited.
 
Combat Rules
 
Back Front
 
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Inflicting Wounds
 
Wounds may be inflicted by contacting a Hit Location with
 
the Strike-Legal portion of a Weapon. Shots from Melee
 
Weapons fall into two broad categories:
 
Slash: A valid slash must be percussive (contact with
 
an audible pop) and stop on or deflect off the victim.
 
Stab: A valid stab must strike with the tip and stop on
 
or deflect off the victim.
 
These requirements do not apply to projectile weapons. Any
 
contact from the Strike-Legal portion of a projectile weapon
 
will cause a Wound unless otherwise noted.
 
Some contacts which partially fulfill the above criteria are
 
listed here as examples of invalid shots.
 
Examples of Invalid Shots:
 
Grazes: Slashes that are neither percussive nor
 
stop/deflect.
 
Draw Cuts: Stabs which fail to strike with the
 
tip. These contacts slide against a victim instead of
 
impacting cleanly.
 
Pushes: These contacts are pushed into or slid against
 
a victim after the initial motion was completely
 
blocked and the initial motion had stopped.
 
Deaths
 
Any two Wounds, or a Wound to the Torso, results in a Death.
 
1. Unless otherwise noted a Dead player may not
 
speak to living players or interact with game play in
 
any manner.
 
2. Unless otherwise noted in the battlegame
 
description a Dead player may choose to return to
 
his respawn point or remain where he died but may
 
not otherwise move about.
 
3. Dead players may move to avoid mundane danger or
 
interfering with living players.
 
a. This does not count as moving for the purposes of
 
Magic or Abilities so long as no game advantage
 
was derived.
 
4. Dead players may retrieve their own equipment
 
from the field while dead, but may not interfere with
 
play in any way and must stay at least 10 ft from any
 
living opposing players while doing so.
 
5. Dead players that move after dying may only return
 
to play via respawn unless otherwise noted.
 
6. Unless otherwise noted Dead players may not be the
 
target of Magic or Abilities.
 
Combat Notes
 
Miscellaneous rules necessary for the smooth operation
 
of combat.
 
1. Shots that only strike garb, armor, or unwielded
 
equipment do not count as a hit unless:
 
a. Said items blocked a blow that would have struck
 
a combatant (i.e. garb, equipment, sheathed
 
weapons, etc. are not shields and do not count
 
as armor)
 
b. The shot is Engulfing. Engulfing effects do trigger
 
on garb and equipment hits
 
2. If a person is wounded in an arm throwing a shot,
 
or killed, shots they threw into motion before being
 
struck still count as a hit, if they land within a half
 
second of being struck. In the case of a two-handed
 
weapon, the wielder must remove his wounded hand
 
from the weapon within a half second for the shot
 
to count. This should be a clear case of finishing
 
an already thrown shot, meaning that it requires
 
no change of direction and the last action required
 
to finish the shot has already been started prior to
 
being struck. If you have any questions, ask your
 
kingdom/group level Guildmaster of Reeves. A
 
reeve‘s call is always final in determining if a shot is
 
in time or late.
 
3. A player may hold more than one weapon in a single
 
hand, but may not wield more than one weapon in
 
a single hand at the same time. A player may fire
 
multiple arrows simultaneously.
 
4. Unless otherwise noted in the battlegame
 
description players may always choose to take a
 
Death. Players who take a Death may not return
 
to play except by respawning, may not activate
 
any ‘on death’ Magic and Abilities such as Fight
 
After Death, have all Enchantments removed
 
(including Persistent ones), and do not benefit from
 
any Magic or Abilities that prevent Death such as
 
Undead Minion.
 
Combat Etiquette
 
Combat is fast-paced and highly competitive. In order to
 
minimize misunderstandings and confusion on the field it is
 
important to observe the following rules.
 
Handling Equipment
 
1. Never handle anyone’s personal property without
 
first having their permission.
 
Calling Your Shots
 
1. When you are Dead announce it immediately and
 
clearly. A player who does not indicate their Death
 
promptly will likely be struck again.
 
2. Communicate early and often with your opponents.
 
If you made a close block or feel your opponent’s
 
shot was invalid, communicate it immediately.
 
3. If you are unsure if your opponent’s shot was good
 
enough, it was. Only shots which are clearly invalid
 
should be treated as such. If you have to think about
 
it, take it.
 
4. If an opponent hits you with a shot you think is late,
 
ask them if they think it was in time. If they believe
 
it was in time or are unsure if it was in time, take
 
the shot.
 
5. When Dead, immediately move yourself the
 
minimum distance necessary to avoid interfering
 
with ongoing combat.
 
6. If asked you must promptly indicate your current
 
Wounded status.
 
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Delivering Shots
 
1. Do not call shots on other players unless you are
 
reeving or the player in question asks your opinion.
 
2. If you have an issue with a player not taking a shot
 
you believe connected, ask them about it politely
 
and directly in the form of a question. If you are not
 
satisfied with their response then bring the issue to
 
a reeve.
 
3. If an opponent takes a Wound from you which you
 
do not believe was from a valid shot, tell them not to
 
take it. If they insist, let it go.
 
4. If you hit an opponent with a shot that was late,
 
immediately let them know not to take it.
 
5. If you strike an opponent in the head or neck and
 
derive a combat advantage from it, stop fighting and
 
allow them to recover. If necessary back up to the
 
point of the shot and resume the fight.
 
Safety
 
1. If you become upset or angry go take a break. Come
 
back when you’re ready to continue.
 
2. If you believe a weapon on the field is unsafe, or
 
being used in an unsafe manner, then immediately
 
address it politely with the wielder. If the issue
 
persists then address it with the Champion, reeve, or
 
a park official.
 
3. If you become injured on the field immediately
 
inform any player engaged with you and remove
 
yourself from the field of play. If you need assistance
 
in removing yourself from play notify a nearby
 
player or reeve.
 
4. If a player becomes injured in your immediate
 
vicinity move yourself a short distance away and
 
continue play. If the injured player appears unable to
 
leave the field or otherwise requires assistance then
 
remove yourself from play to offer assistance. Under
 
no circumstances should a player attempt to stop the
 
field of play because one person has become injured
 
unless it is necessary to provide for the safety of the
 
injured player.
 
5. If it is necessary to notify nearby players of a safety
 
situation which requires them to stop play, then the
 
player recognizing the situation should announce
 
loudly “safety” to get the attention of nearby players
 
and direct them away from the situation. If it is
 
necessary to stop play for the entire field a player
 
should announce loudly “emergency”. All players
 
must avoid safety incidents while continuing play.
 
All players must immediately stop play and cease
 
moving until an emergency incident has
 
been resolved.
 
On the Nature of Death in the World of Amtgard
 
Perhaps you have merely heard rumor of immortals, and perhaps you have thought it but a myth. Let me assure
 
you, it is no myth. Immortals walk among us. I suppose it is not for us to know why we were selected, or how many
 
of us exist, or to what end this gift was laid upon us.
 
You might think that such a thing would be a blessing; It is not always so. When armies bent on conquest march
 
through your village and slaughter your families and neighbors, plunder and burn the work of your back... To see
 
the sword come crashing down upon your head, or cut open your belly; to know that you will awaken and have
 
nothing about you but the ashes of your failure... It is a thankless gift for sure.
 
- Megiddo sel Esdraelon
 
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Armor
 
Armor Made Easy
 
The armor rules can look intimidating at first glance but it can be boiled down to a few simple rules that allow you to
 
interact with the armor system in combat.
 
Armor stops hits by losing points in the location it is hit. Once a location is out of points the armor doesn’t stop hits anymore
 
and the player is hit. All hits remove a single point from the armor in the location struck unless the strike is Armor-Breaking
 
or Armor-Destroying. The three most common Armor-Breaking strikes are from an arrow, a great weapon swung twohanded, or a strike from a Barbarian. Armor-Destroying strikes are much rarer.
 
Armor-Breaking strikes will reduce the armor to zero in the location struck unless the player struck is wearing more than
 
three points of armor in that location. That can only happen if they are playing Warrior, Paladin, or Anti-Paladin.If the
 
player struck has more than three points of armor in the location struck, then all hits to their armor remove a single point
 
until they are at three points or less and then it behaves as stated earlier.
 
Armor-Destroying strikes will reduce armor to zero in the location struck regardless of how much armor remains.
 
Keeping track of your own armor is simple. If you are playing any class other than Warrior, Paladin, or Anti-Paladin then
 
each hit removes a single point of armor unless it’s one of the above types of strikes, which reduces your armor to zero. If
 
you are playing a Warrior, Paladin, or Anti-Paladin and wearing more than three points of armor then all Armor Breaking
 
strikes do one point in the location struck until you get to three points, and then it behaves as above. An Armor-Destroying
 
strike gets rid of all of the armor, period.
 
Determining the approximate amount of armor worn by a player is easy to do at a glance:
 
Non-metal armors are always three points or less. Non-rigid metal armors are four
 
points or less. Only rigid armors can reach more than four points.
 
There are a few more magical effects and abilities that interact in different ways with
 
armor, but this covers the vast majority of the situations encountered on the field of
 
play. If you want more information read the Magic and Abilities sections. If you run into a
 
situation you are not sure of you can always ask a reeve or the player who affected you.
 
Armor is period protective gear which grants an advantage
 
to the wearer in combat by protecting them from physical
 
blows. Armor can be based in history or fantasy, but must use
 
approximately period materials and offer similar protection to
 
that granted by historical armor in order to receive full value.
 
Armor Combat Rules
 
Armor is rated by its ability to stop Wounds and is referred
 
to as Armor Points. Armor with an Armor Point value not
 
allowed to a Player Class may be worn for the highest value
 
allowed to the Player Class with the permission of the reeve.
 
Any hit to armor only affects the location struck unless
 
otherwise noted. Example: Hitting the sleeve of a chainmail
 
shirt will only affect the arm location. There are four possible
 
mechanics involved with counting blows to armor:
 
1. A hit to armor from any weapon will remove one
 
Armor Point from the location hit.
 
2. A hit to armor from a weapon, Magic Ball, etc with
 
the Armor Breaking Special Effect will immediately
 
remove all Armor Points from the location struck
 
if the location struck currently has three or less
 
Armor Points. If the armor currently has four or
 
more Armor Points then the armor has one Armor
 
Point removed as per normal. Example: Armor with
 
4 points is struck by a weapon with Armor Breaking.
 
The armor loses an Armor Point at the location
 
struck. The armor is struck again in the same
 
location which now has 3 points. The Armor Points
 
at that location are reduced to zero and the wearer is
 
unharmed unless otherwise noted.
 
3. A hit to armor from a weapon, Magic Ball, etc with
 
the Armor Destroying ability reduces the armor
 
to zero points in the location struck. The wearer is
 
unharmed unless otherwise noted.
 
4. Contacts to armor from objects which do not fall
 
into the above categories have no effect on the armor
 
and pass through to the location underneath unless
 
otherwise noted.
 
Armor with no remaining Armor Points no longer interacts
 
with hits from weapons, Magic Balls, etc.
 
Armor only protects the area that it covers. Example: You have
 
armor on the front of your leg, but a gap on your thigh, and
 
are struck in the area left open by the gap. You are wounded
 
and the armor itself takes no damage.
 
Armor present on a wounded hit location will continue to
 
function and stop blows as per normal. This does not exempt
 
wounded arms from the requirement to be kept out of combat.
 
Hits to armor covering a foot that strike below the ankle while
 
that foot is on the ground have no effect on the armor and pass
 
through to the location underneath unless otherwise noted.
 
Armor worn under garb must be partially visible, and must
 
be announced if asked.
 
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Armor Construction Rules
 
1. The Monarch, Champion and Guildmaster of Reeves
 
rate armor.
 
2. Armor that is of mixed values across the same area will
 
be averaged based on the percentage of each type of
 
coverage of the area, rounding fractions to the nearest
 
whole number. Example: An arm with a Plate bracer
 
(5 AP) covering 30% of the arm and a Chainmail
 
sleeve (3 AP) covering 70% of the arm will result in an
 
armor value of (.3*5) + (.7*3) = 3.6 = 4 AP across the
 
entire location.
 
3. Armor should weigh close to actual historical
 
standards to receive full value.
 
4. Straps and other such material that hold your armor on
 
do not count as part of the armor, for either coverage
 
or averaging purposes, unless they are specifically built
 
as such. Example: the leather strap across your back
 
holding on your steel breastplate does not protect you
 
from hits.
 
5. A gambeson must be at least equivalent to Cloth
 
armor. A gambeson must be worn under all armor on
 
a hit location in order to give a bonus. A gambeson
 
which extends past the area covered by the armor it is
 
supporting may be either treated as garb or averaged
 
as Cloth armor at the discretion of the wearer on a perlocation basis.
 
6. All armor must be safe, with no protruding edges that
 
could injure someone.
 
7. All corners on any armor that will not deform under
 
contact must come to a point no sharper than the
 
radius of a penny.
 
8. Armor that is made from synthetic materials such as
 
vinyl, plastic, etc may be used but may never be rated
 
higher than 2 Armor Points. Foam can not qualify as
 
Synthetic (or any type of) armor on its own.
 
9. Armor is considered to be of the type it most closely
 
resembles. Example: leather with small plates or studs
 
attached at 1” intervals is still leather armor, it is not
 
butted plate with a negative modifier.
 
10. Armor that is initially rated as zero points does
 
not count as armor. Armor that has been depleted
 
continues to be considered armor, but does not
 
continue to stop wounds until restored.
 
Armor Types and Modifiers
 
Armors not listed that are made from authentic materials
 
should be rated as their closest construction analogue in terms
 
of materials and appearance. Obviously modern materials and
 
obviously modern protective gear such as sports shin pads and
 
hockey chest pads may never be considered as armor; such
 
materials and items may be used as a base for armor, but the
 
final product must have the appearance of actual armor rather
 
than modern protective gear. Wholly inappropriate materials
 
such as cardboard, tinfoil, and foam may never be considered
 
as armor.
 
Armor listed under Armor Types show the minimum/
 
maximum ranges for which a piece of armor will receive
 
base points. Armor may also receive Armor Point bonuses
 
and penalties. These modifiers may not result in a total net
 
bonus of greater than +1, unless otherwise noted. Example:
 
Chainmail may be heavy weave heavy gauge riveted aluminum
 
and would have modifiers of -1 for lighter materials, -1 for less
 
protective materials, +1 for riveted, +1 for heavy gauge, and
 
+1 for heavy weave for a total of 4 points.
 
General Modifiers: These modifiers may be applied
 
to any type armor as appropriate. See the description of the
 
specific armor types below for specific modifiers.
 
Inferior Construction: Up to two points can be
 
deducted for armor that is substantially less protective
 
or durable than standard construction techniques.
 
Example: shoddy workmanship, larger ring diameter,
 
lighter gauge, etc.
 
Non-Standard Metal: One point is deducted for
 
metal armor that is less protective or lighter than steel.
 
Example: titanium, bronze, etc. Metal which is both less
 
protective and lighter has one point deducted for each.
 
Example: Aluminum.
 
Inferior Appearance: Up to two points can be
 
deducted for inferior appearance, unrelated to the
 
construction techniques used. Example: obviously
 
unfinished armor, visible inauthentic materials, or
 
tarnished/poorly maintained armor. This does not
 
apply if the armor is intentionally made to look shoddy
 
for an in-game purpose, such as monster/barbarian
 
armor. Armor may receive this penalty regardless of
 
construction quality.
 
Superior Construction: Up to one point may be
 
awarded for armor that substantially exceeds the
 
defensive properties of the standard materials or uses
 
superior construction techniques such as fluting, heavier
 
thickness/gauge materials, hardening, smaller ring
 
diameter, etc. May not be awarded in combination with
 
the same specific armor type modifier. Example: A +1
 
cannot be awarded twice for fluting on Articulated Plate.
 
Superior Appearance: Up to one point may be
 
awarded for exceptional appearance unrelated to
 
the construction techniques used. Examples include
 
extensive and well-done tooling of leather, appealing
 
addition of studs and/or rings, etching of metal, gilding,
 
blueing, etc. Armor receiving a modifier for Inferior
 
Construction is not eligible for this bonus.
 
Helm: Up to one point may be awarded to the worn
 
torso armor for wearing a helm on the head. The helm
 
must cover at least 50% of the area from the base of
 
the neck upwards. The helm must be of a historical or
 
swords and sorcery fantasy design. The helm bonus is
 
negated if the helm is removed. Does not apply to Magic
 
Armor.
 
There are two types of helms: Light Helms, and Heavy
 
Helms. Light Helms (e.g. leather helmet, coif, etc.) must
 
meet the requirements of at least Strong Leather or
 
Chainmail armor. The torso armor bonus received for a
 
Light Helm may not exceed the maximum value for the
 
armor type. Heavy Helms (e.g. Spangenhelm, Crusader
 
Helm) must meet the requirements of Plate armor and
 
additionally be made of at least 16 gauge metal. The
 
torso armor bonus received from a Heavy Helm may
 
allow the wearer to exceed the maximum value for the
 
armor type.
 
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Armor Types
 
Synthetic: Material such as vinyl, naugahyde, ABS plastic, etc.
 
Base Armor Points: 1 Maximum Armor Points: 2
 
Requirements: Must be a minimum of 1/8” thick. Must not be obviously synthetic in appearance.
 
Armor Specific Modifiers:
 
Heavy Gauge: +1
 
Material is at least 1/4” thick either as a single piece or through the permanent attachment of several layers.
 
Light Leather: This animal skin or fur armor offers minimal protection
 
from penetration and impact.
 
Base Armor Points: 1 Maximum Armor Points: 2
 
Requirements: Must be a minimum of 1/16” thick.
 
Armor Specific Modifiers:
 
Cuirboilli: +1
 
The leather has been made rigid through boiling, wax impregnation,
 
lacquering, or a similar process.
 
Gambeson: +1
 
The armor is worn over a Gambeson.
 
Cloth: This fabric armor offers minimal protection from penetration
 
and impact.
 
Base Armor Points: 1 Maximum Armor Points: 2
 
Requirements: Must be a minimum of 1/16” thick when fully
 
compressed. Must not be easily mistaken as regular garb.
 
Armor Specific Modifiers: None
 
Strong Leather: This thick leather armor provides some amount
 
of protection from impact and penetration.
 
Base Armor Points: 2 Maximum Armor Points: 3
 
Requirements: Must be a minimum of 3/16” thick.
 
Armor Specific Modifiers:
 
Cuirboilli: +1
 
The leather has been made rigid through boiling, wax impregnation,
 
lacquering, or a similar process.
 
Gambeson: +1
 
The armor is worn over a Gambeson.
 
Heavy Gauge: +1
 
The leather is at least 1/4” thick either as a single piece or through the
 
permanent attachment of several layers.
 
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Chainmail: This flexible armor is comprised of a tight weave
 
of interlocked metal rings that provides good protection against
 
penetration and some protection from impact. The standard weave
 
for chainmail is 4-in-1 European. Weaves containing less metal
 
qualify as inferior construction.
 
Base Armor Points: 3 Maximum Armor Points: 4
 
Requirements: Minimum four-in-one standard European weave.
 
Minimum 1.58mm (16 gauge) diameter round steel rings. Flat
 
rings must be at least 1.22mm (18 gauge) thick along their thinnest
 
axis. Maximum ring inner diameter of 3/8”.
 
Armor Specific Modifiers:
 
Heavy Gauge: +1
 
The rings are at least 1.9mm (14 gauge) in diameter. Flat rings
 
must be at least 1.58mm (16 gauge) thick along their thinnest
 
axis.
 
Gambeson: +1
 
This armor is worn over a Gambeson.
 
Dense Weave: +1
 
The weave is denser than than the minimum.
 
Solid Rings: +1
 
All of the rings are permanently joined so that they may not
 
separate. Examples are riveting, welding, or solid-cast rings.
 
Butted Plates: Armor comprised of numerous steel plates
 
butted together within sewn pockets, attached to a backing,
 
linked by cord or chain, or by some other method. This armor
 
is flexible with numerous seams and joints between plates. This
 
armor will deform locally when struck rather than spreading
 
out impact over a large area. It provides fair protection against
 
both penetration and impact.
 
Base Armor Points: 3 Maximum Armor Points: 4
 
Requirements: Plates must be at least 1.22mm (18 gauge)
 
steel. Plates must be spaced no more than 1/8” apart. Plates
 
must cover at least 90% of the exposed area of the armor.
 
Armor Specific Modifiers:
 
Heavy Gauge: +1
 
The plates are at least 1.58mm (16 gauge).
 
Heavy Backing: +1
 
The plates are attached to a backing of Strong Leather.
 
Gambeson: +1
 
This armor is worn over a Gambeson.
 
Rigid: +1
 
The plates are attached to a rigid backing in such a way as to
 
create armor which does not deform locally on impact.
 
No Gaps: +1
 
The plates are attached in such a fashion as to provide a
 
continuous layer without gaps between plates.
 
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Lamellar: This armor is constructed from numerous plates
 
connected to each other in an overlapping fashion by cord,
 
chain link, or similar methods. Unlike scales the plates of this
 
type of armor are firmly connected to each other in such a way
 
that they resist penetration. Lamellar armor differs from other
 
rigid metal armors in that it is not shaped to fit the body or
 
articulated; mobility is instead provided by the small amount
 
of flex and slack in the attachment between the individual
 
plates. This armor provides good protection from both impact
 
and penetration.
 
Base Armor Points: 4 Maximum Armor Points: 5 (6
 
if both the Superior Overlap and Heavy Gauge modifiers are
 
used.)
 
Requirements: Plates must be at least 1.22mm (18 gauge)
 
steel. Plates must overlap by at least 10%. No backing is used
 
for support; plates must connect directly to each other.
 
Armor Specific Modifiers:
 
Fluted: +1
 
Each plate has been fluted for additional strength
 
and rigidity.
 
Heavy Gauge: +1
 
Each plate is at least 1.58mm (16 gauge).
 
Superior Overlap: +1
 
75% of plates overlap at least 25% of their surface area.
 
Gambeson: +1
 
This armor is worn over a Gambeson.
 
Scale: This armor is created by overlapping many metal plates
 
which are attached along only one edge. Individual scales are
 
not held into rigid contact with the others, thus providing less
 
protection from penetration and impact than other overlapping
 
metal armors. Scale offers fair penetration and impact resistance.
 
Base Armor Points: 3 Maximum Armor Points: 4
 
Requirements: Scales must be at least 1.22mm (18 gauge)
 
steel. Scales must overlap by at least 10%. The backing must not
 
be visible through the scales.
 
Armor Specific Modifiers:
 
Fluted: +1
 
Each plate has been fluted for additional strength
 
and rigidity.
 
Heavy Gauge: +1
 
Each plate is at least 1.58mm (16 gauge).
 
Rigid: +1
 
Each scale is attached to neighboring scales in such a fashion
 
as to create a rigid shell rather than individually mobile scales.
 
Gambeson: +1
 
This armor is worn over a Gambeson.
 
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Brigandine: This armor is constructed from numerous shaped and
 
fitted overlapping metal plates solidly connected along one edge to an
 
exterior shell of heavy cloth (such as canvas, denim, or velvet) in such a
 
way that when worn all plates are held together firmly without any gaps
 
between them and follow the general contours of the body. This armor
 
provides good protection against both impact and penetration.
 
Base Armor Points: 4 Maximum Armor Points: 5 (6 if both the
 
Superior Overlap and Large Plates modifiers are used.)
 
Requirements: Plates must be at least 1.22mm (18 gauge) steel. At
 
least 75% of plates must overlap by at least 10% of their surface area.
 
Plates need only be attached along one edge but must be held firmly
 
against each other when the armor is worn. Plates must be shaped and
 
fitted so as to follow the general contours of the wearer.
 
Armor Specific Modifiers:
 
Heavy Gauge: +1
 
Each plate is at least 1.58mm (16 gauge).
 
Superior Overlap: +1
 
75% of plates overlap at least 25% of their surface area.
 
Gambeson: +1
 
This armor is worn over a Gambeson.
 
Large Plates: +1
 
At least 50% of the surface area of the armor is protected by individual
 
large plates rather than numerous smaller plates. Each large plate
 
must be at least 10% of the total size of the hit location.
 
Plate: Plate armor is the pinnacle of medieval armor and offers
 
excellent protection against both impact and penetration. Plate
 
armor armor forms a solid metal shell over the protected areas that
 
spreads impact over a large surface area to mitigate concussive force.
 
The individual metal pieces of plate armor are shaped and fitted to
 
articulate together and follow the contours of the body. Plate armor
 
will not deform locally when struck, but will instead behave as a single
 
contiguous whole.
 
Base Armor Points: 5 Maximum Armor Points: 6
 
Requirements: Metal used must be at least 1.22mm (18 gauge) steel.
 
At least 75% of the protected area must be covered by individual plates
 
which are large relative to the hit location protected; Plate is large
 
individual contiguous pieces of metal connected together to form a
 
whole, not a large number of smaller plates. Each plate must be firmly
 
attached to all neighboring plates by strapping or metal-on-metal
 
articulation in such a way as to form a rigid shell when worn. Armor
 
may still be flexible where necessary for mobility.
 
Armor Specific Modifiers:
 
Fluted: +1
 
The armor has been fluted for additional strength
 
and rigidity.
 
Heavy Gauge: +1
 
Metal used is at least 1.58mm (16 gauge).
 
Metal Articulations: +1
 
Articulations and connections between plates are metal-on-metal
 
rather than metal-on-leather.
 
Gambeson: +1
 
This armor is worn over a Gambeson.
 
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General Note
 
Most non-explosive, non-chemical weapon that might have
 
been in existence before 1650 AD are allowed.
 
Weapon Safety
 
A safe weapon is one that will not break bones, teeth, or
 
regularly leave bruises when it strikes a person. Every
 
weapon must be checked for legality by the Champion or
 
a designated reeve prior to its use on the field each day. The
 
hallmark of weapon legality is player safety, and as such
 
safety will always trump technical compliance with weapon
 
construction requirements. While a weapon may meet the
 
technical requirements for legality it may still be unsafe in
 
its construction or in the manner in which it is used. Some
 
examples of technically legal but unsafe weapons might be:
 
weapons with cores so flexible as to risk core failure or other
 
safety issues during reasonable combat; weapons made with
 
overly hard foam; weapons with excessive tape; or weapons
 
with excessive mass. Use of unsafe weapons or safe weapons
 
in an unsafe manner may result in removal from play by the
 
Champion, a reeve, or other group official.
 
Weapon Definitions
 
Core: This refers to the base of the weapon to which padding
 
is affixed. For melee weapon cores the best things to use are
 
carbon/graphite rods (such as from non-metallic golf clubs),
 
kite spar, bamboo, PVC tubing or fiberglass. Other materials
 
will be checked for safety on a case-by-case basis. Metal and
 
wooden cores are not legal, although metal may be used to
 
counter-weight weapons provided it is permanently
 
attached, and not in a place that may inadvertently
 
strike an opponent. The ends of all weapon cores
 
must be blunted by capping them with a layer of
 
foam and tape at a minimum. For throwing weapons
 
acceptable options are denim, loose rubberbands,
 
sweatshirt material, or similar.
 
Handle: Refers to the unpadded part of the weapon
 
(where it is often held).
 
Pommel: This refers to the padded portion of a
 
weapon at the end of the handle, not intended for
 
striking. The end of the pommel must have at least a
 
2” cross-section perpendicular to the handle and must
 
be padded.
 
Cross Guard: This refers to an optional piece at the
 
juncture of the blade and handle designed to deflect
 
blows and protect the hand from injury. Cross guards
 
must be padded and all tips must have at least a 2”
 
cross section parallel to the handle.
 
Double-Ended: Only Weapon Types with this
 
descriptor may have a striking surface at both ends.
 
This may be either a Stabbing Tip or a Slash edge unless
 
otherwise restricted by the Weapon Type. Must still
 
adhere to the construction requirements of the Weapon
 
Type for the extra striking surface. Example: A 6ft Great
 
Weapon could have a striking surface on each end with a
 
minimum of 18” of StrikeLegal in order to slash with
 
both ends OR could have
 
one 18” slashing end and
 
one 6” thrusting end. Both
 
configurations would require
 
each end to be 1/3rd padded.
 
Stabbing Tip: This refers to the end of a weapon that is
 
not the pommel, regardless of whether or not it is used to stab.
 
Stabbing tips must not protrude more than 1.5” through a
 
2.5” ring when uncompressed, nor end in an angle less than
 
90 degrees and must be strike legal. You must not be able to
 
feel core through a stabbing tip.
 
Padded or Courtesy Padding: This refers to the
 
portion of the weapon that is designed to limit injuries
 
from incidental contact with that part of the weapon and
 
is not intended for striking. These portions of a weapon
 
must have at least 1/2” of foam over the weapon’s core. A
 
weapon is required to have courtesy padding over the entire
 
circumference of its Strike-Legal length.
 
Strike-Legal: This refers to the portions of the weapon
 
that are sufficiently padded to prevent injury when used to
 
strike an opponent at full force. These portions may not break
 
bones, teeth, or regularly leave bruises when it strikes a person
 
and must have at least one 2.5” cross section from edge to
 
edge. Strike-Legal surfaces must have at least 1” of foam over
 
the weapon core, measured from the furthest point on the
 
blade to the surface of the core. Stab-only weapons (other
 
than projectiles) are still required to have 6” of Strike-Legal
 
surface extending from the end of the weapon down its length
 
on any stabbing end for safety. Strike-Legal must be covered in
 
a durable, opaque cloth. Unless otherwise noted, cloth tape is
 
not an acceptable cover. Non-striking padded surfaces within
 
½” of a striking surface must still be covered with a cloth cover.
 
Heavy Padding: This refers to portions of the weapon that
 
meet all of the requirements of Strike-Legal, and in addition
 
have at least a 4” cross section from edge to edge (instead
 
of 2.5”) and at least 1” of foam over the weapon core. It is
 
considered Strike-Legal for the purposes of scoring hits.
 
Total Length: Refers to the distance from the bottom
 
of the pommel (or one Stabbing Tip of a Double-Ended
 
Weapon) to the furthest point of the weapon measured from
 
the bottom of the pommel in a straight line parallel to the
 
core of the weapon. Example: You measure a scimitar from
 
the bottom of the pommel to the tip of the weapon, not “along
 
the curve.”
 
Swing/Slash: Indicates a weapon intended to be able to
 
score a hit by swinging the weapon in such a way that the
 
side (as opposed to the tip) of the weapon strikes an opponent.
 
Thrust/Stab: Indicates a weapon intended to be able
 
to score a hit by thrusting the weapon in such a way that
 
the tip (as opposed to the sides) of the weapon strikes an
 
opponent. Thrust only weapons must have at least 6” of
 
Strike-Legal padding.
 
Weapons
 
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Projectiles
 
This category includes thrown weapons (axes, rocks, daggers),
 
javelins, Magic Balls, and arrows. Unless otherwise noted
 
projectiles may not be used to parry, block, or melee, are
 
indestructible, and affect all targets struck while in motion.
 
Unless otherwise noted projectiles may be carried in any
 
number. Only projectiles may be thrown (i.e. you may not
 
throw your sword). Unless otherwise noted projectiles may
 
not have rigid or granular cores such as solid rubber balls,
 
wrapped balls of rubberbands, tennis balls, etc. Suggested
 
acceptable materials are sweatshirt material, loose rubber
 
bands, etc. Unless otherwise noted any protrusions or tips on
 
a projectile must must meet the requirements for stabbing tips.
 
Thrown weapons
 
Light Thrown
 
These weapons represent throwing daggers and the like.
 
1. Between 2.5” and 6” in total length.
 
2. All parts must be Strike-Legal.
 
a. These weapons are exempt from a minimum foam
 
depth for Strike-Legal.
 
3. May be covered in non-abrasive cloth tape instead
 
of cloth.
 
a. Duct tape may not be used as a cover.
 
4. Will score a hit from any portion of the weapon.
 
5. May not be of a color and shape which may
 
reasonably be confused with a Magic Ball.
 
Heavy Thrown
 
These weapons represent throwing axes and the like.
 
1. Between 9” and 18” in total length.
 
2. All parts must be Strike-Legal.
 
a. These weapons are exempt from a minimum foam
 
depth for Strike-Legal.
 
3. May be covered in non-abrasive cloth tape instead
 
of cloth.
 
a. Duct tape may not be used as a cover.
 
4. Will score a hit from any portion of the weapon.
 
Rocks
 
1. Must be at least 10” in each dimension.
 
2. All parts must be Strike-Legal.
 
a. These weapons are exempt from a minimum foam
 
depth for Strike-Legal.
 
3. May be covered in non-abrasive cloth tape instead
 
of cloth.
 
a. Ducttape may not be used as a cover.
 
4. Will score a hit from any portion of the weapon.
 
5. Hits from Rocks are Armor Breaking and
 
Shield Crushing.
 
6. Items that meet the criteria to be classified as a
 
Rock may not also be classified as Heavy Thrown.
 
Javelins
 
Javelins are a hybrid throwing/melee weapon. They
 
are considered a melee weapon when wielded, but are
 
considered a projectile otherwise. Javelins are only
 
available to those classes explicitly granted Javelins.
 
1. Between 36” and 72” long.
 
2. Must have between 6” and 12” of Strike-Legal.
 
3. Must be padded along their entire length.
 
4. May be thrown and used in melee (including
 
blocking and parrying).
 
5. Stab only for both melee and throwing.
 
6. Must strike point-first to score a hit.
 
7. Must have a rigid core.
 
8. Pommel is not required to meet the requirements for
 
a stabbing tip.
 
Magic Balls
 
These are thrown to represent various magical attacks and
 
are not projectile weapons but follow the same construction
 
requirements except as noted below.
 
1. Must be a spherical object at least 2.5” in diameter.
 
2. Must have a streamer between 1” and 6” long.
 
3. All parts must be Strike-Legal.
 
a. These weapons are exempt from a minimum foam
 
depth for Strike-Legal.
 
4. Will score a hit from any portion of the object.
 
Ammunition
 
Not explicitly granted to anybody, ammunition is a class of
 
projectiles used in conjunction with other types of weapons.
 
Arrows
 
Includes bolts and any other similar items.
 
NOTE: Improperly constructed or maintained arrows can
 
pose a serious safety hazard. Before building your first arrows
 
take the time to study an online construction tutorial or
 
practice with an experienced player.
 
General
 
1. May not be drawn beyond 28”.
 
2. Fletching and nocks, if present, must be in
 
good repair.
 
3. Must be clearly labeled with their owner’s name.
 
a. Arrows without labels will never be allowed on
 
the field.
 
b. Using arrows without labels can result in
 
immediate suspension from the field.
 
4. Broken or poorly mended arrows are not to be used.
 
5. Like any other equipment arrows may only be used
 
by their owner unless the owner grants specific
 
permission for another player to use their arrows.
 
Weapon Types, Shields, and Equipment
 
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a. The owner of an arrow is responsible for the
 
safety of the arrow even if fired by another player.
 
b. Special arrows may never be shared.
 
6. Swinging at an arrow in flight is illegal.
 
a. Arrows may only be passively blocked by placing
 
an object in the flight path.
 
Shafts
 
1. May be fiberglass, aluminum, plastic, or graphite.
 
2. Wood shafts are only allowed if covered in a
 
minimum of 4 mils of plastic tape or equivalent.
 
3. Shafts must have any real arrow head or
 
tip removed.
 
4. The tip of shafts must be built up to at least 0.5” in
 
diameter in a solid manner such as:
 
a. Wrapping in duct tape and capping with a penny.
 
b. Affixing a washer into the shaft with a
 
glued-in screw.
 
c. Other similar methods.
 
Heads
 
1. Must be 2.5” in diameter.
 
2. Front and side must be Strike-Legal.
 
3. Must include a minimum of 2” of foam in front of
 
the shaft of the arrow.
 
a. The 0.5” of foam immediately after the end of the
 
shaft must be closed-cell.
 
b. Foam must be firm but compressible, and not
 
able to deform around the arrow shaft on impact.
 
c. Very soft foams such as couch cushion do not
 
count towards the required 2” minimum of foam.
 
4. Heads should be checked regularly for
 
degrading foam.
 
5. Must have a cloth cover on the head.
 
a. Properly colored strips may be used in lieu
 
of colored head covers to denote special
 
arrow status.
 
b. Normal arrows may not be covered in any of the
 
colors reserved for special arrows.
 
c. Reserved colors are: yellow, red, green, purple,
 
and grey.
 
6. Must strike point first to score a hit.
 
7. Affects all targets struck while in motion.
 
8. Hits from arrows are Armor Breaking.
 
9. Hits from arrows are Weapon Destroying.
 
Siege Projectiles
 
See Siege Weapons for more information.
 
Bow
 
Includes bows and crossbows used to fire arrows or bolts. They
 
are not projectile weapons themselves but are used exclusively
 
with Arrows.
 
1. The maximum limit for a bow’s pull is 35 pounds
 
with a maximum 28” draw length.
 
2. Crossbows are limited to no more than 450
 
inch-pounds.
 
3. No compound bows are allowed.
 
4. At 20’ or less bows must be no more than half drawn.
 
a. Crossbows do not have to be half drawn within 20’.
 
5. If hit by a weapon, the bow is destroyed.
 
Melee
 
All melee weapons require a rigid core (unless otherwise
 
noted) and may be used to block, parry, or score hits with
 
their Strike-Legal portion. Some melee weapons allow for
 
Heavy Padding Substitution for a given length.
 
Heavy Padding Substitution
 
All melee weapons require a portion their length to be StrikeLegal, as noted in the individual weapon descriptions. Heavy
 
Padding Substitution allows you to replace a portion of StrikeLegal with Heavy Padding. For each inch of Heavy Padding
 
added you may also replace an additional inch of Strike-Legal
 
with Courtesy Padding.
 
Heavy Padding added must start within 3” of the stabbing
 
tip and proceed continuously towards the handle. Courtesy
 
Padding added in this manner must begin at the top of the
 
handle and proceed continuously towards the tip.
 
For example: A 48” Long weapon is typically required to have
 
32” of Strike-Legal followed by 16” of Handle. Using Heavy
 
Padding Substitution you could have 16” of Heavy Padding,
 
followed by 16” of Courtesy Padding, and then 16” of Handle.
 
Dagger
 
1. May stab and slash.
 
2. Between 10” and 18”.
 
3. Must have 10” Strike-Legal.
 
Short
 
1. May stab and slash.
 
2. Between 18” and 36”.
 
3. At least 2/3 of its length must be Strike-Legal.
 
4. Allows for 1/3rd of its length to be substituted for
 
Heavy Padding.
 
Long
 
1. May stab and slash.
 
2. Over 36” up to a maximum of 48”.
 
3. At least 2/3rds of its length must be padded.
 
4. If used to slash at least 2/3rds of its length must be
 
Strike-Legal.
 
5. Allows for 1/3rd of its length to be substituted for
 
Heavy Padding.
 
6. May be Double-Ended.
 
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Great
 
1. May stab and slash.
 
2. Greater than 48”in length.
 
3. Must be padded on upper 1/2 of length or at least 3’,
 
whichever is less.
 
4. If used to slash must have at least 18” of StrikeLegal surface.
 
5. If the weapon has at least 18” of Heavy Padding
 
it gains the Shield Crushing and Armor Breaking
 
Special Effects when used in a two-handed manner.
 
a. Heavy Padding on Great Weapons must start
 
within 3” of the tip of the weapon and be
 
continuous down the core.
 
b. If the weapon is Double-Ended only the ends with
 
Heavy Padding take advantage of these abilities.
 
6. May be Double-Ended.
 
a. Double-Ended requires ⅓ of its length to be padded
 
or at least 3’, whichever is less. This requirement
 
replaces the standard requirement for padding on
 
great weapons.
 
Madu
 
A shield joined to a weapon.
 
1. Counts as both a shield and a weapon.
 
2. Only usable if a class can use both a weapon of the
 
madu’s length and a shield.
 
3. Weapon Destroying will affect the entirety of the
 
madu if it strikes any part of the weapon portion.
 
4. Shield Crushing and Shield Destroying affect the
 
entirety of the madu if it strikes any part of the
 
shield portion.
 
5. Magic and abilities that affect any part of the
 
madu, such as Imbue Shield or Heat Weapon, affect
 
its entirety.
 
6. Weapon portion must be non-hinged and meleeonly.
 
7. Any shield with weapons affixed to it in any form is
 
considered a madu and must conform to these rules.
 
8. If built to slash.
 
a. At least 1/3rd of its length (excluding the shield
 
portion) must be Strike-Legal.
 
b. At least 12” must be Strike-Legal.
 
c. The entirety of the non-Strike-Legal portion must
 
be courtesy padded.
 
9. May be Double-Ended.
 
Hinged
 
1. No more than 36” in length.
 
2. Has a single articulating head which must be entirely
 
Strike-Legal and cannot contain a rigid core.
 
3. The chain of a hinged weapon:
 
a. Is not a legal striking edge.
 
b. Must be wrapped in foam with less than 0.5” of the
 
rope exposed at any point.
 
4. The combined rope and striking
 
edge may not exceed 18” in length.
 
5. The top half of the
 
non-rope and
 
Strike-Legal
 
portion of the
 
weapon must
 
be padded.
 
Siege Weapons
 
Siege Weapons are extremely powerful engines of destruction
 
that, historically, were used for everything from anti-personnel
 
to tearing down walls from a great distance. Examples of this
 
type of weapon include ballistas, catapults, onagers, and
 
trebuchets. The abilities and limitations of siege weapons are
 
as follows:
 
1. You may only have one siege weapon per twenty
 
people on a team.
 
2. Siege weapons should have a historical or fantasy
 
counterpart that they mimic in form and function.
 
Ammunition from siege weapons must conform to
 
the following rules, and cannot have any additional
 
powers unless specified by the game designers:
 
a. Siege Weapons that fire a single projectile will kill
 
a Player and Destroy all their carried equipment
 
if the projectile touches a Player or anything they
 
are carrying or wearing while in motion. This
 
is stopped by the Enchantment Protection from
 
Projectiles, but cannot be stopped by Missile
 
Block or Song of Deflection.
 
b. Siege weapons that fire multiple projectiles
 
simultaneously (such as a grapeshot catapult)
 
count as firing Armor Breaking projectiles.
 
Each strike from a separate projectile counts
 
as an individual Armor Breaking strike. Both
 
Protection from Projectiles and Missile Block may
 
be used against these type of siege attacks. No
 
effect on shields.
 
c. A siege weapon may not fire at a player within 20’.
 
d. Siege ammunition must, at minimum, conform to
 
the standards of one of the following projectiles:
 
light thrown, heavy thrown, rocks, or arrows.
 
e. Siege weapons are considered normal weapons for
 
purposes of being destroyed.
 
3. Siege weapons must be approved by the game reeve
 
prior to being used. Safety is of the utmost concern
 
when determining whether a siege weapon should
 
be allowed on the field.
 
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Shields
 
Shields are used to block shots from weapons and are
 
impervious to harm except from certain abilities and magics.
 
All shield measurements are the exterior surface area on a
 
flat plane.
 
1. Must not break or bend significantly during the
 
course of combat. Rigid or easily breakable foam, or
 
low-density foams, are inappropriate for all-foam
 
shield construction. Some acceptable materials are:
 
a. Sturdy high-density foam.
 
b. Plywood.
 
c. High impact plastics.
 
d. Aluminum.
 
2. Must have an opaque, durable cover such as cloth
 
or PlastiDip.
 
3. The rim and face of the shield must be padded by at
 
least 1” of closed cell foam.
 
a. All-foam shields do not require any additional
 
padding so long as the foam itself would be
 
considered padding.
 
4. Hard edges may not be exposed on any surface
 
which can reasonably come into contact with
 
another player or their equipment.
 
5. A player may only wield one shield at a time.
 
6. Must be gripped in a hand in order to be
 
considered wielded.
 
a. A shield that is gripped in a hand may also have a
 
support strap around the arm.
 
b. A blow that strikes a non-wielded shield strapped
 
to a player, such as a shield slung across a back, is
 
considered to strike the player as if the shield had
 
not been there.
 
c. A small shield may be strapped to an arm instead
 
of wielded in a hand.
 
7. A small shield is between 36 square inches (6.8
 
inch diameter) and three square feet (23.45
 
inch diameter).
 
8. A medium shield is no larger than five square feet
 
(30.28 inch diameter).
 
9. A large shield is no larger than eight square feet (38.3
 
inch diameter).
 
10. Shield shapes may not cause confusion on the field.
 
A shield cannot look like Armor or a Weapon.
 
11. A shield may be tossed in a manner that keeps it
 
(relatively) perpendicular to the ground. While
 
in the air, such a shield is considered a terrain
 
effect, though it is still vulnerable to things that
 
would normally affect a shield (such as Fireball or
 
Destruction Arrow). A shield may not be tossed into
 
another player or their wielded equipment.
 
Other Equipment
 
Sashes
 
Sashes are used to denote certain classes by their color in
 
games where classes are used. All sashes must be at least
 
2” wide and be worn from shoulder to opposite hip across
 
the body.
 
Strips
 
Strips are used to denote certain types of Enchantments and
 
Special Effects for quick on-field identification. The most
 
common use of strips is to denote enchantments or abilities
 
that function as enchantments.
 
1. Strips must have at least 6” of visible drape, and
 
cannot be covered by garb or equipment.
 
2. Strips on players must be attached in a visible
 
location when viewing a player from the front.
 
3. Strips have a cohesive color-coding system.
 
a. Offensive Enchantments and Special Effects are
 
denoted by red strips.
 
b. Defensive Enchantments and Special Effects are
 
denoted by white strips.
 
c. Miscellaneous Enchantments and Special Effects
 
are denoted by yellow strips.
 
4. Enchantments and Special Effects that require
 
enchantment strips do not function if the
 
enchantment strips are not present. It is the
 
responsibility of the bearer to ensure their strips
 
are present in order for the enchantment or ability
 
to function.
 
5. Traits do not require strips unless they require
 
activation, i.e. Traits that are an always-on part of a
 
class do not require strips.
 
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20
 
Before any day of combat begins all Combat Equipment
 
brought to the field must be checked by the Champion or his
 
appointed representative. Equipment which does not pass a
 
check may not be used on the field. Equipment should be rechecked as necessary throughout the day. Using unchecked
 
equipment on the field is grounds for immediate suspension
 
from combat for the day at the discretion of the Champion.
 
Issues with the performance of Equipment checks may be
 
adjudicated by the Monarch and the Guild Master of Reeves.
 
Checking Process
 
This is an outline for checking Equipment. This is not
 
exhaustive, but serves as a short checklist.
 
Weapons
 
1. Opaque cloth cover in good repair.
 
2. Tips at least 2.5” in diameter.
 
3. Pommel at least 2” in diameter.
 
4. Strike-Legal is in good repair and is the minimum
 
required length.
 
5. Core cannot be felt when used to slash in a
 
reasonable manner by both an average user and the
 
intended user.
 
6. Core cannot be felt when used to stab in a
 
reasonable manner by both an average user and the
 
intended user.
 
7. The weapon does not break bones or teeth, or
 
consistently leaves marks or bruises, when used in a
 
reasonable manner by both an average user and the
 
intended user.
 
Shields
 
1. Opaque, durable cover in good repair.
 
2. No unpadded bolts, zipties, or other solid
 
protrusions on the shield edge or face.
 
3. No solid, rigid core may be felt through either the
 
face or the edge of the shield when struck solidly
 
with the palm of the hand.
 
Armor
 
1. All corners of rigid armor must be penny-round.
 
2. No spikes, thin ridges, or sharp edges which could
 
damage Equipment or players in the normal course
 
of combat.
 
3. Chain armor does not have broken or separated
 
links which could catch on Equipment or players in
 
the normal course of combat.
 
Equipment Checking
 
E.P. 33, 41st of Winter
 
Given the fractured nature of reality here, neighboring cultures often lack a cohesive structure for law and
 
interaction. Instead an independent group of arbiters provide consistency and justice when two groups come
 
into conflict. They call these freelance judiciaries ‘Reeves’. Reeves are tested and licensed on a regular basis by
 
their Guild Masters to ensure they provide quality service that reflects well on the Reeves Guild as a whole.
 
Essentially, Reeves make sure everybody plays by the rules.
 
- Journal of Makros the Traveler
 
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Items imbued with magic are a common part of Amtgard.
 
Unlike temporary Enchantments, some Magic Items may be
 
reused by their owners in each game. Magic Items may be
 
acquired in a variety of ways. Some common examples are
 
quests, themed battlegames, rewards for doing work for the
 
group, or as part of reign-long campaign.
 
Magic Item Rules
 
1. Magical Items each have a category corresponding
 
with their level of power from Trinket to Talisman
 
to Artifact.
 
2. Magical Items are awarded at the discretion of the
 
group monarchy.
 
3. The monarchy of the group is responsible for
 
tracking what Magic Items are owned by whom.
 
4. Some Magic Items are one-use only. Magic Items
 
which are used up are no longer available to the
 
player and must be reported to the monarchy of
 
the group.
 
5. Ownership of Magical Items resets at the beginning
 
of each reign.
 
6. Magical Items may only be used by the person to
 
whom they are given initially. Magical Items may not
 
be transferred or traded to another player without
 
the permission of the monarch who awarded them
 
and the reeve of the battlegame.
 
7. All magical items require the player to carry a copy
 
of the write-up in order to function.
 
8. Unless otherwise noted Enchantments conferred
 
by Magical Items function exactly as normal
 
Enchantments; they count towards your
 
Enchantment limit, may be removed by Dispel
 
Magic, require a strip, etc.
 
9. Some Magic Items have a material component
 
requirement. These components must be present
 
in order for the Magic Item to be used and must
 
be verified by the reeve prior to the start of
 
the battlegame. Identical material component
 
requirements may all be served by the same physical
 
object, i.e. you do not need a unique bottle for
 
each potion.
 
10. Magical Items only function at the group level they
 
were awarded and are unique to that group. For
 
instance a player who receives a Magical Item at the
 
park level may only use it at that park, but a player
 
who receives a Magical Item at the kingdom level
 
may use it at any park in that kingdom.
 
11. Magical Items may not be used at interkingdom
 
events unless allowed by the host kingdom.
 
Battlegaming
 
With Magic Items
 
Here are some basic guidelines for how to use Magic Items
 
in battlegames. These guidelines may be changed or adapted
 
by the battlegame reeve. Reeves are always encouraged to
 
consider game balance when determining what Magic Items
 
are allowed in the game.
 
1. Magic Items are typically only used in fullclass battlegames
 
2. The reeve always has final say over the use or
 
behavior of Magic Items in a battlegame.
 
3. The reeve for the game has the final say in what
 
Magical Items (if any) are allowed in a battlegame in
 
all situations.
 
4. Typically games with less than 14 people are
 
limited to Trinkets, 15 to 30 people may use up to
 
Talismans, and games with more than 30 people may
 
use Artifacts.
 
5. A player may use up to one Artifact in a battlegame.
 
6. A player may use up to two Talismans in a battlegame.
 
7. A player may use up to three Trinkets in a battlegame.
 
Trinkets
 
Trinkets are lesser Magical Items that are not overly powerful
 
and can safely be used in most battlegames.
 
Potion of Barkskin
 
Use: One Use
 
Material Component: A bottle measuring at least two
 
cubic inches
 
Incantation: “I drink a potion of barkskin”
 
Effect: Player receives the Barkskin Enchantment.
 
Potion of Refreshment
 
Use: One Use
 
Material Component: A bottle measuring at least two
 
cubic inches
 
Incantation: “I drink a potion of refreshment”
 
Effect: Player may instantly Charge a single Magic
 
or Ability.
 
Potion of Healing
 
Use: One Use
 
Material Component: A bottle measuring at least two
 
cubic inches
 
Incantation: “I drink a potion of healing”
 
Effect: Player is affected as per Heal.
 
Potion of True Death
 
Use: One Use
 
Material Component: A bottle measuring at least two
 
cubic inches
 
Incantation: “I drink a potion of true death”
 
Effect: Player may not be the target of Undead Minion,
 
Greater Undead Minion, Vampirism, or Steal Life
 
Essence for the duration of the game.
 
Magic Items
 
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Scroll of Adaptive Blessing
 
Use: One Use
 
Material Component: A scroll measuring at least
 
fifteen square inches
 
Incantation: “I read from a scroll of adaptive blessing”
 
Effect: Player receives the Adaptive
 
Blessing Enchantment.
 
Scroll of Ambulant
 
Use: One Use
 
Material Component: A scroll measuring at least
 
fifteen square inches
 
Incantation: “I read from a scroll of ambulant”
 
Effect: Player’s next magic is affected as per Ambulant.
 
Limitation: May only be used by Magic Users.
 
Scroll of Blessing Against Wounds
 
Use: One Use
 
Material Component: A scroll measuring at least
 
fifteen square inches
 
Incantation: “I read from a scroll of blessing
 
against wounds”
 
Effect: Player receives the Blessing Against
 
Wounds Enchantment.
 
Scroll of Extension
 
Use: One Use
 
Material Component: A scroll measuring at least
 
fifteen square inches
 
Incantation: “I read from a scroll of extension”
 
Effect: Player’s next magic is affected as per Extension.
 
Limitation: May only be used by Magic Users.
 
Scroll of Harden
 
Use: One Use
 
Material Component: A scroll measuring at least
 
fifteen square inches
 
Incantation: “I read from a scroll of harden”
 
Effect: Player receives the Harden Enchantment.
 
Scroll of Mend
 
Use: One Use
 
Material Component: A scroll measuring at least
 
fifteen square inches
 
Incantation: “I read from a scroll of mend”
 
Effect: Target item is affected as per mend.
 
Talismans
 
Talismans are Magical Items of meaningful power that
 
may require consideration before being allowed in some
 
battlegames.
 
Amulet of Force
 
Use: 1/Game
 
Material Component: Pendant or amulet measuring
 
at least one square inch which must be worn around
 
the neck.
 
Incantation: “By my amulet” + Force Barrier Incant
 
Effect: As per Force Barrier.
 
Amulet of Teleport
 
Use: 1/Game
 
Material Component: Pendant or amulet measuring
 
at least one square inch which must be worn around
 
the neck.
 
Incantation: “By my amulet” + Teleport Incant
 
Effect: Player is affected as per Teleport.
 
Amulet of Tracking
 
Use: 1/Game
 
Material Component: Pendant or amulet measuring
 
at least one square inch which must be worn around
 
the neck.
 
Incantation: “By my amulet” + Tracking Incant
 
Effect: As per Tracking (ex).
 
Amulet of Shadows
 
Use: 1/Game
 
Material Component: Pendant or amulet measuring
 
at least one square inch which must be worn around
 
the neck.
 
Incantation: “By my amulet” + Shadow Step Incant
 
Effect: As per Shadow Step.
 
Bracelet of Anti-Magic
 
Use: 1/Game
 
Material Component: Bracelet measuring at least 1”
 
wide worn around the wrist. Must be made of leather or
 
metal and may not be red, yellow, or white.
 
Incantation: “I draw upon the power of my bracelet of
 
anti-magic”
 
Effect: Player receives the Protection From
 
Magic Enchantment.
 
Bracelet of Solidity
 
Use: Always on while worn
 
Material Component: Bracelet measuring at least 1”
 
wide worn around the wrist. Must be made of leather or
 
metal and may not be red, yellow, or white.
 
Effect: Further Effects which make the player
 
Insubstantial, including effects initiated by the player or
 
beneficial effects, fail as per Planar Grounding. Bearer
 
must announce “Immune to insubstantial” when this effect
 
is triggered.
 
Bracelet of Stoneskin
 
Use: 1/Game
 
Material Component: Bracelet measuring at least
 
one inch wide worn around the wrist. Must be made of
 
leather or metal and may not be red, yellow, or white.
 
Incantation: “I draw upon the power of my bracer
 
of stoneskin”
 
Effect: Player receives the Stoneskin Enchantment.
 
Wand of Healing
 
Use: 2/Game
 
Material Component: Rigid wand measuring at least
 
6” long and at least 0.5” in diameter.
 
Incantation: “My wand heals thee”
 
Effect: As per Greater Heal.
 
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Wand of Mending
 
Use: 2/Game
 
Material Component: Rigid wand measuring at least
 
6” long and at least 0.5” in diameter.
 
Incantation: “My wand makes this item whole”
 
Effect: As per Greater Mend.
 
Wand of Release
 
Use: 2/Game
 
Material Component: Rigid wand measuring at least
 
6” long and at least 0.5” in diameter.
 
Incantation: “My wand releases thee”
 
Effect: As per Greater Release.
 
Artifacts
 
Artifacts are powerful Magical Items which require careful
 
consideration before being allowed into any battlegame.
 
Artifacts are unique; there may only be one of each Artifact
 
awarded per kingdom at a time.
 
Ankh of Ran
 
Use: Always on while worn
 
Material Component: A white ankh measuring at
 
least twenty-five square inches prominently displayed on
 
garb/equipment, or worn as an amulet.
 
Effect: Bearer gains Terror Unlimited (ex). Terror may
 
only be cast on players bearing Undead Minion, Greater
 
Undead Minion, or Vampirism.
 
Andalsa’s Lament
 
Use: Always on while worn
 
Material Component: A helmet worn upon the head
 
which qualifies for the helm armor modifier. Must have a
 
white Enchantment strip tied to it.
 
Effect: Bearer is affected as per Imbue Armor. Does not
 
count as an Enchantment.
 
Cloak of Enigmas
 
Use: Always on while worn
 
Material Component: A black cloak that covers from
 
the shoulders to the back of the knees.
 
Effect: Doubles the bearers normal use of Shadow Step,
 
Teleport, and Blink. Does not count as an Enchantment.
 
Limitation: May only be used by Assassin or Scout.
 
Homestone
 
Use: Always on while carried
 
Material Component: A highly polished stone sphere
 
at least 1” in diameter.
 
Incantation: As per Greater Mend
 
Effect: Bearer gains Greater Mend 1/life Charge x3.
 
Does not count as an Enchantment.
 
Michael’s Hammer
 
Use: Always on while carried
 
Material Component: A Short weapon with a
 
yellow cover or lightning decorations. Must have a red
 
Enchantment strip tied to it. Must have at least 6” of
 
Heavy Padding and be shaped like a hammer.
 
Effect: This weapon is Armor Destroying and Shield
 
Destroying. Does not count as an Enchantment.
 
Nuntius Staff
 
Use: Always on
 
Material Component: A double ended great weapon
 
no longer than 6’.
 
Effect: May be used by any Magic User at no cost to
 
spell points. Grants an additional two spell points at the
 
users highest level. Magic points gained are not removed
 
regardless of what happens to the staff. Does not count as
 
an Enchantment.
 
Limitation: May only be used by Magic Users.
 
Phase Blade
 
Use: Always on while carried
 
Material Component: A Short weapon with a grey
 
cover or force themed decorations. Must have a red and a
 
yellow Enchantment strip tied to it.
 
Effect: This weapon, and any special effect delivered
 
by it, does not interact with ongoing Magic or Abilities.
 
Example: This weapon is not stopped by Stoneskin,
 
Blessing Against Wounds, and does not trigger the
 
effects of Troll Blood, Undead Minion, or similar Magic
 
or Abilities. Still counts as a normal hit from a weapon.
 
Does not count as an Enchantment.
 
N: Does not supercede the Frozen, Insubstantial, or Out
 
of Game States.
 
Shield of the Chosen
 
Use: Always on while worn
 
Material Component: A medium shield with a
 
black cover featuring a white device. Must have a white
 
Enchantment strip tied to it.
 
Effect: Shield is completely indestructible, including
 
against other Magical Items. Engulfing effects striking
 
the shield are nullified and ignored. Does not count as
 
an Enchantment.
 
Sword of Flame
 
Use: Always on while carried
 
Material Component: A Short weapon with an
 
orange cover or flame decorations. Must have a red and a
 
white Enchantment strip tied to it.
 
Effect: The bearer and this weapon are Immune to
 
Flame. This weapon is Armor Breaking and Shield
 
Crushing. Does not count as an Enchantment.
 
Creating New Magic Items
 
For themed reigns, special battlegames, or just for fun local
 
group monarchies may want to create their own Magic Items.
 
Here are a few guidelines to follow when doing so.
 
1. Keep it simple. It should never take more than a
 
couple of sentences to completely describe what an
 
item does.
 
2. Re-use existing mechanics. Avoid creating new
 
mechanics for use in items.
 
3. The item should not be an automatic “I Win” button.
 
Items should be about giving more options and
 
small advantages to augment a players existing
 
skills. Items should never be more powerful than the
 
players themselves.
 
4. Non-standard magic items should go away at the
 
beginning of every reign.
 
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attlegames
 
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Battlegames are competitive matches between two or more
 
teams using a variety of different possible mechanics. Victory
 
is determined by any number of pre-set conditions. The
 
variety and combinations of possible games are limited only
 
by the imagination. This section describes the mechanics and
 
components of battlegames, how to build your own, and lists
 
some example common battlegames.
 
Battlegame Components
 
These are the individual pieces that make up how a game
 
works. These parts can be mixed and matched to create any
 
number of possible different games. A game essentially has
 
seven parts:
 
Lives: How many times players can return to life. This can be
 
a fixed number per player, a fixed number per team, unlimited,
 
or something else.
 
Respawn: Where and when playersreturn to life. This can be
 
after a period of time, instantly, in groups of a minimum size,
 
at base, where they died, in a central location or something
 
else. Players who Respawn do so with all of their equipment
 
intact, Wounds healed, Enchantments removed, and all States
 
and Ongoing Effects removed unless otherwise noted. When
 
designing a game keep in mind that dying should generally
 
be the worst thing that can happen on the field. For instance
 
when designing a Full-Class game your Respawn counts
 
should not be shorter than the longest negative field effect (60
 
seconds because of Magic Balls). Alternatively dying can be
 
penalized by having a finite life pool for the team as a whole.
 
Base: Some Magic and Abilities refer to ‘returning to base’
 
or otherwise reference the location of a base. Bases may also
 
be used to repair a broken weapon, bow, or shield after 60
 
seconds at base, though this may be adjusted by the game
 
designer. Determine what the bases will be for these abilities
 
for each team. This can be a fixed location, a team reeve, or
 
something else.
 
Game Type: The Game Type refers to the set of rules used
 
to play a Battlegame. The common Game Types are:
 
Ditch: No classes, no armor, no projectiles, no siege,
 
shields are unbreakable.
 
Militia: No classes, armor is used, projectiles are
 
used, shields are breakable.
 
Full-Class No Magic: Classes are used except for
 
magic classes.
 
Full-Class: All classes are used.
 
Quest: See ‘Quests’ below.
 
Other: See your group leaders for the rules for
 
Jugging, Orcball, etc.
 
Teams: The number of teams that play in the game. This is
 
commonly two or three, but may also be:
 
By Size: Players divide into any number of teams with
 
no more than X players per team
 
Free For All: Every player for themselves
 
Objectives: The win condition for the teams. This can be
 
eliminate the other team, eliminate a specific player, score
 
points, survive, or something else.
 
Battlegames
 
Playing in Battlegames MadeEasy
 
Battlegames are a core part of the Amtgard experience. Two people fighting together is sparring, but three or more people
 
playing together is typically considered a Battlegame of some sort. In order to play in any given Battlegame you need to
 
know the following:
 
“Who is on my team?” Typically teams are static and will be assigned before the game starts. Look around when
 
your team is together and try to get a feel for who your friends are.
 
“What is the objective?” Game objectives are generally straight-forward and will be announced before the game
 
starts. Make sure you and your team are working towards the goal.
 
“Where do I go when I die?” Typically each team has a spawn point and dead players will return to their spawn,
 
or an out-of-the-way place near it, when they die.
 
“What is the respawn count?” Respawn counts could be a couple of minutes, a few seconds,
 
or as soon as you reach your spawn point. The reeve will let you know before the
 
game starts.
 
“How are lives handled?” Lives could be an individual
 
pool (example: each player has four lives), a team pool
 
(each team has a total of 40 lives), unlimited, or
 
something else. The reeve will announce how
 
lives are handled before the game starts.
 
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Refresh: How and when per-Refresh abilities are returned
 
to full uses in Class games. This could be none, every 30
 
minutes, when teams rotate, when a point is scored, or
 
something else. Refreshes should be infrequent in order to
 
encourage players to use their per-Refresh abilities tactically
 
and thoughtfully.
 
Scenario Rules: Any specific rules that modify the way
 
the game is played. This could involve monsters, ruling out
 
specific classes, creating off-limit areas, creating special-effect
 
areas, or anything else.
 
Combine different components in different ways to create
 
entirely different game types to suit the needs of the group.
 
A good battlegame is fast-paced and focuses on providing
 
constructive conflict for all opposing teams. Combat is a
 
means of resolving conflict, but should not be a goal in and
 
of itself. Downtime for players should be minimal, but killing
 
an opponent should still provide a meaningful advantage to
 
the killer or their team.
 
Battlegame Examples
 
Battlegames can take any form imaginable or desirable by the
 
group. The best game type for the group will be dictated by
 
the size of the area, number of players, available time, and
 
available terrain. The games listed here are just common
 
examples to stir the imagination and can be played as they
 
are or customized in any way.
 
Capture the Flag
 
Two or more teams compete to secure a flag at their base in
 
order to score points. First team to three points wins. The flag
 
is considered a game object. This game is fun to play in the
 
woods or other areas with interesting terrain.
 
Teams: 2+
 
Lives: Unlimited
 
Respawn: Instant at base
 
Players: 5+ per team
 
Objective: Bring the game flag to your base and hold
 
it there for five seconds in order to score a point. Once a
 
point is scored all teams reset to their bases.
 
Refresh: Every 45 minutes of play time
 
Types Best Supported: All
 
Ditching
 
Two teams line up across from each other just out of melee
 
range and fight until one team is eliminated. New players join
 
the losing team before the next round starts. If no new players
 
are ready to join then the first dead on the winning team
 
switches to the losing team before the next round starts. This
 
is the simplest of all Battlegames and a good pickup game.
 
Best played in medium-sized, open areas.
 
Teams: 2
 
Lives: 1
 
Respawn: Start of round at base
 
Players: 2+ per team
 
Objective: Eliminate the other team. Once one team is
 
eliminated each team resets to their side.
 
Refresh: Not applicable, no classes used
 
Types Best Supported: Ditch, Militia
 
Ring The Bell
 
Two teams attempt to hit the ‘Bell’ at the other teams base
 
first. Bells must be touched by a player, or by a weapon under
 
36” currently held by a player, to be rung. First team to three
 
points wins. This game is fun to play in small, open areas.
 
Teams: 2
 
Lives: Unlimited
 
Respawn: Start of round at base
 
Players: 3+ per team
 
Objective: To strike the opposing teams bell and score a
 
point. Upon a point being scored each team resets to base.
 
Refresh: Not applicable, no classes used
 
Types Best Supported: Ditch, Militia
 
Very Heavy Object
 
Two teams attempt to bring the Object to their opponents base
 
to score a point. The Object must be kept at the opponents
 
base for five seconds in order to score a point. The Object is
 
considered a game item and should weigh at least 30lbs. First
 
team to three points wins. This game is fun to play in medium
 
sized areas with interesting terrain.
 
Teams: 2
 
Lives: Unlimited
 
Respawn: Groups of two or more at base
 
Players: 3+ per team
 
Objective: Move the Object to the other teams base and
 
keep it there for five seconds in order to score a point.
 
After a point is scored each team returns to base and the
 
Object starts with the team with the lowest score.
 
Refresh: Every 30 minutes of play time
 
Types Best Supported: All
 
Castle Defense
 
One team defends, two teams attack. Rotate teams so each
 
team has a chance to defend and two chances to attack. The
 
team that wins is the team that defends the castle (or any given
 
location) the longest before being eliminated. This game is
 
fun to play in any place where you have a defensible location.
 
Teams: 3
 
Lives: Unlimited for the attackers, life pool for
 
the defenders
 
Respawn: Groups of three or more for the attackers
 
at their base. Instant for the defenders at their base.
 
Defender respawns reduce the available life pool.
 
Players: 5+ per team
 
Objective: The defending team with the longest
 
duration in the castle wins. After the defenders are
 
eliminated the teams rotate who is in the castle.
 
Refresh: Each time the teams rotate
 
Types Best Supported: All
 
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Hold the Location
 
Three or more teams compete to hold a single central location
 
for the longest cumulative time. Team bases should be spaced
 
equidistantly around a central location. Game runs for a set
 
amount of total time, normally 30 minutes. This game is fun
 
to play in medium sized, open areas
 
Teams: 3+
 
Lives: Unlimited
 
Respawn: Instant at base
 
Players: 5+ per team
 
Objective: The team with the highest cumulative time
 
controlling the location wins. The location is controlled
 
by the team of the last player that touched it.
 
Scenario Rules: A team must control the location for
 
at least ten seconds in order to get any credit for their
 
possession; this makes it easier to accurately count and
 
award time to each team.
 
Refresh: None
 
Types Best Supported: All
 
Mutual Annihilation
 
Two teams fight until all the players on one team are out
 
of lives, or ‘shattered’. This game is fun to play in small
 
environments with interesting terrain.
 
Teams: 2
 
Lives: Each player has a set life pool that runs out
 
individually. Once out of lives, players must wait for the
 
next game.
 
Respawn: Players respawn at base after a 150 second
 
death count
 
Players: 3+ per team
 
Refresh: None
 
Scenario Rules: If at any time all players
 
on one team are dead, all players are set
 
to their bases and all dead players are
 
advanced to their next life.
 
Types Best Supported: Militia,
 
Full-Class
 
Reeving MadeEasy
 
Reeves are an extremely important part of the Amtgard experience, as they are the individuals who are charged
 
with attempting to ensure the safety and enjoyment of the game participants. Here are some helpful suggestions
 
to being an effective reeve.
 
1. As the reeve, your decision is final. If a snap decision is required, make the call that you believe is correct, and consult
 
the rulebook after the fact to confirm the decision. If your call was incorrect, make sure to note that for the future.
 
2. Your responsibility as a reeve is to facilitate the safety and enjoyment of the game participants. This may require you
 
to make calls that are unpopular with some individuals in order to allow the game to proceed smoothly. You should
 
attempt to remain fair and impartial in all of your calls, and apply the rules objectively, regardless of individual feelings
 
on the subject.
 
3. It is important to adhere to the spirit of the rules in addition to the letter of the rules. It is impossible in a game as varied
 
as Amtgard for the rulebook to cover all contingencies. If you encounter a situation where a player’s actions negatively
 
impact safety, playability, or the enjoyment of the participants, you are justified in disallowing that action. Here are a
 
couple of examples of situations where it is reasonable for a reeve to intervene:
 
a. A player using a weapon in a manner that provides them with an advantage that their class would not normally
 
receive (e.g.Monks with unusually large weapons for blocking, or an Assassin claiming that a medium shield is
 
allowable because it is actually a weapon).
 
b. A player wielding otherwise legal equipment in an unsafe manner.
 
c. A player knowingly attacking someone whom they are unable to affect (e.g. Insubstantial or frozen players).
 
d. Any situation where the player’s justification is “But the rules don’t say I can’t...”
 
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Quests
 
Quests are a special type of battlegame that offer a more freeform set of objectives than what is normally available. A good
 
quest should contain multiple objectives and have multiple
 
methods of achieving those objectives. A good quest allows
 
players to achieve success by thinking and role-playing as well
 
as by fighting. Finally, quests typically make use of the Quest
 
Abilities available to each class.
 
Example Relic Quest
 
Individual teams scour the forest to find powerful magic
 
items protected by various monsters and held in chests spread
 
throughout the forest. The chests are locked and the monsters
 
have unmarked keys that they hand out when they are
 
defeated. Each monster should also have a demand. Demands
 
should be straight-forward tasks the questors can perform to
 
get a key from the monster. A good example demand might
 
be ‘bring me the magic orb hidden in the forest’. Demands
 
should only be stated by the monsters when asked. Questors
 
must role-play in order to discover a monsters demand. For
 
added realism, have real locks on real wooden boxes and have
 
the monsters hand out actual keys when they are searched
 
by questors. The questors can choose to either turn in relics
 
they find to their team reeve when they are found or to start
 
using them in the quest. If they use them in the quest then the
 
relics may be looted from their bodies by other quest teams.
 
Teams: 2+
 
Lives: Unlimited. The quest ends after 1 hour.
 
Respawn: Players respawn at their team reeve in 60
 
seconds once their team is out of combat
 
Players: 2+ per team, a neutral reeve for every team, a
 
head reeve, and 1 monster for every three players
 
Refresh: Abilities Refresh at the 30 minute mark
 
Types Best Supported: Full Class
 
Quest Abilities
 
Quest Abilities are designed to give players more tools in roleplay situations that are common in Quest-type battlegames.
 
These abilities are typically not useful in standard battlegames
 
as they focus more on interaction with a storyline and
 
monsters than they do with combat between players. Quest
 
Abilities are chosen by, or assigned to, each player before the
 
a battlegame begins. The reeve in charge of the battlegame
 
will announce which Quest Abilities, if any, are available to
 
be chosen for a given game and how they are to be selected.
 
Reeving Quest Abilities
 
The use of Quest Abilities should emphasize theatricality and
 
story-telling over strict adherence to mechanics and rules. It is
 
encouraged that each party of players have a reeve designated
 
to them to help adjudicate the interaction between Quest
 
Abilities and the battlegame challenges. If a player can use a
 
Quest Ability in a novel or interesting way that adds to the
 
storyline without being disruptive for other players, allow it. If
 
a player uses a Quest Ability in a way that is disruptive to play
 
or derives an unbalancing gameplay advantage, disallow it.
 
Creating New
 
Quest Abilities
 
New Quest Abilities can be created as-needed for new
 
Battlegames and Quests at the discretion of the game
 
organizer. Here are some basic guidelines for creating new
 
Quest Abilities.
 
1. Should not fundamentally change the nature of
 
any class.
 
2. Should not replicate the behavior or feel of any
 
Magic or Ability.
 
3. Should not eliminate the need to overcome
 
a challenge.
 
4. Should not be something that players would want to
 
use in a normal Battlegame.
 
5. Should not be useful against other players.
 
6. Should be easily described in a couple of lines.
 
7. Should be designed to encourage role-play and
 
creativity without being abusable.
 
8. Should be fun.
 
Quest Ability Hooks
 
Quest Abilities work best when a battlegame has challenges
 
or obstacles that are designed to work with them. Collectively
 
these challenges and obstacles are referred to as Hooks. Here
 
are some basic guidelines for working Hooks into Quests.
 
1. Hooks should never be unsolvable without a Quest
 
Ability; just more difficult or require a different
 
approach.
 
2. Hooks should never preclude a player’s natural
 
abilities, just augment them. For example if a
 
player is confronted by town guards they could
 
attempt to fight their way through or run. The
 
player could also choose to try and name-drop his
 
relationship (real or fake) with a powerful noble in
 
an attempt to bypass a fight. A player who invokes
 
Court Knowledge is more likely to be believed
 
by the guards than a player without it, given the
 
same performance.
 
3. Encourage your NPCs, monsters, and reeves to
 
have fun with Quest Abilities by playing along and
 
acting out the effects of a Quest Ability dramatically
 
where appropriate.
 
4. Don’t feel obligated to provide Hooks for every
 
Quest Ability, but do provide Hooks for a variety of
 
different Quest Abilities that fit with the theme and
 
content of your game. Turn Undead might not be
 
useful when raiding an orc village, and that’s okay.
 
Tribal Knowledge probably would be.
 
5. Hooks should add to the flavor and fun of a
 
battlegame, not slow it down or detract from it. It’s
 
better to cut a bad Hook rather than try and cram it
 
when it doesn’t belong.
 
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Quest Abilities Defined
 
Quest Abilities are activated by announcing the name of the
 
Quest Ability at an appropriate time to the flow of the Quest.
 
For instance Hallowed Ground would need to be announced
 
before combat is initiated whereas Menace can be announced
 
before or after a player attempts to threaten and bully a group
 
of monsters.
 
Affinity for Nature
 
Player is in tune with nature, and the beings who live
 
in harmony with nature. This player will generally
 
be considered a friend by such monsters and NPCs.
 
They will also have knowledge about animals and
 
natural locations.
 
Calm
 
Player gives off an aura of calm. This player will have an
 
advantage when negotiating or dealing with non-hostile
 
monsters and NPCs.
 
Charm
 
Player can initiate a performance that entrances a
 
monster or NPC. The monster will not attack anybody
 
for the duration of the performance or until they feel
 
threatened. The performance must be either a song, a
 
joke, a dance, or a story and may last no longer than 2
 
minutes. 1/game.
 
Court Knowledge
 
Player is familiar with the customs and behaviors of the
 
royal court. The player will have an advantage when
 
dealing with politicians and nobles.
 
Disarm Traps
 
Player has an affinity for mechanical traps. If this player
 
fails to disarm a trap they fare better than other players.
 
Hallowed Ground
 
Player creates a fixed 20’ radius area where no offensive
 
actions can occur for 2 minutes. Actions that are initiated
 
outside the 20’ radius may still affect individuals in the
 
area. 1/game.
 
Magical Knowledge
 
Player has experience with reading magical auras. They
 
can detect and identify magical locks and traps. They
 
also have background information about magical beings
 
and locations.
 
Menace
 
Player gives off an aura of menace that can be sensed
 
by hostile monsters and will have an advantage when
 
attempting to intimidate hostile monsters.
 
Persuasion
 
Intelligent monsters and NPCs find the players
 
arguments more convincing than they otherwise would
 
and are more likely to be influenced by the player.
 
Pick Locks
 
Player has an affinity for mechanical locks. If this player
 
fails an attempt to pick a lock they fare better than
 
other players.
 
Presence
 
Player may converse safely with a group of players,
 
monsters, or NPCs so long as the player takes no hostile
 
action towards them. Monsters and NPCs that are not
 
capable of intelligent thought (animals, slimes, mindless
 
undead, etc) are not affected. Players may choose not to
 
converse but may still not harm the player. May not last
 
longer than 3 minutes. May not be used for scouting or
 
reconnaissance. 1/game.
 
Talk to Dead
 
Dead players, intelligent monsters, and intelligent NPCs
 
can be asked one yes or no question, and must answer
 
truthfully to the best of their ability. May only be used
 
once per target.
 
Tracker
 
Player is an experienced tracker in almost any
 
environment. Player will often be able to determine more
 
information about the kind of monsters and NPCs in the
 
area as well as possible locations of game objectives.
 
Tribal Knowledge
 
Player is familiar with the tribal and clan customs
 
of many cultures. This player will have an edge
 
understanding and negotiating with monsters and NPCs
 
who live in a clan or tribe.
 
Turn Undead
 
Monster and NPC undead (including monsters and NPCs
 
affected by Undead Minion, Greater Undead Minion,
 
Vampirisim, etc) must stay 50’ away from the player and
 
may not initiate any hostile actions towards them. Any
 
undead that is targeted by a hostile action is no longer
 
affected by Turn Undead and may act normally. Lasts for
 
2 minutes. 1/game.
 
Prepared
 
Player is an experienced campaigner and is aware before
 
a Quest starts of any special equipment or circumstances
 
that may be encountered. The reeve in charge of the
 
Quest should privately give the player a brief overview of
 
the monsters and challenges he is likely to encounter.
 
It is the second week since the Emerald Hills has
 
betrayed us and they have laid siege to Barad
 
Duin. I suspect the Burning Lands is behind this.
 
None of our missives for help are getting out,
 
and I believe our kingdom will fall within a
 
fortnight.
 
- Nithanalorn, Pharoh Fean Cala Ra,
 
of Barad Duin.
 
E.P. 7, 45th of Harvest
 
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Playing a class in an Battlegame is a chance to combine physical abilities with tactical and
 
strategic acumen to achieve victory. Classes in Amtgard are designed so that each one brings a
 
unique and valuable set of skills to the field which can be used as part of a team.
 
Often abilities which do not seem useful to you personally may be invaluable when used on
 
teammates. Before picking a class for a game it is important to understand a few simple concepts.
 
Classes
 
Classes Made Easy
 
Classes have levels. Each level unlocks new Traits, Abilities, or Magic you can use. Your
 
level in a class is determined by the number of times you have played that class before. See ‘Credits and
 
Levels’ for more information.
 
Except for Traits, all Abilities and Magic require an Incantation in order to be activated. That’s just a
 
short audible sentence that announces to everybody what is going on.
 
All classes also have a list of weapons and armor they can use regardless of level. Available equipment,
 
along with any additional restrictions or limitations, is listed in the class description.
 
Classes are grouped into two broad categories:
 
Magic-Users: Bard, Druid, Healer, and Wizard.
 
Fighting Classes: Anti-Paladin, Archer, Assassin, Barbarian, Monk, Paladin, Scout, and Warrior
 
Magic-users have access to a broad array of magic, which is listed along with their class description. Fighting
 
classes have fewer, but more focused, abilities to go along with their expanded equipment availability.
 
Abilities for fighting classes are listed like this: Name [Uses] ([Category]) ([Notes])
 
Name: The name of the Ability.
 
Uses: How often the Ability can be used. Possible options are:
 
Unlimited: This Ability may be used any number of times.
 
‘X’/life: This Ability may be used X number of times each life. Each time you respawn you have a fresh set
 
of these ‘per life’ Abilities.
 
‘X’/Refresh: This Ability may be used X number of times per Refresh. You start the game with a full set of
 
these ‘per refresh’ Abilities, but they are only refilled when a Reeve announces a Refresh.
 
Charge: May be used in conjunction with per life or per refresh, or on its own. Charge Abilities can be
 
used any number of times, but must be Charged after the initial uses are expended. See the definition of
 
Charge under the section ‘Magic, Abilities, States, and Special Effects Defined’ for a full explanation of how
 
Charge works.
 
Not listed: This Ability isn’t an activated Ability.
 
Category: What kind of Ability it is. Possible options are:
 
(T): for Trait: This is an always-on self-only Ability which cannot be removed in any way and never
 
requires an Incantation of any sort to start and does not require an Enchantment Strip or count towards the
 
bearer’s Enchantment limit.
 
(ex): for Extraordinary: This Ability is not magical in nature. It could represent poison from a vial
 
or using a piece of twine to fix a broken arrow. An Ability listed as (ex) which is defined as being an
 
Enchantment in its Ability definition generally behaves as an Enchantment but does not count towards the
 
limit of Enchantments that may be worn by a player. See the definition of Enchantment under the section
 
‘Magic, Abilities, States, and Special Effects Defined’ for more information.
 
(m): for Magical:This Ability is magical in nature. If the Definition of this Ability lists it as an Enchantment
 
then it follows all the rules for Enchantments and counts towards the limit of Enchantments that may be
 
worn by a player.
 
Notes: Anything non-standard about the Ability. Typical examples might be Ambulant or Persistent.
 
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Levels and Abilities: Most classes receive Abilities at
 
each level. Some Abilities are presented as a choice. Ability
 
choices may be changed before each new game. Any Ability
 
choice presented as ‘Choose x of y’ allows you to choose up
 
to x of the following y abilities. No duplicates may be chosen
 
unless otherwise noted.
 
Monster
 
No sword and sorcery setting is complete without monsters,
 
those creatures from imagination or legend, both good and
 
evil, that are somehow more (or less) than human. Monsters
 
in Amtgard can represent the smallest, friendliest sprite, the
 
largest most fearsome dragon, or anything else in between.
 
Examples: Centaurs, Dragons, Dwarves, Werewolves,
 
Vampires, Deadly Slime.
 
Monster is a special class, playable only in games where the
 
game designer and local monarch have given their permission
 
for the class to be used. A player’s level in the Monster class
 
determines which Monsters they may portray. For more
 
information and rules regarding the Monster class please refer
 
to the Dor Un Avathar.
 
Peasant
 
Players without class sashes or minimum garb must play
 
Peasant. The only equipment available for peasants to use
 
is either a single short weapon or a single dagger. They
 
may not wear armor or use shields and do not have any
 
class abilities.
 
Credits and Levels
 
If you wish to fight or participate in a battlegame, you must
 
conform to one class for each game. A person may advance in
 
level in a class after having the requisite credits and passing a
 
class test administered by your class Guildmaster. Only one
 
attendance credit may be given on a single day, although
 
Kingdoms may award bonus credits according to their
 
corpora. You must play the class you wish to gain credit in.
 
If no class is played but fighting takes place, you may take a
 
Warrior credit. All classes gain new abilities and levels at the
 
following rate:
 
All classes gain new levels at the following rate:
 
1st Less than 5 credits in that class
 
2nd At least 5 and less than 12 credits in that class
 
3rd At least 12 and less than 21 credits in that class
 
4th At least 21 and less than 34 credits in that class
 
5th At least 34 and less than 53 credits in that class
 
6th 53 or more credits in that class
 
Portraying A Class
 
This section contains a few examples of archetypal medieval
 
and fantasy character types. While the names of the classes
 
reflects a European centric viewpoint, that does not define
 
how you must portray them. You can easily play the Barbarian
 
or Warrior classes as a samurai or the Healer as a necromancer.
 
With a little flair and creativity, the Scout class makes an
 
excellent pirate. Your character and persona are defined
 
through your actions and behavior, not the name of the class
 
that gives you your abilities. The classes exist in a strict form
 
to maintain game balance on the field; it is up to you to give
 
them life, substance, and personality.
 
Classes are listed in the following manner:
 
Name: The name of the class.
 
Role-play Suggestion: This lists historical or fantasy
 
examples of each class plus a brief overview.
 
Garb: Garb that is required to denote playing the class. You
 
are required to dress in medieval/swords and sorcery looking
 
garb in addition to the class specific garb. Failure to do either
 
will result in playing the Peasant class.
 
Requirement: A few classes list experience requirements.
 
If you do not meet these requirements you may not play nor
 
gain credits in that class.
 
Look The Part: This is an extra Ability that is available
 
to a player only if they actively role-play or portray their
 
class. Examples would be acting consistently in character in
 
battlegames, having good class-specific garb, and meaningfully
 
contributing to the atmosphere of the game. This ability need
 
not meet a cookie-cutter definition of the class; any dedicated
 
behavior consistent with a backstory can work. Barbarian, for
 
example, could be played as a refined Samurai rather than
 
a raging viking and still qualify for the bonus. Look The
 
Part abilities are available at first level and are in addition
 
to all other class abilities. Example: A player has a Look The
 
Part ability of Scavenge 1/Life and a normal class ability of
 
Scavenge 1/Life would have Scavenge 2/life. Who qualifies
 
for Look The Part is game-by-game bonus awarded by the
 
group monarch or joint decision of the game reeve and the
 
guildmaster for the class.
 
Armor: Maximum point value of armor the class may wear.
 
You can wear armor with a point value higher then you are
 
allowed use of, but in these cases the armor simply gives
 
you the maximum allowed for your class. Example: a Scout
 
wearing full plate still only gets three points from it.
 
Shields: Largest size shield available to a class.
 
Weapons: Types of weapons the class can use.
 
Limitations: Some classes have restrictions. For example,
 
Barbarians are restricted from receiving Enchantments from
 
other classes.
 
This particular plane’s culture has spawned an unusual set of combat disciplines that the inhabitants call classes.
 
The classes each emphasize different tactics and techniques that give them a definitive character and style. The
 
abundance of magic here causes a curious side effect; even non-casters can often focus their will such that they
 
create magical effects specific to their combat style. - Journal of Makros the Traveler
 
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Archer
 
Everyone knows the legend of the Swiss crossbowman
 
William Tell and historically the Welsh Archers long
 
resisted English rule before making the longbow famous at
 
Agincourt. Other outstanding examples include the Kyudo
 
archers of Shogun-era Japan, and the Sioux Dog Soldiers.
 
Examples: William Tell, Odysseus, Paris of Troy,
 
Minamoto Tametomo
 
Garb: Orange sash and medieval/sword and sorcery
 
looking garb
 
Look The Part: Pick One Ability: Destruction Arrow,
 
Poison Arrow, Pinning Arrow; Unlimited (ex)
 
Armor: 2pts
 
Shields: None
 
Weapons: Dagger, Short, Bow
 
Class Abilities
 
Destruction Arrow
 
T: Specialty Arrow S: Sorcery
 
M: Arrow with red head cover labeled ‘Destruction’.
 
I: “Destruction Arrow”
 
E: This arrow is Armor Destroying and Shield Destroying.
 
Armor Destroying and Shield Destroying are applied after
 
the normal effect of being hit with an arrow is applied.
 
Pinning Arrow
 
T: Specialty Arrow S: Sorcery
 
M: Arrow with yellow head cover labeled
 
‘Pinning’.
 
I: “Pinning Arrow”
 
E: A player struck by this arrow is
 
Stopped for 30 seconds.
 
N: Engulfing.
 
Poison Arrow
 
T: Specialty Arrow S: Death
 
M: Arrow with green head cover
 
labeled ‘Poison’.
 
I: “Poison Arrow”
 
E: This arrow is Wounds Kill.
 
Reload
 
T: Verbal S: Sorcery
 
R: Self
 
I: “I nocked my arrows to my bow, I let them fly,
 
my quiver is low. Now I pause to go reload.” x3
 
E: Player becomes Out of Game and may move
 
about the field retrieving their arrows.
 
L: Must stay at least 10’ away from other
 
players at all times. The player may only
 
remove their Out of Game state in the
 
location they started by stating, “I return
 
with a full quiver” x3.
 
N: May ask reeve for assistance in
 
retrieving arrows that are within 10’
 
of other players.
 
Mend
 
T: Verbal S: Sorcery R: Touch
 
I: “I make this item whole again” x5
 
E: Destroyed item is repaired. One point of armor in one
 
location is repaired.
 
Suppression Arrow
 
T: Specialty Arrow S: Sorcery
 
M: Arrow with purple head cover labeled ‘Suppression’.
 
I: “Suppression Arrow”
 
E: A player struck by this arrow is Suppressed for
 
30 seconds.
 
N: Engulfing.
 
Phase Arrow
 
T: Specialty Arrow S: Sorcery
 
M: Arrow with grey cover labeled ‘Phase’.
 
I: “Phase Arrow”
 
E: This arrow does not interact with ongoing
 
Magic or Abilities. Example: This arrow is
 
not stopped by Stoneskin, Protection from
 
Projectiles, and does not trigger the effects of
 
Troll Blood, Undead Minion, Missile Block, or
 
similar Magic or Abilities.
 
L: This arrow does not supercede the Frozen,
 
Insubstantial, or Out of Game States.
 
Sniper
 
T: Neutral S: Sorcery
 
E: Player may physically carry any number of
 
Specialty Arrows of each type. The frequency
 
of each type of Specialty Arrow Ability
 
becomes 1/Life Charge x3.
 
L: May not fire normal arrows. Only one
 
type of Specialty Arrow may be charged at
 
any given time.
 
Archer Abilities By Level
 
1st Reload 1/Refresh then Charge x3 (ex)
 
Pick two:
 
Destruction Arrow - 1 Arrow / Unlimited (ex),
 
Pinning Arrow - 1 Arrow / Unlimited (ex),
 
Poison Arrow - 1 Arrow / Unlimited (ex)
 
2nd Mend 1/life (ex)
 
3rd Pick two:
 
Destruction Arrow - 1 Arrow / Unlimited (ex),
 
Pinning Arrow - 1 Arrow / Unlimited (ex),
 
Poison Arrow - 1 Arrow / Unlimited (ex)
 
4th Suppression Arrow - 1 Arrow / Unlimited (ex)
 
5th Pick two:
 
Destruction Arrow - 1 Arrow / Unlimited (ex),
 
Pinning Arrow - 1 Arrow / Unlimited (ex),
 
Poison Arrow - 1 Arrow / Unlimited (ex)
 
6th Phase Arrow - 1 Arrow / Unlimited (ex)
 
Optional: Sniper (ex)
 
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Assassin
 
From the Japanese concept of ninja to the classic French
 
highwayman and everything in between. The Assassin
 
represents a wide range of characters relying on speed,
 
agility, and creativity rather than brute force to accomplish
 
their goals.
 
Examples: The ninja, Ebu Tahir, ronin, Hassan-I-Sabah,
 
Altaïr ibn-La’Ahad, Naruto Uzumaki
 
Garb: Black sash and medieval/sword and sorcery
 
looking garb
 
Look The Part: Poison (self-only) 1/Life (ex)
 
Armor: 2pts
 
Shields: None
 
Weapons: Dagger, Short, Long, Light Throwing, Heavy
 
Throwing, Bow
 
Class Abilities
 
Shadow Step
 
T: Verbal S: Sorcery R: Self
 
I: “I Step into the Shadows” x1
 
E: Player becomes Insubstantial.
 
Assassinate
 
T: Verbal S: Death R: 20’
 
I: Say the word “Assassinate” immediately
 
upon killing a person.
 
E: The victim is Cursed.
 
Poison
 
T: Enchantment S: Death R: Self
 
M: Red strip
 
I: “I coat these weapons with a deadly poison” x2
 
E: The next Wound dealt by the bearer in melee is
 
Wounds Kill.
 
Blink
 
T: Verbal S: Sorcery R: Self
 
I: “I vanish from sight”
 
E: Player becomes Insubstantial and can move to any
 
location within 50’ from their starting point.
 
L: Caster may not end State within 10’ of a
 
living enemy.
 
Hold Person
 
T: Verbal S: Command
 
R: 20ft
 
I: “I command thee to stop” x3
 
E: Target player becomes Stopped for 30 seconds.
 
Teleport
 
T: Verbal S: Sorcery R: Self
 
I: “I travel through the aether” x5
 
E: Player becomes Insubstantial and moves directly to
 
a location chosen at the time of casting by the caster.
 
Upon arrival, they must immediately end the effect as
 
per Insubstantial.
 
N: If the player’s Insubstantial state is removed before
 
they have reached their destination, the effects of
 
Teleport end.
 
Coup de Grace
 
T: Verbal S: Death R: 20’
 
I: “Death shall come for thee” x3
 
E: Target player dies.
 
L: Target must be Wounded when the caster begins the
 
Incantation. Although it still functions even if they
 
are healed by the end of the Incantation.
 
Assassin Abilities By Level
 
1st Shadow Step 2/life (ex) (Ambulant)
 
Assassinate Unlimited (ex) (Ambulant)
 
2nd Poison (self-only) 1/Life Charge x3 (ex)
 
3rd Blink 2/life (ex) (Ambulant)
 
4th Hold Person 1/Life (m)
 
5th Teleport (self-only) 2/Life (ex)
 
6th Coup de Grace 1/Life (m)
 
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Barbarian
 
The Chinese, from ancient periods onward, have considered
 
everyone else to be barbarians, and oddly enough it is the
 
Eastern tradition from India to China that gives us the image
 
of civilization defending itself against the nomadic hordes of
 
such peoples as the Tartars, White Huns, Seljuk Turks, and
 
other steppe tribes.
 
Examples: Conan, Yellowbeard, Leif Eriksson, Attila the
 
Hun, Alaric the Vandal, the Voivode
 
Garb: White sash and medieval/sword and sorcery
 
looking garb
 
Look The Part: Blood and Thunder 1/Refresh (ex)
 
Armor: 3pts
 
Shields: Medium
 
Weapons: All Melee, Javelins, Rocks
 
Limitations: May not receive Enchantments from
 
other classes.
 
Class Abilities
 
Berserk
 
T: Granted as Trait S: Sorcery R: Self
 
E: All weapons wielded in melee are Armor Breaking.
 
Fight After Death
 
T: Verbal S: Sorcery R: Self
 
I: “Fight after death” immediately after dying
 
E: Player continues to fight for seven seconds after being
 
killed. Players must Chant this time out loud. As per
 
Chanting, failure to count immediately ends the effect.
 
Players do not receive further Wounds during Fight After
 
Death. Player’s melee weapons are Shield Crushing.
 
L: Players may not activate Abilities or Magic during
 
Fight After Death. Players may not activate Fight After
 
Death if they died while Suppressed, Stunned,
 
Insubstantial, or Frozen. States on the
 
player (Such as Stopped) persist until
 
Fight After Death has ended and are then
 
removed as per the rules for player death.
 
Players may not achieve game objectives nor
 
carry game items while affected by Fight After
 
Death, though they may still kill other players even if
 
that player is a game objective.
 
N: Reeves are encouraged to remove this ability from
 
those who use it in an unsafe manner.
 
Adrenaline
 
T: Verbal S: Spirit R: Self
 
I: “Adrenaline”
 
E: Player heals a wound.
 
L: Kill Trigger.
 
Brutal Strike
 
T: Verbal S: Death R: Unlimited
 
I: “And stay down!”
 
E: Victim is Cursed. Victim is also Suppressed for
 
30 seconds.
 
L: Wound Trigger.
 
Blood and Thunder
 
T: Verbal S: Spirit R: Self
 
I: “Blood and Thunder!”
 
E: Player gains Blessing Against Wounds.
 
L: Kill Trigger.
 
N: Player must still wear a white strip to denote Blessing
 
Against Wounds.
 
Barbarian Abilities By Level
 
1st Immune to Subdual (T)
 
Immune to Command (T)
 
Berserk (T)
 
2nd Fight After Death 1/Refresh (ex) (Ambulant)
 
3rd Adrenaline Unlimited (ex)
 
4th Fight After Death becomes 2/Refresh (ex)
 
(Ambulant)
 
5th Brutal Strike 1/Life (ex) (Ambulant)
 
6th Blood and Thunder 2/Refresh (ex)
 
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Monk
 
Shaolin and Buddhist temples manned by fighting
 
monks who learned to fight with their hands and strange
 
implements when their warlords forbade them to use swords
 
are the classic image of this class. However, many Asiatic and
 
American tribes had strong traditions of wrestling, and the
 
Shogun-era Japanese had a plethora of armed warrior monks
 
whose wrath was feared by even the emperor.
 
Examples: Bruce Lee, Qui Chang Kane, Dread Pirate
 
Roberts, the Bloodguard, Benkei, Pachomius, the Sohe
 
Garb: Grey sash and medieval/sword and sorcery
 
looking garb
 
Look The Part: Heal (self-only) 1/Life(ex)
 
Armor: None
 
Shields: None
 
Weapons: All Melee
 
Class Abilities
 
Enlightened Soul
 
T: Granted as Trait S: Protection R: Self
 
E: Player is unaffected by Verbal magic used at a Range
 
greater than Touch.
 
L: Affects beneficial magic as well as harmful magic. Does
 
not affect (ex) abilities.
 
Missile Block
 
T: Granted as Trait S: Protection R: Self
 
E: Player is allowed to block arrows and projectiles with
 
their weapons and hands without penalty. Any arrow or
 
projectile in motion touched by a weapon wielded or by
 
the hand of the player is nullified.
 
N: Engulfing effects from blocked arrows and
 
projectiles do not activate.
 
Sanctuary
 
T: Verbal S: Protection R: Self
 
I: State “Sanctuary” without any weapons in hand.
 
E: Player and their carried equipment are
 
unaffected by hostile actions originating from
 
within 20’. Must Chant “sanctuary”. Player may
 
normally end Sanctuary at any time by ceasing to
 
chant, or by picking up a weapon with their hand.
 
L: Player may not carry any weapons in hand
 
during Sanctuary. Cannot carry nor affect
 
game items or game objectives while
 
in Sanctuary. Players in Sanctuary
 
may not impede the play of other
 
people in any manner, and must
 
immediately remove themselves
 
from any such situations they find
 
themselves in. May not come within 20’
 
of a non-friendly base.
 
N: If the player is voluntarily touching (other
 
than blocking) or carrying weapons in any
 
fashion (tucked under arms, tied to thongs, etc)
 
at any point during Sanctuary then they may
 
only voluntarily end Sanctuary within 20’ of a friendly
 
base, and must continue chanting until there. Player is
 
still susceptible to Phase Bolt and Phase Arrow.
 
Heal
 
T: Verbal S: Spirit R: Self
 
I: “Sword Cut, spear stab, mace smash, arrow jab,
 
Let the white light of healing descend on thee.
 
Let the white light of healing stop thy spilling blood.
 
Let the white light of healing mend thy bones.
 
Let the white light of healing close thy wounds.
 
Let the white light of healing restore thy vigor.
 
The white light of healing hath healed thee.”
 
E: Heal a Wound
 
Resurrect
 
T: Verbal S: Spirit R: Touch
 
I: “Sword Cut, spear stab, mace smash,
 
arrow jab,
 
Let the white light of healing descend
 
on thee.
 
Let the white light of healing stop thy
 
spilling blood.
 
Let the white light of healing mend
 
thy bones.
 
Let the white light of healing close
 
thy wounds.
 
Let the white light of healing
 
restore thy vigor.
 
The white light of healing hath
 
resurrected thee.”
 
E: Target Dead player is returned to life. NonPersistent Enchantments on the player are
 
removed before the player returns to life. Any
 
Wounds on the player are healed.
 
Magic Ball Block
 
T: Granted as Trait S: Protection R: Self
 
E: Player is allowed to block Magic Balls
 
with their weapons and hands without
 
penalty. Any Magic Ball in motion touched
 
by a weapon wielded or by the hand of the
 
player is nullified.
 
N: Engulfing effects from blocked Magic
 
Balls do not activate.
 
Monk Abilities By Level
 
1st Enlightened Soul (T)
 
Missile Block (T)
 
2nd May use Heavy Thrown (T)
 
3rd Sanctuary 1/Life Charge x5 (ex) (Ambulant)
 
4th Heal (self-only) 1/Life Charge x3 (ex)
 
5th Resurrect 1/Refresh Charge x10 (m)
 
6th Magic Ball Block (T)
 
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Scout
 
Anyone who survives for any time in the wilds learns the lay
 
of the land. Many Native Americans are rightly seen as good
 
trackers or scouts, as were the mountain men who followed.
 
Examples: Strider, Hiawatha, George Washington, Little
 
John, Baden Powel, Robin Hood, Paul Bunyan
 
Garb: Green sash and medieval/sword and sorcery
 
looking garb
 
Look The Part: Heal 1/Life (ex)
 
Armor: 3pts
 
Shields: Small
 
Weapons: Dagger, Short, Long, Heavy Thrown
 
Class Abilities
 
Tracking
 
T: Verbal S: Sorcery R: 20ft
 
I: “Tracking” x3
 
E: Target Insubstantial player immediately has their
 
Insubstantial effect ended.
 
Heal
 
T: Verbal S: Spirit R: Touch
 
I: “Sword Cut, spear stab, mace smash, arrow jab,
 
Let the white light of healing descend on thee.
 
Let the white light of healing stop thy spilling blood.
 
Let the white light of healing mend thy bones.
 
Let the white light of healing close thy wounds.
 
Let the white light of healing restore thy vigor.
 
The white light of healing hath healed thee.”
 
E: Heal a Wound.
 
Release
 
T: Verbal S: Sorcery R: Touch
 
I: “From thy bindings thou art released” x5
 
E: A single ongoing effect or State is removed from the
 
target. Casters choice.
 
L: Cannot remove Cursed.
 
Shadow Step
 
T: Verbal S: Sorcery R: Self
 
I: “I Step Into the Shadows” x1
 
E: Player becomes Insubstantial.
 
Dispel Magic
 
T: Verbal S: Sorcery R: 20’
 
I: “By my power I dispel that magic” x3
 
E: All Enchantments on target are removed.
 
N: Will work through Protection from Magic,
 
Enlightened Soul, Sanctuary, and similar magics
 
and abilities. Will work on players that are Frozen
 
or Insubstantial.
 
Evolution
 
T: Granted as Trait S: Sorcery R: Self
 
E: May wear an additional Enchantment. Evolution does
 
not count towards the bearer’s Enchantment limit.
 
N: This ability does work in conjunction with Attuned
 
or Essence Graft so long as the other limitations of those
 
Enchantments are followed.
 
Hold Person
 
T: Verbal S: Command R: 20’
 
I: “I command thee to stop” x3
 
E: Target player becomes Stopped for 30 seconds.
 
Adaptive Blessing
 
T: Enchantment S: Protection R: Self
 
I: “I enchant thee with this blessing” x3
 
M: White strip
 
E: Bearer becomes Resistant to one of the following
 
Schools: Death, Flame, Subdual, Command, Sorcery.
 
School is chosen at the time of casting. Does not count
 
towards a players Enchantment
 
limit, may not be worn with
 
any other Enchantments from
 
the Protection School.
 
Scout Abilities By Level
 
1st Tracking 2/Life Charge x3 (ex) (Ambulant)
 
May use a bow so long as a shield is not carried
 
2nd Heal 1/Life (ex)
 
Release 1/Life Charge x3 (ex)
 
3rd Shadow Step 1/Life (ex)
 
Dispel Magic 1/Refresh (ex)
 
4th Evolution (T)
 
5th Hold Person 1/Life (m)
 
6th Adaptive Blessing (self-only) 1/Life (ex)
 
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Warrior
 
Pure warrior traditions also abound. Outstanding examples
 
included the 300 Spartans who opposed the great Persian
 
king Xerxes and his 10,000 Immortals, the incredibly warlike
 
five nations of the Iroquois, and the fierce Maori clans native
 
to New Zealand.
 
Examples: William Wallace, Lancelot, Achilles,
 
Spartacus, Mad Martigan, Miyamoto Musashi, Roman
 
Praetorians, and Julius Caesar
 
Garb: Purple sash and medieval/sword and sorcery
 
looking garb
 
Look The Part: Insult 1/Life (m) (Ambulant)
 
Armor: 6pts
 
Shields: Large
 
Weapons: All Melee, Javelins
 
Class Abilities
 
Scavenge
 
T: Verbal S: Sorcery R: Self
 
I: “Scavenge”
 
E: Repair one point of armor in one location, a shield, or
 
a weapon.
 
L: Kill Trigger.
 
Harden
 
T: Enchantment S: Protection R: Self
 
I: “I enchant thee with Harden” x3
 
M: White strip
 
E: Bearers weapons or shield may only be destroyed by
 
Magic Balls/Verbals which destroy objects, e.g. Fireball
 
or Pyrotechnics.
 
L: Will only affect either the weapons or the shield of
 
the bearer, not both.
 
True Grit
 
T: Verbal S: Spirit R: Self
 
I: “The wicked flee when I pursue” immediately after
 
dying
 
E: Player returns to life with their Wounds
 
healed and is immediately Frozen for 30 seconds.
 
Non-Persistent Enchantments on the player are
 
removed before the player returns to life.
 
Insult
 
T: Verbal S: Command R: 20’
 
I: “I command thy attention sirrah” x3
 
E: Victim is unable to attack or cast magic
 
at anyone other than the caster for 30
 
seconds. If the victim of insult is
 
attacked or has magic cast on them
 
by someone other than the
 
caster, the victim of Insult
 
becomes able to choose to
 
attack the offending party
 
as well.
 
Shake It Off
 
T: Verbal S: Spirit R: Self
 
I: ”I shall overcome”
 
E: Shake It Off may be activated at any time the player is
 
alive, even while the player would otherwise be prevented
 
from activating abilities by Stunned, Suppressed, or
 
similar. 10 seconds after activating Shake It Off the player
 
may remove from themselves one State or effect of their
 
choice which was present at the time they activated
 
the ability.
 
Ancestral Armor
 
T: Enchantment S: Protection R: Self
 
I: “May this armor protect you from all forms of harm.”
 
M: White strip
 
E: The effects of a Magic Ball, projectile, or weapon which
 
just struck armor worn by the player are ignored, even
 
if the object would not otherwise affect the armor. The
 
armor loses one point of value in the location struck. This
 
effect will not trigger if the armor has no points left in the
 
location struck. Ancestral Armor is not expended after
 
use and will continue to provide protection until
 
removed with Dispel Magic or similar magic
 
or abilities.
 
L: Phase Arrow and Phase Bolt
 
interact with armor worn by the
 
bearer as though Ancestral
 
Armor was not present.
 
N: Abilities that ignore armor
 
do not trigger Ancestral
 
Armor.
 
Warrior Abilities By Level
 
1st Scavenge Unlimited (ex)
 
2nd Harden (self-only) 1/Life (ex)
 
3rd True Grit (ex) 2/Refresh
 
4th Insult 1/Life (m) (Ambulant)
 
5th Shake It Off 1/Refresh Charge x3 (ex)
 
6th Ancestral Armor (self-only) 3/Refresh (ex) (Swift)
 
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Bard
 
Bardic history is mostly tied in with the early oral tradition
 
of the druids and Norse skalds. Medieval Europe does give us
 
a case of actual singing knights, many of them female, from
 
the independent French province of Aquitaine before it was
 
crushed by the Papacy.
 
Examples: Sarafin, William Shakespeare, Alan O’Dale,
 
Homer, Scheherazade, Circe, Bragi, Snorri Sturluson
 
Garb: Light blue sash and medieval/sword and sorcery
 
looking garb
 
Look The Part: 1 extra point of magic at the Bard’s
 
highest level.
 
Armor: None
 
Shields: None
 
Weapons: Dagger
 
Magic-user: Bards may purchase five points of magic
 
from each level. Unused points from higher levels can be
 
rolled down to lower levels. A list of all magic purchased
 
must be carried at all times.
 
Name Cost Max Frequency Type School Range
 
1st Level
 
Cancel 0 1 Unlimited Neutral Neutral Touch
 
Confidence 1 - 1/Refresh Charge x5 Verbal Sorcery Touch
 
Equipment: Weapon, Short 2 2 - Neutral Neutral -
 
Experienced 2 2 - Neutral Neutral -
 
Insult 1 - 1/Life Verbal Command 20’
 
Release 1 - 1/Life Verbal Sorcery Touch
 
Shove 1 - 1/Life Verbal Sorcery 20’
 
Song of Determination 1 1 Unlimited Enchantment Protection Self
 
2nd Level
 
Empower 1 - 2/Refresh Verbal Sorcery Touch
 
Equipment: Armor, 1 Point 4 1 - Neutral Neutral -
 
Greater Release 1 - 1/Refresh Verbal Sorcery 20’
 
Innate 1 4 1/Refresh Meta-Magic Neutral -
 
Mend 1 - 1/Life Verbal Sorcery Touch
 
Song of Battle 1 1 Unlimited Enchantment Protection Self
 
Song of Visit 1 1 Unlimited Enchantment Protection Self
 
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Name Cost Max Frequency Type School Range
 
3rd Level
 
Awe 1 - 1/Life Verbal Command 20’
 
Battlefield Triage 1 1 1/Refresh Enchantment Spirit Self/Touch: Others
 
Break Concentration 1 - 1/Refresh Verbal Command 20’
 
Extension 1 2 1/Life Meta-Magic Neutral -
 
Equipment: Shield, Small 2 1 - Neutral Neutral -
 
Song of Freedom 1 1 Unlimited Enchantment Protection Self
 
4th Level
 
Amplification 1 - 1/Refresh Verbal Sorcery Touch
 
Equipment: Weapon, Long 3 1 - Neutral Neutral -
 
Restoration 1 - 1/Refresh Verbal Sorcery Touch
 
Sleight of Mind 1 - 1/Refresh Enchantment Sorcery Touch: Others
 
Song of Deflection 1 1 Unlimited Enchantment Protection Self
 
Song of Power 1 1 Unlimited Enchantment Protection Self
 
Suppress Aura 1 - 1/Refresh Verbal Command 50’
 
Swift 1 2 1/Life Meta-Magic Neutral -
 
Terror 1 - 1/Refresh Verbal Death 20’
 
5th Level
 
Agoraphobia 1 - 1/Refresh Verbal Command 20’
 
Ambulant 1 2 1/Life Meta-Magic Neutral -
 
Discordia 1 1 1/Refresh Enchantment Command Self
 
Equipment: Shield, Medium 3 1 - Neutral Neutral -
 
Heart of the Swarm 1 - 1/Refresh Enchantment Spirit Self
 
Lost 1 - 1/Life Verbal Command 20’
 
Song of Survival 1 1 Unlimited Enchantment Protection Self
 
6th Level
 
Combat Caster 2 1 - Neutral Neutral -
 
Dervish 2 1 - Neutral Neutral -
 
Equipment: Armor, 1 Point 2 1 - Neutral Neutral -
 
Legend 1 1 - Neutral Neutral Self
 
Silver Tongue 1 - 1/Refresh Enchantment Sorcery Self/Touch: Others
 
Song of Interference 1 1 1/Refresh Charge x5 Enchantment Protection Self
 
Stun 1 - 1/Refresh Verbal Sorcery 20’
 
E.P. 13, 81st of Sowing
 
“Look around you,”the old man said, leaning on his staff. “History is important. All you see is a thriving Duchy
 
at the end of the rainbow bridge, but this place was built on the ashes of Barad Duin, brought low by their
 
hubris and the anger of the Lands that Burn. Learn your history, so you don’t share the Black Tower’s fate.”
 
- Lazarus, scholar of Bifost
 
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Druid
 
Neolithic anthropological evidence indicates a strong
 
tradition of matriarchy and mother worship in Central
 
Europe, the origin of the proto-Celtic Beaker and Axe
 
peoples. It is highly possible that many if not most early
 
druidic-types were priestesses rather than priests.
 
Examples: Galadriel, Johnny Appleseed, Lady of the
 
Lake, Tom Bombadil
 
Garb: Brown sash and medieval/sword and sorcery
 
looking garb
 
Look The Part: 1 extra point of magic at the Druid’s
 
highest level.
 
Armor: None
 
Shields: None
 
Weapons: Dagger
 
Magic-user: Druids may purchase five points of magic
 
from each level. Unused points from higher levels
 
can be rolled down to lower levels. A list of all magic
 
purchased must be carried at all times.
 
Name Cost Max Frequency Type School Range
 
1st Level
 
Barkskin 1 2 1/Refresh Enchantment Protection Touch: Others
 
Cancel 0 1 Unlimited Neutral Neutral Touch
 
Corrosive Mist 1 1 1/Refresh Enchantment Death Self/Touch: Others
 
Entangle 1 2 2 Balls / Unlimited Magic Ball Subdual Ball
 
Equipment: Weapon, Short 2 2 - Neutral Neutral -
 
Experienced 2 2 - Neutral Neutral -
 
Heat Weapon 1 - 1/Life Charge x3 Verbal Flame 20’
 
Imbue Armor 1 - 1/Refresh Enchantment Protection Touch: Others
 
Mend 1 - 1/Life Verbal Sorcery Touch
 
2nd Level
 
Equipment: Shield, Small 4 1 - Neutral Neutral -
 
Gift of Earth 1 2 1/Refresh Enchantment Protection Touch: Others
 
Heal 1 - 1/Life Verbal Spirit Touch
 
Iceball 1 2 2 Balls / Unlimited Magic Ball Subdual Ball
 
Innate 1 4 1/Refresh Meta-Magic Neutral -
 
Poison 1 - 1/Life Enchantment Death Touch: Others
 
Release 1 - 1/Life Verbal Sorcery Touch
 
Stoneform 1 - 1/Refresh Charge x3 Verbal Protection Self
 
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Name Cost Max Frequency Type School Range
 
3rd Level
 
Attuned 1 2 1/Refresh Enchantment Sorcery Touch: Others
 
Bear Strength 1 - 1/Refresh Enchantment Sorcery Touch: Others
 
Dispel Magic 1 - 1/Refresh Verbal Sorcery 20’
 
Extension 1 2 1/Life Meta-Magic Neutral -
 
Gift of Fire 1 2 1/Refresh Enchantment Flame Touch: Others
 
Greater Mend 1 - 1/Refresh Verbal Sorcery Touch
 
Icy Blast 1 2 1/Life Verbal Sorcery 20’
 
Regeneration 1 - 1/Refresh Enchantment Spirit Touch: Others
 
Stoneskin 1 2 1/Refresh Enchantment Protection Touch: Others
 
4th Level
 
Equipment: Weapon, Long 4 1 - Neutral Neutral -
 
Flame Blade 2 2 1/Refresh Enchantment Flame Touch: Others
 
Force Bolt 1 2 2 Balls / Unlimited Magic Ball Sorcery Ball
 
Gift of Water 1 2 1/Refresh Enchantment Sorcery Touch: Others
 
Golem 1 - 1/Refresh Enchantment Sorcery Touch: Others
 
Lycanthropy 1 2 1/Refresh Enchantment Death Touch: Others
 
Swift 1 2 1/Life Meta-Magic Neutral -
 
Teleport 1 2 1/Life Verbal Sorcery Touch
 
5th Level
 
Ambulant 1 2 1/Life Meta-Magic Neutral -
 
Equipment: Weapon, Great 5 1 - Neutral Neutral -
 
Essence Graft 1 - 1/Refresh Enchantment Sorcery Touch: Others
 
Gift of Air 1 2 1/Refresh Enchantment Protection Touch: Others
 
Heart of the Swarm 1 2 1/Refresh Enchantment Spirit Self
 
Ironskin 1 2 1/Refresh Enchantment Protection Touch: Others
 
Poison Glands 1 2 1/Refresh Enchantment Death Touch: Others
 
Resurrect 2 - 1/Refresh Verbal Spirit Touch
 
Troll Blood 1 2 1/Refresh Enchantment Protection Touch: Others
 
6th Level
 
Avatar of Nature 1 1 - Neutral Neutral -
 
Call Lightning 1 - 1/Refresh Verbal Flame 20’
 
Grasping Tentacles 1 1 1/Refresh Enchantment Command Self
 
Imbue Weapon 1 - 1/Refresh Enchantment Death Touch: Others
 
Naturalize Magic 1 2 1/Refresh Enchantment Sorcery Self
 
Ranger 2 1 - Neutral Neutral -
 
Summoner 2 1 - Neutral Neutral -
 
Word of Mending 1 - 1/Refresh Verbal Sorcery Touch
 
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Healer
 
This image has been somewhat forged between clerics and
 
the “hedge mages” that preceded Christianity. Our modern
 
view of the fighting “Healer” stems from early medieval
 
clerical use of bludgeoning weapons, so as not to break the
 
implied biblical prohibition against drawing blood.
 
Examples: Hippocrates, Chiron, Elrond, Rath, Galenus,
 
and the Hospitaller
 
Garb: Red sash and medieval/sword and sorcery
 
looking garb
 
Look The Part: 1 extra point of magic at the Healer’s
 
highest level.
 
Armor: None
 
Shields: None
 
Weapons: Dagger
 
Magic-user: Healers may purchase five points of magic
 
from each level. Unused points from higher levels can be
 
rolled down to lower levels. A list of all magic purchased
 
must be carried at all times.
 
Name Cost Max Frequency Type School Range
 
1st Level
 
Banish 1 - 1/Life Verbal Spirit 20’
 
Blessing Against Wounds 1 - 1/Life Enchantment Protection Touch: Others
 
Cancel 0 1 Unlimited Neutral Neutral Touch
 
Equipment: Shield, Small 2 1 - Neutral Neutral -
 
Equipment: Weapon, Short 3 2 - Neutral Neutral -
 
Experienced 2 2 - Neutral Neutral -
 
Harden 1 - 1/Refresh Enchantment Protection Touch: Others
 
Heal 1 1 Unlimited Verbal Spirit Touch
 
Release 1 - 2/life Charge x3 Verbal Sorcery Touch
 
2nd Level
 
Adaptive Blessing 1 2 1/Life Enchantment Protection Touch: Others
 
Entangle 1 4 2 balls / Unlimited Magic Ball Subdual Ball
 
Equipment: Weapon, Hinged 3 1 - Neutral Neutral -
 
Greater Release 1 - 1/Refresh Verbal Sorcery 20’
 
Hold Person 1 - 1/Life Charge x3 Verbal Command 20’
 
Innate 2 2 1/Life Meta-Magic Neutral -
 
Sever Spirit 1 - 1/Life Charge x3 Verbal Spirit 20’
 
Shove 1 - 1/Life Verbal Sorcery 20’
 
Summon Dead 1 - 1/Life Charge x3 Verbal Spirit 50’
 
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Name Cost Max Frequency Type School Range
 
3rd Level
 
Adaptive Protection 1 - 1/Refresh Enchantment Protection Touch: Others
 
Astral Intervention 1 - 1/Life Charge x3 Verbal Command 20’
 
Equipment: Shield, Medium 2 1 - Neutral Neutral -
 
Extension 1 2 1/Life Meta-Magic Neutral -
 
Greater Harden 2 - 1/Refresh Enchantment Protection Touch: Others
 
Iceball 1 2 2 Balls / Unlimited Magic Ball Subdual Ball
 
Mend 1 - 1/Life Verbal Sorcery Touch
 
Resurrect 1 - 1/Refresh Charge x5 Verbal Spirit Touch
 
Undead Minion 1 - 1/Refresh Enchantment Death Touch: Others
 
4th Level
 
Blessing Against Harm 1 - 1/Refresh Enchantment Protection Touch: Others
 
Circle of Protection 1 1 1/Refresh Charge x10 Enchantment Protection Self
 
Greater Heal 1 - 1/Life Verbal Spirit Touch
 
Imbue Shield 1 - 1/Refresh Enchantment Protection Touch: Others
 
Protection from Projectiles 1 - 1/Refresh Enchantment Protection Touch: Others
 
Swift 1 2 1/Life Meta-Magic Neutral -
 
Teleport 1 2 1/Life Verbal Sorcery Touch
 
5th Level
 
Abeyance 1 2 1 Ball / Unlimited Magic Ball Subdual Ball
 
Ambulant 1 - 1/Refresh Meta-Magic Neutral -
 
Blessed Aura 1 - 1/Refresh Enchantment Protection Touch: Others
 
Dispel Magic 1 - 1/Refresh Verbal Sorcery 20’
 
Enlightened Soul 1 - 1/Refresh Enchantment Protection Touch: Others
 
Greater Resurrect 1 - 1/Refresh Verbal Spirit Touch
 
Greater Undead Minion 2 - 1/Refresh Enchantment Death Touch: Others
 
Steal Life Essence 1 2 1/Life Verbal Death Touch
 
6th Level
 
Ancestral Armor 2 - 1/Refresh Enchantment Protection Touch: Others
 
Mass Healing 1 1 1/Refresh Enchantment Spirit Self
 
Necromancer 1 1 - Neutral Neutral -
 
Persistent 1 - 1/Life Meta-Magic Neutral -
 
Phoenix Tears 1 - 1/Refresh Enchantment Spirit Touch: Others
 
Priest 1 1 - Neutral Neutral -
 
Protection from Magic 1 - 1/Refresh Enchantment Protection Touch: Others
 
Stun 1 4 1/Refresh Verbal Sorcery 20’
 
Warder 2 1 - Neutral Neutral -
 
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Wizard
 
The alchemists of the Dark Ages can be said to be Wizards,
 
but 10,000-year old cave paintings in France indicate that the
 
concept of fusing the spirit and physical worlds has been with
 
us since the start.
 
Examples: Alannon, Gandalf, Morgana le Fey, Merlin,
 
Edward and Alphonse Elric
 
Garb: Yellow sash and medieval/sword and sorcery
 
looking garb
 
Look The Part: 1 extra point of magic at the
 
Wizard’s highest level.
 
Armor: None
 
Shields: None
 
Weapons: Dagger
 
Magic-user: Wizards may purchase five points of
 
magic from each level. Unused points from higher levels
 
can be rolled down to lower levels. A list of all magic
 
purchased must be carried at all times.
 
Name Cost Max Frequency Type School Range
 
1st Level
 
Banish 1 - 1/Life Verbal Spirit 20’
 
Cancel 0 1 Unlimited Neutral Neutral Touch
 
Equipment: Weapon, Short 2 1 - Neutral Neutral -
 
Experienced 2 2 - Neutral Neutral -
 
Force Barrier 1 - 1/Refresh Verbal Sorcery Self
 
Force Bolt 1 4 3 Balls / Unlimited Magic Ball Sorcery Ball
 
Heat Weapon 1 - 1/Life Verbal Flame 20’
 
Mend 1 - 1/Life Verbal Sorcery Touch
 
Shove 1 - 1/Life Charge x3 Verbal Sorcery 20’
 
2nd Level
 
Astral Intervention 1 - 1/Life Verbal Command 20’
 
Break Concentration 1 - 1/Life Verbal Command 20’
 
Entangle 1 3 2 Balls / Unlimited Magic Ball Subdual Ball
 
Innate 1 - 1/Refresh Meta-Magic Neutral -
 
Planar Grounding 1 - 1/Refresh Verbal Sorcery 20’
 
Release 1 - 1/Life Verbal Sorcery Touch
 
Suppression Bolt 1 3 1 Ball / Unlimited Magic Ball Subdual Ball
 
Teleport 1 2 1/Life Verbal Sorcery Touch
 
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Name Cost Max Frequency Type School Range
 
3rd Level
 
Dispel Magic 1 - 1/Refresh Charge x3 Verbal Sorcery 20’
 
Dragged Below 1 - 1/Refresh Verbal Death 20’
 
Extension 1 2 1/Life Meta-Magic Neutral -
 
Greater Mend 1 - 1/Refresh Verbal Sorcery Touch
 
Hold Person 1 - 1/Life Verbal Command 20’
 
Iceball 1 3 2 Balls / Unlimited Magic Ball Subdual Ball
 
Lightning Bolt 1 4 1 Ball / Unlimited Magic Ball Flame Ball
 
Ravage 1 - 2/life Verbal Death 20’
 
Shatter Weapon 1 - 1/Refresh Verbal Sorcery 20’
 
Throw 1 - 1/Refresh Verbal Sorcery 20’
 
4th Level
 
Destroy Armor 1 - 2/Refresh Verbal Death 20’
 
Dimensional Rift 1 - 1/Refresh Verbal Sorcery 20’
 
Fireball 1 4 1 Ball / Unlimited Magic-Ball Flame Ball
 
Icy Blast 1 - 1/Refresh Verbal Sorcery 20’
 
Shatter 1 - 1/Refresh Verbal Sorcery 20’
 
Suppress Aura 1 - 1/Refresh Verbal Command 50’
 
Swift 1 2 1/Life Meta-Magic Neutral -
 
Vampirism 1 - 1/Refresh Enchantment Death Touch: Others
 
Wounding 1 - 1/Refresh Charge x3 Verbal Death 20’
 
5th Level
 
Ambulant 1 2 1/Life Meta-Magic Neutral -
 
Contagion 1 - 1/Refresh Enchantment Death Touch: Others
 
Equipment: Weapon, Long 4 1 - Neutral Neutral -
 
Phase Bolt 1 4 1 Ball / Unlimited Magic-Ball Sorcery Ball
 
Pyrotechnics 1 2 1/Refresh Verbal Flame 50’
 
Steal Life Essence 1 2 1/Life Verbal Death Touch
 
Void Touched 1 2 1/Refresh Enchantment Sorcery Touch: Others
 
Ward Self 1 2 1/Refresh Enchantment Protection Self
 
6th Level
 
Battlemage 2 1 - Neutral Neutral -
 
Elemental Barrage 1 2 1/Refresh Verbal Sorcery Self
 
Evoker 2 1 - Neutral Neutral -
 
Finger of Death 1 - 1/Refresh Verbal Death 20’
 
Persistent 2 - 1/Refresh Meta-Magic Neutral -
 
Protection from Magic 1 - 1/Refresh Enchantment Protection Touch: Others
 
Sphere of Annihilation 2 1 1 Ball / Unlimited Magic Ball Sorcery Ball
 
Warlock 2 1 - Neutral Neutral -
 
Word of Mending 1 - 1/Refresh Verbal Sorcery Touch
 
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Anti-Paladin
 
These are the standard bad guys of legend. Almost any
 
adversary in a stock fantasy movie can qualify as an AntiPaladin, but historical cases abound – ranging from Vlad
 
Dracul’s persecution of Turkish prisonersto Mongolwarlords
 
boiling opposing chieftains alive.
 
Examples: The Kurgan, Mordred, the Black Knight,
 
the Nazgul, Sir Francis Dashwood
 
Garb: White belt and an openly displayed black phoenix
 
on clothing or armor and medieval/sword and sorcery
 
looking garb
 
Requirements: Must be a knight.
 
Look The Part: Awe 1/life (m)
 
Armor: 4pts
 
Shields: Large
 
Weapons: All Melee, javelins
 
Class Abilities
 
Poison
 
T: Enchantment S: Death R: Self
 
M: Red strip
 
I: “I coat these weapons with a deadly poison” x2
 
E: The next Wound dealt by the bearer in melee is
 
Wounds Kill.
 
Steal Life Essence
 
T: Verbal S: Death R: Touch
 
I: “Steal life”
 
E: Caster may heal a wound or instantly Charge an ability.
 
L: May only be used on a dead player. That player is
 
Cursed. Does not work on Cursed players. The caster still
 
gains the effect even if the dead player is unaffected.
 
N: In order to charge an ability, the name of the ability
 
being charged must still be stated immediately after the
 
incantation.
 
Brutal Strike
 
T: Verbal S: Death R: Unlimited
 
I: “And stay down!”
 
E: Victim is Cursed. Victim is also
 
Suppressed for 30 seconds.
 
L: Wound Trigger.
 
Awe
 
T: Verbal
 
S: Command
 
R: 20’
 
I: “I command thee
 
awed” x3
 
E: Target may not
 
attack or cast magic at
 
the caster. Target must
 
remain at least 20’ away
 
from the caster unless
 
forced there by another Magic
 
or Ability. Lasts 30 seconds.
 
N: If the caster attacks or
 
begins casting another magic
 
at the target, this spell’s effect
 
is negated.
 
Undead Minion
 
T: Enchantment S: Death R: Touch: Others
 
I: “Flesh rots, bones break, skulls sigh, spirits take
 
let the power of my will descend on thee
 
let the power of my will restore thy spirit
 
let the power of my will knit thy corpse
 
let the power of my will give thee direction
 
let the power of my will cheat thy death
 
by the power of my will, arise my minion!”
 
M: Yellow strip
 
E: 1. Bearer does not die or respawn as normal.
 
2. Bearer is Cursed, Fragile, and Suppressed.
 
3. When the bearer would normally die, they instead
 
become Insubstantial, remove all Wounds, and must
 
return to the caster as soon as possible. Insubstantial
 
players may not move more than 10’ from the caster and
 
may not speak. The caster may touch the player and then
 
Incant “Rise and fight again” x10 to end this Insubstantial
 
State so long as no living enemies are within 10’ of the
 
bearer.
 
4. If this Enchantment’s Insubstantial is removed
 
from the Bearer in any other manner than outlined
 
in item 3 (or prevented entirely) this Enchantment
 
is removed.
 
5. If the caster dies, this Enchantment is removed
 
the next time the bearer returns to the caster.
 
6. If the Enchantment is removed, the bearer dies.
 
7. For the duration of the Enchantment, the
 
Caster is considered the players respawn.
 
8. Dead players may be targeted by Undead
 
Minion and are immediately returned to
 
life with all Wounds removed and the
 
Insubstantial State applied.
 
L: 1. The Insubstantial State imposed by
 
Undead Minion can be removed or prevented
 
by any Magic or Ability which would normally
 
be capable of removing Insubstantial or
 
preventing Insubstantial such as Tracking,
 
Planar Grounding, Release, or similar Magic
 
and Abilities.
 
2. This Enchantment is removed by Banish and
 
Dimensional Rift if used on the player while they
 
are Insubstantial.
 
3. The caster may not have more than three
 
active Greater Undead Minion and Undead
 
Minion Enchantments combined.
 
Anti-Paladin Abilities By Level
 
1st Immune to Command (T)
 
Immune to Flame (T)
 
2nd Poison (self-only) 1/Refresh then Charge x3 (ex)
 
3rd Steal Life Essence 1/life (m)
 
4th Brutal Strike 1/Life (ex) (Ambulant)
 
5th Awe 1/life (m)
 
6th Undead Minion 2/Refresh (m)
 
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Paladin
 
The perfect good guy comes to save the day. Paladins exist
 
in the myths and legends of all cultures. Be it the Geatlander
 
Beowulf slaying Grendel or the Norse god Thor battling
 
the Midgaard Serpent, Paladins have been with us since
 
prehistory.
 
Examples: Joan of Arc, Galahad, King Arthur, Roland,
 
Percival, Don Quixote, Arcite, Phocion, Dietrich
 
von Bern
 
Garb: White belt and an openly displayed white phoenix
 
on clothing or armor and medieval/sword and sorcery
 
looking garb
 
Requirements: Must be a knight.
 
Look The Part: Awe 1/Life (m)
 
Armor: 4pts
 
Shields: Large
 
Weapons: All Melee, Javelins
 
Class Abilities
 
Heal
 
T: Verbal S: Spirit R: Touch
 
I: “Sword Cut, spear stab, mace smash, arrow jab,
 
Let the white light of healing descend on thee.
 
Let the white light of healing stop thy spilling blood.
 
Let the white light of healing mend thy bones.
 
Let the white light of healing close thy wounds.
 
Let the white light of healing restore thy vigor.
 
The white light of healing hath healed thee.”
 
E: Heal a Wound.
 
Extend Immunities
 
T: Enchantment S: Protection R: Touch: Others
 
I: Tie strip on target: “May the blessing of my god protect
 
thee” x3
 
M: White strip
 
E: The target player gains either Resistant to
 
Command or Resistant to Death.
 
L: Type of Ability must be chosen at the time
 
of casting and may not be changed. The caster may
 
only have one instance of Extend Immunities
 
active at a time.
 
Resurrect
 
T: Verbal S: Spirit R: Touch
 
I: “Sword Cut, spear stab, mace smash, arrow jab,
 
Let the white light of healing descend on thee.
 
Let the white light of healing stop thy spilling blood.
 
Let the white light of healing mend thy bones.
 
Let the white light of healing close thy wounds.
 
Let the white light of healing restore thy vigor.
 
The white light of healing hath resurrected thee.”
 
E: Target Dead player is returned to life. NonPersistent Enchantments on the player are removed
 
before the player returns to life. Any Wounds on the
 
player are healed.
 
Awe
 
T: Verbal S: Command R: 20’
 
I: “I command thee awed” x3
 
E: Target may not attack or cast magic at the caster.
 
Target must remain at least 20’ away from the caster
 
unless forced there by another Magic or Ability. Lasts
 
30 seconds.
 
N: If the caster attacks or begins casting another magic at
 
the target, this spell’s effect is negated.
 
Protection from Magic
 
T: Enchantment S: Protection R: Self or Touch:
 
Others
 
I: “I enchant thee with protection from magic” x5
 
M: White strip
 
E: Bearer is unaffected by magic from any school.
 
Upon death the player is Cursed.
 
N: This effect does not interact with other
 
Enchantments worn by the bearer.
 
Paladin Abilities By Level
 
1st Immune to Command (T)
 
Immune to Death (T)
 
2nd Heal 1/Refresh then Charge x3 (m)
 
3rd Extend Immunities 1/Refresh Charge x5 (ex)
 
4th Resurrect 2/Refresh (m)
 
5th Awe 1/Life (m)
 
6th Protection from Magic (self/touch: others)
 
2/Refresh (m)
 
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One of the key concepts of Amtgard is the magic and abilities
 
that classes have access to in battlagames.These concepts are
 
broken into three basic categories that are further defined
 
individually in this section.
 
Magic and Abilities are typically actions that are performed
 
by a player using an incantation. It might range from hiding
 
in the shadows to picking a lock to throwing a fireball.
 
Each Magic and Ability is individually defined later on in
 
this section.
 
States are normally the result of a Magic or Ability used by
 
a player. A State is a result that stays on a player until it is
 
removed by the duration ending, respawning, or another
 
Magic or Ability. See the States section for more information.
 
Special Effects are typically triggered events that have a
 
specific result. Special Effects are often tied to hits from
 
weapons, Magic Balls, or Verbals. A Special Effect differs from
 
a State in that it has an instantaneous result. The result may
 
continue, but the Special Effect is done once it has triggered.
 
For instance if armor is destroyed by the Armor Destroying
 
Special Effect from a Fireball then the only way to get the
 
armor back is to repair it using Mend (or a similar Magic
 
or Ability).
 
Magic, Abilities, States and Special Effects
 
Magic, Abilities, States, and
 
Special Effects Made Easy
 
The number and variety of Magic, Abilities, States, and Special Effects can seem overwhelming, but it doesn’t
 
have to be. Here are a few quick steps to help you learn what you need to know to play on the field with magic
 
and abilities.
 
Only three things can adversely affect you: Weapons, Magic Balls, and Verbals.
 
Weapons and Magic Balls have to physically hit you or your equipment to have an effect. No hit, no effect,
 
no problem.
 
Engulfing Magic Balls (Iceball, etc) and weapons (Pinning Arrow, etc) can affect you by hitting your equipment
 
or garb. Everything else has to hit your body. Engulfing isn’t terribly common.
 
Verbal Magic and Abilities all follow the same format: They state your name, point at you, and say an incantation
 
of three repetitions of a phrase that activates the Verbal.
 
All offensive Verbals have very descriptive incantations. The incantation typically contains the School and the
 
State of the Magic or Ability being used. Example: The incantation for Hold Person is “I command thee to stop”
 
three times; The School is ‘Command’ and the State it inflicts is ‘Stopped’.
 
No Verbal has a range greater than 50’. If you can get further away from the caster than that you won’t be affected.
 
There are lots of Magic and Abilities, but only a few results. If you read through and understand the States Defined
 
and Special Effects Defined sections below you will understand the result of any Magic or Ability used against
 
you in combat on the field. All offensive combat abilities (with very few exceptions) result in one of those States
 
or Special Effects. If you don’t know what a magic or ability does by its incantation don’t worry; ask the caster
 
to explain and they can communicate to you in just a couple of words exactly what happened using States and
 
Special Effects.
 
Immunities are also very simple: If the Magic or Ability targeting you is of a given School (which
 
is always part of the incantation) and you have Immunity to that School, then the magic or
 
ability has no effect on you. The only exceptions are if they affect your equipment or your
 
Enchantments instead of you yourself, but there are only a few Magics and Abilities that do
 
that. If you are unaffected by a Magic or Ability, you must announce it when the Magic or
 
Ability is complete. You can also let them know before hand if you’re feeling generous.
 
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4. Charged Magic and Abilities that are per life or per
 
Refresh lose their Charge when they are replenished.
 
Example: A Charged Ability which is ‘1/Life Charge
 
x3’ loses its Charge when a player begins a new life,
 
but may be Charged normally once the standard perlife uses have been consumed.
 
5. The ability being Charged must be designated at the
 
beginning of the Charge.
 
6. You may only have one instance of a given Magic or
 
Ability Charged at a time. Example: An Ability listed
 
as 2/life Charge x3 may only be Charged once both
 
per-life uses have been expended, and may only have
 
a single instance of the Ability Charged thereafter.
 
7. Only Magic and Abilities which may be Charged can
 
benefit from Innate, Steal Life Essence, etc.
 
Charge Incantation: The Incantation (see Incantation
 
for general rules about Incantations) that is used to Charge
 
an ability. A single ‘Charge Incantation’ is repeating the
 
following phrase:
 
“Out of battle I pause to rest,
 
I take some time to catch my breath.
 
Return to me my fleeting power
 
To aid me in my darkest hour.”
 
The Charge Incantation requires an empty hand and must be
 
audible out to 20’.
 
Enchantments: Enchantments are ongoing magics and
 
abilities that remain until they are used up or removed.
 
1. Enchantments must be denoted by an appropriately
 
colored strip attached to the enchanted person.
 
a. Offensive enchantments are denoted by a red strip
 
b. Defensive enchantments are denoted by a
 
white strip
 
c. Miscellaneous enchantments are denoted by a
 
yellow strip
 
2. Enchantments may only be carried one at a time by a
 
player, unless otherwise noted.
 
3. Enchantments may only be cast on willing players.
 
4. Enchantments are always placed on players.
 
Some Enchantments carried by players affect
 
the equipment they carry or use as noted in the
 
Enchantments description.
 
5. If a person bearing an Enchantment is killed
 
the Enchantment remains but becomes inactive.
 
Respawning removes any Enchantments from a
 
player and their equipment unless the Enchantments
 
are Persistent. If the person is returned to the same
 
life, as opposed to respawning, then Enchantments
 
are preserved and will function again, unless
 
otherwise noted.
 
a. If a player voluntarily moves after having died then
 
the Enchantments they carried are removed. Does
 
not apply to Persistent Enchantments.
 
b. If a player voluntarily takes a death, all
 
Enchantments carried are removed.
 
6. Players may not cast Enchantments on themselves with
 
the exception of Enchantments with a range of ‘Self’.
 
Magic and Ability
 
Mechanics Defined
 
This section defines the different parts of Magics and Abilities
 
and the terminology used to explain how they work.
 
Ability: Powers or skills that must be activated to be used.
 
1. Ability Enchantments denoted as Magical (m) in the
 
class description count towards the bearers limit for
 
carried Enchantments. May be removed by Magic that
 
removes Enchantments, such as Dispel.
 
2. Ability Enchantments denoted as Extraordinary
 
(ex) in the class description do not count towards
 
enchantment limits or count for the purposes
 
of Attuned, Essence Graft, or similar magic and
 
abilities. May be removed by Magic that removes
 
Enchantments, such as Dispel.
 
3. Unless otherwise specified, Ability enhanced
 
equipment cannot be used except by the player who
 
enhanced the equipment. For instance: an Archer
 
cannot loan his Poison Arrow to another player, even
 
another Archer.
 
4. Abilities that are denoted as Ambulant in the class
 
description do not require the statement of ‘Ambulant’
 
before their incantation.
 
5. Ability Incantations follow all the rules of magical
 
Incantations unless otherwise noted. Incantations for
 
Abilities listed as Extraordinary (ex) do not require a
 
free hand.
 
6. Abilities granted via an Enchantment retain the
 
original School of the Ability, not the School of
 
the Enchantment.
 
Chant: An audible component required by some magics and
 
abilities that sustains their continuing function. Under normal
 
circumstances a player may voluntarily end an ability with
 
an ongoing chant at any time. The audible components of a
 
Chant must be spaced no further than five seconds apart and
 
audible to 50’. Unless otherwise noted failure to Chant ends
 
the effect. May be spoken while moving. Only one Chant can
 
be maintained at a time.
 
Charge: Some Magic and Abilities may continue to be used
 
after their per-life or per-refresh uses are consumed. These
 
Magic and Abilities are denoted with the word “Charge” and
 
a number after them. In order to gain an additional per-life
 
or per-refresh use of a Charge Magic or Ability the Charge
 
Incantation must be repeated in full the number of times
 
indicated by number after Charge. For instance an Ability
 
labeled ‘Charge x3’ requires three full repetitions of the
 
Charge Incantation in order to be usable.
 
Unless otherwise noted:
 
1. Once an ability has been Charged, it may then be held
 
for later use in the same game. Once it is used you
 
may then Charge it again for another use.
 
2. Any Incantation to activate a Charged ability is
 
separate from the Charge Incantation.
 
3. Charges for per-refresh Magic and Abilities carry
 
between lives; a per-refresh Ability Charged on a
 
previous life and not used can be used on the next life.
 
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7. Enchantments may be removed by Dispel Magic, but
 
not by Release or similar magics and abilities.
 
8. Enchantments that have a definite number of
 
uses, such as Blessing Against Harm or Grasping
 
Tentacles, are removed when their last use is
 
expended (even if ineffective against their target.
 
i.e. discharging Poison against a target Immune
 
to the Death School still expends that use of
 
Poison). These Enchantments are still removed by
 
Dispel Magic, Resurrect, or other Enchantment
 
removing mechanics.
 
9. States, Abilities, and Special Effects imparted by
 
Enchantments to their bearer cannot be removed
 
in any way while the Enchantment is active and
 
are removed when the Enchantment is removed,
 
unless otherwise noted. Example One: A player
 
bearing Corrosive Mist is Stopped. When they die
 
the Enchantment becomes inactive and the Stopped
 
State is removed since all States, except Cursed,
 
are removed by death. If the player is returned to
 
life in a manner that preserves his Enchantments
 
then he will again become Stopped as Corrosive
 
Mist becomes active again and re-applies the State.
 
Example Two: A player bearing Protection From
 
Magic is killed and becomes Cursed by Protection
 
From Magic. Protection From Magic becomes
 
inactive after he dies but the Cursed State persists
 
as Cursed is not removed by player death. Since
 
Protection From Magic is no longer active the
 
Cursed State would be removable by Greater Release
 
or similar means.
 
10. Special Effects granted to equipment via
 
Enchantments are considered magical and
 
have a School corresponding to the School of
 
the Enchantment.
 
11. Enchantments worn (or a summary of their
 
effects) must be announced at the beginning of an
 
engagement if possible. Enchantments worn must
 
always be announced when requested.
 
Engulfing: Engulfing effects affect the victim even if they
 
hit only garb, worn equipment, or wielded equipment. Other
 
effects only function on items or players they physically touch.
 
Incantation: The verbal component required by some
 
magics and abilities that initiates their function.
 
Magic and Abilities used at a Range greater than Touch
 
require that the target be indicated by name. Example: “Timmy,
 
I command thee to stop, I command thee to stop, I command thee
 
to stop.” If the name of the target is not known, or if the casting
 
player prefers, they may instead point at the target with a
 
free hand and name their class and a descriptor. Example:
 
<Point with a free hand> “Warrior in blue, I command thee to
 
stop, I command thee to stop, I command thee to stop.” When
 
targeting a piece of equipment the caster must explicitly define
 
the equipment in addition to the player most recently using
 
it. Example: “Timmy, blue sword on hip, I call upon flame to
 
heat that sword, I call upon flame to heat that sword, I call upon
 
flame to heat that sword.”
 
Unless otherwise noted all Incantations:
 
1. Must be said loudly and clearly enough to be heard
 
within 50’ or by the recipient, whichever is closer.
 
Incantations for Magic or Abilities which target
 
self must be audible to within 20’. In the event of a
 
disagreement over audible range, consult a reeve.
 
2. Unless otherwise noted in the Magic/Ability
 
description a player may not move their feet when
 
incanting. If a player moves their feet the incant
 
is interrupted.
 
3. Improper wording, mispronunciation, a gap of more
 
than two seconds between words, or omitting words
 
will all result in an interrupted Incantation.
 
4. An interrupted incantation does not result in a
 
magic or ability being consumed. Interrupted
 
Incantations must be restarted from the beginning.
 
5. Require the caster to have an empty hand with the
 
exception of holding Material Components or the
 
target of a Touch Range magic.
 
6. Starting an Incantation renders the player’s active
 
Magic Balls inactive and interrupts any other
 
Incantation or Chant the player has in progress.
 
7. Meta-magic used must be stated immediately prior
 
to beginning the incantation for the modified
 
magic. Abilities marked as Ambulant in the class
 
description ignore this requirement.
 
8. Require the target to be at least partially visible
 
at the end of the Incantation to be effective. If the
 
target is not at least partially visible the Ability or
 
Magic is still used up.
 
Completing an Incantation results in an Ability or Magic
 
being used up, regardless of if the target was valid or affected.
 
Kill Trigger: Some magics and abilities have special
 
circumstances that must be met before they can be activated.
 
Magics and abilities with the Kill Trigger Limitation can only
 
be used within 30 seconds after the caster strikes the final blow
 
to kill an enemy in melee combat (or causes the activation
 
of any effects which allow the player struck to avoid death
 
such as Undead Minion, Song of Survival, or other similar
 
magic and abilities). The caster must be outside of 10’ of a
 
living enemy, and may only use the ability once per eligible
 
killing blow.
 
Magic Armor: Magic Armor is provided by some
 
Enchantments. The specific enchantment will denote a
 
number of points of Magic Armor that are granted to each
 
hit location.
 
1. Magic Armor never stacks with other Magic Armor
 
and may not be worn with normal armor. If Magic
 
Armor is granted from two different sources only
 
the highest value present is used and all others are
 
ignored. Example: A player is wearing both Gift of
 
Earth (2 points of Magic Armor) and Barkskin (1
 
point of Magic Armor). Since Gift of Earth is the
 
highest value the Magic Armor from Barkskin is
 
ignored. If Gift of Earth is removed the player will
 
have a new Magic Armor maximum of 1 point. All
 
locations greater than 1 point will be lowered to
 
1 point while all locations at 1 point or lower will
 
remain unchanged.
 
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2. Magic Armor may be the target of magic or effects
 
that affect armor such as Armor Breaking, Fireball,
 
etc.
 
3. Magic Armor may be repaired like any other armor.
 
4. Magic Armor covers all locations on a player
 
without any gaps in coverage.
 
5. Unless otherwise noted in the description of the
 
Enchantment, Magic Armor can never benefit
 
from armor enhancement abilities or magics such
 
as Ancestral Armor or Imbue Armor. Example:
 
Stoneskin is naturally considered Ancestral Armor,
 
but Barkskin can not benefit from Ancestral Armor
 
in any way.
 
6. Players may wear more Magic Armor than their
 
class maximum allows. A class which cannot wear
 
any armor can still wear Magic Armor.
 
7. Unless otherwise noted Magic Armor behaves
 
identically to normal armor.
 
8. The presence of Magic Armor must be announced
 
to any opponents at the beginning of an engagement
 
if possible; Magic Armor should not result in a
 
‘surprise survival’.
 
Magic Balls: Magic Balls which are thrown and strike a
 
player or object can have various effects.
 
Unless otherwise noted:
 
1. A magic-user may physically carry only the number
 
of Magic Balls purchased. Pages and other players
 
may not carry extra Magic Balls for magic-users.
 
2. Once a Magic Ball’s Incantation has been said, it is
 
considered active until thrown or interrupted.
 
3. A player may only have one Magic Ball active at
 
a time.
 
4. Magic Balls of the Subdual School have no effect on
 
equipment that is not being carried. Example: You
 
may not Iceball a player’s shield if it is not being
 
wielded or carried by them.
 
5. Magic Balls discharge after the first Player, Wielded
 
Equipment, or Terrain they hit.
 
6. Magic Balls affect only the player or object struck;
 
Magic Balls are not engulfing unless noted.
 
7. Barring any Enchantments or magical effects, garb
 
strikes count as hitting the player if the Magic Ball
 
would have continued on to hit the player. Example:
 
You may not block Lightning Bolts with your cloak.
 
8. Magic Balls do not damage armor unless
 
otherwise noted.
 
9. Magic Balls are not stopped by Protection from
 
Projectiles, Missile Block, and other similar magic
 
and abilities.
 
Meta-Magic: A type of magic which alters the typical
 
behavior of other magics.
 
1. Unless otherwise noted, Meta-Magic follows all the
 
standard rules for Incantations.
 
2. Meta-Magics must be used immediately prior to the
 
magic being altered.
 
3. Meta-Magics do not affect other Meta-Magics, but
 
may be combined in any number so long as all
 
restrictions are observed. Example: A player may
 
cast a spell using Extension and Ambulant, however
 
Extension must be stated without moving the feet as
 
it is unaffected by Ambulant.
 
4. Meta-Magics are considered expended as soon as
 
their incantation is finished regardless of whether or
 
not the altered magic was completed.
 
5. May not be used to modify the behavior of
 
Magic Items or magics and abilities granted by
 
Enchantments such as Heat Weapon from Gift
 
of Flame.
 
Range: Targets of Magics and Abilities out of range at the
 
completion of an Incantation are not valid targets. For Magics
 
and Abilities used at a range of Touch, any physical contact
 
between caster and target is sufficient. Magic or Abilities used
 
at a range of Touch may only be used on players that are
 
willing, Dead, Frozen, Stunned, or otherwise unable to move
 
and unable to engage in combat.
 
Resistant: The player is unaffected by the next effect of a
 
given type. Unless otherwise noted, Resistant does not extend
 
beyond the player that has it. Players must announce "resistant"
 
upon triggering.
 
Melee: Not affected by the next strike from a melee
 
weapon. No effect on projectiles.
 
Wounds: Does not receive the next Wound that would
 
otherwise be inflicted.
 
School: Immune to the next Magic or Ability from
 
the given School.
 
School: Magic and Abilities are divided into Schools,
 
referred to commonly as the Schools of Magic. Each School
 
specializes in a certain genre of magic and typically the effects
 
of the different Magic and Abilities within a School are similar.
 
Command: Typically makes players stop moving or
 
change their actions in some manner. Frequently
 
makes use of the Stopped, Frozen, and Insubstantial
 
States. All offensive magic and abilities from the
 
Command School are Verbals. All offensive magic
 
and abilities from the Command School have the
 
word “command” in the incantation.
 
Death: Typically causes injury or death. Frequently
 
makes use of the Cursed and Fragile States. All
 
offensive magic and abilities from the Death School
 
are Verbals. Offensive magic and abilities from the
 
Death School tend to be very explicit about the result
 
as part of the incantation such as “I call for your death.”
 
Flame: Typically destroys equipment or wounds/
 
kills players. Offensive magic and abilities from the
 
Flame School can be either a Verbal or a Magic Ball.
 
Magic Balls from the Flame School typically destroy
 
equipment and wound or kill players, while Verbals
 
from the Flame School typically target equipment and
 
destroy it, rather than targeting players themselves.
 
All offensive Verbals from the Flame School have the
 
word “flame” in the incantation.
 
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Neutral: Has effects that alter game play for the
 
user in some manner and does not directly affect
 
other players.
 
Protection: Typically enchantments that provide
 
magical armor, Immunity to a School, or Resistance
 
to a School or State. There are no offensive magic or
 
abilities in the Protection School.
 
Sorcery: Typically effects that deal with raw magical
 
force, manipulating magic itself, or controlling the
 
aether. Offensive magic amd abilities from the Sorcery
 
School tend to be very explicit about the result as part
 
of the incantation and frequently includes the word
 
“power”. Offensive magic and abilities from the Sorcery
 
School are generally Verbals.
 
Spirit: Typically Verbals that offer healing,
 
resurrection, or the removal of harmful States with a
 
few Enchantments sprinkled in.
 
Subdual: Typically makes a player stop moving or
 
limits their actions. Makes use of the Stopped, Frozen,
 
Stunned, and Suppressed States. All offensive magic
 
and abilities in the Subdual School are Magic Balls.
 
Specialty Arrows: Specialty Arrows which strike a
 
player or object can have various effects.
 
Unless otherwise noted:
 
1. A player may only physically carry one Specialty
 
Arrow per instance of Ability. Pages and other players
 
may not carry extra Specialty Arrows for players.
 
2. Specialty Arrows must be fired alone.
 
3. Incantations for Specialty Arrows must be said
 
immediately prior to firing, and said loudly and clearly
 
enough to be heard within 50’.
 
4. Properly activated Specialty Arrows count as a normal
 
hit from an arrow to the location struck in addition
 
to their listed effects.
 
5. If a player has Specialty Arrows with a frequency that
 
includes Charge, they may have only one Specialty
 
Arrow of any type Charged at a time.
 
Traits: Class Abilities that function all of the time without
 
activation being required. Includes such things as Immunity
 
and the ability to use extra equipment. Traits are denoted
 
with a (T) and are always non-magical in nature. Traits may
 
not be removed by any means and persist after respawn.
 
Immunities granted by Traits persist after death. Traits are not
 
enchantments, and do not count towards enchantment limits
 
or count for the purposes of Attuned, Essence Graft, or similar
 
magic and abilities. Note: Some Traits mimic other Magic or
 
Abilities, but these Traits are still always on and ignore any
 
Incantation or Materials requirement listed.
 
Verbal: Magics and Abilities that require an incantation
 
to be activated. Verbals can have an immediate effect or
 
impart a State or an Ongoing Effect. Ongoing Effects may
 
have a duration, after which it expires. If a player would gain
 
an Ongoing Effect they are already affected by, the Ongoing
 
Effect’s duration will simply be adjusted to the new duration
 
if it is longer than the current duration. An Ongoing Effect
 
without a duration continues until it is removed by some
 
outside force or until a condition is met. Unless otherwise
 
noted, all Ongoing Effects are removed when a player dies
 
and cannot apply to dead players.
 
Wound Trigger: Some Magics and Abilities have special
 
circumstances that must be met before they can be activated.
 
Magics and abilities with the Wound Trigger Limitation can
 
only be used immediately after the caster causes a wound to an
 
enemy in melee combat (even if that wound kills the enemy).
 
States Defined
 
All abilities and magics (with a few exceptions) make use of a
 
small set of common terms to explain the result they have on
 
the player. These results are referred to as a ‘State’ or ‘States’. A
 
player can have any number of different States simultaneously.
 
A State may have a duration, after which it expires. If a
 
player would gain a State they are already affected by, the
 
State’s duration will simply be adjusted to the new duration
 
if it is longer than the current duration. A State without a
 
duration continues until it is removed by some outside force
 
or until a condition is met. Unless otherwise noted, all States
 
are removed when a player dies and cannot apply to dead
 
players. A State conferred by a class Trait, such as Immunity
 
to Subdual, is always on and may not be removed by respawn,
 
death, or any other means. States imparted at the same time
 
as a killing blow are considered to have taken effect prior
 
to death. If a State which prevented a player from moving
 
expires due to its duration ending, the player it affected must
 
declare, “No longer [State that ended]”. This must be audible
 
out to 20 feet.
 
Cursed: Player becomes Immune to Spirit. Cursed persists
 
after death but is removed at Respawn. Has no effect on magic
 
or abilities already cast or ongoing.
 
Fragile: Player dies on the next Wound.
 
Frozen: Player may not move, speak, or take any action.
 
Can only be affected by mechanics that work on States in
 
general (such as Release) or Frozen in specific (such as
 
Shatter). Otherwise player and their equipment is not affected
 
by combat, magic, etc.
 
Immune: The bearing player or object is not affected by
 
Magic or Abilities from a given School. Immunity granted as
 
a Trait does not prevent players from making use of their own
 
class Abilities. Unless otherwise noted, Immunities do not
 
extend beyond the player or object that has them. Example:
 
A player with Immunity to Flame can still have his armor
 
destroyed by a Fireball. Unless otherwise noted, players with
 
Immunities may still be targeted by Magic and Abilities of the
 
given School. Example: A player with Immunity to Flame can
 
still be the target of Pyrotechnics which would still destroy
 
their equipment (as Immunities do not extend to equipment
 
unless noted). Immunities do not interact with Enchantments
 
worn by the player. Example One: An Anti-paladin may wear
 
the Flameblade Enchantment. Example Two: A player with
 
Protection From Magic still gains Stopped if Corrosive Mist
 
is later cast on them. Example Three: A player may still benefit
 
from the Heal from Regeneration, even if they are Cursed.
 
Insubstantial: This State has both offensive and defensive
 
purposes and greatly limits a player’s ability to interact with
 
play. Insubstantial players:
 
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1. May not move from their starting location unless
 
otherwise noted.
 
2. Are incapable of physically interacting with game
 
items, objectives, or other players in any way unless
 
otherwise noted.
 
3. Can only be affected by mechanics that work on
 
States in general (such as Release) or Insubstantial
 
in specific (such as Dimensional Rift). Player and
 
their equipment are otherwise unaffected by combat,
 
magic, etc.
 
4. Are not affected or stopped by game terrain such as
 
walls, lava pits, traps, etc unless otherwise indicated
 
by the reeve or game designer.
 
5. May be seen and heard.
 
6. May see and hear.
 
7. May Charge abilities.
 
8. May use Magic and Abilities on themselves
 
if the Magic and Abilities are able to affect
 
Insubstantial players.
 
9. May remove this State from themselves at any
 
time by Incanting “I return to the physical world” x2
 
provided they are the cause of the State and entered
 
it voluntarily. Otherwise they must end the State
 
as per the description of the responsible Magic
 
or Ability.
 
10. Insubstantial triggered from enchantments worn is
 
not considered voluntary.
 
11. The ending Incantation for Insubstantial is not
 
interrupted by the player moving their feet.
 
12. Must indicate their Insubstantial State by
 
saying “Insubstantial” if asked, attacked, or
 
targeted by a Magic or Ability.
 
13. May not delay the game excessively.
 
For instance, you may not use the
 
Insubstantial State to avoid being
 
killed if you are the last player
 
alive in a Mutual Annihiliation
 
battlegame. The reeves decision
 
in these situations is final.
 
Out of Game: The player is not
 
currently participating in play. Do not
 
interact with an Out of Game player unless
 
you are a reeve. A player may become Out of
 
Game if they are injured, if they are being addressed by
 
a reeve, or other similar situation. Rarely, a Magic or Ability
 
may also cause you to become Out of Game. The Out of Game
 
State may only be ended by a reeve, unless otherwise noted.
 
Stopped: Player may not move their feet. Unless otherwise
 
noted Magic and Abilities such as Teleport, Blink, Lost, Banish,
 
etc. which allow or require movement fail when targeting a
 
Stopped player.
 
Stunned: Player is unable to act in any manner. May still
 
be affected as per normal.
 
Suppressed: Player unable to cast magic or activate abilities.
 
Has no effect on abilities already activated, magic already cast,
 
Chants already in progress, or enchantments activating such
 
as Phoenix Tears.
 
Special Effects Defined
 
Special Effects are a common language used to define
 
battlefield events. Special Effects typically trigger when a
 
player or object is hit by a weapon, Magic Ball, or targeted
 
by a completed Verbal. A single event typically only has one
 
relevant Special Effect. For instance a Destruction Arrow is
 
both Armor Destroying and Shield Destroying, but there is
 
no situation in which both of those matter simultaneously.
 
Likewise a sword may be both Armor Breaking and Wounds
 
Kill, but players are not affected by Armor Breaking and
 
armor is not affected by Wounds Kill. When using a weapon
 
or magic which causes an Special Effect you must announce
 
it to your opponent at the beginning of an engagement
 
and periodically during the engagement when reasonable.
 
Example: a Barbarian moving to engage an unarmored Scout
 
need not announce ‘Armor Breaking’; however if an armored
 
Paladin moves into the engagement the Barbarian should
 
announce ‘Armor Breaking’ at their soonest reasonable
 
opportunity. The game flows more smoothly and everybody
 
has more fun when Special Effects are stated ahead of time
 
rather than kept as surprises.
 
Armor Breaking: A hit to armor from a weapon, Magic
 
Ball, etc. with the Armor Breaking ability will immediately
 
remove all Armor Points from the location struck if the
 
location struck currently has three or less Armor Points. If
 
the armor currently has four or more Armor Points then the
 
armor has one Armor Point removed as per normal. Example:
 
Armor with 4 points is struck by a weapon with Armor
 
Breaking. The armor loses an Armor Point at the location
 
struck. The armor is struck again in the same location
 
which now has 3 points. The Armor Points at that
 
location are reduced to zero and the wearer is
 
unharmed unless otherwise noted. Denoted by
 
announcing “Breaking”.
 
Armor Destroying: A hit to armor
 
from a weapon, Magic Ball, etc. with
 
the Armor Destroying Special Effect
 
reduces the armor to zero points in the
 
location struck. The wearer is unharmed
 
unless otherwise noted. Denoted by
 
announcing “Destroying”.
 
Shield Crushing: Three hits to a shield
 
from a weapon, Magic Ball, etc. with the Shield
 
Crushing Special Effect destroys the shield.
 
The wearer is unharmed unless otherwise noted.
 
Hits do not all have to be from the same source; hits from
 
different sources are cumulative. Denoted by announcing
 
“Shield Crushing”.
 
Shield Destroying: A hit to a shield from a weapon,
 
Magic Ball, etc. with the Shield Destroying Special Effect
 
destroys the shield. The wearer is unharmed unless otherwise
 
noted. Denoted by announcing “Shield Destroying”.
 
Weapon Destroying: A weapon hit by an effect with the
 
Weapon Destroying Special Effect is destroyed.
 
Wounds Kill: Players Wounded by objects with the
 
Wounds Kill Special Effect are killed. Denoted by announcing
 
“Wounds Kill”.
 
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Magic and Abilities form the basis for class differentiation. In
 
this section is a listing of all the different Abilities and Magic
 
you might use or encounter. Note: Traits are always on, and
 
thus ignore any Incantation requirement listed in a Magic
 
or Ability.
 
Abilities Format Key Classes and Levels
 
T: Type S: School R: Range (if any)
 
I: Incantation and gestures
 
M: Materials needed
 
E: Effect
 
L: Limitations or Restrictions
 
N: Note
 
Abeyance He 5
 
T: Magic Ball S: Subdual R: Ball
 
I: “The strength of aether is mine to evoke” x3
 
M: Green Magic Ball
 
E: Target is Stunned for 60 seconds. Ignores armor.
 
Adaptive Blessing He 2, Sc 6
 
T: Enchantment S: Protection R: Touch: Others
 
I: “I enchant thee with this blessing” x3
 
M: White strip
 
E: Bearer becomes Resistant to one of the following
 
Schools: Death, Flame, Subdual, Command, Sorcery.
 
School is chosen at the time of casting. Does not count
 
towards a players Enchantment limit, may not be worn
 
with any other Enchantments from the Protection School.
 
Adaptive Protection He 3
 
T: Enchantment S: Protection R: Touch: Others
 
I: “I enchant thee with this protection” x3
 
M: White strip
 
E: Bearer becomes Immune to one of the following
 
Schools: Death, Flame, Subdual, Command, Sorcery.
 
School is chosen at the time of casting.
 
Adrenaline Bn 3
 
T: Verbal S: Spirit R: Self
 
I: “Adrenaline”
 
E: Player heals a wound.
 
L: Kill Trigger.
 
Agoraphobia Bd 5
 
T: Verbal S: Command R: 20’
 
I: “I command thee to be alone” x3
 
E: Target must remain at least 20’ away from all other
 
players unless forced there by another Magic or Ability.
 
Lasts 30 seconds.
 
Amplification Bd 4
 
T: Verbal S: Sorcery R: Touch
 
I: “My power amplifies thine”
 
E: Target player’s next Verbal magic is affected as
 
per Extension.
 
L: May not be used on the caster.
 
Ambulant Bd 5, Dr 5, He 5, Wi 5
 
T: Meta-Magic S: Neutral
 
I: “Ambulant”
 
E: An incantation may be said while moving. May be cast
 
while moving.
 
L: May not be used on the Charge incantation.
 
Ancestral Armor He 6, Wa 6
 
T: Enchantment S: Protection R: Touch: Others
 
I: “May this armor protect you from all forms of harm.
 
May the flames of the fire not burn you.
 
May the bolts from the heavens not strike you.
 
May the arrows of your enemies not pierce you.
 
May this armor protect you from all forms of harm.”
 
M: White strip
 
E: The effects of a Magic Ball, projectile, or weapon which
 
just struck armor worn by the player are ignored, even
 
if the object would not otherwise affect the armor. The
 
armor loses one point of value in the location struck. This
 
effect will not trigger if the armor has no points left in the
 
location struck. Ancestral Armor is not expended after
 
use and will continue to provide protection until removed
 
with Dispel Magic or similar magic or abilities.
 
L: Phase Arrow and Phase Bolt interact with armor worn
 
by the bearer as though Ancestral Armor was not present.
 
N: Abilities that ignore armor do not trigger
 
Ancestral Armor.
 
Assassinate As 1
 
T: Verbal S: Death R: 20’
 
I: Say the word “Assassinate” immediately upon killing
 
a person.
 
E: The victim is Cursed.
 
Astral Intervention He 3, Wi 2
 
T: Verbal S: Command R: 20’
 
I: “I command thee to retreat into the aether” x3
 
E: Target player becomes Insubstantial for 30 seconds.
 
Magic and Abilities
 
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Attuned Dr 3
 
T: Enchantment S: Sorcery R: Touch: Others
 
I: “I enchant thee with attune” x3
 
M: Yellow strip
 
E: May wear an additional Enchantment. Attuned does
 
not count towards the bearer’s Enchantment limit.
 
L: This ability may not be used in conjunction with any
 
other similar ability or magic.
 
Avatar of Nature Dr 6
 
T: Neutral S: Neutral
 
E: All the casters Enchantments of level 4 and below are
 
now range Self instead of their previous range. Does not
 
apply to Golem.
 
Awe Ap 1, Bd 3, Pa 1
 
T: Verbal S: Command R: 20’
 
I: “I command thee awed” x3
 
E: Target may not attack or cast magic at the caster.
 
Target must remain at least 20’ away from the caster
 
unless forced there by another Magic or Ability. Lasts
 
30 seconds.
 
N: If the caster attacks or begins casting another magic at
 
the target, this spell’s effect is negated.
 
Banish He 1, Wi 1
 
T: Verbal S: Spirit R: 20’
 
I: “The spirits banish thee from this place” x3
 
E: Target Insubstantial player must return to their
 
respawn location where their Insubstantial State
 
immediately ends.
 
N: A player bearing Undead Minion or Greater Undead
 
Minion who is currently Insubstantial has their
 
Enchantment removed.
 
Barkskin Dr 1
 
T: Enchantment S: Protection R: Touch: Others
 
I: “I enchant thee with barkskin” x3
 
M: White strip
 
E: Bearer gains one point of Magic Armor.
 
Battlefield Triage Bd 3
 
T: Enchantment S: Spirit R: Self or Touch: Others
 
I: “Be a bastion of healing” x3
 
M: Four yellow strips
 
E: Bearer is Stopped. Bearer may cast Greater Heal by
 
announcing “<Player> thou art made whole”. Bearer must
 
remove an Enchantment strip after each use of Greater
 
Heal.
 
N: Battlefield Triage is removed when the last strip
 
is removed.
 
Battlemage Wi 6
 
T: Neutral S: Neutral
 
E: Use of Ambulant becomes unlimited.
 
L: May not purchase Enchantments or Magic Balls.
 
Bear Strength Dr 3
 
T: Enchantment S: Sorcery R: Touch: Others
 
I: “I enchant thee with the strength of the bear” x3
 
M: Red strip
 
E: Bearer’s melee weapons are Shield Crushing.
 
Berserk Bn 1
 
T: Enchantment S: Sorcery R: Self
 
M: Red strip
 
E: All weapons wielded in melee are Armor Breaking.
 
Blessed Aura He 5
 
T: Enchantment S: Protection R: Touch: Others
 
I: “I enchant thy person, arms, and armor” x3
 
M: White strip
 
E: Resistant to all effects from the next source which
 
would inflict a Wound, Death, State, or negatively affect
 
them or their equipment. Does not trigger against effects
 
cast by the player.
 
Blessing Against Harm He 4
 
T: Enchantment S: Protection R: Touch: Others
 
I: “I enchant thee against all harm” x3
 
M: White strip
 
E: Resistant to all effects from the next source which
 
would inflict a Wound, Death, State, or other negative
 
effect. Does not trigger against effects cast by the player.
 
Blessing Against Wounds He 1
 
T: Enchantment S: Protection R: Touch: Others
 
I: “I enchant thee against wounds” x3
 
M: White strip
 
E: Resistant to Wounds. Does not count towards a players
 
Enchantment limit.
 
L: May not be worn with any other Enchantments from
 
the Protection School.
 
Blink As 3
 
T: Verbal S: Sorcery R: Self
 
I: “I vanish from sight”
 
E: Player becomes Insubstantial and can move to any
 
location within 50’ from their starting point.
 
L: Caster may not end State within 10’ of a living enemy.
 
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Blood and Thunder Bn 1
 
T: Verbal S: Spirit R: Self
 
I: “Blood and Thunder!”
 
E: Player gains Blessing Against Wounds.
 
L: Kill Trigger.
 
N: Player must still wear a white strip to denote Blessing
 
Against Wounds.
 
Break Concentration Bd 3, Wi 2
 
T: Verbal S: Command R: 20’
 
I: “I command thee suppressed”
 
E: Target player is suppressed for 10 seconds.
 
Brutal Strike Ap 4, Bn 5
 
T: Verbal S: Death R: Unlimited
 
I: “And stay down!”
 
E: Victim is Cursed. Victim is also Suppressed for
 
30 seconds.
 
L: Wound Trigger.
 
Call Lightning Dr 6
 
T: Verbal S: Flame R: 20’
 
I: “I call lightning’s flame to strike thee” x3
 
E: Target player dies.
 
Cancel Bd 1, Dr 1, He 1, Wi 1
 
T: Neutral S: Neutral R: Touch
 
I: “My work shall be undone” x3
 
E: Remove an Enchantment cast by the caster.
 
Circle of Protection He 4
 
T: Enchantment S: Protection R: Self
 
M: No strip required
 
I: “Circle of Protection” x3
 
E: The caster and up to five willing players in physical
 
contact with the caster become Insubstantial. The caster
 
may end Circle of Protection at any time by ending his
 
Insubstantial State with the standard Incantation. If
 
the caster stops being Insubstantial by any means, the
 
Enchantment ends. Players under the effect of Circle of
 
Protection may use magic and abilities on players under
 
the effect of the same Circle of Protection as though they
 
were not Insubstantial.
 
N: Effects which would normally remove the
 
Insubstantial State (Tracking, Release, etc) will remove
 
this Enchantment.
 
Combat Caster Bd 6
 
T: Neutral S: Neutral
 
E: Does not require an empty hand to cast Magic.
 
Confidence Bd 1
 
T: Verbal S: Sorcery R: Touch
 
I: “My power grants thee confidence”
 
E: Target player may instantly Charge a single Magic
 
or Ability.
 
L: May not be used on self. May not be used within 20’ of
 
a living enemy.
 
Contagion Wi 5
 
T: Enchantment S: Death R: Touch: Others
 
I: “May thou bear this plague to all” x3
 
M: Red strip
 
E: All melee weapons wielded by player are Wounds Kill.
 
Bearer is Fragile.
 
Corrosive Mist Dr 1
 
T: Enchantment S: Death R: Self or Touch: Others
 
I: “The mists of corrosion surround thee” x3
 
M: Five red strips
 
E: Bearer is Stopped. Bearer may cast Destroy Armor by
 
announcing “<Player> the mists of corrosion destroy your
 
<armor location> armor”. Bearer must remove a strip after
 
each use of Destroy Armor.
 
N: Corrosive Mist is removed when the last strip
 
is removed.
 
Coup de Grace As 6
 
T: Verbal S: Death R: 20’
 
I: “Death shall come for thee” x3
 
E: Target player dies.
 
L: Target must be Wounded when the caster begins the
 
Incantation. Although it still functions even if they are
 
healed by the end of the Incantation.
 
Dervish Bd 6
 
T: Neutral S: Neutral
 
E: Equipment costs are doubled. Each Verbal purchased
 
gives double the uses. Example: 1/Life Charge x3
 
becomes 2/life Charge x3, 2/life becomes 4/life, 1/Refresh
 
becomes 2/Refresh.
 
Destroy Armor Wi 4
 
T: Verbal S: Death R: 20’
 
I: “Death destroys thy [hit location] armor” x3
 
E: Armor on target hit location is subjected to
 
Armor Destroying.
 
Destruction Arrow Ar 1
 
T: Specialty Arrow S: Sorcery
 
M: Arrow with red head cover labeled ‘Destruction’.
 
I: “Destruction Arrow”
 
E: This arrow is Armor Destroying and Shield Destroying.
 
Armor Destroying and Shield Destroying are applied after
 
the normal effect of being hit with an arrow is applied.
 
Dimensional Rift Wi 4
 
T: Verbal S: Sorcery R: 20’
 
I: “The power of the aether consumes thee” x3
 
E: Target Insubstantial player dies.
 
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Discordia Bd 5
 
T: Enchantment S: Command R: Self
 
M: Red strip
 
I: “My discordant melodies shall stymie my foes” x3
 
E: Tie on five enchantment strips. Bearer may cast
 
Break Concentration by announcing “<Player> thou
 
art suppressed” and removing an enchantment strip.
 
Enchantment is removed when the last strip is removed.
 
Dispel Magic Dr 3, He 5, Sc 3, Wi 3
 
T: Verbal S: Sorcery R: 20’
 
I: “By my power I dispel that magic” x3
 
E: All Enchantments on target are removed.
 
N: Will work through Protection from Magic,
 
Enlightened Soul, Sanctuary, and similar magics
 
and abilities. Will work on players that are Frozen
 
or Insubstantial.
 
Dragged Below Wi 3
 
T: Verbal S: Death R: 20’
 
I: “Death comes for thee from below” x3
 
E: Target Stopped player dies.
 
Elemental Barrage Wi 6
 
T: Verbal S: Sorcery R: Self
 
I: “I am filled with the power of magic”
 
E: Caster may use Magic Balls they are currently carrying
 
by stating the name of the Magic Ball immediately prior
 
to throwing the ball in place of the incantation.
 
L: This magic ends if the caster picks up any additional
 
Magic Balls or begins casting any new magic.
 
N: The effect is not an incantation, and so is not stopped
 
by suppression, and may be used while moving, etc.
 
Empower Bd 2
 
T: Verbal S: Sorcery R: Touch
 
I: “I empower thee”
 
E: Target player regains one use of any per-life Ability or
 
Magic they have expended.
 
N: Does not allow a player to have more than his
 
maximum uses of a Magic or Ability.
 
L: Does not function on Empower, Confidence,
 
Restoration, or similar Magic and Abilities. May not be
 
used on the caster.
 
Enlightened Soul He 5, Mk 1
 
T: Enchantment S: Protection R: Touch: Others
 
I: “A distant magic has no hold upon thy now enlightened
 
soul” x3
 
M: White strip
 
E: Player is unaffected by Verbal magic used at a Range
 
greater than Touch.
 
L: Affects beneficial magic as well as harmful magic. Does
 
not affect (ex) abilities.
 
Entangle Dr 1, He 2, Wi 2
 
T: Magic Ball S: Subdual R: Ball
 
I: “The strength of earth is mine to evoke” x3
 
M: Brown Magic Ball
 
E: Target is Stopped for 60 seconds. Engulfing.
 
Equipment: Armor, 1 Point Bd 2, Bd 6
 
T: Neutral
 
E: Your class maximum armor limit increases one
 
additional point.
 
Equipment: Shield, Medium Bd 5, He 3
 
T: Neutral
 
E: May wield up to a medium shield.
 
Equipment: Shield, Small Bd 3, Dr 2, He 1
 
T: Neutral
 
E: May wield a small shield.
 
Equipment: Weapon, Great Dr 5
 
T: Neutral
 
E: May wield one Great weapon at a time for each
 
instance purchased (but may carry extras).
 
Equipment: Weapon, Hinged He 2
 
T: Neutral
 
E: May wield one hinged weapon at a time for each
 
instance purchased (but may carry extras).
 
Equipment: Weapon, Long Bd 4, Dr 4, Wi 5
 
T: Neutral
 
E: May wield one long weapon at a time for each instance
 
purchased (but may carry extras).
 
Equipment:Weapon, Short Bd 1, Dr 1, He 1, Wi 1
 
T: Neutral
 
E: May wield one short weapon at a time for each
 
instance purchased (but may carry extras).
 
Essence Graft Dr 5
 
T: Enchantment S: Sorcery R: Touch: Others
 
I: “Open up and receive my power” x3
 
M: Yellow strip
 
E: Bearer may wear up to three additional Enchantments.
 
Essence Graft does not count towards the bearer’s
 
Enchantment limit.
 
L: Bearer may only wear Enchantments from the
 
caster of Essence Graft. This ability may not be used in
 
conjunction with any other similar ability or magic.
 
Evoker Wi 6
 
T: Neutral S: Neutral
 
E: Verbals purchased may only be of range Touch or Self.
 
Elemental Barrage becomes Charge x10.
 
N: Elemental Barrage must still be purchased.
 
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Evolution Sc 4
 
T: Enchantment S: Sorcery R: Self
 
E: May wear an additional Enchantment. Evolution does
 
not count towards the bearer’s Enchantment limit.
 
N: This ability does work in conjunction with Attuned
 
or Essence Graft so long as the other limitations of those
 
Enchantments are followed.
 
Experienced Bd 1, Dr 1, He 1, Wi 1
 
T: Neutral S: Neutral
 
E: A single per-life Verbal purchased becomes Charge
 
x5 in addition to the normal frequency OR a single perrefresh Verbal purchased becomes Charge x10 in addition
 
to the normal frequency. This Verbal must be determined
 
before the game begins and cannot be changed.
 
L: Verbal must be 4th level or lower.
 
Extend Immunities Pa 3
 
T: Enchantment S: Protection R: Touch: Others
 
I: Tie strip on target: “May the blessing of my god protect
 
thee” x3
 
M: White strip
 
E: The target player gains either Resistant to Command
 
or Resistant to Death.
 
L: Type of Ability must be chosen at the time of casting
 
and may not be changed. The caster may only have one
 
instance of Extend Immunities active at a time.
 
Extension Bd 3, Dr 3, He 3, Wi 3
 
T: Meta-Magic S: Neutral
 
I: “Extension”
 
E: Verbal becomes 50’. Only works on Verbals with a
 
range of 20’.
 
Fight After Death Bn 2
 
T: Verbal S: Sorcery R: Self
 
I: “Fight after death” immediately after dying
 
E: Player continues to fight for seven seconds after being
 
killed. Players must Chant this time out loud. As per
 
Chanting, failure to count immediately ends the effect.
 
Players do not receive further Wounds during Fight After
 
Death. Players melee weapons are Shield Crushing.
 
L: Players may not activate Abilities or Magic during
 
Fight After Death. Players may not activate Fight
 
After Death if they died while Suppressed, Stunned,
 
Insubstantial, or Frozen. States on the player (Such
 
as Stopped) persist until Fight After Death has ended
 
and are then removed as per the rules for player death.
 
Players may not achieve game objectives nor carry
 
game items while affected by Fight After Death, though
 
they may still kill other players even if that player is a
 
game objective.
 
N: Reeves are encouraged to remove this ability from
 
those who use it in an unsafe manner.
 
Finger of Death Wi 6
 
T: Verbal S: Death R: 20’
 
I: “I call upon death to smite thee” x3
 
E: Target player dies.
 
Fireball Wi 4
 
T: Magic Ball S: Flame R: Ball
 
I: “The flame of fire is mine to evoke” x3
 
M: Red Magic Ball
 
E: Fireball will have one of the following effects on the
 
object first struck:
 
1. A weapon hit is destroyed
 
2. A shield hit is subject to Shield Destroying
 
3. Armor hit with Armor Points remaining is subject
 
to Armor Destroying.
 
4. A player hit receives a Wounds Kill Wound to that
 
hit location.
 
Flame Blade Dr 4
 
T: Enchantment S: Flame R: Touch: Others
 
I: “The element of fire shall infuse your weapons” x3
 
M: Red strip and white strip
 
E: Bearer’s melee weapons are Armor Breaking and
 
Shield Crushing. Bearer and their weapons are Immune
 
to Flame.
 
Force Barrier Wi 1
 
T: Verbal S: Sorcery R: Self
 
I: “I shall not be harmed”
 
E: Player is Frozen for 30 seconds.
 
Ka cha hewa, Aman k’hul, Wetlands!
 
Ora kama, t’che ma hankawaol!”
 
- His Resplendence, the Highlord,
 
Juju Hex Mojo, Jaguar King of the Wetlands.
 
Most Sagely Advice
 
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Force Bolt Dr 4, Wi 1
 
T: Magic Ball S: Sorcery R: Ball
 
I: “Forcebolt” x3
 
M: Blue Magic Ball
 
E: Force Bolt will have one of the following effects on the
 
object first struck:
 
1. A weapon hit is destroyed
 
2. Armor hit with Armor Points remaining is subject
 
to Armor Breaking.
 
3. A player hit receives a Wound to that hit location.
 
Gift of Air Dr 5
 
T: Enchantment S: Protection R: Touch: Others
 
I: “I grant thee a gift of the air” x3
 
M: White strip
 
E: The effects of a melee weapon or projectile which
 
just struck the bearer are ignored, instead the bearer
 
announces “Gift of Air” and becomes Insubstantial. If
 
the bearer is wearing armor it is affected as normal in
 
addition to triggering Gift of Air. Bearer may choose to
 
return directly to their respawn location immediately
 
after Gift of Air activates. Melee weapons with the Armor
 
Breaking, Armor Destroying, Shield Crushing, or Shield
 
Destroying Special Effects will affect the bearer as normal
 
and do not trigger Gift of Air.
 
L: Bearer may not wield weapons or shields.
 
N: Bearer may end the Insubstantial
 
state caused by Gift of Air at any
 
time with the standard Incantation.
 
Gift of Earth Dr 2
 
T: Enchantment S: Protection R: Touch: Others
 
I: “I grant thee a gift of the earth” x3
 
M: White strip
 
E: Bearer gains two points of magic armor and is affected
 
as per Greater Harden. Bearer is Suppressed.
 
Gift of Fire Dr 3
 
T: Enchantment S: Flame R: Touch: Others
 
I: “I grant thee a gift of the fire” x3
 
M: Red strip and white strip
 
E: Bearer is Immune to Flame and gains Heat Weapon
 
1/Refresh Charge x3.
 
Gift of Water Dr 4
 
T: Enchantment S: Sorcery R: Touch: Others
 
I: “I grant thee a gift of the water” x3
 
M: White strip and yellow strip
 
E: Bearer gains one point of magic armor and Heal (selfonly) unlimited.
 
Golem Dr 4
 
T: Enchantment S: Sorcery R: Touch: Others
 
I: “From earth and clay I form thee” x3
 
M: White strip and red strip
 
E: Bearer is Immune to Death. Bearer is Cursed. Bearer
 
can remove a Wound via Mend. Bearer may use the caster
 
as an alternate respawn point while the caster is alive.
 
Non-magical armor worn affected as per Imbue Armor.
 
All Enchantments worn by the Bearer, including Golem,
 
are Persistent while Golem is worn.
 
L: A caster may only have a single Golem Enchantment
 
active at a time.
 
N: Greater Mend and Word of Mending will not remove
 
a wound.
 
Grasping Tentacles Dr 6
 
T: Enchantment S: Command R: Self
 
I: “The hands of the earth rise to your bidding” x3
 
M: Five red strips
 
E: Bearer is Stopped. Bearer may cast Hold
 
Person by announcing “<Player> stop at my
 
command.” Bearer must remove an Enchantment
 
strip after each use of Hold Person.
 
N: Grasping Tentacles is removed when the last
 
strip is removed.
 
Greater Harden He 3
 
T: Enchantment S: Protection R: Touch: Others
 
I: “I enchant thee with Greater Harden” x3
 
M: White strip
 
E: Shields and weapons wielded by the player are affected
 
as per Harden. May only be cast on a player.
 
Greater Heal He 4
 
T: Verbal S: Spirit R: Touch
 
I: “By the grace of the divine thou art healed” x5
 
E: All wounds are healed. Ignores the Cursed State.
 
Greater Mend Dr 3, Wi 3
 
T: Verbal S: Sorcery R: Touch
 
I: “Return this <object name> to its former glory” x5
 
E: Will repair a destroyed item or restore all armor points
 
in one location.
 
Greater Release Bd 2, He 2
 
T: Verbal S: Sorcery R: 20ft
 
I: “From all thine afflictions thou art released” x2
 
E: All ongoing effects and States are removed from the
 
target. The caster may choose to leave some States or
 
effects in place.
 
N: Greater Release may target Dead players. When used
 
to end a State or Ongoing Effect imposed by a magic or
 
ability with multiple effects, all other States and Ongoing
 
Effects from the same source are also ended.
 
Greater Resurrect He 5
 
T: Verbal S: Spirit R: Touch
 
I: “By the grace of the divine thou art resurrected” x5
 
E: Target Dead player is returned to life. Enchantments
 
on the player are retained. Any wounds on the player are
 
healed. Works regardless of any States on the target.
 
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Greater Undead Minion He 5
 
T: Enchantment S: Death R: Touch: Others
 
I: “Flesh rots, bones break, skulls sigh, spirits take
 
let the power of my will descend on thee
 
let the power of my will restore thy spirit
 
let the power of my will knit thy corpse
 
let the power of my will give thee direction
 
let the power of my will cheat thy death
 
by the power of my will, arise my greater minion!”
 
M: Yellow strip
 
E:
 
1. Bearer does not die or respawn as normal.
 
2. Bearer is Cursed and Suppressed.
 
3. When the bearer would normally die, they instead
 
become Insubstantial, remove all Wounds, and
 
must return to the caster as soon as possible.
 
Insubstantial players may not move more than 10’
 
from the caster and may not speak. The caster may
 
touch the player and then Incant “Rise and fight
 
again” x5 to end this Insubstantial State so long as
 
no living enemies are within 10’ of the bearer.
 
4. If this Enchantment’s Insubstantial is removed
 
from the Bearer in any other manner than outlined
 
in item 3 (or prevented entirely) this Enchantment
 
is removed.
 
5. If the caster dies, this Enchantment is removed the
 
next time the bearer returns to the caster.
 
6. If the Enchantment is removed, the bearer dies.
 
7. For the duration of the Enchantment, the Caster is
 
considered the players respawn.
 
8. Dead players may be targeted by Greater Undead
 
Minion and are immediately returned to life
 
with all Wounds removed and the Insubstantial
 
State applied.
 
L:
 
1. The Insubstantial State imposed by Greater Undead
 
Minion can be removed or prevented by any Magic
 
or Ability which would normally be capable of
 
removing Insubstantial or preventing Insubstantial
 
such as Tracking, Planar Grounding, Release, or
 
similar Magic and Abilities.
 
2. This Enchantment is removed by Banish and
 
Dimensional Rift if used on the player while they
 
are Insubstantial.
 
3. The caster may not have more than three active
 
Greater Undead Minion and Undead Minion
 
Enchantments combined.
 
Harden He 1, Wa 2
 
T: Enchantment S: Protection R: Touch: Others
 
I: “I enchant thee with Harden” x3
 
M: White strip
 
E: Bearers weapons or shield may only be destroyed by
 
Magic Balls/Verbals which destroy objects e.g. Fireball
 
or Pyrotechnics.
 
L: Will only affect either the weapons or the shield of the
 
bearer, not both.
 
Heal Dr 2, He 1, Mk 1, Pa 2, Sc 1
 
T: Verbal S: Spirit R: Touch
 
I: “Sword Cut, spear stab, mace smash, arrow jab,
 
Let the white light of healing descend on thee.
 
Let the white light of healing stop thy spilling blood.
 
Let the white light of healing mend thy bones.
 
Let the white light of healing close thy wounds.
 
Let the white light of healing restore thy vigor.
 
The white light of healing hath healed thee.”
 
E: Target player heals a Wound.
 
Heart of the Swarm Bd 5, Dr 5
 
T: Enchantment S: Spirit R: Self
 
I: “Let all those who oppose the hive feel the wrath of the
 
swarm” x3
 
M: Yellow strip
 
E: Bearer is Stopped. Any player on the bearer’s team may
 
use the bearer as their respawn point as per the normal
 
game rules. Players respawning at the caster do so by
 
announcing “My life for the swarm.”
 
L: Players can not respawn at the bearer if there are
 
living enemy players or a game objective within 20’ of
 
the bearer.
 
Heat Weapon Dr 1, Wi 1
 
T: Verbal S: Flame R: 20’
 
I: “I call upon flame to heat that [type of weapon]” x3
 
E: Target weapon may not be wielded for 30 seconds.
 
Players who are Immune to Flame may continue to wield
 
the weapon.
 
Hold Person As 4, He 2, Sc 5, Wi 3
 
T: Verbal S: Command R: 20’
 
I: “I command thee to stop” x3
 
E: Target player becomes Stopped for 30 seconds.
 
E.P. 31 , 90th of Marching
 
A sharp sword and a strong arm? What need do I have of these things? I command the very power of the
 
planes. With a word I can summon fire and storms, kill you, or send your body to the Aether. I have no
 
need of steel for I can take your immortal soul.
 
- Lotus Brighthawk, Archmage
 
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Iceball Dr 2, He 3, Wi 3
 
T: Magic Ball S: Subdual R: Ball
 
I: “The strength of ice is mine to evoke” x3
 
M: White Magic Ball
 
E: Target player becomes Frozen for 60 seconds.
 
Engulfing.
 
Icy Blast Dr 3, Wi 4
 
T: Verbal S: Sorcery R: 20’
 
I: “My power makes thee frozen” x3
 
E: Target player becomes Frozen for 30 seconds.
 
Imbue Armor Dr 1
 
T: Enchantment S: Protection R: Touch: Others
 
I: “I enchant thee with Imbued Armor” x3
 
M: White strip
 
E: All armor worn by the bearer gains a +1 modifier. This
 
modifier may allow the armor to exceed the maximum
 
value for its type, up to the bearer’s class maximum.
 
N: Does not apply to magic armor. A player may only
 
benefit from one instance of Imbue Armor, or similar
 
magic and abilities that increase Armor Points, at a time.
 
Imbue Shield He 4
 
T: Enchantment S: Protection R: Touch: Others
 
I: “This shield shall neither break or bend” x3
 
M: White strip
 
E: Shield wielded by the player cannot be destroyed.
 
Engulfing effects hitting the shield are ignored.
 
Imbue Weapon Dr 6
 
T: Enchantment S: Death R: Touch: Others
 
I: “I enchant thee to slay all foes” x3
 
M: Red strip
 
E: Melee weapons wielded by the bearer are Wounds Kill.
 
Innate Bd 2, Dr 2, He 2, Wi 2
 
T: Meta-Magic S: Neutral
 
I: “Innate”
 
E: May be used to instantly Charge a single magic by
 
stating the name of the magic.
 
Insult Bd 1, Wa 1
 
T: Verbal S: Command R: 20’
 
I: “I command thy attention sirrah” x3
 
E: Victim is unable to attack or cast magic at anyone
 
other than the caster for 30 seconds. If the victim of
 
insult is attacked or has magic cast on them by someone
 
other than the caster, the victim of Insult becomes able to
 
choose to attack the offending party as well.
 
Ironskin Dr 5
 
T: Enchantment S: Protection R: