Relics

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Relics


From the Rulebook section Amtgard Magic

Rules about Relics

Certain items of power are used in the battlegames and are passed on to new owners every six months via a Quest. Each Amtgard group may use its own Relics, though these are not to be used in regional or national battlegames. The effects and abilities of Relics are considered to be non-magical in nature; hits from Relics are considered magical. Relics include:

Dagger of Infinite Penetration

When thrown destroys all Non-Invulnerable Armor on the hit location struck and continues through to hit the target. Counts as one hit against invulnerability and invulnerability armor. If it strikes a shield the shield is destroyed without affecting the wielder.

Homestone

Allows the holder to Mend broken weapons and shields (I: “I mend this item” x 10). It also allows the person’s dead teammates to come back alive at his location rather than having to return to their base.

Heimdall’s Horn

A one handed ‘red’ weapon only usable by Barbarian, and in fact, the only relic allowed to barbarians.

Ring of Power

Negates the first hit from each separate opponent per battlegame. Counts against weapons and any enchantments only, it is ineffective against spells and magic balls. Does work against class Ablities and Traits.

Shield of Reflection

Is completely indestructible. Will negate any effect that strikes it, even siege weapons and Amtgard Magic. Any magic ball of the Subdual School striking the Shield of Reflection instead affects the caster.

Sword of Flame

Is considered flame (as per Flameblade) and will kill a victim if it strikes any legal unprotected area (as per Imbue Weapon). Confers upon itself and its owner Protection from Flame. May only be used by one person, for one life, per game.

Relics of Nautical Nights

These relics are optional and should only be used in quest of Battlegame scenarios. They are taken from the Rulebook Expansions Nautical Nights.

Garb

Items

Armor and Shields

Weapons