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  • #REDIRECT [[Magic, Abilities, States and Special Effects]]
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  • ===The Rules of Magic according to the [[Amtgard Magic]] Section of the [[7.2]] [[Rulebook]]=== *1.* Magic must be said loudly and clearly enough to be heard within 50 feet or by the
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  • ==='''<u>[[V9: Magic Items (General Rules)| General Rules]]</u>'''=== ====<u>Using Magic Items</u>====
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Page text matches

  • ...] or [[ability]] to be used. This is usually an [[Enchantment Strip]] or [[Magic Ball]]. [[Category: V8 Magic Rules]]
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  • ='''[[V9: Magic Items| Magic Items]]'''= ...re a common part of [[V9: Theme and Setting|fantasy]] stories. In Amtgard, magic items can be acquired in a variety of ways and will offer boons to the user
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  • ...ion of this Ability lists it as an [[Enchantment]] then it follows all the rules for Enchantments and counts towards the [[Enchantment limit|limit of Enchan [[Category: V8 Magic Rules]]
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  • All [[Magic Classes]] have 5 points per [[level]] to spend on purchasing [[Spells]]. They receive a bonus magic point at their highest level if they qualify for [[Look the Part]].
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  • [[Category: V8 Magic Rules]] [[Category: Magic Rules]]
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  • [[Category:V8 Magic Rules]] [[Category:Magic Rules]]
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  • '''Note: This article is out of date from a previous edition of the rules''' ...r to possess the list at any time, renders the player incapable of casting magic while without it. The Rule does not, however, dictate the form or requireme
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  • <onlyinclude>A type of magic which alters the typical behavior of other magics. # Unless otherwise noted, Meta-Magic follows all the standard rules for [[Incantations]].
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  • ...esents what kind of ability or magic something is, and affects what set of rules it follows. This can be: *[[Magic Ball (Type)|Magic Ball]]
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  • ==='''<u>[[V9: Abilities and Effects (General Rules)| General Rules]]</u>'''=== {{:V9: Meta-Magic}}
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  • [[School]]: [[Immune]] to the next Magic or Ability from the given School.</onlyinclude> [[Category: V8 Magic Rules]]
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  • An audible component required by some [[magic]]s and [[abilities]] that sustains their continuing function. [[Category:V8 Magic Rules]]
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  • One of the six [[Type|types]] of [[magic]] in the [[Amtgard]] rules of play. Here is a list of all current [[Magic and Abilities]].
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  • ...[[spellpoints|magic points]] gained from this ability. All other rules of magic apply.
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  • ...e cost. All magic rules are otherwise as per the Wizard class, using the [[Magic Point]] progression chart below.
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  • ...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 [[Incanta
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  • ='''[[V9: Core Combat Rules| Core Combat Rules]]'''= ...strikes to powerful magic, most Amtgard mechanics involve the core combat rules to some extent.
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  • [[Category: V8 Magic Rules]] [[Category: Magic Rules]]
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  • ====Magic Balls==== {{:Magic Balls}}</onlyinclude>
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  • ==The Official Rules of Play for the Game of Amtgard== ===''Amtgard; Handbook on the Rules of Play''===
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  • ...Enchantment]]s. The specific enchantment will denote a number of points of Magic Armor that are granted to each [[hit location]]. ...arkskin 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 lowere
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  • The Game Type refers to the set of rules used to play a Battlegame. The common Game Types are: *Full-Class No Magic: [[Class]]es are used except for magic classes.
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  • *[[Magic Items]] *[[Combat Rules]]
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  • ...of the [[7.5 Rulebook]]. The previous section is [[Magic Descriptions 7.5|Magic Descriptions]].'' *[[Abilities, Magic (V7)]]
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  • ...yer or count for the purposes of [[Attuned]], [[Essence Graft]] or similar magic and abilities. [[Category: V8 Magic Rules]]
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  • <onlyinclude>====<u>[[V9: Magic Staff| Magic Staff]]</u>==== ...:23014---PlaceHolderImage4x3.jpg | thumb | A [[V9: Wizard| Wizard]] with a Magic Staff.]]
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  • *[[Magic, Abilities, States and Special Effects]] for rules regarding magic. *[[Magic and Abilities]] for a list of all magic and abilities.
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  • ==The Official Rules of Play for the Game of Amtgard== ===''Amtgard; Handbook on the Rules of Play''===
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  • ...ilities with a listed range of Touch or greater can be cast at range Self. Magic or Abilities used at a range of Touch may only be used on players that are Ball (Target must be struck by a [[Magic Ball]])<br>
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  • ...y, but they are never bypassed by [[magic or abilities]] that ignore other magic or abilities (such as [[Phase Bolt]] or [[Phase Arrow]]).
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  • ...in a certain genre of magic and typically the [[effects]] of the different Magic and Abilities within a School are similar. [[Category: V8 Magic Rules]]
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  • |incant=“I sing a song of dark magic thwarted” ...of Interference”''' or sing a song about defeating/resisting the forces of magic.
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  • ''From the [[Rulebook]] (V7) section [[Amtgard Magic (V7)]]'' A magic cast on an area of ground that persists until used up, the caster leaves a
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  • *[[:Category: Kill Trigger Abilities]]: A list of [[Magic and Abilities]] that use Kill Trigger [[Category: V8 Magic Rules]]
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  • {{:V9: Core Combat Rules}} {{:V9: Magic Items}}
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  • ...link=V9: Safety|'''<big>[[V9: Safety|SAFETY]]</big>'''<br>Important safety rules and information.]] </li> ...0px|link=V9: Core Combat Rules|'''<big>[[V9: Core Combat Rules|CORE COMBAT RULES]]</big>'''<br>The basics of Amtgard combat.]] </li>
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  • ==The Official Rules of Play for the Game of Amtgard== ===''Amtgard; Handbook on the Rules of Play''===
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  • ...Michigan, also offering a fantasy world of warriors, wizards, elves, orcs, magic, and good old-fashioned medieval combat. The name is an acronym for Knights [[http://www.kanar.org/rules.php KaNaR webpage]]
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  • ...y, but they are never bypassed by [[magic or abilities]] that ignore other magic or abilities (such as [[Phase Bolt]] or [[Phase Arrow]]). ...a time. Ball-based abilities must follow all rules for magic balls in the Rules of Play, even if they are not considered Magical ([[M]]).
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  • ...oes not override any other rules governing how a specific magic or type of magic interacts with other specific objects. I.e. [[Mend (V7)]] only repairing a
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  • <onlyinclude>====<u><big>[[V9: Meta-Magic| Meta-Magic]]</big></u>==== *To use a meta-magic, the caster must say the meta-magic [[V9: Incantations|incantation]] while casting the ability that they wish t
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  • Magic armor functions as described in the [[Rules of Play]]. See [[Magic Armor]]
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  • ...em. 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 o # Charges for [[refresh|per-refresh]] [[Magic and Abilities]] carry between lives; a per-refresh Ability Charged on a pre
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  • ...fect follows the creature in a 20’ diameter circle. Normal [[Fog]] terrain rules apply. The creature must chant ‘Fog Form’ every two seconds to retain t The caster cannot take [[Game Items|game items]] into this effect. [[Dispel Magic]] and [[Wind]] will end the effect.
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  • ===<u>General Rules</u>=== ..., [[V9: Armor|armor]], [[V9: Supplemental Armor|helms]], [[V9: Magic Items|magic items]], and portable [[V9: Objectives|game objectives]]. It excludes [[V9:
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  • ...ffects typically trigger when a player or object is hit by a [[weapon]], [[Magic Ball]], or targeted by a completed [[Verbal]]. When using a weapon or magic which causes an Special Effect you must announce it to your opponent at the
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  • ...arer as though effected by ''[[Presence]]''. The wielder must abide by all rules of the spell.
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  • ..., including certain [[Immunities]], [[Vulnerabilities]], and other special rules. [[Monsters]] may have several types, and the effects are cumulative unless * {{Altered Effect|Dispel Magic|Lost}} {{Trait}}
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  • other special rules. Monsters may have several types, and the effects are cumulative unless ind ::Altered effect ([[Dispel Magic]]:[[Lost]])
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  • ''From the [[Rulebook]] section "[[Amtgard Magic (V7)]], The [[Rules of Magic (V7)]]".'' ===The Rules of Magic Balls===
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  • ''From the [[V7 Rulebook]] section; [[Amtgard Magic (V7)]].'' A magic cast on a target player or their equipment, that persists until used up or
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  • ...gic and abilities of the magic ball type, see: [[:Category:Type Magic Ball|Magic Balls]]''' |+ Magic Balls Listing
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  • <onlyinclude>The verbal component required by some [[magic]]s and [[abilities]] that initiates their function. [[Magic and Abilities]] used at a [[Range]] greater than Touch require that the tar
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  • *[[Abilities, Magic]] *[[Magic]]
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  • ...n place of the normal Chant is still a Chant and must follow all [[Chant]] rules. |note=This [[Enchantment]] can be removed by [[Dispel Magic]] and similar [[Magic and Abilities]].
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  • ''From the [[Rulebook (V7)]] section [[Amtgard Magic (V7)]]'' ===Rules about Relics===
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  • {{:V9: Melee Weapons (General Rules)}} {{:V9: Magic Staff}}
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  • * [[Magic Ball]] Streamers will kill a Volatile player. * [[Verbal (Type)|Verbal]] magic, such as [[Wounding]], behaves normally against Volatile players.
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  • ..., including certain [[Immunities]], [[Vulnerabilities]], and other special rules. [[Monsters]] may have several types, and the effects are cumulative unless * All abilities are {{Extraordinary}} Note: Spells gained via [[Magic Classes|Magic Caster]] are still [[Magical|magical]] in nature.
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  • [[Category:Magic Rules]] [[Category:V8 Magic Rules]]
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  • ...2003. The game advertises over 50 different character skills and over 250 magic spells, and also sports a complex role-play story history spanning 4000 yea ===Rules===
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  • <onlyinclude>All [[abilities]] and [[magic]]s (with a few exceptions) make use of a small set of common terms to expla [[Category: V8 Magic Rules]]
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  • ...nts]]. May be removed by Magic that removes Enchantments, such as [[Dispel Magic]]. ...]. May be removed by Magic that removes [[Enchantments]], such as [[Dispel Magic]]. A player may not have more than one (ex) enchantment of the same name.
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  • ...ing carried, due to the sheer size of the creature being ridden. All other rules for being a [[Mount]] apply.
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  • ...chantments]], 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 ===Magic Item Rules===
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  • '''For a listing of all magic and abilities of the verbal type, see: [[:Category:Type Verbal|Verbals]]''' ...effective. If the target is not at least partially visible the Ability or Magic is still used up.
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  • ...apply. Unless otherwise noted, these creatures must obey all the rules of magic. No additional class abilities are gained, only the use of spells. ===Listing of Magic Casting Monsters===
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  • Rules regarding Leg Wounds (More details can be found at [[Combat Rules]]) ..., but may defend themselves. Has no effect on abilities already activated, magic already cast, [[Chant]]s already in progress, or [[enchantments]] activatin
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  • ==General Monster Rules== ...t of rules. It must be used in conjunction with the [[8.0 Rulebook|Amtgard Rules of
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  • ...entiation. In this section is a listing of all the different Abilities and Magic you might use or encounter. ...are always on, and thus ignore any [[Incantation]] requirement listed in a Magic or Ability.
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  • '''See [[Magic, Abilities, States and Special Effects]] for further explanation, and a lis ...inition 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 w
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  • ...ules ([[TSR]]), it was later bought by [[Wizards of the Coast]] (makers of Magic: The Gathering) and then absorbed into the [[Hasbro]] collective.
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  • ...n place of the normal Chant is still a Chant and must follow all [[Chant]] rules. [[Category:Bard Magic]]
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  • [[Magic]] works normally indoors and underground, with only a couple of exceptions: [[Category:What Lurks Below Interior Rules]]
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  • ==='''<u>[[V9: Magic Items (General Rules)| General Rules]]</u>'''=== ====<u>Using Magic Items</u>====
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  • ...from an outdated version of the Rules, Please see the [[Dor Un Avathar X]] rules for new [[monster types]] ...ife. They may not use their magical or innate abilities while in an [[Anti-Magic]] zone.
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  • Items that are destroyed may be repaired using [[Magic or Abilities]] such as [[Mend]] or [[Scavenge]].<br> [[Category: Battlegame Rules]]
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  • ...n place of the normal Chant is still a Chant and must follow all [[Chant]] rules. [[Category:Bard Magic]]
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  • ...team may use the bearer as their [[respawn]] point as per the normal game rules. [[Category:Bard Magic]]
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  • == GLAMI (Gold, Land, and Magic Items) == ...light offshoot of Amtrisk,) which the author dubbed GLAMI (Gold, Land, and Magic Items). It went...OK. We had a lot of successes and a few failures, and eve
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  • ...hrown weapons ([[Throwing weapons|axes, rocks, daggers]]), [[javelin]]s, [[Magic Balls]], and [[arrows]] Unless otherwise noted projectiles may not be used *[[Combat Rules]]
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  • *[[V9: Meta-Magic| Meta-Magic]] {{V9 Abilities and Effects (General Rules)}}
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  • ...n place of the normal Chant is still a Chant and must follow all [[Chant]] rules. [[Category:Bard Magic]]
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  • ...s can also be granted by [[V9: Magic Items|magic items]] or as part of the rules for a [[V9: Combat Activities|combat activity]]. ...ties and Effects | Abilities and Effects]] section to learn more about the rules and terms relevant to abilities.</li></ol>
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  • #* This does not count as moving for the purposes of [[Magic]] or [[Abilities]] so long as no game advantage was derived. # Unless otherwise noted Dead players may not be the target of [[Magic]] or [[Abilities]].
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  • ...one. Reincarnated players no longer play by their class rules, but by the rules of the class they have become.
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  • * [[CK Rules!]] * [[Magic]]
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  • ...ver give one myself. The purpose is to make sure that the person knows the rules so that they don't slow down the game because the reeve is constantly havin ====And for non-magic classes====
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  • ...V9: Game Organizer| Game Organizer]] or associated [[V9: Rules Authorities|rules authorities]] for the activity have final say over what is or is not an acc ! style="text-align: right" | '''[[V9: Magic Items|Physical Representation]]'''
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  • '''Bard''' is a core [[class]] that casts [[magic]] to manipulate the enemy. | subtracts from [[magic points]]
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  • ...sed, including [[V9: Classes|classes]]. Only the [[V9: Roleplay|roleplay]] rules, which are non-combat oriented, are left out. ...mode also includes intangible effects such as [[V9: Abilities and Effects|magic and enchantments]], the [[V9: Honor System|honor]] of each player becomes c
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  • Some [[Magic and Abilities]] refer to ‘returning to base’ or otherwise reference the [[Category:Battlegame Rules]]
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  • ...f Play, except as follows: Natural Armor may not itself be the target of [[magic or abilities]] with the exception of [[Heal]] or other similar abilities th
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  • ...n place of the normal Chant is still a Chant and must follow all [[Chant]] rules. [[Category:Bard Magic]]
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  • ''This is a Section of the Dor Un Avathar. The preceding section is [[Rules for Monsters]]''. ''From Amtgard : Handbook on the Rules of Play 7th Edition comes the basic format and outline for presenting Monst
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  • '''For a listing of all magic and abilities of the enchantment type, see: [[:Category:Type Enchantment|En # Enchantments may be removed by [[Dispel Magic]], but not by [[Release]] or similar [[magics and abilities]].
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  • ...or count for the purposes of [[Attuned]], [[Essence Graft]], or similar [[magic and abilities]]. You do not have to have an archetype, even if one is avail
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  • # A hit to armor from a [[weapon]], [[Magic Ball]], etc with the [[Armor Breaking]] [[Special Effect]] will immediately # A hit to armor from a [[weapon]], [[Magic Ball]], etc with the [[Armor Destroying]] ability reduces the armor to zero
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  • ...rmally on an affected victim, but he may not otherwise be moved. No other magic will affect them. A player who takes a death while under the effect of Pet ...a Petrify into those of an [[Iceball (V7)]] or [[Entangle (V7)]]; the new rules just mean that the person Petrified will be freed in a 150 count. Like ston
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  • ...sible for them to have accounted for every potential interpretation of the rules that may arise. ...meplay. This section is especially useful for our [[V9: Rules Authorities| Rules Authorities]] and [[V9: Game Organizer| Game Organizers]] who will often be
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  • # May not be of a color and shape which may reasonably be confused with a [[Magic Ball]]. *[[Combat Rules]]
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  • She mostly plays monk as she is not a fan of magic. ...tered a contest known as The List to become more familiarized with Amtgard rules, organization and culture.
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  • boost and lets them learn only a few rules at a time. *b. They and their equipment are immune to all non-spirit magic. (T)
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  • ...re detailed below. Otherwise, aying a cconsult the Amtgard Handbook on the Rules of Play, 7th Edition for details. *[[Magic-Caster]]
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  • Founded in [[1985]] and built upon the rules of the now-defunct [[Emarthenguarth]] Outdoor Wargaming System, Darkon grew *Siege rules are about the same, but only catapults and ballistae count. Battering rams
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  • ...n place of the normal Chant is still a Chant and must follow all [[Chant]] rules. [[Category:Bard Magic]]
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  • [[Armor]] of more than one type (e.g. Natural Ancestral) follows the rules for all of its types. ...al Armor functions as per the [[Ancestral Armor]] [[enchantment]] in the [[Rules of Play]].
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  • # [[Magic and abilities]] that affect any part of the madu, such as [[Imbue Shield]] ...] affixed to it in any form is considered a madu and must conform to these rules.
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  • The spell thief is a limited caster that manipulates other casters magic. They can be formidable fighters and play a strong support role. **a. Immunity to Subdual Magic
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  • .... When a player is killed, he or she drops any treasure on their person. [[Magic Items]] may be used, and trinkets that are used are destroyed per normal. A '''Optional Rules:''' Include an [[:Category:Artifacts|artifact]]. This item is worth a might
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  • ...ing Monsters, note that both the garb and the descriptions are part of the magic component. There are three ways you can play a Monster in a game, detailed ...if they enter an Anti-Magic zone or are successfully targeted with Dispel Magic.
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  • ===The Rules of Magic according to the [[Amtgard Magic]] Section of the [[7.2]] [[Rulebook]]=== *1.* Magic must be said loudly and clearly enough to be heard within 50 feet or by the
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  • ...k]]-Head Blocking was resolved when the saints of amtgard released the new rules that specifically outlined head blocking as an illegal tactic. *[[Magic Ball Block]]
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  • ...its]]) may only be destroyed by [[spell (V7)|spells]] or [[Magic Ball (V7)|magic balls]]. ...mponents thrown in combat (magical balls, etc) must follow the same safety rules as projectiles but must remain spherical and are not considered ‘projecti
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  • ...ules you can add to any battlegame held over or in the water. Like any new rules, be sure to go over all the variations with your players before beginning. ...ot they counted from. Climbing players may be attacked with projectiles or magic, but are immune to melee until they reenter play safely.
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  • ...arged. The magic itself is Sorcery, but its effect when released is Death magic. Targets may not be touched in an illegal, dangerous, or offensive manner. In previous editions of Amtgard rules, this ability was known as "Vibrating Palm" when used by [[Monk (V7)|Monks]
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  • ...Game Organizer| Game Organizer]] or an associated [[V9: Rules Authorities|Rules Authority]]. The following points should be always considered when assessin '''Reward:''' Choice of [[V9: Magic Items|Magic Item]] from the [[V9: Garb Bonus Curios| Garb Bonus Curios]] list.<br clear
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  • ...i'm small but has it ever come to light in that brutish head of yours that magic can do ridiculous stuff if i wanted to be strong i would just go poof and b ...ure magic which using the knowledge from the elven elders i created arcane magic out of nature i then stumbled apon a recently created shire which i uh... s
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  • ...done. Transformed players no longer play by their class rules, but by the rules of the class they have become.
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  • ==General Monster Rules== ...t of rules. It must be used in conjunction with the [[8.0 Rulebook|Amtgard Rules of
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  • ==Magic== ...c system, don’t hesitate to ask your [[Guildmaster]] or a [[Reeve]]. Happy magic casting!
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  • Belegarth lacks Multiple points of armour for a single piece, magic, or classes that offer special benefits. Belegarth allows multiple things t ...[Dagorhir]] should be considered "[[LARP|LARPs]]" as they do not allow for magic, classes, or any of the other things that would generally constitute someth
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  • # a White [[Magic Ball]] is a [[Iceball]]. Under [[6.0]] Rules White [[Enchantment Strips]] were used on [[weapons]] to denote [[Poison]].
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  • ...during the dark ages. This particular [[LARP]] does not involve use of “[[magic]]"--only medieval type weapons. Participants also dress in period costume a ...[Dagorhir]] should be considered "[[LARP|LARPs]]" as they do not allow for magic, classes, or any of the other things that would generally constitute someth
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  • |limit=Players may not activate [[Abilities]] or [[Magic]] during Fight After Death. ...persist until Fight After Death has ended and are then removed as per the rules for player [[Death (Combat)|Death]].
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  • Amtgard’s magic system is one of its most unique qualities. Playing a magic user ...xists between all the [[Class|classes]]. Each class, especially those with magic, must be
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  • ...ng in place of the normal Chant is still a Chant and must follow all Chant rules. [[Category:Bard Magic]]
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  • ...[Dagorhir]] should be considered "[[LARP|LARPs]]" as they do not allow for magic, classes, or any of the other things that would generally constitute someth ...ty to destroy weapons, (this author suggests you look at the corresponding rules of play for the full lists).
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  • ...mponents thrown in combat (magical balls, etc) must follow the same safety rules as projectiles but must remain spherical and are not considered ‘projecti ...s affixed to it in any form is considered a madu and must conform to these rules.
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  • <b>Note: This class is not recognized by the Rules committee or Amtgard seven Group.</b> ...user may not Run from odds of a less than 5:1 ratio, but may run from any magic user. The users weapons must be at least be 24 inches in length.
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  • ===[[Combat Rules (V7)]]=== *[[Magic Weapon (V7)]]
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  • ''This is a a section of the [[7.2]] [[Rulebook]], the previous section is [[Magic Descriptions]]'' or druid casting summoning magic, note that
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  • ...o the worn torso armor for wearing a helm on the head. Does not apply to [[Magic Armor]].||leather helmet, coif, etc.) ...wearer to exceed the maximum value for the armor type. Does not apply to [[Magic Armor]]||Spangenhelm, Crusader Helm
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  • and as such we have provided a number of [[Magic Items|magic items]] to lure the unwary to their ...all participants should be clear-headed, sober and well aware of the game rules and stated boundaries. Participants should be aware of their footing and su
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  • ...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 [[Category:Battlegame Rules]]
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  • '''Scenario Rules:''' Each team designates a Captain. Each team possess a [[Heavy Object]] (T '''Optional Rules:''' Surround the ships with [[Deep Water]]. Any player knocked or stepping
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  • ...mponents thrown in combat (magical balls, etc) must follow the same safety rules as projectiles but must remain spherical and are not considered ‘projecti ...s affixed to it in any form is considered a madu and must conform to these rules.
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  • ...s]] can move the Bomb. If the Bomb is struck by any weapon, projectile, or magic ball, it is considered detonated, and any goblin touching it dies. This doe
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  • <b>Note: This class is not recognized by the Rules committee or Amtgard seven Group.</b> ...Marksman are considered magical when dealing with enemies only affected by magic. As per Barbarian's Powerful Blows.<br>
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  • ...s affixed to it in any form is considered a madu and must conform to these rules.
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  • So bye, bye all you rules raping guys.<br> And those rules lawyers,<br>
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  • ...with caution, and be sure [[Reeve]]s and players are aware of any special rules involved.'' ===Magic Dead Areas===
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  • ...casters per life spells as though it is an addictional life plus all other magic the caster had not yet expended before becoming a Lich. A [[Sever Spirit ( ...A 5th level [[Wizard (V7)]] spell, but has been removed in the most recent rules of play.
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  • ...manently affixed to it will be considered a Madu and must conform to these rules. ...f the shield, not a weapon, and be forced to adhere to shield construction rules.
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  • # A Wounded arm may not wield [[Equipment]], cast [[magic]], carry anything, and must be kept out of combat. A Wounded Arm is capable ..., but may defend themselves. Has no effect on abilities already activated, magic already cast, [[Chants]] already in progress, or [[enchantments]] activatin
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  • ...us Grove perpetually, without election, and that he frequently changed the rules of play at will. A story of Lazarus Grove members donning "warhorses," hel ..., members of this group supposedly practiced a hybrid of Amtgard and Melee rules, and also seems to have fueded intermittently with both Lazarus Grove and M
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  • '''Summoned By:''' [[Healer]] 6, [[Wizard]] 6, for 2 [[spellpoints|magic points]] per level <br> ...r life. This enchantment must come from its summoner and follows all other rules for wearing enchantments.
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  • ===<u>'''[[V9: Combat Classes (General Rules)|General Rules]]'''</u>=== ...the game, including enchantments, healing, fireballs, and a slew of verbal magic, which allow players to affect each other at a distance without making phys
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  • =='''[[V9: Custom Rules and Accommodations| Custom Rules and Accommodations]]'''== ...rganizers]] are allowed to modify the way the game is played or create new rules that are only in effect for their particular [[V9: Game Modes|game]] or act
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  • Armbands and headbands act in all ways like ribbons and must follow their rules. Each color ribbon has a different meaning to allow quick identification. For [[Enchantment|enchantments]] and [[magical effects|Amtgard Magic]].<br>
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  • ...t be subjected to Teleport, Pass Plant, Circle of Protection, or any other magic or ability that removes them from play. ...esting. In these cases the Figure is a combatant and is subject to all the rules of the battlegame.
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  • ...l Kami, or spirits. They are of no particular faith, and do not follow the rules of society or man. They even wear swords, a big no-no for anybody but Samur Yamabushi tend to focus on a single element of magic: earth ([[Subdual]] & [[Protection School|Protection]]), air ([[Control Sch
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  • The sixth edition of the "Amtgard: Handbook on the Rules of Play". Major changes from [[5.0]] included standardizing [[Bard]] as a magic spellcasting class, eliminating the last remaining [[guildmaster perks]], a
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  • ==Listing of all [[Magic and Abilities]]== Found here: [[Magic and Abilities]]
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  • ...al of understanding this strange plane of existence she intends to use her magic and any other means to steal, bribe, and interrogate her way to more inform ...a full kit in about a week, having an almost complete understanding of the rules after being out of the game in four.
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  • ...er the following when reading through this rulebook, and when applying the rules on the field: ...ts. Please read these rules thoroughly. The more familiar you are with the rules, the better equipped you will be to handle situations that are not explicit
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  • ...Note:''' Enchantments cannot be removed by enemies (ie. there’s no dispel magic).''</li><br> ...The ability ceases to follow enchantment rules and instead follows all the rules for traits.</li></ol></onlyinclude><br><br><br>
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  • ...ternative Class it has been modified, it is probably not recognized by the Rules committee or Amtgard seven Group.</b> [[Image:Piratesraven.JPG|thumb|[[Rave ...ling Grounds" The pirate's death cannot be stopped by any means (including magic).
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  • ...committee, and was the principal author behind most of the changes to the magic section (including the formatting change of the spells to a D&D 3.x style l
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  • ...l park day. Played as a wizard despite everyone's advice not to start as a magic caster. Had no interest in ditch games for about 4 years and would always s *Sent to a magic academy early in life. Graduated without any noteworthy honors. Found emplo
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  • ...otected for ages by the magic of the Druids Of The Ebon Circle. Now, that magic has been broken, and Ebonwood must call out to the heroes of the realm for ...t new members. However, due to their ever changing, trial and error style rules, they found it difficult to gain members, and finally gave up by the beginn
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  • ...following hits to that leg will have no effect (the only exceptions are [[Magic Ball|magical balls]] and some [[siege weapons|Siege Weapon]]). Crawling, dr ...Do not count as a hit if they are on the ground when struck (exception: [[Magic Ball (V7)|magical balls]]); otherwise they count as a hit to that leg.
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  • ...s affixed to it in any form is considered a madu and must conform to these rules. ====[[Magic Weapon (V7)]]====
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  • ====Battlegame Rules==== ...Therefore, a team with seventeen people may have no more than two of each magic using class.
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  • ...ity than in some [[LARP]]s (including [[Amtgard]]). MELEE does not allow [[magic]] or [[monsters]] in its standard games, though monsters sometimes make an ...enario at a major MELEE event (using Amtgard weapons, monsters, magic, and rules).
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  • flagging tape nailed to the ground. Use all the rules teams progress. Castles should use the [[Indoor Rules]]
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  • 2 Teams. Double lives. Non magic battle. Shatter battle. 1 Captian per team. Captians are immune to the dea Pacwar jugging rules will be provided at gate and on the jugging field. Please note that you may
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  • Ry is very active on the Dor and official rules clarification Facebook pages to help answer questions and learn as much as ...as Tetsu the Green. A Necromancer Wizard who was very knowledgeable about magic.
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  • # A Wounded arm may not wield [[Equipment]], cast [[magic]], carry anything, and must be kept out of combat. A Wounded Arm is capable ..., but may defend themselves. Has no effect on abilities already activated, magic already cast, [[Chants]] already in progress, or [[enchantments]] activatin
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  • players may not move if they are currently the target of a [[Amtgard Magic|magic]] or ability that affects dead players such as [[Steal Life]] or [[Resurrec ===Battlegame Rules:===
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  • ...ittee and 6.1 project. With [[Garik]] created the rules for the Schools of Magic and global class immunities, and rewrote the [[Paladin]] and [[Anti-Paladin ...on]] of [[Dragonspine]] for being able to stand toe-to-toe with him during rules disputes.
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  • ...d]] Jeopardy was played. Participants answered questions on topics such as rules, heraldry, and Amtgard history. [[Kite]] won the competition and was reward ...s leading up to the event each captain took turns picking three of the non-magic classes for their team in the battle.
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  • '''<big>This Guide is presented in RAS (Rules-as-Spoken)</big>'''<br> ...derstanding so you can keep them in mind as you read through the actual V9 rules.
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  • ===History of the rules=== ...eter' charged the group a dollar for [[rule books]] originally. In the 2.0 Rules the first weapon making instructions are found. As well as information that
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  • ===These rules are outdated=== ===Rules about Relics===
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  • ...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 Some [[Magic and Abilities]] refer to ‘returning to base’ or otherwise reference the
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  • ...the rules. The common Amtgard authorities include [[V9: Rules Authorities| Rules and Safety Authorities]] and [[V9: Officers| Officers]]. ...ws and protect the hand from injury. In Amtgard V9, crossguards follow the rules for [[V9: Multi-Ended Weapons|Multi-Ended Weapons]].
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  • ...asses]] are effected and [[enchantments]] confer no protection. A [[Dispel Magic]] cast on a teleportal renders it inoperable for a 100 count. ...pe or twine is available. Once the rope is thrown down, the usual Climbing rules apply.
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  • ==Armor Combat Rules== # A hit to armor from a [[weapon]], [[Magic Ball]], etc with the [[Armor Breaking]] [[Special Effect]] will immediately
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  • =Rules= ...ial Shield grants wearer enlightened soul. The shield itself is immune to magic.
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  • ...Charles. They started looking for people while I began to find up a decent rules system. I checked every group that didn't make you pay cash for the ruleboo ...ese abilities were too low-powered and not simple enough, so we hacked teh rules to @#%$ and created a group originally called the Lake Area Fantasy Rolepla
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  • I could sure kick your butt in a game of Magic<br> I'm fluent in rules lawering as well as Draconic<br>
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  • ...ce records peaking at 20-25. The populace had become comfortable with the rules. The weapons were less crude and more numerous, the garb of higher quality ...fluence gone, Andre began a reign of terror, upheld with an iron fist. The rules were law, and you would have fun or else. Awards were slim, and the people
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  • ===Known House Rules=== * Magic Eight balls
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  • ''”I said the magic words, "'''Can I help'''"”'' ...has done during her entire Amtgard career is Reeving. Quick on picking up rules and always willing to ask for help when needed and willing to put down her
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  • ...n. Most angels grow up and live in the Heaven of a specific Archangel, who rules that realm and provides for his subjects. A few angels, the most favored se *Immunity to all forms of mortal and monstrous magic. Monsters possessing a [[Q/M Ratio]] of 8/1 or higher might be able to affe
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  • ...es in Amtgard are designed so that each one brings a unique and valuable [[Magic and Abilities|set of skills]] to the field which can be used as part of a t ...class determines which Monsters they may portray. For more information and rules regarding the Monster class please refer to the [[Dor Un Avathar]].
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  • ...gard first formed in El Paso, Texas in February of 1983, after ripping off rules and concepts other LARPs had been using for years.. Since then enough peopl ...tonomous groups bound together by the Amtgard contract and a shared set of rules and bylaws.
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  • and you should never attempt to use these rules to cheat your way out of a valid ...to that leg will have no effect (the only exceptions are [[spellballs (V7)|magic balls]] and some [[siege weapons (V7)]]). Crawling, dragging oneself and be
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  • '''L:''' Players may not activate Abilities or Magic during Fight After Death.<br> ...persist until Fight After Death has ended and are then removed as per the rules for player [[Death (Combat)|death]].<br>
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  • Read the ‘[[Combat Rules]]’. It’s only a couple of pages and shouldn’t take more than ten minu Read the ‘[[V8 Made Easy#Magic, Abilities, States, and Special Effects Made Easy|Magics, Abilities, States
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  • ...referably alive, but dead is acceptable. As a result, many of Siar Geata’s magic users have fled into the wilderness seeking safety. You will receive a numb Announce the Darkness and Light Source rules and inform them of the rotating days and nights, and do not announce the gr
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  • * Neverwinter Kingdom Rules Representative - 2022-2023 ...tgard career is to become a Serpent Knight and become a Paragon of all the magic casting classes.
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  • ...rd Amulet of a Place devoid of Magic"''' ''(counts as a [[Bracelet of Anti-Magic]] talisman)'' =<span style="color:#331F71">Rules</span>=
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  • [[Phoenix League|The Phoenix League Rules Format]] ==RULES==
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  • 4. a description of the rules of combat, with accompanying demonstrations 6. a description and demonstration of Amtgard magic
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  • ...non-magic casting) character class in order to become accustomed with the rules of combat. Then, you may begin playing wizards and healers. Most importantl ...ur persona matches your own physique, the less you will rely upon abstract rules to equalize yourself with other Amtgardians and consequently, the more of y
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  • ...non-magic casting) character class in order to become accustomed with the rules of combat. Then, you may begin playing wizards and healers. Most importantl ...ur persona matches your own physique, the less you will rely upon abstract rules to equalize yourself with other Amtgardians and consequently, the more of y
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  • ...ck shots from [[weapons]] and are impervious to harm except from certain [[Magic and Abilities|abilities and magics]]. All shield measurements are the exter *[[Combat Rules]]
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  • Most Infernals dwell in the province of a single Demon Prince, who rules that realm and his (or her) subjects with a tyrannical iron fist. None dare *'''[[Immunity]]''' to all forms of mortal and monstrous magic. Monsters possessing a [[Q/M Ratio]] of 8/1 or higher might be able to affe
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  • rules apply to armor. Each strike will remove one point of value from the armor. ...cked or layered to increase or add value unless explicitly stated in these rules. Armor worn under tabards or garb must be partially visible, and must be an
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  • 🟢 = Changes that alter text with no functional impact on the rules.<br> *🟢 Clarified the gameplay rules of [[V9: Madu| Madu]] to clear up some confusion that was stemming from the
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  • Amt-Risk is an Amtgard version of the [[Darkon]] map rules. These are the basic rules to Amt-risk as I found them on the old Rising Winds site with
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  • ...each of the following classes to form a jugging team: Assassin, Barbarian, Magic Caster, Monk, and Warrior. Once the team is formed, if the questers have no ** Magic-Caster or Player Class:
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  • [[Regan Engrexel Lechgual]]- Guild-master of Magic ...er. The game ends when one person controls all other combatants. All other rules remain the same.This game type may also have betrayers picked at the start,
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  • 2 - Immune to enough magic that you can slough the ones people are fuzzy on if need be. ...halves your offensive options. You can also get a hardened sword or a pro-magic if you fear spellballs. If you're a person who prefers florentine, which a
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  • ...gard combat is like teaching the English language - there are a great many rules and each one tends to have an exception. Seeing that my purpose is to educa ...being said, it is of limited utility to casual fighters, role-players, and magic junkies. Those sorts of players should feel free to read on, I just don’t
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  • * [http://www.alonatwotrees.com/library/jugging/jugging.pdf The Rules of Jugging] * [http://www.ithinkinc.com/RulebookLatest.pdf Amtgard Rules of Play - 1.0]
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  • ...asses do not exist in a vacuum, and we’ve made changes to all parts of the rules to help facilitate this goal - as well as some extra balance changes to add 🟢 = Changes that alter text with no functional impact on the rules.
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  • *He was the first Bard in the Wetlands granted Paragon under V8 rules. He received it the day he hit fifth level. *Has been performing magic for nineteen years, alongside mentalism and hypnosis.
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  • ...ona or [[NPC]], or simply to be allowed to take the field under the combat rules. ...t hard to assume melee combat, though it may not impede an [[archer]] or [[magic]] user. When choosing fighting garb, it's important to consider what type o
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  • ...Voice]] to be nerfed by the introduction of the 7.5 version of the Amtgard Rules, Miles has been working on leveling up in [[Healer]] now that [[Monster]] i ...Robot Chicken. This has even gone so far as to be included in the renowned Magic: The Gathering cards [[Milan|Milan of Amber]] crafted in the Summer '08 Cro
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  • Adopt updated Relic List. This relic list updates all the relics to the new Rules of Play v7.0. List included below. ...st weapons and any enchantments only, it is ineffective against spells and magic balls. Does work against class abilities.
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  • ...st 11, [[2007]]. When [[Mourningwood Glen]] is willing to work within the rules of the [[Kingdom]] of the [[Emerald Hills]] we will be more than glad to ta ...trying to convince those who would split from the group to play with less magic and heavy weapons to do other wise. The new group is called [[Expendia]] an
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  • ...Crat [[Morrza]] and [[Shadowraith_Lykaios|Daedreth]] capably worked their magic to turn out giant Crimson Sanctum pancakes as fast as possible. ...sets a poor precedent for how to win. In the end, the crats followed the rules and awarded zeros to all five categories (15 points unscored), but gave the
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  • ...battlefield. It can be for prowess in [[melee]], [[archery]], support, [[magic]], or for acts of valor, honor, or excellence. They should be the MVP of a ...nd one night, and at company gatherings. These meetings should follow the rules below for company meetings. Any activity typical for a company meeting may
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  • ...tried to reason with the rioting fairies, they began to throw their fairy magic in an attempt to harm him. ...ut. You have my word that I will defend our home with bow, blade, axe, and magic. Whatever needs to be done will be done."
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  • ...ure, these islanders slaughter any visitors! The chief is Kiki-Jiki and he rules with a iron fist. He controls the spirits of the natives and the visitors h ...er. “Oh no, I must help him!” Kind rushes over to immediately cast healing magic on the injured merfolk. “I made it just in time it seems, they will be ok
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