It has been nearly 8 months, 10 drafts, and over 1,000 pages of submitted
material from over 100 different people since the project to update the 5th
edition rules to 6th edition status began. The enclosed product is the fruition
of all that work. I wish I could say it is perfect, but it is not. The old
hackneyed phrase "living in an imperfect world" is true. There is compromise in
here, for I did try, to balance peoples' opinions, and the fact is, there are
things I would change if I could. However, the whole point of the 6th edition is
to ensure that the game we have been playing for over a decade is still the same
game as the first 5 editions of rules. To that end this is more of a
conservative update than a revision or total rewrite, with changes made in 5
A. neater typesetting and layout, and the removal of typos, to give
Amtgard a more professional appearance,
B. to clarify contradictory, confusing, or incorrect items (example-Scouts
may never use throwing axes),
C. to bring loose areas more into line with the rest of the rules (such as
the standardization of magical wording and the utilization of purchased magics
for bards and 4th level healers),
D. to seal unclear areas that have been subject to abuse (i.e., monsters
are classes, not player races),
E. and to make the game easier for new people by setting down longstanding
unwritten rules into print ("whip" shots do not count, paladin immunities do
not extend to their equipment, etc.).
Keeping in mind that as little as possible was altered so that everyone would
not have to relearn the rules, there were also good ideas that could not be
included such as:
A. complete explanation of all class magical-like abilities rather than
references to the magics' listings (redundant),
B. an alphabetical listing of all magics (confusing if not cross indexed),
C. a chart listing the effects of all attacks versus all defenses - this
was my idea (space inefficient, the rules are already very, long at 60 pages),
D. names and separate colors for the six levels of all classes
(impractical to keep track of and enforce),
E. etc.- juggling playability, rules length, ease of understanding and
play balance all had an impact.
So what it all comes down to is this 6th edition. It cannot be denied that
this is superior to the 5th edition in that it addresses the bulk of the
problems that have cropped up in 5 years of 5th edition usage. Credit for major
contributors are listed on page 1, but I would especially like to offer thanks
to the various jurisdictions of Amtgard, most notably the Board of Directors and
the Monarchies of 5 of the kingdoms. It was refreshing to see so many diverse
government bodies supporting the same basic goal. Despite our differences, we
all share a lot through our common venue of Amtgard. Enjoy, and long live the
J.W. Donnelly (aka Aramithris of Meadowlake) October,
Copyright: 1986/1987/1993 by Amtgard, Kingdom of the Burning Lands The 6th
edition rulebook, being an update of the 5th edition rules in the reigns
of: the kings of the 6 kingdoms- Aramithris, Cabal, Michael, Rift, Zol,
Thanks and credits for their help in updating this handbook: Kingdom of the
Burning Lands Board of Directors, Kingdom of the Iron Mountains Rules committee,
Alaeric, Astrean, Blackthorn, Carnellion, Crosser, Dustin, Franchesca, Gilos,
Greywalker, Gwynne, Hunter, Labrynthe, Ladyhawke, Michael, Moss, Rift, Talinor,
Tawnee, Terarin, Thorn, Weilok, Wolfram, Zol and everyone else in the populace
for their ideas and suggestions. Note that for ease of play, the 5th and 6th
edition rules are virtually interchangeable.
The handbook is a guide to play. It cannot cover all possibilities. Common
sense and a sense of fair play should be applied when problems crop up. Amtgard
Is a non-profit, non-sectarian group devoted to recreating elements of the
medieval, ancient, and fantasy genres. The thrust of Amtgard is both
recreational and educational, with major group efforts devoted to
reconstructions of medieval combat. Amtgard weapons are safe, foam-padded
replicas of the real things. Anyone may join. To become a member you must:
obtain a copy of the handbook and read it.
develop a persona and persona history.
make a costume for yourself that is fitting to your persona.
fill out a membership form and waiver and turn them in to the prime
minister. Minors must have their waivers signed by their parents or legal
guardians. Minors under the age of 14 may not participate in combat without
special permission from the monarch.
Subject to the preceding criteria, anyone may participate in Amtgard
functions, However, there are certain advantages for those whom choose to
financially support Amtgard. Donations to the treasury (informally referred to
as "dues") are $6 every 6 months, payable to the prime minister of the group to
which a member belongs. No one may simultaneously belong to more than one
Amtgard group. People up to date on their "dues" are considered to be
contributing members. This status entitles a member to receive a copy of the
handbook and issues of the Amtgard newsletter. It also, with a minimum
attendance stated by the monarch, allows the member to vote in Amtgard
Government (the Allthing). Funds received in this manner are used to support
Amtgard functions and activities such as printing fees for handbooks/
newsletters/fliers/etc., renting sites for feasts, purchasing prizes for
tourneys and quests, and so on. No one is required to pay "dues" (although some
officers are required to be paid up). We have no "pay for play" rules.
Non-donating members are allowed to participate in all activities and receive
all benefits not specifically listed as exceptions in this paragraph. Members of
all groups may participate in the events of other groups. Note: the terms
monarch and prime minister apply to the specific officers of each group.
Further notes - There are other Amtgard publications of importance:
A. Corpora of Amtgard bylaws- group criteria, Amtgard government
structure, awards and honors, etc. Important for all groups, essential for
B. The Amtgard contract- legal agreement that all groups must sign with
the Amtgard, Kingdom of the Burning Lands' Board of Directors. (Basically it
ensures that groups will abide by Amtgard rules and bylaws).
C. Other publications of note (but which are not mandatory) include
Amtgard supplements (garb making, weapon construction, etc.), various
incarnations of the monster handbook, newsletters, etc.
Real History,: a persona should be based on an Earth type human who could
have truly lived before 1650 A.D. The name, weapons, clothing, etc. should be
historically correct. Please do not impersonate a famous historical figure.
Fantasy: the persona should be based on a book, movie, historical
mythology, or may even be a unique creation of your own. Again, do not
impersonate a character from the medium you choose.
must be either medieval or ancient era, or swords and/or sorcery, related.
HERALDRY: Create a device or insignia to display on your flags, banners, coat
of arms, etc. the device should be unique or at least in keeping with your
persona and/or company. You may register the device with the guildmaster of
heraldry, and the prime minister.
COMPANIES: People who are friends and/or are of the same persona types may
wish to band together as a fighting group. This group is called a company. The
company should choose a name, captain, second in command and device.
HOUSEHOLDS: People who wish to form a non-fighting group within the club can
create a household. The household should choose a name, a Lord and Lady of the
House and a device.
If you wish to fight or participate in a
battlegame you must conform to one class for each game. The following are the
basic rules of all the fighting classes. Note that each class has a semiannually
selected guildmaster who is responsible for the discipline and maintenance of
the class. All classes gain new levels and abilities at the following rate:
1st Level 0-12 weeks experience in that class
2nd Level 13-24 weeks experience in that class
3rd Level 25-36 weeks experience in that class
4th level 37-48 weeks experience in that class
5th Level 49-60 weeks experience in that class
6th level 61 weeks experience in that class
Class abilities gained
per level are additive unless otherwise stated.
Experience: Must have been a Knight for at least
12 weeks. Garb: Must have a black phoenix device openly displayed on their
clothing or armor. Weapons: Any melee weapon and javelins. Armor: Up to 4
points. Shield: Any. Immunities: Immune to all wizard spells except the
following- iceball, magic bolt, lightning bolt, sphere of annihilation.
Note that they are affected by enchantments. Levels: 1st-
Steal life from any dead person still on the field. 2nd- 1 touch of death
(same as the assassin nonmagical ability) per game. 3rd- 1 additional touch
of death per game (total of 2). 4th- 1 additional touch of death per game
(total of 3). 5th- 1 poisoned edged melee weapon once per game. 6th- 1
reanimate (as per the wizard class) per game. Notes: 1) Steal Life-
Anti-paladins can steal 1 life per game from a dead person and add it to their
own by stating "I take your life" and placing their hand over the dead person's
Garb: Any tunic, and a bow is required. Weapons:
Any bow, no hinged weapons, any other weapon under 4 ft. in length used
exclusively for melee. Armor: Up to 3 points. Shield: None
initially. Levels: 1st- Repair bow once per life.
2nd- 1 stun arrow (reusable). 1 flame arrow (reusable). 3rd- +1 damage
with all arrows (3 damage with short bow, etc.). 4th- +1 life (total of 5). 1
armor piercing arrow (reusable). 5th- May use a small shield. 6th- 1
penetration arrow (reusable). Notes: 1) Repair bow- requires 100 count,
and may only be done on one's own bow. 2) Arrow types (ribbons tied to arrow
a) Flame (red ribbon)- it will destroy a shield if the shield is hit and
then not tapped upon the ground five times within 5 seconds of the hit. It
will destroy a siege weapon with 2 hits. Only 1 flame arrow may be lit at
once, and the arrow will stay lit for 2 minutes before it must be relit. Must
say "flame arrow" x 5 to ignite.
b) Stun (grey ribbon)- treat as a subdual blow.
c) Armor Piercing (blue ribbon)- this arrow will pierce any armor and hit
d) Penetration (white ribbon)- as an armor piercing arrow but also
Garb: Mask that covers the mouth and nose,
headbands of the appropriate color are required after 1st level. Weapons:
Any throwing weapons, no hinged weapons except nunchuku, any other melee weapon
under 4 ft. in total length. Armor: None initially. Shield: None
Initially. Levels: 1st- no headband- As listed.
2nd- blue headband- 1 poison edged weapon (reusable), or the ability to make
traps, or a short bow. 3rd- green headband- 1 touch of death per life, or
the antidote to poison. 4th- brown headband- 2 point armor, or a 5 ft.
javelin. 5th- black headband- Small shield. 6th- red headband- a) Choose
1 additional ability from above. b) 1 teleport per game (only usable on
self). Notes: 1) Touch of death- This is not magic and is non-magical in
nature. It is charged by saying "Touch of death" x 20. It will stay charged for
5 minutes. Otherwise treat as per the wizard enchantment of the same name. 2)
Traps- A circle of cloth or noose placed upon the ground. Activated by a victim
stepping into it. The victim must cut at each leg 10 times before he is free.
Maximum trap diameter is 3 ft. May only affect one person at a time. 3)
Antidote to poison- Works exactly like the healers' cure poison. Allows
one dose per life, and the assassin must carry, a small vial or container. This
is non-magic. 4) Teleport- This is non-magical. Say "teleport" x 10. See the
wizard teleport enchantment for a more detailed description.
Garb: Blue or brown cloth (earth tones), leather,
fur, grasses, flowers, leaves, reeds, wood, native and aboriginal jewelry, and
decorations, etc. Weapons: Any melee weapon, rocks, throwing axe, javelin,
short bow. Armor: Up to 2 points. Shield: Any. Immunities: 1) Cannot
be held or subdued, magically or otherwise (exception- healers stun
spell). 2) Can not be made 'lost.' 3) May not carry enchantments. 4)
May not carry relics other than Odin's Hammer. Levels:
1st- tribesman- a) One less life than other classes (total of 3).
b) May go berserk on last life. c) Heal self once per life. 2nd- barbarian-
4 total lives. 3rd- clan leader- Fight after death when berserk. 4th-
chieftain- 5 total lives. 5th- high chieftain- 6 total lives. 6th- ring
giver or overlord- May go berserk on last 2 lives. Notes: 1)
Berserk- Gives the following effects: a) 2 point overall body armor (a
healing spell will repair 1 point of armor on any specific area of the
barbarian's body). b) Melee weapons are considered bladesharpened or bludgeoned.
c) Berserkers may not retreat unless out numbered by 5 to 1 or more or when
facing magic. d) Must wear a red arm or head band. e) Berserkers may not use
projectiles, armor, or shields. 2) Heal self- The barbarian must carry a
pouch with herbs (paprika, cloves, etc. ). The barbarian eats the herb for a 100
count to be healed. 3) Fight after death- Berserkers may continue to fight
for 10 seconds after they have died. Leg and arm shots against these berserkers
still incapacitate the affected limb. Note that physical and/or dangerous
contact is still not allowed. May not fight after death if killed by: siege
weapons (or monsters' equivalent white weapons), flamewall, firetrap, fireball,
call lightning, and sphere of annihilation.
Garb: Bardic blue worn on or with a bright tunic (white,
yellow, orange, etc.). Bards must carry, a musical instrument. Weapons: Any
single handed sword, dagger, staff. Note that the use of weapons will deduct
from the Bard's available magic points. Armor: None. Shield: Small round.
Note that it will deduct from the available magic points. Magic: May cast
spells and enchantments. Levels:See the handbook section on
Garb: Brown robe, sash, or belt. Magical symbols and
devices are encouraged. Weapons: Any non-hinged melee weapon except "red
class" weapons types and/or slashing type polearms, shortbow. Note that the use
of weapons will deduct from the Druids available magic points. Armor: None.
Shield: Small. Note that it will deduct from the available magic points.
Magic: May cast spells and enchantments. Levels: See the
handbook section on magic.
Garb: Red sash or baldric. Magical symbols and
devices are encouraged Weapons: Any single handed melee weapon under 4 ft. in
length (this includes flails and other hinged weapons), staff, dagger; Note that
the use of weapons will deduct from the Healer's available magic
points. Armor: None. Shield: Small or medium; will deduct from the
available magic points. Magic: May cast spells and
enchantments. Levels: See the handbook section on magic.
Garb: Gray belt or sash at 1st level, and a black belt
or sash at higher levels Weapons: Quarterstaff, nunchuku, polearms, dagger,
short swords, or a single long sword (3 to 4 ft. in length), throwing weapons
after 1st level. Armor: None. Shield: None. Levels:
1st- a) May block projectiles with their weapons without penalty.
b) Heal self once per life. c) Immune to touch of death, vibrating palm, and
spell of wounding. 2nd- a) May use throwing weapons. b) Immune to poison. c)
May transfer one life to a teammate (excluding monsters) once per game. 3rd-
a) Immune to all magic that charms or control. b) Vibrating palm once per
life. 4th- a) May turn undead twice per life. b) May block projectiles with
their hands without penalty. 5th- a) May use the sanctuary chant once per
life. b)Protection from death. 6th- a) Immunity to traps. b) 1 additional
heal self per life (total of 2). Notes: 1) Heal self- Same as the healer
spell heal. Is considered to be a form of body control and is non-magical in
nature. Must recite full incantation to be healed. 2) Vibrating palm- Same as
the assassins' touch of death but instead charge it by saying 'Vibrating palm" x
20. 3) Protection from death- Exactly like the healer enchantment of the same
name. However this is an inherent immunity, not a form of magic. 4) Immunity
to charm or control- May still be trapped, entangled, subdued, frozen, or
petrified. Are still affected by Bardic visit and Bardic voice (non-charm magic
only). 5) Sanctuary- By chanting "sanctuary" once every 5 seconds the monk
may wander unhindered where he will and no one within 20 feet may strike at
or attack him. Sanctuary, is negated in the following instances:
a. The monk stops his chant.
b. The monk approaches within 20 feet of a home base or flag.
c. The monk has a weapon in hand.
Note that this is not a
protection from various battlefield effects, but only from deliberate attacks
(the monk is unnoticeable). 6) Turn undead- By stating this out loud, the
Monk may prohibit an undead creature (zombie, ghost, etc,) from attacking him
for a count of 1,000. this may be done twice per life but never more than once
on the same particular undead individual.
Special quests and scenarios may involve the use of
monsters. Many have magic or magic-like abilities. Monster types that have been
played on the battlefield range from dragons to dryads, from ghosts to trolls to
vampires and werewolves, and so on. As they are not a regular class, the
specific rules on monsters are included in a separate monster handbook.
Restrictions on the class include the following:
May only be played in special games or with the permission of the Monarch,
Prime Minister, and Guildmaster of Monsters.
Monsters may not unbalance a battlegame and must show a willingness to
play in character. Neutral monsters must stay neutral.
Garb must be distinctive and typify the monster played.
No more than one monster per 1O people.
No one may play a monster more than twice per month.
Monsters may not be combined with other classes (i.e. - no giants playing
6th level scouts, etc.). Monsters are a class, not a persona race.
Monsters may not be played in intergroup games except by agreement of all
The rulebook supersedes all monster supplements and handbooks in cases of
Monsters with innate armor may not add other forms of armor unless
specified for that monster type.
Experience: Must have been a knight for at least 12
weeks. Garb: Must have a white phoenix device openly displayed on their
clothing or armor. Weapons: Any melee weapon and javelins. Armor: Up to
4 point. Shield: Any. Immunities: Immune to all wizard spells except the
following- iceball, magic bolt, lightning bolt, sphere of annihilation.
Note that they are affected by
enchantments. Levels: 1st- May extend their immunities
to one person whom is in physical contact. 2nd- 1 resurrect per game (see
the healer spell of the same name). 3rd- 1 additional resurrect (total of
2). 4th- 1 additional resurrect (total of 3). 5th- 1 heal (see the
healer spell) per game. 6th- Immunities extend to a 10 It. radius one life
Garb: Green tunic or visible green sash. Weapons:
May use either a short bow or a long sword (no longer than 4 ft.). May use any
non-hinged short weapon, any melee axe, and javelins. Armor: Up to 3
points. Shield: Small round. Levels: 1st- scout- a)
1 First Aid bandage. b) Cannot become lost due to an innate sense of
direction. 2nd- pathfinder- a) 1 additional First Aid bandage (total of
2). b) Stun arrow or flame arrow (1/life, reusable). 3rd- guide- a) Obtain
information from subdued person. b) Cure poison of self (1/life). 4th-
tracker- a) Tracking (1/life). 5th- strider- a) Entangle trap (nonmagical
skill 2/game). b) Cure poison of other (1/game). 6th- ranger- a) Carry two
enchantments (1/game). b) Use of longbow or crossbow in place of short bow or
long sword. Notes: 1) First Aid bandages- Scouts are granted reusable
bandages (strips of white cloth) which are tied around a wounded limb and will
provide limited healing after a 100 count. Note that it is a skill, not magic.
The count is made to pass the appropriate amount of time needed to actually
bandage a real wound. The wounded limb may then be used with the following
restrictions: If used in combat, the wound will return after a 100 count, or
if a bandaged leg is used for running then the wound will return after a 100
count. Any limb may be used for anything else (carrying something, walking,
etc.) but will be under the restrictions above until healed by magic. If the
scout's bandages are in use then he may do no more first aid until they are
returned. 2) Special arrows: Flame (red ribbon)- it will destroy a shield
if the shield is hit and then not tapped upon the ground five times within 5
seconds of the hit. It will destroy a siege weapon with 2 hits. Only 1 flame
arrow may be lit at once, and the arrow will stay lit for 2 minutes before it
must be relit. Must say "flame arrow" x 5 to ignite. Stun (grey ribbon)- treat
as a subdual blow. Must say "stun arrow" x 5. 3) Obtain information- a
subdued person may be asked one Yes/No question which he must answer
truthfully. 4) Cure Poison- say "cure poison" x 10 to cure a person already
poisoned. This is a skill 5) Tracking- May ask one "yes or no" question
about a specific game effect (who passed the area, where an object is hidden,
etc.). Reeves, dead people, neutral monsters, and players may be asked, and
must answer to the best of their abilities. This is nonmagical. It also grants
scouts total immunity to traps whether tracking is being used or not. May
follow "teleporting" assassins. Yields no immunity to scout entangle trap.
6) Entangle trap- Scout must say "May mother nature bind thee" x 2, range
is 20 ft. The victim must cut at each leg 10 times before he is free. This Is
not a magical effect. The scout is assumed to have maneuvered the victim Into
an area of uncertain footing. Monks and barbarians are not immune.
Garb: A tunic or armor must be worn. Battlefield
participants in Amtgard more than a month and without garb can only play a
first level warrior (the "peasant rule"). Weapons: Any melee weapon, and
javelins at higher levels. Armor: Up to 4 point, increases at higher
levels, Shield: Any. Levels: 1st- 1 additional life
(5 total). 2nd- May wear up to 6 points armor. Improve weapon once per
battle. 3rd- 1 additional life (6 total). May use javelins. 4th- Improve
shield once per battle. Improve weapon becomes once per life. 5th- Repair
once per life. 6th- +1 point to any armor worn. Notes: 1) Improve
weapon- a nonmagical bladesharp (or bludgeon) only effective
against armor. Requires a blue strip of cloth. 2) Improve shield- makes a
shield impervious to all at attacks except magic and siege weapons. Requires a
strip of blue cloth. Will stop armor piercing and penetration arrows. 3)
Repair- may fix a weapon, a shield. or one point of armor. Requires a 100
count and may only be done on ones own equipment. 4)+1 to armor- simulates
higher quality equipment (much like the sharpen and harden abilities). The
person must actually be wearing armor to receive the bonus. Note: Armor may
never exceed 6 pts. in value.
Garb: Yellow belt or sash. Long
robes, hoods, and magical devices are encouraged. Weapons: Any one handed,
non-hinged weapon under 4 ft. in length, staff, spear, dagger. Note that the
use of weapons will deduct from the Wizard's available magic points. Armor:
None. Shield: None. Magic: May cast spells and
enchantments. Levels: See the handbook section on magic.
1) Any person who wishes to fight must have signed a waiver and be at least
14 years of age. If younger, he must have special permission from the monarch
and his parents.
2) A person may advance in level in a class after having completed all
listed prerequisites. One may become a master in a class if judged as an
outstanding example of the class by the Monarch, Prime Minister, and class
Guildmaster. Such decisions will usually be made every six months at the
3) People must actually participate in a class to receive attendance
4) Only one attendance credit may be given on a single day.
If you do not want to fight but wish to participate in a battlegame there
are a few classes that do so:
REEVE - The garb is a gold tunic, headband, or sash. The
reeve is a referee for the battlegame. He should be impartial, fair, have a
good eye, and be well versed in the rules. The reeve has the last say in any
decision in a battlegame. The reeves do not fight and should not be hit or
touched in an offensive manner. Biased, unfair, or incompetent reeves shall be
dealt with by the Guildmaster of Reeves.
PAGE - Garb consisting of his master's device is optional.
A page can be a fighting or a non-fighting servant.
COLOR - Garb is encouraged. It is not a class, yet
includes everyone else who wish to participate in the mood and ambiance of
Amtgard. Examples include minstrels, waterbearers, and many others.
head- Out of bounds. Will not count as a hit and is discouraged. Blows
to are illegal and also will not be counted.
Arm- A hit to the arm will result in the loss of use of that limb. A
struck arm should be kept behind your back. A second hit to the arm will
result in death. (We are going on the theory that a first hit disables and
the second hit removes the arm.) Hand shots will count as a hit to the arm
unless you are holding a weapon in that hand (most weapons normally had hand
protectors on them). Note: polearms, rocks, throwing daggers, and bows are
not assumed to have hand protectors on them.
Leg- A hit to a leg results in the loss of use of that leg. Drop to one
knee. Any following hits to that leg will have no effect (the exceptions are
magic and white weapons). Crawling, dragging one's self, being carried, etc.
are the only ways to move about with a wounded leg. You may make a short
spring at an opponent with your good leg.
Torso- (Includes a person's shoulders) instant death.
Feet- Do not count as a hit, unless used to block blows that would have
struck elsewhere (such as jumps, leaps, or kicks).
Any 2 limb shots (except 2 shots to the same leg) result in death.
Shots that only strike garb, equipment, or a person's foot do not count
as a hit unless 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).
Blows that nick or lightly glance off of a target do not count as hits.
Any shot that stops or any shot that hits then deflects at an angle is
considered a hit.
Projectile weapons that strike 'light' still count as hits.
The chain portion of flails are not legal striking edges and do not
count as hits. The same applies to all weapons hafts and hilts.
Non-hinged weapons that bend (or whip) around a parry do not count as
Magic and white weapons still affect wounded limbs.
Deflections that then strike true on a target are hits.
Armor is rated on its ability to stop or deflect blows. The rating ranges
from 1 to 6 points of value. The same damage rules apply to armor. Each hit
will remove 1 point of value and the damage only applies to the area that was
hit (either arm, either leg, the torso). Armor only protects the area that it
Besides a few magical weapons, Amtgard only
allows weapons that might have been in existence before 1650 A.D. (no
explosive or chemical ones however). All our weapons are safe, foam padded
replicas of the real thing. Color codings for each weapon tell how it should
be used. The codes are:
blue- Smashing and hacking; includes swords, flails, axes, maces,
green- Thrusting or stabbing; includes daggers, spears, arrows. etc.
red- Used one or two handed; when used with two hands to slash (not
thrust) does the following:
a. destroys a shield with 3 solid blows
b. double damage (2 points) to armor
4) yellow- magic or enchanted weapons
black- throwing weapons; include knives, throwing axes, shurikens, etc.
white- weapons that kill with one hit; includes siege weapons and
orange- single edged weapon with only one legal striking edge.
Yellow, red, orange, and white weapons must be marked with the
appropriate color (tape on the hilt or haft will suffice). As with all cases
of Amtgard markings, this is to simplify play by making unusual cases obvious
to reeves and participants. Other weapons will only be marked to clear up
cases of confusion.
NOTES ON WEAPON TYPES:
Projectile weapons are divided into the following categories. Note the
differences carefully when choosing the class that you will play:
a. Throwing weapons- throwing knives and axes, shurikens, darts, etc.
(limited to assassins. monks above 1st level, and barbarians).
b. Rocks- must be at least 1 ft. in diameter. (limited to barbarians).
c. Bows- short bows, crossbows, long bow (archers and 6th level scouts
may use any of these; other scouts, druids. and barbarians may only use
d. Javelins- includes throwing spears (limited to anti-paladins,
paladins, scouts, barbarians, 4th level assassins, and 3rd level
warriors). May be used to melee.
Short weapons are any non-hinged melee weapon under 3 ft. in total
Long weapons are under 4 ft. in length.
Red or "berserker" weapons (not to be confused with the barbarian
ability) are non-hinged weapons that must be over 4 ft. in length. Padded
striking edges must over 1 ft. in length and the weapon must weigh at least
one pound for every one foot of length.
Daggers are under 1 1/2 ft. in total length.
Flails or hinged type weapons are useable only by the following classes-
anti-paladins, healers, barbarians, paladins, and warriors (exception-
assassins and monks may use nunchuku). As noted before, the chain of a
hinged type weapon is not a legal striking edge. Chains on these weapons
must be wrapped in foam with less than half an inch of the rope exposed at
any point. The combined rope and striking edge of a flail may not exceed
11/2 ft. in length except in special cases approved by the monarch. The key
word is safety, and potentially dangerous equipment will not be allowed on
The term shield is self explanatory; warboards are shields, madus are
considered to be a polearm joined to a shield. 8) Spears are stabbing only
weapons and should not be confused with javelins.
Polearms include spears but may also have slashing edges (minimum 1 ft.
in length for a striking edge).
Poison will kill the victim from any hit that occurs and actually wounds
the target. The poisoned victim will die in a 100 count. Poison is stopped
by armor. Only assassins and 5th level anti-paladins may use poison. A
person may only poison one of his own edged weapons (sword, arrow, dagger,
A siege weapon is a weapon that will kill a person regardless of armor
or a shield (exception- the Shield of Reflection is the only shield that can
defend against a siege weapon). Ten hits from a blue or red weapon will
destroy a siege weapon. Siege weapons may destroy one another with 1 hit.
They require 3 people to operate. The exception is that some monsters wield
siege weapons as if normal weapons.
What is a safe weapon? A safe weapon is one that will not leave marks,
bruises, or broken bones or teeth when it strikes a person. If your weapon
hurts when you are struck, it is not safe. Markland, IFOS, and S.C.A. weapons
will never pass our inspection. The entire surface of a weapon must be padded
except where it is held. Cross guards must be padded. For a base the best
thing to use is PVC tubing or Fiberglas. Other materials will be checked for
safety on a case to case basis. The longer your weapon is the greater the
chance it has of breaking. Use a good, stiff foam to pad your weapon.
Ensolite. a closed cell foam, is good to pad the base. Foam is best cut with a
razor or sharp scissors. Stick the foam together with adhesive glue or duct
tape. A weapon cover should be made from a durable cloth. This lasts longer
than a tape covering and is easier to repair. Weapons with a cover last longer
and look more authentic. Weapon tips (points, guards, pommels, etc.) must be
larger than a person's eye socket. All stabbing weapons must be capped by
folding foam over the ends of the weapon's base. Magic components used in
combat, magical balls, etc,) must also be padded and be bigger around than a
person's eye socket.
Armor is rated by the Monarch, Prime Minister, and guildmaster of Reeves.
Mixed armor will be averaged. Again damage to armor only applies to the area
that is hit, and armor only protects the area that it covers. Damage that
exceeds the armor value wounds or kills the target. Examples of a person
struck in the back:
2 point chest armor, 1 point back armor - back armor destroyed, 1 point
of chest armor remains (chest and back are included together under torso
2 point chest armor. 0 point back armor- person is dead.
must look authentic. and should weigh close to actual historical standards in
order to receive full value. Armor worn under tabards must be at least
partially visible to opponents, and must be announced if asked. These are some
general categories of armor ratings:
4 layers of cloth
2 layers of cloth with padding
1/16 inch thickness
1/8 inch thickness
chainmail, barmail, combined
augmented or double mail
* - Standard criteria is 16 gauge metals. Note that metal armor must be
safe with no projecting edges that could injure someone.
Only cuirbouilli, studs/rings, and scales may be added to other
armor types to increase value. and they may never be added to metal armor.
Armor values may never exceed 6, and this includes the use of magical
enchantments. Exception - some monsters possess armor values greater than 6.
Some armor will be rated with reductions in their values. Examples of
reductions in armor point value include (these are
cumulative): non-authentic materials -1, poor workmanship -1, shoddy or
artificial appearance -1, stacked armor: highest type. Barbarian berserk armor
may be healed, stoneskin/barkskin may be mended.
Shield backings should be made from tight, firm materials, and should be
well padded. Hard edges may not be exposed. Good materials to use include
substances with some give such as plywood and high impact plastics. An
interesting alternative is to use a plastic garbage can lid, which will
produce a light shield that requires less padding. However, the durability and
life span of this kind of shield can be somewhat limited. Arm straps are best
made by bolting on thick strips of leather. Bolts should be attached with the
head affixed to the exterior of the shield, and this heavily padded with foam.
Shields must be at least as safe as the weapons we use. Small shields shall
not exceed three square feet in total exterior surface area. Medium shields
shall not exceed five square feet, and large shields shall not exceed eight
ARCHERY: The maximum limit for a bows pull is 35 pounds
with a maximum 28 inch draw length. No compound bows. Broken or mended arrows
are not to be used. All wooden arrows must be taped on the entire shaft.
Arrows may never be used as a hand or melee weapon. The tops of all arrows
must have a diameter larger than a person's eye socket. An arrow scores hits
like any other weapon. Bows may only be half drawn at close range. Short bows
(i.e. the arrows shot from them) do 2 points of damage to armor. Crossbows and
long bow (any bow that is 5 ft. or more in height when strung) do 4 points of
damage to armor. These values are for standard arrows and can be modified by
special arrow types and class abilities. Only monks may block arrows with
their weapons. A weapon used by anyone else that is hit by an arrow is
destroyed. If a bow is hit by another weapon the bow is destroyed.
OTHER PROJECTILES: A blow by any part of a throwing
weapon or rock counts as a hit, so all parts of these weapons need to be
padded. Javelins must strike point first to count as a hit. All these weapons
do only 1 point of damage to armor, and all may be blocked by others' weapons
Weapons or shields that have been destroyed can be repaired by a mend
spell, returning to life after having died (does not include being
resurrected, reincarnated, etc.), or going to nirvana or your base and
counting to 100 (simulates retrieving a new weapon).
Armor that has been destroyed or damaged can only be fixed by a mend
spell per one point of repaired armor or by returning to life after having
died. Exception- upper level warriors have a limited repair ability.
Non armor type enchantments may not be repaired
Spell books and like items destroyed by pyrotechnics or shatter may be
repaired as per weapons and shields.
SUBDUALS AND PRISONERS: Prisoners may be taken by
surrendering or by being rendered "unconscious". Prisoners may be knocked out
by a killing blow (torso or second limb shot) preceded by the word "subdue".
The person will then be unconscious for 60 seconds and may not fight. The
prisoner may be subdued up to 5 times. Any more hits will result in his death.
Armor negates a subdual blow. Stabbing only weapons or stabbing with a
slashing weapon may never be used to subdue (however- see stun arrows and the
wizard "stun weapon"). A subdual blow to a limb will render that limb useless
for a 300 count. A prisoner's equipment must be kept within 10 ft. of him and
cannot be destroyed. A prisoner who refuses to be tied is honor bound to keep
whatever conditions he reaches with his captors. Rescued prisoners must still
count the required time before they are considered recovered. Subdual blows
cannot be healed.
DEATHS AND LIVES: Immediately remove yourself from
impeding play on the battlefield once you have died. If you want to get into
the spirit of things then fall down and scream. Make it dramatic. Reeves will
give you a bonus for a good death. Then report to nirvana. The reeve in charge
there will take your name and record your time. Deaths are for 5 minutes
though a bonus will subtract 2 minutes and a penalty will add 2 minutes,
Normally you are allowed 4 lives. You are out of a battle once you have
expended your last life. When returning to life you must return to your base
or headquarters before reentering the battle. Dead persons entering or leaving
nirvana should hold their weapons over their heads. If the battlegame does not
call for a nirvana reeve, one may sit down in a predesignated spot and slowly
count to 300 before returning to life at his base. One should always loudly
declare upon returning that he is alive. Note that no battlefield effect will
work on a dead person once he has left of his own choice from where he died
i.e., a person can not be resurrected, etc. if he moves from where he died
(exception- "summon dead" will negate this rule for purposes or resurrection,
etc.). Dead people, provided they are not affecting or impeding play, may stay
on the field as long as they want.
HOLDS: Holds are used in the games to give reeves time
to figure out and solve situations in the battles. When a hold is called all
living participants must stay where they are and be quiet. No tactical
maneuvering is allowed and weapons may only be collected if a reeve gives
permission. If you really do get hurt then yell "hold". Remove yourself from
the battle and reenter behind your own lines once you have recovered.
Deliberate faking of a game death or real injury is not allowed. Battlefield
participants should only call a hold for injuries or when a potentially
dangerous situation arises (a 7 year old strays onto the battlefield, etc.).
If you are involved In a dispute then go find a reeve or remove yourselves
from the field until the issue is resolved.
Switching classes during a battlegame is not allowed unless specified by
the scenario or by a reeve.
Weapons may not be used or stolen by anyone unless the owner has given
permission to do so. Never handle anyone's personal property without first
getting their permission.
Switching sides is not allowed unless it's within the scenario.
There should be only 1 bow to every 5 people on a side.
There should only be 1 each: wizard, healer. druid, bard to every 10
people on a side.
Players who break the rules may be removed from the game by a reeve.
Players who frequently break of rules or abuse game etiquette may be
removed from play for longer periods of time by the agreement of the
Monarch. Prime Minister, and Guildmaster of Reeves. if at a foreign event,
removal may be made by the host Monarch or by their own Monarch.
The following activities are strictly
Grappling with an opponent, shield bashing, rough or dangerous physical
(body to body) contact.
Head shots, neck shots, striking with intent to actually injure.
Maneuvering or engaging during a hold.
Striking at reeves and non-combatants.
Calling a hold to retrieve spent items or derive other advantages.
Trying to influence a game while you are dead.
Utilizing unsafe, illegal, or outlawed equipment.
While not absolutes, the following conditions have
stood the test of time and should be observed:
Do not use a hold to gather or retain spent equipment or valuable game
items. Exception- a reeve or the other team may grant a person the
opportunity to pick up his spent equipment.
Do not use a hold to avoid a death or get out of a bad situation.
Do not come to life behind another team.
While it is honorable to return the other team's spent equipment (magic,
weapons, expended arrows, etc.), it is not mandatory. Don't delay or stop
play to return equipment. Similarly, don't attack someone who is being kind
enough to return your own team's items.
As stated before, players should remove themselves from the field when
discussing disputed blows or rules. This is not always practical in the
immediate heat of the moment. If you see a dispute, do not engage or strike
at those involved. By the same token, don't use the excuses of returning
equipment, a head shot, or resolving a dispute to save yourself when the
enemy has you dead in his sights (i.e. if you are accidentally struck in the
face, and simultaneously cleaved in two from- behind by another opponent,
then you are still dead).
Do not use rules loopholes or gray areas to derive an advantage on the
Each class has its own particular garb parameters. In
addition, there are certain other garb elements reserved for special cases:
White belts, unadorned chains, and spurs are reserved for Knights. A
Knight may also choose to trim his white belt with a color particular to
that order of Knighthood: gold- crown, silver- sword, red- flame, green-
Red belts (not to be confused with sashes or baldrics) are for squires.
The Phoenix is the symbol of Amtgard. It is generally only worn by
paladins and anti-paladins.
A diagonal slash of a guilds distinct color, worn on a belt, baldric, or
tunic is the mark of a class master.
Guildmasters are entitled to wear favors marked with the symbol of their
guild (ask the Guildmaster of Heraldry).
The use of crowns and coronets is reserved for the royalty and nobility,
although their retainers may wear the symbol of a crown on their garb.
Most companies and many individuals choose to register their personal
symbols and colors. While not specifically disallowed, it is considered bad
form to use anothers coat of arms without his agreement. Personal symbols
and colors should be registered with the Guildmaster of Heraldry and the
Single color belt favors are indicative of a fighter's relative standing
within the fraternity of Order of the Warrior. Only the Monarch may award
The garb of a page is a yellow belt (not to be confused with wizard or
Important: The use and application
of good garb is important in creating the correct mood of the Amtgard
battlegames and events. All members are expected to be garbed in a "period"
fashion. Newcomers should have their own garb (and weapons) within a month of
having first attended Amtgard. it is easy and inexpensive to fashion a T-tunic
or tabard, and plenty of people are willing to help. if you have questions
about garb or any area of the rules, then all you have to do is ask.
Use a length of bamboo, PVC, or Fiberglas tube for the core. Metal rods
or wooden dowels are not acceptable.
Tape a piece of foam over the ends of the core.
a. To make a flat blade, sandwich the core between several layers of
ensolite (camp-pad) foam. b. To make a round blade, tape the edge of a
thin (1/16" to 1/8") piece of packing foam to the core, then roll foam
around core. A spray adhesive may be used to secure the foam to itself.
If you want a thrusting tip tape a piece of open cell foam over the tip.
Be careful not to compact the foam.
For the cover, choose a light, durable fabric of a neutral color. Cut it
Fold the fabric across and sew the sides and top.
Roll the cover like a stocking, and then roll it down the sword.
Secure the cover to the hilt with tape.
All shields must be covered with a layer of foam
that is at least 2" thick. Round shields cannot have a diameter over 3 feet.
Other shields may come up to your shoulders but cannot be wider than 2'. All
shields must either have foam folded over the edges or have the shield edges
recessed into the foam.
AMTGARD MAGIC Amtgard's magic using classes
ate one of its most unique differences from other medieval and fantasy
societies. Playing one of these classes requires the participant to think and
is a constant challenge. Note that a delicate balance exists between all the
classes. Each class, especially those which use magic, must be played within
the spirit and rules defining it. There is a great deal of trust and honor
involved, and game balance can easily be disturbed by someone abusing the
rules of any class. Wizards, healers, druids, and bards are urged to dress and
act as recognizable members of their classes, which are not only powerful, but
spectacular. If you have difficulty understanding the magic system, don't
hesitate to ask help from your guildmaster or a reeve. Happy magic
THE RULES OF MAGIC
Magic must be said loudly and clearly enough to be heard within 50 ft.
or by the recipient, whichever is closer
Only one spell may be active at a time. Enchantments and neutrals may be
used in any number.
A person may carry only one enchantment at a time. Exceptions-wizard
stack and 6th level scouts. Note that wizard reanimate and lich
When a person dies, the enchantment they carry is lost. Forcewall,
anti-magic, circle of protection, flamewall, thornwall, silence and firetrap
disappear when their caster dies. Liplock disappears when a dead person
comes back to life. Resurrected people still have the enchantments (or
remnants thereof) they were carrying (exception- protection from magic).
Reincarnated and reanimated people do not keep the enchantment they were
wearing unless they can wear two enchantments at once. Enchantments that die
with theircaster do not return under any condition. Honor duel never
An enchantment will only cover one object (for example a person,
aweapon, armor, etc.). Thus, while you may be protected from flame, your
armorand weapons are not. The same applies to class abilities. Enchantments
caston one's equipment do count against the number of enchantments allowed
If an enchantment has been cast on oneself or on one's own equipment, it
is dispelled when the caster begins to cast other magic. Note for purpose of
this rule that enchantments such as forcewall, anti-magic, etc. (see rule 4)
are considered to be on the area of ground they occupy (fixed enchantments),
and do not prohibit the casting of other magics (however, see rule 16). Note
that the wizard defend enchantment is an exception to this rule.
Enchantments may not be healed.
Enchantments must be visible (a strip of cloth 1" by 12"), and announced
if asked. Most enchantments will appear as a length of yellow or white cloth
worn on the person or item protected. Enchantments may be dispelled.
A person must stand still when casting magic, unless otherwisestated or
specified in the magic's description. The same applies to noncombatant class
abilities and skills.
Incomplete or interrupted magic has no effect, and does not countas if
it were used. Extension is not used up unless the accompanying magicis fully
Wizards, healers, and druids must carry a magic book or scroll with them
at all times in order to cast magic. Exceptions: wizards- hold person,
wounding; healers- healing. Bards require a musical instrument rather than a
book or scroll. Note: all magic using classes must have a list of which
magics they have bought for that game.
Magic points must be evenly distributed between levels. Exception- any
number of magic points may be deducted from a higher level to be spent on a
lower one. Weapon costs are deducted from every 10 points of available magic
Relics such as the sword of flame are objects of great power.
Anyquestion of magical superiority will generally be won by a relic.
Enchantments cast with an extension must be placed on the affected
individual as soon as is reasonably possible.
Invulnerability is a magical armor particular to some monsters andto a
limited number of enchantments. Each level of Invulnerability will negate
one physical or verbal hit (defined as something that would do damage
orinhibit the target so that it would take damage, i.e. yield, sleep,
stun,etc.) of any kind. Magic casters must specify which area (torso, arm,
orleg) of invulnerability that they destroyed with their verbal magic.
Wizardprotection is a limited form of invulnerability. While most
invulnerabilitytakes damage like armor, note that healer's protect only
works against oneshot overall.
All magic will be listed as either a spell, an enchantment (some of
these referred to as fixed enchantments), or a neutral. This distinctioncan
have a great impact on play so note it carefully. Fixed enchantmentsfollow
all general rules for enchantments.
A person may only have one of the following in existence at the same
time:killing grounds, force wall, anti-magic, circle of protection, defend,
flamewall, firetrap, Thornwall, silence. Note that flamewall, firetrap, and
healercircle of protection, in addition to the listed wizard examples, are
Enchantments nullified by death or other means must be removed. Fixed
enchantments,with the exception of killing grounds, may never be preplaced
before utilization(i.e. - no cloth in sight).
Unless they buy ambidexterity, wizards and druids must cast magic with
theirleft hand. Magical balls (lightning balls, iceballs, etc.) may then be
transferredto the right hand and thrown. Healers and bards may cast magic
Spells completely cast and enchantments discharged are considered used,
evenif they were ineffective against their targets. The same is true of all
Magical balls, once cast, are charged for 2 minutes. If unused, they
mustbe recast before utilized. The cost for these lightning bolts, entangle
balls,etc, is for the number that can be cast and thrown at the same time:
costof 2 to throw 2 magic balls at the same time, etc.
The only magics which may be cast more than once at the same time on
thesame person or item are magical projectile,protection, protect, barkskin,
and stoneskin (as listed under their descriptions) Exception: wizard stack.
When hit with a magic ball of any type, all hits count except head or
throatshots. This includes foot shots, tail hits, and grazes. A hit to the
handholding a weapon destroys or affects the weapon (which in some cases,
asin iceball, affects the holder also).
In the event of a conflict between magics which is not directly covered
bythe rules, the higher level magic is considered more powerful. If the
magics are of the same level then the defensive magic is more powerful.
In case of confusion or contradictions, then the specific magic
description should be the final source. Use your common sense when ironing
The reeve's word is final. If what looks like 30 ft. to you is
determined to be 60 ft. by the reeve, then It is 60 ft. If you feel the
reeves are not good judges of distance, bring out a reliable measure with
Transformed, reincarnated, and diseased players no longer play by their
classrules, but by the rules of the monster type that they became.
The rulebook takes precedence over all supplements, manuals, and other
rules editions or playtesting experiments.
Under the notes sections of many magics it lists those classes which are
immune to that magic. As the classes and their immunities evolve, immunities
in the magic section will correspondingly be added or deleted,
Neutral magic may never be dispelled. This includes ambidexterity, lend,
extension, warskill, advancement, enhancement, presence, visit, imbue,
mimic, voice, and extra magic points (all are neutral). Visit, messenger,
and other classes' magic-like abilities are also not allowed to be
dispelled. Druidic magics bought via bardic voice, may be dispelled.
Liches and wraiths are undead and magical creatures. Zombies, mummies,
and vampires are undead and diseased. Lycanthropes are diseased.
Enchanted weapons (other than enchantments that are defensive such as
harden) may be affected by heat weapon, warp wood, curse weapon, and magical
balls. Note that relics do not possess any qualities that are not listed
under their descriptions.
Interrupted magics and class abilities/skills must be restarted to be
Paladins and anti-paladins are immune to most wizard spells, but not
their enchantments. Barbarians may never carry enchantments.
Cure disease will turn an undead creature or lycanthrope back to human.
Resurrect will not. Protection from disease will protect a person from
conversion to these creatures for one life.
Stone to flesh or a heal will negate petrify. A heal spell will alter
the effects of druidic flesh to stone to those of an iceball (or entangle).
Lightning in any form is considered to be a type of flame. Protection
from flame is proof against a flame wall. Protection from magic is not. Both
are proof against a firetrap.
Mend will not negate the effects of heat weapon or curse weapon.
Red weapons, enchanted weapons of any type, relics, arrows, and touch of
death will destroy a bless, barkskin, or protection without killing the
wearer of these enchantments. The dagger of infinite penetration will kill
Projectile protection is not proof against magic bolts (or for that
matter, any other kind of magical balls). The magic bolt spell may be
blocked and parried just like any normal throwing weapon.
Dispel magic will cancel protection from magic. It does not block class
abilities or skills, nor does it affect the following: neutral magic of any
type, any spell or enchantment already discharged (healing, etc.),
commune, messenger, teleport, or passplant in action of being completed,
lost, duel, or an honor duel victory passage. Dispel magic can cancel
anti-magic only if cast outside of, but within 20 ft. of the periphery of
the antimagic circle. Dispel magic will cancel all enchantments on the
Defend or protection from magic will not save a wizard from his own
killing grounds or mutual destruction.
Druidic passplant is the same as teleport for all game purposes.
Game effects that allow questions of dead people (talk to dead scout
tracking, etc.) must be asked in a "yes or no" format.
Weapons or equipment carrying an enchantment are often referred to as
enchanted weapons. This should not be confused with the wizard enchantments
enchant shield and enchant weapon.
Failure to have a list of one's magics renders one incapable of casting
magic (exception- some monsters). Failure to wear appropriate class garb
also negates the ability to use magic.
Magical monsters created by spells or enchantments may not be
Magic may not be cast via a hand holding a weapon or shield.
A magic user may have as many magical balls simultaneously functioning
(fireballs burning, number of people simultaneously entangled, lightning
bolts charged to throw, etc.) as total uses that he bought for that spell.
Thus, 2 points spent on iceball will allow a wizard to have any two victims
frozen at any one time. There is no limit to the number of magical balls
that may be carried. Magical balls may not be used to parry or be used by
those who did not cast them.
Non magical armor will not stop lightning bolt, fireball, sphere of
annihilation, etc. The target is fully affected and killed by these attacks.
Note again that enchantments on a person and class immunities do not extend
to carried or worn equipment. Noninvulnerable magical armors such as
barkskin are affected by class abilities such as penetration arrows.
Immunities, unless specified, do not exist (i.e. - paladins are not
immune to dragon breath).
Class abilities may not be magically stacked. Enchantments without a
wizard stack may not be simulcast unless specified in the enchantment's
Important game items (flags, etc.) may never be frozen, entangled,
teleported, put in circles of protection, etc. (i.e.- magic may never remove
game items from play). However, game items may also never confer such
immunities on the people who bear them.
Verbal magic can only be cast on items (or portions thereof) that the
caster can see.
The words "count" and "seconds" are synonymous in these rules. 26)
Reeves, if requested, may place magic users' magic components.
A break in the casting of a magic is defined as either improper or
nonmagical wording and/or as a gap of two or more seconds between words.
MAGICAL 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 intergroup battlegames. Relics include:
Dagger of infinite penetration- When thrown will pass through
all armor values except invulnerability and damage the target. if it hits a
shield the shield is destroyed. Homestone- Allows the holder to
mend broken weapons and shields ("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. Odin's hammer- A one handed 'red" weapon
only useable by barbarians, 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. Does work against crass abilities. Shield
of reflection- This relic is indestructible and the effect is permanent.
Will negate any effect that strikes it, even white weapons and magic.
Sword of flame- It is considered flame and will kill a victim if it
strikes any legal unprotected area (as per the enchantment "enchant weapon').
Confers upon itself and its owner protection from flame. It is itself
impervious to an iceball and entangle. May only be used by the owner for one
life per game. Note: other relics may be added at a
Magic- refers to any game activity which is magical in nature.
Spell- a magic which has a direct and immediate effect.
Enchantment- a magic which has a lasting effect on the bearer.
Fixed enchantment- a magic which has a lasting effect and is cast on an
area of ground. Fixed enchantments must constantly draw power from the
person who cast them, so they may only have one active at a time, and it
permanently disappears when its caster dies. Does not prohibit the caster
from carrying a normal enchantment.
Neutral- a magic which alters the nature of that on which it is cast.
Neutrals cannot be dispelled, and a person may have more than one of these
operating at the same time.
Magical ball- anything charged and thrown by a magic using class. An
unlimited number may be carried (exception- only one sphere of annihilation
may be carried).
MAGIC CLASSES The
magic using classes of wizard, healer, druid, and bard may use weapons,
provided they deduct an appropriate number of their magic points from every 10
magic points available in order to learn that skill. This represents time lost
from the study of magic to learn the use of weapons. For example, Frost of
Silverlake Is a third level wizard who wishes to use a longsword. Frost must
deduct 4 points from each 10 points, leaving the Wizard 6 initiate pts., 6
apprentice pts., and 6 journeyman pts. After third level there is no
additional cost for weapons, though costs must still be evenly divided between
all levels of available magic points. Thus, an archmage with a shortsword
would have 3 magic points useable for each of his 6 levels of magic. Magic
bought with magic points may only be redistributed between games. The magic
classes are collectively referred to as magic users. Actual weapons allowed to
each magic class is listed under each class description, cross referenced with
the following chart. Magic classes may never buy more weapons than they have
magic points (i.e. - a maximum of 10 points of weapons).
Magics Listing Key type-
enchantment/E, fixed enchantment/FE, spell/S, neutral/N uses-
number of times you may cast that magic when you pay for one use. ("U" means
unlimited). cost- the number of magic points it costs to buy
one use of that magic. max- the maximum number of uses of
that magic that you may purchase.
Key T: type of magic M: materials
needed I: incantation and gestures H: range
(if any) E: effect L: limitations or
restrictions N: notes
The following tables list the magic available
to magic users at their respective levels. The tables list the magic's name,
its type, number of uses ("u" means unlimited), cost, and max number
purchased. Note that all magical balls cast at the same time must be thrown at
the same time. An unlimited number may be carried. The max listing in their
cases is the maximum number that may be simultaneously charged and thrown.
Part 2 of this hand book consists of magic listings for each of the
magic using classes.
--A Special thanks to Esmar Tuek for format fixes on this document.