Rules of Magic
  1. Focus A Focus (Foci is pleural) is an object 6" to 12" in length that must be held in left hand (or either hand if Bard or if Ambidexterity is purchased) and used to indicate target in spell casting. This focus is considered equipment, but it cannot be damaged or targeted. A focus must be approved by the Champion.
  2. Druids, Healers, and Wizards must carry and use a pre-approved (i.e. checked by a Marshal) spell list at all times in order to cast magic. It is considered equipment, but cannot be damaged or targeted. Spell casters must provide this list when asked to by a Marshal.
  3. Spell casters may write their own incantations for spells. It must have the same number of syllables as the original incantation, and must be pre-approved by a marshal. It also must be in English.
  4. All spell casters must remain immobile when casting magics. (Exception: Certain spells may be cast while moving. (Spell of Wounding (Wizard), Hold Person, Pass Without Trace, and Ensnare.)
  5. All spell casters must cast all magic with left hand unless the caster buys the neutral Ambidexterity. Magic balls may then be transferred to the right hand to throw. (Exception: Bards may cast with either hand.)
  6. Magics that have a zero (0) cost may be cast with either hand by any spell casting class.
  7. All magic must be heard within 50' or by the recipient, which ever is closer.
  8. Incomplete or interrupted magic has no effect, and is not considered used.
  9. Spells and enchantments that are completely cast are discharged and considered used, even if they were ineffective against their targets.
All magics are divided into five categories: Enchantments, Fixed Enchantments, Neutrals, Spells, or Ball Spells. This distinction has a great impact on play.

Enchantments
Enchantments are usually touch delivered magics that have a lasting effect on the bearer. These are generally supportive effects and are given out by spell casters to help strengthen their team.
  1. Enchantments may never be pre-placed before utilization.
  2. Players can carry only one enchantment at a time. (Exception: Barbarians cannot carry any enchantments until 6th level, the Wizard neutral Stack allows the bearer to carry two enchantments, and 6th level Scouts have the ability to carry two enchantments.)
  3. Enchantments are represented by a one inch wide strip of cloth tied to the player or object that is enchanted. The cloth should be long enough to allow 6" to hang from enchanted items.
  4. The color of enchantments is organized by class. These distinctive colors are as follows:
    1. Druid enchantments are orange strips of cloth.
    2. Healer enchantments are white strips of cloth.
    3. Wizard enchantments are yellow strips of cloth.
    4. Bard enchantments are blue strips of cloth.
  5. Enchantments that are placed on objects are tied to the bearer and the object (i.e. A Flame Blade cannot be "passed" around nor can the enchantment be "transferred" to another weapon).
  6. Enchantments must be attached to the person that bears the enchantment (if the enchantment is cast on an object then it must be attached to that object), the enchantment must be visible, and the enchantment must be announced, if asked.
  7. Enchantments cast with Extension must be placed on recipient as soon as reasonably possible.
  8. Enchantments cast on an object protect only that object. Enchantments may not be cast on game items.
  9. The only enchantment that may be cast on armor is Enchant Armor, no other enchantments may be cast on armor. (Exception: Protection from Flame, Protection from Missiles, Protection from Magic, and Protect protect any armor, as well as the bearer. These enchantments are cast on the player not the armor.)
  10. Enchantments are lost when the bearer dies. This includes Permanent enchantments. (Exception: Resurrection and Transfer Life negate the death of the recipient and allow then to continue to wear whatever enchantment they wore before they died.)
  11. Enchantments that are nullified by death or other means must be removed, as soon as possible.
  12. An enchantment can only be removed by death, Dispel Magic, or by the original caster Canceling it. A second enchantment cannot normally be carried until the first enchantment has been removed. (i.e. Casting additional enchantments on an enchanted individual do not replace the original enchantment and the enchantments cast are lost.)
  13. Simulcast enchantments may be cast upon themselves without any additional magics. These spells are Barkskin, Stoneskin, and Protect. Each level of the enchantment must be incanted separately. Simulcast enchantments may all be Dispelled with a single Dispel Magic.
  14. If a spell caster casts an Enchantment on him/herself or his/her equipment, then that enchantment is Dispelled when the caster begins to cast other magic. (Exception: Defend and fly)
  15. Enchantments can never be placed to protect from a spell or other game effect that has already been occurred (i.e. A Protection from Poison enchantment will not aid a poisoned player, but the player will be protected from subsequent poison attacks.)
Fixed Enchantments
Fixed Enchantments are cast in a fixed location and have an area of effect. These are usually magics are passive and designed to restrict access to an area, although some are quite deadly.
  1. Fixed Enchantments may never be pre-placed before utilization.
  2. Markers for fixed enchantments must be visible and the fixed enchantment must be announced, if asked.
  3. A spell caster may have only one (1) fixed enchantment active at a time.
  4. Fixed enchantments disappear when the caster dies. This includes Permanent Fixed Enchantments.
  5. Markers for a fixed enchantment that has been nullified by Dispel Magic, the death of the caster, or by any other means must be removed as soon as possible.
Neutrals
Neutrals are magics that usually only affect the spell caster. Neutrals can improve the spell casting abilities of a spell caster, making the caster more versatile. Neutrals generally last entire game.
  1. Neutrals are not cast. Once a neutral is bought then the neutral is considered active. (Exception: the neutrals Stack and Permanency are considered active when the enchantments are cast.)
  2. Neutrals, except Stack and Permanency, are not lost when the bearer dies.
  3. Neutrals may never be Dispelled or Canceled, and are not affected by Anti-Magic Zones. They are effectively part of the player.
  4. A player can have any number of neutrals active at the same time (up to the listed maximum).
Spells
Spells are magics that have a direct, immediate, and often lasting and unpleasant effect on the target. They are cast verbally and are generally offensive or curative in nature. Most spells have a range.
  1. Targets of most spells must be announced at the beginning of the incantation or in the incantation itself.
  2. All incantations must be audible during entire casting. Slurred and/or improperly recited incantations are ineffective and are not considered used.
  3. Large pauses (i.e. longer than it takes to take a breath) in the incantation of a spell interrupt spell casting and the spell must be started over.
  4. Spells with a range of 50' (or more) require a focus.
  5. Any spell that targets a person, in part or in whole, will affect the person if they or their equipment are visible. Spells that effect equipment will affect the equipment if that equipment is visible.
Ball Spells
Ball Spells are spells that manifest themselves in a sphere of magical energy that must be thrown by the caster. They only take effect only if ball strikes the target, generally killing, wounding or immobilizing.
  1. Spell casters may never be affected by their own spell balls. A wizard instantly extinguishes his own active Fireball if he/she picks it up. A spell caster cannot Petrify or Iceball him/herself.
  2. Spell Balls once cast are charged for two minutes, if unused during this two minutes then they must be recast before being utilized.
  3. A charged spell ball is negated if another incantation is begun before the spell ball is utilized.
  4. A spell caster may carry up to seven (7) spell balls of the same type. (Exception: Only one (1) Sphere of Annihilation and Petrify may be carried.)
  5. The cost of Ball Spells is the number of spell balls that can be cast and thrown at the same time. (e.g. A cost of two allows two spell balls to be thrown at the same time). Each ball must be incanted, and all the balls must be thrown with the same motion and the same hand.
  6. Ball spells effect the target on any hit, except head and neck shots. (Exception: Flame Bolt and Magic Bolt must follow the rules of thrown weapon combat.) This includes grazes, any equipment hit (except held weapons and shields), and foot shots. Any hit to a weapon hand affects the weapon held in that hand.
  7. Ball spells that strike a held weapon or shield affect that object only. (Exception: A Fireball remains active until its momentum is spent, and can affect multiple players/objects). Entangle, Iceball, and Petrify affect the bearer of any held equipment.
  8. Fireballs, Lightning Bolts, and Spheres of Annihilation ignore any armor and affect the target.