Rules of Magic
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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.
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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.
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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.
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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.)
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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.)
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Magics that have a zero (0) cost may be cast
with either hand by any spell casting class.
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All magic must be heard within 50' or by the
recipient, which ever is closer.
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Incomplete or interrupted magic has no effect,
and is not considered used.
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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.
- Enchantments may never be pre-placed before
utilization.
- 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.)
- 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.
- The color of enchantments is organized by class.
These distinctive colors are as follows:
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Druid enchantments are
orange strips of cloth.
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Healer enchantments are
white strips of cloth.
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Wizard enchantments are
yellow strips of cloth.
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Bard enchantments are
blue strips of cloth.
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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).
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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.
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Enchantments cast with Extension must be placed
on recipient as soon as reasonably possible.
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Enchantments cast on an object protect only that
object. Enchantments may not be cast on game items.
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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.)
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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.)
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Enchantments that are nullified by death or other
means must be removed, as soon as possible.
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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.)
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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.
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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)
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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.
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Fixed Enchantments may never be pre-placed
before utilization.
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Markers for fixed enchantments must be visible
and the fixed enchantment must be announced, if asked.
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A spell caster may have only one (1) fixed enchantment
active at a time.
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Fixed enchantments disappear when the caster dies.
This includes Permanent Fixed Enchantments.
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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.
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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.)
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Neutrals, except Stack and Permanency, are not lost
when the bearer dies.
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Neutrals may never be Dispelled or Canceled, and are
not affected by Anti-Magic Zones. They are
effectively part of the player.
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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.
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Targets of most spells must be announced at the
beginning of the incantation or in the incantation
itself.
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All incantations must be audible during entire
casting. Slurred and/or improperly recited
incantations are ineffective and are not considered
used.
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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.
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Spells with a range of 50' (or more) require a focus.
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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.
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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.
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Spell Balls once cast are charged for two minutes, if
unused during this two minutes then they must be
recast before being utilized.
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A charged spell ball is negated if another incantation
is begun before the spell ball is utilized.
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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.)
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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.
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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.
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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.
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Fireballs, Lightning Bolts, and Spheres of
Annihilation ignore any armor and affect the target.