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The Official Rulebook

Fourth Edition

(Updated December 2012)

Shards of Eternity

For these are the moments,

the shards of eternity,

that shall live on forever,

in memory.

What is Shards of Eternity?

Shards of Eternity is a live action role play (LARP) system designed by John Tisdale. Additional thanks go to Tim Suitor for helping develop and test this game. Rules changes are marked in red.

If a rule change would make your character illegal, you may replace the illegal or nonexistent spells or abilities at no cost. However, if you wish to change legal spells, abilities, or skill points, you must unlearn, and then relearn. See Unlearning.

Rules of Play

This is a game. Don't take it too seriously. If you get mad or out of control, you may be removed from play by a marshal.

Play fair. Keep track of where you've been hit, what spells you've used, etc. and be honest about it. If you cheat and ignore hits or rules, it's unfair for others, and a marshal may remove you from play for a period of time determined by the seriousness of the offense.

If you have questions about fairness, cheating, or safety, talk to a marshal. It's their job to keep everything running smoothly, so listen to them.

If you see a harmful or dangerous situation, yell the word "Pause". This pauses the game until the situation is fixed. If someone is in need of first aid or other medical assistance, yell “Medic”. Don’t yell “Medic” unless it is absolutely necessary. As soon as everything is good to go, a marshal or the person who called "Pause" will yell "Lay On". This resumes play.

All weapons, shields, spell props and other combat related objects must be approved by a marshal. Nothing that is actually dangerous will be allowed into combat, ever. If a weapon or prop has a tag that says “DO NOT USE”, don’t use it unless you have explicit permission from a marshal. You will be removed from combat if you disregard this rule.

Anything illegal in the real world is illegal in this LARP.

The combat in this game is lightest touch. Any contact with a weapon must be taken as a hit. Also, there are no full strength swings. You may be removed from combat by a marshal if you disregard this rule.

Call your shots. For instance, if you get hit in the arm, call "Arm". If you are protected by armor from a hit, call "Armor". The face (eyebrows to chin, in front of ears) and throat (front of neck) are off target. If you are hit there, call it and continue fighting if you wish.

There should be no bodily contact. Weapons should hit weapons, people and shields, but people shouldn't hit people, weapons or shields. Don't grab an opponent's weapon or shield, and don't run at people so they have to move to avoid being trampled. Never hit with the pommel of a weapon.

Only throw thrown weapons. Aim below the shoulders with such weapons.

When using a bow, use the minimum pull necessary to score a hit. Never aim above the shoulders, and never parry with a bow or an arrow.

Before you enter combat for the first time, you must get basic combat training from a marshal. There are no real combat rules contained in this book for a reason- it’s not exactly a good idea for people to learn how to fight from a piece of paper. To make sure everyone is safer, every player must get combat training before they enter combat.

A character may not bring more than three non-magical implements of war (swords, shields, axes, etc.) to an event. This is to maintain the usefulness of certain spells and abilities. Player-created magic weapons or shields are counted as implements of war.

As a general rule, a player should have no more than two characters. If a character dies permanently, the slot is considered “filled” for six months. After that time, a player is free to create a new character.

This is a game, and it runs on the honor system. The point is to have fun and create a memorable experience, not quote rules at each other all day. Players are expected to follow the spirit of the rules above the letter. If a rule could give you an unfair advantage because of a “loophole”, talk to a marshal before using that advantage. Don’t powergame, don’t cheat, and don’t be the guy who makes the game less fun for everyone else. In other words, try not to be “That Guy”.

No jean pants.

You must have a waiver signed to play. Waivers are available on the website (shardsofeternity.), and should be available at events. There may be event-specific waivers that need to be signed.

Weapon Rules

For safety, certain lengths and types of weapons can only be wielded certain ways.

Up to 4’- One handed. These weapons can be used in one hand, and you may (if you have the skill points) wield one in each hand or wield one with a shield.

4’-5'- Hand and a Half. These weapons may be wielded with one hand or both, but there can be no weapon or shield in the other hand.

Up to 5’- One handed, thrust only (Spear)- These weapons can be wielded with one hand or both, but must only be used to stab. Any hit from the side of the weapon should not be taken, and it is the responsibility of the person wielding the spear to say “Don’t take that”. You may not use another weapon with a spear, but you may use a shield. Spears must be clearly labeled as spears.

5'-6'6"- Two handed. These weapons may only be wielded using two hands. If you only have one arm, you may parry and block, but not attack. Both hands must be on the weapon at the start of the swing or it doesn't count. You cannot have a weapon or shield in the other hand when using a two handed weapon.

5’-8'- Two handed, thrust only (Pike)- Follow the same rules as two handed weapons, but must only be used to stab. Any hit from the side of the weapon should not be taken, and it is the responsibility of the person wielding the pike to say “Don’t take that”. Pikes must be clearly labeled as pikes.

Bows- Bows must have a draw weight of under thirty pounds. Do not aim above the shoulders with a bow. If a bow is hit by a weapon, it is considered broken and cannot be used until repaired. A bow does not count as an implement of war.

Thrown Weapons- All thrown weapons must be approved by a marshal. Do not aim above the shoulders with a thrown weapon.

Shield Rules

Shields may be any size, and are considered one-handed implements of war. You may not attack with a shield. Shields must have their edges covered by foam. For game balance, shields are measured by the longest dimension, and require skills to use above a certain size. (See Skills).

Additional rules: Weapons and shields are implements of war, and they may disrupt certain spells. Mages cannot cast while actively using a weapon or shield unless they are a Battlemage (see Mage Powers).

For these purposes, any single shield or weapon is an implement of war. If a weapon has two heads of a different type, or has a shield built in, it may be counted as being multiple separate implements of war. Up to three arrows or other ranged weapons may be counted as a single implement of war.

Playing

Getting started in this game is fairly simple. To play, you need to fill out a notebook (known as a Spellbook, whether you have spells or not) with the following information:

Character Name: This is what other people will call you at events.

Your real name: As in, the name of the player.

Your skills: A list of the skill points you have chosen.

Your spells/abilities: A list (with descriptions) of the spells or warrior abilities your character currently has. A marshal should sign your Spellbook every time you learn a new spell or ability.

This book serves two purposes. First, it makes checking in to an event easier, as you can just hand a marshal your Spellbook, which they can then look over quickly. It also provides a reference for the player, so that they can check on any rules for spells or abilities quickly and easily.

The Skills:

There are twelve skills, each of which does something unique. Some skills may even have abilities beyond what is listed, at a marshal’s discretion. Every character has at least one skill point, and you choose your skills when you start play. You must write the skills you have chosen in your Spellbook. The number of skills you get is based off of how much magic you want.

If you want to be a warrior, choose six of these skills. Warriors do not have spells, but they get more skills and a few extra powers.

If you want 7 spells, or one path of magic, choose three of these skills. Then choose which element you draw your magic from, and choose a mage power (see Mage Powers).

If you want 14 spells, the most magic you can have, you start with 3 skills and begin learning spells. As soon as you choose to start learning from a second path, whether you have completed the first or not, you lose the use of 2 of these skills, leaving you with one. Buydowns do not count as learning a separate path. You also keep the Mage Power that you chose earlier.

The skills are:

Craft- Allows you to make and fix various forms of items and armor. This skill can be used in a few ways, but none of these options may be used in combat.

• Repairing light armor that has been broken or pierced- this process takes two minutes. The armor must be mostly leather, quilted, or some other non-metallic material. Use common sense, and ask a marshal if you are unsure if Craft will work on a certain piece of armor. Armor may not be worn while being repaired.

• Repairing heavy armor that has been broken or pierced- this process takes five minutes. The armor must be mostly leather, quilted, or some other non-metallic material. Use common sense, and ask a marshal if you are unsure if Craft will work on a certain piece of armor. Armor may not be worn while being repaired.

• Repairing a bow that has been broken- this process takes two minutes.

• Crafting a new item, implement of war, or piece of armor- this process takes at least one minute. The item made must be non-metallic in nature. You must actually make the item. Certain materials may have special rules concerning how they may be used.

Dual Wield- allows you to wield a one-handed weapon in each hand, or a one-handed weapon and shield combo, or even two shields.

Forge- Allows you to make and fix various forms of items and armor. This skill can be used in a few ways, but none of these options may be used in combat.

• Repairing light armor that has been broken or pierced- this process takes two minutes. The armor must be mostly metal or metallic. Use common sense, and ask a marshal if you are unsure if Forge will work on a certain piece of armor. Armor may not be worn while being repaired.

• Repairing heavy armor that has been broken or pierced- this process takes five minutes. The armor must be mostly metal or metallic. Use common sense, and ask a marshal if you are unsure if Forge will work on a certain piece of armor. Armor may not be worn while being repaired.

• Creating a new item, implement of war, or piece of armor- this process takes at least one minute. The item made must be metallic in nature. You must actually make the item. Certain materials may have special rules concerning how they may be used.

Light Armor- allows you to wear armor such as leather that will stop swords, magic missiles, and any elemental attack spell of third level or less. As the head is a very vulnerable area, all head armor counts as light armor. If struck with a weapon that it does not stop, light armor will break. This means that the blow that broke the armor will not harm the character wearing it, but the armor will no longer provide protection from any further hits. If an effect pierces armor, the armor is considered broken and the caster is harmed by the strike as if they had no armor. Arrows are considered to pierce light armor, and some spell may use the word “Arrow” to signify the piercing of light armor. Head armor will stop a Flat.

Heavy Armor- allows you to wear heavier armor such as chain or plate mail that will stop swords, arrows, axes, maces, hammers, magic missiles, and any elemental attack spell of fourth level or less. If an effect pierces armor, the armor is considered broken and the caster is harmed by the strike as if they had no armor. You must have the Light Armor skill to get this skill.

Long Weapon- allows you to wield any single weapon or shield up to four feet (4') in length. Without this skill, you are only able to use a dagger or buckler (any weapon or shield 18" or less).

Great Weapon- allows you to wield any single weapon or shield up to eight feet (8') in length. You must have the Long Weapon skill to get this skill.

Mix- allows you to take two or more alchemical ingredients (usually represented by fake plants or small gems) to a marshal and declare that you’re making a potion. You must give the ingredients used to the marshal, and the marshal will inform you of what effect(s) your potion has. The mixture may mimic a spell or ability, have a new or unique effect, or do nothing. You must label the potion, or otherwise make the effect obvious. Potions are considered stealable objects. If you have the skill point Ranged, you may ask the marshal about throwing potions. Potions expire at the end of each event.

Sly- allows you to pick locks, disarm traps, and do similar things. There are a few things this skill allows you to do:

• Pick locks (represented by a tag with the word “Lock” and a lock level, which is a number). This is done by spending 10 seconds per lock level picking the lock.

• Check for traps on a pouch or container. This is done by declaring that you are checking for traps.

• Disarm a trap or bypass it. Disarming a trap makes the trap no longer functional, meaning that it no longer works. This process takes 15 seconds. By spending twice the time, you may bypass a trap. This means that the trap will continue to function, and will work on the next person who would normally be affected by the trap.

You should ask a marshal about other abilities this skill may grant you. The marshal may wish that some things not be known to all of the players, to maintain the shadiness of Sly.

Ranged- allows you to use ranged weapons such as bows, javelins, stars, and other thrown or ranged weapons. A bow does not count as an implement of war. Up to three arrows or ranged weapons are considered one implement of war, unless the ranged weapon can also be used for melee combat.

Schtick- allows you to choose a power for your character based in roleplay and/or your backstory. This power should not be any more powerful than any other skill, and is always able to be failed by a marshal for any reason. This skill allows for a large amount of character customization, but may not be as powerful or useful as the other skills. Example: Jamie is a sailor, and has spent all of his life around boats. As such, his Schtick is that he can do any task relating to a boat in half the time, and will never suffer from any sea-sickness effect. You should pre-register your schtick (s) before an event to allow marshals to cater to you, and allow the schtick (s) to be useful.

Alignment Change- allows you to change your elemental alignment(s). If you are a mage and take this, you may change what alignment you are. You could make yourself a different element or elements, or choose to have no elemental alignment. Changing your alignment to something different does not have a major effect, but will change what types of circles will affect you, how certain magic items or NPCs will interact with you, and allow for interesting roleplay. Choosing to have no alignment will also change how things will interact with you, and will allow you cross and break any circle. If you have attack magic, and choose to have no alignment, it changes your spells. Instead of “Element”, all of the attack spells would be “Magic”.

If you are a warrior and you choose this skill, you get an elemental alignment. You may only choose one element. This affects which circles you can cross, and also how different things will interact with you.

At each level, a warrior with this skill may choose not to learn the ability listed, but may instead opt to choose Attack or Defense.

Attack allows you to imbue your element into your strike. It has a number of uses equal to twice the level of the warrior ability you gave up. For instance, giving up Disarm (Warrior 1) would give two uses. With any weapon blow, you may expend a use to call “Element”.

Defense protects you from the opposite element, and has uses equal to the level of the warrior ability you gave up. By saying a 20 word verbal, you are protected from the next elemental attack spell of the element opposite yours that would damage you.

Warrior Abilities

Warriors have abilities. They are learned like spells, and you must learn them in order. Before learning any abilities, you must choose one of the three paths: Strength, Stealth, or Repair. Once chosen, you learn abilities in the chosen path. If there are two abilities listed at the same level, you choose one of them to learn.

At any level, you may learn the ability listed for that path and level, or any warrior ability of a lower level.

Ability Descriptions

This section contains the descriptions of all the abilities, including all of the rules for that ability and the number of uses, necessary props, and other requirements.

Stealth

This set of abilities is ideal for carrying out shady business, whether it’s assassination, theft, or just evading capture.

Disarm (Stealth 1)

Uses: 3

Each use allows you to call "Disarm" with a swing of your weapon. If the blow hits an opponent's weapon, they must drop it, and may not pick it up until it has come to rest. Disarm has no effect on shields. See Swung Spells.

Secret Pocket (Stealth 1)

Uses: 3

Each use allows you to designate a single pocket. The next time that pocket is searched, the searcher does not find any stealable items completely contained by that pocket.

Sleight of Hand (Stealth 2)

Uses: 1

Each use allows you to do something subtle or sneaky, such as pick someone’s pocket. You must obtain permission from a marshal before using Sleight of Hand, and it is the marshal’s responsibility to make it work subtly, if possible.

Tracking (Stealth 2)

Uses: 1

Allows you to ask a marshal for help locating something or someone. This may fail for various reasons, and may not always lead you exactly to what you’re looking for.

Rig Trap (Stealth 3)

Uses: 1

Allows you to rig a trap. This can either be used on a pouch or container, in which case the first other character to open it is struck with your choice of an axe hit or a mace hit to the chest. It could also be used on an area, which must be clearly shown to be a trap by marking it (for instance, making a snare or marking off an area as a pit trap). The first person to enter this area is struck dead, ignoring armor.

Escape Artist (Stealth 3)

Uses: 1

Each use allows you to break some form of bond or restraint. This will allow you to cross the bounds of a circle you normally could not, or break free from in-game shackles or the like. There are some instances where escape may be impossible, however.

Piercing (Stealth 4)

Uses: 5

Each use allows you to call "Piercing" with a swing of your weapon. If the blow hits, it destroys any sections (hit locations covered by that piece) of armor it touches and deals damage to the character as though they were unarmored. See Swung Spells.

Boot Shank (Stealth 4)

Uses: 1

Each use allows you to designate a single weapon up to 18”. This weapon does not count towards the number of implements of war you may carry or own.

Rapid Search (Stealth 5)

Having this ability allows you to perform a Full Search in half the time. This means it will only take 60 seconds instead of 120. Taking this multiple times does not reduce the time any further. However, by taking it a second time, you may Full Search a character who is unconscious without waking them.

Rumor (Stealth 5)

Component: 5 gold

Allows you to get information at the beginning of an event by giving a small amount of gold to a marshal. The gold represents bribes or costs paid to gain access to the information.

Experience (Stealth 6)

Choose any warrior ability of fifth level or less to fill this slot. The ability chosen may be from any path.

Rogue’s Kit (Stealth 7)

Uses: 1

Allows you to make a rogue’s kit, a collection of tools bound to be helpful in all less-than-honorable endeavors. At the beginning of each event, you have 15 points to construct the kit, from the following options:

• 1 point- Lockpick. Allows you to pick a single lock in half the time using the Sly skill.

• 1 point- Probe. Allows you to disarm or bypass a single trap in half the time using the Sly skill.

• 1 point- Dart. Allows you to shoot a single foam dart out of a blowgun. You do not need the Ranged skill point to use this option.

• 1 point- Jeweler’s lens. Allows you to take a small lens or similar object, and use it to determine the value of a single item. This will not work on magic items.

• 2 points- Candle. Allows you to use a small light in the form of an LED tealight.

• 2 points- Lock. Allows you to place a level one lock on a single box or pouch. By spending an additional point per level, you may get a higher level lock.

• 4 points- Slumber poison. Allows you to use a single potion of Slumber. The poison must be consumed or ingested to work.

• 5 points- Creeping Doom poison. Allows you to use a single potion of Creeping Doom. The poison must be consumed or ingested to work.

For each option you take in the kit, you must have a prop that represents it. A rogue’s kit is an event-stealable item, and must be labeled as such.

Strength

The stereotypical brute, strong and tough. These abilities let you take and dish out damage.

Doublestrike (Strength 1)

Uses: 10

Each use allows you to call “Doublestrike” with a swing of your weapon. If the blow hits, it counts as if it hit twice. See Swung Spells.

Thick Skull (Strength 1)

Uses: 2

Each use allows you to ignore a single call of “Flat” that would affect you. You may choose when to utilize this ability.

Strength of Two (Strength 2)

Uses: 2

When used, you gain the strength of two men until your next death. This allows you to drag or move some objects you normally could not.

Hack and Smash (Strength 2)

Uses: 10

Each use allows you to swing either “Axe” or “Mace” with a weapon you are wielding. See Swung Spells.

Iron Will (Strength 3)

Uses: 2

Each use allows you to ignore being commanded against your will. This will stop the spells Create Zombie (Dark 3) and Charm (Water 4). You could also approach someone casting Repulsion (Dark 2). Certain event-specific effects may also be stopped. You may choose when to use this ability. Each use only stops a single effect.

Maul (Strength 3)

Uses: 2

Each use allows you to maul a body, an action that takes 30 seconds. If that body is regenerating, the regeneration takes twice the normal amount of time. If not, it will take twice the Healing magic to restore their life. You may only maul a body once.

Piercing (Strength 4)

Uses: 5

Each use allows you to call “Piercing” with a swing of your weapon. If the blow hits, it destroys any sections (hit locations covered by that piece) of armor it touches and deals damage to the character as though they were unarmored. See Swung Spells.

Toughness (Strength 4)

Uses: 1

Allows you to ignore any single damaging effect. The call for this is “Resisted”.

Rage (Strength 5)

Uses: 1

Allows you to enter a rage in which you can fight for 10 seconds after your death. To activate this, call out “Rage” at the time of your death, then count out loud for the duration of the rage.

Combat Prowess (Strength 5)

Uses: 1

Using this ability lets you gain the use of one of these skills until your next death: Dual Wield, Long Weapon, Great Weapon, Light Armor, Heavy Armor, or Ranged. If the skill has a pre-requisite, you must meet it to use the skill.

Experience (Strength 6)

Choose any warrior ability of fifth level or less to fill this slot. The ability chosen may be from any path.

Shatter (Strength 7)

Uses: 3

Each use allows you to call “Shatter” with a swing of your weapon. If this hits another implement of war or other in-game item (such as a magic staff), both it and your weapon are considered broken, and may not be used until repaired. If an armored character is hit with Shatter, the armor is broken and the character is damaged as if they were unarmored. See Swung Spells.

Arsenal (Strength 7)

Having this allows you to have four implements of war instead of the usual three. The implements of war may be of any size.

Repair

These abilities fix both people and their gear. Whether it’s chainmail or a broken arm, you can patch it up.

Patch (Repair 1)

Uses: 5

Each use allows you to repair a single section of armor. This may repair a whole piece of armor, but only if the piece only covers one hit location. It takes 30 seconds to repair light armor, and 60 seconds to repair heavy armor.

Compress (Repair 1)

Uses: 3

Component: cloth or gauze

Each use allows you to spend 30 seconds tending to someone, and applying a compress of some sort. Once this is done, the target is cured of a single poison currently affecting them.

Repair Armor (Repair 2)

Uses: 5

Each use lets you fix a damaged piece of armor to usable condition. It takes one minute to fix light armor, and two minutes to repair heavy armor. This repairs the entire piece of armor.

Bandage (Repair 2)

Uses: Unlimited

Component: cloth

Each use allows you to fix a damaged limb by tying a cloth around it, like a bandage or tourniquet. A limb may only have one bandage on it at a time, so if it is re-injured, it must be healed magically. A bandage can be removed, and the limb fixed, through a use of the spell Heal Limb (Light 2 or Water 2), or the spell Cauterize (Fire 3). If a character dies and is brought back to life, their limbs are considered healed. You may have any number of cloths for Bandage.

Repair Implement of War (Repair 3)

Uses: 3

Each use allows you to repair one broken weapon or shield to usable condition. It takes one minute to repair an implement of war.

Jury Rig (Repair 3)

Uses: 1

Component: red cloth, clearly labeled “Jury-Rigged”

Allows you to instantly “repair” any one item by tying the cloth around it. You should inform a marshal when you use this ability. The item may break or otherwise malfunction at a later point, at the marshal’s discretion.

Specialization (Repair 4)

Having this ability allows you to use either Craft or Forge in half the time. Any times stated are reduced by half. Taking this ability multiple times will not further reduce the time. Taking it twice will allow you to choose both Craft and Forge.

Focus (Repair 4)

Having this grants you an extra use of a single warrior ability. You must choose which ability when you learn Focus. In the case of Rogue’s Kit or Med Kit, it will not grant an extra use, but instead add three points.

Reinforce (Repair 5)

Uses: 5

Each use allows you to protect an object. It can be used on either an implement of war or a piece of armor. The reinforced item is protected from the next “Shatter” or other damaging effect that would destroy it. The call for this is “Reinforced”. It takes one minute to reinforce an item, and the uses cannot be stacked on the same item.

Combat Healing (Repair 5)

Uses: 5

Component: cloth

Each use allows you to tie a bandage around the head of a dead character. The character is then considered alive. A character may only have one such bandage on them at a time, so if they are killed again, they must be healed magically. The cloth may be removed, and the wound healed, through the use of any Healing spell that would raise a character. If removed without the use of a Healing spell (i.e. just taken off), the character dies. You may have any number of cloths for this ability.

Experience (Repair 6)

Choose any warrior ability of fifth level or less to fill this slot. The ability chosen may be from any path.

Repair Minor Magic Item (Repair 7)

Uses: 1

By spending five minutes roleplaying the repair process, you may restore and re-enchant a minor magic item. A marshal will inform you the attempt has failed if the item you are trying to fix is too powerful to be considered a minor magic item.

Med Kit (Repair 7)

Uses: 1

Allows you to use a med kit to tend to wounds. At the beginning of each event, you have 30 points to construct your kit, with the following options:

• 1 point- Stitches. Allows you to spend 30 seconds stitching up a limb. That limb is then considered healed.

• 1 point- Anesthetic. Each use allows for 1 dose. After applying a dose, you may use Stitches in ten seconds instead of the full 30.

• 1 point- Splint. By adding a splint, you may place a bandage on a limb that is already bandaged, and restore it to working condition.

• 2 points- Sanitizer. Allows you to sanitize a wound, thereby preventing further harm to it. The target will not become infected, and any infection in the wound is cleansed.

• 2 points- Antivenin. Allows you to administer a potion that will prevent the effects of the next poison on a target.

• 3 points- Suture. By spending 60 seconds working on a body, you may restore them to life.

• 4 points- Malpractice. Allows you to spend 30 seconds working on a body, after which time it will take twice as much Healing magic to raise them.

• 6 points- Elixir. Allows you to use a potion which instantly raises a dead character.

For each option taken, you must have a prop to represent the tool. For instance, for sanitizer you should have some form of gel, or at least a bottle labeled “Sanitizer”.

A med kit is considered event-stealable, and must be labeled as such.

The Spells

To learn spells, you must first choose an element. The elements are as follows: Light, Air, Fire, Dark, Earth, and Water. Which element you choose determines which spells you get. It also determines your alignment- for example, if you learn water spells, you become water aligned. If you learn two elements, you are aligned with both of them. For example, if you have a path of earth magic and a path of light magic, you are considered to be both earth- and light-aligned. There is also a General group of spells. These spells aren't considered to be of any specific element.

Then, you must choose whether you are learning attack or utility spells. Attack spells are just that- spells that attack. They are detailed later on in this section.

Utility spells, on the other hand, have a variety of different uses. Some may be used to attack, while others allow for healing, creating special weapons, or other effects.

Learning Spells

You learn spells in the order they appear in your element. You only learn one spell at each level, 1-7, so if two spells are listed at any given level, you choose one of them to learn.

Learning a path of spells will give you an elemental alignment of that element. For instance, if you take a path of fire magic, your alignment is now Fire. If you take two paths, you can have two alignments, for example Earth and Water. Only the actual path, and not buydowns, would matter for this- for instance, if you have a path of earth magic and buy down for dark magic, your alignment is Earth.

Spells of third level or less may be taught, either by someone who has the spell, or by a marshal. Any spell of a higher level must be quested for. What the quest is will be determined by a marshal. Quests will be different for each character, and will depend on the spell being learned.

Now, because learning just the spells listed would cause a large amount of not-very-unique casters, the option for buydowns exists.

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If you are a General caster, buydowns are very simple. At any given level, you may learn a spell of at least two levels lower in any element, or any spell of a lower level in General magic.

However, if you are not a General caster, and have chosen one of the elements, it gets a bit more complicated. At any given level, you may learn a spell of at least two levels lower of General magic. Or, you could learn a spell of at least two levels lower in either of the two elements adjacent to yours (see chart above). If you wish to learn a spell of an element farther away, the cost increases.

Two elements away, the cost becomes four levels. This means that you may learn a spell at least four levels lower. Two elements away means that it is not adjacent to your element, but is not the opposite. For example, Light and Fire are two elements away from Earth.

Finally, if you wish to learn a spell of the opposite alignment, the cost is six levels. This means you would have to give up your most powerful spell (7th level) to gain a measly first level spell. An opposite element is the one directly across form yours on the chart. For example, Light is the opposite of Dark.

At any level in a utility path, you may choose to buy down for an attack spell at least one level lower in the same element.

At any level in an attack path, you may choose to buy down for a utility spell at least one level lower in the same element.

At any level, you may choose to learn a spell of a lower level in the same element.

You may not choose to take 14 spells and choose two opposite alignments, unless you are a Magus of Dusk and Dawn (see Mage Powers).

Unlearning

At some point, you may decide that you no longer want one of the skills, spells, or abilities you have chosen. This is okay, because the option for unlearning exists.

To unlearn spells, simply tell a marshal (at the beginning of an event) which spells you are unlearning. These spells can be at any level, even if you have spells at a higher or lower level. Then those spells will be gone, leaving you with empty slots. You may not learn a spell or ability at an event where you unlearned any. At the next event you attend, you may start learning spells to fill these slots. If you unlearn a whole path, you can decide to start learning more magic on the same or another path, or quest to regain skills. Warrior abilities are unlearned like spells.

To unlearn one or more skill points, inform a marshal (at the beginning of an event) which skill(s) you are unlearning. These skills will then be gone, and at the next event you attend, you may choose to get a skill point to fill that slot. When you start an additional path of magic, whether going from Warrior to 1-path, or 1-path to 2-path, you lose skills. This is not unlearning, so you may learn spells at that event.

Finally, you can unlearn mage powers. This is treated exactly like skills, with one exception: if you unlearn all of your spells, you no longer have a mage power. If you re-learn spells, you may keep the original mage power at no cost, however, if you wish to change it, you must spend an event without learning a skill to do so. Warriors cannot have mage powers.

Caveats

Caveats are rules that cover a few different spells or effects. They are simplified rules designed to keep consistency and make things easier to understand.

Rituals: Rituals are an attempt to gain a benefit by invoking some power. Some spells require a ritual in order to be cast. Any character may perform a ritual. A character that uses theatrics and drama has a better chance of having a ritual succeed. A ritual may be failed by a marshal for various reasons.

Status Ailments: Status ailments are things that adversely affect a character. There are a few, and most can be cured through the use of two spells. Unless otherwise noted, the spell Cure (Water 1) will end a status ailment. The spell Purge (Fire 4) will cure a target of any and all status ailments. The ailments are:

• Charred- only affects dead bodies. No Healing spells will work on a body as long as the body remains Charred. See Healing.

• Creeping Doom- while affected by Creeping Doom, a character may move, talk, act, and cast as normal. After 60 seconds, the character dies. A character affected by Creeping Doom does not know about it unless explicitly stated otherwise.

• Petrified- while Petrified, a character is turned to stone, and may not take any actions. Any gear or equipment on a character is considered to be stuck in place, and cannot be removed or stolen while the character is Petrified. Shatter (Warrior 7) will break a Petrified character, ending the petrifaction and killing the character. It takes two people to move a Petrified object or character. No Healing spells will work on a Petrified target. If a character’s gear is targeted, it is assumed that the character is the target, unless otherwise specified. See Healing.

• Frozen- while Frozen, a character may not take any actions. Any gear or equipment on a character is considered to be stuck in place, and cannot be removed or stolen while the character is Frozen. Freezing lasts for 60 seconds, or until fixed with a spell, whichever is less. Char (Fire 2) will unfreeze a Frozen target. If struck, a Frozen target shatters, and is no longer Frozen. An object shattered this way is considered broken. A character shattered this way is considered dead. No Healing spells will work on a Frozen target. If a character’s gear is targeted, it is assumed that the character is the target, unless otherwise specified. See Healing.

• Undead- while Undead, a character may move or speak, and can fight and use items. An Undead character must have garb, a mask, or makeup that clearly shows them to be Undead. If a character is Undead and under the control of another character, they must follow that character’s orders. An Undead character may not attack themselves or other characters unless ordered to. All Undead are considered Dark aligned, and are killed if they come into contact with a Blade of Light, or are hit with light attack magic. While Undead, any Healing spells will have the opposite effect on a character. See Healing.

• Insane- while Insane, a character may not cast any spells or fight. They may move or speak, but are unable to use any of their skills. The spell Cure (Water 1) will not cure an Insane character.

• Asleep- While Asleep, a character cannot see or hear, and they cannot take any actions. The spell Cure (Water 1) will not wake a character who is Asleep.

Swung Spells: There are a number of spells or abilities that allow you to call something when you swing your weapon. These may be stacked upon the same weapon. You must make the call during the swing. You cannot wait until after you have scored a hit to make the call. If you miss, or the strike is blocked, the use of the spell or ability is still considered used. The weapon is considered a necessary component for the spell, and you do not need to be a Battlemage to cast these spells or use these abilities. See Mage Powers.

Healing: These are spells that heal a character from bodily harm. They are from many different paths, but they all have two basic effects.

• Raising- these spells return a character to life through magical means. When raised, a dead character becomes alive once more, and any limb injuries or other non-fatal wounds are also healed. Regeneration of any sort counts as Healing, except in the case of Undeath (Dark 7). These spells will kill if cast on a target that is Undead. See Status Ailments.

• Fixing- these spells will fix damaged limbs, or sometimes other wounds on a body. They would cause bodily harm to a character that is Undead. If a spell would heal a limb, it instead injures an Undead limb. See Status Ailments.

Spells that cure status ailments are not considered healing.

Spell Descriptions

This section contains the descriptions of all the spells, including all of the rules for that spell and the number of uses, length of verbal, and other requirements.

Elemental Attack Spells

These spells cause damage based on their element. Whenever you see the phrase “Element”, insert the element you chose. For example, you chose to have Fire attack spells. Just replace each “Element” with the word Fire. General attack magic uses the word “Magic”. The spells are as follows:

“Element” 1 (“Element” 1)

Uses: 20 Verbal: “Element”

Deals elemental damage to a character. The caster must be touching the character for this spell to work. This spell will not kill; it will only damage limbs. If they strike a character in a kill location, the caster must say “Don’t take that”. Armor stops this from having any effect. The spell Damage Reduction “Element” (“Element” 1) stops this from having any effect on a target. This spell may also have some minor effects out of combat (Lighting a torch with Fire, etc.).

“Element” 2 (“Element” 2)

Uses: 10 Verbal: “Element”

Deals elemental damage to a character. The caster must be touching the character for this spell to work. Unlike the previous spell, this spell can kill, but the caster must be touching a kill location. Otherwise, it will only damage the limb the caster is touching. Armor stops this from having any effect. The spell Damage Reduction “Element” (“Element” 1) stops this from having any effect on a target.

“Element” 3 (“Element” 3)

Uses: 50 Verbal: 20 words

Temporarily causes the caster's weapon to deal elemental damage. On their next swing, the caster may call “Element”. Armor stops the elemental damage from having any effect. The spell Damage Reduction “Element” (“Element” 1) stops the elemental damage from having an effect on a target, though the weapon still affects them as normal.

“Element” 4 (“Element” 4)

Uses: unlimited Verbal: “Element”

Component: Ranged Prop

Allows the caster to throw a beanbag that deals damage as a weapon of “Element”. The caster may only use one prop for this spell.

“Element” 5 (“Element” 5)

Uses: 10 Verbal: 10 words

Component: Ranged prop

Each use lets the caster throw a ranged prop at an opponent. This prop deals elemental damage. With each throw, the caster must call ‘“Element” Arrow’. Each hit from the prop counts as a hit of elemental damage. Heavy armor will stop this attack, but it pierces light armor. The spell Damage Reduction “Element” (“Element” 1) stops this from having any effect on a target.

“Element” 6 (“Element” 6)

Uses: 5 Verbal: 10 words

Component: Ranged prop

Each use allows the caster to throw a ranged prop that deals elemental damage. With each throw, the caster must call ‘Piercing “Element”’. Each hit from the prop counts as a hit of piercing elemental damage. The spell Damage Reduction “Element” (“Element” 1) stops this from having any effect on a target.

“Element” 7 (“Element” 7)

Uses: 1 Verbal: 20 words

Component: Ranged props

Allows the caster to throw any number of ranged props, each of which deals elemental damage. Each prop must be thrown within 10 seconds of the last throw, and with each throw the caster must call ‘Piercing “Element”’. Each hit from a prop counts as a hit of elemental damage, and this spell pierces armor, destroying any it touches and then dealing damage. The caster may throw any number of props, but they must remain stationary during the time they are throwing. If the caster moves their feet, voluntarily or not, the spell ends, and they may not throw any more props. The spell Damage Reduction “Element” (“Element” 1) stops this from having any effect on a target.

“Element” Bolt (“Element” 7)

Uses: 1 Verbal: 20 words

Component: arrow prop

Allows the caster to make a bolt of solid elemental energy. The bolt must be made in some way to resemble the chosen element, and must have the caster’s name and the words “Event-Stealable” on it. The prop is event-stealable. While active, the caster may use the bolt in the following ways:

• By saying a ten word verbal, the caster may throw the bolt and call “Element”.

• By saying a 20 word verbal, the caster may throw the bolt and call ‘“Element” Arrow’. The caster may only do this as long as they have at least one use of “Element” 5 remaining.

• By saying a 30 word verbal, the caster may throw the bolt and call ‘Piercing “Element”’. The caster may only do this as long as they have at least one use of “Element” 6 remaining.

The caster may choose to end this spell at any time, causing the bolt to disappear. The prop must be returned to the caster at the earliest convenient time.

Elemental Utility Spells

These spells allow for a variety of effects, from offense and defense to the creation of magical items and healing. There are a number of spells common to each path. These are known as Common Spells, and are presented at the beginning for simplicity, and to save space. The rest of the spells follow, sorted by path and level.

Common Spells

These spells are found in many paths, and are referenced in the path itself.

Damage Reduction “Element” (“Element” 1)

Uses: 5 Verbal: 20 words

Component: colored sash, clearly labeled “Damage Reduction “Element”

The target is protected from the next hit of elemental damage from the chosen element. When cast, the caster must place the sash on the target. The sash must be removed when the protection is expended. The sash must be colored as follows:

• Water- blue sash

• Light- white sash

• Air- yellow sash

• Earth- green sash

• Dark- black sash

• Fire- red sash

The caster may only have one sash in play per learning of this spell.

Trap (“Element” 4)

Uses: 2 Verbal: 30 words

Allows the caster to rig a pouch, chest, door or some such to explode, dealing elemental damage. This damage hits only once, but completely ignores armor. Only one Trap may be active on a container or door at a time.

Circle of “Element” (“Element” 4)

Uses: 2 Verbal: 20 words

Component: rope (30 ft or less)

Allows the caster to lay down a circle of rope. Only “Element” magic, “Element”-aligned creatures, and warriors may cross it. This effectively shuts out all other elements. The spell ends when the caster or another character able to break the circle breaks it, or it is ended through the spell Disenchant (General 6). This spell may also end for other reasons, so if a marshal informs the caster that their circle is broken, and states a reason, then the circle is considered broken.

Create Blade (“Element” 6)

Uses: 1 Verbal: 50 words + ritual

Component: weapon to be enchanted, any additional materials required

Creates a weapon of “Element”. These are more effective against certain monsters and characters under the effects of certain spells. The caster may only make one weapon of “Element” every six months per learning of the spell. The caster must write the date of creation both on the magic item tag and in their Spellbook, under the description of Create Blade. A brief description of the weapon created should also be written in the Spellbook.

The caster has 4 points to construct their weapon of “Element”. After being chosen, the points and weapon remain constant at all subsequent events. The weapon starts as an 18” dagger with no extra powers or calls until modified with the point system. Unless the points are taken to change this, the weapon must be made from schedule 40 (thickwall) pvc. The points are as follows:

0 points- the weapon swings “Element”.

• 1 point- an additional foot of total weapon length, up to a maximum of five feet.

• 1 point- the ability to make the weapon out of schedule 20 (thinwall) pvc.

• 1 point- the caster is attuned to their weapon of “Element”, and will have vague knowledge of its whereabouts. The caster will know if the weapon is broken, disenchanted, or otherwise forcibly altered.

• 2 points- the ability to make the weapon out of another material, which must still be safe.

• 2 points- the weapon created may be an axe. This cannot be used with the option to create a mace or hammer.

• 2 points- the weapon created may be a mace or hammer. This cannot be used with the option to create an axe.

• 2 points- the weapon created may be made from or inlayed with an in-game material such as silver. The caster must provide the material to be used, and certain materials will have special rules governing their use. This option may be taken multiple times.

• 4 points- the weapon may be used in the off hand, without the skill point Dual Wield.

• 4 points- the weapon has a Schtick or other power inherent to it. This power is subject to marshal approval at every event.

• 4 points- the weapon created is an arrow instead.

The caster may only wield their weapon of “Element” if they have the skill points to do so.

Although only one weapon of “Element” may be created every six months, the spell has a secondary use. The caster may cast Create Blade to repair and/or re-enchant any weapon of “Element”.

A weapon of “Element” is a stealable item.

Summon (“Element” 7)

Uses: 1 Verbal: 40 words

Component: garb

Allows the caster to summon or channel an elemental (or similar being) through their form. The caster must wear garb that clearly shows they are some form of magical being. Any weapons to be used while under the effects of this spell are considered “not there” until the spell is cast, and cannot be used except while this spell is active. They must be clearly labeled with the word “Summon” and the caster’s name. Only such weapons may be used while under the effects of Summon. The weapon(s) used may not be axes or maces unless a Schtick is taken to allow this. A character under the effects of this spell may not use magic items or weapons. While under the effects of this spell, the caster counts as an “Element”-aligned creature, and does not have access to any spells, abilities, skills, or mage powers that they normally have. Instead, the caster has the following:

• Magical defenses- the caster is protected from five shots that would normally damage them. This protection is called point armor, and the number of shots left until it is expended must be called out loud when the caster is struck. Each time the caster is struck by a damaging blow, regardless of location, they lose one point of the armor. This will not protect against any status ailments or other effects that would not either kill or damage the limbs of a normal character.

• Regenerating defenses- the caster may restore lost point armor by spending 30 seconds meditating (during which time they may not move, speak, or fight) to restore one point. A caster may not exceed their maximum number of points in this fashion.

• Skills- the caster may choose any three skills or mage powers. The caster may use these skills or mage powers while in this form. All skills and mage powers act as normal, with the following exceptions:

1. Light Armor adds 3 points of point armor.

2. Heavy Armor adds an additional 4 points of point armor.

3. Mage Powers do not stack with themselves- each will only provide its benefit once. Exception: a caster may have multiple Schticks.

• Magics- The caster may choose any three spells of fifth level or less in their element. These spells may be from either the attack or utility paths. The caster may cast or use these spells while in this form.

The caster chooses their abilities when they first learn this spell. The spell must be unlearned, then re-learned to change the options chosen.

Any magic affecting a caster before they cast Summon is suspended, and will resume as soon as the Summon is ended. Any spells with lasting effects that are cast upon the caster while this spell is active will cease to function if this spell is ended.

This spell can be ended in a few ways. If the caster is struck dead, either by running out of point armor and being slain, or by some other effect from which the point armor offers no protection, the spell ends, and the caster is dead. If the spell Disenchant (General 6) is cast upon the caster, the caster is no longer under the effects of this spell. The caster may choose to end this spell themselves, as long as they are alive, and able to take actions. See Status Ailments.

Water Utility

The aquatic magics are suitable for both healing and offense, because of water's ability to both be a soothing balm one instant and freeze into daggers of ice the next.

Cure (Water 1)

Uses: 4 Verbal: 20 words

Component: healing element

Allows the caster to cure a target of a single status ailment. See Status Ailments. If used to counteract a Creeping Doom (Dark 2), the caster must have legitimate reason to know they should cast this spell. The healing element is consumed when this spell is cast.

Damage Reduction Water (Water 1)

See Common Spells.

Heal Limb (Water 2)

Uses: unlimited Verbal: 20 words

Allows the caster to heal a limb that has been damaged. They must be touching the limb. See Healing.

Icy Touch (Water 2)

Uses: 2 Verbal: 20 words, ending in “Freeze”

Allows the caster to freeze an item or being. They must be touching the object or character to be frozen. The target is considered Frozen. See Status Ailments.

Divining Pool (Water 3)

Uses: 2 Verbal: 30 words

Component: Bowl and Liquid

Allows the caster to create a divining pool to find out information. The bowl and liquid used may influence the outcome of the spell- for instance, holy water in a silver bowl is better suited to finding out things that are good in nature. To use the spell, the caster must recite their verbal over the bowl and ask a question, which a marshal will answer in a vague fashion.

Stasis (Water 3)

Uses: 10 Verbal: 20 words

Component: Sash clearly labeled “Stasis”

This spell allows a corpse from sustaining further harm. This spell may only be cast on a dead body, and the caster must place the sash on the target. The target may not be subjected to any status ailment (See Status Ailments) while affected. The spell ends once the target is returned to life through any means, and the target must return the sash to the caster. The caster may only have one Stasis sash per learning of Stasis. This spell will not stop an undead from regenerating.

Trap (Water 4)

See Common Spells.

Circle of Water (Water 4)

See Common Spells.

Charm (Water 4)

Uses: 3 Verbal: 20 words, ending in “Charm”

If used on a player, they are bound to not attack you until you either attack them or threaten their life or well-being. However, if used on a non-player character, it will greatly increase their liking for you. This may manifest itself as better deals in a shop, more information from a person who knows things, or even an offer to fight for you for a time. This spell may not work on all targets.

Freezing Blast (Water 5)

Uses: 5 Verbal: 10 words, ending in "Freeze"

Component: beanbag

Allows the caster to throw a projectile that will freeze its target. If struck, the target is considered Frozen. See Status Ailments.

Transfer Ailment (Water 5)

Uses: 3 Verbal: 30 words

Component: healing element

Allows the caster to transfer ill effects from one being to another. This can be used in three ways. First, the caster can willingly take a status ailment off of another character, who they must be touching, and transfer it to themselves. Second, the caster may take any one status ailment they are suffering from and give it to another character, who does not have to be willing. The caster must be touching the character to be affected. Finally, the caster may transfer an status ailment from one willing target to a willing recipient. The caster must be touching both characters to be affected. The healing element is consumed when this spell is cast. See Status Ailments.

Drop of Life (Water 5)

Uses: 5 Verbal: 30 words

Component: edible or drinkable substance

This spell makes a potion that, when used on a corpse, will raise them from the dead instantly. See Healing.

Create Blade (Water 6)

See Common Spells.

Frost Armor (Water 6)

Uses: 1 Verbal: 40 words

Component: blue sash, clearly labeled “Frost Armor”

Allows the caster to coat any two hit locations in ice, effectively armoring themselves. This protection counts as light armor. The armor cannot be repaired through a skill or Repair Armor (Warrior 2), but may be fixed by casting Icy Touch (Water 2) on the sash.

Changeform (Water 7)

Uses: 1 Verbal: 50 words

Component: garb

This spell enchants the caster to be able to change their form at will. This can be used to make themselves appear to be another creature. This is done by spending at least 30 seconds to change their appearance. The caster must have garb to accurately portray the creature or being they are trying to impersonate. At check-in, the caster may ask for appropriate garb from a marshal. This can also be used twice to avoid an attack. Any spell or effect, including weapon swings or calls, that would harm the caster is considered an attack for these purposes. The call for this is “Miss”.

Summon (Water 7)

See Common Spells.

Light Utility

Sometimes referred to as "white magic", the spells of light focus mostly upon healing and gathering information.

Read (Light 1)

Uses: 3 Verbal: 10 words

This spell allows a caster to read or decipher a page of script, even if it is in a language that they do not normally understand. This spell can be used in reverse to obscure a page of script.

Damage Reduction Light (Light 1)

See Common Spells.

Heal Limb (Light 2)

Uses: Unlimited Verbal: 20 words

Allows the caster to heal a limb that has been damaged. They must be touching the limb. See Healing.

Dreaming (Light 2)

Uses: 1 Verbal: none

Component: some form of candle or such

While sleeping, the caster receives a dream. This dream will probably be about plot, but may relate to anything.

Raise Dead (Light 3)

Uses: 10 Verbal: 30 words

Component: healing element

Allows a caster to revive a dead character. The caster must be within 5 feet of the target. The healing element is consumed when the spell is cast, and should be given to a marshal at the earliest convenient time. The caster may avoid this cost by spending an additional 30 seconds while casting this spell. See Healing.

Ray of Life (Light 3)

Uses: 2 Verbal: “Rise and Fight”

Component: Beanbag

Allows the caster to instantly raise a target from a distance. The caster must hit the body to be raised with the beanbag. If they miss, or the beanbag is blocked, the spell is still considered used. This spell will only affect the first body it hits. See Healing.

Trap (Light 4)

See Common Spells.

Circle of Light (Light 4)

See Common Spells.

Slumber (Light 4)

Uses: 3 Verbal: 30 words

The caster must touch the target of this spell. The target falls Asleep for 60 seconds, during which time the target cannot be woken. See Status Ailments.

Healing Circle (Light 5)

Uses: 2 Verbal: 30 words

Component: rope (30 feet or less)

Allows the caster to lay down a circle of rope. Any Healing spell cast into the circle affects all inside. The circle is broken (made unusable) if the ends of the circle are moved apart by anyone able to do so. The circle may be used any number of times, until the circle is broken.

Word of Life (Light 5)

Uses: 5 Verbal: 10 words

Component: healing element

Each use allows the caster to bring a dead character instantly back to life. The caster must be touching the dead character for this spell to work. The healing element is consumed when the spell is cast. See Healing.

Create Blade (Light 6)

See Common Spells.

Knowledge (Light 6)

Uses: 2 Verbal: 20 words

Component: some form of divination means

Allows the caster to gain a detailed answer to a question from a marshal. The question asked can be anything, as can the answer.

Hope’s Light (Light 7)

Uses: 1 Verbal: 40 words

Component: Light Stick, Beanbag

Allows the caster to become a beacon of light and hope. The caster must wear the light stick visibly. While under the effects of this spell, the caster has the castings of all Healing spells from their Light path(s) doubled. For instance, each learning of Raise Dead (Light 3) would have 20 uses instead of the normal 10. Healing spells from other paths do not get an increased number of uses, even if the caster bought down for them in their Light path. This means that a caster who took Healing Breeze (Air 3) would not gain extra castings of it, as it is an Air spell, not a Light spell. The caster also has the ability to throw blasts of light in the form of a single beanbag. This counts as a blow from a blade of light, and the combat call is “Light”. Each time the caster does this, they must give up a use of a Healing spell that would raise a character. If the caster has no such spells left, they may not use this ability.

However, there is a downside. Any attack that would normally hurt a character under the effects of this spell kills them. For instance, a shot to the arm would be considered a kill shot. Magical protections (Such as Damage Reduction Light (Light 1) or Defy Blades (General 5)) still protect a character, as does armor. In addition, if the caster comes into contact with a blade of darkness in any way, they are struck dead.

The caster may choose to end this spell in a burst of healing energy. To do so, they must call out “All in the sound of my voice, rise and fight!” The caster then dies, but is no longer under the effects of this spell. It should be noted that while under Hope’s Light, the extra healing spells are used first. For example, if you have three learnings of Raise Dead (Light 3), you have 30 Raises. With Hope’s Light, you now have 60. If you use 20, before you end the spell, you still have your original 30, as you haven’t used them, just the extras. However if you cast 40 Raises before ending, you would be down to 20.

Summon (Light 7)

See Common Spells.

Air Utility

Subtle and breezy, air magic can be used in several ways. It can be used to protect oneself or to strike with the force of a gale.

Gust (Air 1)

Uses: 3 Verbal: 30 words

The caster causes a slight breeze to blow, which can be used to move objects or hold a single enemy at bay for 10 seconds. It could also blow out a small fire.

Damage Reduction Air (Air 1)

See Common Spells.

Astral Journey (Air 2)

Uses: 2 Verbal: 30 words

Component: feather

Allows the caster to dissipate into spirit form and travel to a point that they can see as they cast this spell. While in spirit form, the caster can be seen faintly, but cannot be harmed in any way. When the caster reaches their destination, they reform into their normal form. The feather is consumed when this spell is cast.

Rogue’s Trick (Air 2)

Uses: 1 Verbal: 20 words

This spell allows the caster to do a subtle, sneaky trick. This trick could be anything from cheating at marbles to picking a single pocket from a distance. The caster must obtain permission from a marshal before using Rogue’s Trick, and it is the marshal’s responsibility to make it work subtly, if possible.

Flight (Air 3)

Uses: 1 Verbal: 30 words

Component: yellow cloth

Allows the target to hover. The caster must tie the yellow cloth around the target’s ankles or feet in an obvious fashion. While under the effects of this spell, the target is considered weightless, and may move across certain terrain obstacles. There may be additional benefits at certain events. A character under the effects of this spell may not go under water. The spell may be ended by the target at any time, so long as they are alive, or by the spell Disenchant (General 6).

Healing Breeze (Air 3)

Uses: 3 Verbal: 30 words

Component: feather

Allows the caster to raise a dead character. The caster must be within vocal range of the target, and must be able to see them. The caster must obtain the target's attention before this spell may be cast. The feather is consumed when this spell is cast. See Healing.

Trap (Air 4)

See Common Spells.

Circle of Air (Air 4)

See Common Spells.

Thunder in the Valley (Air 4)

Uses: 1 Verbal: “I can hear the thunder…” followed by the question

Allows the caster to clap, then shout the phrase “I can hear the thunder…” followed by a question. The caster must be loud for this spell to work. A marshal will then shout the phrase “In the valley” followed by the answer. If no answer is heard, the spell is unused. No player can yell the phrase “In the valley” in response to hearing this spell- only the marshal may yell this.

Lightning Strike (Air 5)

Uses: 2 Verbal: “Lightning Bolt”

Allows the caster to channel lightning through their weapon, calling “Lightning Bolt” with a swing. This lightning pierces armor, and if it hits a weapon that is being wielded, it damages the limb holding the weapon. The spell Damage Reduction Air (Air 1) will prevent a lightning bolt from damaging a character. The spell is considered used when cast, even if the spellcaster does not hit their target, or the target is immune. See Swung Spells.

Dodge (Air 5)

Uses: 3

Component: feather

To cast this spell, the caster must sit without any implements of war in hand for 30 seconds. Allows the caster to call “Dodge” and ignore a single weapon strike or hit from a projectile. The feather is consumed when this spell is cast.

Create Blade (Air 6)

See Common Spells.

Lightning Bolt (Air 6)

Uses: 5 Verbal: "Lightning Bolt"

Component: beanbag or arrow prop

Each use allows the caster to throw a bolt of lightning. This lightning pierces armor, and if it hits a weapon that is being wielded, it damages the limb holding the weapon. The spell Damage Reduction Air (Air 1) will prevent a lightning bolt from damaging a character. The spell is considered used when cast, even if the spellcaster does not hit their target, or the target is immune.

Bag of Winds (Air 7)

Uses: 1 Verbal: 40 words

Component: bag or pouch

Allows a caster to enchant a bag, making it a bag of winds. By casting a use of an air utility spell into the bag, a caster gains points. The number of points is equal to the spell level of the spell cast into the bag. Only the caster may put spells into the bag. The caster may then use these points to cast the following:

Gust (as per spell)- 1 point for one use

Air 1 (as per spell)- 1 point for one use

Rain Storm- makes water in the form of rain- 2 points for one use

Trap (as per spell)- must be an air trap, can only be used on the bag of winds-

2 points for one use

Air 2 (as per spell)- 3 points for one use

Lightning Bolt (as per spell)- 6 points for one use

Whispers in the Wind- gain non-specified information about plot- 8 points for one use

Gale- like an improved Gust (Air 1), lasting twice as long and with up to five targets-

12 points for one use

Tornado- “All in the sound of my voice, Disarm!” The caster is not affected- 18 points for one use

Call the Tradewind- the winds change, bringing fortune with them-

35 points for one use

Only the caster may cast these spells. The bag must be either opened or brandished to cast any of these spells. When the caster has 0 points, the bag is empty, and more magic must be put into it to use its effects. Finally, as long as the caster has at least one point, a single object may be placed into the bag. This object may only be removed by the caster. If a Disenchant (General 6) is cast upon the bag or the caster carrying it, it is destroyed and all points are lost. If destroyed in this fashion, any object inside of the bag can then be removed by anyone. A bag of winds is a stealable object, but will return to its creator at the end of the event.

Summon (Air 7)

See Common Spells.

Earth Utility

Solid and steady, the earth is always there. The magic stemming from this element reflects that quality. Earth mages are known to endure much.

Crystallize (Earth 1)

Uses: 1 Verbal: 30 words

Component: crystal

Allows the caster to turn a target to stone. The caster must be touching the target, and must spend 30 seconds to cast this spell. At the end of this time, the caster must say “Petrify”. The target is then considered Petrified. See Status Ailments. The crystal is consumed when this spell is cast.

Damage Reduction Earth (Earth 1)

See Common Spells.

Stoneskin (Earth 2)

Uses: 3 Verbal: 20 words

Component: crystal

The caster is considered Petrified as long as they do not move. See Status Ailments. If the caster moves voluntarily, they are no longer Petrified due to this spell. The crystal is consumed when this spell is cast.

Stonespeak (Earth 2)

Uses: 2 Verbal: 30 words

Component: crystal

Allows the caster to converse with the stones. This can be useful, as stones can feel the flow of magic running through the world, and are actually full of information. This spell could also be used to listen to others from a distance or through a stone wall. The crystal is consumed when this spell is cast.

Hunt (Earth 3)

Uses: 1 Verbal: 10 words, ending in “Hunt”

Allows the caster to choose a single target, and declare that target their prey. Only that target’s attacks will affect the caster, and the caster may take no actions except to kill the target. The spell ends when either the caster or the target dies, the caster chooses to end the spell, or a marshal declares the use over. This spell may not work on certain creatures.

Entangle (Earth 3)

Uses: 5 Verbal: 30 words

Component: beanbag

The caster calls forth roots to trap his foes. The caster must hit the target with the beanbag. If struck, the target may not move their feet until 200 blows have been struck next to their feet, simulating cutting the vines. If an axe is used, each strike from the axe is counted as two. The verbal must make it clear what the spell does.

Trap (Earth 4)

See Common Spells.

Circle of Earth (Earth 4)

See Common Spells.

Mend (Earth 4)

Uses: 1 Verbal: “Mend”

Allows the caster to instantly repair one non-magical item, even one that has been melted with the spell Melt (Fire 2).

Regeneration (Earth 5)

Uses: 3 Verbal: 30 words

This spell must be cast prior to death. The next time the caster dies, they begin to regenerate. After 120 seconds, the caster becomes alive again, regardless of the situation they are in. A caster cannot choose not to regenerate if the spell is already cast. If cast in the spell Summon (Earth 7), the Summon does not end on the caster’s next death. They instead regenerate to life still in the Summoned form, but with no point armor. See Healing.

Burial (Earth 5)

Uses: 10 Verbal: 40 words

Component: shovel

Each use allows the caster to commit a body to the earth for healing. By saying the verbal and "burying" the body using the shovel (which takes 100 seconds), the caster causes the body to return to life in 200 seconds. This spell cures all status ailments affecting the target, and raises them. See Healing. See Status Ailments.

Create Blade (Earth 6)

See Common Spells.

Petrify (Earth 6)

Uses: 3 Verbal: 10 words, ending in “Petrify”

Component: crystal, beanbag

Allows the caster to throw a blast of earth magic that petrifies its target. The first thing struck by the beanbag is considered Petrified. See Status Ailments. The crystal is consumed when this spell is cast.

Commune With Nature (Earth 6)

Uses: 1 Verbal: 30 words

Allows a caster to ask nature itself for a favor. The favor asked can be pretty much anything, but it must be achieved through natural forces. For instance, you could ask the trees to fight for you, but you could not ask for gnomes to bring you salsa. A marshal will determine the exact effects of the spell.

Golemkind (Earth 7)

Uses: 1 Verbal: 50 words

Component: garb for golem

The caster becomes a golem, gargoyle, or some similar creature. The major advantage of this spell is the ability to maintain this form indefinitely. While the caster is a golem, they may cast any spells they have access to. Also, they gain the ability to ignore either a) any weapon that is not blunt or magical, or b)any weapon that is not an axe or magical. This does not grant additional protection against any spells or other effects. A golem can also either cast Crystallize (Earth 1) in half the time or have one extra use of the spell Entangle (Earth 3).

Summon (Earth 7)

See Common Spells.

Dark Utility

The arts of darkness are many and varied, but all rely upon the shadows. Undeath plays a major role in this element.

Lacerate (Dark 1)

Uses: Unlimited Verbal: Lacerate

This spell allows the caster to sever a limb. They must be touching the limb. This severance counts the same as a non-magical sword blow.

Damage Reduction Dark (Dark 1)

See Common Spells.

Creeping Doom (Dark 2)

Uses: 1 Verbal: 10 words

Component: shadow element

This spell allows the caster to cause the death of another character. The caster must be touching the target during the verbal. After the verbal, the target suffers no ill effect for 60 seconds, and then drops dead. This spell ignores armor. The target is unaware of this spell being cast upon them unless the caster states otherwise. The shadow element is consumed when this spell is cast. See Status Ailments.

Repulsion (Dark 2)

Uses: 2 Verbal: 20 word chant

As long as the caster is chanting, no living being may approach within five feet of them. The caster may not move their feet while casting this spell. Out Of Game calls such as combat calls and spell resistance do not interrupt the chant. The verbal must be completed at least once for the spell to take effect, and the spell ends when the caster stops chanting.

One With Shadow (Dark 3)

Uses: Unlimited Verbal: 10 word chant

Component: shadow element

To cast this spell, the caster must be at least partially in shadow. As long as the caster remains chanting, and does not move their feet, they and their gear are invisible and should be ignored. The verbal should make it clear that the caster is invisible. If the caster stops chanting, or moves their feet, the spell ends. The shadow element is consumed when this spell is cast.

Create Zombie (Dark 3)

Uses: 3 Verbal: 30 words

Component: garb for undead

The caster makes the target Undead. The target is under the caster’s control. The target may not use any of its spells or abilities, or use any armor or skills while Undead. See Status Ailments.

Trap (Dark 4)

See Common Spells.

Circle of Dark (Dark 4)

See Common Spells.

Gaze Into the Abyss (Dark 4)

Uses: 1

Allows the caster to ask a question, which will be answered truthfully and in detail. The caster will then be asked a question by an unknown source, which they must answer truthfully and in detail.

Desecrate (Dark 5)

Uses: 1 Verbal: 60 words

Component: shadow element

This spell curses an object, person or place, causing various ill effects. The caster must inform a marshal of what they are trying to achieve with this spell, if they have a specific goal. The exact effects of the spell are determined by the situation and a marshal. The shadow element is consumed when this spell is cast, and must be given to a marshal.

Create Skeleton (Dark 5)

Uses: 2 Verbal: 30 words

Component: garb for undead

The caster makes the target Undead. The target is under the caster’s control. The target can use its spells or abilities, and its armor and skills while Undead. See Status Ailments.

Create Blade (Dark 6)

See Common Spells.

Insanity (Dark 6)

Uses: 1 Verbal: 30 words

Component: shadow element

Allows the caster to cause a single character to go Insane. The caster must be touching the target of this spell for the entire duration of the verbal. The target sees things that aren't there, hears voices while no one is speaking, and screams in agony as their mind is bent to the limit, then broken into tiny pieces. This is a role-play intensive spell, and it is up to the target to act accordingly. The shadow element is consumed when this spell is cast, and must be given to a marshal. See Status Ailments.

Undeath (Dark 7)

Uses: 1 Verbal: 50 words

Component: garb for undead

Allows the caster to become an undead. This spell allows them to regenerate from any wound after a 60 second count. If the caster is Charred or Petrified, the caster will not regenerate while affected. If cured of the effect(s), the caster will begin to regenerate again, restarting their count. If the caster is Frozen, the regeneration is paused, and will resume as soon as the caster is no longer affected. See Status Ailments. The caster counts as a dark aligned creature, and can be killed if they come into contact in any way with a weapon of light. Additionally, any Healing magic has the opposite effect on the undead (e.g. a Raise Dead (Light 3) would kill the caster instead of raising them.) See Healing.

Summon (Dark 7)

See Common Spells.

Fire Utility

The arts of fire are seldom subtle, and rely upon flame. This element is suitable for those of exceptionally strong will, and can be made more powerful by anger.

Light (Fire 1)

Uses: 6 Verbal: 10 words

Component: glowstick, LED light, or other dim light source.

The caster creates a small light, represented by a glowstick or some similar prop. Flashlights are not allowed, and a marshal may refuse to allow a prop that is too bright. The light lasts until it fades, the caster chooses to end the spell, or the caster has a Disenchant (General 6) cast upon them. The light may not travel more than 5 feet from the caster, or it winks out.

Damage Reduction Fire (Fire 1)

See Common Spells.

Char (Fire 2)

Uses: 2 Verbal: 20 words

Component: fire element

Allows the caster to burn a body. The caster must touch the target. The target is considered Charred. See Status Ailments. This can also be used to melt ice. The fire element is consumed when this spell is cast.

Melt (Fire 2)

Uses: 3 Verbal: 30 words

Component: fire element

This spell allows the caster to destroy an object. The caster must touch the target. Unlike Char (Fire 2), this spell can only be cast upon an item, such as a sword, a suit of armor, or a prop. The item touched may not be in hand or being wielded. This item is considered broken, and takes twice as long to repair if using a skill, such as Craft or Forge, or two uses of Repair Armor (Warrior 2) or Repair Implement of War (Warrior 3). The fire element is consumed when this spell is cast.

Wall of Fire (Fire 3)

Uses: 2 Verbal: 10 word chant

Component: rope (10 feet or less)

Each use allows the caster to create a 10 foot wall of flame (or less), represented by a rope. The rope may be laid down in any shape. As long as the caster continues chanting, all who cross this rope die, including the caster. Damage Reduction Fire (Fire 1) can be used to resist the flames and cross the line. The use is ended when the caster stops chanting, whether voluntarily or not. Out of game calls such as spell resistance or combat calls do not interrupt a chant.

Cauterize (Fire 3)

Uses: Unlimited Verbal: 5 words

Component: fire element

Allows the caster to heal a limb or other non-fatal wound by applying an intense amount of heat. This spell can only be used once every minute. See Healing.

Trap (Fire 4)

See Common Spells.

Circle of Fire (Fire 4)

See Common Spells.

Purge (Fire 4)

Uses: 1 Verbal: 30 words

Component: fire element

Allows the caster to remove any and all status ailments from a target, and possibly cleanse them of possession and other mental and/or magical compulsions or effects. See Status Ailments. The fire element is consumed when this spell is cast.

Incendiary End (Fire 5)

Uses: 2 Verbal: 30 words

Component: fire element

This spell must be cast prior to death. After casting, the next time the caster is killed, a burst of flame shoots from his corpse. This flame both destroys the weapon that killed the caster and kills the wielder of the weapon. A blade of flame is immune to this destruction, as it simply absorbs the fire into itself. The spell Damage Reduction Fire (Fire 1) will stop a character from being killed by the flame, but their weapon is affected as normal. The fire element is consumed when this spell is cast.

Mutual Destruction (Fire 5)

Uses: 5 Verbal: 10 words, ending in "Mutual Destruction"

Component: beanbag

The caster must hit the target with the beanbag. If struck, the target dies in a fiery explosion. Whether they hit or miss, the caster is considered dead. The spell Damage Reduction Fire (Fire 1) does not stop this spell. The verbal should make it clear what this spell does.

Create Blade (Fire 6)

See Common Spells.

Rebirth from Ashes (Fire 6)

Uses: 2 Verbal: 30 words

This spell allows the caster to rise fully formed, like a phoenix arising from its own ashes. This spell must be cast prior to death. At any time, the caster may say "Rebirth from Ashes" and return to life, unscathed, ending the current use. This spell can be activated at any time, regardless of any ill effects the caster may be suffering from, including any status ailments. See Status Ailments.

Ashen Visage (Fire 7)

Uses: 2 Verbal: 50 words

This spell allows the caster to assume the form of a cinder or other fire-aligned creature. While in this form, the caster is immune to normal swords. If the caster has the spell Wall of Fire (Fire 3), the length of the rope is increased to 30 feet, and the rope can be placed in a circle or other shape, causing all inside to be engulfed in flame. Also, whenever the caster touches another object with their bare hands, it is burnt. The call for this is “Fire”. If a kill location is touched in this fashion, the caster must say, “Don’t take that”. The caster may not choose when to use this effect- it is always active. And finally, if the caster is the target of a spell that has a range of touch (For example- Lacerate (Dark 1)), the person casting upon them loses the limb.

However, the most powerful ability of this spell is the ability to end it at any time the caster chooses, releasing their magic as a damaging blast. The caster may end the spell at any time, so long as they are alive, by saying a 30 word verbal. When they end the spell, they are allowed to throw a single beanbag with the call “Mutual Destruction- Char”. If it strikes another character, that character is dead and Charred. The target can block or parry the beanbag. The caster is only dead, though, and can be brought back to life through any means they normally could. See Status Ailments.

Summon (Fire 7)

See Common Spells.

General Utility

Not aligned with any specific element, general magic draws instead from the primal forces of magic itself. It is powerful, but sometimes unreliable.

Aura of Silver (General 1)

Uses: 12 Verbal: 20 words

Component: silver ore

This spell coats a weapon in a silvery aura, making it incredibly effective against werewolves and certain other creatures. On their next swing, the caster may call “Silver”.

Morph Weapon (General 1)

Uses: 20 Verbal: 10 words

The caster causes a single weapon they are wielding to become able to change form. On their next swing, they may call “Axe”, “Mace”, “Hammer”, “Pike”, “Spear”, or “Sword”.

Death Watch (General 1)

Uses: unlimited Verbal: 30 words

The next time the caster dies, they may see and hear what goes on, though they still may not move, speak, cast, or take any other actions.

Elemental Flare (General 2)

Uses: 6 Verbal: varies depending on spell cast

Allows the caster to cast any first level elemental attack spell. The element is chosen at the time of casting. By expending an extra use, the caster may instead cast a second level elemental attack spell of their choosing.

Resistance (General 2)

Uses: 2 Verbal: 30 words

Component: gray sash, clearly labeled “Resistance”

The caster provides protection to a single character, whether themselves or someone else. When casting this spell, the caster must be touching the target, and must place the sash around the recipient's shoulders. The target is protected from the next harmful magic that would affect them. A caster may only have one Resistance sash in play at any time.

Magic Missile (General 3)

Uses: unlimited Verbal: "Magic"

Component: beanbag

Each learning grants the caster one prop, which may be used as many times as the caster chooses, provided they have the prop on them. When cast, a magic missile counts as a sword blow to whatever it strikes, and is magical but without an elemental alignment. After the prop comes to rest, it ceases to exist, and must be treated as if it were not there.

Mage Shield (General 3)

Uses: 1 Verbal: 30 words

Component: shield

Creates a shield that the caster can use without any skills to do so. The shield is magical, and if shattered, simply disappears. The shield must have the words "Mage Shield" written visibly on it, to let others know that it is magical in nature. The first time this spell is learned, it grants an 18” buckler. For each additional time this spell is learned, it either grants an additional foot of shield length, or another use.

Mage Armor (General 4)

Uses: 3 Verbal: 30 words

Component: garb to count as armor

Enchants a single garment to count as light armor for the caster. If the armor is broken or pierced, the spell must be recast for it to offer any further protection. Mage Armor cannot be repaired through Repair Armor (Warrior 2) or the Forge skill. This does not provide any additional protection against any element.

Identify (General 4)

Uses: 2 Verbal: 30 words

The caster must be touching the item to be identified. This spell will reveal the name of and detailed information about any magical or special object. Such objects include magic items, potions, ingredients, and plot items.

All in the Sound (General 5)

Uses: 2 Verbal: "All in the sound of my voice..."

Allows the caster to add the phrase "All in the sound of my voice" before any spell of fifth level or less, allowing it to affect all in vocal range, including themselves.

Defy Blades (General 5)

Uses: 4 Verbal: 30 words

Component: piece of iron or steel

The caster becomes immune to a physical attack or effect. If they are hit by such an effect, and they wish to be immune to it, they must call "No effect". The caster may choose when to utilize this protection, and may utilize it even if dead or otherwise unable to act. Only one use of this spell may be active at a time. The piece of iron or steel is consumed when this spell is cast.

Defy Magic (General 5)

Uses: 3 Verbal: 30 words

Component: piece of iron or steel

The caster becomes immune to a magical attack or effect. If they are hit by such an effect, and they wish to be immune to it, they must call "No effect". The caster may choose when to utilize this protection, and may utilize it even if dead or otherwise unable to act. Only one use of this spell may be active at a time. The piece of iron or steel is consumed when this spell is cast.

Enchant Item (General 6)

Uses: 1 Verbal: 50 words + ritual

Component: appropriate to ritual and item

Allows the caster to create an item with magical effects. The effects are chosen at the time of casting, and must be approved by a marshal. The item may be anything, from an implement of war to magical pants. However, the caster must take into account that the more powerful the item is, the more it will cost them. The exact price is determined by a marshal. A character may only make one enchanted item every six months per learning of the spell. The caster must write the date of creation both on the magic item tag and in their Spellbook, under the description of Enchant Item. A brief description of the item created should also be written in the Spellbook.

Disenchant (General 6)

Uses: 1 Verbal: 30 words

Allows the caster to remove magic from a target. If cast on a magical item, that item will become a normal item with no magical powers. If cast on a character, it will end all active spells and magical effects on that character, including status ailments, but will not prevent any future magic from being cast, nor will it disenchant any carried or worn equipment. The caster must touch the target of this spell for the entire duration of the verbal. See Status Ailments.

Wish (General 7)

Uses: 1 Verbal: "I wish..."

Allows the caster to have a wish granted in magical form. However, the wish will not always be answered in the way the caster intended, and may backfire. This is very powerful magic, and can achieve almost any goal, but is also highly unstable and likely to be interpreted in strange ways by the forces of magic. Simpler requests are much less likely to be twisted into a new meaning, and will generally achieve what the caster intended. A marshal will inform the spellcaster of the exact effects of the Wish.

Null Magic (General 7)

Uses: 1 Verbal: 40 words

Component: piece of iron or steel, and a gray sash clearly labeled “Null Magic”

The caster is not affected by most forms of magic. Any spell cast upon the caster simply fizzles, and does not work. Any spell cast at the caster does not affect them in any way, nor do scrolls or rituals do anything if the caster is either the target of or involved in the casting of the scroll or ritual.

Additionally, no magic items function for or on the caster (though magical weapons are still weapons). The caster, however, has access to all of their General spells and may cast them at will. This does not stop the caster from dying by physical means, nor can the caster be raised by magic if they do die while under the effects of this spell. Potions will still work, though, as they are physical. The caster may choose to end this effect at any time, as long as they are alive. The piece of iron or steel is consumed when this spell is cast.

Mage Powers

In addition to spells, each spellcaster gets to choose one of the powers listed below. These powers function much like skill points, but are only available to mages. The powers are as follows:

Magi of Dusk and Dawn- can take opposite paths, for example, Earth and Air.

Battlemages- can cast spells with implements of war on them. Without this, a caster may not cast spells while actively using a weapon, shield, or bow.

Runecasters- can make scrolls. The caster must use special scroll paper, and the scroll must be created in front of a marshal, who will sign the scroll. By giving up one use of a sixth level or lower spell, the caster may store that use in the scroll. Any casting requirements, such as consumed components, must be met at the time the scroll is created. The scroll may then be used by anyone, and is considered a stealable object.

Blood Mages- can use their own blood to cast more magic. A blood mage starts out each event with three blood points. The caster may choose to get more blood points at any time by sacrificing limbs for the remainder of the event. The sacrificed limb(s) may not be healed in any fashion. Each limb gives the caster an additional blood point. The caster may gain an extra casting of any of their spells by giving up a number of blood points equal to that spell’s level. If used in a Summon, the casters limbs are only considered missing while under the effects of the spell. If a caster sacrifices limbs before casting a Summon, the limbs are considered undamaged in the Summon, but are missing when it ends.

Archmages- can cut their verbals in half. This means a spell with a 20 word verbal could be cast using a 10 word verbal. The caster may also cast any spells in half the time. This only affects spells where the casting takes time, and will never reduce the time it takes to regenerate. This will only reduce casting times if it benefits the caster.

Spontaneous Casters- can cast spells without having the components. This only works if the component is not a representation of the spell, such as a beanbag or rope circle. For example, a caster could cast Raise Dead (Light 3) without a healing element, but couldn't cast Magic Missile (General 3) without a beanbag.

Warmages- can get warrior abilities in a path of magic. Up to two spells of fifth level or lower in each of the caster's paths may be swapped out for the warrior ability of the same level. The caster must choose which path of warrior they wish to buy into. For example, a caster who doesn't want Char (Fire 2) may swap it out for Repair Armor (Warrior 2). See Swung Spells.

Schtick- allows you to choose a power for your character based in roleplay and/or your backstory. This power should not be any more powerful than any other mage power, and is always able to be failed by a marshal for any reason. This skill allows for a large amount of character customization, but may not be as powerful or useful as the other skills. Example: Jamie is a wizard, and must use his staff to cast all of his spells. If his staff is stolen, he’s useless. However, the staff allows him to cast more of his fourth level attack spell, giving him twice the normal number of uses.

Other Actions

Sometimes you want your character to do things not covered by the combat or spell systems. That's okay, because you can. Some rules for the more common situations are presented here.

Flat

At some point, you may want to knock a character out instead of killing them. To do so, merely say "Flat" with a swing of your weapon. If this hits a character in the head, they are knocked out for sixty seconds. This process can be repeated up to five times, for a total of 300 seconds. Any further hits kill the victim, because you just bashed their head in. Head armor will stop a Flat.

Dragging

If you wish to move a body or a character that is otherwise unable to move normally, you may touch them lightly on the shoulder and say "Drag". This simulates you dragging them across the ground. You may only drag one body in each hand, and you are assumed to be dragging them until you take your hand off of their shoulder or say, "Drop". Some characters may be under effects that cause them to be heavier; so multiple people may be required.

Stealing

You may wish to steal an object from someone. If the object is lying on a table or otherwise unattended, you may simply take it. However, it must be an object that is stealable or event-stealable. You can't take someone's garb, for instance.

However, if the object is on a person, it becomes a little different. Groping dead bodies while searching for magic items is not cool. To search a character, merely tell them where you are searching, such as a pocket or pouch. That character must then offer up any stealable items contained in that area. An area may not be any larger than a single hit location, such as an arm or a leg, and any major pockets, pouches, or containers must be searched separately. Searching works best when the person you are stealing from is dead or unconscious. If they are alive and awake, they will probably notice you taking their stuff.

You may perform a full search of a character by saying the words “Full Search” and spending 120 seconds (2 min) searching a character. Starting a full search will wake an unconscious character. At the end of the two minutes, the character must turn over all stealable items on their person.

All in game items, such as implements of war, are considered event-stealable. This means you can take them, but they must be returned by the end of the event. You are responsible for these items, and must make sure they are not lost or damaged in any way. If you wish something to be considered out of game, you must inform a marshal. If you are unsure whether something is in game or not, you must ask either the owner or a marshal.

It is possible to steal from tents. Unless a tent is marked as out of game (the letters OOG in large letters will do), you are free to enter it, but you may only take items you know to be in game. You could also assassinate sleeping characters.

If a tent is declared out of game, no in game items should be kept in the tent. You must consult a marshal before you can do anything concerning an out of game tent.

Other Rules

This is where rules that don’t really fit anywhere else go.

Death: When your character is dead, you must act like a corpse. Either lie down or sit with your weapon over your head. If you have no weapon, your hand will do. While dead, you cannot move, speak, cast any spells, or take any actions. If you do, you are cheating, and may be removed from play. While dead, you should do your best to ignore the rest of the game. As you are a body, you cannot see or hear, and any information heard or seen while dead is not known to your character. You remain dead until you are raised by another character or effect, or you regenerate or otherwise return to life through the spell system, a potion, or a magic item.

Item Tags: Item tags are strips of cloth or other material tied around weapons and certain items. These tags denote some special property. If the tag says “Magic”, then the item it is attached to is a magical one. If it says “Silver”, then it is a silver weapon or item. Every tag should have the initials (or name) of the marshal who released the item or the player who created it. Magic and silver items are always stealable. Any stealable items are property of the game as a whole, and it is accepted that there is a risk of such items being stolen or otherwise circulated. However, experimental weapons and some other items with tags may not be stealable. Always check with either a marshal or the owner before taking such an item. Also, only the tag is important. If a weapon has writing on the blade, even if it says “Silver” “Magic” or “Stealable”, it is not stealable unless it has a tag. You may not attach a tag to an item unless told to by a marshal, unless you are simply declaring an item stealable.

Gold: Gold is the currency used in Shards of Eternity, represented by small gold coins. It can be used to buy things. There is also still some of the older gold in circulation, which is represented by clear yellow bingo chips. Additionally, there is “Inn Gold”, which are small, stamped coins. With this gold, you can buy and sell things from various merchants and NPCs. You can also barter and trade with other players in a similar fashion.

Locks: Sometimes chests and boxes may be locked. This is usually represented by a piece of tape or other marker that says “Lock: Level -“ and a number. Do not open such a box unless your character has the ability to pick locks. See the Sly skill.

“Clarify”: If you are unsure of what a spell or effect does, you may say “Clarify”. It is then up to the person who cast the spell or is generating the effect to explain what it does. The explanation is out of game, and will not disrupt a chant or the casting of a spell. A marshal may also clarify if convenient.

NPC and Marshal Powers: Some NPCs or marshals may have or use special powers that do not necessarily follow the letter of the rules. This is done to make events more interesting, and to make use of mechanics already in place instead of coming up with all-new rules to cover something that will only happen once or twice.

Some players may also have extra powers granted to them by a variety of means.

If you are unsure as to whether someone is cheating, you should ask a marshal.

Checking In at Events: When you go to an event, you must check in. This is fairly simple, and is out of game unless specifically stated otherwise. To check in, you must:

• Pay any event fees or costs. If you don’t pay, you don’t play. The money isn’t going into anyone’s pocket- it’s to cover any costs for materials, garb, etc. on the Event-Holder’s part. Even if profit is made, it goes directly towards future events.

• Sign any waivers that are needed. These are to cover the Event-Holders from liability. There may be event-specific waivers.

• Hand your Spellbook over to a marshal. This way they can check it over, make sure you’re not cheating, and modify the event if necessary. They may ask you about specific spells, skills, abilities, etc. This is the best time to ask for a spell quest.

• Check in magic items with a marshal. A marshal may adjust the power level of an item or fail it outright for various reasons.

• Check in any relevant or plot items for the event, so that marshals may adjust the event if necessary.

• Have your weapons inspected by a marshal. At some events, all weapons are checked, but at others, there may not be a full check. If this is the first time you have brought a new weapon, shield, or other combat prop, it MUST be checked. This is for the safety of all participants. If you are unsure of a weapon’s safety, you may ask a marshal to check it.

Contacting Shards of Eternity

Shards of Eternity staff can be reached in a variety of ways. Some of the easiest are:

E-mail:

For questions regarding Shards of Eternity, no matter the nature, feel free to contact John Tisdale at aenpwnrofsouls@

E-mails specifically regarding NPCing should be directed at Tim Suitor, at 229inc@

Please be sure to include Shards in the subject so it is not deleted.

Phone:

John Tisdale can be reached for questions and comments at (603) 721-2939

Event Updates and News

Feel free to visit our website.

shardsofeternity.

This is the official website for Shards of Eternity. It includes the complete rules, event updates, a photo gallery, and even in and out of game forums.

Holding Your Own Events

You must contact John Tisdale before holding an event. This is beneficial for three reasons. First, it will allow your event to qualify as an official Shards event, and it will be posted on the website as such. Second, it will allow John Tisdale to approve and improve plot and ideas. Finally, it will let John Tisdale know, so that he may provide knowledge, experience, and supplies to those who need it.

To hold an event, you must spend at least 3 events on staff with an established Event Holder, and you must have been to at least 10 events.

Player’s Council

Every six months, there will be a player’s council. These meetings are a way for those who play the game and those who run it to improve the game, clarify rules, and promote both fairness and fun. Changes to rules, the spell system, the skill point system, or any other changes will be brought before this group, who will vote on them. If a majority of those present vote for a proposal, the new rules will become official. If a majority of those present vote against a proposal, it fails, and will not become part of the rules.

Anyone is eligible to attend the player’s council, as long as they have attended an event in the past.

New rules come in the form of proposals. These are proposed changes to the rules that are clear and specific. If you see something in the game you don’t like, you can make a proposal to change it. A running list of proposals is being kept by John Tisdale. He can be reached in any of the ways mentioned above.

If you have a non-specific change in mind, please talk it out with other players and marshals so that it can turn into a detailed proposal.

[pic]

|  |Elemental Attack Spells |Water Utility |  |Light Utility |  |

|1 |Element 1 |Cure |Read |

|  | |Damage Reduction Water |Damage Reduction Light |

|  | | | |

|2 |Element 2 |  |  |

|  | |Stasis |Ray of Life |

|  | | | |

|4 |Element 4 |  |  |

|  | |Transfer Ailment |Word of Life |

|  | |Drop of Life | |

|6 |Element 6 |  |  |

|  | |Summon |Summon |

|  | | | |

|  |Air Utility |  |  |

|  |  |  |  |

|  |Rogue's Trick |Stonespeak |Repulsion |

|  | | | |

|3 |Flight |  |  |

|  |Circle of Winds |Circle of Earth |Circle of Darkness |

|  |Thunder in the Valley |Mend |Gaze into the Abyss |

|5 |Lightning Strike |  |Regeneration |

|  |Dodge |Petrify |Insanity |

|  | |Commune with Nature | |

|7 |Bag of Winds |  |Golemkind |

|  |Damage Reduction Fire |Morph Weapon | |

|  | |Death Watch | |

|2 |Char |  |  |

|  |Cauterize |Mage Shield | |

|  | | | |

|4 |Trap |  |  |

|  |Mutual Destruction |Defy Blades | |

|  | |Defy Magic | |

|6 |Create Blade |  |Enchant Item |

|  |Summon |Null Magic | |

|  | | | |

| | | | |

| |Warrior: Stealth |  |Warrior: Strength |

|  |Secret Pocket |Thick Skull |Compress |

|  | | | |

|2 |Sleight of Hand | | |

|  |Escape Artist |Maul |Jury Rig |

|  | | | |

|4 |Piercing | | |

|  |Rumor |Combat Prowess |Combat Healing |

|  | | | |

|6 |Experience | |Experience |

|  | |Arsenal |Med Kit |

|  | | | |

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