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Easygard Mobile Amtgard

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Assassin - Melee

Garb: Black sash and medieval/sword and sorcery looking garb
Look The Part: Poison (self-only) 1/Life (ex)
Armor: 2 Points
Shields: None
Weapons: Dagger, Short, Long, Light Throwing, Heavy Throwing, Bow

Abilities by Level

Level Name Uses Cat Notes
1 Shadow Step 2/Life (ex) Ambulant
1 Assassinate Unlimited (ex) Ambulant
2 Poison (self only) 1/Life Chg x3 (ex) -
3 Blink 2/Life (ex) Ambulant
4 Hold Person 1/Life (magical) -
5 Teleport (self only) 2/Life (ex) -
6 Coup de Grace 1/Life (magical) -

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Paladin - Knight

Garb: White belt, an openly displayed white phoenix on clothing or armor, and medieval/sword and sorcery looking garb
Look The Part: Awe 1/Life (m)
Requirements: Must be a Knight
Armor: 4 Points
Shields: Large
Weapons: All Melee, Javelins

Abilities by Level

Level Name Uses Cat Notes
1 Immune to Command - Trait -
1 Immune to Death - Trait -
2 Heal 1/Ref Chg x3 Magical -
3 Extend Immunities 1/Ref Chg x5 (ex) -
4 Resurrect 2/Ref Magical -
5 Awe 1/Life Magical -
6 Protection From Magic (self/touch: others) 2/Refresh Magical -

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Anti-Paladin - Knight

Garb: White belt, an openly displayed black phoenix on clothing or armor, and medieval/sword and sorcery looking garb
Look The Part: Awe 1/Life (m)
Requirements: Must be a Knight
Armor: 4 Points
Shields: Large
Weapons: All Melee, Javelins

Abilities by Level

Level Name Uses Cat Notes
1 Immune to Command - Trait -
1 Immune to Flame - Trait -
2 Poison (self only) 1/Ref Chg x3 (ex) -
3 Steal Life Essence 1/Life Magical -
4 Brutal Strike 1/Life (ex) Ambulant
5 Awe 1/Life Magical -
6 Undead Minion 2/Refresh Magical -

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Warrior - Melee

Garb: Purple sash and medieval/sword and sorcery looking garb
Look The Part: Insult 1/Life (m)(ambulant)
Armor: 6 Points
Shields: Large
Weapons: All Melee, Javelins

Abilities by Level

Level Name Uses Cat Notes
1 Scavenge Unlimited (ex) -
2 Harden (self only) 1/Life (ex) -
3 True Grit 2/Ref (ex) -
4 Insult 1/Life Magical Ambulant
5 Shake it off 1/Ref Chg x3 (ex) -
6 Ancestral Armor (self-only) 3/Refresh (ex) Swift

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Scout - Melee

Garb: Green sash and medieval/sword and sorcery looking garb
Look The Part: Heal 1/Life (ex)
Armor: 3 Points
Shields: Small
Weapons: Dagger, Short, Long, Heavy Thrown

Abilities by Level

Level Name Uses Cat Notes
1 Tracking 2/Life Chg x3 (ex) Ambulant
1 May Use Bow so long as Shield not carried - - -
2 Heal 1/Life (ex) -
2 Release 1/Life Chg x3 (ex) -
3 Shadow Step 1/Life (ex) -
3 Dispel Magic 1/Refresh (ex) -
4 Evolution - Trait -
5 Hold Person 1/Life Magical -
6 Adaptive Blessing (self-only) 1/Life (ex) -

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Monk - Melee

Garb: Grey sash and medieval/sword and sorcery looking garb
Look The Part: Heal (self-only) 1/Life (ex)
Armor: None
Shields: None
Weapons: All Melee

Abilities by Level

Level Name Uses Cat Notes
1 Enlightened Soul - Trait -
1 Missle Block - Trait -
2 May use Heavy Thrown - Trait -
3 Sanctuary 1/Life Chg x5 (ex) Ambulant
4 Heal (self-only) 1/Life Chg x3 (ex) -
5 Resurrect 1/Refresh Chg x10 Magical -
6 Magic Ball Block - Trait -

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Barbarian - Melee

Garb: White sash and medieval/sword and sorcery looking garb
Look The Part: Blood and Thunder 1/Ref (ex)
Armor: 3 Points
Shields: Medium
Weapons: All Melee, Javelins, Rocks
Limitations: May not receive Enchantments from other classes

Abilities by Level

Level Name Uses Cat Notes
1 Immune to Subdual - Trait -
1 Immune to Command - Trait -
1 Berserk - Trait -
2 Fight After Death 1/Ref (ex) Ambulant
3 Adrenaline Unlimited (ex) -
4 Fight After Death becomes 2/Ref (ex) Ambulant
5 Brutal Strike 1/Life (ex) Ambulant
6 Blood and Thunder 2/Ref (ex) -

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Archer - Melee

Garb: Orange sash and medieval/sword and sorcery looking garb
Look The Part: Pick One Ability: Destruction Arrow, Poison Arrow, Pinning Arrow; Unlimited (ex)
Armor: 2 Points
Shields: None
Weapons: Dagger, Short, Bow

Abilities by Level

Level Name Uses Cat Notes
1 Reload 1/Ref Chg x3 (ex) -
1 Pick two:
Destruction Arrow
Pinning Arrow
Poison Arrow
Unlimited (ex) One Arrow
2 Mend 1/Life (ex) -
3 Pick two:
Destruction Arrow
Pinning Arrow
Poison Arrow
Unlimited (ex) One Arrow
4 Suppression Arrow Unlimited (ex) One Arrow
5 Pick two:
Destruction Arrow
Pinning Arrow
Poison Arrow
Unlimited (ex) One Arrow
6 Phase Arrow Unlimited (ex) One Arrow
6 Optional: Sniper - (ex) -

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Healer - Magic User

Garb: Red sash and medieval/sword and sorcery looking garb
Look The Part: 1 extra point of magic at the Healers highest level
Armor: None
Shields: None
Weapons: Dagger
Magic-user: Healers may purchase five points of magic from each level. Unused points from higher levels can be rolled down to lower levels. A list of all magic purchased must be carried at all times.

1st Level Spells

Name Cost Max Freq Type School Range
Banish 1 - 1/Life Verbal Spirit 20
Blessing Against Wounds 1 - 1/Life Enchantment Protection Touch: Others
Cancel 0 1 Unlimited Neutral Neutral Touch
Shield Small 2 1 - Neutral Neutral -
Weapon Short 3 2 - Neutral Neutral -
Experienced 2 2 - Neutral Neutral -
Harden 1 - 1/Ref Enchantment Protection Touch: Others
Heal 1 1 Unlimited Verbal Spirit Touch
Release 1 - 2/Life Chg x3 Verbal Sorcery Touch

2nd Level Spells

Name Cost Max Freq Type School Range
Adaptive Blessing 1 2 1/Life Enchantment Protection Touch: Others
Entangle 1 4 2 Balls/Unlmt Ball Subdual Ball
Weapon Hinged 3 1 - Neutral Neutral -
Greater Release 1 - 1/Ref Verbal Sorcery 20
Hold Person 1 - 1/Life Chg x3 Verbal Command 20
Innate 2 2 1/Life Meta-Magic Neutral -
Sever Spirit 1 - 1/Life Chg x3 Verbal Spirit 20
Shove 1 - 1/Life Verbal Sorcery 20
Summon Dead 1 - 1/Life Chg x3 Verbal Spirit 50

3rd Level Spells

Name Cost Max Freq Type School Range
Adaptive Protection 1 - 1/Ref Enchantment Protection Touch: Others
Astral Intervention 1 - 1/Live Chg x3 Verbal Command 20
Shield Medium 2 1 - Neutral Neutral -
Extension 1 2 1/Life Meta-Magic Neutral -
Greater Harden 2 - 1/Ref Enchantment Protection Touch: Others
Iceball 1 2 2 Balls Unlmt Ball Subdual Ball
Mend 1 - 1/Life Verbal Sorcery Touch
Resurrect 1 - 1/Ref Chg x5 Verbal Spirit Touch
Undead Minion 1 - 1/Ref Enchantment Death Touch: Others

4th Level Spells

Name Cost Max Freq Type School Range
Blessing Against Harm 1 - 1/Ref Enchantment Protection Touch: Others
Circle of Protection 1 1 1/Ref Chg x10 Enchantment Protection Self
Greater Heal 1 - 1/Life Verbal Spirit Touch
Imbue Shield 1 - 1/Ref Enchantment Protection Touch: Others
Protection from Projectiles 1 - 1/Ref Enchantment Protection Touch: Others
Swift 1 2 1/Life Meta-Magic Neutral -
Teleport 1 2 1/Life Verbal Sorcery Touch

5th Level Spells

Name Cost Max Freq Type School Range
Abeyance 1 2 1 Ball Unlmt Ball Subdual Ball
Ambulant 1 - 1/Ref Meta-Magic Neutral -
Blessed Aura 1 - 1/Ref Enchantment Protection Touch: Others
Dispel Magic 1 - 1/Ref Verbal Sorcery 20
Enlightened Soul 1 - 1/Ref Enchantment Protection Touch: Others
Greater Resurrect 1 - 1/Ref Verbal Spirit Touch
Greater Undead Minion 2 - 1/Ref Enchantment Death Touch: Others
Steal Life Essence 1 2 1/Life Verbal Death Touch

6th Level Spells

Name Cost Max Freq Type School Range
Ancestral Armor 2 - 1/Ref Enchantment Protection Touch: Others
Mass Healing 1 1 1/Ref Enchantment Spirit Self
Necromancer 1 1 - Neutral Neutral -
Persistent 1 - 1/Life Meta-Magic Neutral -
Phoenix Tears 1 - 1/Ref Enchantment Spirit Touch: Others
Priest 1 1 - Neutral Neutral -
Protection from Magic 1 - 1/Ref Enchantment Protection Touch: Others
Stun 1 4 1/Ref Verbal Sorcery 20
Warder 2 1 - Neutral Neutral -

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Druid - Magic User

Garb: Brown sash and medieval/sword and sorcery looking garb
Look The Part: 1 extra point of magic at the Druids highest level
Armor: None
Shields: None
Weapons: Dagger
Magic-user: Druids may purchase five points of magic from each level. Unused points from higher levels can be rolled down to lower levels. A list of all magic purchased must be carried at all times.

1st Level Spells

Name Cost Max Freq Type School Range
Barkskin 1 2 1/Ref Enchantment Protection Touch: Others
Cancel 0 1 Unlimited Neutral Neutral Touch
Corrosive Mist 1 1 1/Ref Enchantment Death Self/Touch: Others
Entangle 1 2 2 Balls/Unlmt Ball Subdual Ball
Weapon Short 2 2 - Neutral Neutral -
Experienced 2 2 - Neutral Neutral -
Heat Weapon 1 - 1/Life Chg x3 Verbal Flame 20
Imbue Armor 1 - 1/Ref Enchantment Protection Touch: Others
Mend 1 - 1/Life Verbal Sorcery Touch

2nd Level Spells

Name Cost Max Freq Type School Range
Shield Small 4 1 - Neutral Neutral -
Gift of Earth 1 2 1/Ref Enchantment Protection Touch: Others
Heal 1 - 1/Life Verbal Spirit Touch
Iceball 1 2 2 Balls/Unlmt Ball Subdual Ball
Innate 1 4 1/Ref Meta-Magic Neutral -
Poison 1 - 1/Life Enchantment Death Touch: Others
Release 1 - 1/Life Verbal Sorcery Touch
Stoneform 1 - 1/Ref Chg x3 Verbal Protection Self

3rd Level Spells

Name Cost Max Freq Type School Range
Attuned 1 2 1/Ref Enchantment Sorcery Touch: Others
Bear Strength 1 - 1/Ref Enchantment Sorcery Touch: Others
Dispel Magic 1 - 1/Ref Verbal Sorcery 20
Extension 1 2 1/Life Meta-Magic Neutral -
Gift of Fire 1 2 1/Ref Enchantment Flame Touch: Others
Greater Mend 1 - 1/Ref Verbal Sorcery Touch: Others
Icy Blast 1 2 1/Life Verbal Sorcery 20
Regeneration 1 - 1/Ref Enchantment Spirit Touch: Others
Stoneskin 1 2 1/Ref Enchantment Protection Touch: Others

4th Level Spells

Name Cost Max Freq Type School Range
Weapon Long 4 1 - Neutral Neutral -
Flame Blade 2 2 1/Ref Enchantment Flame Touch: Others
Force Bolt 1 2 2 Balls/Unlmt Ball Sorcery Ball
Gift of Water 1 2 1/Ref Enchantment Sorcery Touch: Others
Golem 1 - 1/Ref Enchantment Sorcery Touch: Others
Lycanthropy 1 2 1/Ref Enchantment Death Touch: Others
Swift 1 2 1/Life Meta-Magic Neutral -
Teleport 1 2 1/Life Verbal Sorcery Touch: Others

5th Level Spells

Name Cost Max Freq Type School Range
Ambulant 1 2 1/Life Meta-Magic Neutral -
Weapon Great 5 1 - Neutral Neutral -
Essence Graft 1 - 1/Ref Enchantment Sorcery Touch: Others
Gift of Air 1 2 1/Ref Enchantment Protection Touch: Others
Heart of the Swarm 1 2 1/Ref Enchantment Spirit Self
Ironskin 1 2 1/Ref Enchantment Protection Touch: Others
Poison Glands 1 2 1/Ref Enchantment Death Touch: Others
Resurrect 2 - 1/Ref Verbal Spirit Touch
Troll Blood 1 2 1/Ref Enchantment Protection Touch: Others

6th Level Spells

Name Cost Max Freq Type School Range
Avatar of Nature 1 1 - Neutral Neutral -
Call Lightning 1 - 1/Ref Verbal Flame 20
Grasping Tentacles 1 1 1/Ref Enchantment Command Self
Imbue Weapon 1 - 1/Ref Enchantment Death Touch: Others
Naturalize Magic 1 2 1/Ref Enchantment Sorcery Self
Ranger 2 1 - Neutral Neutral -
Summoner 2 1 - Neutral Neutral -
Word of Mending 1 - 1/Ref Verbal Sorcery Touch

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Bard - Magic User

Garb: Light blue sash and medieval/sword and sorcery looking garb
Look The Part: 1 extra point of magic at the Bards highest level
Armor: None
Shields: None
Weapons: Dagger
Magic-user: Bards may purchase five points of magic from each level. Unused points from higher levels can be rolled down to lower levels. A list of all magic purchased must be carried at all times.

1st Level Spells

Name Cost Max Freq Type School Range
Cancel 0 1 Unlimited Neutral Neutral Touch
Confidence 1 - 1/Ref Chg x5 Verbal Sorcery Touch
Weapon Short 2 2 - Neutral Neutral -
Experienced 2 2 - Neutral Neutral -
Insult 1 - 1/Life Verbal Command 20
Release 1 - 1/Life Verbal Sorcery Touch
Shove 1 - 1/Life Verbal Sorcery 20
Song of Determination 1 1 Unlmt Enchantment Protection Self

2nd Level Spells

Name Cost Max Freq Type School Range
Empower 1 - 2/Ref Verbal Sorcery Touch
Armor 1 Point 4 1 - Neutral Neutral -
Greater Release 1 - 1/Ref Verbal Sorcery 20
Innate 1 4 1/Ref Meta-Magic Neutral -
Mend 1 - 1/Life Verbal Sorcery Touch
Song of Battle 1 1 Unlimited Enchantment Protection Self
Song of Visit 1 1 Unlimited Enchantment Protection Self

3rd Level Spells

Name Cost Max Freq Type School Range
Awe 1 - 1/Life Verbal Command 20
Battlefield Triage 1 1 1/Ref Enchantment Spirit Self/Touch: Others
Break Concentration 1 - 1/Refresh Verbal Command 20
Extension 1 2 1/Life Meta-Magic Neutral -
Shield Small 2 1 - Neutral Neutral -
Song of Freedom 1 1 Unlimited Enchantment Protection Self

4th Level Spells

Name Cost Max Freq Type School Range
Amplification 1 - 1/Refr Verbal Sorcery Touch
Long Weapon 3 1 - Neutral Neutral -
Restoration 1 - 1/Ref Verbal Sorcery Touch
Sleight of Mind 1 - 1/Ref Enchantment Sorcery Touch: Others
Song of Deflection 1 1 Unlimited Enchantment Protection Self
Song of Power 1 1 Unlimited Enchantment Protection Self
Suppress Aura 1 - 1/Ref Verbal Command 50
Swift 1 2 1/Life Meta-Magic Neutral -
Terror 1 - 1/Ref Verbal Death 20

5th Level Spells

Name Cost Max Freq Type School Range
Agoraphobia 1 - 1/Ref Verbal Command 20
Ambulant 1 2 1/Life Meta-Magic Neutral -
Discordia 1 1 1/Refresh Enchantment Command Self
Shield Medium 3 1 - Neutral Neutral -
Heart of the Swarm 1 - 1/Refresh Enchantment Spirit Self
Lost 1 - 1/Life Verbal Command 20
Song of Survival 1 1 Unlimited Enchantment Protection Self

6st Level Spells

Name Cost Max Freq Type School Range
Combat Caster 2 1 - Neutral Neutral -
Dervish 2 1 - Neutral Neutral -
Armor 1 Point 2 1 - Neutral Neutral -
Legend 1 1 - Neutral Neutral Self
Silver Tongue 1 - 1/Ref Enchantment Sorcery Self/Touch: Others
Song of Interference 1 1 1/Ref Chg x5 Enchantment Protection Self
Stun 1 - 1/Ref Verbal Sorcery 20

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Wizard - Magic User

Garb: Yellow sash and medieval/sword and sorcery looking garb
Look The Part: 1 extra point of magic at the Wizards highest level
Armor: None
Shields: None
Weapons: Dagger
Magic-user: Wizards may purchase five points of magic from each level. Unused points from higher levels can be rolled down to lower levels. A list of all magic purchased must be carried at all times.

1st Level Spells

Name Cost Max Freq Type School Range
Banish 1 - 1/Life Verbal Spirit 20
Cancel 0 1 Unlimited Neutral Neutral Touch
Weapon Short 2 1 - Neutral Neutral -
Experienced 2 2 - Neutral Neutral -
Force Barrier 1 - 1/Ref Verbal Sorcery Self
Force Bolt 1 4 3 Balls/Unlmt Ball Sorcery Ball
Heat Weapon 1 - 1/Life Verbal Flame 20
Mend 1 - 1/Life Verbal Sorcery Touch
Shove 1 - 1/Life Chg x3 Verbal Sorcery 20

2nd Level Spells

Name Cost Max Freq Type School Range
Astral Intervention 1 - 1/Life Verbal Command 20
Break Concentration 1 - 1/Life Verbal Command 20
Entangle 1 3 2 Balls Unlmt Ball Subdual Ball
Innate 1 - 1/Ref Meta-Magic Neutral -
Planar Grounding 1 - 1/Ref Verbal Sorcery 20
Release 1 - 1/Life Verbal Sorcery Touch
Suppression Bolt 1 3 1 Ball Unlmt Ball Subdual Ball
Teleport 1 2 1/Life Verbal Sorcery Touch

3rd Level Spells

Name Cost Max Freq Type School Range
Dispel Magic 1 - 1/Ref Chg x3 Verbal Sorcery 20
Dragged Below 1 - 1/Ref Verbal Death 20
Extension 1 2 1/Life Meta-Magic Neutral -
Greater Mend 1 - 1/Ref Verbal Sorcery Touch
Hold Person 1 - 1/Life Verbal Command 20
Iceball 1 3 2 Balls Unlmt Ball Subdual Ball
Lightning Bolt 1 4 1 Ball Unlmt Ball Flame Ball
Ravage 1 - 2/Life Verbal Death 20
Shatter Weapon 1 - 1/Ref Verbal Sorcery 20
Throw 1 - 1/Ref Verbal Sorcery 20

4th Level Spells

Name Cost Max Freq Type School Range
Destroy Armor 1 - 2/Ref Verbal Death 20
Dimensional Rift 1 - 1/Ref Verbal Sorcery 20
Fireball 1 4 1 Ball Unlmt Ball Flame Ball
Ice Blast 1 - 1/Ref Verbal Sorcery 20
Shatter 1 - 1/Ref Verbal Sorcery 20
Suppress Aura 1 - 1/Ref Verbal Command 50
Swift 1 2 1/Life Meta-Magic Neutral -
Vampirism 1 - 1/Ref Enchantment Death Touch: Others
Wounding 1 - 1/Ref Chg x3 Verbal Death 20

5th Level Spells

Name Cost Max Freq Type School Range
Ambulant 1 2 1/Life Meta-Magic Neutral -
Contagion 1 - 1/Ref Enchantment Death Touch: Others
Long Weapon 4 1 - Neutral Neutral -
Phase Bolt 1 4 1 Ball Unlmt Ball Sorcery Ball
Pyrotechnics 1 2 1/Ref Verbal Flame 50
Steal Life Essence 1 2 1/Life Verbal Death Touch
Void Touched 1 2 1/Ref Enchantment Sorcery Touch: Others
Ward Self 1 2 1/Ref Enchantment Protection Self

6th Level Spells

Name Cost Max Freq Type School Range
Battlemage 2 1 - Neutral Neutral -
Elemental Barrage 1 2 1/Ref Verbal Sorcery Self
Evoker 2 1 - Neutral Neutral -
Finger of Death 1 - 1/Ref Verbal Death 20
Persistent 2 - 1/Ref Meta-Magic Neutral -
Protection from Magic 1 - 1/Ref Enchantment Protection Touch: Others
Sphere of Annihilation 2 1 1 Ball Unlmt Ball Sorcery Ball
Warlock 2 1 - Neutral Neutral -
Word of Mending 1 - 1/Ref Verbal Sorcery Touch