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Casting Abilities

Several requirements must be met in order to successfully cast an ability. If a player casts an ability incorrectly, it is not expended and has no effect. Incompleted or improperly completed incantations do not expend uses of abilities, but they do fail and they must be restarted from the beginning and the target re-identified. Completing an incantation results in an ability being used up, even if the ability fails. Beginning a new incantation interrupts any other Incantations or Chants the player has in progress, and renders any Magic Balls inactive, if not yet thrown. Typically, a player must:

  1. Properly identify the target of the ability prior to any incantation. A player need not name a target if the intended target is at a range of Self, Touch, or Other. Magic Balls and Specialty Arrows also do not require targeting. This can take one of several forms:
    1. Indicating the target by name or accepted nickname.
    2. Pointing at the target with an empty hand and saying two descriptors for the target, such as their class and the color of their tunic. Example: <Point with an empty hand> “Warrior in blue, I command thee to stop...”
    3. Targeting a piece of equipment by identifying the equipment in addition to the player carrying it, if carried. Example: “Timmy, blue sword on hip, I call upon flame to heat thy weapon..."
  2. Properly recite the incantation, which includes:
    1. Completing the required number of repetitions of the incantation.
    2. Avoiding a gap of more than two seconds between words.
    3. Reciting the incantation audibly. Requirements vary based on the type of ability. In the event of a disagreement over audible range, consult a reeve.
      1. Verbals and Enchantments must be audible within 20’ and to the target.
      2. Magic Balls and Specialty Arrows must be audible within 20’.
    4. When casting abilities at a range of Touch, Other, or Self, the caster may change the pronouns used for the target. For example, a Druid could cast Teleport on another player by incanting "You travel through the aether" rather than "I travel through the aether".
  3. Throughout the incantation, the player must:
    1. Not move their feet during the incantation.
    2. Have an empty hand, for Magic Users.
  4. Be able to see the target of the ability at the completion of the incantation.
    1. If a player is the target, the player, their garb, or their armor must be visible. A player’s carried equipment does not block line of sight to the player.
    2. If a piece of equipment is the target, the equipment must be visible. Players or other equipment can block line of sight to equipment.
    3. If the incantation is completed and the target is not at least partially visible, the ability fails but is still expended.
  5. Complete the incantation while within range of the target. If the incantation is completed and the target is not in range, the ability fails but is still expended.
  6. Meet any specific requirements of the ability listed in its Effect or Limitation.

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Abilities

Powers or skills that must be cast to be used.

  1. If an ability fails, it has no effect.
  2. Abilities granted via an Enchantment retain the original School of the Ability, not the School of the Enchantment.

Ability Order

When two abilities would take effect simultaneously:

  1. Effects on a player trigger in this order: Traits, Immunities, Resistances, Other Enchantments
  2. Other Enchantment effects trigger at the same time, even if the result of one would prevent another. Example one: A player bearing Phoenix Tears and Troll Blood dies. Both enchantments trigger and lose a strip, player is Frozen for 30s, ignores the killing effect, and when Frozen is removed all wounds are removed, etc. Example two: A player bearing Ancestral Armor and Gift of Air is hit by a normal melee weapon in an armored location. That hit location loses 1 point of armor, and the player is Insubstantial

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Alternate Base

Some abilities allow a player to act as an Alternate Base for other players. Player may treat Alternate Bases as bases for the purposes of Forced Movement effects which require the bearer to go to their base, but may not use Alternate Bases for other purposes, such as exiting Sanctuary, exiting Reload, or repairing equipment. A player may act as an Alternate Base while Dead, Frozen, or Insubstantial.

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Archetypes

Class abilities which modify base rules about their class. Archetypes are denoted with an (A) and are always active throughout the game. Archetypes are not enchantments and may not be removed by any means. You do not have to have an archetype, even if one is available to you

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Chant

An audible component required by some abilities that sustains their continuing function. Under normal circumstances a player may voluntarily end an ability with an ongoing chant at any time. The audible components of a Chant must be spaced no further than five seconds apart and audible to 50'. Failure to Chant or becoming unable to Chant ends the effect. May be spoken while moving. Only one Chant can be maintained at a time

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Charge

Some abilities have a listed Charge value, which allows a player to restore uses of an ability on their own. To Charge an ability, one must:

  1. Have an empty hand.
  2. Not move their feet.
  3. Repeat the Charge Incantation the listed number of times. For example, an ability listed as 'Charge x5' would require five repetitions of the Charge Incantation to be regained.
    1. Improper wording or mispronunciation will require restarting the current repetition of the Charge Incantation. The entire Charge process must be restarted from the beginning if the player fails to have an empty hand, moves their feet, or waits more than two seconds between words.

Charge Incantation

“Out of battle I pause to rest,
I take some time to catch my breath.
Return to me my fleeting power
To aid me in my darkest hour.”

The name of the ability being Charged must be Declared before reciting the Charge Incantation. That Declaration, and the Charge Incantation, must be audible out to 20'.

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Empty Hand

Players are occasionally required to have an empty hand in order to perform some action, such as Magic Users casting abilities, using the Charge Incantation, or interacting with some game objectives. An empty hand is one which is not touching any of the following, unless it is the target of the ability:

  1. A shield, with the exception of hands incidentally touching a Small shield strapped securely to the arm.
  2. A weapon other than an unbroken Magic Staff
  3. Arrows
  4. Game objectives, at the discretion of the game runner.

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Engulfing

Engulfing effects affect the target if they strike a valid hit location, garb, or carried equipment

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Forced Movement

Some abilities contain effects that require players to move in specific ways.

  1. Forced Movement effects fail when cast upon a Stopped player
    1. A player affected by a Forced Movement effect who becomes Stopped is affected normally. For example: a player affected by Awe may not move away from the caster, but still may not attack the caster
  2. If a Forced Movement effect from an Enchantment effect activates while a player is Stopped, the effect is still applied but cannot be completed until the Stopped State ends. Example: A player is enchanted with Gift of Air and is later Stopped, then hit with a melee weapon. They remain Stopped for the duration of the Stopped effect, then may choose to return to base.
  3. Players with a wounded leg who are affected by Forced Movement abilities may choose to ignore the requirement for dead legs to have the knee on the ground (or, if "posting," to not voluntarily move the foot of the wounded leg) for the purposes of completing the movement. While moving in this manner, the wounded player may not attack or cast abilities, but may defend themselves. Once the player has completed the movement, they must once again place their knee in contact with the ground, or re-declare "posting". This is known as the "Forced Movement accommodation."

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Immune

The bearing player or object is unaffected by abilities from a given School

  1. Immunity granted as a Trait does not prevent players from making use of their own class abilities
  2. Unless otherwise noted, Immunities do not extend beyond the player or object that has them. Example: A player with Immunity to Flame can still have their armor destroyed by a Fireball
  3. If a player is Immune to an effect which would remove a State or Ongoing Effect, the State/Ongoing Effect is not removed. Example: A player who is Immune to Sorcery cannot be Released from Frozen, as they cannot be affected by Release, a Sorcery School ability
  4. Players with Immunities may still be targeted by abilities of the given School. Example: A player with Immunity to Flame can still be the target of Pyrotechnics which would still destroy their equipment (as Immunities do not extend to equipment unless noted)
  5. A target becoming Immune to the source of an Ongoing Effect or State while it is applied does not remove Ongoing Effects or States currently affecting the target. Example: If a player who is Stopped by Hold Person casts Song of Determination on themselves, that player remains Stopped

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Incantation

This is the verbal component required by some abilities that initiates their function

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Magic Armor

Magic Armor is provided by some Enchantments. The specific enchantment will denote a number of points of Magic Armor that are granted to each hit location

  1. If Magic Armor is granted from two different sources, only the highest value present is used and all others are ignored. Example: A player is wearing Barkskin (1 point of Magic Armor) and receives Stoneskin (2 points of Magic Armor). Since Stoneskin is higher value, their current and maximum armor values increase by 1. If the player removes Stoneskin while keeping Barkskin, their current and maximum armor values are reduced by 1
    1. Until all sources of Magic Armor are completely removed, Magic Armor tracks damage by hit location. Example: A player wearing Stoneskin takes a point of damage. They now have 1 point of Magic Armor in that location out of a maximum value of 2. They gain Barkskin, and then remove Stoneskin. That hit location now has 0 points of Magic Armor out of a maximum value of 1
  2. Magic Armor may be the target of abilities that affect armor such as Armor Breaking, Fireball, etc.
  3. Magic Armor may be repaired like any other armor
  4. Magic Armor covers all locations on a player without any gaps in coverage
  5. Unless it is inherently part of the Enchantment, Magic Armor can never benefit from armor enhancement abilities such as Ancestral Armor or Harden Armor
  6. Players may wear more Magic Armor than their class maximum allows. A class which cannot wear any armor can still wear Magic Armor
  7. Magic Armor behaves identically to normal armor
  8. Enchantments which grant Magic Armor fail when targeting a player with worn armor. Players may not don worn armor while bearing an enchantment which grants magic armor. (If you are only wearing armor that was rated initially as zero points it may be worn with Magic Armor.)

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Magic Balls

Magic Balls which are thrown and strike a player or object can have various effects (see list of Magic Balls)

  1. Players may only carry or bring on to the battlefield a number of Magic Balls up to the maximum uses allowed to them
    1. Owners of Magic Balls may grant other players permission to carry their Magic Balls in order to return them to the owner or to the owner's base. They may also grant other players permission to use their Magic Balls if the other player has the ability to do so
  2. A Magic Ball must be held in the caster's hand by the end of the incantation to become active
  3. A Magic Ball will become inactive if the caster begins an incantation or the Magic Ball stops being held in hand and has not been thrown. The caster can transfer an active Magic Ball from one hand to the other without it becoming inactive and can wield a weapon or shield in a hand that is also holding an active Magic Ball
  4. A player may only have one Magic Ball active at a time
  5. Magic balls affect the first valid player or equipment struck, then become inactive. A Magic Ball that strikes terrain becomes inactive with no effect. Garb strikes count as hitting whatever target a Magic Ball would have continued on to hit, had it not struck garb. For example, you may not block Lightning Bolts with your cloak
    1. A Magic Ball that strikes armor will damage the armor if armor points remain and the ball is Armor Breaking or Armor Destroying.
    2. A Weapon Destroying or Shield Destroying Magic Ball that strikes equipment will affect that equipment
    3. A Magic Ball that strikes unwielded equipment will affect both that equipment and whatever the Magic Ball would have struck if the unwielded equipment were not there
  6. Engulfing Magic Balls affect a player upon striking a valid hit location, carried equipment, or garb, and then become inactive
  7. Magic Balls are not stopped by Protection from Projectiles, Song of Deflection, or similar abilities

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Meta-Magic

A type of ability which alters the typical behavior of other abilities

  1. Meta-Magic follows all the standard rules for Incantations, except for Ambulant, which may be cast while moving
  2. Meta-Magic must be stated immediately after indicating the target and prior to beginning the incantation for the modified ability
  3. Abilities that are labeled with a Meta-Magic in the class description are affected as per that Meta-Magic, but do not require the player to state the incantation for that Meta-Magic
  4. Meta-Magics do not affect other Meta-Magics, but may be combined in any number so long as all restrictions are observed. Example: A player may cast an ability using Extension and Ambulant, however Extension must be stated without moving the feet as it is unaffected by Ambulant
  5. Meta-Magics are considered expended as soon as their incantation is finished regardless of whether or not the altered ability was completed
  6. May not be used to modify the behavior of Magic Items or abilities granted by Enchantments such as Heat Weapon from Gift of Fire

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Ongoing Effects

Some abilities impart effects that continue for some duration, known as Ongoing Effects.

  1. Ongoing Effects may have a definite duration (Example: Terror) or an indefinite duration. (Example: Elemental Barrage)
  2. If a player would gain an Ongoing Effect they are already affected by, the Ongoing Effect's duration will simply be adjusted to the new duration if it is longer than the current duration.
  3. Unless otherwise noted, Ongoing Effects cannot apply to dead players and are removed when a player dies or has an ability activate which allows the player struck to avoid death (Troll Blood, Phoenix Tears, Song of Survival)

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Range

Abilities may have one or more possible casting ranges:

  1. Self: Target must be the caster
  2. Other: Target must be other players or equipment that are in Touch range
  3. Touch: Target may be Self or Other. Any physical contact between caster and target is sufficient, or placing one's hand within six inches of the target
  4. 20': Target must be within 20' upon completion of the incantation
  5. 50': Target must be within 50' upon completion of the incantation

Abilities that are cast at Touch range may only be used provided at least one of the following is true:

  1. The target is Willing
  2. The target is Dead
  3. The target is Stunned
  4. The target is Frozen
  5. The target is Insubstantial and unable to move from their current location.

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Resistant

The player is unaffected by the next effect of a given type. Players must declare "resistant" upon triggering

Wounds: Does not receive the next wound that would otherwise be inflicted

School: Immune to the next ability from the given School

Source: Unaffected by the next source in its entirety, including wounds, special effects, and ability effects

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School

Abilities are divided into Schools. Each School specializes in a certain genre of magic and typically the effects of the different abilities within a School are similar

Command: Typically compels or forbids action. All offensive abilities from the Command School are Verbals and have the word “Command” in the incantation

Death: Typically causes injury or destruction. Most abilities from the Death School have the word “Death” in the incantation

Flame: Typically causes injury or destruction. Most abilities from the Flame School have the word “Flame” in the incantation

Neutral: Typically has effects that alter game rules for the user in some manner and do not directly affect other players

Protection: Typically prevents injury or destruction. There are no offensive abilities in the Protection School

Sorcery: May cause any effect, serving as a catch-all School. Many abilities from the Sorcery School have the word “Power” in the incantation

Spirit: Typically supportive abilities pertaining to injuries, death, and other ill affects. Many abilities from the Spirit School have the word "Spirit" in the incantation

Subdual: Typically prevents movement or actions. All abilities in the Subdual School are Magic Balls

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Specialty Arrows

Specialty Arrows which strike a player or object can have various effects.

  1. Players may only bring a number of Specialty Arrows on to the battlefield equal to the maximum uses allowed to them. Likewise, players may also only carry up to that amount at any given time.
    1. Owners of Specialty Arrows may grant other players permission to carry their Specialty Arrows in order to return them to the owner or to the owner’s base, but may not grant anyone else permission to use them
  2. Specialty Arrows must be fired alone
  3. Incantations for Specialty Arrows must be said immediately prior to firing, and said loudly and clearly enough to be heard within 50'
  4. The incantations for Specialty Arrows are not interrupted by the caster moving their feet
  5. Properly activated Specialty Arrows count as a normal hit from an arrow to the location struck in addition to their listed effects. Improperly cast Specialty Arrows have no effect, even that of a normal arrow
  6. Specialty Arrows must be covered with the appropriate color
    1. Properly colored strips may be affixed to the shaft in lieu of colored head covers. These strips must be clearly visible from at least 20' away and not impact the safe use of the arrow

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Traits

Class abilities that function all of the time without activation being required. Includes such things as Immunity and the ability to use extra equipment. Traits are denoted with a (T) and are not considered States nor Enchantments.
Traits:

  1. May not be removed by any means
  2. Persist after death and respawn
  3. Traits do not count towards enchantment limits or count for the purposes of Attuned, Essence Graft, or similar abilities
  4. Do not require strips, in the case of Enchantments granted as Traits

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Trigger

Some abilities have special circumstances that must be met before they can be cast.

Kill Trigger: Can only be used within 30 seconds after striking an enemy with the final blow, or causing the activation of any effects which allow the enemy struck to avoid death (Troll Blood, Phoenix Tears, and Song of Survival). The caster must be outside of 10' of a living enemy, and may only use one Kill Trigger ability per eligible killing blow

Wound Trigger: Can only be used immediately after the caster causes a wound to an enemy (even if that wound kills the enemy; but not if the wound is not received, e.g. by a Resistance)

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Verbal

Abilities that only require an incantation to be cast. Verbals can have an immediate effect (such as Mend), they can apply a State (such as Icy Blast), and they can apply an Ongoing Effect (such as Elemental Barrage)

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