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Powers or skills that must be activated to be used.
An audible component required by some magics and 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’. Unless otherwise noted failure to Chant ends the effect. May be spoken while moving. Only one Chant can be maintained at a time.
Some Magic and Abilities may continue to be used after their per-life or per-refresh uses are consumed. These Magic and Abilities are denoted with the word “Charge” and a number after them. In order to gain an additional per-life or per-refresh use of a Charge Magic or Ability the Charge Incantation must be repeated in full the number of times indicated by number after Charge. For instance an Ability labeled ‘Charge x3’ requires three full repetitions of the Charge Incantation in order to be usable
Unless otherwise noted:
The Incantation (see Incantation for general rules about Incantations) that is used to Charge an ability. A single ‘Charge Incantation’ is repeating the following phrase:
“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 Charge Incantation requires an empty hand and must be audible out to 20 feet
Engulfing effects affect the victim even if they hit only garb, worn equipment, or wielded equipment. Other effects only function on items or players they physically touch
The verbal component required by some magics and abilities that initiates their function. Completing an Incantation results in an Ability or Magic being used up, regardless of if the target was valid or affected
Magic and Abilities used at a Range greater than Touch require that the target be indicated by name. Example: “Timmy, I command thee to stop, I command thee to stop, I command thee to stop.” If the name of the target is not known, or if the casting player prefers, they may instead point at the target with a free hand and name their class and a descriptor. Example:
Unless otherwise noted all Incantations:
Completing an Incantation results in an Ability or Magic being used up, regardless of if the target was valid or affected
Some magics and abilities have special circumstances that must be met before they can be activated. Magics and abilities with the Kill Trigger Limitation can only be used within 30 seconds after the caster strikes the final blow to kill an enemy in melee combat (or causes the activation of any effects which allow the player struck to avoid death such as Undead Minion, Song of Survival, or other similar magic and abilities). The caster must be outside of 10’ of a living enemy, and may only use the ability once per eligible killing blow
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.
Magic Balls which are thrown and strike a player or object can have various effects (see list of Magic Balls)
Unless otherwise noted:
A type of magic which alters the typical behavior of other magics
Unless otherwise noted:
The player is unaffected by the next effect of a given type. Unless otherwise noted, Resistant does not extend beyond the player that has it. Players must announce ‘resistant’ upon triggering.
Melee: Not affected by the next strike from a melee weapon. No effect on projectiles
Wounds: Does not receive the next Wound that would otherwise be inflicted
School: Immune to the next Magic or Ability from the given School
Magic and Abilities are divided into Schools, referred to commonly as the ‘Schools of Magic’. Each School specializes in a certain genre of magic and typically the effects of the different Magic and Abilities within a School are similar
Command: Typically makes players stop moving or change their actions in some manner. Frequently makes use of the Stopped, Frozen, and Insubstantial States. All offensive magic and abilities from the Command School are Verbals. All offensive magic and abilities from the Command School have the word “command” in the incantation
Death: Typically causes injury or death. Frequently makes use of the Cursed and Fragile States. All offensive magic and abilities from the Death School are Verbals. Offensive magic and abilities from the Death School tend to be very explicit about the result as part of the incantation such as “I call for your death”
Flame:Typically destroys equipment or wounds/kills players. Offensive magic and abilities from the Flame School can be either a Verbal or a Magic Ball. Magic Balls from the Flame School typically destroy equipment and wound or kill players, while Verbals from the Flame School typically target equipment and destroy it, rather than targeting players themselves. All offensive Verbals from the Flame School have the word “flame” in the incantation
Neutral: Has effects that alter game play for the user in some manner and does not directly affect other players
Protection: Typically enchantments that provide magical armor, Immunity to a School, or Resistance to a School or State. There are no offensive magic or abilities in the Protection School
Sorcery: Typically effects that deal with raw magical force, manipulating magic itself, or controlling the aether. Offensive magic amd abilities from the Sorcery School tend to be very explicit about the result as part of the incantation and frequently includes the word “power”. Offensive magic and abilities from the Sorcery School are generally Verbals
Spirit: Typically Verbals that offer healing, resurrection, or the removal of harmful States with a few Enchantments sprinkled in. There are no offensive magic or abilities in the Spirit School
Subdual: Typically makes a player stop moving or limits their actions. Makes use of the Stopped, Frozen, Stunned, and Suppressed States. All offensive magic and abilities in the Subdual School are Magic Balls
Specialty Arrows which strike a player or object can have various effects.
Unless otherwise noted:
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 always non-magical in nature. Traits may not be removed by any means and persist after respawn. Immunities granted by Traits persist after death. Note: Some Traits mimic other Magic or Abilities, but these Traits are still always on and ignore any Incantation or Materials requirement listed
Magics and Abilities that require an incantation to be activated. Verbals can have an immediate effect or impart a State or an Ongoing Effect. Ongoing Effects may have a duration, after which it expires. If a player would gain an Ongoing Effect they are already affected by, the Ongoing Effect's duration should simply be adjusted to the new duration if it is longer than the current duration. An Ongoing Effect without a duration continues until it is removed by some outside force or until a condition is met. Unless otherwise noted, all Ongoing Effects are removed when a player dies and cannot apply to dead players.
Some Magics and Abilities have special circumstances that must be met before they can be activated. Magics and abilities with the Wound Trigger Limitation can only be used immediately after the caster causes a wound to an enemy in melee combat (even if that wound kills the enemy).