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Powers or skills that must be cast to be used
When two abilities would take effect simultaneously:
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
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
Some abilities may have their per-life or per-refresh uses restored after they are consumed. These 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 Chargeable 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 regain a use
The Incantation 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 target if they strike a valid hit location, garb, or carried equipment
Forced Movement effects require a player to move, or place limitations on where they may move
The bearing player or object is unaffected by abilities from a given School
The verbal component required by some abilities that initiates their function. 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 an empty hand and say two descriptors for the target, such as their class and the color of their tunic. Example:
All Incantations:
Completing an incantation results in an ability 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 cast. 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
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)
A type of ability which alters the typical behavior of other abilities
The target of an ability must be in range at the completion of an Incantation. The target being out of range at any other point does not prevent or interrupt the casting attempt. If a piece of equipment is the target, the physical equipment itself is what needs to be in range. If the incantation is completed and the target is not in range, the ability has no effect but is still expended
Abilities that are cast at Touch range may only be used provided at least one of the following is true:
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
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
Specialty Arrows which strike a player or object can have various effects.
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 may not be removed by any means and persist after respawn. Immunities granted by Traits persist after death. Traits are not enchantments, and do not count towards enchantment limits or count for the purposes of Attuned, Essence Graft, or similar abilities. Note: Some Traits mimic other abilities, but these Traits are still always on and ignore any incantation or Material Requirements listed
Abilities that require an incantation to be cast. 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 will 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, 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)
Some abilities have special circumstances that must be met before they can be cast. 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)