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Amtgard Official Rules of Play Version 6.5

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AmtgardOfficial Rules of PlayVersion 6.5

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Forewordt’s been a decade, more or less, since the last release of the rules of play. This release is repre-sentative of many lessons learned and experience gained over that ten-year period. In thattime, Amtgard has become geared towards a faster, more engaging and interesting system ofplay, and was in dire need of rules to match. The original goal was to clear up gray areas and

loopholes in the rules, and those clarifications brought with them many significant changes aswell as further attempts to balance the game.

It was not an easy task, and to be certain some things were missed. Still, we think this representsthe best that all the kingdoms could contribute and reflects the general consensus of how thingsshould work. This is the first rulebook that is a truly inter-kingdom effort and it shows. It was along, hard road to produce the work you are about to read and in the end it came down to theblood, sweat, and tears of a very few people. Given that this is probably the only set of words allAmtgardians will read, we feel we should take this chance to remind everybody what we believethis game really is.

The game isn’t about fighting, or arts and sciences, or role-playing (though of course those allexist and flourish within the game). The game is about the people. It is the people, all of thepeople, who have made this game work for over 20 years. It is the people, past and present, whomake Amtgard the great organization it is today. Every day you step out into the park, try toremember it is the people who surround you that make the game. No matter what our differencesmay be, at our heart we all share a common bond, and a common Dream.

We hope you enjoy the new rulebook and find it an improvement over the previous one. Happy gaming!

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The Rulebook Committee:

BrennonPhocion

Roger Lukor

FranchescaRapheal

AramithirisBolt

GarikBlackhawk

Rulebook Contributors:

Glen(alth)Blackrose Okami KuraiRandallRathLukeJabberwock

I

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Official Amtgard Rulebook v6.5

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Foreword 2Getting Started 4

Introduction 5Frequently Asked Questions 6Persona Guidelines 7

Combat Weapons and Equipment 9Damage and Wounds to You 10Rules regarding Ribbons 12Weapons 12

Weapon Effects 14Archery 14Siege Weapons 15

Shields 16Equipment Construction 16Armor Construction 19Battle Games 22

Subduels and Prisoners 22Deaths and Lives 22Holds 22Battlegame Rules 23Battlegame Restrictions 24Game Etiquette 24Non-fighting Types 25Garb 25

Fighting Classes and Abilities 27Fighting Classes 28New Player rules 29Standard Classes 30Abilities Defined 38

Amtgard Magic 45The Rules of Magic 45Magic Clarifications 48Magic Relics 48The Schools of Magic 49

Magic Listing Key 50Magic Format Key 50Magic Points 50

Magic by Schools 52Magic Descriptions 58

Glossary 84Monsters 87

Table ofContents:

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GettingStarted

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IntroductionAmtgard is a non-profit, non-sectarian group dedicated to the education and recreation of themedieval and fantasy genres. As a live action role playing game (LARPG), Amtgard has manynew experiences to offer to the interested newcomer, from making costuming appropriate to acertain time period to wielding a safe foam padded replica of an ancient weapon on the field ofbattle. The recreation of medieval combat in a fantasy setting is a major part of the game, andwhile this guide can not cover every possibility, common sense and fair play should be used toresolve any problems. Anyone is allowed to join. To become a member, you must:

1) Obtain a copy of the rulebook and read it.2) Develop a persona and a persona history.3) Make a costume for yourself that is fitting to your persona.4) Fill out a membership form and waiver and turn them into the Prime Minister. Minors must have their waivers signed by their parents or legal guardians. Minors under the age of 14 many not participate in combat without special

permission from the Monarch.

After fulfilling these criteria, you are a member of Amtgard, and you may participate in Amtgardfunctions.

Other Amtgard publications of importance include:A. Corpora of Amtgard bylaws – group criteria, Amtgard governmental structure,awards and honors, etc. Important for all groups, essential for medium/large groups. This docu-ment also explains the criteria for becoming a knight, warlord, etc.B. The Amtgard Contract – Legal agreement that all groups must sign withAmtgard, Kingdom of the Burning Land’s Board of Directors. (Amtgard Inc.) It ensures thatgroups will abide by the Amtgard rules and bylaws.C. Other Publications of note – While not mandatory, these publications are very useful andinclude Amtgard supplements, such as garb and weapon making, local newsletters, and the DorUn Avathar (a monster handbook).

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Frequently Asked Questions:

Q: What is Amtgard?A: Amtgard is a fantasy, live-action role-playing game. Unlike tabletop role-playing games,Amtgard uses safe, foam-padded weapons for use in combat. Unlike other live role-playinggames, Amtgard has a unique magic system to represent combative and non-combat spells as wellas a governmental system, or corpora, which not only governs how the group shall operate, butvarious awards and achievements which people may earn throughout their Amtgard career.

Q: How do I start an Amtgard Chapter?A: This is the most commonly asked question for newcomers. Most Amtgard chapters have theirown websites, and the Beginner’s Guide to Amtgard can easily be downloaded online atwww.Amtgard.com.

Q: What do I need to become an approved chapter of Amtgard?A: The first thing that must be done to become an approved chapter of Amtgard is to sign acontract with the Kingdom of the Burning Lands, Board of Directors (i.e.- Amtgard, Inc.). Thecurrent Amtgard mailing address is:

Amtgard, Inc.2310 PittsburgEl Paso, TX 79930

The current contract may be found on the Amtgard web site:http://www.Amtgard.com

Along with the contract, one must find a Kingdom within Amtgard to sponsor the new group. Asponsoring Kingdom will help your group grow, answer any questions and point you in the rightdirection. The current list of Kingdoms can also be found on the Amtgard website.

Q: How do I become an active member of Amtgard? What does being an active member mean?A: Being an active member of Amtgard means, above all else, that you come out on a regularbasis and contribute to the game either through fighting, arts and sciences, or merely by addingto the ambience of the group.

Q: What is a does being ‘dues paid’ mean and what does it get me? A: You may choose to donate to the local treasury to financially support your local group. Adonation of at least six dollars ($6.00) every six months (informally referred to as dues, and paidto the Prime Minister) will make the member a “contributing member” for the duration of that

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time period. Note that the terms Monarch and Prime Minister apply to the officers of each spe-cific group. This status entitles the contributing member to receive a copy of the rulebook andissues of the Amtgard newsletter. It also allows the contributing member, with minimum atten-dance stated by the Monarch, to vote in Amtgard Government (the Althing). All fundsreceived in this manner are used to support many local functions and activities, such as printingfees for handbooks and newsletters, renting sites for events, and maintaining a local post officebox. No one is required to pay “dues” except for certain officers. We have no “pay for play” rule.Being a non-donating member means you can still partici-pate in all regularly scheduled activities, and it in no wayaffects your ability to play the game or receive awards.Members of all groups may participate in the events of anyother group. Occasionally, large events may require anentrance fee to offset the cost of securing and maintainingthe site on which they are held. This does not constitute aviolation so long as the entrance fee is evenly charged to allattendees.

Q: What are the “official rules,” and how do I deal withlocal interpretations?A: The official rules are those laid out herein and are subjectto change only through approval of the Circle of Monarchs.These ‘core’ rules may be added to through expansion booksand manuals such as ‘Monster Manuals’ and ‘WeaponConstruction Guides.’ In all cases, these will not contradictthe core rules, but rather will expand on them. The goal isthat these guides, which need to be updated more frequentlythan the core rules, can be altered separate of the rulebookitself. Local interpretations are ones that allow a modifica-tion in the way the game is played at a park level. Suchinterpretations normally deal with issues such as accountingfor smaller or larger groups of players, creating optional mon-ster rules, creating new ‘classes’ as monsters, etc. At inter-group events these rules of play should be adhered to with-out addition, deletion, or alteration except where all partiesinvolved agree. Local rules are changed via Althing.

Persona Guidelines:Real History: A persona should be based on people who could have truly lived before 1650 AD.The name, weapons, clothing, etc. are encouraged to be historically correct. Please do not imper-sonate a famous historical figure.

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Fantasy: The persona should be based on abook, movie, historical mythology, or mayeven be a unique creation of your own. Again,do not impersonate a famous character fromthe medium you choose.

Remember: Everyone must be eithermedieval or ancient era, or swords and/orsorcery, related.

Heraldry:Create a device or insignia to display on yourflags, banners, coat of arms, etc. The deviceshould be unique or at least in keeping withyour persona and/or company. You may registerthe device with the guildmaster of heraldryand the Prime Minister.

Companies: People may wish to band together as a fightinggroup. This group is called a company. Thecompany should choose a name, captain, sec-ond in command and device. A person may bein no more than one company.

Households:People who wish to form a non-fighting groupwithin the club can create a household. Thehousehold should choose a name, a Lord andLady of the House and a device. A person maybe in any number of households.

Events:There are many types of battlegames we holdand participate in as well as other events.These include:

1) Tournaments- competitions between individuals or groups for awards, honors,

or challenges.

2) Battles- Involves two or more armies attacking each other for various reasons.

3) Special events- quests, feasts, demos, trips,revels, fairs, workshops, and other ‘games’, etc.

Notes for Participation:1) Any person who wishes to fight must havesigned a waiver and be at least 14 years of age.If younger, he must have special permissionfrom the Monarch and his parents.

2) A person may advance in level in a class

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Combat, Weapons, and Equipment

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after having completed all listed prerequisites.One may become a master in a class if judgedas an outstanding example of the class by theMonarch, Prime Minister, and classGuildmaster.

3) A player who consistently breaks gamerules, cheats, causes mundane problems withauthorities or safety can be barred from thepark or kingdom by joint agreement of theMonarch and either the Prime Minister or theGuildmaster of Reeves of that group.

4) Only one attendance credit may be givenon a single day. You must play the class youwish to gain credit in. If no class is played butfighting takes place, you may take a warriorcredit.

Damage andWounds to You:Head and Neck - Out of bounds. Will notcount as a hit and is illegal. Deliberately parry-ing with your head or neck is prohibited.

Arm - The first hit to the arm will result inthe loss of use of that limb. A struck armshould be kept behind your back. A second hitto the wounded arm will result in death. Handshots will count as a hit to the arm unless youare holding melee a weapon in that hand, inwhich case it counts as hitting the weapon.Wrists are considered part of the arm, not thehand.

Leg - A hit to a leg results in the loss of use ofthat leg. You must drop to one knee as soon asis feasible and place the dead knee on the

ground. Any following hits to that leg willhave no effect (the only exceptions are magicballs and some siege weapons). Crawling, drag-ging one’s self, being carried, etc. are the onlyways to move about with a wounded leg. Youmay make a short spring at an opponent withyour good leg, however hopping on your goodleg is not allowed.Torso - (Includes a person’s shoulders, groin,chest, back, and buttocks) instant death.

Feet - Do not count as a hit if they are on theground when struck (exception: magic balls),otherwise they count as a hit to that leg.

Notes:1) Any two shots to the limbs (except twoshots to the same leg) results in death.Example: You are struck in the arm. The armmust then be placed behind your back and isuseless. You are then struck again in any limb,including the one behind your back, and die.2) Shots that only strike garb or equipment donot count as a hit unless said items blocked ablow that would have struck a combatant (i.e.- garb, equipment, sheathed weapons, etc. arenot shields and do not count as armor).

3) Blows that nick or lightly glance off of atarget do not count as hits. Any shot thatstops or any shot that hits then deflects at anangle is considered a hit. See also ‘A ValidShot’ below.

4) Projectile weapons that nick or lightlyglance still count as hits.

5) The chain portion of flails are not legalstriking edges and do not count as hits. Thesame applies to all weapon hafts, hilts, handguards, and courtesy-padded shafts.

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6) Deflections that then strike true on a targetare hits, with the exception of shots thatdeflect off the head or neck. Deflections fromillegal targets do not count.

7) If a person is wounded in an arm throwing ashot, or killed, shots they threw into motionbefore being struck still count as a hit if theyland within a half second of being struck. Inthe case of a two-handed weapon, the wieldermust remove his wounded hand from theweapon within a half second for the shot tocount. This should be a clear case of finishingan already thrown shot, meaning it requires nochange of direction and the last actionrequired to finish the shot has already beenstarted prior to being struck.

If you have any questions, ask yourkingdom/group Guildmaster of Reeves. Areeve’s call is always final in determining if ashot is in time or late.8) Shots that knock aside a parry then strikethe target are hits.

9) Illegal shots stop the shot and pause theaction if necessary for your opponent to recov-er (i.e.- if you hit your opponent in the face,stop combat until he says he is unhurt).

10) Bounces never count (exception-Fireballs).

With Armor:Armor is rated on its ability to stop or deflectblows. The rating ranges from 1 to 7 points,though some monsters can get more. The samedamage rules apply to armor. Each hit willremove 1 point of value (or more, dependingon weapon type) and the damage only appliesto the area that was hit (either arm, either leg,the torso). Armor only protects the area that it

covers.

Example: if you have armor on the front ofyour leg, but a gap on your thigh, then a striketo the location left open by the gap wouldwound you, though the armor itself would beunharmed.

A Valid Shot:A valid shot is anything that hits and stops ordeflects at an angle. That said, there are occa-sionally shots that partially meet these require-ments but are not valid. The best way to learnwhat constitutes a good shot is to find yourkingdom/group level Guildmaster of Reeves,but included here is a list of shots that do notcount. These are just guidelines, and youshould never attempt to use these rules tocheat your way out of a valid strike. Alsoremember that in all situations the reeves callis final.

‘Wiggling’: A shot (normally a stab) that miss-es its initial target but is then jerked back andforth weakly in order to hit your opponent.

‘Draw Cuts’: A shot that slides along youropponent with little force exerted towards youropponent. This normally happens on a missedstab. Note that a shot that hits your opponent,and then turns into a draw cut will still woundor kill the opponent.

‘Whipping’: A shot from a non-hingedweapon that is blocked, where the non-hingedweapon bends around the block to strike anopponent. These shots are common fromexceptionally small weapon cores, or very longweapons, and should not be taken. This is notto be confused with your opponent pivoting or

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‘wrapping’ a shot around your block using yourweapon as a fulcrum. Whipping only applieswhen the core of the weapon itself bendsaround a block, enabling a shot that wouldhave otherwise been stopped.

Rules regarding Ribbons:1) All ribbons (also called cloths or strips)must be at least 2 inches wide and 18 inches inlength, and clearly visible on the person orobject they are part of.

2) Armbands and headbands act in all wayslike ribbons and must follow their rules.Each color ribbon has a different meaning toallow quick identification.

Purple: Abilities that can’t be dispelled ornon-magic enhancement such as all warriorimproved items.

Red: Red Weapons, Berserking Barbarians, andArmor piercing arrows.

Black: Killing effects such as Touch of Death,Poison Weapon, Death Fields, etc.

Gray: Subdual weapons and effects such asStun Arrow and traps.

Orange: Flame effects such as Flame Arrows,Lava, etc.

Silver: Water.

Gold: Reeves and items that may not betouched or attacked.

Class ribbons for enchantments and magical effects:Green: Druidic Enchantments.

White: HealerEnchantments.Yellow: WizardEnchantments.Light Blue: BardEnchantments.

WeaponsBesides a few magicalweapons, Amtgard onlyallows weapons thatmight have been in exis-tence before 1650 AD.Explosive and chemicalweapons are forbidden.All our weapons aresafe, foam-padded repli-cas of the real thing.

The term ‘strike legal’refers to a portion of theweapon that is at least2.5 inches in diameter(flatblades must have atleast 1.5” of padding ona legal striking surface)and will not leavemarks, bruises, or brokenbones when used to hityour opponent. Any portion of a weapon thatis not handle, pommel, or striking surface mustbe padded.

The term ‘padded’ refers to the portion of theweapon that has at least half an inch ofpadding over the weapon core and is designedto limit the injuries done from accidental con-tact with that part of the weapon.

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Projectile weapons: These are divided into thefollowing categories. Note the differences care-fully when choosing the class that you willplay. There is no limit to the number of projec-tiles you can carry. Only javelins may be usedas melee weapons. Weapons not listed hereand that do not fall into these categories maynot be thrown, i.e. you may not throw yoursword. All these weapons do only one point ofdamage to armor and can be blocked byweapons without penalty. Rocks hurled two-handed will do two points of damage to armor,but otherwise behave the same.

Throwing weapons- throwing knives and axes,shurikens, darts, etc.

Rocks- must be at least 1 ft. in diameter.

Javelins- includes throwing spears. May beused as a thrusting weapon in melee.

Dagger: A thrust-only weapon up to 18 incheslong. At least half of its total length must bestrike legal.

Short: slashing, piercing, or bludgeoningweapons more than 18 inches up to 36 inchesin total length. The pommel and handle of theweapon can be no longer than 1/3 of theweapon’s total length. At least 2/3 of its lengthmust be strike legal.

Long: slashing, piercing, or bludgeoningweapons more than 36 inches up to a maxi-mum of 48 inches. The pommel and handle ofthe weapon can be no longer than 1/3 of theweapon’s total length. If used to slash or bludg-eon, at least 2/3 of its length must be strikelegal.

Reach: slashing, piercing, or bludgeoning

weapons more than 48 inches up to a maxi-mum of 60 inches. The pommel and handle ofthe weapon can be no longer than 1/3 of theweapon’s total length. If used to slash or bludg-eon, at least 2/3 of its length must be strikelegal.

Hinged: Weapons with a single articulating(chain-like) head. The chain of a hingedweapon is not a legal striking edge. Chains onthese weapons must be wrapped in foam withless than half an inch of the rope exposed atany point. The combined rope and strikingedge of a flail may not exceed 18 inches inlength and the total length of the weapon maynot exceed 36 inches.

Madu: A shield joined to a spear. Only usableif a class can use both a spear and a shield. Ifany portion of the weapon is broken, heated,or otherwise rendered un-useable, all of it isdisabled. Considered wooden for purposes ofbeing targeted by spells or affecting monsters.

Spear: Stabbing-only weapons and should notbe confused with the javelin, which may bethrown (must have padding on upper 1/3 oflength). Considered wooden for purposes ofbeing targeted by spells or affecting monsters.

Staff: bludgeoning weapon (ends may be usedto thrust, but it is a bludgeon attack) of 5 ft to8 ft that must have legal striking surfaces atleast 1 ft in length on both ends. Must havepadding on upper 1/3 of each end. Consideredwooden for purposes of being targeted by spellsor affecting monsters.

Polearm: Include spears but may also haveslashing edges (minimum 1 ft. in length for astriking edge, must have padding on upper 1/3of length). Considered wooden for purposes of

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being targeted by spells or affecting monsters.

Bow: A longbow does a base of four points of damage. A shortbow does a base of two points ofdamage. Hand crossbows are considered shortbows while two-handed crossbows are consideredlongbows. See the archery section for more complete descriptions. Bows, crossbows, and arrowsare considered wooden for purposes of being targeted by spells or affecting monsters.

Weapon Effects A ‘Weapon Effect’ is a descriptor applied to a weapon that explains what it does. It is possible fora weapon to have multiple effects.

Red: A Red weapon, when used to slash or bludgeon, does two points of damage and can beused to destroy a shield in three hits. Great weapons (see below) are automatically red weapons.Magical enchantments and the berserk ability of barbarians can also make a weapon red. In allcases where a one-handed weapon is red, the weapon or the user must have a red strip to indi-cate the effect. A Berserk barbarian wielding a Red weapon will inflict an additional point ofdamage to armor on slashing or bludgeoning attacks for a total of three points.

Great : If a weapon is five feet or over in length and weighsat least one pound per foot, then it is considered Great andbecomes Red when wielded two-handed in a slashing orbludgeoning manner. A Berserk barbarian wielding a Greatweapon two-handed in a slashing or bludgeoning manner willdo a total of four points of damage to armor, but still requiresthree hits to destroy a shield.

Magic: Relics and weapons enchanted with any enchantmentother then Stun Weapon. Magic weapons should not be con-fused with Red or Great weapons. Some magic grants addi-tional damage (Bladesharp/Bludgeon, etc) and some make aweapon Red (Flameblade) in addition to the extra damage.

Archery:The maximum limit for a bow’s pull is 35 pounds with a max-imum 28 inch draw length. No compound bows are allowed.Broken or mended arrows are not to be used. All woodenarrows must be taped on the entire shaft. Arrows may neverbe used as a hand or melee weapon. The “point” of all arrowsmust have a diameter of at least 2?”. An arrow scores hits likeany other weapon, except they do not strike ‘light’. Bows

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must be half drawn at close range (20 feet orless), and two-handed crossbows may not beused at close range. Short bows (i.e. the arrowsshot from them) do 2 points of damage toarmor. Crossbows and longbows (any bow thatis 5 ft. or more in height when strung) do 4points of damage to armor. Single hand cross-bows are less than 20” in length and only do 2points of damage. These values are for stan-dard arrows and can be modified by specialarrow types and class abilities. Only monksmay block arrows with their weapons withoutpenalty. A weapon used by anyone else that ishit by an arrow is destroyed. If a bow or arrowis hit by another weapon, it is destroyed.Destroyed arrows may be retrieved from base asper normal equipment, including specialtyarrows, though this does not allow you toexceed your normal limit of such arrows.

Siege WeaponsSiege weapons are extremely powerful enginesof destruction that were historically used foreverything from anti-personnel to tearingdown walls from a great distance. The abilitiesand limitations of siege weapons are as follows:

1) A melee siege weapon such as a batter-ing ram or the weapons of certain mon-sters will kill or destroy any person orobject it strikes regardless of armor. It willalso kill a person who blocks the weaponwith a sword or a shield, or on a hit to awounded leg. The only exception to this isthe Shield of Reflection. This type of siegeweapon still only counts as one hit againstInvulnerability.

2) A projectile siege weapon that fires asingle projectile at a time, such as a single

boulder or bolt, strikes exactly like amelee siege weapon except that it is alsostopped by the enchantment ProtectionFrom Projectiles. A monk may not blockthis type of siege weapon projectile.

3) A projectile siege weapon that firesmultiple projectiles at a time, such as agrapeshot catapult, counts as firing Redprojectiles. A monk may block these pro-jectiles as normal. Protection FromProjectiles stops these.

4) A projectile siege weapon that firesprojectiles may not be used in close range(within 20 feet) unless its operators havethe ability to “half-draw” the weapon.

5) A siege weapon is a large, tough objectthat is hardened from casual attack. Theyare considered to have ten points of armorand are destroyed when all armor is lost(i.e. ten hits from a blue weapon, five hitsfrom a red weapon, etc). Arrows have noeffect on siege weapons with the excep-tion of a Flame Arrow, which will do 5points of damage to the siege weapon.Melee siege weapons and single shot pro-jectile siege weapons will destroy anothersiege weapon on a single hit. Multiple pro-jectile siege weapons deal damage to oneanother as per normal. Destroyed siegeweapons may not be retrieved from base asnormal. Once destroyed, a siege engine isconsidered out of the game permanently.

6) Siege weapons require three people tooperate. Those three people may beinvolved in any operation of the enginebut may not be fighting, casting magic, orusing class abilities. Players that areBerserk may not operate as part of a siege

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crew. Players on a siege crew may notmove more than ten feet from the siegeweapon. A siege weapon with less thanthree people crewing it may not be used.Some monsters are exempt from this rule.

7) You may only have one siege engineper twenty people on a team.

8) Siege weapons should have a historicalor fantasy counterpart that they mimic inform and function. Siege engines may onlybe direct impact weapons such as catapults, ballistae, etc. You may not usesiege engines that mimic area of effectattacks such as firebombs or Greek Fire.You may not use siege engines that mimicgunpowder effects such as cannons.

ShieldsConsidered wooden for purposes of being tar-geted by spells or affecting monsters.All shieldmeasurements are the exterior surface area ona flat plane. Non-round shields may not bewider than two feet; round shields may not bewider than three feet.Bucklers are a type of shield that is strapped toa forearm instead of wielded in a hand.Anyone allowed to use a small shield mayinstead use a singular buckler no larger than 3square feet. Note: This does not allow use ofboth a shield and a buckler.

A player may not attach more than one shieldto their body by means of a strap, and thatshield may only be strapped to the arm.

Shields struck by effects that break shields(such as Red weapons) retain this damageuntil repaired, therefore receiving two suchstrikes from one player and one such strike

from another player ten minutes later is suffi-cient to destroy the shield.

All shields must either be strapped to an armor gripped in a hand. A blow which strikes anon-wielded shield strapped to a player, suchas a shield slung across a back, are consideredto strike the player as if the shield had notbeen there.A large shield is no larger than 8 square feet.A medium shield is no larger than 5 squarefeet.A small shield is no larger than 3 square feet.

EquipmentConstruction

Weapon Construction Notes:What is a safe weapon? A safe weapon is onethat will not leave marks, bruises, or brokenbones or teeth when it strikes a person. If yourweapon hurts when you are struck, it is notsafe. Markland, NERO, and S.C.A. bofferweapons will rarely pass inspection. The entiresurface of a weapon must be padded as per theweapons description in Weapon Types above.If your weapon does not fit into one of thosecategories, make sure to pad the weapon every-where except where it will be held. Cross-guards must be padded. For a base the bestthings to use are carbon/graphite rods (such asfrom non-metallic golf clubs), kite spar, bam-boo, PVC tubing or fiberglass. Other materialswill be checked for safety on a case-by-casebasis. Metal and wooden cores are not accept-able and will never be considered legal. Thelonger your weapon is, the greater the chance

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it has of breaking. Use good, stiff foam to pad your weapon.Ensolite™, a type of closed cell foam, is goodto pad the base. Funnoodle™, a preformedpool flotation device, is a quick and easy alter-native to Ensolite™, however it wears outmuch faster. Foam is best cut with a razor orsharp scissors. Stick the foam to the shaft withadhesive glue or tape. Weapons must be cov-ered and a weapon cover must be made from adurable, opaque cloth. Weapons with a coverlast longer and look more authentic.

Weapon tips(points, guards, pommels, etc.)must be at least 2” (flatblade swords must notbe able to pass their tip through a 2.5” diame-ter ring) in diameter. The ends of all weaponcores must be capped by blunting them andattaching a cap composed of foam and tapeover both ends. Stabbing weapons shouldinclude extra padding on the tip to ensuresafety. Magic components used in combat-(magical balls, etc) must also be padded and beat least 2” in diameter.

Sword ConstructionTutorial:(with Funnoodle™ or Camp-pad foam):

1. Use a length of Fiberglass, Kite spar, or agolf shaft for the core. Remove sharp or pro-truding material from both ends of the core.

2. Cap both ends of the Fiberglass with alter-nating layers of tape and foam until the cap issecure and decidedly dull. Cover the pommelwith enough closed cell foam to ensure that itis at least 2.5” in diameter. Note that all pom-mels must meet this minimum size requirementregardless of your specific fighting style.

3. a. To make a flat blade, sandwich the

core between several layers of camp-pad foam.

b. To make a round blade, you canuse a piece of Funnoodle™ that has afactory hole in the center, and cut itto be the length of the blade. If yourcore moves back and forth within thehole, you can tape a long strip ofcamp pad foam to the shaft to reducethe noise and prolong the life of theblade. Tape the Funnoodle™ to theshaft very well. Fiberglass strappingtape is recommended for strength andweight.

4. If you want a thrusting tip, tape severalpieces of closed cell foam over the top of thesword with fiberglass strapping tape. Youshould have at least 3 layers of closed cell foam(1.5 inches) on your stabbing tip (and even

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more for a two handed stabbing weapon, suchas a spear).

5. For the cover, choose a light, durable fabricof a neutral color. Cut it to length.

6. Fold the fabric across and sew the sides andtop.7. Roll the cover like a stocking, and then rollit down the sword.

8. Secure the cover to the hilt with tape.

Shield Construction:Shield backings should be made from light,firm materials, and should be well padded.Hard edges may not be exposed. Good materi-als to use include substances with some give,such as plywood and high impact plastics. Aninteresting alternative is to use a plastic snowtoboggan, which will produce a light shieldthat requires less padding.

Another popular shield design uses only athick foam disc, thus negating the need foradditional padding (just a cloth cover). Becareful with these however, as not all foammaterials are the same. Plank foam is a partic-ularly durable and safe variety that makes foran excellent shield, while foam such as ‘boogieboards’ are made of is effectively a rigid materi-al and requires padding. Thick strips of leathermake good arm straps. When using a non-foamshield, bolts should be attached with the headaffixed to the exterior of the shield with wash-ers, and then heavily padded with foam.

Shields must be at least as safe as the weaponswe use. Round shields cannot have a diameterover 3 feet. Non-round shields may not have awidth exceeding two feet. All rigid-coreshields must either have foam folded over the

edges or have the shield edges recessed intothe foam. All rigid-core shields must be cov-ered with a layer of foam that is at least 1”thick on the face, and 1? ” on the edge.

Arrow Construction:Arrows are generally fragile and are often broken under the constant rigors of fighting.Arrow shafts made from graphite offer a flexibility andresilience not foundin their aluminum orwooden counterparts.Wooden arrows mustbe taped along theirentire length.

All arrow heads mustbe removed from thearrow, and the base ofthe arrow at the tipmust be built up witha sufficiently strongmaterial to at leastthe diameter of apenny, which is usedto cap the arrow.

Arrows should not beable to be drawnbeyond 28”, andshould have a stopperin place if they arelonger. Arrows shouldhave a minimum of 2”of closed cell foam onthe tip, and it musthave at least a 2.5” diameter. It is suggestedthat you also incorporate a layer of open cellfoam to reduce the deflection of the arrowwhen it strikes a solid surface.

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Arrow fletching and nocks must be in good repair, and arrowheads should be checked regularlyfor degrading foam. All arrows must be clearly labeledwith their owner’s name on the shaft. Properly coloredhead covers may be used in lieu of ribbons.

Projectiles:A blow by any part of a throwing weapon, boulder orrock counts as a hit, so all parts of these weapons needto be strike-legal. Javelins must strike point first to countas a hit, but must have courtesy padding along theirentire length. All projectiles must be at least 2.5” indiameter. Projectiles, with the exception of Javelins, maynot have solid cores. Materials you may use for projectilecores include foam, sweatshirt material, and other soft,non-granular materials. Pennies, batteries, sand, and thelike may never be used as cores.

ArmorConstruction:Armor is rated by the Monarch, Champion andGuildmaster of Reeves. Damage to armor only applies tothe hit location that was struck (right arm, left arm,right leg, left leg, or torso), and armor only protects thearea it physically covers. Damage that exceeds the armorvalue (i.e.- arrows, berserk barbarian weapons, greatweapons, etc.) wounds or kills the target. Armor that ismixed (multiple types of armor covering the same bodyarea) will be averaged. Armor may not be stacked or lay-ered to increase or add value unless explicitly stated inthese rules. Armor worn under tabards or garb must be partially visible, and must be announcedif asked. Armor should weigh close to actual historical standards to receive full value. Armoronly protects the area it physically covers. Straps and other such items that hold your armor ondo not count as part of the armor, for either coverage or averaging purposes, unless they arespecifically built as such. Example: the leather strap across your back holding on your steelbreastplate does not protect you from blows.

Standard criteria is 16 gauge steel for metals and 1/16” for leather. All armor must be safe, withno protruding edges that could injure someone. Armor values may never be greater than 6 points

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unless you are a 6th level warrior or certainmonster classes. Armor is rated as the materialthat it most resembles, thus plastic and othernon-metallic armors can never be disguised orpassed off as plate or chain mail.

Armor descriptions:Padded cloth is four layers of cloth sewntogether.

Quilted cloth is two layers of cloth withpadding in between sewn together.

Light leather is leather of at least 1/16” thick-ness.

Heavy leather is leather of at least 3/16”

thickness.

All chain armors must be at least 16 gauge,with an internal diameter of, at most, 3/8 of aninch. Regular chain armor consists of buttedlinks.

Augmented chain is chain augmented in somefashion from the standard “4 in 1”, such asplates attached to each other by chain, or anyof the Persian/Chinese weaves.

Riveted chain is chain in which all the linkshave been individually riveted together.

Lamellar is plates which have all been joinedin an overlapping fashion by cord or chainlink.

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Armor Points:These are the base armors: Points

Padded cloth, quilted cloth, light leather 1/16” 1Heavy leather 3/16” 2European “4 in 1” chain mail 3Augmented chain, riveted chain 4Brigandine, double mail, or lamellar 5Ribbed plate 6

These items can be added to increase non-metallic armor values:Cuirbouilli +1Studs / Rings +1Scales +2

To increase the value of any form of chainmail:Full padded gambeson or arming coat +1

Construction additions and subtractions:Non-authentic materials -1Poor workmanship -1Shoddy and/or artificial appearance -1Heavy gauge material +1Superior construction +1

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Brigandine is closely spaced or overlappingplates riveted between two layers of leather.

Double mail is “8 in 2”, or a mail in which astandard pattern is woven with two ringsreplacing every single ring.

Ribbed plate is a solid metal armor with rivet-ed metal articulations to increase mobility.No armor list can be completely exhaustive,and armors not mentioned should be rankedaccording to their composition (metallic vs.non-metallic) and their protective value rela-tive to other armors in the table.

Armor Definitions:Plates are made of at least 16-gauge steel andmust be attached to each other or a backing insuch a way that all four edges or corners areheld into continuous rigid contact with eachother or the backing. Plates may alternately bemade of 3/16” hardened leather and receive a–1 to the total armor value.

Cuirbouilli is the process by which leather ishardened using wax or other treatments toproduce significantly harder leather.

Studs are composed of metal, and must be nomore than 1.5 inches apart to receive thebonus. Studs may not be added to metal armor.

Rings are composed of metal (not to be con-fused with chain mail), and must be at least1/8 inch thick, have an internal diameter of atleast 1 inch and an internal diameter nogreater than two inches, and be placed no fur-ther than 1.5 inches apart to receive thebonus. Rings may not be added to metal armor.

Scales are composed of metal (+2) or 3/16”hardened leather (+1), and must be overlap-

ping. Scales may not be added to metal armor.Scales need only be attached to the armoralong one edge.Gambeson (sometimes referred to as an arm-ing coat) resembles a quilted, close fittingtunic that extends from the thighs of an indi-vidual to their elbows, excluding their headand neck. If worn under any type of chainmail, the wearer will receive a +1 bonus to thearea that the chain mail covers. The gambesonmay not be modified to increase this value. Agambeson must be the equivalent of at leastquilted cloth with cotton batting padding inbetween the layers.

Armor Modifiers:Non-authentic materials refer to materialsthat were not in use to create armor at thetime, such as plastic. For comparison of metals,16-gauge steel is the standard weight andtoughness, so lighter or softer metals, such asaluminum, will incur this penalty, while stain-less steel will not.

Poor workmanship refers to an inexperiencedor incomplete assembly by the armor,or the useof non-period items such as hot glue, tape, orshoestrings to hold the armor together.Subtractions for poor workmanship may neverexceed –4.

Shoddy and/or artificial appearance refers tothe overall appeal of the armor and its abilityto accurately resemble historical armors.

Heavy gauge material is material that exceedsthe 16 gauge standard for rings or plates.

Exceptional craftsmanship is reflected in theoverall construction and function of the armoras compared to other armors if its type, and isawarded on a case-by-case basis. Bonuses for

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construction may never exceed +2.

Additional Armor Rules:1) Stacked or layered armor will use the highest value. 2) Barbarian berserk armor may be healed. 3) Magical armor (stoneskin/barkskin) and normal armor may be mended. 4) A monsters natural body armor may only be Mended.

Armor in action:Example 1: A person with two points of torso armor that cov-ers his chest and back is struck in the back with a regular sword:One point of armor is removed from the torso armor, leavingone point on the armor covering the chest and back (chest andback are included together under torso armor).

Example 2: A person with two points chest armor and no backarmor is struck in the back with a sword: Person is dead.

Battle GamesSubduals and Prisoners:During class battles, prisoners may be taken by surrendering orby being rendered “unconscious”. Prisoners may be knocked outby a killing blow (torso or second limb shot) preceded by theword “subdue”. The person will then be unconscious for 60 sec-onds and may not fight. The prisoner may be subdued up to 5times. Any more hits will result in his death. Armor negates asubdual blow and instead takes damage as normal from theblow. If this damage is sufficient to wound or kill the targetthrough the armor, then the target is still affected by the subd-ual blow. Stabbing-only weapons or stabbing with a slashingweapon may never be used to subdue (however- see Stun Arrowand Stun Weapon). A subdual blow to a limb will render thatlimb useless for a 60 count. A prisoner’s equipment must bekept within 10 ft. of him and cannot be destroyed. A prisoner isrequired to keep whatever conditions he reaches with his cap-tors. Rescued prisoners must still count the required time beforethey are considered recovered. Subdual blows cannot be healed.

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Deaths and Lives:Immediately remove yourself from impedingplay on the battlefield once you have died. Ifyou want to get into the spirit of things, thenfall down and scream. Make it dramatic.Reeves may give you a bonus for a good death.Then report to nirvana. The reeve in chargethere will take your name and record yourtime. Deaths are for five minutes though abonus will subtract 2 minutes and a penaltywill add 2 minutes. The number of lives youget varies with level and class. You are out of abattle once you have expended your last lifeand left the field. When returning to life fromnirvana you must return to your base or head-quarters and announce ‘Alive’ so that it isaudible out to 50 feet before reentering thebattle. Dead persons entering or leaving nir-vana should hold their weapons over theirheads. If the battlegame does not call for a nir-vana reeve, one must sit down in a pre-desig-nated spot and slowly count to 300 beforereturning to life at his base. Note that mostbattlefield effects will not work on a dead per-son once he has left of his own choice fromwhere he died (obvious exception of notimpeding play). Effects that will function ondead players who have moved from where theydied are noted as doing so in their descriptionsand include Summon Dead, Steal Life, andSpeak to Dead. Dead players (provided theyare not affecting or impeding play) may stayon the field as long as they want. A personmay voluntarily take a game death at any time,but must immediately go to nirvana and maynot be raised from the dead in any mannerunless Summon Dead is cast upon them first.

Holds:When a hold is called, all participants, livingand dead, must stay where they are and be

quiet. No tactical maneuvering is allowed andweapons may only be collected if a reeve givespermission. If you really do get hurt, yell“hold”. Remove yourself from the battle andreenter behind your own lines once you haverecovered. Deliberate faking of a game deathor real injury is not allowed. Battlefield partici-pants should only call a hold for injuries orwhen a potentially dangerous situation arisessuch as a seven year old straying onto the bat-tlefield. If you are involved in a dispute thengo find a reeve or remove yourselves from thefield until the issue is resolved.

Battlegame Rules:1) Switching classes during a battlegame is notallowed unless specified by the scenario or by areeve.

2) Never handle anyone’s personal propertywithout first getting their permission.

3) Switching sides is not allowed without per-mission from the reeve.

4) There should be only 1 bow to every 5 peo-ple on a side, round fractions up.

5) Each side may only have one wizard, healer,druid and bard per ten people, rounding frac-tions up. Therefore, a team with seventeenpeople may have no more than two of eachmagic-using class.

6) Players who break the rules may be removedfrom the game by a reeve.

7) Players who frequently break rules or abusegame etiquette may be removed from play forlonger periods of time by the agreement of theMonarch, and either the Prime Minister or

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Guildmaster of Reeves. If at a foreign event,removal may be made by the host Monarch orby their own Monarch.

Battlegame Restrictions:The following activities are strictly forbidden:

1) Grappling with an opponent; shield bash-ing; rough, dangerous, or offensive physical(body-to-body) contact.

2) Head shots, neck shots, striking with intentto actually injure.

3) Maneuvering or engaging during a hold.

4) Striking at reeves and non-combatants.

5) Calling a hold to retrieve spent items orderive other advantages.

6) Trying to influence a game while you aredead.

7) Utilizing unsafe, illegal, or outlawed equip-ment.

8) Deliberately mimicking an ability that youdo not currently have, such as casting a “pre-tend” finger of death as a barbarian.

9) Deliberately mimicking an ability that youdo have, such as pretending to cast a spell butusing the wrong wording.

GAME ETIQUETTE:While not absolutes, the following conditionshave stood the test of time and should beobserved:

1) Do not use a hold to gather or retain spent

equipment or valuable game items. A reeve orthe other team may grant a person the oppor-tunity to pick up spent equipment if they aresimply asked.

2) Do not use a hold to avoid a death or getout of a bad situation.

3) While it is honorable to return the otherteam’s spent equipment (magic, weapons,expended arrows, etc.), it is not mandatory.

4) Don’t delay or stop play to return equip-ment. Similarly, don’t attack someone who isbeing kind enough to return your own team’sitems.

5) As stated before, players should removethemselves from the field when discussing dis-puted blows or rules. This is not always practi-cal in the immediate heat of the moment. Ifyou see a dispute, do not engage or strike atthose involved. By the same token, don’t usethe excuses of returning equipment, a head-shot, or resolving a dispute to save yourselfwhen the enemy has you dead in his sights. Example: you are accidentally struck in theface, and simultaneously cleaved in two from behind by another opponent, then you are still dead.

6) Do not use rules loopholes or gray areas toderive an advantage on the battlefield.

7) Do not call another person’s shots unlessyou are a reeve. It is rude and considered inpoor form. If you consistently have problemswith a player not taking their shots, inform areeve who will deal with them appropriately.

8) If you have to think about whether or not a shot was ‘good enough’ to count, it

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probably was. Always endeavor to haveunquestionable honor in the area of callingyour own shots. Your peers will respect you andreturn the favor.

Garb:Each class has its own particular garb parame-ters. In addition, there are certain other garbelements reserved for special cases. Note thatall battlefield participants must be in “period”garb (tunic, robe, armor, etc.):

1. White belts, unadorned chains, and spursare reserved for knights. A knight may alsochoose to trim a knights white belt with acolor particular to that order of knighthood:Gold for Crown, Silver for Sword, Red forFlame, and Green for Serpent. Belts thatinclude white along with other colors may notbe worn by anyone who is not a knight.

2. Red belts (not to be confused with sashes)are for squires.

3. Black belts with silver trim are for men-atarms.

4. The Phoenix is the symbol of Amtgard andmay only be worn by knights, warlords, or aspart of a kingdom’s heraldry.

5. A diagonal slash of a guild’s distinct color,worn on a belt, baldric or tunic, is the mark ofa class master.

6. Guildmasters are entitled to wear favorsmarked with the symbol of their guild .

7. The use of crowns and coronets is reserved for royalty and nobility, althoughtheir retainers may wear the symbol of a

crown on their garb.

8. Most companies and many individualschoose to register their personal symbols andcolors. While not specifically disallowed, it isconsidered bad form to use another’s coat ofarms without his agreement. Personal symbolsand colors should be registered with theGuildmaster of Heraldry and the PrimeMinister.

9. Single color belt favors are indicative of afighter’s relative standing within the fraternityof Order of the Warrior.

10. The garb of a page is a yellow belt (not asash as per wizard). A non-fighting page mustwear a gold “enchantment” strip if on the field.

11. The use and application of good garb isimportant in creating the correct mood of theAmtgard battle games and events. All mem-bers must be garbed in a “period” fashion.Newcomers should have their own garb (andweapons) within a month of having firstattended Amtgard. It is easy and inexpensiveto fashion a T-tunic or tabard, and plenty ofpeople are willing to help. If you have ques-tions about garb or any area of the rules, thenall you have to do is ask.

12. For the purpose of determining what classpeople are playing, class sashes must run fromyour right shoulder to your left hip diagonallyacross your chest. They must be at least twoinches wide.

Non-Fighting Types:If you do not want to fight but wish to partici-pate in a battlegame there are a few classesthat do so:

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Reeve - The garb is a gold tunic, headband, orsash. The reeve is a referee for the battlegame.The reeve should be impartial, fair, have agood eye, and be well versed in the rules. Thereeve has the last say in any decision in a bat-tlegame. The reeves do not fight and shouldnot be purposefully hit or touched in an offen-sive manner. Biased, unfair, or incompetentreeves shall be dealt with by the Guildmasterof Reeves.

Page - Garb consisting of his master’s device is

optional. A page is a fighting or a non-fightingservant (nonfighters must wear a gold“enchantment” strip).

Color - Garb is encouraged. It is not a class,yet includes everyone else who wishes to par-ticipate in the mood and ambiance ofAmtgard. Examples include minstrels, water-bearers, and many others.

Arts and Sciences Guilds - Artisans, smiths,garbers, etc.

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Fighting Classes and

Abilities

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Fighting ClassesFighting classes are listed in the followingmanner:

Name: The name of the classHistoric Examples: This lists historical or fan-tasy examples of each class plus a briefoverview.Garb: All participants must dress in a tunic,robe, armor or other period garb. This listsadditional garb that is required to denote youplaying the class. You are expected to dress inmedieval-looking garb in addition to this.Failure to do so will result in playing the peas-ant class.Requirement: A few classes list experiencerequirements. If you do not meet these require-ments, you may not play, mimic (with the bardmagic), or gain credits in that class.Armor: This lists the maximum point value ofarmor the class may wear. For example a scoutcan wear three points of armor. Thus, he couldwear average-quality chain, exceptional-quali-ty leather, or poor-quality augmented mail.Note that you can always wear armor with apoint value higher then you are allowed use of,but in these cases the armor simply gives youthe maximum allowed for your class. Example:a scout wearing full plate still only gets threepoints from it. Shields: There are four types of shields includ-ing buckler, small, medium, and large. Thislists what the class can use.Weapons: This lists what types of weapons theclass can use.Immunities: Lists what the class is immune to.If a creature or player has immunities, thesetake precedence over losing points of invulner-ability armor or normal iInvulnerability. For

example, scouts are immune to lost. If lost iscast on a scout who has a Protect on, he doesnot lose a point of invulnerability from it. Forpurposes of immunities, traps are any magic orability with the word “trap” in the name, andpoisons are any ability or magic with the wordpoison in the name.Lives: This lists the number of lives the classhas.Limitations: Some classes have restrictions.For example, barbarians are restricted fromwearing enchantments.Traits: Traits are class attributes that functionall of the time without activation beingrequired. This includes things like extra livesand immunities.Abilities: Powers or skills that must be activat-ed to be used. Abilities are denoted as eitherMagical (m) or Extraordinary (ex).

Fighting Classes:If you wish to fight or participate in a bat-tlegame, you must conform to the class foreach game. All classes gain new abilities andlevels at the following rate:

1st Level 1-12 credits of experience in that class

2nd Level 13-24 credits of experience in that class

3rd Level 25- credits of experience in that class

4th level 37-48 credits of experience in that class

5th Level 49-60 credits of experience in that class

6th level 61+ credits of experience in that class

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New Player rules:A new player can play the optional raider classtheir first two weeks.A new player can place his first two weeks as awarrior even if he plays raider.You must always have the minimum garbrequirements (the sash) to play a normal class,even as a new player. However, new players arenot required to have full garb (tunic, etc) toplay a class. Players who have four or moretotal credits are no longer considered newplayers and should have full and appropriategarb. Players without appropriate garb mustplay the peasant class.

RaiderRaider is an optional class that may only beplayed by someone during their first fourweeks in Amtgard. It gives them a powerboost and lets them learn only a few rules at a time.

Garb: Black and white armband or headband.Requirement: May only be played if theplayer has a combined total of four creditsor less.Weapons: Any non-hinged melee weaponsless than 6 feet in length may be used.Shield: AnyArmor: NoneAbilities & Traits:1) Have two points of Protect (as per themagic) on them each life. Cannot be dispelled.2) They and their equipment are immuneto all non-spirit magic.3) Their equipment is indestructible by anymeans.Limitations May not carry enchantments.Lives: 5

PeasantPeasants are players who do not have appropri-ate garb for a class but still want to play. Youmay take credits in peasant but they have nolevels, so no advantages are gained from doingso.Garb: NoneWeapons: Any single non-hinged meleeweapon.Armor: NoneShield: NoneLives: 4Limitation: Is only played if a player does nothave garb and equipment for any other class.Must be played if appropriate garb is not worn.

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StandardClasses:Anti-PaladinThese are the standard bad guys of legend.Almost any adversary in a stock fantasy moviecan qualify as an Anti-Paladin, but historicalcases abound, ranging from Vlad Dracul’s per-secution of Turkish prisoners to Mongol war-lords boiling opposing chieftains alive.Examples: The Kurgan, Mordred, the BlackKnight, the Nazgul, Tamerlane, Sir FrancisDashwood

Garb: Black Phoenix openly displayed onclothing and/or armor, also- must wear a whitebeltRequirement: Must have been a Knight fortwelve weeks.Armor: Up to 4 points of normal armor.Shields: AllWeapons: Melee weapons and javelinsImmunities: ControlLives: 4

Abilities & Traits:Levels1st None

2nd Touch of Death (ex) (1/game)

3rd Poison Weapon (ex) (1/game)

4th Steal Life (m) (1/game)

5th Innate Ability (choose one before game starts):a. Poison Weapon becomes 2/gameb. Fear (m) 2/game

6th Immunity: FlameTouch of Death becomes 1/life

ArcherEveryone knows the legend of William Tell,and that story has a basis in fact in the WelshArchers who long resisted British rule beforemaking the English longbow world-famous.Other outstanding examples include the kyudoarchers of Shogun-era Japan, and the SiouxDog Soldiers. Examples: William Tell, Odysseus, Paris ofTroy, Robin Hood, Bard of the Dale, theEttrick Foresters, Minamoto Tametomo

Garb: Orange sash (plus must carry a bow orcrossbow)

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Armor: Up to 3 points of normal armor.Shields: None, initiallyWeapons: Non-hinged long and shortweapons, bows, and crossbows.Immunities: NoneLives: 4

Abilities & Traits:Levels1st Bowyer (ex) (1/life)

2nd Stun Arrow (ex) (1/Reuseable)Flame Arrow (ex) (1/Reuseable)

3rd Accuracy (ex)

4th Total lives increase to 5.Armor-piercing Arrow (ex) (1/Reuseable)

5th May now use small shields and bucklers.

6th Penetration Arrow (ex) (1/Reuseable)

AssassinAssassins were once so powerful in the MiddleEast that Hulagu Khan had to storm theirmountain fortress when they demanded trib-ute. Renaissance Italy and its setting of politi-cal intrigue made the courtly killer somewhatof an art form. Examples: The Ninja, the Borgias, the Jackal,Hassan-I-Sabah, Sir Francis Walsingham

Garb: Black sash plus must wear a mask orconcealing face paint. Mask may be wornaround neck.Armor: None initiallyShields: None initially

Weapons: Non-hinged long and shortweapons, throwing daggers and shurikensImmunities: NoneLives: 4

Abilities & Traits:Note: Each time an assassin plays in a battlegame, he must choose which abilities heis using for the entire battlegame. He canswitch them between each battlegame as hesees fit.

Levels1st No additional abilities

2nd Innate Ability (choose one):a. May use a short bow or hand cross-bow.b. Poison Weapon (ex) (2/game)c. Trap (ex) (1/game)

3rd Innate Ability (choose one from this list or any lower level ability not already taken):a. Touch of Death (ex) (1/game)b. Teleport (ex) (2/game)c. Antidote to Poison (ex) (1/life)

4th Up to two points of armor may now be worn.

5th Innate Ability (choose one from this list or any lower level ability not already taken):a. May now use small shields andbucklers.b. Assassinate (ex) (2/game)

6th Innate Ability (choose two from this list or any lower level abilities not already taken):a. Take Teleport again (must have

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already been taken once) Teleportbecomes (1/life)b. Take Assassinate again (must havealready been taken once),Assassinate becomes (1/life)c. Take Poison Weapon again (musthave already been taken once),Poison becomes (1/life)d. Take Trap again (must havealready been taken once), Trapbecomes (1/life)

BarbarianThe Chinese, from ancient periods onward,have considered everyone else to beBarbarians, and oddly enough it is the Easterntradition from India to China that gives us theimage of civilization defending itself againstthe nomadic hordes of such peoples as theTartars, White Huns, Seljuk Turks, and othersteppe tribes. Examples: Conan, Yellowbeard, Leif Eriksson,Hannibal Barca, Attila the Hun, Alaric theVandal, the Voivodes

Garb: blues and browns, furs and leather(including a natural/earth tone fur or leather sash)Armor: Up to 2 points of normal armorShields: AllWeapons: Melee weapons, short bow, throwingaxes, rocks, and javelinsImmunities: SubdualLives: 3Limitations: Cannot carry enchantments. Maynot use relics except Heimdall’s Horn.

Abilities & Traits:Levels1st Berserk (ex) On last life

2nd Total lives increases to 4.

3rd Fight After Death (ex) when Berserk

4th Powerful Blows (ex)

5th Total lives increase to 5.

6th Total lives increase to 6.Berserk on last two lives

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BardBardic history is mostly tied in with the earlyoral tradition of the druids and Norse skalds.Medieval Europe does give us a case of actualsinging knights, many of them female, fromthe independent French province of Aquitainebefore it was crushed by the Papacy. Examples: Sarafin, William Shakespeare,Alan O’Dale, Homer, Scheherazade, Circe,Bragi, Snorri Sturluson

Garb: Light blue sash, plus must carry a musi-cal instrumentArmor: NoneShield: Buckler, Small or Medium Shield (willsubtract from magic points)Weapons: See the Magic section for a listingof weapons used. Weapons subtract from theBard’s magic points.Immunities: NoneLives: 4

Abilities & Traits:Bardic Charm: Some monsters may beimmune to the control school, but not tobardic charm. Bardic charm is any controlmagic that is cast by a bard (even those boughtwith voice).

Magic-user: Bards are magic-users and gainmagic at each level. See the Magic section formore details.

DruidNeolithic anthropological evidence indicates astrong tradition of matriarchy and mother wor-ship in Central Europe, the origin of theproto-Celtic Beaker and Axe peoples. It ishighly possible that many if not most earlyDruid-types were priestesses rather thanpriests.

Examples: Taliesin, Galadriel, JohnnyAppleseed, Lady of the Lake, Cathbu, TomBombadil, the Green Knight, Finn macCumhail

Garb: Brown sashArmor: NoneShield: Buckler, Small Shield, will subtractfrom magic pointsWeapons: See the Magic section for a listingof weapons used. Weapons subtract from theDruid’s magic points.Immunities: NoneLives: 3

Abilities & Traits:Magic-user: Druids are magic-users and gainmagic at each level. See the Magic Section formore details.1st No additional abilities

2nd Number of lives increases to 4.

3rd Pass Without Trace (ex) (2/game)

4th Immunity: Poison

5th Immune to magic from fey monsters

6th Immunity: Control.

HealerThis image has been somewhat forged betweenclerics and the “hedgemagickers” that precededChristianity. Our modern view of the fighting“Healer” stems from early medieval clerical useof bludgeoning weapons so as not to break theimplied Biblical prohibition against drawingblood. Example: Hippocrates, Chiron, Elrond,Goldmoon, Archangel Raphael, Galenus, the

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HospitallersGarb: Red sashArmor: NoneShield: Buckler, Small or Medium Shield, willsubtract from magic pointsWeapons: See the Magic section for a listingof weapons used. Weapons subtract from theHealer’s magic points.Immunities: NoneLives: 4

Abilities & Traits:Magic-user: Healers are magic-users and gainmagic at each level. See the Magic Section formore details.

MonkShaolin and Buddhist temples manned byfighting Monks who learned to fight with theirhands and strange implements when their war-lords forbade them to use swords are the classicimage of this class. However, many Asiaticand American tribes had strong traditions ofwrestling, and the Shogun-era Japanese had aplethora of armed warrior Monks whose wrathwas feared by even the Emperor. Examples: Bruce Lee, Qui Chang Kane,Dread Pirate Ninja Roberts, the Bloodguard,Benkei, Pachomius, the Sohei

Garb: Gray sashArmor: NoneShields: NoneWeapons: Non-hinged long and shortweapons, polearmImmunities: Gained at later levelsLives: 4

Abilities & Traits:Levels1st Heal (ex) (1/life) Self Only

Missile Block (ex)

2nd May now use throwing weaponsImmunity: PoisonTransfer Life (ex) (1/game)

3rd Immunity: ControlTouch of Death (ex) (1/game)

4th Greater Missile Block (ex) Banish (ex) (1/life)

5th Banish (2/life)Immunity: DeathSanctuary (ex) (1/life)

6th Immunity: trapsHeal (2/life) Self Only

MonsterMonster is a special class. Credit in monstercan only be taken twice a month, but as youincrease weeks in monster, you increase it forALL monsters. Thus if you have 13 weeks inmonster, you can play a 2nd level monster ofany type.

Monsters are listed in much the same ways asnormal classes. Monsters tend to have a muchlarger list of special traits and abilities then thenormal classes do. When playing a monster,you must always carry a complete descriptionof the monster with you, have a copy for thereeve, and wear appropriate garb. If you are awizard or druid casting summoning magic, notethat both the garb and the descriptions arepart of the magic component. There are anumber of ways you can play a monster in a

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game. They include:

Standard Battlegame: You must get the per-mission of the Monarch and the PrimeMinister, and cannot play quest monsters, ormonsters with a 4:1 or greater ratio. If you playa monster with a ratio of 2:1 or 3:1, when youare added to a side, the other side then gets topick 2 (or 3 if 3:1) people for the other side.Playing monsters with a 1:1 ratio does notalter how teams are picked.

Level: When playing a monster in a standardbattlegame, you play the monster as your stan-dard monster level.

Summoned Monsters: Some monsters can besummoned in a standard battlegame. These donot normally require reeve’s permission,though a reeve can always state what can andcannot be used in a battlegame. When playinga summoned monster, you will sacrifice lives toplay the monster for one life. You will be con-sidered enchanted. If you are dispelled whileplaying a summoned monster, it kills youinstantly.

Player lives/life: This is the number of lives aplayer has to give up to play this monster forone life. The player cannot gain more thenone life as a monster unless otherwise stated inthe monster description. Players cannot giveup lives they do not have. Monsters who arekilled cannot be reanimated. If Resurrected,or given a life by a monk, they return as theirnormal class, not as the monster.

Level: When playing a summoned monsteryour level is that of the class you sacrificedlives from or your level in monster, whicheveris lower.Quests: Quests are simply special battlegames.

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The reeves and designers of these make specialrules, and often have special monsters, whichare not used in the standard games.

Level: When playing monsters in quests andother special battlegames, the designer of thequest or the reeve will generally set your mon-ster level based on what they wish or what isneeded. Summoned monsters still have therestrictions in level.

PaladinThe perfect good guy comes to save the day.Paladins exist in the myths and legends of allcultures. Be it the Geatlander Beowulf slayingGrendel or the Norse god Thor battling theMidgaard Serpent, Paladins have been with ussince prehistory. Examples: Joan of Arc, Galahad, Bovide,King Arthur, Roland, Percival, the TwelvePeers of France, Don Quixote, Arcite,Palamon, Dietrich von Bern

Garb: White Phoenix openly displayed onclothing and/or armor, also- must wear a whitebeltRequirement: Must have been a Knight for 12weeksArmor: Up to 4 points of normal armorShields: AllWeapons: Melee weapons and javelinsImmunities: SubdualLives: 4

Abilities & Traits:Level1st None

2nd Heal (ex) (1/game)

3rd Extend Immunities (m) (1/life)

4th Resurrect (ex) (1/game):

5th Innate Ability (choose two before game starts):a. Heal becomes (1/life)b. Resurrect becomes (2/game)d. Awe (m) (2/game)

6th Immunity: Death

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ScoutAnyone who survives for any time in the wildslearns the lay of the land. Many NativeAmericans are rightly seen as good trackers orScouts, as were the mountain men who fol-lowed.Examples: Strider, Hiawatha, Little John,Baden Powell

Garb: Green sashArmor: Up to 3 points of normal armorShields: Buckler, Small ShieldsWeapons: Any non-hinged short or longmelee weapons, melee axes, throwing axes,staff, or short bowImmunities: Immune to both magical andnon-magical forms of LostLives: 4

Abilities & Traits:Levels1st Heal (ex) (1/life)

2nd Innate Ability choose oneof the following:

a. Stun Arrow (ex) (1/reuseable)b. Flame Arrow (ex) (1/reuseable)

3rd Antidote to Poison (ex) (1/life)Truth (ex) (1/life)Camouflage (ex) (1/game)

4th Immunity: TrapsTracking (ex) (1/life)

5th Earth Bind (ex) (2/game)

6th Tracking becomes (2/life)May now use a crossbow or longbow instead of a short bow.Attuned (ex) (2/game)

WarriorPure Warrior traditions also abound.Outstanding examples included the 300Spartans who opposed the great Persian kingXerxes and his 10,000 Immortals, the incredi-bly warlike five nations of the Iroquois, andthe fierce Maori clans native to New Zealand. Examples: William Wallace, Lancelot,Achilles, Spartacus, Mad Martigan, MiyamotoMusashi, Charles Martel, Roman Praetorians,and Julius Caesar

Garb: Purple sashArmor: Up to 4 points of normal armorShields: AllWeapons: Melee weaponsImmunities: NoneLives: 5

Abilities & Traits:Level1st No additional abilities

2nd May wear up to 6 points of armor Improve Weapon (ex) (1/game)

3rd Total lives increases to 6May now use javelins.

4th Improve Weapon becomes (1/life)Improve Shield (ex) (1/game)

5th Repair Item (ex) (1/life)

6th Armor of Quality (ex)Improve Shield becomes (2/game)

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WizardThe alchemists of the Dark Ages can be saidto be Wizards, but 10,000-year old cave paint-ings in France indicate that the concept of fus-ing the spirit and physical worlds has beenwith us since the start. Examples: Alannon, Gandalf, Morgana le Fey,Erasmus, Merlin, the Ithryn Luin

Garb: Yellow sashArmor: NoneShield: NoneWeapons: See the Magic section for a listingof weapons used. Weapons subtract from theWizard’s magic points.Immunities: NoneLives: 4

Abilities & Traits:Magic-user: Wizards are magic-users and gainmagic at each level. See the Magic Section formore details.

Abilities DefinedAccuracy: Arrows fired from all bows andcrossbows deal +1 additional point of damage.

Antidote to Poison: Carry a liquid in a con-tainer. Anyone drinking this liquid is instantlycured of any poison.

Armor-piercing Arrow:Denote arrow with ablue ribbon. A strike from the arrow destroysall non-invulnerable armor on the location hitand continues through to hit the target. It stillonly deals 1 point of damage to invulnerabilityand invulnerability armor.

Armor of Quality: Any armor worn is worth

one extra point to a maximum of 7 points.This ability allows you to exceed your normalclass maximum on armor by one point.

Assassinate: Upon killing a person and saying‘assassinate’, the being just killed is affected asper Sever Spirit. N: May be used while moving.

Attuned: May choose to carry two enchant-ments from any caster (or combination of cast-ers) for the duration of the current life. Maynot use this ability in conjunction with anyother similar ability. If both of these enchant-ments can be simul-cast, only one of theseenchantments may have more than one layer.

Awe: As per the Awe spell.

Banish: As per the Banish spell

Berserk: Wear a red headband or armband todenote this. You may choose to go Berserk atany point on an eligible life by tying on thered band and announcing your Berserk state.You may not choose to stop being Berserk.While Berserk you gain the following traits:

a. Natural Armor: 2 points everywhere.b. Strong: Melee weapons become Red. Melee weapons that are already Red do an extra point of damage to armor for a total of three. Great weapons wielded two-handed in a slashing or bludgeoning manner deal a total of four points of damage while Berserk.c. Rage: Weapons used while berserk must be over 2 feet in length. Players may not cast magic, use projectiles, shields, hinged weapons, class innate or magical abilities (except Berserk

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and Fight After Death). Armor wornis considered destroyed, and cannot be used while berserk. You may not retreat from combat unless facing odds of at least 5:1 or a Wizard, Healer, Druid, or Bard.d. Immunity: Control

Bowyer: As per the spell Mend, but can onlybe used on one’s own bow.

Camouflage: I: Repeat x3 “May the forces of nature hide my presence”, place 10 foot green cloth in a circleR: Within circleE: While inside the circle, the playeris considered hidden from view. Can’t

be attacked, even if someone viewedhim activating the Camouflage. Areaeffect magic that encompasses thearea of the camouflage, such asDoomsDay, still affects the player.While camouflaged, the player maynot affect anyone else without cancel-ing the camouflage ability, thoughthey can use their own abilities onthemselves such as healing or curingpoison. The player may not camou-flage anyone else, nor may game itemsbe taken into camouflage. To end thecamouflage, the player must state x2“nature release me”. Any enemy withthe Tracking ability within 20’ cancancel the camouflage by stating“Tracking” and pointing out the play-er in question.

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Earth Bind: I: Repeat x2 “May mother nature bind thee.”R: 20 ftE: Victim cannot move their feetuntil they strike each of their legs tentimes with a slashing or bludgeoningweapon while stating “free this leg.”These strikes do not injure the legs.Anybody else attempting to free the player must state “free this leg” or else merely strikes the player as per normal.N: May be cast while moving.

Extend ImmunitiesI: “My faith shall defend thee.”R: TouchE: Player may extend all of his immu-nities to one person with whom he isin direct physical contact. Immunitiesmay not be extended to equipment.Extend Immunities ends as soon asphysical contact is broken.N: May be cast while moving.

Fear: As per the Fear spell.

Fight After Death: Occurs immediately afterhaving died while Berserk. You continue tofight for 10 seconds (which must be countedout loud) after being dealt a killing blow.Limbs and armor lost before death remain lost,and additional limbs and armor can beremoved, but this does not stop the berserkerfrom continuing to function (save for losingthe use of the limb) for the duration of thefight after death. Additional killing shots donot kill the barbarian. Being struck by aSphere of Annihilation or a siege weapon willstop a Barbarian from Fighting After Death.As a reminder, a player is always required to

stay in control of his actions. Violent flailingwith real life disregard for others during this orat any other time is grounds for punishment orexpulsion by the reeve. You can role-play acrazy person, but you must still have control ofyour actions at all times. Reeves are encour-aged to remove this ability from those who arehurting or endangering others. Fight AfterDeath does not count as moving after havingdied for the purposes of Resurrect or similareffects.

Flame Arrow: Denote arrow with orange rib-bon. To use (ignite), repeat x5 “flame arrow”and it stays lit for two minutes. Hits people asnormal. A hit to a shield will destroy theshield unless its face is tapped to the ground 5times within 5 seconds. Two hits to a siegeweapon by flame arrows will destroy the siegeweapon. Will deal damage to armor as a nor-mal arrow. Has no effect on Iceball, Entangle,or any other magic unless specifically enumer-ated in the magic description.

Heal: As per the Heal spell.

Improve WeaponM: Purple ribbon tied to weapon.E: Weapon deals +1 damage whenwielded by you in a slashing or bludg-eoning manner.N: Does not confer shield-breakingabilities.

Improve ShieldM: Purple ribbon visibly tied toshield.E: Shield may only be destroyed byspell balls, verbal magic, or siegeweapons when wielded by you and isconsidered to be metal for game effectpurposes.

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Missile Block: Player is allowed to blockarrows (not just throwing weapons like every-one else) with their weapons without penalty.

Missile Block, Greater: Functions exactly likeMissile Block except it also allows the monk touse bare hands to block non-siege projectilesand arrows without penalty.

Pass Without Trace:I: Repeat x3 “Pass without trace”E: You must immediately return toyour base. You are considered out ofthe game while returning.N: May be used while moving.

Penetration Arrow:M:Denote arrow with black ribbon. E: Behaves exactly like an Armor-piercing Arrow except that it will alsodestroy a normal shield. It will notcarry through to the arm underneath,however.

Poison Weapon: M: Denoted with black ribbon. E: May poison one edged weapon.People who are wounded by poisonedweapons die if they are not cured in a100 count. A person may only poisonone of his or her own edged weapons.

Powerful Blows: Your weapons are treated asmagical for the purposes of damaging monstersthat are only affected by magic weapons. Youmust announce ‘Powerful Blows’ before engag-ing combat.

Repair Item: As per Mend but works on onesown equipment only.

Resurrect: As per the Resurrect spell.

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Sanctuary:I: Drop weapons if any in hand andstate “Sanctuary”R: 20 ft radius from the playerE: Others within 20’ may not takehostile actions towards the player, nortarget the player or his equipmentwith magic or abilities.L: Must be chanting “Sanctuary” andcannot be holding a weapon or theability is broken.Cannot carry or effect game itemswhile in Sanctuary. Players inSanctuary may not impeded the playof other people in any manner, andmust immediately remove themselvesfrom any such situations they findthemselves in.N: The Touch of Death and Touchof Paralyzation abilities and magicare not considered weapons inSanctuary. If these are on the playerwhen he enters Sanctuary, they canbe discharged as normal, though thisends the Sanctuary. The player maymove around during Sanctuary, butthey must keep at least one foot onthe ground at all times and may notrun. Sanctuary is broken if the monkcomes within 20’ of a base.

Steal Life:S: DeathM: Dead personI: Touch target on their shoulder andsay ‘I take your life’R: TouchE: Target loses one life from theirtotal and the user gains one life. Thislife is in addition to the personalready being dead. You cannot steallives from those already shattered.

N: This effect may be used on anydead person who has not yet reachednirvana.

Stun Arrow:M: Denote arrow with gray ribbon. E: If it would wound or kill the target,it instead acts as a subdual blow tothe location hit. Will deal damage toarmor as a normal arrow. If the targetstruck is immune to subdue, he is notsubdued or wounded by the arrow.

Teleport: As per the Teleport spell.

Touch of Death: As per the Touch of Deathenchantment.

TrackingI: Repeat x5 “Tracking”R: SelfE: You may do ONE of the following:a. You may ask one yes or no questionof someone (dead person, reeve or monster) that must be answered truthfully and to the best of their ability. This is not stopped by the liplock magic b. Follow a teleporting playerc. Walk through a thornwalld. “Dispel” a camouflage or blend ability.

Trap:I: Repeat x 2 “The upturned points ofmy caltrops render you lame”R: 20 feetE: Target may not move at more thana slow walk for a 50 count.N: This is not a wound.

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Transfer LifeS: SpiritM: PersonI: Touch person and state “I give theelife from my own.”R: TouchE: This ability has two possible effects:

1. A dead person immediatelyrises from the dead, negatingthe last death. Lost limbs andnatural armor are restored, butequipment and normal armorare not. Enchantments remain,and berserk people are stillberserk. The monk loses onelife from his total. If he was onhis last life when he used thisability, he dies immediately.The monk may not be restoredto life by magic. 2. A living person gains oneextra life on their current lifetotal. The monk loses one lifefrom his total. If he was on hislast life when he used this abil-ity, he dies immediately. Themonk may not be restored tolife by magic.

L: You may only use this ability on aperson playing a standard class. Livesgiven to people playing transformedmonsters are played as the originalclass, not the monster.

Truth: As per the Truth spell.

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Amtgard Magic

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Amtgard MagicAmtgard’s magic using classes are one of itsmost unique differences from other medievaland fantasy societies. Playing one of theseclasses requires the participant to think and isa constant challenge. Note that a delicate bal-ance exists between all the classes. Each class,especially those with magic, must be playedwithin the spirit of the rules defining it. Thereis a great deal of trust and honor involved, andgame balance can easily be disturbed by some-one abusing the rules of any class. Wizards,healers, druids and bards (collectively referredto as magic users) are urged to dress and act asrecognizable members of their classes, whichare not only powerful, but spectacular. If youhave difficulty understanding the magic sys-tem, don’t hesitate to ask your Guildmaster ora Reeve. Happy Magic casting!

The Rules of Magic:

1) Magic must be said loudly and clearlyenough to be heard within 50 ft. or by therecipient, whichever is closer.

2) A target for a verbal magic must be in rangeat the time the spell is completed in order forit to count.

3) A magic-user may have only one type ofmagical ball charged at a time. “RemainActive” Fireballs do not count for this pur-pose. Starting casting another magic dischargesall currently charged spell balls and interruptsthe incantation of any unfinished magic.

4) A magic-user may physically carry no morethan 12 magic balls, total. Other players and

pages may not carry extra magic balls formagic-users.

5) When an item is struck by multiple simul-cast spellball, only the first spellball from thatgroup affects that item, i.e. a shield hit by twosimul-cast Lightning Bolts is simply destroyed,but the wielder is unharmed.

6) A person may carry only one enchantmentat a time unless explicitly noted otherwise in aspell or class, such as the Stack magic or theAttuned ability. Note that Reanimate andLich are enchantments.

7) When a person dies, the enchantment theycarry is lost if the player leaves the field. Fixedenchantments disappear when their caster diesor travels farther than 100 feet from them.Resurrected people retain enchantmentsunless specifically prohibited or they left thefield. Summon Dead will not allow a playerwho has left the field to recover his enchant-ment.

8) An enchantment will only cover one object(for example a person, a weapon, armor, etc).Thus while you may be protected from flame,your non-natural armor and equipment is not.The same applies to class abilities.

9) Enchantments cast on equipment do countagainst the number of enchantments that maybe carried.

10) If you cast an enchantment on yourself itis removed when you begin casting othermagic unless otherwise noted. Note that fixedenchantments are considered to be on the areaof ground and do not dissipate when othermagic is cast.

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11) Enchantments must be visible (a strip ofcloth 1” by 12”), and announced if asked.Most enchantments will appear as a length ofcolored cloth worn on the person, (ie.- yellow,light blue, green, white) or on the itemenchanted. Enchantments may be dispelled. Ifan enchantment is cast on someone alreadybearing one, all enchantments are dispelled onthat person.

12) Enchantments may not be cast on unwill-ing participants, though this does not preventthem from being the target of enchantmenteffects such as Touch Of Death.

13) A person must stand still when castingmagic, unless otherwise stated or specified inthe magic’s description. The same applies to allclass abilities and skills that require activation.If a caster moves his feet while casting magic itis interrupted and not cast. The caster mustreset begin casting again.

14) Incomplete or interrupted magic has noeffect, and does not count as if it were used.

15) Wizards, Healers and Druids must carry amagic book or scroll with them at all times inorder to cast magic, unless otherwise noted inthe magic’s description. Bards require a musicalinstrument along with a book or scroll. Allmagic classes must have a list of which magicthey have bought for that game on them at alltimes. Failure to have this list renders youincapable of casting magic. Please note thatthese are two different requirements, even ifthe same item is used as both. Failure to wearappropriate class garb also negates the abilityto use magic.

16) Magic points must be evenly distributedbetween levels, however, any number of higher

level magic points may be deducted from ahigher level to be spent on a lower level oncethe initial distribution is done. Certain neu-trals allow purchasing multiple points worth oflower level magic. In all such cases these lowerlevel points must be purchased prior to thestart of the battlegame and indicated on thelist of magic bought.

15) Relics such as the Sword of Flame areobjects of great power. A relic will generallywin any question of magical superiority unlessthe magic specifically states otherwise. Forexample, the Shield of Reflection is notdestroyed by Sphere of Annihilation.

16) All magic is listed as a spell, enchantment,fixed enchantment, magical ball or neutral.This distinction can have a great impact onplay so note it carefully. Unless noted other-wise, fixed enchantments follow all generalrules for enchantments. Unless noted other-wise, magical balls follow all general rules forspells.

17) Enchantments nullified must be removed.Enchantments on a dead player should remainwhile on the battlefield as they may affectattempts to Resurrect, Talk to Dead, etc.

18) Unless they buy Ambidexterity Wizardsand Druids must cast magic with their lefthand, and may not cast if their left arm iswounded. Healers and Bards may cast witheither hand. Any hand being used to castmagic must be empty with the exception ofmagical components or the target of a touchspell such as Heal. Magic balls charged in theleft hand may be transferred to the right handbefore throwing.

19) Spells completely cast and enchantments

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discharged are considered used, even if theywere ineffective against their targets. The sameis true of all class abilities. Example, a Warriorbearing the Touch of Death enchantmentattempts to use it on a 6th level monk. TheMonk is immune to the effect and theenchantment is discharged.

20) In the event of a conflict between magicthat is not directly covered by the rules, thehigher level magic is considered more power-ful. If the magic is of the same level, the defen-sive magic is more powerful.

21) In the case of confusion or contradictions,then the specific magic description should bethe final source. Use your common sense whenironing out problems.

22) The Reeve’s word is final. If what lookslike 30 ft. to you is determined to be 60 ft. by areeve, then it is 60 ft. If you feel the reeves arenot good judges of distance, bring out a reli-able measure with you.

23) The rulebook takes precedence over allsupplements, manuals and other rules editionsor play testing supplements. From time totime, however, there may be official manuals,supplements, or expansions that enhance orcompliment the core rule set. While theseitems may expand game play options they arestill restrained by the core rules written hereinand may not contradict them.

24) Protections cast on a target have no effecton effects already active i.e. casting ProtectionFrom Magic on a person who is Yielded doesnot free them from the Yield though it wouldprevent them from being killed by a Fireball.When a Lightning Bolt, Fireball, or similardestructive magic ball strikes a player in a

location covered by armor, the armor isdestroyed in that hit location and the magicaffects the player as normal unless otherwisenoted. Magic balls that deal damage (such asMagic Bolt) affect armor as normal per projec-tiles unless otherwise noted.

25) Enchantments that are cast upon objectscover the entire object i.e. a robe withProtection From Flame on it would preventFireballs from affecting the wearer if theystruck the robe. If they struck a part of theplayer not covered by the robe then the playerwould be affected as normal. Verbal magicwould, of course, still affect the target.

26) A single object is considered to be anyitem whose parts are not easily useable inde-pendently. This requires a substantial connec-tion to be made between all parts of an objecti.e. a cord connecting a breastplate to a greavedoes not constitute a single object but a fullsuit of plate would. This applies to magic thatrefers to targeting a single object and does notoverride any other rules governing how a spe-cific magic or type of magic interacts withother specific objects i.e. Mend only repairinga single point of armor in a single hit location.

27) A magic-user may only have a single FixedEnchantment active at a time. Casting a FixedEnchantment while another FixedEnchantment from the same caster is alreadyactive causes both enchantments to beremoved.

28) Enchantments cast on equipment onlyfunctions when used by the player who was inpossession of the item when it was enchanted.Example: If you give a Bladesharped sword toanother player, the enchantment does notfunction.

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Dispel Magic will remove all enchantmentsfrom the target, including enchantments onequipment not currently in possession of thetarget. Example: Throwing down an ImbuedWeapon sword will not prevent Dispel Magicfrom removing the enchantment.

Magic Clarifications:1) Immunities to magic are based on theschool of magic they belong to. Exceptions tothis are noted under the limitations of thespell. Note that immunities gained fromenchantments on a person and class immuni-ties do not extend to carried or worn equip-ment.

2) Additional immunities, unless specified, donot exist.

3) Liches and Wraiths are undead and magicalcreatures. Zombies, Mummies and Vampiresare undead and diseased. Lycanthropes are dis-eased.

4) Important game items (flags, etc.) maynever be removed from play in any way,including being frozen, Entangled, Teleported,placed in a Circle of Protection, etc. Theseitems never bestow their immunities to theirbearers. For example, a Warrior carrying agame item flag has the flag hit by an Iceball.The warrior is frozen, but the other team maypry the flag out of his frozen hands and recoverit. In the case of a Teleport, the item is leftbehind.

5) The words ”count” and “seconds” are syn-onymous for all game purposes.

6) Reeves may assist in placing a magic user’scomponents, such as markers for a fixed

enchantment.

7) A break in the casting of magic is defined aseither improper or non-magical wordingand/or a gap of two or more seconds betweenwords. This prevents, for example long spellsfrom being cast while under the influence of amagic that requires an ongoing verbal compo-nent such as the chanting of “commune” forthe Druid Commune spell.

8) Effects and magic with ongoing chantsrequire the chant to be repeated with no morethan a 5 second gap between iterations. Thesechants must be audible to 50 feet.

9) Magic balls of the Subdual school have noeffect on equipment that is not being carried.Example: You may not Iceball a players shieldif it is not being wielded or carried by them.

10) All Fixed Enchantments are considered toextend upwards to the sky for game purposes.Even flying creatures may not cross them.

Magic Relics:Certain items of power are used in the bat-tlegames and are passed on to new ownersevery six months via a quest. Each Amtgardgroup may use its own relics, though these arenot to be used in regional or national bat-tlegames. The effects and abilities of Relics areconsidered to be non-magical in nature. Relicsinclude:

Dagger of Infinite Penetration- When thrownwill pass through all armor values exceptInvulnerability and Invulnerable Armor. If ithits a shield the shield is destroyed.

Homestone- Allows the holder to mend bro-

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ken weapons and shields (“I mend this item” x10). It also allows the person’s dead teammatesto come back alive at his location rather thanhaving to return to their base.

Heimdall’s Horn- A one handed ‘red’ weapononly useable by barbarians, and in fact, theonly relic allowed to barbarians. Berserk bar-barians do 4 damage total with Heimdall’sHorn.

Ring of Power- Negates the first hit from eachseparate opponent per battlegame. Countsagainst weapons and any enchantments only,it is ineffective against spells. Does workagainst class abilities.

Shield of Reflection- This relic is indestructi-ble and the effect is permanent. Will negateany effect that strikes it, even white weaponsand magic.

Sword of Flame- It is considered flame (as perthe enchantment Flameblade) and will kill avictim if it strikes any legal unprotected area(as per the enchantment Imbue Weapon).Confers upon itself and its owner ProtectionFrom Flame. May only be used by one person,for one life, per game.

The Schools of Magic:There are 8 schools of magic. Each representsa different type of effect.

Please note that immunities are based on whatschool of magic a spell is in. Therefore, asHold Person is a magic of the subdual school,a Barbarian, immune to subdual effects, is notaffected. Stun, on the other hand, is of thesorcery school, and Barbarians would beaffected by it.

Control : controls the mind, will, or senses ofthe target.

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Death : magic whose consequence is death orthe withering of a body part.

Flame : produces heat, fire, or lightning.

Neutral : magic that is neutral in terms of itsschool. They cannot be dispelled.

Protection : causes the target to be protectedin some way.

Sorcery : an effect which is purely magical innature or somehow affects magic itself.

Spirit : magic which has to do with the forcesof life. Includes healing.

Subdual : causes the target to be subdued insome manner.

Magics Listing Key:Type – enchantment (E), fixed enchantment(FE), spell (S), magical ball (B), neutral (N)Uses – number of times you may cast thatmagic when you pay for one use. (“u” meansunlimited)Cost – the number of magic points it costs tobuy one use of that magic.Max – the maximum number of uses of thatmagic that you may purchase.School – The school of magic the magicbelongs to.

Magic Format Key:C: Classes who can use the magic, and thelevel needed to cast them.T: Type of MagicS: School of MagicI: Incantation and gesturesR: Range (if any)E: EffectL: Limitations or RestrictionsN: Notes

Weapon Costs for Magic Users:(from available magic points):Cost per 10 points of magic (multipleweapons must be paid for, even if of the sametype):

Weapon Bard Druid Healer WizardDagger 0 0 0 0Short (3 ft) 3 2 3 2Long (4 ft) 4 4 5 4Spear - 4 - 3Staff 2 2 3 2Hinged - - 3 -Shield 3 4 3 -Bow, Short - 5 - -

Weapon to Magic Point Cost Per Level:(from available magic points)This table lists how many points you have leftafter deducting a weapon’s cost from yourmagic points. In the case of multiple weaponsadd their costs together and use the chart fortheir combined cost. For magic-user’s level’s 1-3, simply deduct the total weapon cost fromeach level of magic. For example a two pointweapon would give a player 8 points of first, 8points of second, and 8 points of 3rd levelmagic. Note: You may carry any number of‘backup’ weapons, but may only use the num-

Magic Points:Magic points useable to buy magic at that level

Level: 1st 2nd 3rd 4th 5th 6th

1 102 10 103 10 10 104 7 8 7 85 6 6 6 6 66 5 5 5 5 5 5

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ber you have paid for. Example: A player who bought a short sword may carry more than a singleshort sword, but he may not fight Florentine unless he paid the points for another short sword.

Quick Reference of Deductions for Weapons based on cost.Weapon Cost Magic User’s Level 1st 2nd 3rd 4th 5th 6th

1 4 6 7 7 75 5 5 6 5 66 4 5 4 5 4 5

2 4 6 6 6 65 4 5 5 5 56 4 4 4 4 4 4

3 4 5 5 5 65 4 4 4 4 56 3 4 3 4 3 4

4 4 4 5 4 55 4 3 4 3 46 3 3 3 3 3 3

5 4 3 4 4 45 3 3 3 3 36 2 3 2 3 2 3

6 4 3 3 3 35 2 2 3 2 36 2 2 2 2 2 2

7 4 2 2 2 35 1 2 2 2 26 1 2 1 2 1 2

8 4 1 2 1 25 1 1 1 1 26 1 1 1 1 1 1

9 4 0 1 1 15 1 0 1 0 16 0 1 0 1 0 1

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Control MagicAwe/FearCharmConfusionFeeblemindLegendLoreMuteTruthYield

Death MagicAcid BoltDoomsdayFinger of DeathKilling GroundsMutual DestructionTouch of DeathWounding

Neutral MagicAdvancementAmbidexterityDanceEnhancementExpertiseExtensionImbueLendMimicPresenceStackVisitVivifyVoiceWarskill

Protection MagicBarkskinBlessDefend

Imbue ShieldHardenProtectProtection from ControlProtection from DeathProtection from DiseaseProtection from FlameProtection from MagicProtection from ProjectilesProtection from SubdualStoneskin

Sorcery MagicAnti-MagicBerserkBladesharp/BludgeonCancelCircle of ProtectionCommuneConfidenceDispel MagicImbue WeaponFlightForcewallHonor DuelLiplockMagic BoltMagical ProjectileMendMessengerPlant DoorReleaseShoveSilenceSphere of AnnihilationStunTeleportThornwallTouch of DeathTouch of ParalyzationTransform

Warp WoodWind

Subdual MagicEntangleHold PersonIceballLostMass SleepPetrifySleepStun WeaponTouch of Paralyzation

Spirit MagicBanishCure DiseaseCure PoisonHealHeal ExtendLichReanimateRegenerationReincarnationResurrectSever SpiritSummon DeadSwords To PlowsharesTalk to Dead

Flame MagicCall LightningFireballFlamebladeFlamewallImmolationHeat WeaponLightning BoltPyrotechnics

Magic by Schools:

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Magic per Class and LevelThe following tables list the magic available to magic users at their respective levels. The tableslist the magic’s name, its type,school, number of uses, cost and max number that may be purchased.

Bard MagicFirst LevelMagic name Type School Uses Cost MaxCancel S Sorcery Unlimited 0 -Charm S Control 1/life 2 2Hold Person S Subdual 1/life 2 2Presence N Neutral 1/game 1 4Protection from Control E Protection 1/game 1 4Visit N Neutral 1/game 1 4

Second LevelMagic name Type School Uses Cost MaxLegend S Control 1/game 1 4Liplock E Sorcery Unlimited 2 -Protection from Subdual E Protection 1/game 1 4Talk to Dead S Spirit 1/life 1 -Truth S Control 1/life 2 2

Third LevelMagic name Type School Uses Cost MaxExtension N Neutral 1/life 1 2Imbue N Neutral 1/game 1 2Confidence E Sorcery 1/game 1 2Sleep S Subdual 1/life 2 4

Fourth LevelMagic name Type School Uses Cost MaxAwe/Fear S Control 1/game 1 4Berserk E Sorcery 1/game 1 2Honor Duel S Sorcery Unlimited 1 -Lore S Control 1/life 2 2Warskill N Neutral 1/game 1 2

Fifth Level

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Magic name Type School Uses Cost MaxConfusion S Control 1/game 1 2Mimic N Neutral 1/game 2 1Mute S Control 1/life 2 4Yield S Control 1/game 2 4

Sixth LevelMagic name Type School Uses Cost MaxDance N Neutral 1/game 2 2Release S Sorcery 1/life 1 4Voice N Neutral 1/game 2 1

Druid MagicFirst LevelMagic name Type School Uses Cost MaxCancel S Sorcery Unlimited 0 -Cure Poison E/S Spirit 1/life 1 4Entangle B Subdual 1 bolt/U 1 2Heal S Spirit 1/life 1 4Heat Weapon S Flame 1/life 1 4Bladesharp/Bludgeon E Sorcery 1/game 1 4Warp Wood S Sorcery 1/life 1 4

Second LevelMagic name Type School Uses Cost MaxBarkskin E Protection 1/game 1 4Cure Disease S Spirit 1/life 1 4Magical Projectile E Sorcery 1/game 1 4Mend S Sorcery 1/life 1 8Paralyzation E Sorcery/Subdual 1/game 1 4Thornwall FE Sorcery 1/game 1 4

Third LevelMagic name Type School Uses Cost MaxAmbidexterity N Neutral Unlimited 2 -Confusion S Control 1/game 1 2Extension N Neutral 1/life 1 2Plant Door S Sorcery 1/game 1 4Protection from Disease E Protection 1/game 1 4Protection from Flame E Protection 1/game 1 4Acid Bolt B Death 1 bolt/U 1 2

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Fourth LevelMagic name Type School Uses Cost MaxCall Lightning S Flame 1/game 2 4Commune S Sorcery Unlimited 2 -Flamewall FE Flame 1/game 1 4Silence FE Sorcery 1/game 1 4Pyrotechnics S Flame 1/game 1 4Stoneskin E Protection 1/game 2 2

Fifth LevelMagic name Type School Uses Cost MaxFlameblade E Flame 1/game 1 2Teleport E Sorcery 1/game 1 4Petrify B Subdual 1 bolt/U 2 2Release S Sorcery 1/life 1 4Regeneration E Spirit 1/game 1 2

Sixth LevelMagic name Type School Uses Cost MaxFinger of Death S Death 1/game 2 2Feeblemind S Control 1/game 2 2Immolation FE Flame 1/game 1 4Reincarnation E Spirit 1/game 2 2

Healer MagicFirst LevelMagic name Type School Uses Cost MaxCancel S Sorcery Unlimited 0 -Cure Poison E/S Spirit 1/life 1 4Heal S Spirit Unlimited 0 -Lost S Subdual 1/game 1 4Mend S Sorcery 1/life 1 8Mute S Control 1/life 2 4Talk to Dead S Spirit 1/game 1 -

Second LevelMagic name Type School Uses Cost MaxBanish S Sorcery 1/life 1 4Bless E Protection 1/life 2 4Cure Disease S Spirit 1/life 2 4Swords To Plowshares S Sorcery 1/life 1 2

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Entangle B Subdual 1 bolt/U 1 2Heal Extend S Spirit 1/life 1 -Sleep S Subdual 1/life 2 4

Third LevelMagic name Type School Uses Cost MaxMass Sleep S Subdual 1/game 1 1Protect E Protection 1/game 1 4Protection from Disease E Protection 1/game 1 4Resurrect S Spirit 1/game 1 8Stun S Sorcery 1/game 1 4Wounding S Death 1/life 1 2Yield S Control 1/game 2 4

Fourth LevelMagic name Type School Uses Cost MaxEnhancement N Neutral 1/game 1 1Harden E Protection 1/game 1 4Release S Sorcery 1/life 1 4Sever Spirit S Spirit 1/life 2 4Touch of Death E Sorcery/Death 1/game 1 4

Fifth LevelMagic name Type School Uses Cost MaxAwe/Fear S Control 1/game 1 4Extension N Neutral 1/life 1 2Protection from Death E Protection 1/game 1 4Summon Dead S Spirit 1/life 1 -

Sixth LevelMagic name Type School Uses Cost MaxCircle of Protection FE Sorcery Unlimited 2 -Dispel Magic S Sorcery 1/game 1 4Protection from Magic E Protection 1/game 1 4Teleport S Sorcery 1/game 1 4

Wizard MagicFirst LevelMagic name Type School Uses Cost MaxBladesharp/Bludgeon E Sorcery 1/game 1 4Cancel S Sorcery Unlimited 0 -

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Imbue Shield E Protection 1/game 1 4Heat Weapon S Flame 1/life 1 4Honor Duel S Sorcery Unlimited 1 -Iceball B Subdual 1 bolt/U 1 2Magic Bolt B Sorcery 1 bolt/U 1 4Shove S Sorcery 1/life 1 4Stun Weapon E Subdual Unlimited 0 -Talk to Dead S Spirit 1/game 1 -

Second LevelMagic name Type School Uses Cost MaxCircle of Protection FE Sorcery Unlimited 2 -Forcewall FE Sorcery 1/game 1 4Harden E Protection 1/game 1 4Hold Person S Subdual 1/life 1 4Lightning Bolt B Flame 1 bolt/U 1 4Liplock E Sorcery Unlimited 2 -Mend S Sorcery 1/life 1 4Messenger E Sorcery 1/game 1 -Protection from Flame E Protection 1/game 1 4Wounding S Death 1/life 2 2

Third LevelMagic name Type School Uses Cost MaxAmbidexterity N Neutral Unlimited 2 -Anti-Magic FE Sorcery 1/game 1 2Dispel Magic S Sorcery 1/game 1 4Extension N Neutral 1/life 1 2Mutual Destruction S Death 1/game 1 4Protection from Projectles E Protection 1/game 1 4Protect E Protection 1/game 1 2Touch of Death E Sorcery/Death 1/game 1 4Wind S Sorcery 1/game 2 2Yield S Control 1/game 1 2

Fourth LevelMagic name Type School Uses Cost MaxDoomsday S Death 1/game 2 1Imbue Weapon E Sorcery 1/game 1 4Finger of Death S Death 1/game 2 2Fireball B Flame 1 bolt/U 2 2Protection from Magic E Protection 1/game 1 4

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MagicDescriptions:Acid BoltC: Druid 3T: Magical BallS: DeathM: Padded green “acid” ball with streamersI: Hold ball and repeat x5 “Acid Bolt.”E: This ball of acid is considered to be a Redthrowing weapon. It will wound/kill as normalon limb/torso shots. It deals two points of dam-age to armor and will destroy a normal shieldin three blows, but may be parried by aweapon without penalty.L: Bounces do not count. Being protectedfrom Death will prevent this spellball fromwounding or killing you, though it deals nor-

mal damage to your equipment.N: It is not stopped by Protection fromProjectiles. The monk ability to parry projec-tiles with hands isineffective against Acid Bolt.

AdvancementC: Wizard 5T: NeutralS: NeutralE: May purchase up to three points worth offirst level magic.

AmbidexterityC: Druid 3, Wizard 3T: NeutralS: NeutralE: User may cast magic with either hand.

Pyrotechnics S Flame 1/game 1 4Sever Spirit S Spirit 1/life 2 4Teleport S Sorcery 1/game 1 4

Fifth LevelMagic name Type School Uses Cost MaxAdvancement N Neutral 1/game 1 1Flight E Sorcery 1/game 2 4Lend N Neutral 1/game 1 4Lich E Spirit 1/game 1 2Reanimate E Spirit 1/game 2 4Vivify N Neutral 1/game 2 1

Sixth LevelMagic name Type School Uses Cost MaxDefend E Protection 1/game 2 1Expertise N Neutral 1/game 2 1Killing Grounds FE Death 1/game 2 1Sphere of Annihilation B Sorcery 1 bolt/U 2 1Stack N Neutral 1/game 1 4Transform E Sorcery 1/game 2 1

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Anti-MagicC: Wizard 3T: Fixed EnchantmentS: SorceryM: 50 ft. measure, yellow markersI: Mark an area with a 50 ft. radius, repeat x20“May all forms of magic forsake this place.”E: No magic of any kind (apart from the Anti-Magic itself) will work within the circle,thoughenchantments will reappear when removedfrom the affected area.N: Extraordinary class abilities will functionwithin the Anti-Magic. Dispel Magic, if castfromoutside the sphere of influence, will removeAnti-Magic.

Awe/FearC: Bard 4, Healer 5T: SpellS: ControlI: Repeat x3 “I make thee in awe” for Awe orRepeat x3 “I make thee afraid” for Fear.R: 20ftE: Target may not attack or cast magic at thecaster and must remain at least 20 ft away fromthe caster at all times for a 300 count.L: If the caster attacks or casts another magicat the target, this spell’s effect is negated.N: Victims may still cast area-effect magic(like Doomsday) that would affect the casterbut do not specifically target him.

BanishC: Healer 2T: SpellS: SpiritM: Undead or extra-planar creature.I: Repeat x5 “I banish thee monster.”R: 20 ft.E: Monster is removed from play for a 300

count. It will come back at the spot where itwas Banished does not count as a life lost forthe creature. Three successful Banishments onthe same life of a creature will kill the crea-ture.N: May not be dispelled. Only useable onundead and extra-planar creatures.

BarkskinC: Druid 2T: EnchantmentS: ProtectionM: Person, enchantment clothI: Touch person and repeat x5 “May natureprotect thee,” attach cloth to person.E: Will give person one point of armor to allparts of the bodyL: The protection is only from physical attacksand cannot be used with other armor.N: May be simulcast up to two times for atotal of two points of armor. Behaves just like

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normal armor. May be cast on players whocannot normally wear armor. This is not aform of Invulnerability.

BerserkC: Bard 4T: EnchantmentS: SorceryM: Enchantment cloth, Red Head Band.I: Touch target, repeat x2“ The anger builds within thy veinsNo longer shall thou keep it cagedThine enemies shall feel the painThy Crimson visaged berserk rage!”Place cloth and red headband clearly visibleon target.E: Player gains all the abilities and restrictionslisted for the barbarian berserk ability for the

duration of thelife enchanted. May not return to “normal”until the enchantment is removed by magic ordeath.L: Player does not gain fight after death unlessthey may normally do so while berserk (3rd

level or higher barbarians). May not be usedon players who are already berserk. N: This is the only enchantment that can becast on barbarians. If dispelled, any hits to tar-get armor prior to the dispelling are lost withthe armor (i.e. they do not become wound orkilling shots). Each player can have this caston them only once each game.

Bladesharp/BludgeonC: Wizard 1, Druid 1T: Enchantment

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S: SorceryM: Enchantment clothI: Hold weapon in left hand and repeat x10“Improve this weapon,” tie cloth on weapon.E: The weapon deals one additional point ofdamage when slashing. May be simulcast up tofour onone weapon allowing it to deal up to four extrapoints of damage. This does not make it a redweapon.L: Only usable on bladed or blunt weapons,cannot be applied to thrusting or projectileweapons.

BlessC: Healer 2T: EnchantmentS: ProtectionM: Enchantment cloth, item of garb, armorI: Touch item and repeat x5, “I bless thee”, tiecloth to garb.E: Person is immune to the first hit of anytype received if cast on armor or garb (exclud-ing magic balls).L: Immunity only applies to areas covered bythe item of garb or armor. May not be simul-cast.N: Is not armor, may not be Mended orHealed. Will stop a Touch of Death, arrows,red weapons, enchanted weapons of any typeand relics. Is considered a form of limitedInvulnerability.

Call LightningC: Druid 4T: SpellS: FlameI: Raise both hands above head, repeat x3“(person), I call lightning to strike thee.”R: 20 ft.E: Target is dead.N: Hands must be empty.

CancelC: Bard 1, Druid 1, Healer 1, Wizard 1T: SpellS: SorceryM: NoneI: Repeat x2 “I cancel my magic.”R: 50 ft.E: A spell or enchantment or fixed enchant-ment previously cast by the caster is negatedL: Negates own magic only. May not be usedon a magical ball already thrown. Magic that iscompleted when cast such as Heal andResurrect cannot be cancelled.

CharmC: Bard 1T: SpellS: ControlI: State “Charm” followed by a 20 word ormore poem, followed by “Charmed.”R: 20 ftE: Enemy player is given a task as set by thecaster such as sing or dance about, etc whichhe must perform. The caster should describewhat he wants the Charmed player to do assoon as possible after casting the spell. Thecaster is protected from attack from the victimduring this time. If the caster dies before theinstructions for the Charm are given, the play-er is freed of the Charm. If the caster has notgiven his instructions within a 50 count theCharmed player is freed. Spell ends when thetask is completed or a 300 count has elapsed,whichever comes first.L: You may not Charm somebody to effect hisor her own person, equipment, or a member ofhis or her own team. The victim may defendhimself if attacked, but otherwise may notinteract with other players unless it is requiredto complete the Charm. The Charmed playermay move immediately to a safe, out of the

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way, location if performing the Charm at theircurrent location would place them at a battle-field disadvantage. If moving to a safe location,the count for the Charm begins when theyarrive at that location. Impossible Charmssuch as “Bring me the moon in a teacup” resultin the Charm being wasted.N: The charmed player’s count starts themoment they are Charmed, except as notedabove.

Circle of ProtectionC: Healer 6, Wizard 2T: Fixed EnchantmentS: SorceryM:10 ft clothI: Lay cloth in circle, repeat x5 “Circle ofProtection”, place persons and/or items youwish to protect inside.E: Persons/items inside have ceased to exist,can’t harm or be harmed by anyone outsidethe circle, nor can they cast magic that affectsanyone or anything outside the circle. Theymay not be affected by forces outside theCircle of Protection.L: Can’t block or restrict access to an area, itdoesn’t exist on this plane. Can’t be used as acage, except tohold Yielded enemies in. Enchantment is bro-ken by use of the Dispel spell or the death ofthe caster. No one can enter without recastingthe magic. Neither game items, nor personsacting as game items may be put inside.Protection starts when you step inside the castcircle. N: Magic in the process of being cast insidethe circle are broken when the circle is broken(e.g., no Doomsday (circles). Disappears whenthe caster dies. Players outside the circle candetect its presence (it is linked to this plane).May be removed by Dispel Magic or having anAnti-Magic fixed enchantment cast

with the circle inside its area of effect.

CommuneC: Druid 4T: SpellS: SorceryM: TreeI: Touch tree with left hand, repeat x5“Commune,” sit down with back touching tree.R: 20 ft on the effectE: Caster may not harm others. Others within20’ may take not harm or take other hostileactions towards the caster.L: Must be chanting “Commune” and cannotbe holding a weapon or game item or themagicis broken. Cannot be closer than 20 ft. to abase or flag when Commune is started andmay not interact with game items while inCommune.

ConfidenceC: Bard 3T: EnchantmentS: SorceryM: PlayerI: Touch player, repeat x5 “You are great andpowerful”, tie enchantment cloth onarm of target so it is visible (not behind ashield, etc.)E: While enchanted player is considered onelevel higher. If a life was gained from theincrease of level and the player died whileenchanted the loss is removed from “extra” lifeand is otherwise not subtracted from his total.The player gains all abilities of the higherlevel.L: Each player can have this cast on themonly once each game. May not be cast onmagic-users.

Confusion

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C: Bard 5, Druid 3T: SpellS: ControlI: Repeat x5 “By the power of my mind, I willthee to be confused.”R: 50 ft.E: Target must attack the nearest creature(s)for a 100 count (with magic if the target wish-es). The target must look around for the near-est player before attacking, but can then attackthat person until he or it is dead, or choose tochange to another target that becomes closer.If the “closest” person is killed, the target mustlook around for a new target and continueuntil the 100 count is up.L: Monsters are immune.N: The affected player is encouraged to “role-play” the confusion. Reeves are encouraged topenalize players who make only half-heartedattempts at this effect and to shorten the nextdeath count of players who play it well.

Cure DiseaseC: Druid 2, Healer 2T: SpellS: SpiritM: An undead, diseased or like type creature(mummy, zombie, vampire, werewolf, etc).I: Touch creature and repeat x5 “I cure thy ill-ness”E: Converts diseased or undead creature backto human. Effective versus undead and lycan-thropes. Someundead and lycanthropes cannot be cured.N: This is not a Resurrect spell. If dead, theperson must still come back to life normally.

Cure PoisonC: Druid 1, Healer 1T: Enchantment/Spell (depending on use)S: SpiritM: Enchantment cloth (if used as enchant-

ment)I: Repeat x10 “Cure Poison,” tie cloth to per-son.E: Makes person immune to the first poisonedhit against him, or may be used within 100count to CurePoison on a person just poisoned.N: Is not a Heal spell, wounds to arms or legsremain after Cure Poison is cast.

DanceC: Bard 6T: NeutralS: NeutralI: State “dance” followed by the magic it is tobe used with and ending with “The dance isnow complete.”E: Caster may cast the magic following thismagic while moving within a 100 count.L: May only be used with magic from yourown spell list, and not with magic taken withVoice.N: This magic may be cast while moving, thespell enhanced by Dance is not cast or used upuntil theending phrase is also completed.

DefendC: Wizard 6T: EnchantmentS: ProtectionM: Enchantment clothI: Repeat x5 “Power defend me.”, tie cloth onperson.E: Confers 1 level of Invulnerability as perthe spell Protect and Protection from (Magic,Projectiles or Flame, choose one) while allow-ing the caster to still cast magic without itbeing removed from him as per a normalenchantment.L: Will not save the caster from his ownMutual Destruction.

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N: When the Invulnerability portion of thisspell is removed via spell or damage, the pro-tection portionremains till dispelled or the caster is killed. ADispel Magic will remove both effects fromthe caster.

Dispel MagicC: Healer 6, Wizard 3T: SpellS: SorceryI: Repeat x5 “I dispel that magic.”R: 20 ft.E: All spells and enchantments on a player aredispelled, including any enchantments ontheir equipment. Reanimated players die.L: Not usable against relics. It does not affectExtraordinary class abilities or skills, nor doesit affect the following: neutral magic of anytype, any spell or enchantment already dis-charged (such as Heal), Commune,Messenger, Teleport in the act of being com-pleted, Lost, or Banish. Dispel Magic cancancel Anti-Magic only if cast from the out-side.N: Dispel Magic will cancel Protection fromMagic.

DoomsdayC: Wizard 4T: SpellS: DeathI: Count “Doomsday 1, Doomsday 2…”through“Doomsday 350.”R: Line of SightE: All enemies in line of sight at the end ofthe spell die.N: Many large battle game scenarios will pro-hibit the use of mass-effect spells likeDoomsday.

Enhancement

C: Healer 4T: NeutralE: May purchase three points worth of first,second or third level healer magic.

EntangleC: Druid 1, Healer 2T: Magical BallS: SubdualM: Padded brown “entangle” ball with

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streamersI: Hold ball and repeat x5 “Entangle.”E: A direct hit to a person or equipment onthem will cause the victim to be “frozen” inplace for 150 count. The victim may not moveor speak in any form or fashion and they andtheir equipment cannot be effected in anyway,except where noted below.L: Bounces do not count. Beings protectedfrom flame or immune to the school of flamemay not be freed by a Fireball, or affected byFireball in any way. A ball may not be reusedif the spell is in effect (on a victim), but maybe reused once the victim is free. N: Dispel Magic or a touch from a weaponenchanted with Flameblade will instantlynegate the effect.One Fireball, striking the victim or his equip-ment, will instantly negate the effect. MultipleFireballs striking the victim will cause the vic-tim to be freed by the initial Fireball, andaffected normally by any others. Shove,Teleport, and Wind may be used normally onan affected victim.

ExpertiseC: Wizard 6T: NeutralS: NeutralE: May purchase up to four points worth of upto second level magic.

ExtensionC: Bard 3, Druid 3, Healer 5, Wizard 3T: NeutralS: NeutralI: State ”Extension” loudly before a spell.E: Doubles range of the spell for one use. Ifthe spell has no range, or a range of touch,grants range of 20 ft.L: May not be used more than once on thesame casting (e.g., no doubling range twice).

N: The Extension is expended when“Extension” is stated, even if the accompany-ing magic is not completed.

FeeblemindC: Druid 6T: SpellS: ControlI: Point at victim, repeat x3 “By the power ofmy mind, I confuse and erase yours.”R: 50 ftE: Victim may not cast magic or use any abili-ties of their class. Victims may still fight withmelee weapons (primeval instinct).L: Death or Dispel Magic will remove thiseffect.N: Class abilities already in use whenFeeblemind is cast continue to function.Example: A warrior may continue to use hisImproved Weapon if already on a weapon, butwould be unable to use his Repair ability.

Finger of DeathC: Druid 6, Wizard 4T: SpellS: DeathI: Point at victim, repeat x5 “I call for yourdeath.”R: 50 ftE: Person dies.

FireballC: Wizard 4T: Magical BallS: FlameM: Padded red “Fireball” with streamersI: Hold ball in left hand and repeat x5“Fireball.”E: Destroys everything it touches while mov-ing, even on a roll or foot shot (it affects alltargets it touches not just the first thingstruck). When throwing the caster may declare

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that the Fireball is “remain active.” If this isdone, the Fireball will continue to burn for upto two minutes after they come to a stop,destroying the very next thing it touches andending the effect. Not stopped by non-magicalarmor.N: Weapons and shields held in the hand areconsidered separate items from the personholding them. Thus a hit to a shield willdestroy it, but not the person (unless the per-son is also hit with the fireball). MultipleFireballs thrown at the same time, blocked bythe same shield or weapon destroy the item,and do not gothrough to the person. Fireballs that come to astop no longer have any effect.

FlamebladeC: Druid 5T: EnchantmentS: FlameM: Enchantment strip, edged weaponI: Tie cloth to weapon, repeat x10“Flameblade.”E: Weapon becomes Red. This weapon nownegates Iceball and Entangle hits to the wield-er and frees other players from an Iceball orEntangle with a touch. The weapon itself isimmune to further flame magic (Fireball, HeatWeapon, Pyrotechnics, etc).L: This is not equal to and should not be con-fused with the relic Sword of Flame.

FlamewallC: Druid 4T: Fixed EnchantmentS: FlameM: Green 10 ft. long cloth.I: Lay cloth in straight line, raise hands, repeatx5 “By the might of nature, I call forth a flamingwall.”E: Creates an impassable wall of flame.

Anyone not protected who touches or crossesit will be incinerated.L: Can be dispelled by Dispel Magic. Wallwill not stop projectile weapons or magic. Walldisappears when caster dies.N: Protection from Magic will not protect aplayer from this though Protection FromFlame will.

FlightC: Wizard 5T: EnchantmentS: SorceryM: Yellow enchantment clothI: Tie cloth on self and state “Wouldn’t it benice to fly way up in the cloudy sky, lookingthrough the falcon’s eye, at the world that’s driftingby?”E: Caster is able to fly as long as they flaptheir arms and emit occasional piercingscreeches. Immune to melee attacks by non-flyers. Immune to projectile attacks from with-in twenty feet. Caster may use (only) verbalspells while in Flight without losing theenchantment.L: May only be cast on self. May not engage inmelee combat while wearing the Flightenchantment.N: Range for all game effects is considered tobe the same as actual physical range. Loss ofan arm during the spell will end the Flightenchantment.

ForcewallC: Wizard 2T: Fixed EnchantmentS: SorceryM: 10 ft. clothI: Lay cloth out in straight line, repeat x10“Forcewall”E: Creates an impenetrable 10 foot wall. Startsonly when all of the incantation is completed.

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L: Caster must remain within 100 ft. or thewall disappears. Disappears when caster dies. N: Forcewall blocks verbal magic cast acrossit.

HardenC: Healer 4, Wizard 2T: EnchantmentS: ProtectionM: Enchantment clothI: Tie cloth on object, repeat x5 “Harden this(name of item)”.E: Makes object indestructible, except versusSphere of Annihilation and relics.L: Cannot be placed on players, garb, armor oranything else that covers a player directly. Maybe cast on shields.

HealC: Druid 1, Healer 1T: SpellS: SpiritM: PersonI: Touch person and state once: “Sword Cut, spear stab, mace smash, arrow jab,Let the white light of healing descend on thee.Sword Cut, spear stab, mace smash, arrow jab,Let the white light of healing stop thy spilling bloodSword Cut, spear stab, mace smash, arrow jab,Let the white light of healing mend thy bones.Sword Cut, spear stab, mace smash, arrow jab,Let the white light of healing close thy wounds.Sword Cut, spear stab, mace smash, arrow jab,Let the white light of healing restore thy vigor.Sword Cut, spear stab, mace smash, arrow jab,The white light of healing hath healed thee.”R: TouchE: Person’s wound is healed.N: May be used on self. Will repair one pointof Berserk barbarian body armor on any onehit location. Healers do not require a spellbook or scroll to cast Heal.

Heal ExtendC: Healer 2T: SpellS: SpiritI: State “extension” then recite the Heal spell.R: 20 ft.E: Except for range, identical to the Healspell.

Heat WeaponC: Druid 1, Wizard 1T: SpellS: FlameI: Repeat x2 “By the power and might of the sun,I heat that (weapon)”. Be specific, if possible.R: 20 ft.E: The weapon is considered useless for acount of 300.L: Works against any weapon, but not armoror shields. Someone protected against flameeffects maycontinue to wield the weapon (but it does noadditional damage and does not become aflame weapon).N: A Mend spell will not restore the weapon,however a “new” one may be obtained as perdestroyed items. Heat Weapon does affectenchanted weapons.

Hold PersonC: Bard 1, Wizard 2T: SpellS: SubdualI: Repeat x3 “I command thee to stop.”R: 20 ft.E: Victim’s feet are frozen to ground for 100count. May yell, fight or cast any magic thatdoes not involve moving feet.N: May be cast while moving. Wizards do notrequire a spell book or scroll to cast HoldPerson.

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Honor DuelC: Bard 4, Wizard 1T: SpellS: SorceryI: State “ (the names of both contestants)” loudlyand repeat x5 “Remain this duel pure”R: 20ft (Both contestants must be within 20 ftof the caster when the incantation is finishedfor the spell to work.)E: Each contestant becomes completelyimmune to outside effects. They must dueleach other until one isdead or a mutually agreed term of winning isaccomplished. At the end of the spell the win-ner must return to his base and tag in to returnto the game. If alive, the loser must do so aswell. Participants in an Honor Duel may onlyaffect one another and are considered to beout of play until the spell is finished. The vic-tor may choose safe passage to their homebase, ignoring all wounds until arrival. If alive,the loser must return to their home base.L: May not be members of the same teamwithout the Reeve’s permission. Barbarianscannot be involved in this spell. Spell is negat-ed if no side achieves victory in a 300 count.N: Combat is limited to a reasonable areaShould the duel become a stalemate (e.g., aparticipant is Petrified or otherwise incapacitat-ed) the spell will be cancelled if no combattakes place within a reasonable (30 count)amount of time. Honor Duel may not be dis-pelled or cancelled. May not be cast on peopleacting as game items.

IceballC: Wizard 1T: Magical BallS: SubdualM: Padded white “iceball” with streamers.I: Hold ball(s) in left hand and repeat x5

“Iceball”.E: A direct hit to a person or equipment onthem will cause the victim to be “frozen” inplace for 150 count. The victim may not moveor speak in any form or fashion and they andtheir equipment cannot be effected in anyway,except where noted below.L: Bounces do not count. Beings protectedfrom flame or immune to the school of flamemay not be freed by a Fireball, or affected byFireball in any way. A ball may not be reusedif the spell is in effect (on a victim), but maybe reused once the victim is free. N: Dispel Magic or a touch from a weaponenchanted with Flameblade will instantlynegate the effect. One Fireball, striking thevictim or his equipment, will instantly negatethe effect. Multiple Fireballs striking the vic-tim will cause the victim to be freed by theinitial Fireball, and affected normally by anyothers. Shove, Teleport, and Wind may beused normally on an affected victim.

ImbueC: Bard 3T: NeutralS: NeutralE: Allows the caster to purchase two magicpoints of first or second level bard magic.

Imbue ShieldC: Wizard 1T: EnchantmentS: ProtectionM: Enchantment strip, ShieldI: Shield in hand, repeat x10 “Imbue thisshield”, tie cloth to shield so it is visible.E: Shield may not be destroyed by any meansexcept Sphere of Annihilation and relics. Theshield is not affected by other magic. MagicalBalls of the Subdual School (e.g., Iceball,Entangle, Petrify) that strike the shield do not

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affect the holder of the shield. A Fireball thatbounces off the shield will still affect legal tar-gets that it strikes. L: A hit from a Sphere of Annihilation willdestroy the Imbued shield. A hit from anInstant-Kill siege weapon will affect the bearerof the shield as per normal, though the shielditself is undamaged.

Imbue WeaponC: Wizard 4T: EnchantmentS: SorceryM: Enchantment stripI: Weapon in left hand, repeat x10 “Imbue thisweapon,” tie cloth on weapon.E: Causes wounds inflicted by the weapon tokill, all limb hits are death.

N: Imbue Weapon is often referred to as“wounds kill” by players carrying the enchant-ment.

Immolation:C: Druid 6T: Fixed EnchantmentS: FlameM: Cloth used to denote a 10ft radius area.I: Lay cloth, repeat x5 “May the power ofnature and the fire of the earth protect this areafrom intrusion.”E: Everyone who enters area is killed.L: May be dispelled by Dispel Magic.N: Protection From Magic will not save youfrom this enchantment, though ProtectionFrom Flame will. Any person entering thisarea with Invulnerability loses one point andis ejected from the point at which he entered.Against Invulnerable Armor this counts asone hit on every location and has a full effecton the target if any areas have no points ofInvulnerable Armor.

Killing GroundsC: Wizard 6T: Fixed EnchantmentS: DeathM: Up to a 20 ft radius circle surrounded by astrip of cloth, tape, or ropeI: To set trap, lay out cloth in a circle, wand inleft hand, repeat x3 “Poison seep, venom creep, flesh in mossy gravesyet deepRise from thy undreaming sleep, bide and soonmake mortals weep”To trigger, enter the circle and repeat:“Rise up now, receive thy pay, the promised timehas come, now slay.”E: All within circle die.L: May not be used within 50’ of a base. No

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other fixed enchantment may exist within itsradius, regardless of who cast it, and it cannotbe cast if one is already in place, again regard-less of who cast it. N: Caster dies when magic is triggered. If cast-er is killed before triggering the trap, the magicis not expended. No form of magic will savethe caster from his own death once the magicis expended. This is the only fixed enchant-ment that may be pre-placed.

LegendC: Bard 2T: SpellS: ControlI: State “Legend”, followed by a short poem of20+ words, and end with “Legended”R: 20 ft.E: The caster and victim move to an out ofthe way place within 50 ft of the casting of thespell, where the caster will perform for him.Neither the caster nor target can be attackedby anyone within a 20 ft radius. The castermay defend himself, but at the cost of cancel-ing the spell. The victim may not do anything.Once the performance has begun, anyone sus-ceptible to control magic may be ensnared, atthe caster’s option, if they come within 20 ft ofthe bard while he is performing. He mayattempt to ensnare a maximum number of peo-ple equal to his level. Unsuccessful attempts toensnare a victim still count towards this limit.To start his performance he states “I will nowgive a performance” x5 so that it can be heardat least 50ft away.L: The “out of the way place” cannot be with-in 50 ft of a base. Performance has a maximumlength of a 300 count (started the moment thespell is finished being cast). If ended withoutthe death of the target(s), the targets must tagtheir base before returning to the game.Players not affected by Legend may not attack,

cast magic, or use class abilities on the bard orhis victims if within 20 ft of the caster’s per-formance but may enter and leave the area atwill.N: The caster may attack victims of this spell,

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though the caster attacking anyone in aLegend frees all other victims and the Legendspell is broken. The caster and victim are con-sidered removed from the game during theirtransit to the performance location. This isconsidered an ongoing spell effect and as suchmay be removed via Dispel Magic targeted onthe caster.

LendC: Wizard 5T: NeutralS: NeutralE: May lend magic to another magic-user ofthe same class. That person may then use themagic as if he had purchased it with his ownpoints. The caster lending the magic may nolonger use it.N: To Lend a magic, the caster must pay forboth the Lend and the magic he is Lending.Lend must be decided, bought and paid forbefore the game begins.

LichC: Wizard 5T: EnchantmentS: SpiritM: 10 ft. strip of yellow cloth. Monster hand-out (Lich)E: After having died his last natural death, thecaster returns as a Lich. A Lich is bound to theplace where he died, trapped within the smallcircle of earth indicated by the 10 ft. cloth.They are neutral (not on any team), but likeany monster can be bribed or convinced forhelp or enchantments.L: May not be within 100ft. of a base. Maynever move or be moved except when dead.While the caster is dead, he may be moved butnot more than 100 ft. from its original loca-tion, and still not within 100’ of a base.N: A Lich has all the casters per life spells as

though it is an additional life plus all othermagic the caster had not yet expended beforebecoming a lich. A Sever Spirit or Dispel willkill a Lich. A Lich is considered to be a casterand undead and may still die from normalmeans.

Lightning BoltC: Wizard 2T: Magical BallS: FlameM: Padded yellow “lightning bolt” withstreamersI: Hold bolt in left hand and repeat x5“Lightning Bolt.”`E: A direct hit to a person or object willdestroy the person or object it strikes. Is notstopped by non-magical armor (hits to armorkill the wearer of the armor). Weapons andshields held in the hand are considered sepa-rate items from the person holding them. Thusa hit to a shield will destroy it, but not theperson. Multiple Lightning bolts thrown at thesame time, blocked by the same shield orweapon destroy the item, and do not gothrough the person.L: Bounces do not count.

LiplockC: Bard 2, Wizard 2T: EnchantmentS: SorceryM: Enchantment clothI: Repeat x5 “Remain the truth still,” tie oncloth.E: Bearer cannot speak or otherwise respondto questions asked under Talk to Dead or simi-larmagic. Does not affect the Tracking ability.L: May only be cast on each player once perbattlegame.N: Disappears when the person comes back to

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life. May be cast on an unwilling target.

LoreC: Bard 4T: SpellS: ControlI: State “Lore”, followed by a short poem (20words or more), and ending with “Lore.”R: 20ftE: The caster and target are removed from thegame. The caster then may ask the victim a‘yes’ or ‘no’ question, which must be answeredtruthfully. The caster may continue askingquestions until he gets a ‘no’ answer in whichcase the spell ends. If the target does not knowthe answer of the question, he may state so,but it does not end the spell. The reeves mightgive the bard additional information to furtherdefine the Lore spell. (Very useful in questsand special scenarios).L: The questioning has a maximum timecount of 100. The caster and target may notattack each other during the duration of thespell and for a 100 count after its completion.N: Neither the caster nor the targeted maymove about while the questions are beingasked.

LostC: Healer 1T: SpellS: SubdualI: Repeat x5 “I make thee lost.”R: 20 ft.E: Person must go back to their base orNirvana (whichever is farthest away) beforethey can do anything else. The person may notaffect anything nor be affected until he reacheshis destination and returns to his team or base(just as if he were coming back to life).L: May not be used on Teammates.N: May not be dispelled.

Magic BoltC: Wizard 1T: Magical BallS: SorceryM: Padded blue “magic bolt” with streamersI: Hold ball in left hand and repeat x5 “MagicBolt”E: A direct hit on a person will kill or woundthem just as if it were a throwing weapon. Maybe blocked byshields and weapons. Destroys one point ofarmor.L: Bounces do not count.N: It is not stopped by Protection fromProjectiles. The monk ability to parry projec-tiles with hands isineffective against Magic Bolt.

Magical ProjectileC: Druid 2T: EnchantmentS: SorceryM: Projectile (arrow, javelin, throwing knife,etc), enchantment cloth.I: Hold projectile in left hand, repeat x5 “Maythis projectile strike true,” tie cloth to projectileweapon.E: Projectile will do one more point of damagethan normally done by the projectile type. Ifthis increases the damage to five points ormore, the projectile damages shields as a redweapon that can be counted as strikes onshields even when used as piercing weapons.L: Monks may still block these projectileswithout penalty.N: This enchantment may be simulcast up tofour times, providing four additional points ofdamage to theprojectile.

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Mass SleepC: Healer 3T: SpellS: SubdualI: Repeat x 300 “Mass Sleep (present count).”R: Line of sight.E: All people in sight (both teams) upon com-pletion of the spell are asleep for a 300 count.L: Sleeping people cannot be killed. The tar-get and their possessions may not be harmed.The target may not be moved except via theShove spell. The target’s possessions may notbe removed from his person.N: Line of sight is blocked by Flamewall,Forcewall, and Thornwall. Many large bat-tlegame scenarios such as wars will prohibitthe use of mass-effect spells like Mass Sleep.This spell may not be canceled.

MendC: Druid 2, Healer 1, Wizard 2T: SpellS: SorceryI: Left hand on item, repeat x10 “Make thisitem whole again.”E: Will repair a destroyed item or restore onepoint of armor in one location.L: Cannot be used to negate the affects ofHeat Weapon.N: If an enchanted item is Mended, itsenchantment stays intact.

MessengerC: Wizard 2T: EnchantmentS: SorceryM: Enchantment clothI: Cloth in left hand, repeat x10 “Safe passageunto thee.”E: Person must go straight to destination,deliver message then return where spell wascast. Cannot harm or be harmed.

N: This magic simulates telepathy.

MimicC: Bard 5T: NeutralS: NeutralM: Wear a sash of the class you are mimickingin addition to your bard sash. The new sashmust be worn on the opposite hip and shoulderfrom the caster sash.E: During life used caster gains all the non-magical 1st level abilities and restrictions of asingle standard class that is mimicked, includ-ing all weapons, armor and shields permittedthat class at 1st level. The caster may also stilluse his normal class abilities.L: May not be used to mimic the anti-paladinor paladin classes unless caster is a knight.N: If Berserk, caster may not cast magic.Monsters may never be mimicked.

MuteC: Bard 5, Healer 1T: SpellS: ControlI: Repeat x5 “(person’s name), I silence thee.”R: 20 ft.E: The person cannot speak or cast magic for acount of 100.N: Speaking requirements used in class abili-ties to allow others to know what the player isdoing (sanctuarychant, etc) are not affected and may still beused.

Mutual DestructionC: Wizard 3T: SpellS: DeathI: Repeat x5 “I call for our deaths.”R: 50 ft.E: Both the caster and the victim die.

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N: Nothing will protect a wizard from his ownMutual Destruction.

PetrifyC: Druid 5T: Magical BallS: SubdualM: Padded gray “petrify ball” with streamersI: Hold ball in left hand, repeat x5 “Petrify.”E: A direct hit to a person or equipment onthem will cause the victim to freeze in place, astone statue. Thevictim may not move or speak in any form orfashion until the game is finished. He and hisequipment cannot be harmed in this state.L: Bounces do not count. A ball may not bereused if the spell is in effect (on a victim), butmay be reusedonce the victim is free. If the ball hits the relicShield of Reflection, the caster is petrified.N: Release or Dispel Magic will instantly freethe victim, while a Heal spell will free theplayer in a 150 count starting when the Healis completed. Shove, Teleport, and Wind maybe used normally on an affected victim, but hemay not otherwise be moved. No other magicwill affect them. A player who takes a deathwhile under the effect of Petrify may not inany way return from the dead, with the obvi-ous exception of his normal death count, untila Summon Dead has been cast on the corpse.

Plant DoorC: Druid 3T: SpellS: SorceryM: TreeI: Touch tree with both hands, repeat x5“Open up and receive a loyal protector of the for-est.”E: Caster is assumed to be inside the tree. Heis considered protected and hidden by the tree.

May cast verbal magic, but must touch the treeor spell ends.L: If the tree is hit 10 times by a slashingweapon, or if a flame effect strikes it, it isdestroyed and the caster is no longer protect-ed. The caster may not fight with weaponswhile the spell is in effect. The caster may beaffected by verbal magic while he is castingmagic. The tree must be taller than the caster.

PresenceC: Bard 1T: NeutralS: NeutralM: When used, must tie a blue ribbon upon anarm that must be visible to all (not behind ashield, etc).E: Due to respect and awe for the position, allbarbarians who are not berserk will not attackthe caster during a life in which Presence isused. Also, due to professional respect, druidsand monks of lower level than the caster willnot attack the caster.L: If the caster attacks a barbarian, monk, ordruid who is affected by Presence, that personmay ignore theaffects of the casters Presence for the rest ofthe game. While in effect, those affected byPresence are immune to all other magic fromthe caster.N: Berserk barbarians are not affected byPresence.

ProtectC: Healer 3, Wizard 3T: EnchantmentS: ProtectionM: Enchantment clothI: Repeat x10 “May this magic protect thee.”E: Person enchanted is immune to the first hitof any kind or the first magic cast against him.This is one level of Invulnerability.

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N: May be simulcast up to two times on thesame person, protecting against the next twohits. May not be mended.

Protection from ControlC: Bard 1T: EnchantmentS: ProtectionM: Enchantment clothI: Touch target, Repeat x5 “Thou art Fearlessand Brave” and tie enchantment cloth on tar-get.E: Target is immune to control magic and abil-ities.

Protection from DeathC: Healer 5T: EnchantmentS: ProtectionM: Enchantment clothI: Repeat x5 “I protect thee from death”E: Makes the enchanted person to all magic ofthe Death school, and all class abilities thatsimulate this magic or steal lives.

Protection from DiseaseC: Druid 3, Healer 3T: EnchantmentS: ProtectionM: Enchantment clothI: Touch person, repeat x5 “I protect thee fromdisease,” tie cloth onto person.E: Person is immune to all forms of disease.L: Is not effective versus poison.N: This will protect a person from being con-verted to an undead or lycanthrope.

Protection from FlameC: Druid 3, Wizard 2T: EnchantmentS: ProtectionM: Enchantment cloth

I: Cloth in left hand, repeat x10 “Protectionfrom the element of Fire,” tie cloth onto personor object.E: Protects against all forms of flame, includ-ing all magic of the Flame school. Treat therelic Sword of Flame and a sword enchantedwith Flameblade as dealing ordinary hits.N: Negates a Fireball’s negation of Iceball andEntangle.

Protection from MagicC: Wizard 4, Healer 6T: EnchantmentS: ProtectionM: Enchantment clothI: Cloth in left hand, repeat x10 “Protectionfrom all forms of magic,” tie on person orobject.E: Blocks all forms of magic, even beneficialmagic such as Heal and Resurrect.L: Does not block extraordinary class abilities,but does stop magical ones.N: Treat weapons with Imbue Weapon caston them as normal weapons. Protection fromMagic will prevent other enchantments frombeing cast on a target.

Protection from ProjectilesC: Wizard 3T: SpellS: ProtectionM: Enchantment clothI: Cloth in left hand, repeat x10 “Protectionfrom Projectiles” tie on person or object.E: Protects from all non-magic projectiles,whether shot or thrown.L: Ineffective against Magic Bolt and AcidBolt.N: Will stop Siege Weapons that are projec-tiles. Will not stop the Dagger of InfinitePenetration.

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Protection from SubdualC: Bard 2T: EnchantmentS: ProtectionM: Enchantment clothI: Touch target, repeat x5 “Thou shall have free-dom of movement”, tie enchantment cloth ontarget.E: Target is immune to subdual magic andabilities. Target also gains immunity to beingsubdued or held inplace by any means except for the Stun spell.N: If struck by a subdual blow or similar effect,the bearer takes damage as though it were anormal strike.

PyrotechnicsC: Druid 4, Wizard 4T: SpellS: FlameI: Repeat x5 “I call upon the element of fire todestroy that (object).”R: 50 ft.E: Object is destroyed.L: May be repaired by a Mend. Does not affectbases, relics, game items, items bearing theHarden enchantment, Imbued Shields or anyenchantments. Is stopped by Protection FromMagic and Protection From Flame.

ReanimateC: Wizard 5T: EnchantmentS: SpiritM: enchantment clothI: Left hand on body, Repeat x10 “Rise andfight again.”E: Player temporarily comes back from thedead to loyally serve the caster. This enchant-ment lasts for a 150 count or until the playersdeath count is finished. When the time haselapsed the player is once again dead and may

return to life when his normal death count hasexpired, or immediately at his base if the rean-imate was ended by his death count expiring.Any player having Reanimate cast on them isaffected as per Sever Spirit.L: Dispel will kill, must wear yellow cloth.Wounds (other than the one which killed)and damage to armor remain, but may beHealed or Mended as normal. Reanimatedplayers may not use magic or per life/gameabilities though any that were in effect alreadyremain (i.e. a warrior who had alreadyimproved their shield would retain theirimproved shield).N: As Reanimate is an enchantment, persondoes not retain enchantments carried beforedeath unless theyare able to bear two enchantments (e.g., 6th

level scouts and wizard Stack). Even if this isthe case, if they were bearing two enchant-ments only one may be retained.

RegenerationC: Druid 5T: EnchantmentS: SpiritM: Enchantment cloth, playerI: Touch person and repeat x5, “Endless healthunto thee”, tie cloth to person.E: Players bearing this enchantment will Heala single wound in a 50 count and are immuneto poison. The player may not be fighting togain this benefit. Fighting will interrupt theHeal count and cause the player to have tostart over when they stop fighting. The lastfive seconds of the Heal count must be saidaloud and audible to fifty feet.L: You must be alive to gain the benefits ofthis enchantment. Will not work on armor ofany sort.

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ReincarnateC: Druid 6T: EnchantmentS: SpiritM: Dead person, appropriate garb, monsterhandoutI: Repeat x3 “I call thy spirit back from the realmof death, inherit this new form and serve me untilthy destruction.”E: Player sacrifices lives (listed in the monstersection) to play as a monster with one life.L: Restricted to the following monsters: Lizardman, Dryad, Unicorn, Hill Giant, RegeneratingTroll, Centaur, Brownie and Siren. Must beapproved by the appropriate group officers.N: The garb for the monster must meetrequired standards. Once the monster dies, it isout of the game. May be removed via DispelMagic. Player does not get the sacrificed livesback if this is done. Reincarnated players nolonger play by their class rules, but by the rulesof the class they have become.

ReleaseC: Healer 4, Bard 6, Druid 5T: SpellS: SorceryI: Repeat x3 “From thy bindings thou artreleased”R: 20 ftE: Dispels the effects of one subdual or controlmagic such as Yield, Entangle, or Petrify,upon the target. Target is immediately freed.N: If cast on someone in a Legend, they maynot be retargeted by that Legend spell for itsduration.

ResurrectC: Healer 3T: SpellS: SpiritM: Dead PersonI: Touch person and state once:Sword Cut, spear stab, mace smash, arrow jab,Let the white light of healing descend on thee.Sword Cut, spear stab, mace smash, arrow jab,Let the white light of healing stop thy spilling bloodSword Cut, spear stab, mace smash, arrow jab,Let the white light of healing mend thy bones.Sword Cut, spear stab, mace smash, arrow jab,Let the white light of healing close thy wounds.Sword Cut, spear stab, mace smash, arrow jab,Let the white light of healing restore thy vigor.Sword Cut, spear stab, mace smash, arrow jab,The white light of healing hath resurrected thee.”E: The dead person is alive again, negating thelast death.L: A dead person cannot move on his own orspeak in order to encourage a healer toResurrect them. A person that reaches nir-vana cannot be Resurrected except by meansof the Summon Dead spell. Will not turnmonsters back to human. Monsters created byspells or enchantments may not beResurrected. All wounds and damage to natu-

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ral armor the dead person had prior to dyingare repaired.N: A dead person may remain on the field aslong as he wishes, but may not affect the battleor impede play. Enchantments not eliminatedby combat effects or not specifically prohibitedmay be retained by a Resurrected person.

Sever SpiritC: Healer 4, Wizard 4T: SpellS: SpiritM: Already dead victimI: Touch victim and state 2x “On life thou hasno hold, thy corpse is growing cold, discard thisempty husk, thy spirit resides at dusk.”E: Causes corpse to be impossible toResurrect, Reincarnate, Transform, or raisefrom the dead in any manner.L: May only be used on dead bodies (undeadcreatures must be killed and then Curedbefore this spell willwork on them, though see below).N: Will permanently kill undead creaturesthat are on their last life and will kill a Lichoutright.

ShoveC: Wizard 1T: SpellS: SorceryI: Repeat 5x “I shove thee”.R: 20 ft.E: Forces victim to back up 20 ft by telekineti-cally shoving them.L: Cannot force a person into a mundanelyphysically dangerous position.N: Will work against persons under effects ofIceball, Entangle, Petrify and Sleep magic.

SilenceC: Druid 4

T: Fixed EnchantmentS: SorceryM: 20 ft. measure, Green markers for 20’radiusI: Set up markers, stand in middle with bothhands above head and repeat x5 “May no formof sound, speech or noise be heard in this place.”E: No speech (talking), including magic cast-ing, is allowed in the enchantment’s radius.Magic may be cast into or through Silence,however.L: Can be dispelled by Dispel Magic. N: Speaking requirements used in class abili-ties to allow others to know what the player isdoing (sanctuary chant, etc.) are not affectedand may still be used.

SleepC: Bard 3, Healer 2T: SpellS: SubdualI: Repeat x2 “Listen and let the fighting cease,close thy eyes and sleep in peace.”R: 20 ft.E: Victim must lie down and “Sleep” for a 100count.L: Sleeping people cannot be killed. The tar-get and their possessions may not be harmed.The target may not be moved except via theShove and Wind spells. The target’s posses-sions may not be removed from his person.This spell may not be Cancelled.

Sphere of AnnihilationC: Wizard 6T: Magical BallS: SorceryM: Black padded “sphere” ball with streamers.I: Hold ball in hand and repeat x5 “Sphere ofannihilation.”E: Will destroy anything and everything; evenImbued, Hardened or Protected items, and

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targets with any type of defenses with theexception of Invulnerability. Counts as onehit against Invulnerability. Is not stopped byany non-invulnerable armor. Weapons andshields are considered separate items from theperson holding them. Items destroyed bySphere may not be Mended (though newitems may still be retrieved as per destroyeditems). Players killed by Sphere may still beResurrected.L: Bounces do not count. Invulnerability doeswork against this magic, and Protection fromMagic stops this.N: A player may only have one spell ball forthis magic.

StackC: Wizard 6T: NeutralS: Neutral, Denote with a yellow ribbon tiedto the arm of the person it is used on.E: You may place one extra enchantment on asingle player.L: May not be used on self, nor may it beStacked on itself. May not be used withenchantments cast by other players. Attunedand this magic do not stack.N: The cost must still be paid for the twoenchantments to be used.

StoneskinC: Druid 4T: EnchantmentS: ProtectionM: Enchantment clothI: Touch recipient, repeat x5 “May nature pro-tect thee from all forms of attack” tie cloth toplayers arm so that it is visible (not behind ashield, etc).E: Player gains one point of Invulnerability(as per Protect) and one point of magicalarmor (as per Barkskin).

L: Cannot be used with any other armor(though shields are okay).N: This enchantment can be simulcast up totwo times, giving the target two points ofInvulnerability under two points of armor.The armor portion can be mended as per nor-mal armor. May be cast on players who cannormally not wear armor.

StunC: Healer 3T: SpellS: SorceryI: Repeat x 2 “By the radiant power of purewhite light I stun thee.”R: 20 ft.E: Affected player may not move, speak, castmagic, fight, or use class abilities for a 100count. They are considered completely sense-less to the world around them.

Stun WeaponC: Wizard 1T: EnchantmentS: SubdualM: Yellow enchantment clothI: Hold cloth in left hand and state “May thisweapon stun its victim,” tie cloth to weapon.E: Allows a thrusting weapon such as a spearor arrow to be used to subdue.L: Does not allow the weapon to affect mon-sters which are only affected by magicweapons.N: Anyone immune to subdual effects (likebarbarians) will take normal damage from aweapon bearing this enchantment.

Summon DeadC: Healer 5T: SpellS: SpiritI: Repeat x5 “I summon thy corpse.”

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R: 50 ft.E: Dead person may return to the healer but isnot again alive.N: May be used on people in nirvana; thisdoes not interrupt the count on a person’sdeath. The player is not compelled to return tothe healer, but only has the option to do so.The spell is expended either way.

Swords To PlowsharesC: Healer 2T: SpellS: SpiritI: Repeat x2 “Cast down your weapons andreturn to the earth”R: 20 ft.E: Target wounded person is healed of allwounds. One weapon carried or wielded by

target is destroyed (casters choice).N: May only be used on a wounded personcarrying or wielding weapons.

Talk to DeadC: Bard 2, Healer 1, Wizard 1T: SpellS: SpiritM: Dead PersonI: Touch dead person and repeat x10 “Speak tome.”

E: Dead person must answer one “yes or no”question truthfully with “yes”, “no”, or “I don’tknow”.

TeleportC: Druid 5, Healer 6, Wizard 4T: SpellS: SorceryI: Repeat loudly x5 “Teleport”, upon arrivalloudly x5 “Arriving.”R: TouchE: Target goes to any one location of the cast-er’s choice. Cannot harm or be harmed duringtransit. Treat asout of game until at location, and may not beaffected until the final “Arriving” has beenstated. Example: A player casts Teleport andchooses as his destination the base of hisenemy. The enemy cannot notice his transit tothe area, but does notice when he starts saying“arriving” and may not affect him in any wayuntil he finishes the final “arriving.”L: Must go straight to location. Should quietlytell reeve or teammate destination. May not befollowed(Exception- Tracking). Location must be afixed location, cannot be something like“Where the bandits are hiding the captives” ifthis location is not known. Cannot be used onunwilling targets and attempting to do soresults in the spell being wasted.

ThornwallC: Druid 2T: Fixed EnchantmentS: SorceryM: 10 ft. brown and green cloth.I: Lay cloth in straight line, raise hand in air,repeat x10 “Thorns come forth.”E: Creates a 10 ft long impassable wall ofsharp thorns.L: This wall can be destroyed by Dispel

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Magic, 10 hits with a melee weapon, or a hitfrom a flame effect (Fireball, Flameblade, etc).If struck by a flame effect, the wall is treated asa Flamewall for a 100 count before being con-sumed and disappearing.

Touch of DeathC: Healer 4, Wizard 3T: EnchantmentS: Sorcery (Effect is Death)M: Enchantment clothI: Cloth in hand, repeat x20 “Touch of Death,”tie strip on person.E: Bearer of enchantment’s touch kills (viaeither hand).L: Will work through clothing, but not armor(including “natural” armor such as Berserkarmor).N: It does not have to be on the next persontouched after the enchantment is cast, but canbe saved until it is needed, and it must beannounced when discharged. The magic itselfis Sorcery, but its effect when released is Deathmagic. Targets may not be touched in an ille-gal, dangerous, or offensive manner. Counts asone hit against Invulnerability andInvulnerable Armor. One use only.

Touch of ParalyzationC: Druid 2T: EnchantmentS: Sorcery (Effect is Subdual)M: Enchantment clothI: Hold cloth in left hand and repeat x10“Paralyzation.” Tie cloth on person.E: If bearer of this enchantment touchessomeone on the body they are paralyzed andmay not move for a 100 count. Bearer muststate “Paralyzation” to the victim as he deliversthe touch. If they touch someone on a limb,that limb is paralyzed and may not be used fora 200 count. The effects are similar to a subd-

ual shot.L: Will work through clothing, but not armor(including “natural” armor such as Berserkarmor).N: It does not have to be on the next persontouched after the enchantment is cast, but canbe saved until it is needed, and it must beannounced when discharged. The magic itselfis Sorcery, but its effect when released isSubdual magic. Targets may not be touched inan illegal, dangerous, or offensive manner.Counts as one hit against Invulnerability andInvulnerable Armor. One use only.

TransformC: Wizard 6T: EnchantmentS: SorceryM: Appropriate monster garb and monsterhandoutI: Player dresses in monster garb, caster con-stantly repeats ”I transform thee into a (Monsterbeing transformed into).”E: Player sacrifices lives as listed in the mon-ster section to play a monster for one life.L: May only be cast on a willing recipient.When a player is playing a summoned mon-ster, their player persona is considered out ofthe game, and is not used. If the monster haslevels, they may play the monster at their classlevel or their monster level, whichever islower. For example a player is a second levelwizard who is being transformed into aPegasus. The player playing the wizard also is afourth level monster. When summoned, heplays his Pegasus as a second level Pegasus. Ifhe were a fourth level or higher wizard, hecould have played the Pegasus as at fourthlevel (his monster level). Restricted to the fol-lowing monsters: Mummy, Dryad, Unicorn,Siren, Goblin, Pegasus, Skeleton, and Warhorse.Must be approved by the appropriate group

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officers.N: The garb for the monster must meetrequired standards. Once the monster dies, it isout of the game. May be removed by DispelMagic, killing the monster. Player does not getthe sacrificed lives back if this is done.Transformed players no longer play by theirclass rules, but by the rules of the monster classthey have become.

TruthC: Bard 2T: SpellS: ControlI: State “Truth” followed by a single yes or noquestion.R: 20 ftE: The target must answer the question truth-fully. If the answer is unknown the target maystate so, thusending the spell.

VisitC: Bard 1T: NeutralS: NeutralI: “Visit” followed by a 150 count duringwhich the caster may take no hostile actionsor the magic must be restarted. The caster maydefend himself if directly threatened, but mustdisengage as soon as possible. The count is nota casting action, but time required for the Visitto take effect and must be counted so it can beheard 50 ft away. The caster must remain athis base during this count or the magic is can-celled.E: The caster may enter and sit within/at theenemy base and/or position, and perform andtalk with them. During this time neither thecaster nor the enemy may attack one anotheror cast hostile magic at each other. To end the“Visit” the caster must declare that he is leav-

ing and tag his base before returning to thegame.L: Monsters may choose to ignore Visit andattack the caster.

VivifyC: Wizard 5T: NeutralS: NeutralE: Gives the caster one additional life.

VoiceC: Bard 6T: NeutralS: NeutralE: Allows the caster to purchase 5 magicpoints worth of druid magic from any level.Magic bought is considered to be druid magic,regardless of the class of the caster.

Warp WoodC: Druid 1T: SpellS: SorceryI: Repeat x2 “By the power of nature I warp that(object).”R: 20 ft.E: Item is considered useless until Mended orDispelled.L: Only works on objects made of wood suchas arrows, bows, shields, spears, pole arms,madus, staves, and any other game itemdeclared to be wooden. Does not work onarmor, unless it is wooden armor.N: Warp Wood will affect enchantedweapons.

WarskillC: Bard 4T: NeutralS: NeutralE: May reduce the cost of a single weapon

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(not weapon type) or shield by half, roundingthe cost up.L: Not usable twice on the same weapon orshield.N: Reduce the cost of the weapon or shieldand then add it to all your other weapons pur-chased to determine how many magic pointsare lost. Then subtract the cost of Warskillfrom your fourth level magic.

WindC: Wizard 3T: SpellS: SorceryR: Line of SightI: Repeat x2: “Sleeping force of wind I hail, send you forth a mighty gale.Gentle sigh which once beguiled, make your breeze tornado wildSirocco into cyclone gain, breeze become a hurricane.Make my enemy your foe; strike for me a telling blow.Scream down from the mountains high; sweep those fighters towards the sky.Coward, hero, fool the same, trapped within this deadly game.Strike at foes, leave friends behind, bite them with your teeth unkind.Buffet, whip them to the bone, toss them in a pile at home.Then whisper a gentle song, and return where you belong—Nestled ‘gainst the azure sky, song in forest, willows’ sigh.”E: All enemies in sight are blown back totheir base.

WoundingC: Healer 3, Wizard 2T: Spell

S: DeathI: Repeat x2 “From my heart I strike off your(right or left/arm or leg).”R: 20 ft.E: Victim’s limb is wounded.L: The victim must be unwounded prior tospell casting.N: May be cast while moving. Wizards do notrequire a spell book or scroll to cast. Has noeffect on an injured player. Will outright killmonsters that die on wounds.

YieldC: Bard 5, Healer 3, Wizard 3T: SpellS: ControlI: Repeat x3 “Yield thy arms and resist no longer,come unto me and be my captive.”R: 50 ft.E: Victim lowers weapons and surrenders tothe caster, moving in a straight line at a briskwalk until at the caster’s side where they thenbegin a 300 count. During this spell they stayby the caster’s side and cannot fight, castmagic, or use abilities. The caster may free thevictim at any time for any reason. If they arenot killed, after they have counted they mayreturn to their base. May not be physicallyrestrained to prevent the player from returningto base or going to the caster. If the caster diesthe player remains near the body until theircount expires.N: Other magic may still affect the victimduring the duration of Yield.

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GlossaryArmor: Armor stops blows that would other-wise wound or kill the target. Armor is ratedon a scale from one to seven depending uponits ability to stop damage. Some monsters mayhave more than seven points of armor.

Abilities, Extraordinary (ex): These abilitiesin many cases are activated and act just likemagic, and written in the same way. To be ini-tially activated these require the person tostand still as per casting magic unless otherwisenoted. If a school is listed, treat that ability asfrom a magic school for immunities. Otherwiseonly invulnerability will protect from the abili-ty (though some have immunity to poison andtraps, and thus are unaffected by them). Theseare non-magical in nature. Extraordinary abili-ties may not be dispelled.

Abilities, Magic (m): These are magical abili-ties of the class that act in all ways as per themagic listed,save they do not cost magic points, do notrequire a free hand, and are given a number ofuses. Thesecannot be used in anti-magic areas. Theserequire the person to stand still as per castingmagic.

Battlegame: Battlegames are games in whichfighting classes (and possibly monsters) areused.

Count: Synonymous with second. A 300count would require 300 seconds to elapse.

Destroyed: Items that are destroyed may berepaired using the Mend spell or an appropri-

ate class ability unless otherwise noted bywhatever destroyed the item. A destroyedweapon or shield may be recovered by return-ing to base and waiting a 100 count. This sim-ulates retrieving a new one from base.Destroyed items may not be used until they arerepaired. Destroyed armor may be repairedusing the Mend spell for each point in eachlocation to be recovered.

Dispelled: Being the target of Dispel Magic.

Ditch Battle: A non-class game with twosides. Armor and projectiles are not used.After each battle, the winning team sends overthe first person who died on their side to thelosing side, and another round is fought.Repeat.

Enchantment: A magic cast on a target playeror their equipment that persists until used upor removed by death or the appropriate magic.These are denoted by colored strips tied to thebearer.

Fixed Enchantment: A magic cast on an areaof ground that persists until used up, the casterleaves a 100ft radius around the enchantment,removed by the appropriate magic, or the cast-er dies. These do not prohibit the caster fromcarrying a normal enchantment. Fixedenchantments, unless otherwise noted in themagic’s description, may never be pre-placedbefore casting. Reeves, if requested, may assistin the placing of a magic user’s markers for afixed enchantment.

Instant Kill Effects: Effects such as some siegeweapons that kill you instantly regardless ofwhere they hit you. The head, neck, and feeton ground still don’t count, however.

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Invulnerability: A form of protection frombattlefield effects, consisting of the followingproperties:One point of Invulnerability will negate onehit to a person. A hit is defined as somethingthat could damage or hinder the target such asEntangle, Fireball, a melee weapon strike,Siege Weapon strike, etc. Effects that are notstopped by Invulnerability include the spellsTeleport and Honor Duel as well as any strictlybeneficial magic such as Heal or Cure Poison. Invulnerability is considered to be skin tightand does not extend to equipment worn orcarried i.e. it will not prevent your weapons orarmor from being affected by magic or damage,however it will prevent an effect from carryingthrough to you from your equipment.Invulnerability is not sectionalized like armor. Invulnerability is only used up when it stopssomething that would actually affect you. AnAnti-Paladin who is immune to fire wearingInvulnerability will not lose a point ofInvulnerability when struck by a fireball.Invulnerability may not be mended.

Invulnerability Armor – This functions justlike Invulnerability except that it is sectionallike normal armor. Magic casters must specifywhich area (torso, right/left arm/leg) ofInvulnerability that they destroyed with verbalmagic. If the caster fails to specify, or in thecases of spells of mass destruction likeDoomsday, it is at the location of the target’schoice. Invulnerability Armor can be mend-ed.

Magic: A spell, magic ball, neutral, magicalclass ability, enchantment, or fixed enchant-ment.

Magical Ball – A type of magic that involvescharging a ball that is then thrown at a target.

Magic balls are re-useable. The number oftimes a magic ball is bought determines themaximum number of balls that may be chargedor in effect at once. All magic balls charged atthe same time must be thrown at the sametime. You must repeat the incantation once foreach ball to be charged i.e. to charge fourFireballs you would have to say ‘fireball’ twentytimes. Magic balls, once cast, remain chargedfor two minutes after which they must berecast. Magical balls cast with the left handmay be transferred to the right hand for throw-ing. When thrown, all hits by a magical ballcount except head or throat shots. Thisincludes foot shots, tail hits and grazes. A hitto a hand holding a weapon affects as if it hitthe weapon, which in some cases affects theholder (e.g., iceball). A magic-user may carry amaximum of 12 magic balls regardless of howmany were purchased.

Magic-User: Bard, Druid, Healer, Wizards, andany monster who can cast a spell or use a spell-like ability. Magic-users buy magic from theappropriate spell list under the Magic section.

Natural Armor: This is normal armor in everyway except that it may not itself be the targetof spells or effects with the exception of Mendand Heal. Either of these will repair a singlepoint of natural armor in a single location.

No-Magic Game: A battlegame that usesclasses, but no spellcasting.

Non-class Game: This is a game where theclasses are not used. Many of the battlegameslisted can be played in this fashion, and anumber of games, most notably ditch battles,always forgo the use of classes.

Neutral: A magic that alters the nature of that

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on which it is cast. Neutrals can never be dis-pelled, and a person may have more than oneof these operating at the same time

Out of Game: This term refers to players orobjects that cannot affect, or be affected, byanything and are unnoticeable for game pur-poses.

Quest: A special battlegame designed withspecial rules. Monsters are often used in these.

School – All magic falls under one of 8schools of magic. Please note that immunitiesare based on what school a magic is in.Therefore, as Hold Person is a spell of thesubdual school, a barbarian, immune to subd-ual effects, is not affected. Stun on the otherhand is of the sorcery school, and barbarianswould be affected by it.

Simul-cast – This refers to the ability of somemagic to be cast more than once at the sametime. Simulcast enchantments cannot be wornwith more than one layer of other simul-castenchantments, even with the Stack magic orsimilar class abilities. When Simul-castingmagic you must repeat the incantation oncefor every layer of the enchantment to be castor spellball to be charged. You may not addmore layers to simulcast magic after the initialcasting.

Spell: a magic that has a direct and immediateeffect.

Spellball: See Magic Ball

Verbal magic: These ranged spells utilize spo-ken components and need not touch or hittheir target. Verbal magic can only be cast ontargets the caster can see. There is no way,

other than being immune, out of range or notbeing seen to avoid verbal magic. A weaponcan usually be hidden behind one’s back toprevent magic such as Heat Weapon frombeing able to target it.

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Monsters

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monsters

Monster Definitions:Monsters are listed much as the player charac-ter classes, though they have a few moreaspects to them.

Garb: A person playing a monster should lookas much like it as possible. The reeve canalways disallow someone playing a monster ifthey feel this criteria is not meet. Summonedmonsters should be given slightly more lati-tude, but they must have the minimum garbrequirements and act in character.

Summonable Monsters: These monsters canbe brought into the game by player magics.When a player is playing a summoned mon-ster, their player persona is considered out ofthe game, and is not used. If the monster haslevels, they may play the monster at their classlevel (of the class they sacrificed lives from toplay the monster) or their monster level,whichever is LOWER. For example a player isa 2nd level wizard who is being Transformedinto a pegasus. The player playing the wizardalso is a 4th level monster. When summoned,he plays his pegasus as a 2nd level pegasus. If hewere a 4th level or higher wizard, he could haveplayed the pegasus as at 4th level (his monsterlevel). Note: Summoned monsters die if theyenter an Anti-Magic zone. If a monster is sum-monable, they will list the following:

Summonable by: This will list the class andmagic needed to bring them into the game.

Player lives/life: This is the number of lives aplayer has to give up to play this monster forone life. The player cannot gain more then

one life as a monster (except for the goblin, aslisted in the goblin’s description) per magiccast on them. Players cannot give up lives theydo not have. Monsters who are killed cannotbe reanimated. If Resurrected, or given a lifeby a monk, they return as their normal class,not as the monster.

Q/M Ratio: This is a general indicator of howpowerful the monster is. It defines how manyplayer characters of the same level as the mon-ster should be required to kill the monster.When designing quests, one uses this numberto balance the sides. This assumes you use the10 to 1 rules for magiccasters & 5 to 1 rules forarchers. Shields: Due to the very infrequentuse of shields, monster denote if they can usethem in their armor descriptions.

Natural Lives: While summoned monstersusually only have one or two lives, monstersused in quests use the Natural number of liveslisted for the monster. If extra NATURALlives are gained through leveling, summonedmonsters ARE NOT given an extra life.

Type: There are a number of monster types,each with special information regarding it.Some monsters are more then one type ofcreature.

Animations: These creatures are immune tocontrol, subdual, and death magic as well aspoison. If a Dispel Magic is cast on them, theyact as if under the effects of an Iceball. If placein an Anti-Magic field, they act as under aPetrify spell until the field is removed or theyare removed from the field in which case theyact as if just healed from the petrify. Thesecannot carry enchantments.

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Beast: These are non-humanoid creatures,most often with more then two legs.

Extra-Planar: These creatures are not from ourworld but another. They include angelic crea-tures, demons, and elementals. Extra-Planarcreatures are immune to Death magic and poi-son. These cannot carry enchantments save forthe one used to summon them.Fey: These are fairy folk. They are notimmune to Bardic Charm (Control magic castby bard), but are immune to other forms ofControl magic.

Humanoid: These creatures have 2 legs andwalk upright. Only humanoids can use normalweapons and shields, creatures without thisdesignation can only use their naturalweapons.

Mystical: Mystical Creatures hit with a DispelMagic lose all their magic-like abilities andinnate abilities for that life. They may not usetheir magical or innate abilities while in anAnti-Magic zone.

Multi-Person: These are monsters played bymultiple people. They have a number of spe-cial rules, detailed individually for each one.They are ALWAYS quest monsters.

Undead: These are immune to Control andDeath magic as well as poison. These cannotcarry enchantments save for the one used tosummon them.

Traits: These are things that the monster hasall or most of the time. This can include morelives, the ability to regenerate, the gaining ofnew weapons to use, immunities, etc. Monstershave a much larger number of special Traitsthan normal classes.

Some of the most common include:

Armor, Invulnerability: Not to be confusedwith Invulnerability, this is a magical armorparticular to some monsters and not normallyuseable by the standard classes. Each level ofinvulnerability will negate one physical or ver-bal hit as per normal invulnerability, but theprotection is sectional. Thus 2 points of invul-nerability armor grants two points of protec-tion to each limb and the torso. Magic castersmust specify which area (torso, arm, leg) ofinvulnerability that they destroyed with verbalmagic. If they fail to specify, or in the cases ofmagics of mass destruction like Doomsday, themagic hits the location of the target’s choice.Invulnerability armor can be mended.

Armor, Natural: This armor cannot bePyrotechnics or otherwise removed from themonster (except by damage). Can be mended.It otherwise acts in all ways as normal armor. Ifprotection magics do not protect normalarmor, they will protect natural armor. Naturalinvulnerability armor can be mended. If nor-mal armor can be worn, it is always destroyedBEFORE natural armor in a given location.

Aquatic: May move through water withoutdropping to their knees.

Large: Does not have to go to knees in waterdue to their large size. May attack flying crea-tures with melee weapons.

Many-Legged: The first time a many-leggedcreature’s leg is injured, it forces them to walkinstead of dropping to one knee. A second legshot that would injure the creature acts as nor-mal (creature drops to one knee, and furthershots to the same leg have no effect).

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Mount: Some creatures can carry others.Mounted players must participate in the move-ment based effects of the monster. If a mountis shoved or teleported for example, so is theplayer who is mounted on it. Leg shots tomounted players do not force the person todrop to their knees, but two leg shots still kill.A player must stay within physical contact ofhis mount with at least one arm to be consid-ered mounted. Injured arms can be used forthis purpose, but ones carrying weapons orshield cannot. Magics and abilities that requirea person to stay still while casting, still requirethem to stand still.

Natural Flight: To take off and land, the crea-ture must stand still.I: Repeat x5 “I take flight”, to land repeat x5“Landing”E: Creature cannot be attacked by meleeweapons while flying unless the attacker is alsoflying or large.Creatures flying must still drop to their kneesif wounded in the leg (simulates wounding thewings). Creature must flap its arms or state“Flying” every 2 seconds to denote this. Magicand magic-like abilities still require the beingto stand still to cast and only verbals andinnate abilities can by used while flying.

Natural Weapons: Cannot be Heated,Warped, or Enchanted. Things that destroythe weapon take the arm as well. Spells thatdestroy everything they touch (Lightning bolt,Fireball, Sphere of Annihilation) the strikenatural weapons affect the target as thoughthey hit them in the arm. Touch based abili-ties, such as touch of death, can be extendedthrough natural weapons (both ways, by themonster, and by those attacking it). If a touchbased ability is used by the creature, throughits weapon, the creature must denote the effect

immediately following the weapon hitting thevictim. No more then a one second delay isreasonable.

Regeneration: Lost limbs return in a 50 count.Act as if resurrected in a 100 count afterdeath. Flame, and Flame magics, Sphere ofAnnihilation, or death by magical weaponnegate these effects. (thus being killed by afireball stops regeneration, a limb lost to aflameblade or blade-sharpened weapon, cannotbe regenerated, etc.)

Magic Caster: Monsters with magic ability willlist what class magics they get, what level theyget them at, and how many points they get.Natural weapons never count against magicpoints.

Strong: Any weapon (including naturalweapons) wielded is at +1 damage, and is con-sidered red.

Tough: These creatures are innately able toresist most weapons. Strikes from non-magicalweapons do not affect them. Characters withPowerful blows can attack Tough monsters.

Innate Abilities: These are abilities the mon-ster has that have a limited number of uses. Inmany cases they act just like magics. Theserequire the person to stand still as per casting amagic unless noted otherwise. If a school islisted, a magic that protects from that school,protects from the abilities. Otherwise onlyinvulnerability will protect from the ability(though some have immunity to poison andtraps, and thus are unaffected by them). Unlesslisted as magical, they are non-magical innature. Magical innate abilities cannot be usedin Anti-Magic areas and are stopped byProtection from Magic on those they target.

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Magic-Like Abilities: These are magical abili-ties of the class that act in all ways as per themagic listed, save they do not cost magicpoints, do not require a free hand, and aregiven a number of uses. These cannot be usedin Anti-Magic areas. These require the personto stand still as per casting a magic.

Vulnerabilities: These are special magics oreffects that break the rules. They take prece-dence over immunities. For example air ele-mentals are immune to subdual magics, buthave Iceball listed as a vulnerability, and assuch are affected by it as described.

Description: This is a description of what themonster represents and would look like if itreally existed.

Terrain Effects (for quests and battle games):

Anti-Magic: Denoted with yellow ribbonplaced in the area. Magic does not functionwithin these zones.

Death Field: Denoted with black ribbon.Those who are not immune to death magic dieif they enter this area.

Flame (lava, etc): Denoted with orange rib-bon placed around the area. These are areas ofopen flame. Beings without protection fromflame are killed if they move through it (orlose point of invulnerability or invulnerabilityarmor chest for each second they stay touchingthe area). Beings protected from flame, and allequipment they are carrying are immune tothis effect.

Water: Denoted with silver tarp on ground orsilver tape placed around the area. Any non-Aquatic, non-large, or non-flying creature

entering this area must drop to their kneeswhile moving through it.

MonsterDescriptions:BrownieDescription: A small (1’ tall) being that is adistant relative of elves and leprechauns. Theyare usually very shy and leery of strangers, butcan be helpful if treated well. They havepointed ears, and long pointed noses. Beingcreatures of the woods, typically wear clothingof brown, green, and other earthly tones.

Garb: Brown tunic or tabard with two greenscout sashes. Suggested: Pointed ears, exagger-ated smile. Very short people, as brownies are 1 ft tall.

Summoned: Druid 6 (Reincarnate)Player lives per life:2Type: Mystical Fey HumanoidQ/M Ratio: 1/1Armor: 1 point natural armor with up to 3additional points of normal armor.Weapons: May use a single dagger or shortsword.Immunities: Control. (save for Bardic Charm)Natural Lives: 3

Abilities & Traits:Magic-like Abilities: Flight (1/life), Lost(1/life), Teleport (1/life)Innate Ability: Camouflage (1/life)M:10 ft green clothI:Lay green cloth in circle, step inside circle,repeat x10 “May mother nature hide me” Toleave the circle repeat x 2

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“Forest release me”.E:You may not be attacked, the target ofspells(even area spells), or attack while withinthe circle.L:You cannot use spells, or abilities on anyonebut yourself while in the circle. Only you andyour belongings can be placed within the cir-cle. Game items cannot be within the circle.Someone within 20 ft can use tracking to “dis-pel” your circle.Innate Ability: Blend (Unlimited):I:Repeat x10 “Forest hide and protect me” Toend the effect repeat x2 “Forest release me”E:You are considered out of the game. Youmay move anywhere you like, as long as youremain within 50 ft of a tree. When you wishto return to the game, recite the phase to endthe effect.L:If you go more then 50 ft from a tree, youcan NOT recite the phrase to end the effectuntil you are again within 50 ft of a tree.Someone within 20 ft can use tracking to “dis-pel” this ability.

Levels1st No additional abilities

2nd Camouflage becomes 2/life

3rd Lost becomes (2/life)

4th Flight becomes (2/life)

5th Lost becomes (3/life)

6th Flight becomes (unlimited)

CentaurDescription: These creatures are half-horse,half humanoid race. Rumored to have beencreated by a senile old wizard who was

unaware of his actions. Centaurs are usuallyneutral, and are fierce defenders of theirhomes.

Garb: Furred legging and yellow or whiteshoes or shoe covers. Green scout Baldric.Suggested: a horse tail, and anything thatwould make your lower half look more like ahorse.

Summoned by: Druid 6 (Reincarnate)Player lives per life:2Type: Fey HumanoidQ/M Ratio: 2/1Armor: Up to 4 points of normal armor, anyshield can be used.Weapons: Melee weapons and bows (no cross-bows).Immunities: Control. (save for Bardic Charm)Natural Lives: 4

Abilities & Traits:Many-Legged: First hit that would injure a leginstead forces the creature to walk. Treat allfuture injuries to the legs as normal.

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Innate Ability: Attuned(2/game): As per thescout ability. If summoned, may carry twoenchantments in addition to the one used tosummon the centaur.Innate Ability: Tracking (1/life): As per scoutability.Innate Ability: Bowyer (1/life): As archerability.Innate Ability: Stun Arrow (1/unlimited): Asthe archer ability.Innate Ability: Flame Arrow (1/unlimited):As the archer ability.

Levels1st No additional abilities

2nd Accuracy: Arrows fired from all bows and crossbows deal +1 additional point of damage.

3rd Innate Magical Ability: Armor-piercing Arrow (1/unlimited): As thearcher ability.

4th Innate Magical Ability: Penetration Arrow (1/unlimited): As the archer ability.

5th Tracking becomes (2/life).Flame and Stun arrow each become (2/unlimited).

6th Armor piercing Arrow becomes (2/unlimited).

DryadDescription: These creatures are beautiful,mischievous wood spirits. Little is knownabout them, except they command powerfulmagic, and always demand a high price fortheir benevolence. This price is often a male

who is seldom seen again.

Garb: Seductive attire adorned with leavesand twigs. Suggested: Pointed ears, sparklinggreen makeup.

Summoned by: Druid 6 (Reincarnate) Wizard6 (Transform)Player lives per life: 2Type: Mystical Fey HumanoidQ/M Ratio: 1/1Requirement: Suggested be female to play aDryadArmor: NoneWeapons: Single Dagger.Immunities: Control (save for Bardic Charm)Natural Lives: 3

Abilities & Traits:Magic-like Abilities: Commune (Unlimited),Heal (Unlimited), Yield (3/life).Home Tree: Must pick a tree, and denote it tothe reeves. Any death before the home tree isstruck by 10 strikes from ablue or red weapon, or hit by a flame magic(destroying the tree, which can not be mend-ed), does not count towardsits total number of lives lost. Instead you mustgo to your home tree and count to 300 beforereturning to the game.

Levels1st No additional abilities

2nd Gain 1 point of natural invulnerability armor

3rd Magic-like Abilities: Heat Weapon (1/life), Warp Wood (1/life)

4th No additional abilities

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5th Heat Weapon and Warp Wood both become (2/life)

6th Natural Invulnerability armor increases to 2 points.

Giant, HillDescription: Standing 10-15 feet tall, theseare slow and simple-minded.

Garb: White and Brown tunic. Suggested:Anything that makes you look bigger, a smearof white or brown face paint.

Summoned by: Druid 6 (Reincarnate)Player lives per life:2Type: HumanoidQ/M Ratio: 1/1Requirement: Must be a 2nd level monster toplay a Hill giant. If summoned, the class sacri-ficed does not have to be 2nd level, but the player must be a 2nd level monster toplay a hill giant.Armor: 2 points natural armor, up to 2 addi-tional points of normal armor.Weapons: Melee weapons and boulders.Immunities: NoneNatural Lives: 2

Abilities & Traits:Large: May attack flying creatures will meleeweapons.Strong: Any weapon (including naturalweapons), and is considered red.

GoblinDescription: These are weaker orcs who teamup in small hordes. They commonly talk inhigh pitched voices and are notoriouslyweak-willed and devious. They are also oftencruel, jealous, selfish, petty and suspicious.

Garb: Green ears, most often sown to a headband. Suggested: Browns and tans for garb.

Summoned by: Wizard 6 (transform)Player lives per life: ?. Players who are sum-moned as goblins, gain 2 lives as goblins.When the first goblin is killed, the player playsthe “next” goblin in a 50 count as per sheernumbers. If the enchantment is dispelled fromthe first “goblin” the player still gets to playthe second life. Treat this as though the play-ers was enchanted and created two separategoblins, each with the enchantment on them.Type: HumanoidQ/M Ratio: ?Armor: up to 1 point of normal armor.Weapons: Single melee weapon under 4 ft inlength.Immunities: NoneNatural Lives: 8

Abilities & Traits:Sheer Numbers: Each player playing a goblinactually represents a horde of them. When agoblin dies, the player must lie down andcount to 50, only to rise again as “another gob-lin takes his place”. When coming alive, thegoblin must do so within 50 ft of where hedied, and at least 20 ft away from others if pos-sible. When coming alive the goblin mustshout loudly “alive!”

Vulnerabilities:Weak: Limb shots kill goblins.

Levels1st No additional abilities

2nd Natural lives (sheer numbers) increase to 10.

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3rd May use a short bow, or up to a medium shield.

4th Natural lives (sheer numbers) increase to 12.

5th Natural lives (sheer numbers) increase to 15.

6th May wear up to two points of armor.

LichDescription: Liches are wizards who have usedtheir arts to prolong their existence throughbecoming undead.

Garb: Yellow Sash. Suggested: a skull mask orother “undead” looking garb and makeup.

Summoned by: Wizard 6 (Lich)Player lives per life: 0. Wizards who becomeliches gain additional lives.Type: Undead HumanoidQ/M Ratio: 2/1Armor: NoneWeapons: As per Wizard.Immunities: Control, Death, PoisonNatural Lives: 1 per time taken as a magic.

Abilities & Traits:Neutral: Liches made via the Lich spell areneutral but like any monster can be bribed orconvinced for help or enchantments. They donot count for either team for purposes of win-ning mutual annihilation battles or any othergame effects.Magiccaster: As per the wizard who becamethe lich. It is treated as an additional life forthe wizard for all purposes, including magics.Liches who use Mutual Destruction kill theirtarget, but do not lose a life, instead they actas if banished. Liches who use the transformmagic can only transform beings into undeadmonsters.

Vulnerabilities:Bound: Liches are bound to within a circlemade by a 10 ft piece of yellow cloth. Thiscloth must be placed on the battlefield within100 ft of where they last died. Thus each timea lich dies, it can move its circle up to 100 ftfrom where it last was. If cannot be within 100ft of a base or nirvana. They may not leavethis circle.

LizardmanDescription: Lizardmen are dangerous, tribal

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people who are quite primitive and few innumber. They can be found in any climate butmost often in marshes and swamps. They aresavage in mind but crude in technology.

Garb: Green tunic, preferably with clothscales. Suggested: Green face paint, and greencloth covered flail for his tail.Summoned by: Druid 6 (Reincarnate)Player lives per life: 2Type: HumanoidQ/M Ratio: 1/1Armor: 1 point natural armor, up to a mediumshield can be used.Weapons: Single natural flail. This is his tailand is considered a red weapon. Meleeweapons.Immunities: PoisonNatural Lives: 4Abilities & Traits:

Levels1st No additional abilities

2nd Poison: May poison his any non-tail weapon used. (1/game)

3rd Natural armor increases to 2 points.

4th Can use javelins.

5th Natural armor increases to 3 points.Poison becomes (1/life).

6th May wear up to 3 points of additionalnormal armor.

MummyDescription: Mummies are undead creaturesthat are the corpses of humanoids, wrapped inbandages, and filled with preserving fluids.They are usually associated with a curse. If

something concerning the mummy has beendesecrated, the mummy may come back to lifeto kill the guilty party. Other times, it is mere-ly a spirit that has inhabited a body to wreakhavoc. They are quite mindless, and willdestroy anything that gets in their way.

Garb: Mostly wrapped in bandages.

Summoned by: Wizard 6 (Transform)Player lives per life: 4Type: Undead HumanoidQ/M Ratio: 3/1Armor: 1 point natural armor.Weapons: Single Short Sword.Immunities: Control, Death, Sorcery, Subdual,PoisonNatural Lives: 3

Abilities & Traits:Innate Ability: Touch of Death (Unlimited):as per the assassin ability.Bloodless: Immune to stabbing weapons.

Levels

1st No additional abilities

2nd Strong: Any weapon (including natural weapons) wielded is at +1 damage, and is considered red.

3rd Natural armor increases to 2 points.

4th Natural armor increases to 3 points.

5th Magic Like Abilities: Awe/Fear (2/life)

6th Magic Like Abilities: Heal (2/life), self only. (This represents rejoining itsbody parts).

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PegasusDescription: Pegasus are one of the most beau-tiful and well known creatures. These wingedhorses are extremely intelligent beasts andsought after by every facet of society for manyreasons, not all of which would benefit thePegasus. They generally choose to ignore mostother races, though pegasi will go out of theirway to annoy harpies.

Garb: A pair of white feather wings and whitefur leggings.

Summoned by: Wizard 6 (Transform)Player lives per life: 2Type: Mystical BeastQ/M Ratio: 1/1Armor: 1 point of natural armor.

Weapons: 2 natural short hacking or bludg-eoning weapons (no stabbing allowed). Theserepresent hooves.Immunities: ControlNatural Lives: 3Abilities & Traits:Many- Legged: First hit that would injure a leginstead forces the creature to walk. Treat allfuture injuries to the legs as normal.Natural Flight: To take off and land, the crea-ture must stand still.I: Repeat x5 “I take flight”, to land repeat x5“Landing”E: Creature cannot be attacked by meleeweapons while flying unless the attacker is alsoflying. Creatures flying must still drop to theirknees if wounded in the leg (simulates wound-ing the wings). Magic and magicl-like abilities

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still require the being to stand still to cast.Creature must flap its arms or state “Flying”every 2 seconds to denote the effect.Magic-Like Ability: Awe (1/life)

Levels1st No additional abilities

2nd Mount: May carry one rider.

3rd Awe becomes (2/life)

4th Magic-Like Ability: Charm (1/game)

5th Charm becomes (1/life)

6th Awe becomes (3/life)

SirenDescription: These beings are a race resem-bling human females, but are something veryinhuman. They sing most of their lives, luringunsuspecting travelers to their doom. TO helpthem along, they are both incredibly seductiveand extremely beautiful. Both assets they useto give them an advantage over a weary vic-tim.

Garb: Seductive gray, blue, or green dress.Aquatic looking if possible. Suggested: Blueand green glitter makeup.

Summoned by: Druid 6 (Reincarnate)Player lives per life:1Type: Mystical Humanoid.Q/M Ratio: 1/1Requirement: Suggested to be female to play asirenArmor: NoneWeapons: Single Dagger.

Immunities: NoneNatural Lives: 3

Abilities & Traits:Magic-like Abilities: Circle of Protection(1/life), Yield (2/life)

Vulnerabilities:Bound: Sirens are bound to within 50 ft of asingle object that is chosen each life. Denotethe chosen object to a reeve.This item cannot be one that is moveable(very large rock, tree, body of water, etc).

Levels1st No additional abilities.

2nd 1 point of armor can be worn.

3rd Circle of Protection becomes (2/life).

4th Yield becomes (3/life).

5th Circle of Protection becomes (3/life).

6th Gain any two bardic magics.

SkeletonDescription: Skeletons are the animated bonesof a corpse. They are mindless and follow thedirections of their creators without fear orquestion. They tend to interpret orders in themost literal way.

Garb: White skull mask or face makeup and black tunic. Suggested: skeleton-like painted gloves, anything making you lookmore skeletal.

Summoned by: Wizard 6 (Transform)Player lives per life:1

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Type: Undead HumanoidQ/M Ratio: 2/1Armor: up to 2 points of normal armor. Anyshield can be used.Weapons: Melee weapons.Immunities: Control, Death, PoisonNatural Lives: 1

Abilities & Traits:Bone: Immune to stabbing weapons.Regeneration: Lost limbs return in a 50 count.Act as if resurrected in a 100 count afterdeath. Flame, and flame magics, Sphere ofAnnihilation, or death by magical weaponnegate these effects. (thus being killed by afireball stops regeneration, a limb lost to aflameblade or blade-sharpened weapon, cannotbe regenerated, etc.).

Levels1st No additional abilities

2nd Normal armor increases to 3 points.

3rd Natural lives increase to 2.

4th Normal armor increases to 4 points.

5th May use javelins.

6th Natural lives increase to 3.

Vulnerabilities:Weak: Limb shots kill skeletons.Lightning Bolt and Call Lightning: These actas an Iceball (frozen for a 100 count) on askeleton due to fused limbs.They cannot be used to kill a skeleton.Resurrection: If used on a skeleton (save thosesummoned by the spell transform), this forcesthe skeleton to play out that life as a warrior ofthe same level as the skeleton.

Troll, RegeneratingDescription: A troll is a vicious, disgustingcreature whose very presence is one whichstrikes fear into most. Their hide is a nauseat-ing mixture of moss greens, grays, blacks, andmottled greens. They are relentless whenattacking due to their pea-sized brains.

Garb: Dirty green or gray tunic with fur/skinloincloth. Suggested: Crude clothing, tusk-like fangs.

Summoned by: Druid 6 ReincarnatePlayer lives per life: 4Type: Mystical HumanoidQ/M Ratio: 3/1Armor: 1 point of natural armor.

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Weapons: Two Red natural 2 point shortswords, These are the troll’s claws. Meleeweapons.Immunities: NoneNatural Lives: 2

Abilities & Traits:Regeneration: Lost limbs return in a 50 count.Act as if resurrected in a 100 count afterdeath. Flame and flame magics, Sphere ofAnnihilation, or death by enchanted weaponnegates these effects (thus being killed by afireball stops regeneration, a limb lost to aflameblade or blade-sharpened weapon cannotbe regenerated, etc.).Strong: Any weapon (including naturalweapons) is considered Red.

Levels1st No additional abilities

2nd Magic-Like Ability: Awe/Fear (1/life)

3rd Natural armor increases to 2 points.

4th Natural lives increase to 3.

5th Natural armor increases to 3 points.

6th Magic-Like Ability: Awe/Fear becomes(2/life).

UnicornDescription: These resemble great white hors-es with a golden horn springing from its head.They are kind-hearted and will help those inneed. They often shy away from violence.

Garb: White hooded cloak and golden horn.White fur leggings. Suggested: as horse-like aspossible.

Summoned by: Druid 6 (Reincarnate) Wizard6 (Transform)Player lives per life:3Type: Mystical Fey BeastQ/M Ratio: 2/1Armor: None.Weapons: Single natural magical short swordthat deal 2 points thrusting and slashing- rep-resents the unicorn’s horn.Immunities: Control (save for Bardic Charm)Natural Lives: 3

Abilities & Traits:Many-Legged: First hit that would injure a leginstead forces the creature to walk. Treat allfuture injuries to the legs as normal.Magic-like Abilities: Heal (Unlimited),Teleport (unlimited)- requires the unicorn putits hood over its head in addition to the nor-mal incantation.Home Tree: Must pick a tree, and denote it tothe reeves. Any death before the home tree isstruck by 10 strikes from a blue or red weapon,or hit by a flame magic (destroying the tree,which can not be mended), does not counttowards its total number of lives lost. Insteadyou must go to your home tree and count to300 before returning to the game.

Levels1st No additional abilities

2nd Magic-like Ability: Resurrect (1/life),requires bringing the dead to the unicorn’s home tree and having them and the unicorn touch it while casting the spell.

3rd Resurrect becomes (2/life)

4th Magic-like Ability: Lost (1/life)

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5th Resurrect becomes (3/life)

6th Lost becomes (3/life)

War HorseDescription: These are the powerful horsesknights ride into battle on. They are disci-plined, and obey the commands of their riderwithout question, assuming they understand it.

Garb: Tan Tunic and brown or black fur leggings. Suggested: Look as horse-like as possible.

Summoned by: Wizard 6 (Transform)Player lives per life:1Type: BeastQ/M Ratio: 1/1Armor: 1 point of natural, 1 additional pointof normal armor (barding armor)Weapons: 2 natural bludgeoning meleeweapons of up to 5 feet in length (hooves)Immunities: NoneNatural Lives: 5

Abilities & Traits:Many- Legged: First hit that would injure a leginstead forces the creature to walk. Treat allfuture injuries to the legsas normal.Mount: May carry one rider.Innate Ability: Gallop (1/life)S:NoneR:Self and rider onlyI:State “Gallop 1” through “Gallop 10”E:Melee weapons cannot attack the war horseand rider while the count is occuring unlessthe attacker is also galloping or flying. TheWar horse may not attack during this time, butthe rider can (provided he has a hand free touse a weapon).L May not gallop if the war horse or rider is

carrying a game item.

Levels

1st No additional abilities

2nd Normal armor increases to 2 points.Innate Ability: Personal Mount (1/game): Denote with a yellow ribbon tied to the arm. Mount is affected by the protection spells of its passengers. For example a scout rides the war horse while wearing both 2 points of protect, and protection from flame (using his attuned ability). As long as he is riding the war horse it is immune to fire and shots to it remove the levels of protect from the scout as though they had hit him.

3rd Mounted peoples’ weapons do plus one point of damage when thrusting.

4th Normal armor increases to 3 points.Personal mount becomes (2/game).

5th Innate ability: As One(unlimited): Person who is mounted to the warhorse is considered mounted as long as he is within 5 ft of the war horse. He must denote this by stating “mounted” every 2 seconds if not touching the warhorse. If he goes more then 5 ft away from the warhorse and then returns, stating “mounted” allows the being to be again considered mounted.

6th Normal armor increases to 4 points.

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