The 2005 Omnibus To The Realms


Please report any inaccuracies to Dave Hayden (knowman@gmail.com)


TABLE OF CONTENTS

PART I: GENERAL PLAYER INFORMATION

INTRODUCTION
     Welcome to the Realms!
     What is This?
     What is the Realms?
     How Do I Start Playing?
     Important Notes
THE SAFETY RULES
     The Rules We Play By
     The Rules We Fight By
THE RULES OF COMBAT
     The Combat System
     Hit Locations
     Combat Etiquette
     Weapon Rules
     Special Actions in Combat
     Combat Calls
     Armor
     Weapon Construction
EVENTS
     Attending Events
     At the Door of the Event: Checking In
THE MECHANICS OF INTERACTION
     Mechanics of Interaction
     In-Character and Out-of-Character
     Character Death and Scalping
     In-Game Items, Searching and Theft
     The Social Structure
     Creating a Character
     Cheating
     Basic Magic Effects Everyone Should Know

PART II: MAGIC IN THE REALMS

THE MAGIC SYSTEM
     Being a Realms Spellcaster
     Requirements for Being a Spellcaster
     Checking In
     Weapons Restrictions and Magic
     Choosing Spells
     Learning and Unlearning Spells
     The Basics of a Spell
     Caveats

THE SPELLS
     Paths
     Spell Descriptions
     Grandfathering

PART III: BEING A REALMS EVENT HOLDER

EVENT HOLDING
     What is an Event Holder?
     Rules for a Legal Event
     Proposals
     The EHs Meeting
     Event List Administrator
     Releasing a Magic Item at Your Event
     Transferring Ownership of a Magic Item
     Omnibus Editorial Committee
     Additional Rules

Part I:
General Player Information


Welcome to the Realms!

The Realms is a world of medieval fantasy. Modern day technology does not exist. Instead, people live by wits and courage, by magic and the sword.

The Realms is a world far different from our own. It isn't based on our world's history, and only loosely based on our own geography. In it can be found such things as terrifying monsters, magical powers, armored knights, and pious monks. The only limit to the contents of this new world is the limit of the creative mind.

The Realms is a world where you can become a valiant fighter, a sneaky thief, or a powerful sorcerer. You can become a ruler of men, a soldier of fortune, or a peasant farmer.

Enter the Realms and learn the ways of the sword. Become an apprentice mage or squire to a knight. Grab a goblet and join the feast, and listen to the bard's tale as you gather at the banquet. Compete in the tourney and improve your swordsmanship. Take up your bow and fire at the approaching army.

You're in the Realms now, and you'll never be quite the same again.

What is This?

This is the rulebook of the Realms, a Live-Action Role-Playing (LARP) game system. The building blocks for playing the game are contained here, but there is more to the game than could ever be explained in one small book. Covered here you will find what you need to know about combat, magic, and other aspects of playing the game.

What is the Realms?

The Realms is a LARP system. This game has been in existence since the late 1980s. The term, "The Realms," is also used to refer to the community of LARP enthusiasts who attend events held by these rules. The Realms has evolved considerably since its conception through the participation and imagination of more people than can be credited. Unlike most LARPs today, the Realms has a skill-based combat system, and is community-based, rather than being run by a single, static council or corporation.

For those of you who are not too familiar with exactly what playing in a LARP entails, it is a lot like acting. The difference is that while the Event Holder (EH) sets the stage, the lines are all yours. You decide what "part" you want to play. Are you a mage, a warrior, a noble, or all of the above? Once you arrive at the event site you slip into your character's persona. You stop acting like yourself and begin acting like your new part. Now this is all fine and good until you decide your character would pull out a sword or wand and slay some other character in front of you. For one thing, really killing people with real swords isn't legal or nice. For another, there isn't any magic in the real world, so when you wave your wand at someone, nothing really happens. This is why there is a system involved. The system is designed to help resolve situations that we cannot practically resolve on our own. The Realms uses foam-padded weapons to resolve melee combat (sword-fighting) and the game supports a magic system as well (for all manners of wondrous things not possible in real life). The specifics of the Realms system will be discussed in more detail later on.

How Do I Start Playing?

First off, read this rulebook. Read the whole thing. That might seem self-evident, but you would be surprised how many people dont follow that simple first rule.

Each year, the Event Holders of the game get together and modify the rules. It is a good idea to re-read the Omnibus each year, so you can be up to date on rules modifications and changes.

Next, you will need to make a character. A character is the person you play while at events. This alter-ego will be the vehicle you experience the Realms through. Creating a character is old hat to many who have played table-top role-playing games, or other LARPs. If you are unfamiliar with creating a character, or want some tips, please see the Creating a Character section. Characters are often referred to as Player Characters or PCs.

After creating a character, the best way to become acquainted with the Realms is to simply go to an event. Most people will be happy to explain what's going on to you. There is so much that can happen at an event that it is better experienced than explained. Attending practices is also helpful, as you not only become acquainted with the combat system, but also get introduced to other players.

Important Notes

Anyone who is a danger to themselves or others will not be allowed to participate. Before carrying out an action that might be considered unsafe to yourself or others, check with a marshal.

For the safety of all participants, any form of unwanted physical contact is strictly forbidden.

Any acts considered unlawful in the mundane world, such as theft or rape, are considered unlawful in the Realms, and any perpetrators of such will be handed over to the authorities.

Participants' tents, bags, packs, pouches, and possessions are completely off limits and out-of-play. No exceptions. Even if officially in-play items such as Realms currency, magic items or magic weapons are concealed within a participant's belongings - you may never, under any circumstances, go into and remove those items from their tent, bags, packs, pouches, or possessions without the occupant/owner's explicit permission.

Repeated disregard of the rules will not be tolerated.

Failure to follow the above laws can and will be punishable by sentences that are as light as sitting out of a tourney to as severe as being removed from an event site and prosecuted for violations of Federal and/or State law.

THE SAFETY RULES

The safety rules are out-of-character (OOC). They must be followed at all times. They are for our safety, and provide the guidelines that we should all be playing by.

The Rules We Play By

1. We should all be doing this to have fun. If you get mad or uncontrolled, it is up to you to remove yourself from the game. A marshal may remove you from the game if you do not.

2. This is a sport of personal honor; treat it as such. You are responsible for keeping track of many aspects of this game, such as weapon blows and known spells. Failure to report or accurately respond to any of these aspects is cheating, and a stain on your personal honor. If you are caught cheating, a marshal may remove you from the game or any combat.

3. You must listen to the marshals at all times, they are the referees.

4. If something looks unsafe, it most likely is unsafe. Report safety concerns to a marshal immediately. If you have any questions, it is up to you to ask.

5. HOLD: If you see a harmful or unsafe situation, yell the word "Hold" (e.g. someone is about to run into a tree, gets their glasses knocked off, has had their weapon really broken in combat, someone is about to fall off a cliff, etc.). If someone is injured, it is the primary responsibility of the person who is hurt to call a hold. Before calling a hold for someone else in an otherwise safe situation, you must first ask if they are all right. Holds should only be called in the event of a dangerous situation, and should never be used to discuss the rules. If you hear the word "Hold" stop immediately, then say "Hold" until everyone else has stopped moving. Once the emergency has been dealt with, a Lay-On (continue play) will be called either by a qualified marshal, or the person who originally called the Hold. Do not resume play until a Lay-On has been called.

6. Only weapons and shields that have been made following the construction guidelines (see the section on Weapon Construction) are to be used. A qualified marshal may be requested to check the safety of any weapons or shields at any time. Any new designs or materials must be checked by a marshal before use.

7. There is to be NO real steel in any combat situation, or in any potential combat situation, at any time. Real steel is defined as metal knives, swords, axes, darts, spikes, spurs- anything that could really hurt a participant. Real steel that is sheathed is still a potential hazard.

8. Acts considered unlawful in the real world, such as theft of non-game items or assault, are also unlawful in the Realms. For the safety of all participants, any form of unwanted physical contact is strictly forbidden.

The Rules We Fight By

9. This is a lightest touch sport. ANY contact with a weapon to a body is to be taken as a hit. Ignoring a "light" blow is cheating and a marshal may remove you from the fight. There are to be NO full-strength swings. A marshal may remove you for excessive blow strength.

10. The face (eyebrows to chin) and throat area are "off-target". Do not aim for these areas. If you are hit in these areas you may choose not to accept the blow, but you must call the location hit (e.g. if you are hit in the face, call "Face" and keep fighting if you wish to). This alerts both the other combatant and the referee that you have taken an illegal blow.

11. In combat, there is to be contact with weapons only (i.e. weapons hitting weapons, weapons hitting bodies, and weapons hitting shields only). There is to be NO body contact of any kind (i.e. no shoving, punching, kicking, biting, grabbing, etc.) Do NOT grab an opponent's weapons and/or shield.

12. Do NOT charge. Charging is defined as running at someone so that they have to get out of your way to avoid illegal contact.

13. Shields are for blocking ONLY. Your shield should never be used as a weapon. Punch-blocking, shield-bashing, or contact with another person is unsafe.

14. Pommels, no matter how padded, are not legal striking surfaces. Do not punch or thrust with the pommel of a weapon.

15. Do NOT ever throw a weapon at a participant, unless that weapon is of a type (magic missile, javelin, or lightning bolt) sanctioned by the rules for throwing. No thrown weapon or missile weapon should strike a participant above the shoulders.

16. Arrows should be drawn with minimal pull necessary to score a successful hit. Bows should NEVER be used to parry an attack. As with thrown weapons, arrows should not strike a participant above the shoulders.

THE RULES OF COMBAT

The Combat System

The Realms uses a lightest touch system for its combat system. That means that no matter how lightly your opponent may touch you with his weapon, you have to take the shot. This is to keep the sport friendly, so that everyone can play. This system does not allow for "scratches" or "light blows" - you must take these shots as normal blows. In all cases, the phrase, "if you are struck," refers to any time you are struck by the padded surface of any weapon or the carrier of any spell that does damage as a weapon.

Hit Locations

Your body is separated into seven locations of which there are two kinds. Your arms and legs are "limbs," while your head and the front and back of your torso are "kill zones." If you become confused about exactly where one location stops and another begins, thinking of a Barbie doll may help.

Killing Blows

If you are struck in a "kill zone" your character is dead (See Character Death and Scalping for more details).

If you are hit on the top of the shoulder, your character is dead. In the case that you are wearing armor, a blow to the top of the shoulder is considered a blow to the front or back depending on whether your opponent is in front of you or behind you.

Limb Shots

If you are struck in a limb, your character loses the use of that entire limb.

If you are struck in a limb that has already been lost, and that limb blocked what could have possibly been a legal shot to another location, then that location should be considered hit. You cannot protect the side of your character's body with a disabled arm or by lifting a disabled leg up to block. Once your character's limb has been disabled, it should be put behind you. This keeps it out of the way as well as provides a visual cue that your character is hurt to other players. Once you have lost a limb, your character cannot use that limb at all. Don't limp on a damaged leg.

Hand on Weapon

If you are struck on a hand that is holding anything that is legal to block or parry with, it is considered gauntleted and immune to damage. For instance: weapons and shields, but not bows, javelins, or arrows. When this happens, call out "Hand" or "Hand-on-weapon." If you are struck on a hand that is not holding anything you can parry with, even if you have just taken it off for a second, it is considered a legal limb shot and your character has to suffer the consequences. Your hand is considered everything below the wrist bone.

How to Take Multiple Hits

Should an opponent's weapon (be it a melee weapon, a missile weapon, or magic attack carrier) hit you in more than one location with the same swing, all points of contact count as hits.

Combat Etiquette

Combat is an important part of the game. In order to make the game more fun for everyone, combat etiquette, which is out-of-character, has been developed. Using combat etiquette helps avoid confusion and promotes the same kind of behavior when someone else is fighting you.

Calling Hits:

It is a good habit to call where you were hit in battle, to let the other participant know that he did hit you, and where he hit you. Calling armor, protections, and other effects is mandatory, so you may as well call your hits too.

Calling Shots: In battle, you may feel that you struck another participant. It is not acceptable to call their shots for them. If you feel that another participant is consistently miscalling their hits, rhino-hiding, or some other form of cheating, please alert a marshal. It is acceptable to ask your opponent if he was hit, calling his attention to the location.

Late Shots: Sometimes you will strike another participant, immediately after receiving a hit that injures or kills your character. For example, just before your sword makes contact with an opponent, your attacking arm is struck by another weapon. Even though you are incapable of physically halting your attack, the injury your character received renders the hit ineffective. There is no "follow through" effect that allows your attack to be successful. This is called a late shot. If you deliver a late shot, it is your responsibility to indicate so. Inform your opponent to not take the blow. Common phrasing includes "Don't take that!" or "Late, on your arm!." Like other shots, you may not declare that someone else hit you late. If you think someone is failing to call their late shots, question them after combat ends, or bring your concern to a marshal.

Illegal Hits: Sometimes you may hit someone with a part of your weapon that doesnt actually damage their character, such as the pipe of a weapon, the side of a thrust-only weapon (see Weapon Rules), or the shaft of an arrow or javelin. If you do this, be sure to call, "Don't take that!" to alert them that it wasnt a legal hit, and that they may resume play as if the hit never occurred.

"Rhino-Hiding": Sometimes, in the thick of battle, people miss shots, because of adrenaline or focus. This is generally unintentional and accidental and often stops once a fighter has more experience in calling and feeling their shots. Repeatedly missing shots, or intentionally missing shots, however, is different. This is called rhino-hiding. Rhino-hiding is cheating. If you repeatedly miss shots, you may be asked to get retrained in fighting, or may be asked to stop playing  (see Cheating).

Off Target Areas

Your face and the front of your throat are off-target; players should never aim attacks there. If you are hit in either location, you should announce it. However, the hit has no game effect. Face is considered the area on your head below your eyebrows, in front of your ears. Throat is considered the forward-facing section of your neck, above the sternum. The forehead from the eyebrows up, the back and top of your head, as well as the sides and back of your neck, are legal targets.

Should an opponent's weapon hit you in more than one location with the same swing and one or more of those blows land in an off-target area (such as your face or your throat), you still have to accept those blows which did land in legal locations.

Breast shots on women and groin shots on both men and women are legal and considered killing shots, but such shots are highly discouraged.  Men and women are encouraged to wear protective gear to avoid injury to sensitive areas.

You should never deliberately aim for an off-target area such as the face, nor for the groin or breasts. Accidents happen, but if you frequently hit these areas it will indicate to others that you are not a safe and controlled fighter, and you may be asked to sit out by a marshal.

Weapon Rules

Players are responsible for being safe with the weapon(s) they are using. Before using a weapon style in combat, players should take it upon themselves to be properly trained by a marshal or someone who is safe and proficient with that weapon style.

Wielding Weapons

The size of your weapon dictates how you may wield the weapon. Weapons cannot be any smaller than 12 inches, and cannot exceed 8 feet in length.

Weapon Length Quick Guide

Length

Weapon Type

12" to 3' 8"

One-handed

3' 8" to 5'

Hand-and-a-half

5' to 6' 6"

Two-handed

6' 6" to 8'

Two-handed, Thrust-only

One Handed Weapons

You can wield a one-handed weapon in one hand and still use a shield or another one-handed weapon in the other hand. Using two one-handed weapons (up to 3'8" each) together, one in each hand, is commonly called a "florentine" combination.

Hand-and-a-Half Weapons

If a weapon is considered hand-and-a-half, then you can use the weapon with one hand, but your other arm or hand cannot be holding a weapon or a shield. Magic missiles and lightning bolts are also considered hand-and-a-half weapons. Bows are wielded as hand-and-a-half weapons, but follow special rules. See Bows below.

Two-Handed Weapons

If a weapon is two-handed, you may only wield the weapon with two hands. Every blow you strike must be started with two hands. If you lose an arm while wielding a two handed weapon, you may not attack with that weapon. You may parry with a two handed weapon with only one hand.

Every blow you strike with a two handed weapon must begin with both hands on the weapon. If you let go with one hand during the swing, the swing is still legal. Once the initial swing has ended, the attacker will have to grab the weapon with two hands again before making another attack.

Thrust-Only Weapons

"Thrust Only" weapons cannot be wielded with a slashing motion.  If you hit someone with a slash from a thrust only weapon, you should tell your opponent, "Don't take that!" A slash requires a degree of side-to-side motion of the weapon. If you are using a thrusting motion with the thrust-only weapon, they have to take the blow, even if your opponent avoided the tip but ran up against the side of the weapon.

Bows

A bow is wielded as if it were a hand-and-a- half weapon. This means that it may not be held when a weapon or shield is being wielded in your other hand, but it is legal to fire it with one hand (if you can!) A bow is not considered a "weapon" for purposes of spells either.

Bows must have a draw-weight of 30 lbs. or less. Just like melee weapons, you should be careful on how hard your arrows are striking your opponent. Arrows should be drawn with the minimal pull necessary to score a successful hit.

If a bow being wielded gets hit by a weapon, it is broken and may no longer be used in combat. Anyone can fix a broken bow by holding the bow with two hands, then counting to 200. You cannot actively parry with a bow.

Missile Weapons

Projectile weapons such as arrows, crossbow bolts, spells (like magic missile), and javelins cannot be targeted at your opponent's head. Head shots from projectile weapons, even if they did not hit the face or the throat, do not have to be taken as legal shots.

The shaft of arrows and javelins do not count. An arrow or javelin that hits you cross-wise does no damage.

All projectile weapons, with the exception of arrows and javelins, are live and inflict damage on any target they hit until they come to rest; regardless of whether they hit the ground, a wall, a weapon, a tree, or any other obstacle along the way. In the case of arrows and javelins, an arrow or javelin is considered live and is able to inflict damage until it comes into contact with the ground. If an arrow or javelin hits you after it comes into contact with the ground it does no damage. It is the responsibility of the player wielding the bow or javelin to tell you not to take the blow.

Special Actions in Combat

Non-Lethal Blows

To knock out an opponent, the attacking player must call out the words, "Flat of the blade!" or "Flat!" prior to his attack. Should a successful killing blow be struck, he has instead rendered his foe unconscious for a steady count of 300. The unconscious character may be wakened sooner by having another character come and wake him up. You may call flat of the blade at any time, even in the middle of a fight.

Peace-Bound Weapons

Unless specifically stated otherwise, all events are considered "live steel" and all hits from weapons that are not peace-bound are assumed to inflict damage, unless the attacker calls, "Flat of the blade." An EH may declare areas of the event site peace-bound at any time, although the live steel rule is still applicable. Should players wish to peace-bind their weapons, they must place a band of tape around their weapon in a visible location with the word "Peace-Bound" on it. This signifies that the weapon has been tied into its scabbard or otherwise padded. The weapon may be un-peace-bound at any time, simply by removing the tape. Hitting someone with a peace-bound weapon will not hurt them, and is most often used in tournaments and practices while on site.

Impaling

Impaling is the act of holding a weapon in an opponent's kill location after death. It counts as continuous, non-scalping blows to that location. The results depend on the opponent.

Dragging

To drag a dead, unconscious, or otherwise incapacitated body in our game, you must place a hand on the shoulder, back, or arm of the body and say, "Drag." The player being dragged must then get up and walk with you. A dragged body is considered one- handed and may not be used as a weapon or a shield. At any time you may tell the dragged player, "Drop," thereby letting go of the player and dropping them on the ground.


Combat Calls

Combat calls are what you may hear yelled in combat, and you must know how these calls affect your character.

Armor: Negates a hit attack. When "Armor" (or "Armor 1," "Armor 2," or "Armored Cloak") is called in combat, it means that the person calling armor is protected against the attack that landed on him, usually by means of actual armor, natural armor, or a spell effect.

Armor-Piercing: Armor cannot always protect your character from certain attacks. If an opponent attacks you in any way and calls out, "Armor piercing", any of the armor that is struck by the attack is completely destroyed, and your character suffers the effect of the blow as if he were not wearing armor. For example, if you are wearing heavy armor on your right arm, and an opponent hits you in the arm while calling, "Armor piercing," your characters armor is destroyed on that arm and he loses the limb.

Poison:There may be occasions where you are struck a blow and the wielder calls, "Poison." If this strike damages your character in any location, be it torso, arm, leg, etc., then your character is killed. If the blow does no damage to your character, such as a hit to an off-target area or to armor that protects your character, then the poison has no effect. Armor struck with a poison blow is still used. If your character is under the effects of a spell that protects him from poison in some fashion, your character still takes the normal damage from the blow, but the poison will have no additional effect. You should also call, "Immune," to allow your opponent to understand that you recognized that the blow was poisoned.

Disease: If a weapon strikes you and the wielder calls, "Disease,", any injury done by that blow cannot be healed until Cure Disease is first cast upon the diseased character. This affects only damage to your character, not to your character's armor. For example, if you are hit by a diseased blow to the leg, but are then killed by a normal blow, when the spell Raise Dead is cast upon you, you would be alive, but still without the leg. Since the disease was not removed by the Raise Dead, you would need to be cured before your limb could be healed. Similarly, if you are killed by a disease shot, the spell Raise Dead will not raise you until you are cured of the disease. Disease can affect both live and dead characters. If you are struck by a diseased shot after you are dead (such as a diseased scalping blow), it is to be taken as a disease shot to a kill location.

Flat: A non-lethal blow. (See Non-Lethal blows).

Lightning Bolt:  If you are hit with a white boff arrow, by either the tip or the shaft, and the thrower calls 'Lightning Bolt,' your character is struck as by a magic armor-piercing weapon and the location struck is damaged (see the Magic and Armor Piercing calls in this section).

Magic: If a weapon strikes you and the wielder calls, " Magic" (or "Magic Missile"), it means your character has been hit with a magical blow. Generally, being hit by magic doesnt affect your character any differently than being hit by a normal weapon, but sometimes characters are under spell effects where it makes a difference.

Weapon Type and Material Calls

Occasionally, more powerful monsters are only affected by certain weapon types or by certain materials. For example: Axe-Mace trolls are typically only injured by axes and maces; werewolves are only affected by weapons made of silver. It might be a good habit when using a melee weapon other than a sword, to call the type of weapon you are using as you swing. If using a mace, say mace with each swing. If you are wielding a non-normal weapon (ie. magic or silver) that weapon will always strike with the same effect therefore you must call that effect with every swing.

Special Weapons

Boulders: One of the nastier things that some monsters in the Realms may try to do is crush your character with a "Boulder." Generally, this involves throwing large duct-taped chunks of foam, or beanbag chairs with the zippers duct-taped over. Once thrown, the boulder is active until it comes completely to rest. While active, boulders convey damage in the following manner:

PCs may not throw or pick up boulders. Four or more PCs, each using both hands, may work together to "push" a boulder along, to free trapped gear and companions, but not to cause damage.

Armor

Your character may be able to wear armor. Armor allows your character to take blows without taking injuries. There are two kinds of armor: heavy and light.

Light armor is a thin, pliable kind of armor. Light armor can be made out of multiple layers of quilting or a moderate weight of leather. A quilted cloth jerkin or a thin leather helmet are examples of 1-point armor. Garment-weight leather (such as suede pants or moccasins) is not suitable for light armor.

Heavy armor is in general, bulkier, rigid, and more cumbersome than light armor. Hard-boiled leather, heavy-weight leather, studded leather/cloth, and chain/plate mail are classic examples of 2-point armor. Any armor that is studded, must have at least one metallic component every square inch to count as heavy armor.

Armor must allow you to feel blows through it, and it must look like it would fit in a medieval or fantasy setting. You should avoid wearing armor underneath your clothing (i.e. it should be obvious that you are wearing armor).

Heavy armor will absorb two blows per location before you have to take the shot. Light armor will absorb one blow per location.

Armor protects by location, so if you have more than one piece of armor on a location, it is all considered damaged when you are struck there. On the other hand, if one piece of armor covers more than one location, it is treated as separate locations. The armor locations are divided up by the hit locations for taking wounds and kills. The blow must strike the armor and only the armor for you to call, "Armor". If you are wearing heavy armor you should call out, "Armor 1....Armor 2".

For example:

If you are wearing a thin leather upper-arm bracer and a metal lower-arm bracer on your right arm, only a leather upper-arm bracer on your left arm, and a chain mail shirt that goes down to your knees:

A shot to anywhere on your lower-left arm disables your characters left arm. The upper bracer was not struck and thus has no benefit.

A shot to the upper portion of your left arm damages the upper arm-bracer. Your character still has the limb, but the armor on that limb is gone. A shot to the lower-right arm bracer damages all the arm armor. You still have a point of armor left on the lower bracer, but if you are hit on the upper-right arm bracer, your character will lose the limb. Had the next shot also hit the right lower-arm bracer, all the right arm armor would be gone. Three shots to a leg covered by the chain mail skirt would destroy all of the armor on that leg and disable the characters leg as well. Even though the armor protecting the leg and the armor protecting the torso is all one piece, you can still take two shots to the armor on your front, back, and your other leg before the armor in those locations is completely destroyed.

Weapon Construction

There are several ways to make weapons in the Realms. If you are playing for the first time, it might be a better idea to borrow weapons than try to make any of your own. Once you have seen what other weapons have looked like and asked a few questions on how others have made their weapons, then you will be better prepared to construct your own.

Be sure to follow these guidelines when constructing a weapon:

* All non-missile melee weapons must be made out of PVC pipe labeled 1/2", 3/4", or 1"diameter and closed-cell foam pipe insulation which must be at least 5/8" thick. Weapons must be safely constructed. There can be nothing in the pipe. Both ends must be capped with a rigid material, and the weapon must have a 1 3/4" thrusting tip (the pipe foam that extends beyond the tip of the pipe).

* A weapon's blade must be firmly strapping-taped in place.

* Weapons may not be counter-weighted in any way.

* Weapons made over 12" and up to 3'8" must be made of PVC pipe labled 1/2", 3/4" or 1" diameter. The thrusting tip must be at least 1 3/4" long.

* Weapons over 3'8" and up to 5' must be made out of PVC pipe labeled 3/4"'or 1" diameter. These weapons must have a 1 3/4" thrusting tip.

* Weapons over 5' must be made out of 1" pipe. These weapons must have thrusting tips that are at least 2 1/4" long as well as squishy-foam tips on top of the thrusting tips. The squishy-foam tip of a thrust-only (greater than 6'6") weapon must be at least 2".

* The striking surface of any single-bladed slashing weapon must be at least half the total weapon length

* Each striking surface of a double-bladed slashing weapon must be at least 1/3rd the total weapon length.

* The striking surface of any non-missile thrust-only weapon must be at least 1/3rd the total weapon length (including the 1 3/4" thrusting tip) in addition to a minimum 2" squishy-foam tip.

* Only golf tube arrows and aqua tube arrows are legal arrows. All arrows must have 2" thrusting tips and 2" squishy foam tips to be considered safe. All aqua tube arrows must be made from 3/4" or 1" diameter tubing. All aqua tube shafts should, at minimum, be covered by two lengths of strapping tape.  Crossbows and custom-designed golf tube or aqua tube arrows are up to the individual EH's discretion.

* Javelins may be constructed using golf tubes or aqua tubes with foam coverage as shafts. Javelins cannot be nocked, and arrows may not be flung with the naked hand. Javelins must be made from new pipe foam and must have squishy-foam heads. Any fletching added must be made out of foam, and the javelin may not be weighted in any way. Javelins must be between 2'6" and 3' long.

* Only magic weapons should be made with blue duct tape, and you may only make a magic weapon through the use of spells in the magic system, or if you are an EH.

Shield Construction

* Shields must be at least 12" long (as measured by the longest dimension). You as an individual must be able to safely weild it. A marshal or EH can pull a shield if they feel it is unsafe.

* Shields can be made of any safe material, such as wood, plastic, or cardboard. Metal shields are heavy but are allowed, if otherwise safe.

* All shields must have thier edges covered by foam. Any protruding metal screws or bolts should also be padded.

Weapon Inspection

You are to inspect your own weapons before they are used. If you are unsure about a weapon's safety, ask a marshal and they will inspect it for you. Any weapon can be inspected at any time during an event on anyone's request. This is meant for the purpose of ensuring the safety of combat, and should never be used for strategic or tactical purposes. Weapons can be failed for many reasons. A weapon can have too much "whip" (one that flexes too much) or not enough "whip" (one that doesn't flex at all). There is no standard way of measuring this; you will have to use your common sense. A weapon can be failed if it has seen too much abuse and has not been repaired recently. The most common problem weapons have is that their thrusting tips are breaking down or have been compacted.

EVENTS

Attending Events

An event is where the game is played.

There are basically three kinds of events in the Realms: Feasts, Tournaments, and Quests. Some events take on qualities of all the types, but are predominately one of the three.

Feasts

Feasts, as the name implies, revolve around food. Political posturing and court are often held at feast events. There is generally little combat at a feast event, and they are usually held indoors in the wintertime. Bardics, games of chance or skill, and other such activities can usually be found at feasts. Feasts are often a good starting point for some players, particularly those more interested in role-playing then in combat.

Tournaments

Tourney events usually feature contests of both individual and team martial skill. Tournaments are usually held as yearly events, and are generally a social occasion.  Players more interested in combat and less interested in role-playing and magic find tournament events the best starting point for their Realms career.

Quests

Quest events are the traditional style of event for saving damsels in distress, finding and killing evil demons, and any myriad of other tasks. Nearly anything can happen at a quest event.

At the Door of the Event: Checking In

When you arrive at an event, there are a few things you must do before beginning play:

First, you must pay any event fees. Event fees pay for the site, props, prizes, food and costuming that went into throwing the event. Failure to pay them means the EH may not be able to throw more events in the future.

Secondly, you may be required to sign a waiver. Waivers serve two purposes: a bit of protection for the Event Holder or the land owners from legal action, and to keep track of how many people attended an event. Monitoring event attendance is the way for the Event Holders council to determine whether or not an event is legal (more on what makes a legal event in Section III: Being a Realms Event Holder).

Next, magical items, weapons, and knightly powers must be checked in with the EH or the Event's Magic Marshal (MM) before an event. Event Holders and MMs should know about every magical item at an event, so that the event can be adjusted, if necessary.  Event Holders and MMs have the right to fail or disallow any magic item, weapon, or power at any time.  If an item, weapon, or power is used at an event without first gaining approval by the EH or MM, the player using said item, weapon, or power is cheating.

Spellcasters must check with the EH or the event's MM before the event starts to find out whether any of their spells work differently at the event. Spellcasters with Regional Magic also generally find out what their magic of the day is at check in. Some areas of the Realms are magic-rich and some are magic-poor, so all spellcasters need to find out if any of their spells have fewer or more uses than they normally do. Spellcasters may not use their magic until they have checked their spellbooks in with the MM or EH. If spells are used at an event without first gaining approval by the EH or MM, the player using such spells is cheating.

Lastly, before beginning play, you are to inspect your own weapons before they are used. If you are unsure of a weapon's safety, ask a marshal to inspect it for you. There must always be someone at an event who can be asked to inspect weapons in case anyone does not feel comfortable inspecting their own weapons. If a weapon is deemed unsafe, it is to be removed from play or repaired.

MECHANICS OF INTERACTION

In-Character and Out-of-Character

Being In-Character

Generally, events officially begin after the safety rules, any specific site rules, and other special event rules have been read aloud to the gathered players.

Once an event has begun, you are expected to be "In-Character," or IC, at all times. This means that you are playing your character the whole time you are at an event. Staying in-character can add greatly not only to your own event experience, but to those who are playing the game around you. When a companion of your character is killed, for example, it adds to the tension and drama of the scene if he or she pretends they are dead, while it breaks the mood completely if they are laughing and making comments.

Your character may feel differently than you do about something, like slavery, or magic, or politics, or religion. You may be a pacifist, while your character is a bloodthirsty barbarian. If you can remain true to the character, despite your differences, you can make a memorable story for yourself and those around you. Sometimes, staying in-character is challenging, especially when you know something that your character shouldn't logically know, but you should try to remain IC when playing. Likewise, when the game is done, leave your character behind.

Breaking Character

Once an event has begun, breaking character should be done only when necessary, and should be prefaced with the line, "Out of character..." For example, if you need to have information about where you are supposed to tent, say "Out of character, where is the tenting area?" That way, the person you are addressing knows that it is a real world concern, and should be dealt with differently than a strictly IC concern.

Sometimes, when players get really into character, you may begin to wonder whether animosity or other emotions are completely in-character. It is acceptable to break character to make sure everything is in fact still IC and no-one's feelings are getting hurt out-of-character.

Out-of-Character Only Terms

There are a few terms that should only be used when speaking out-of-character: HOLD and MEDIC. Hold is only used in emergencies as it stops the game. Read The Safety Rules for more information on the correct use of the word Hold. Medic is used when someone needs immediate real world medical attention for any reason, from an allergic reaction to a bee-sting, to a twisted ankle, to an asthma attack. Do not call medic for imaginary (in-character) injuries. If you need in-character medical attention call, "Healer!"

Out-of-Play Areas and "Time Out"

The EH has the option of declaring portions of the event site as "out-of-play" for safety reasons or for NPC use. One thing that should never be done is to use these out-of-play areas as safe havens.

If a fight breaks out in an area that is unsafe to fight in or that is out-of-play, then the fight should be moved to a safe in-play area. If you are in such an area, you may be asked to leave said area for combat. If you refuse to leave the unsafe area, your character is considered dead. After the fight, those involved can move back to where the fight "really" took place, and continue on.

An EH is free to create an "in-play" safe area if he or she chooses. For example, powerful enchantments on the tavern may render weapons and hostile magic inoperable within the tavern walls. In this case, it is fine for players to hide there, since they will be taking advantage of an in game effect.

Event Holders may also declare a "time out" during an event for sleep, dinner, etc. While on an event site, if you are not acting as an NPC at the EH's request, or you are not in a time out, a character is liable to be attacked, and his possessions open to theft.

CHARACTER DEATH AND SCALPING

As players experience the game through the eyes of their characters, character death becomes an important aspect of the game.

The Two Types of Death

In the Realms there are two states of "Death". They are death (or dead), and scalped. Any wound inflicted to an unarmored kill zone causes death. Death renders the character incapable of any action until such time as a spellcaster or item with the power to heal the dead raises the character, or magic that regenerates or animates him takes effect. Scalping is the removal of a characters life essence through mutilation of the body. It is a more serious form of death that requires more than a simple spell to repair. Scalped characters cannot be animated or regenerate.

Acting Dead

Whether your character is dead or scalped, the results look much the same. In either case, you should lie or sit still. Try not to look around or talk. You should do your best to role-play a corpse. If someone hits you with a killing blow when you are already dead, don't get upset, just say, "Dead". They are just making sure that you really are dead.

In tournaments, or other high combat situations, it is acceptable for a character to move out of the way to avoid being stepped on. They may resume their "death act" in a safer place, or assume a tornado position to avoid injuries. Generally, if you are role-playing death in this form, you should put your weapon over your head, signifying your character is dead.

If someone looks at you and asks you to describe your wounds, do your best to comply. If you were backstabbed and you're lying on your back, tell them they don't see any wounds. Then, if they roll you over to look at your back, tell them they see a deep wound in your back.

Playing Dead

It is legal for Player Characters and Non-Player Characters to lie down and pretend they are dead, but they may not use the tornado position option (which is allowed only for safety), nor may they put their weapons over their head. If someone asks a player if their character is dead, the player and the character are not obliged to answer, but if a player is asked to describe their character's wounds, they should do so as accurately and honestly as possible. If their character is not really dead and someone comes close to them to loot their character's body, they are free to attack the unsuspecting looters. If you are unsure as to whether someones character is dead or not, and want the character to be dead, tap the player gently in a kill location.

Death

Death occurs in many ways. Usually, death of a character happens when something, usually a weapon, hits a character in an unarmored kill location. Certain spells may also kill a character, from magic missiles of some sort, to ingesting poisons or other more esoteric means.

Death can be repaired by a myriad of spells, abilities and items. Be sure to go over the Combat and Basic Magic Effects Everyone Should Know sections for more details on what causes and cures death.

Scalping

Scalps

A scalp is a token carried by each player, which represents the life essence of that player's character. A player must be carrying their character's scalp at all times; unless the character is dead and scalped (see below), or unless they are under the influence of a spell which removes the character's scalp. A player character's scalp must have their players name and the character's name written legibly on it. A scalp does not exist physically in the IC world therefore it cannot be searched.  A scalp is a non-magical and non-stealable marshalling tool.

How Characters are Scalped

The act of scalping is done to simulate the mutilation of a corpse to the point where it cannot be revived by normal Raise Dead spells. In order to scalp a body, you must strike 200 blows on the ground beside the body of the character being scalped. More than one person may scalp a body at a time. More than one weapon may be used to scalp a body as well. This effectively divides the number of blows to be struck between the number of participants and number of weapons used. Some monsters and characters under certain spells may require more scalping blows to completely destroy. If you strike 200 blows and the victim says, "The job is not yet done," then the scalping is not yet complete. Some spells, such as Acid Potion and Eviscerate, may accelerate the act of scalping.

After the scalping is finished, the player of the scalped character must present his character's scalp to the character that just scalped him. It is then that player's responsibility to present the scalp to an Event Holder, or an appointed marshal. The EH must be informed immediately of the scalping, thus allowing the EH time to prepare for those who might wish to return the scalped character to life.

Since the act of scalping is a simulation of mutilation of a corpse, characters that are pretending to be dead should interpret any scalping blows as blows to the closest kill location.  So, if your character is pretending to be dead and someone starts to scalp him, the first blows that are struck on the ground next to you should be played as if they were striking your character on the nearest kill location, destroying any undamaged armor, and then killing him.

Should your character be dead at the end of an event without being raised, even if the character was not actively scalped, the character will be considered scalped.

How a Character Can Fix Another Scalped Character

To restore someone to life after scalping, characters must first have the body of the person needing to be raised. Then characters must either cast a Call the Soul or an Intervention spell to be granted a quest to summon and reattach the scalp. If characters lack the body, only an Intervention spell will be able to return the scalped character back to life. When the body and scalp are reunited, characters must cast one Raise Dead spell for each event (including the first) since the scalped character was scalped in order to raise him. A different spellcaster must provide each Raise Dead spell used for this purpose.

Permanent Death

When a character is dead and scalped at the end of an event at which they were at some point alive, they get a "Tick." Characters may also receive ticks due to use of certain magic items or plot interactions. A character is only obligated to accept one involuntarily tick per event. A character only gets three ticks per calendar year before their soul can no longer be rescued by any means.  All ticks acquired over the course of a year are removed on January 1st of every new year.

If a character is killed and scalped during an event, but returned to life before the end of the event, they do not get a tick.

For a scalping to be official, it must be brought to the EH's attention. The EH must provide the Death Marshal with this scalping information from their events. The Death Marshal will keep track of this information.

The current Death Marshal is Dave Dolph, who can be reached at; 10 Gertrude Aveenue, Raymond, NH, 03077, (603) 742-9298, and by e-mail at SirCallin@comcast.net.

Death, Scalping and Memory

When your character is killed (dead, but not scalped) and then raised, he may remember everything up until the point of his death. If your character is killed and scalped, he will not remember anything about how he died should he manage to be raised.

In-Game Items, Searching, and Theft

In-Game Items

There are certain items that are referred to as being "Stealable." Stealable items are generally magic items or magic weapons issued by Event Holders (or created by the Create Magic Weapon spell), Realms currency, silver weapons and occasionally non-magical items and weapons that are labeled "Stealable." In nearly all of these cases, with the exception of currency, the word "Stealable" is likely written somewhere on the object.

Searching

Searching is a touchy subject. In the real world, if a bandit has just killed someone they can just take everything they own. In the Realms, an object has to be considered stealable to be taken from a person or location without the owner's permission. The problem is that often these stealable items are not easily recognizable, especially the smaller items. Also, while "secret pockets" and such seem like a good idea at first, frisking a dead character could be considered a form of harassment towards the player and should be avoided. To handle this situation, the searching rule exists.

The searching rule is verbose because there have been a lot of problems about searching in the past. The rule is mostly common sense. Once you think about it, it will seem quite simple.

There are two ways you can search someone. To simulate ransacking a character's pouches, weapons, and clothing quickly, a player can "Point search." Essentially, the searcher says, "Search" and tells the victim where he is searching (e.g., "I search your pouch".) If there are stealable items in the area being searched, then all the items in that area are handed over immediately. The area that a person point searches cannot be any larger than one hit location on the body (i.e., you would have to search each sleeve of a shirt and the front and back of a shirt to search everywhere inside the shirt). Pockets and pouches have to be pointed out to be searched. You cannot say, "I'm searching all your pockets," you have to search each one individually). Left and right sleeves, boots, gloves, etc., all have to be searched separately, one at a time. Only one person can point search a victim at a time. Point searching does not wake up an unconscious character.

The other way to search someone is to simulate taking your time to do it thoroughly. That is, the character simulates stripping the body from head to toe, rips everything to shreds, garners every last item you own, etc. In order to do this, the searcher simply says, "Complete search." Every stealable item the victim has must be handed over to the searcher. The characters should take 120 seconds to do this. If so, then the items should be considered in the searching character's possession in-character. Complete searching will wake up an unconscious character.

If someone complete searches a character and a different character comes by during that time and point searches the victim, the complete search is stopped and the point search is taken care of. If a character does not specify what kind of search they are performing, then it is assumed that they are performing a point search. If told only that they are being searched, the player whose character is being searched must assume it is a point search and respond, "Where?"

Realms Thieves

The only objects that are always in-play, are fair game for theft, and can be stolen without consulting the bearer of the object are those considered stealable in game (see In-Game Items above).  In order to steal any other object, you must have the explicit permission of the owner/bearer before making the theft. This means that to steal another player character's jewelry (assuming that some of it is considered treasure), you must ask the person who plays that player character. One way to do this is to kill or flat-of-blade the character and tell them that you are searching them. If they have anything that is in-play, they must show it to you, for you to take or leave as you wish. You should never pick up something off a table or from in front of someone's tent, unless it is a magic/silver weapon, or Realms currency.

It should be re-stated that people's tents, bags, packs and pouches are completely off-limits and out-of-play. No matter how many magic/silver weapons or how much Realms currency someone might have, you may never, under any circumstances, enter their tent or go into their bags, packs, or pouches and take anything out without the owner's explicit permission.

A magic item is the property of the EH that created it. It is the EH's will that the item be able to be circulated around the Realms by theft, as a gift, as part of an inheritance, or any other means so long as it occurs at an event.

In-character theft, not gift, of stealable items in out-of-character situations, not at an event, is not acceptable and will not be upheld.

Currency

Various groups and nations issue different currencies for use as treasure and to pay for goods and services in-game. These currencies are often represented by stamped metal disks or roofing tins, sometimes bearing printed stickers for identification or are minted in metals, plastic or even clay. In- game these currencies usually represent "Gold" or "Silver." Denominations vary from currency to currency.  Generally ten silver pieces are worth one gold piece. The more prized issues are backed, meaning that if you accumulate enough of any one currency, you can trade those coins in to the issuer for goods, weapons, or services. Many older coinages and silver pieces are not backed, and while they're still in-play, many people either heavily discount them or don't accept them at all. Issues and worth of coins fluctuate. If you're in doubt as to what a coin is worth, ask the merchants and the gamblers.

Silver Weapons

Silver weapons are created by players with the spell Silver Weapon or are released by Event Holders (see the spell description for Silver Weapon for more information).

Magic Items and Magic Weapons

All magic items and magic weapons are stealable.

Magic weapons must be made out of blue duct tape, so that they are distinctive. No permanent magic item may be issued by anyone except an EH (see Part III: Being a Realms Event Holder for more information).

Should a magic item or weapon become broken or disenchanted at an event, it is considered "scalped". If its current owner does not attempt to repair it, nor make plain to the EH that he wishes to do so, the item is effectively destroyed. It reverts back to the EH who issued it, and should be returned to him as soon as possible. Additionally, magic items which have been revoked by their EH/creator are no longer considered magic items and also revert back to the EH who created them.

All magic weapons that are currently in existence may not be re-bladed without the use of a Repair Magic Item spell. When the foam in one breaks down, it is retired or repaired. Magic weapons may never be re-foamed without the use of a Repair Magic Item spell.

Event-Stealable

The props for certain spells and items as designated by the EH are considered "Event-Stealable," meaning they are stealable treasure during an event, but should be returned to thier OOC owner when you leave an event. Before you leave an event site, you must return (to the best of your ability) any items maked as "Event-Stealable" to the EH/MM. Props for the PC spells are returned by the EH/MM as an OOC courtesy, and will be done so without revealing the identity of the thief. If you have a spell that has an event-stealable prop as a component, you may replace it without penalty at the next event if it is not returned to you for whatever reason. You can never declare permanently stealable items as event-stealable.

The Social Structure

The Realms is not governed by a single kingdom. Each kingdom has its own hierarchy and structure.  There are no hard rules for governing the social structure. Claiming land and titles is anyone's prerogative. The social structure really only has one rule: "If you can back up your title/claim then you deserve to hold it. If you can't, then you should have nothing to complain about if you get put in your place."

Creating a Character

If you are already familiar with role-playing in general, or with live-action role-playing in specific, you probably already know how to make a character. If you are new to the concept of role-playing, the following questions might help you establish the traits and characteristics of your character. You should try to answer the questions for yourself, but some suggestions are provided.

What is your character's species? There are as many species available in the Realms as there are minds to create them. In the Realms, there are no restrictions on what species you can play. The only rule is that you may gain no special benefits for playing a certain race or person.  If you create your own "race," you would do well to consider its mannerisms, average age, codes of ethics, and such.

Humans are, of course, the easiest to play, since you are human.

What is your character's age? If you are playing a human character, it is usually best to pick an age near your own. Other species have different average ages, however.

Why is your character an adventurer? Most people of the Realms prefer the relatively safe life of a farmer or craftsmen. Why has your character left home to join in the rather hazardous occupation of hero? The answer to this might give you some valuable insight into the character of your character.

What is your character's background? There is no limit on where your character came from. As was stated before, your character can come from anywhere, so long as they gain no in-character benefits from it.

Does your character have a life-time goal, dream, or driving force? Goals define characters well, and how far they are willing to go to attain that goal rounds them off.

Multiple Characters

You may have more than one character in this game. However, you may only play one character per event unless you have EH permission to play multiple characters.

Non-Human Characters, Knights & Special Abilities

Non-human characters are welcome in the Realms, but they do not have any specialized abilities. The only way to gain supernatural powers is through legally released items, the spell system, or by being appointed a Knight of the Realms or a Knight of the Eternal Flame.

CHEATING

Players caught cheating by an EH who has witnesses to the offense in question will suffer different consequences based on what they have been accused of. Offenses will be counted and punishment given on a per-year basis.

Rhino-Hiding: (See Combat Etiquette) Repeated offenses of rhino-hiding will be handled in the following manner: First offense = retraining. Second offense = general Event Holder notification. Third offense = banning for one year.

False Magic Items: The item will be removed from play and any other magic item the player possesses will be recalled to the EH who released the item. Multiple offenses will result in permanent banning.

Use of False Spells: If a player is caught abusing the spell system, all Event Holders will be notified of all of the circumstances of abuse. No action against that person will be taken at that time other than informing the player that they are abusing the rules and suggesting strongly that they relearn the rules. Second time offenders will suffer the same penalties as if they had just broken their weapon restriction.

Counterfeiting: Counterfeiters, including those who make illegal magic items or illegally obtain silver roofing tins out-of-game, will be brought to the attention of the Event Holder's council for the purposes of disciplinary action. The person(s) responsible must be notified of this action two weeks before the meeting to allow them to speak on behalf of their actions.

Basic Magic Effects Everyone Should Know

Even if you are not a spellcaster and have no desire to become one, there is still some basic information that you are responsible for understanding. In nearly all cases, a spellcaster casting a spell on your character should explain, either through their verbal component or as an aside to you, how the spell affects your character.  Even non-spellcasters should read the magic system and spell descriptions, so they have a basic understanding of magic in the game, and how it might affect them. No spell effect may be ignored unless otherwise specified in the spell system.

The following are some rules about spells that can have an effect on your character on a day-to-day basis. They are included here with some basic information about how they affect you both in and out-of-character.

Healing Spells

When your character is injured or killed, only magic can fix the damage. To "Raise" a character means to return a character to life. Raising a character repairs any injuries to limbs the character may have taken previous to his death and also nullifies the effects of any poisons in his system at the time of his death.

Combat Raise Dead: This three-word spell will raise a character.

Cure Disease: This spell cures a character of a disease (also see Disease in the Combat Calls section).

Group Healing: Allows a caster to make a large circle through which he casts a healing spell upon every character in it.

Heal Limb: This spell allows one wounded limb to be magically healed. The caster will let you know when your characters limb has been repaired.

Raise Dead: This spell raises a character. This spell will not work if there is a weapon within 10 feet of the caster. Inform a caster the spell has failed if you know about a weapon near enough to disrupt the spell.

Combat Spells

Certain combat calls (see Lightning Bolt and Magic Missile in Combat Calls) involve a prop that is thrown at a combatant. After the prop has come to rest it is not really there, and cannot be seen, moved, or guarded in-character in any way. After they have come to rest, they do not count as weapons for purposes of the spell Raise Dead (also see Healing Spells above).

Necromancy

Certain spells make your character "Undead" for their duration. While undead, your character cannot cross a Circle of Protection (represented by a circle of rope on the ground) or advance within 5 feet of someone casting Protection from Undead or Protection from Enchanted Beings.. This family of spells does not give you the ability to ignore weapon restrictions, nor can you be compelled to forcibly break them. If you have any questions about this, ask the spellcaster when he casts the spell on you.

Create Undead: If this spell is cast upon you when your character is dead, your character becomes an undead creature under the caster's control. You may not refuse to have your character turned into an undead (but see Protect the Soul). You are now playing an undead version of your character and have access to all his spells, abilities, and knowledge. Your character must follow the orders of the spellcaster. The spell ends if your character is slain and raised.

Create Zombie: If this spell is cast upon you when your character is dead, your character becomes an undead creature under the caster's control. Zombies may only fight and move slowly. You may refuse to become a zombie if you wish. Create Zombie can be used to raise an Undead (see Create Undead), but returns the character to un-life, rather than to life. Like Create Undead, the spell ends when your character is slain and raised.

Zombie Send: Allows a caster to send a body to any location in the same manner as Zombie Walk (see below). The difference is that the caster does not need to lead the way; the zombie is sent to a specific location designated by the caster. This makes you undead until you arrive or are stopped.

Zombie Walk: A caster uses this spell to move many dead bodies at once. When cast upon you, your character must walk after the caster. Follow with your hands held over your head. You may go no faster than a walk. After the spell is cast, if the caster is engaged in combat, is forced to lose his concentration in some other way, or your character is attacked, the spell is ended and you must fall to the ground.

Potions

Potions are disposable magic items that anyone can use. Sometimes a potion is something that must be consumed; sometimes its a scroll that must be read or ripped; sometimes it is an ointment. In all cases the potion needs to be administered by a living or animated character, and after it is used, cannot be used again.

Potion of Armor Repair: When applied to a location of damaged armor for 10 seconds, it repairs it.

Potion of Heal Limb: When used it heals all of a character's injured limbs.

Potion of Raise Dead: When used it raises a dead character.

Potion of Acid: If your character is dead, and someone indicates they are using an acid potion on you, your character takes 200 scalping blows. See Create Potion for details.

Blacksmith Spells

Blacksmiths repair damaged armor and broken items.

Repair Armor: This will restore one location of non-magical armor that has been damaged.

For instance the armor on one arm, the chest of a shirt of chainmail, head armor, ect.

Repair Item: This will restore non-magical armor, weapons, and other items that have become damaged or destroyed. This spell has a verbal component.  It fixes the entire item, for instance all locations of a chain-mail shirt, a bow, a boulder-crushed weapon, a shield, etc.

Other Spells and Things You Should Know

Create Poison: If you ingest food or drink that is poisoned through the use of this spell, you will be handed a scroll upon which is written the poison's effect. You must follow the scroll's instructions completely. It will either kill your character, cause him to fall in love with someone, sleep deeply, or tell nothing but the truth. All effects other than death are short-lived. A player that ingests a love poison always has the option of allowing their character to die if they are ooc uncomfortable with the situation.

Immunity to Poison: This spell makes your character immune to the very next poison or poison attack that would otherwise affect him. It works only once per use of the spell. Call, "Immune," when you use this spells effect (also see Poison in the Combat Calls section).

Light: You may not take the light out of verbal communication range of the caster.

Protect the Soul: This spell will protect your character from possession, Create Undead and the like, as long as the sash is worn.

Speak With Dead: This spell will allow the caster to ask a dead character three questions per casting. Your character MUST answer truthfully or abstain, using the words, "Yes", "No", or "Abstain".

Part II:
Magic in the Realms


BEING A REALMS SPELLCASTER

Basics

The magic system is based on a simple path setup. There are many different paths available to a spellcaster, with each path consisting of a list of six spells. A spellcaster may choose to take as many as three paths of spells as he progresses, with weapon use becoming more restricted as the number of paths learned increases.

Requirements of Being a Spellcaster

Being a spellcaster requires two things: A spellbook, and knowledge of the magic system.

Spellbooks

All spellcasters must have a "spellbook," which records details of the spells the spellcaster knows. It is a marshalling tool, and cannot be stolen from the character. A spellcaster must have his spellbook on his person in order to cast spells.

Each spellbook must be written in the following format, in order:

a) The spellcaster's in-character and mundane name;
b) A listing of each spell the character has learned, in order, along with each spell's circle, who taught the spell to the character, the date each spell was learned, and a note if any given spell is unlearned;
c) The spellcaster's current weapon restriction, and the date said restriction started;
d) Whether the caster wears armor or not; and
e) A description of each spell known, including the specific components learned for each spell, to which the spellcaster may refer as needed during play.

Spellbooks may be declared in-character or out-of-character, and so noted on the title page ("IC" or "OOC" in large clearly written letters will do). Any change in a spellbook's IC/OOC status must take place between events, but requires no particular time to make any such change.

If a spellbook is declared "in-character," it can be read by other characters, and found and perused in a search. Spellcasters have no option to refuse to reveal their IC spellbooks, provided they are legally found in a search of the spellcaster's person.

If a spellbook is declared "out-of-character," the information summarized above is OOC information only and exists solely as a marshalling tool. It cannot be read by other characters or discovered in a search. Other information written in spellbooks may be read by others, at the owner's discretion, such as rune sets, history or lore.

In all cases, spellbooks remain non-stealable items.

Knowledge of the Magic System

All spellcasters are responsible for knowing how the magic system works, specifically the spells which they can cast. A spellcaster who misuses his spells is not allowed to claim ignorance as an excuse.

CHECKING IN

As mentioned previously, a spellcaster must check in his spellbook with the Event Holder or the appointed Magic Marshal before using or learning spells or skills. (see At the Door of an Event: Checking In, for more details).

WEAPON RESTRICTIONS AND MAGIC

Weapon restrictions are a matter of game balance. The more magic a character knows, the fewer weapons they are able to use. Weapon restrictions also dictate how quickly a character may learn his spells – the longer the weapons, the longer the learning time.

Weapon Restrictions

When a spellcaster starts learning magic, he must choose a weapon restriction as listed in the following table:

                                         Weapon Restriction Levels

 

Level

Paths

Single Weapon or Shield

Florentine, Weapon & Shield

Bow or Javelin

Light

1 max.

4'6" max.

5' combined length

Bow/javelin with 18" dagger

Medial

2 max.

3' max.

3'6" combined length

Bow or javelin

Severe

3 max.

18" max.

Not allowed

Not allowed

The spellcaster may choose to take to take the lightest restriction possible at the time, or may choose to start with a more severe restriction than listed. He is allowed to wield any weapon which fits his restriction. He must specify in his spellbook which restriction he is currently following.

Changing weapon restrictions takes one event, which the spellcaster may not count towards learning a spell or armor. If you choose to change weapon restrictions while in the middle of learning a spell, you must start learning that spell from scratch at your next event. You must declare to the Magic Marshall that you are changing your weapon restrictions when you check-in your spellbook, and it takes effect immediately.

Changing Weapons in Combat - the "3-second rule" was done away with at the 2005 EH Council

Breaking Weapon Restrictions

A spellcaster may carry any weaponry he wants, as long as he doesn't wield them. In this context, "wield" means to make use of the weapon in any way, including hitting someone or blocking a blow, whether intentional or not. To wield a weapon outside of his weapon restriction is called ‘breaking weapon restriction.’

If a spellcaster purposely breaks his weapon restriction, he suffers the consequences of his actions. He immediately loses all of his spells and becomes a fighter. Any lingering effects, such as a Magic Weapon or Circle (but not a Circle of Healing or Mystic Forge), last until broken or when spells next reset before going away. He is no longer a spellcaster, and functions as a non-spellcaster in all ways for a minimum of one year. After that year is over, he may then decide to return to being a spellcaster, but must start over from scratch.

If he breaks his weapon restriction without realizing it, such as a blow being blocked by a weapon he is carrying for a friend, he has the option of either the previous penalty or taking the blow which was blocked. This decision must be made immediately.

Armor

Any spellcaster may choose to sacrifice knowledge of the highest circle spell available in each of his paths in order to wear light (1-point) armor. For instance, a spellcaster with one path would have 1st through 5th circle and armor, while a spellcaster with two of the same path would be able to have 1st through 5th and 2nd through 6th in the path and armor. You may only do this once. You cannot sacrifice the two highest spells of each path in order to be able to wear heavy armor. A spellcaster may choose to start his spell-casting career with this ability, in which case it must be noted in his spellbook. If not, he must spend one event without learning a spell for each path he knows, either totally or in part, in order to gain the ability to wear armor. Similarly, it takes one event without learning a spell or changing weapon restrictions to give up wearing armor and regain the ability to learn his sacrificed spells.

A spellcaster who uses armor (calls, "Armor," in response to a blow) in violation of his armor restriction is immediately faced with the same consequences as one who has broken his weapon restriction, and should refer to that section for details.

CHOOSING SPELLS

The first step in choosing spells is to choose what path your character is going to learn his spells from.  Each path is a list of 6 spells of increasing circles. There is only one spell at each circle, starting with second. First circle is made up of a collection of spells called the first circle pool.

When a spellcaster first learns a given path he learns one spell from the 1st circle pool, and one from each of the 2nd through 6th circles. If he then learns the same path a second time he learns one spell from each of the 2nd through 7th circles of the path, possibly learning several spells for a second time. In no case may a spellcaster ever learn the same path more than twice. A spellcaster may even choose to learn three different paths, exchanging access to the 7th circle spells for variety and flexibility.

Regional Magic

At any given event, the EH may wish or require that certain magical abilities be available to the players. One of the ways they can accomplish this is through regional magic. Regional Magic is usually an additional number of spells that spellcasters can choose from. spellcasters can only choose from this list if they had filled at least one spell slot with a Regional Magic spell. Regional Magic is learned and unlearned just like any other spell, and may be learned from anyone who knows it at any Circle.

At some events, the regional magic your character will receive is based on which circle spell slot you filled with the Regional Magic spell. At some events, all of the regional magic spells are the same, no matter which circle slot you filled with Regional Magic. Others are completely random, while other EH’s may require you perform certain actions before gaining the regional magic. The detail of regional magic is left entirely up to the EH. No Regional Magic spell will have a lingering effect that lasts longer than the end of the event. One thing to keep in mind is that while Regional Magic is more versatile, it is also more unreliable. An EH may choose a different spell from the list, a new spell, or nothing.

LEARNING AND UNLEARNING SPELLS

Learning Progression

The first spell a character chooses takes only one event to learn. After that, it generally takes longer. It is based on spending three events to learn a spell if you have the lightest possible weapon restriction available to you. If you take on a more severe restriction earlier than necessary, learning goes faster.

Weapon Restriction Levels and Spell Progression

 

Level

1st Path

2nd Path

3rd Path

Events to Max Out

Severe

1 event

2 events

3 events

36 events for 18 spells

Medial

2 events

3 events

N/A

29 events for 12 spells

Light

3 events

N/A

N/A

16 events for 6 spells

Examples:

Arnold has a 4'6" (light restriction), and is progressing down the Healer path. His first event, he starts with Immunity to Poison. He won't get his next spell until his fourth event. It will take him 16 events total to learn his 6 spells.

Bonnie has a great idea. She is willing to use a dagger (severe) for a while to learn spells faster, but then will change to a light restriction. Fine. She takes 6 events to learn her first 6 spells, all wielding only a dagger, but can choose to use 4'6" weapons at her 7th, assuming she doesn't want to learn any more spells.

Cheddar is even more clever. He starts in the summer, but realizes that there are three feasts in the winter that he doesn't need to fight at. He figures he'll go to those with a dagger, and all the others with his 4'6". His learning time drops to 14 events (when you count 3 spells at 3 events each, 3 spells at one event each, and the 2 events spent changing restrictions).

Danny wants to eventually have a full set of 18 spells. He doesn't care how long it takes, and wants to fight with long weapons for as long as possible. He will finally gain his final spell at his 54th event.

Learning a Spell

There are two ways to learn a spell. You should find a player who knows the spell, and learn it from them. If you cannot, or decide that you do not want to learn it from the players who know it, you can ask the EH to provide you with a quest to learn the spell. Your character does not officially learn the spell until your teacher signs your spellbook legibly. Your teacher is responsible for making sure you understand all of the rules that go with the spell, and may refuse to sign if you seem unable or unwilling to understand the rules. This is important, as the teacher may be held liable for their student if they did not teach them the spell properly.

You may only get spell credit for one character per player, per event, and you must actually attend that event and play that character.

Unlearning Spells

Any number of spells may be unlearned at one event. You may not learn a spell or change your weapon restriction at an event where you are unlearning any spells. If you unlearn all the spells in a path, then you no longer have that path. If you have learned the same path twice you may not unlearn the first learning of the path unless you are also unlearning the second learning of that path completely. If you unlearn all your spells, you are no longer considered a spellcaster. You cannot unlearn a spell you have used during the course of the event.

For Example:

Ethan is a Channeler/Healer. He decides that he doesn't like healing very much, and he misses using a 4'6". At the next event he attends, he unlearns all of the spells in his Healer path. Next event he can change his weapon restriction to light, and begin using his 4'6".

Fiona is a Healer/Healer/Shaman. She decides that she wants to replace one of her healing paths with a Sorcerer path for greater versatility. The next event she attends, she unlearns her 2nd through 7th Healer spells (from the second time she learned the Healer path). She cannot use these spells during the event. The next event, she begins to learn her 1st circle pool spell for her Sorcerer path. Since she already has two paths, it will take her 3 events to learn each spell.

Gunthar wants to become a fighter after being an Alchemist for many years, but he doesn't want to give up the option of learning spells again later that year. At the next event he attends, he unlearns all of his spells. The next event after that, he is no longer a spellcaster and can use whatever weapons he chooses.

THE BASICS OF A SPELL

Spell Components

Spells have components that are necessary in order to cast the spells. Some are specific, and every player must use the same component to make sure that everyone understands what spell your character is casting. Some are left open, and the caster can choose any component that fits the description. The spell descriptions list the minimal spell components required for each spell. The game does not limit the caster's freedom to define his own magic, so the required components are as succinct as possible. You may add more requirements for shtick if you like, but you cannot leave out any of the minimums.

Here are the definitions of the different types of components:

Verbal Component (VC):

These are the words you have to say while casting the spell. It is important that you annunciate your verbal component, and say it loud enough so the person or persons affected can understand what you are saying. Since the verbal usually explains what spell it is you are casting, if the target cannot understand you, they are not affected by the spell.

Material Component (MC):

There are three types of material components: required, disposable, and foci.

Required components are specific to a spell, such as bean-bags for the Magic Missile spell. These components cannot vary from what is listed.

Disposable components are up to the player, but they must be something that is consumed or thrown away with every casting of the spell. A disposable component is something that the caster could easily hand to a magic marshal for inspection.

Lastly, a focus is a component that is not consumed or thrown away. Often, it is necessary for the mage to brandish a focus while casting certain spells. The caster may have a single focus for all of his focus based spells. A focus is something that another player or NPC can obviously identify as the focus when the caster is using it for a spell. A caster must also be able to hand this to a magic marshal for inspection.

All material components must be specified and written down in the character’s spellbook for every spell that they know, and, except for foci, the component must be different for each spell. A spellcaster must have at least one uninjured hand to use a material component.

Active Component (AC):

These are actions that the caster must take in order to cast the spell. Characters may add anything else for role-playing purposes.

CAVEATS

Caveats are general rules that apply to all spells or spell effects of a similar type. Each spell that is affected by a caveat is listed in the appropriate place.

Combat Calls

The spells that allow a special combat call are Poison Weapon, Poison Dagger, Enchant Blade, Assassin's Blade, and Armor-Piercing Weapon . These spells are mutually exclusive and cannot be cast upon a weapon that already has a separate combat call. Weapon types, such as axe/mace, are not covered by this caveat. None of these spells can be cast upon a Magic Missile or Lightning Bolt.

Chanting

Some spells require that their verbal component be chanted continuously for the duration of the spell. This includes Protection from Undead, Protection from Enchanted Beings, and Transmute Self.  These spells do not take effect until the verbal component has been recited fully at least once, and last as long as the caster continues the chant. Out-of-character explanations (such as combat calls) do not interrupt these spells. Therefore, if you are chanting a Transmute Self spell, and are hit by a weapon, you may call, "No effect," without interrupting your spell. Likewise if you are chanting a Protection from Undead spell, and a goblin hits your leg, you can call, "Leg" (or "Armor," or "Armored Cloak," etc.) without having your spell end. The verbal component for these spells must be spoken clearly and loudly enough that anyone affected by the spell can understand them. The chanting spells listed above can be disrupted by the spell Disrupt.  It is the caster's responsibility to know what the Disrupt spell is, how to recognize it, and how to respond to it. It is a fifth circle Abjurer spell.

Circles

There are a number of spells that are considered "Circle" spells. This includes Circle of Healing, Circle of Protection, Group Healing, Group Animate, and Mystic Forge. A circle spell must be clearly defined by a length of appropriate rope that has been laid on the ground with the ends overlapping. The ends cannot be tied together or secured in any way, and the rope in general cannot be secured or bound in place or the spell fails. Although a given circle spell may have a specific way of being broken, all circle spells are broken if the rope is jostled enough by a player able to cross it to move the ends apart. Any circle spell can be disrupted by the spell Disrupt.  It is the caster's responsibility to know what the Disrupt spell is, how to recognize it, and how to respond to it. It is a fifth circle Abjurer spell.

Disruptions

Certain spells can be disrupted. This includes Light, Protection from Undead, Protection from Enchanted Beings, and all Chanting and Circle spells. A spellcaster is responsible for knowing how to recognize and respond to their spell being disrupted.

Enchanted Beings

All spellcasters, undead, and certain creatures are considered to be "Enchanted Beings." Normal fighters are only enchanted beings if under the effect of a Necromancy spell, as per the Undead Caveat. An enchanted being suffers from being affected by a certain number of spells, while non-enchanted beings are not. These spells include Circle of Protection, and Protection from Enchanted Beings. By definition, any creature considered undead is an enchanted being.

Potions

A spellcaster who learns any spell from the path of Alchemy, must have a page in his spellbook, listing the sigils that he/she will use to label potions. Each type of potion must have a unique, distinguishable sigil. There must also be a different sigil for each Create Potion spell effect. Whenever a caster creates a potion effect for the first time, this list must be updated. When a potion is made, the spellcaster must put his legible signature, the appropriate sigil, and the date upon the container. Once created, all potions are considered stealable items. A potion can be represented by a potion, lotion, elixir, magical food, or anything else as long as it is safe to be administered in a combat situation.All potions may only be administered by a living or undead character. The spellcaster need not be present in order to use his/her potion.

No potion created by a player can carry over from one event to another; it expires at the end of the event at which it is cast. The character may choose whether or not to further limit the lifespan of a potion each time it is cast by writing a distinct expiration time among the required spell information on the container. Any potions lacking a specified expiration time last until the end of the event.

Protection Path

A player may only have one Protection spell of each type on him/her at any time. Spells within the path that require a sash can only be cast upon the caster. It is also necessary to call "Protection," when the spell activates. In addition, all such spells must be cast while lying on your back. All protection spells that prevent damage extend to the equipment you are wearing or carrying at the time.

Regeneration

Some spells grant the ability to regenerate. These include Create Undead Soldier, Embrace Death,Transformation, and Regeneration. When this ability is triggered (by death, being wounded, etc.), the target's wound(s) begin to heal. Until the specified amount of time has past, this grants no benefit. A blow to any kill location on a dead body will cause a regeneration count to reset no matter where the killing blow was inflicted. Impaling causes regeneration to stop, and the count resets once the weapon is removed. Regenerating from death heals all healable wounds on the body. If examined by another person, wounds can be seen to be regenerating.

Repairs

Spells that repair or heal people or things are instantaneous. While they have a visible effect that lingers, they do not leave a lingering magical aura on the target. They cannot be "un-repaired" by Disenchanting them.

Undead

The Zombie Walk spell and any Necromancy path spell which has a lingering effect upon a character makes that character undead. When the spell is cast upon someone’s character, the spellcaster must explain to the player what it means to be undead. All undead are affected by the spells: Circle of Protection, Protection from Enchanted Beings, and Protection from Undead. When the spell is no longer affecting the character, he is no longer undead.

THE SPELLS

Paths

First Circle Pool:

        Immunity to Poison

Speak with Dead

Light

        Protect Item

Cure Disease

Disrupt Light

        Zombie Walk

Speak

Pas

        Detect Magic

Repair Armor

Heartiness

        ID Creature

 

 

 #

Healer   

Channeler   

Alchemist   

 2

Heal Limb

Protection from Undead

Potion of Armor Repair

 3

Group Healing

Protect the Soul

Potion of Heal Limb

 4

Raise Dead

Séance

Potion of Raise Dead/Create Zombie

 5

Combat Raise Dead

Circle of Protection

Create Poison

 6

Call the Soul

Protection from Enchanted Beings

Create Potion

 7

Circle of Healing

Intervention

Power Potion

 #

Sorcerer   

Necromancer   

Seer   

 2

Protection from Magic Missile

Zombie Send

Dream

 3

Enchant Blade

Create Zombie

Fortune Tell

 4

Armored Cloak

Group Animate

Identify

 5

Magic Missile

Create Undead

Find the Path

 6

Familiar

Create Undead Soldier

Vision

 7

Lightning Bolt

Embrace Death

Divine Knowledge

 #

Blacksmith   

Abjurer   

Assassin   

 2

Repair Item

Protection from Magic Missile

Deep Pockets

 3

Enchant Armor

Disenchant

Feign Death

 4

Mystic Forge

Enfeeble Being

Eviscerate

 5

Repair Magic Item

Disrupt

Poison Weapon

 6

Silver Weapon

Resist Magic

Armor-Piercing Weapon

 7

Create Magic Weapon

Banish Conjured Being

Assassin’s Blade

 #

Shaman   

Protection   

   

 2

Death Watch

Protection from Boulder

 

 3

Commune with Spirit

Protection from Lightning Bolt

 

 4

Purity

Protection from Missile Weapon

 

 5

Transmute Self

Protection from Non-missile Weapon

 

 6

Regeneration

Resist Death

 

 7

Transformation

Second Scalp

 

SPELL DESCRIPTIONS

Armor-Piercing Weapon (Assassin 6)

Uses: 4 - Material: a cloth - Active: wipe cloth 5 times across blade

This spell gives the caster the ability to enhance his weapon to bypass armor. After preparing the spell the caster must call, "Armor-piercing," on the next swing of the weapon. The casting is spent if the blow lands an attack to a legal hit-location. Otherwise, upon a parry or miss, only the preparation is lost. If you are unsure the blow has landed, you must assume it did The spellcaster's weapons cannot be used by anyone else and still retain the armor-piercing status. A weapon may only be prepared for one swing of armor-piercing at a time. See the Combat Calls Caveat.

Armored Cloak (Sorcerer 4)

Uses: Unlimited, one at a time - Verbal: 30 words - Material: a piece of garb with obvious runes or mystic symbols - Active: lay on back while wearing the garment to cast or recharge

This spell enchants a single piece of garb to provide one call of armor against an attack. It provides one point of armor against the next blow that lands upon the garment. This Armored Cloak cannot be worn in combination with any other form of armor, ever. It can be worn while protected by a Protection from Magic Missile or Resist Magic spell, in which case the wearer can choose to call either protection, saving the other for later. In order to recharge, the wearer must lay flat on his back while reciting the verbal. It can only be worn by the caster, and cannot be cast on the same garment more than once. A specific piece of garb must be chosen for the MC at the beginning of the event, and cannot be changed during the course of the Event without the EH's permission.

For each additional learning above the first of Armored Cloak, you may select another, separate garment to enchant to share the single point. For instance, if you have taken the spell twice, you may choose to enchant a cloak and a shirt, however it only absorbs one blow on either location (not both). All garments must meet the requirements of the spell, and are all charged / recharged through a single casting of the spell.

Assassin's Blade (Assassin 7)

Uses: 1 - Material: A bladed weapon up to 18" long, made with green duct tape and clearly labeled with both "Event-Stealable" and the caster's name

The caster creates an 18” event-stealable weapon. (see “In Game Items, Searching and Theft”) Upon learning the spell, the caster decides whether the weapon will call , "Poison" or "Armor-piercing" when he attacks with it. (See Poison and Armor-piercing under Combat Calls). Anyone may use the dagger, but only the caster may use the combat call. If Disenchant is cast upon the weapon, then it can no longer use its combat call, and the spellcaster and MM should be informed. The spellcaster may re-enchant the weapon, either by use of a Repair Magic Item spell or at the next event he attends, without having to relearn the spell. This spell cannot be cast upon any weapon other than an 18” bladed dagger, such as an axe or mace. Also see the Combat Calls Caveat.

Banish Conjured Being (Abjurer 7)

Uses: 1 - Verbal: - 40 words starting with "I banish you to the place from which you came...."

This spell allows the spellcaster to banish a single undead soldier or summoned/conjured NPC from the event site, without knowledge of its true name. The spellcaster must point out to the MM that he possesses this spell when registering his spellbook. To cast the spell, the spellcaster must get the creature's attention and begin the verbal. Once the spell is completed the target is slain and forced from the event site. During the casting the spellcaster is relatively vulnerable to attacks (this spell does not stop the target from attacking while being Banished) and should consider having some form of protection. Creatures cannot be banished from their home plane.

Call the Soul (Healer 6)

Uses: 1 - Verbal: Speak to EH - Material: A sacrifice may be required - Active: A quest may be required

This spell allows the spellcaster to go to the EH and ask for a quest to find and reattach the soul of a scalped character. It should be cast in the presence of the EH or Magic Marshall; a spellcaster who uses drama and theatrics has a better chance of success. This spell comes with no guarantee that the EH won't simply listen to the request and say "No." If you know you wish to bring back a character at the start of an event, you may wish to inform the EH/MM ahead of time.

Circle of Healing (Healer 7)

Uses: 1 - Verbal: 25 words - Material: 10-foot rope - Active: Place the rope in a circle,and incant the verbal.

This spell allows the spellcaster to create a Circle of Healing. The spellcaster may charge the circle with Heal Limb, Cure Disease, or Raise Dead. The creator of the circle must cast the spell that the circle is charged with; this uses up one use of the imbedded spell. Until the Circle of Healing is broken, the spellcaster need only stand in the circle, touch the recipient of the healing spell, and recite its verbal component to cast the spell. This does not use up any further castings of the healing spell, and can be done as many times as desired. No-one but the spellcaster may use the Circle of Healing in this manner. This circle follows the rules under the Circle Caveat, and is also broken if a weapon crosses the plane of the circle. For this purpose, a weapon is considered to be anything with a legal striking surface - therefore, swords and arrows are weapons, although bows and shields are not.

Circle of Protection (Channeler 5)

Uses: Unlimited, one at a time - Verbal: 10 words - Material: 30' white rope, or less

This spell creates a barrier that no enchanted being (see the Enchanted Beings Caveat) can physically pass, affect or attack, with the exception of the spellcaster that cast it. In addition, no magic of any kind can pass through the barrier in either direction, again, with the exception of the spellcaster that cast the spell. The spellcaster that cast the circle may pass over the barrier freely, and may cast spells through the barrier at will.

To create the circle, the spellcaster must lay the rope on the ground, with the ends touching. The ends may not be bound in any way, nor may the rope be secured in position.

A single spellcaster with multiple castings, or several different spellcasters can combine their Circle of Protection spells, making a larger one. If multiple spellcasters join their circles together, the result is a larger circle, but no enchanted being (even the spellcasters that created it) may pass in or out of the circle, and no magic of any kind (even from the spellcasters that created it) can pass through the barrier in either direction. Magic can be cast inside the circle as normal, but all the effects remain within the circle.

The circle is broken if the ends of the rope become separated for any reason, such as being moved by a fighter, or an un-enchanted monster running through. The spellcaster may also choose to break their own circle whenever they choose. Also refer to both the Circle and Disruption Caveats.

Combat Raise Dead (Healer 5)

Uses: 3 - Verbal: 3 words - Active: Must touch recipient of spell

This spell allows the caster to instantly raise a character that has been killed. The verbal component must clearly state the effects of the spell. For example, "Rise and fight" is a VC that could make it clear that the individual is being raised.

Commune with Spirit (Shaman 3)

Uses: 1 - Active: Ritual -- it is REQUIRED that the caster not actively seek out the MM or EH. The ritual must, in effect, be spectacular enough that the EH or MM comes of their own volition.

Allows the spellcaster to gain a boon of insight/wisdom from the EH. Something of a cross between Fortune Tell and Vision, this spell allows the spellcaster to ask a spirit something relating to the plot of the event. How detailed the response, or how lengthy the conversation with the spirit is, is determined completely by the spirit. It should be noted that the spirit does not have to answer the call of the spellcaster, and that sometimes instead of helping solve a problem, may give the caster an awareness of more problems that need solving.

Converse with Dead (Seer 5) - spell has been removed. See Find the Path, new 5th circle Seer spell

Create Magic Weapon (Blacksmith 7)

Uses: 1 - Material: A blue bladed weapon, no longer than 3’ 8”, with the spellcasters’ name on it, the words "Event-Stealable" on it, and a tag of some sort indicating the day the weapon expires.

This spell enchants a weapon crafted by the spellcaster, making it a blue-bladed event-stealable magic weapon of 3'8" or less for the remainder of the event. The spellcaster enchants this weapon each time they attend an event, and wish to create the weapon. At the end of the event, the weapon is rendered non-magical, and the prop must be returned to either the spellcaster that created it, or to the EH/MM to return to the spellcaster anonymously. If the prop is not returned, the spellcaster may bring an identical prop to the next event he attends, and enchant it, instead.

If the weapon is broken, the spellcaster may repair it in a 60-count, fixing the damaged prop if need be. This is done as an unlimited effect if he had cast Repair Magic Item upon it.

At the first event which he spends learning this spell, the spellcaster must draw a sketch of the weapon he wishes to create in his spellbook.  A reusable tag of some sort must be affixed to the weapon, explaining the temporary nature of the item, and the date it will expire.

A given spellcaster may only have one magic weapon in-play at a time. The spellcaster may learn a different shape or length of weapon to enchant, but he must unlearn, and then relearn the spell to do so.

See the Combat Call Caveat.

Create Poison (Alchemist 5)

Uses: 6 - Material: Disposable edible or drinkable component.

This spell creates one dose of a specific kind of poison per use. There are only four types of poison created by this spell: Death, Love, Sleep, and Truth.

The type of poison must be chosen when it is cast, and each individual effect listed in the spellcaster's spellbook. Each poisons mundane antidote must also be listed there. The poison must be ingested, and cannot affect those who don't eat or drink it. This effect must be written legibly on a scroll (which is signed during spellbook inspection, when the spellcaster must get the spell approved). This scroll is to be given to the victim by the spell- caster or MM immediately after the MC has been consumed. Only one dose may be made per use, and only the first person to ingest part of the MC is affected by a spell. The spell is always rendered inert by Immunity to Poison. A Raise Dead spell will function normally upon the victim if he is slain by the poison. While the poison may have the intended effect to alter how someone may act, such as a love potion, it may in no way be used to compel any player or character to act in what they consider an immoral or unethical fashion. A person who ingests a love poison always has the option of allowing their character to die if they do not care to follow the guidelines that come with it. In any case, you should talk with the EH/MM if the use of any poison bothers you. A person may have as many different poisons of different effect in-play as they can normally cast, as long as each are distinct as per spellbook. Also refer to the Potions Caveat.

Create Potion (Alchemist 6)

Uses: 2 - Verbal: 20 words - Material: Container or disposable item

This spell creates a potion from the following list:

The caster must have one sigil in their spellbook for each type of potion they can make through this spell (one for Acid, another for Armored Cloak, etc.) The spellcaster can choose any option above at the time of casting, as long as they have a sigil in their spellbook for it. Also refer to the Potions Caveat.

Create Undead Soldier (Necromancer 6)

Uses: 1 - Verbal: 40 words, and a full explanation Material: A willing player to NPC the undead soldier, garb, mask.

The spellcaster’s player needs to find another player who is willing to play the undead soldier and must supply that player with garb and a mask that allows other characters to realize what they are seeing is a construct of some kind.

This spell creates an undead soldier to do the bidding of the spellcaster. The spellcaster may only have one undead soldier in-play at any time. For every casting of Create Undead Soldier he knows, the spellcaster may summon a more powerful undead soldier.

When this spell is first cast, the spellcaster has to decide what the abilities of the undead soldier are. Once the undead soldier has been summoned once, the spellcaster can only summon that particular type of undead soldier, unless he learns the spell again, in which case, the spellcaster may summon a more powerful undead soldier. The powers of the current undead soldier must be written in the spellcaster's spellbook. If the spellcaster unlearns a use of the spell, the undead soldier he summons becomes weaker, and must be adjusted accordingly.

The undead soldier is completely loyal to the spellcaster.  It requires no payment for its service.

The undead soldier has to obey all the same rules for weapon lengths as all PCs do.

Each time the spellcaster learns the spell, the undead soldier gains 5 points worth of special abilities from the following table:

One 18" dagger

0 pt.

Primary Weapon

1 pt./ft rounded up

Secondary Weapon

1 pt./ft rounded up

Shield

2 pt.:

Armor

1 pt./pt. of body armor (max 3 pt.)

Regenerating Armor

3 pt./pt. of body armor (max 3 pt.)

Regeneration

3 pt.

Poisoned Weapon

4 pt. per weapon

Diseased Weapon

3 pts (for 5 swings of "disease" per event)

Armor-Piercing

5 pt. per weapon

Magic Resistance

2 pt. per point

No more than 15 points can be spent on the creation of an undead soldier.

  • If the undead soldier does not use the free dagger, 18" can be subtracted off the length of its primary weapon. If the undead soldier's only weapon was 3' 6" long, it would only cost 2 points (2' plus free 18").
  • A shield costs 2 points, no matter how large it is.
  • Every point of body armor counts towards each hit location.
  • Body armor can be repaired though use of one Repair Item spell per hit location.
  • An undead soldier may not have more than 3 points of body armor, and may not combine regenerating armor and normal armor.
  • An undead soldier's natural armor (body armor) provides no defense against magic. Magic weapons (but not the Magic Missile spell) are considered armor-piercing vs. this armor.
  • An undead soldier’s regenerating armor repairs itself when the undead soldier is Raised with the Create Zombie spell or Create Undead spell, Regenerates by use of the Ability, or if the undead soldier lies down without attacking for a 60 second count.
  • An undead soldier cannot be raised by Raise Dead, Combat Raise Dead, or Potion of Raise Dead Spells.
  • Regeneration allows an un-scalped undead soldier to regenerate after 120 seconds. Also see the Regeneration Caveat.
  • Wounds inflicted on an undead soldier by magic weapons cannot be regenerated from, but the undead soldier can be completely healed through an expenditure of a Create Zombie or Create Undead spell. Healing an undead soldier does not transfer .ownership. of the undead soldier to the spellcaster. It remains loyal to the spellcaster that created it.
  • The poisoned weapon, diseased weapon and armor-piercing abilities may not be used on the same weapon.
  • Magic resistance works as per the Abjurer path spell Resist Magic (the undead soldier may choose when to use it), except that the points may be stacked.
  • Undead soldiers may not use any weapons or armor not specifically granted them through the point system, and may not use magic items, except for potions, which it may administer, as directed.
  • Undead soldiers follow the Undead Caveat.They can be held back by both Protection from Undead and Protection from Enchanted Beings spells.

    Undead soldiers are not affected by poisons and diseases. See Combat Calls section for details on these two effects.

    Every 5 points that are used to construct the undead soldier also gives it 200 blows before it is considered ‘scalped’. A 5 point undead soldier needs to take 200 blows before being scalped, while a 15 point undead soldier can take 600 scalping blows. If an undead soldier is scalped the spell ends.  An un-scalped undead soldier may be healed and raised as normal.

    The Banish Conjured Being spell (7th circle Abjurer) scalps an undead soldier, ending the spell.

    Create Undead (Necromancer 5)

    Uses: 2 - Verbal: 30 words, and an explanation - Material: Sash which clearly states "Undead", "Skeleton", "Ghost" or the like, or an appropriate mask.

    This spell, when cast upon a dead body, creates a greater undead creature that can move and fight at full speed and use any spells or weapons that the target could normally. The undead is obviously not quite human, so it must either be made up to look a little odd, wear a mask, or wear a sash that clearly states that the person is some kind of undead creature. If this is already done you may simply touch the recipient of the spell as you say the verbal. What kind of creature is left up to the caster, but it must definitely look slightly non-human. It does not allow a spellcaster to break their weapon restrictions. The undead must obey most direct commands given by the caster, but is otherwise in full possession of his facilities. The only commands that an undead creature can ignore are:

  • Humiliating or difficult commands, such as "Kiss my feet," or "Move that wall ten feet to the left."
  • Commands that violate mundane laws or ethical codes, or
  • Any command to communicate knowledge gained before they were made undead.


  • If he is normally hostile towards the caster, he will continue to plot against the caster. They are held at bay by Protection from Undead or Protection from Enchanted Beings, cannot cross a Circle of Protection, and are killed in the normal fashion (no special protections are gained.) The target is considered to be undead until they are raised in a normal fashion. If Create Zombie is cast upon the target while the target is still undead, it will raise the target as if another Create Undead spell were cast upon it, but the target's loyalties transfer to the person who cast Create Zombie (no additional MC is needed). If a PC is still undead at the end of the event, that character is considered dead and scalped. This spell will not work on a body without its scalp. Also see the Undead Caveat.

    Create Zombie (Necromancer 3)

    Uses: 2 - Verbal: 10 words, and an explanation - Material: A sash or tabard clearly labeled “Zombie”

    This spell creates a generic undead creature that will follow simple commands given by the caster. It will only work on creatures of low spiritual power and will (i.e. orcs and goblins) with its scalp intact, and will not work on higher willed creatures (e.g. players and more powerful NPCs) without their permission. To cast it, the caster must get a corpse and recite the verbal while putting the sash or tabard over the corpse's head, tabard style. If there is already an appropriate sash or tabard on the person, you may simply touch the recipient of the spell. It takes all blows and is killed in the normal fashion. It will move and fight at a slow speed and is vulnerable to Protection from Undead and Protection from Enchanted Beings. It will obey simple commands exactly, but will rebel if given humiliating or difficult commands, such as "Kiss my feet," or "Move that wall ten feet to the left." Commands cannot violate mundane laws or ethical codes. If left unattended, it will wander off and the spell will be broken. If the target is not slain and raised with a normal raise dead by the end of the event, they are considered dead and scalped. Also see the Undead Caveat.

    Cure Disease (Pool)

    Uses: 3 - Verbal: 20 words - Material: Disposable

    This spell will cure the recipient of all diseases that are currently affecting it. It will not provide protection from catching a disease after the spell is cast.

    Death Watch (Shaman 2)

    Uses: Unlimited, one at a time. - Active: Caster must meditate for 60 seconds before they are killed. Each time the caster is killed, they need to re-cast the spell.

    Enables the spellcaster to see and hear anything that occurs near his body even if he is dead. Your character may not speak or move while dead, as normal. If the spellcaster is scalped, all memories acquired through the current casting of Death Watch are erased (i.e., all memories acquired from the time of your character’s last death).

    Deep Pockets (Assassin 2)

    Uses: 3 - Material: A bag no larger than 6" by 12" by 3

    Each casting allows spellcaster to deny any stealable items that are completely within the material component, to the next three characters that search the caster, while that bag is on the caster's body. If the caster is not carrying any stealable items outside of the bag, he/she may answer, "Nothing." All other stealable items must be yielded to a search. Each additional learning of this spell allows the caster an additional 6" by 12" by 3" volume of bag, either as a separate bag, or a larger bag. However, the caster can only have one usage cast at a time(Each search denial is used up on all of the volumes simultaneously). One deep pocket bag may never contain another. No matter how many Deep Pocket castings are combined it does not combine the amount of people that need to search it only increases the size of the bag.

    Detect Magic (Pool)

    Uses: 5 - Verbal: 20 words

    This spell allows the spellcaster to take any one item (not a living/dead creature) to the EH or MM to ask whether casting Identify upon the object will yield any information the spellcaster cannot determine by looking at it, such as "It's a stick," or "It's a sword".

    Disenchant (Abjurer 3)

    Uses: 2 - Verbal: 30 words - Active: Touch the target item

    This spell will remove enchantments from an object. It will render inert all potions, panaceas, and scrolls. Magic weapons will no longer function as such until repaired by a Repair Magic Item spell. Circles of Protection, Light, and other pure spells are not affected unless otherwise stated in their description. Only items specified by the EH are immune to this spell. Also see the Repairs Caveat.

    Disrupt (Abjurer 5)

    Uses: 3 - Verbal: 30 words, starting with "I disrupt this (spell name)..." - Active: Clearly point at the target.

    This spell will disrupt any circle or chanting spell (see Circle and Chanting Caveats). It may only be cast upon a spell that is currently in use. Once the spellcaster completes the disruption, the target spell ends, and the spellcaster of the target spell loses the ability to cast the target spell for the rest of the event. If the target spell ends before the disruption is completed (the caster stops chanting, the circle is broken, etc.) the spellcaster of that spell still loses the ability to cast that spell for the remainder of the event. This spell only eliminates the current learning of the target spell. Therefore, if the spellcaster has taken Protection from Enchanted Beings twice, he loses the ability to cast one, but retains the ability to cast the other.

    Disrupt Light (Pool)

    Uses: 5 - Verbal: 20 words, which must clearly state the effect of the spell

    This spell cancels Light spells cast by other spellcasters. Once the Disrupt Light spellcaster is within sight and hearing of a Light spellcaster, he must loudly call out his verbal. Upon completion of the verbal, all other spellcasters within hearing range must put away their active Light spells. This action is OOC, and those affected must do so even if they hear the spell while dead. Spellcasters so affected cannot recast the Light spell for 5 minutes, after which time they may reuse the same cyalume stick.

    Divine Knowledge (Seer 7)

    Uses: 1

    This spell allows the spellcaster to ask the EH/MM a question pertaining to the plot of the event. The EH/MM will give the spellcaster as complete an answer as they are willing to. This knowledge may come in the form of a riddle, text, vision, dream, ritual directions, history dissertation, a spirit to chat with, or any number of other vehicles, at the EH/MM’s discretion. The spellcaster may then do what he likes with the knowledge. As Intervention, there is no guarantee the EH/MM won’t listen to the question, and just say, "No."

    Dream (Seer 2)

    Uses: 1 - Verbal: 20 words - Material: - Incense or candle

    The spellcaster, after meditation with the MC, goes to sleep. In the morning, when the player wakes up OOC, he may obtain a dream for his character from the MM. This dream ought to be (but is not required to be) based around the event plot, and may be as detailed as the marshal wishes to present. The spellcaster dreams very lucidly, and may write down a permanent record of what he learned through the dream. This spell may be pre-registered and the results of the Dream presented to the spellcaster at check-in.

    Embrace Death (Necromancer 7)

    Uses: 1 - Verbal: 40 words - Material: A container at least 4 inches in diameter able to hold the spellcaster's scalp token

    This spell allows the spellcaster to remove their soul from their body, giving them the ability to defy death. Only the caster's scalp may be placed inside the container. 

    When the spell is learned, the spellcaster must scribe in their spellbook a description of exactly what the container for his scalp looks like. Upon casting this spell, the spellcaster places his scalp token within the container, which becomes an event-stealable item for the duration of the spell, and should be marked as such. The spellcaster may do whatever he wants with the container: place it in a mundane pocket, hide it, or give it to someone, for instance. If the container leaves the caster by any means, the regenerative abilities of the spell do not work, but the spell is still active. The caster can always be raised by a Create Zombie or Create Undead spell (although neither places the caster into someone else's control), even if his container is not on him. Healer path spells or Potions of Raise Dead or Heal Limb will not help a spellcaster under the effects of this spell at all.

    The spellcaster is not affected by poisons or disease while this spell is in effect.

    The spell can be ended at any time by the spellcaster opening the box, or by anyone casting the spell Disenchant (Abjurer 3rd circle, Alchemist 6th circle) on the container. Once the spell is ended the spellcaster.s soul returns immediately to his body. If it was forcibly ended by Disenchant, the spellcaster is slain but regenerates to life (only this once) after 60 seconds. If the soul does not return to the caster's body by the end of the event, he is slain and is considered scalped.

    So long as the container with his soul is on him, the spellcaster gains the ability to regenerate from all wounds. The spellcaster may lie on the ground and all limb wounds will regenerate after 30 second. A slain spellcaster will take longer to regenerate depending on how he was killed. If the spellcaster has taken multiple killing wounds (even after death), he regenerates at the rate of the slowest type:

    If the spellcaster is scalped, they only regenerate after an additional 200 seconds. Other than this additional regeneration time, the scalping has no effect (they do not have to hand over their scalp token).

    Also see the Undead and Regeneration Caveats.

    Enchant Armor (Blacksmith 3)

    Uses: 1 - Verbal: 30 words and an explanation - Material: Token with the spellcaster's name and the words "Enchant Armor" on it.

    This spell enchants one location on a piece of armor that the caster may continually repair without expending other spells. When the spellcaster enchants the armor he gives the token to the person that will be wearing it. The person wearing the armor must have the token on himself at all times the spell is in effect. The token is not stealable. Once this spell is cast on a location of armor, it remains enchanted until the armor is disenchanted or the spell ends. As long as the person with the armor has the token, and the armor is still enchanted, the spellcaster-may cast Repair Armor as an unlimited effect on the armor by performing that spells active component on the enchanted location. More than one casting of this spell may be in effect on a single persons suit of armor. Fighters wearing this armor cannot cross or break Circles of Protection.

    Enchant Blade (Sorcerer 3)

    Uses: 5 - Verbal: 10 words - Material: Spellcaster's weapon

    This spell allows the spellcaster to temporarily enchant his own weapon. After preparing it with the spell, it is considered a magical weapon and the spellcaster must call, "Magic," on the next swing of the weapon. Once the attack is made, whether it was successful or not, the weapon loses its enchantment and is once again normal. If the attack is blocked by armor, or a spell, or strikes a legal hit location, a use is expended. Otherwise (upon a parry or a miss) only the preparation is lost and the use remains. If you are unsure if the blow landed, you must assume that it did. The spellcaster cannot cast this spell again until the first use of the spell has been discharged. The spellcaster's weapon may not be used by anyone else and still retain the enchanted status. See the Combat Calls Caveat.

    Enfeeble Being(Abjurer 4)

    Uses: 2 - Verbal: 30 words, starting with "I declare you mundane..."

    This spell allows the caster to remove the special powers/abilities from a single NPC creature. To cast the spell, the spellcaster must get the creatures attention and begin the verbal. Once the spell is completed, the target loses all special powers and abilities. This includes natural armor, spells, regeneration, etc. Because this is a relatively low-level spell, it will probably not affect more powerful creatures, such as unique enemies, or the proverbial "Big Bad Guy", but it might work on things like a troll, lesser demon, or a goblin shaman. This spell will never work on PC's or their undead soldiers. A spellcaster should choose his targets wisely.

    Eviscerate (Assassin 4)

    Uses: unlimited

    Having this spell allows the spellcaster to scalp a body in less time. Every 1 blow during a scalping is considered the same as 2 blows, therefore the spellcaster can scalp a victim in only 100 blows instead of the usual 200. It is possible for the spellcaster to work with others during a scalping, again counting every 1 of his blows as 2.

    Familiar (Sorcerer 6)

    Uses: 1, and sorcerer may only have one in-play. - Material: A stuffed animal that must be at least 4” tall.

    The spellcaster has a familiar, represented by a specific stuffed animal. The familiar cannot be slain or disenchanted, but can be stolen. The stuffed animal must be labeled with the spellcaster's name, and the words “Event-Stealable.” The familiar grants the spellcaster more spell potential. Any additional spells provided by the familiar require the addition of the familiar to cast it and maintain it, as if the familiar were a spell focus, or additional material component. If the familiar is stolen, the spellcaster may not cast or maintain any of the extra spells. Spells with lasting effects (protections, immunities, etc.) can only be cast upon the spellcaster. Spells with lasting effects are suspended while the familiar is not in the caster's possession.  Any blow that strikes the familiar must be taken as if the familiar is not there.

    The spellcaster has 5 points to spend on extra spells for every casting of this spell, up to 15 points.

    Heartiness 1 point
    Any 1st Pool Spell 2 points
    Protection from Magic Missile 3 points (As Sorcerer/Abjurer spell)
    Death Watch 3 points (as Shaman spell)
    Protection from Lightning Bolt 4 points (as Protection spell)
    Protect the Soul 4 points (as Channeler spell)
    Commune with Spirit 4 Points (as Channeler spell)
    Regeneration 5 points, one use only, one purchase max (as Shaman spell)
    Resist Magic 5 points, one use only, one purchase max (as Abjurer spell)
    Circle of Protection 5 points, one rope only, one purchase max (as Channeler spell)

    When the spellcaster first casts this spell, he chooses his familiar’s abilities. These abilities are not alterable from event to event. The spellcaster must list every spell his familiar grants him in his spellbook as if he has learned the spell.

    If he learns the spell a second (or third) time, he may alter the abilities of his familiar upon completion of each learning. The spellcaster may not alter the familiar’s abilities again without unlearning all of the castings, then relearning the spell(s).

    Feign Death (Assassin 3)

    Uses: Unlimited - Material: A cloth Active: Wipe cloth over face 5 times.

    This spell allows the spellcaster to disguise himself, so as to appear dead. If someone asks him if he is dead he can legally answer, "Yes," and may lay down or sit with his sword or arm above his head as to appear dead (See the Character Death and Scalping section). Feign death ends once the spellcaster moves. If a person moves him, thinking he is dead, the feign death does not end; only when he moves himself. If someone strikes him while using feign death, the blow will still affect him and he must take the blow like normal.

    Find the Path (Seer 5)

    Uses: 1 - Verbal: 30 words.

    This spell provides the caster a route to find, locate, or travel to a person, place, or thing that they know the name of. For instance, you can get a response from, "Where is the body of King Joe?" but not, "Take me to the man who stole my sword." The results of this spell can come as a guide, a map, a set of directions, a divining rod, or any other mechanic that the EH/MM deems appropriate. Beware that the answer may not always be the safest or shortest path. This spell will fail if an answer cannot be determined because of PC action.

    Fortune Tell (Seer 3)

    Uses: 3 - Verbal: Talk to EH or MM - Material: Fortune telling paraphernalia, such as runes or a tarot deck

    This spell allows the spellcaster to ask a question of the Event Holder or Magic Marshall, which will be answered in a vague and/or symbolic manner. How much information (if any), and the form it is given in, is at the discretion of the EH/MM. Some examples of Fortune Tell answers: "A drow who wears black and likes to fight florentine" or "He who stalks at night in the land of the purple flag" or "You see an image of a tree slowly turning black and gnarled" or "The Wheel of Fortune." As this is a relatively low circle spell, no proper names may be used in either the question or the answer for this spell. For example, while a spellcaster cannot ask,"Who killed Sir Shlep?" he can ask, "Who killed this knight?" and the answer can be "His brother's greatest enemy" but not "Bad Bart". This spell can only be used to determine information that is plot related. If the EH/MM does not know the answer because the question asked relates to PC actions, an answer will not be given but the spell is still used. If the spell is cast and an answer cannot be given because of any of the above limitations, the casting is still used up.

    Group Animate (Necromancer 4)

    Uses: 1 - Verbal: 10 words - Material: 30' rope - Active: Lay rope in a circle

    This spells allows the spellcaster to cast an enchanted circle. This circle allows certain spells cast into it to affect all the characters within the circle. The Group Animate circle may be used to enhance the power of the following spells: Immunity to Poison, Cure Disease, Zombie Walk, Zombie Send, Create Zombie and Create Undead. This circle may not be stacked with other circles of any kind.

    To enchant the Group Animate circle, lay the rope in a circle on the ground with the ends touching. Then all the characters to be cast upon should be gathered into the circle. Dead characters must be lying on their back, and not over lapping. The spellcaster must then recite the verbal component, which empowers the circle.

    The next spell from the accepted list cast into this circle by any spellcaster affects all within as if it had been cast on each individually. Immunity to Poison, Create Zombie and Create Undead still require the necessary components to cast for each character affected. Cure Disease only requires one use of its material component.

    See also the Circles Caveat and the Undead Caveat.

    Group Healing (Healer 3)

    Uses: 2 - Verbal: 10 words - Material: 30' rope - Active: Lay rope in a circle

    This spells allows the spellcaster to cast an enchanted circle. This circle allows certain spells cast into it to affect all the people within the circle. The Group Healing circle may be used to enhance the power of the following spells: Immunity to Poison, Cure Disease, Heal Limb, Raise Dead and Combat Raise Dead. Multiple castings of Group Healing from the same or different spellcasters may be used at the same time, creating a bigger circle.

    To enchant the Group Healing circle, lay the rope(s) in a circle on the ground with the ends touching. Then all the characters to be cast upon should be gathered into the circle. Dead characters must be lying on their backs, and not overlapping. The spellcaster(s) must then recite the verbal component, which empowers the circle.

    The next spell from the accepted list cast into this circle by any spellcaster affects all within as if it had been cast on each individually, in most  cases any material component is only used once. The Immunity to Poison spell still requires the necessary components to cast for each character affected. See also the Circles Caveat.

    Heal Limb (Healer 2)

    Uses: Unlimited - Verbal: 20 words - Active: Spellcaster must be stationary, must touch the target limb.

    This spell allows the spellcaster to heal one damaged limb at a time. The spellcaster must recite the VC while touching the recipient’s injured limb. The spellcaster cannot be moving around (e.g. running for his life) while casting this spell, although he may be moving his arms and such (e.g. parrying, so long as he doesn't step backwards).

    Heartiness (Pool)

    Uses: Unlimited, one at a time

    Having this spell makes the spellcaster harder to scalp. The next time the spellcaster is scalped it will take 200 extra blows to successfully scalp him. If scalped for only 200 blows, instead of the full 400 blows, the spellcaster must inform the scalper, "The job is not yet done". A spellcaster can only be under the effect of one Heartiness spell at a time. A use is considered to be over whenever the caster receives at least 200 scalping blows, but is in effect until he is either fully scalped or raised.

    Identify (Seer 4)

    Uses: 2 - Verbal: 30 words

    This spell allows the spellcaster to take any one item (not a living/dead creature) to the EH or MM to ask what it is. It may also be cast on a living being to identify a magical item it carries, such as a spell focus or magic weapon. In this case, it will not tell what the item does, only that it is there and what it is

    Identify Creature(Pool)

    Uses: 5 - Verbal: 20 words

    When the spellcaster encounters an unknown creature, they may cast this by chanting the verbal while approaching. If the spellcaster can successfully reach visual inspection range, and the creature is not hostile, it must state what race it is. The response is not IC speech by the creature, and it can answer while dead.

    Immunity to Poison (Pool)

    Uses: 3 - Material: disposable

    This spell makes the recipient immune to the next dose of poison that would have otherwise affected his character during the event. When damaged by the next poison attack, whether ingested or delivered by a poisoned weapon, call, "Immunity to Poison!" The recipient must take any mundane damage from a poisoned weapon regardless of whether he is protected from the actual poison. The recipient should be given the material component when the spell is cast, and he should dispose of it when the immunity has been used. The material component of the spell is not stealable or transferable after it is cast. This spell can also be cast as an antidote for any one poison that the recipient has been subjected to, but in this case it will not provide any further protection.

    Intervention (Channeler 7)

    Uses: 1 - Verbal: Speak to EH - Material: A sacrifice may be required - Active: A quest may be required

    This spell allows the spellcaster to go to the EH and ask a boon from whatever powers his magic. It should be cast in the presence of the EH/MM. It is to be used to request favors such as, "Oh, please, great majestic god/Fire Spirit/Navel Lint, grant me a quest to search for the lost scalp of my overlord, Sir Biff of Bonehead Ridge." This spell comes with no guarantee that the EH won't simply listen to the request and say, "No." This spell cannot create an effect that will last beyond the end of the event, other than for healing purposes. A spellcaster who uses drama and theatrics has a better chance of success, and simple, small requests are also more likely to be granted. Any requests that will unbalance the game will likely be either denied straight out, or assigned an unsolvable quest.

    Light (Pool)

    Uses: Unlimited - Verbal: 3 syllables - Material: Chemical light stick (cyalume) and dark bag - Active: Snap and shake the stick

    This spell creates light. The spellcaster may use as many light sticks as desired. He must also carry a bag large enough to hold all of the glow sticks he will use and thick enough to prevent any light from escaping. The bag is to be used if he is affected by a Disrupt Light spell. The spellcaster may not give a glow stick to anyone who is going to travel beyond easy talking distance. It is possible for this spell to be disrupted. It is the spellcaster's responsibility to know what the Disrupt Light spell is, how to recognize it, and how to respond to it. It is a First Circle spell. Also refer to the Disruption Caveat.

    Lightning Bolt (Sorcerer 7)

    Uses: 1 prop, unlimited use - Verbal: "Lightning Bolt" - Material: 1 white boff arrow, no longer than 3'6" and no shorter than 2'6”.

    This spell allows the spellcaster to throw a stronger bolt of magic than Magic Missile. The MC for the spell is a golf tube arrow made following the weapon construction rules:  The golf tube used must be white or duct-taped white. Lightning bolt props must be no longer than 3'6" and no shorter than 2'6". Lightning bolts can be made from aqua tubes, but must still be covered by white duct-tape. This arrow counts as a hand and a half weapon; and must be thrown, not shot from a bow. The lightning bolt counts as an armor-piercing, magic blow to anything it makes contact with, including with its shaft, until it comes to rest. Once cast, it cannot be cast again until the spellcaster recovers the arrow. The MC is not considered a weapon as far as Raise Dead, Circle of Healing, and similar spells except while the spell is active. The spell Protection from Magic Missile will not protect against a lightning bolt. See the Combat Calls Caveat.

    Magic Missile (Sorcerer 5)

    Uses: Unlimited, while spellcaster has MC handy - Verbal: "Magic Missile" - Material: 2 beanbags or foam & duct tape blocks, about 3" diameter

    When thrown this spell strikes whatever it hits as if it were a magic sword. It will damage every location it hits, until it comes to rest. The beanbag is a physical representation of the magic, and is not really there. After it comes to rest, it cannot be affected, moved, or guarded by anyone other than the spellcaster, and should be ignored. Each bag is considered a hand-and-a-half weapon, and if the spellcaster has one in hand, the other hand must be empty. The MC is not considered a weapon as far as Raise Dead, Circle of Healing, and similar spells except while the spell is active. The spellcaster may only throw his own bags, and may not pick up those thrown by another spellcaster. See the Combat Calls Caveat.

    Mystic Forge (Blacksmith 4)

    Uses: 1 - Verbal: 25 words - Material: 10-foot rope - Active: Place the rope in a circle and incant the verbal.

    This spell allows the spellcaster to create a circle, which he may then charge with Repair Armor or Repair Item. The spellcaster must actually cast either Repair Armor or Repair Item into the Mystic Forge, using up one use of that spell. Only the caster of the Mystic Forge may charge or use the circle. Until the circle is broken, the spellcaster need only stand in the circle, touch the target item to be repaired, and the spellcaster may cast the embedded spell as many times as desired without using up any further castings of the Repair spell. The benefit to charging a Mystic Forge with Repair Item is that the forge may then be used to fix things other than just armor. This circle follows the rules under the Circle Caveat.

    Pas (Pool)

    Uses: 3 - Material: Food, coin, or some offering - Verbal: "Pas, friend ..." - Active: Offer the MC to the creature

    This spell creates an uneasy, temporary truce between a monster and a character. To cast this spell, the spellcaster offers something of value to the monster, and says something along the lines of, "Pas, friend orc, and accept these shiny bits to let me pass unharmed." If the monster accepts the offering, he is enchanted to keep his side of the bargain, provided the spellcaster doesn't try anything fishy. The spellcaster may sneak by, for example, but if he pauses to look at the orc's treasure, or menaces the orc in any way, the spell may be broken.

    Poison Weapon (Assassin 5)

    Uses: 3 - Material: A cloth - Active: Wipe the blade of the target weapon 5 times

    This spell gives the caster the ability to poison a weapon. After preparing it with the spell, the spellcaster must call "Poison" the next time he swings that weapon. Once the attack is made, whether it was successful or not, the weapon loses its enchantment and is once again normal. If the attack was blocked by by armor, or spell, or strikes a legal hit location, a use expended. Otherwise (upon a parry or a miss) only the preparation is lost and the use remains. If you are unsure if the blow landed, you must assume that it did. The spellcaster cannot cast this spell again until the first use of the spell has been discharged. The spellcaster's weapon may not be used by anyone else and still retain the poison status. See the Combat Calls Caveat.

    Potion of Armor Repair(Alchemist 2)

    Uses: 10 - - Material: Disposable

    This spell creates a potion which repairs one location of armor. The potion is poured or applied to the damaged armor and held there for a 10 second count. The armor does not need to be removed for the potion to be applied to it. Also refer to the Potions Caveat.

    Potion of Heal Limb (Alchemist 3)

    Uses: 6 - Material: Disposable

    This spell allows the spellcaster to create a potion which can be used to heal all of one person's limbs. Also refer to the Potions Caveat.

    Potion of Raise Dead / Potion of Create Zombie (Alchemist 4)

    Uses: 2 - Material: Disposable

    This spell allows the spellcaster to create a potion which can be used to either raise a dead character, healing all of his injured limbs, or can be used to create a potion that acts like the Create Zombie spell. It must be determined which effect is created when the spellcaster learns the spell. If the spellcaster chooses the Create Zombie option, they must also provide the necessary material requirements of that spell for when the potion is administered. Treat the person who applies this potion as the controller of the undead. Also refer to the Potions Caveat.

    Power Potion (Alchemist 7)

    Uses: 1 - Verbal: 20 - Material:Disposable.

    A power potion allows the character that uses it to reset one full path progression of their own spells. It will never reset a 7th circle spell.  If the character is not a spellcaster, it doesn’t do anything. If the character is a spellcaster and has more than one path, he must select which path progression is being reset before using the potion. Power potions will not reset items. “Resetting” spells doesn’t allow a character to retain unspent spells, just replenishes those that have already been used. Any spells that have been disrupted in the replenished path will also be restored. For Alchemists, if they have already created potions, but have not used them, this spell will not allow them to reset their spells until the potions have been used, or if they use the spell anyway, will not reset spells with still useable potions in-play.  If you do not know whether your potions have been used or not, you must assume they are not. Also refer to the Potions Caveat.

    Protect Item (Pool)

    Uses: 3 - Verbal: 20 words - Material: Ribbon tied onto item protected. Remove the ribbon soon after the spell is expended/used to protect the item.

    This spell allows a single item, which must be non-magic, non-enchanted, non-armor, to be protected from an attack that would normally damage it. As an example a call of "Boulder" that strikes a sword thus protected would not be destroyed, but the wielder would still suffer normal damage (i.e. dead usually). Also see the Protection Path Caveat.

    Protect the Soul (Channeler 3)

    Uses: 1 - Verbal: 30 words and an explanation - Material: sash with VC written on it

    This spell will protect the recipient from possession, Create Undead and the like. To cast it, the spellcaster must recite the first half of the VC, place the sash upon the recipient, and finish the VC. When targeted by any spell or effect against which Protect the Soul immunizes your character, call, "Protect the Soul!" The spell will last until the sash is disenchanted or removed by the spellcaster. The sash is not stealable treasure. The spell will not function if the recipient is not in possession of his scalp/soul.

    Protection from Boulder (Protection 2)

    Uses: 2 - Verbal: 25 words - Material: Sash with some sort of indication that this is a Protection from Boulder spell. Remove the sash soon after the protection is expended/used.

    The spellcaster is protected from the next "Boulder" call that strikes him. Also see the Protection Path Caveat.

    Protection from Enchanted Beings (Channeler 6)

    Uses: Unlimited - Verbal: 20 words, repeated continuously, stating purpose of spell - Material: Focus

    This spell is a better form of Protection from Undead. It will protect against conjured and enchanted beings as well as undead. The VC should make it clear that this is more than just a Protection from Undead spell. It functions in all other ways as the Protection from Undead spell does. Also, an NPC that looks enchanted may not be, and it is still the responsibility of the spellcaster to take any and all weapon blows that hit them, even if they are from a creature they believe to be enchanted. See the Chanting Caveat.

    Protection from Lightning Bolt (Protection 3)

    Uses: 2 - Verbal: 30 words - Material: Sash with some sort of indication that this is a Protection from Lightning Bolt spell. Remove the sash soon after the protection is expended/used.

    The spellcaster is protected from the next Lightning Bolt call that strikes him. Also see the Protection Path Caveat.

    Protection from Magic Missile (Sorcerer + Abjurer 2)

    Uses: Unlimited, one at a time - Verbal: 10 words - Material: Sash - Active: Lie on back, no weapons in hand

    This spell provides one point of armor against magic missiles. The spell may be recharged. To recharge the protection, the spellcaster lies flat on his back with no weapons in hand and recites the 10-word verbal component. The spell can be cast on another person, in which case the target must be lying on his back while the spellcaster touches him and recites the verbal component. Neither the spellcaster nor the target may have a weapon in hand. More than one casting of this spell may be in effect on a single person.

    Protection from Missile Weapon (Protection 4)

    Uses: 3 - Verbal: 35 words - Material: Sash with some sort of indication that this is a Protection from Missile Weapon spell. Remove the sash soon after the protection is expended/used.

    The spellcaster is protected from a damaging non-spell missile attack, such as an arrow or javelin, for 1 hit. The spellcaster can choose when to utilize this effect. Also see the Protection Path Caveat.

    Protection from Non-Missile Weapon(Protection 5)

    Uses: 3 - Verbal: 40 words - Material: Sash with some sort of indication that this is a Protection from Non-Missile Weapon spell. Remove the sash soon after the protection is expended/used.

    The spellcaster is protected from a damaging non-spell, non-missile attack, such as a sword, for 1 hit. The spellcaster can choose when to utilize this effect. Also see the Protection Path Caveat.

    Protection from Undead (Channeler 2)

    Uses: Unlimited - Verbal: 10 words, repeated continuously, stating purpose of spell - Material: Focus

    This spell protects the spellcaster from being attacked by all undead creatures within his line of sight (in front of him). It will not keep the undead from calmly walking around them to attack others nearby. Undead must stay approximately 5' away from the spellcaster if the spell affects them, but need not retreat if the spellcaster advances upon them. To cast the spell, the spellcaster must hold his spell focus out towards the undead while repeatedly chanting the VC. The VC should make it clear what it is, such as, "Stay back undead. Stay back undead. Stay back undead. Shoo." This spell will work for as long as the spellcaster holds out the focus and keeps repeating the VC. The person playing the undead must be able to hear what the spellcaster is saying, so it is up to the spellcaster to clearly and loudly chant their verbal component. The spell also does not take effect until the entire verbal was chanted at least once. While casting this spell, the spellcaster may not attack undead. Also, an NPC that looks undead may not be, and it is still the responsibility of the caster to take any and all weapon blows that hit them, even if they are from a creature they believe to be undead. See the Chanting Caveat.

    Purity (Shaman 4)

    Uses: 1, Self-only - Material: A sash with the VC written on it. - Verbal: 10 words - Active: Lie on back, no weapons in hand.

    At the time of learning the spell the spellcaster chooses whether the spell affects poisons or diseases. It must be completely unlearned and relearned to change the effect. The spellcaster may learn the spell more than once, allowing him to know how to protect versus both poison and disease. Upon casting this spell, the spellcaster becomes completely immune to the effects of poisons or diseases. The sash can be disenchanted, and the protection also ends if the sash is removed. Also see the Combat Calls section for details on Poison and Disease calls.

    Raise Dead (Healer 4)

    Uses: 5 - Verbal: 30 words - Material: disposable - Active: must be within 2 feet of corpse

    This spell will raise a dead character, healing all of his injured limbs. There can be no weapons within 10 feet of the spellcaster, or the spell will fail to work. For this purpose, a weapon is considered to be anything with a legal striking surface - swords and arrows are weapons, although bows are not. The player of the character being raised must be present to represent the corpse. No proxy can be used for the corpse.

    Regeneration (Shaman 6)

    Uses: 2 - Verbal: 30 words. - Active: Spellcaster must be sitting down on the ground with weapons a minimum of 10-feet away when casting this spell.

    Regeneration only works on the spellcaster. When killed, the spellcaster regenerates once, after 200 seconds. If the spellcaster is raised with another spell before the 200 seconds is up, the spell remains unused, and will trigger again the next time the spellcaster dies. This spell ceases to function if the spellcaster is scalped. The spellcaster may only be under the effects of one Regeneration spell at a time. See also the Regeneration Caveat.

    Repair Armor (Pool)

    Uses: 5 - Material: - disposable or focus - Active: Hold armor and material component for 15 second count

    This spell will repair one location of armor. The AC should simulate physically repairing the armor, such as tapping it with a focus, like a boff-hammer.

    Repair Item (Blacksmith 2)

    Uses: 5 - Verbal: 20 words - Active: Hold the object to be repaired in both hands.

    This spell repairs any one normal object. It cannot be cast upon an item with a special property, such as magic weaponry. It could be cast to repair a shield or sword that has been broken, they are normal objects. It will not repair multiple separate pieces of armor in one casting. The spellcaster may have nothing else in his hands while casting this spell. Armor can be worn while this spell is cast upon it.

    Repair Magic Item (Blacksmith 5)

    Uses: 1 - Verbal: 30 words - Material: Marking pen and weapon repair supplies if needed

    This spell allows the spellcaster to repair magical items that have been either broken or disenchanted to a working order. This spell can only be cast if the magic item was broken/disenchanted at the current event, or a way was found of keeping it from being scalped at the end of the event where it was broken/disenchanted. If a magical item has actually been broken (like a magic weapon whose blade needs to be re-foamed) then the item has to be physically repaired or replaced with a near duplicate of the item. If the item is a magic weapon, it must be re-bladed with blue duct tape for the striking surfaces (i.e. blades, ax heads). If the actual physical item is fine, but the item has been disenchanted or broken in-game, then the item does not need to be replaced or altered in any way. One-shot items (like potions and scrolls) cannot be fixed with this spell. To cast this spell, the spellcaster must inform the EH/MM that he is going to be casting Repair Magic Item, and what he intends to cast the spell on. They have the option of either granting permission for the spell to be cast, denying permission, or demanding a quest of some sort be completed before the spell can be cast. The spell fails and is wasted if permission was denied or the quest not fulfilled. If the quest is successful or permission was given right off, then the spellcaster can then proceed with the spell. The spellcaster is required to touch the item to be repaired while VC. The spellcaster must keep a running log of any items they repair, and the exact event that they repaired them.

    Resist Death (Protection 6)

    Uses: 2 - Verbal: 50 - Material: Sash with some sort of indication that this is a Resist Death spell. Remove the sash soon after the protection is expended/used.

    The spellcaster is protected from any damaging attack for 1 hit. The spellcaster can choose when to utilize this effect. Also see the Protection Path Caveat.

    Resist Magic (Abjurer 6)

    Uses: 3 - Verbal: 20

    This spell prepares a burst of null-magic within the spellcaster. If the spellcaster so desires, he may ignore a single magical effect. This ability can be used at anytime, whether the spellcaster is dead or not. A spellcaster may not be under the effect of more than one Resist Magic spell at the same time. When targeted by a spell or effect against which Resist Magic protects him and the spellcaster wishes to ignore the effect, call, "Resist Magic!" This spell will allow the caster to: treat a blow from a magic weapon as if it were a normal weapon, ignore the effect of any spell when it is first cast, and cross the boundary of a Circle of Protection. The spell ends at the end of the event day, or if the spell Disenchant is cast upon the spellcaster (although the caster can use the Resist Magic to prevent the Disenchant from removing any other spells upon him). This spell cannot be cast on anyone other than the spellcaster, and will only protect the spellcaster, not anything they have or possess.

    Séance (Channeler 4)

    Uses: 1 - Verbal: 20 words to start - Material: 3-minute hourglass/timer

    This spell allows the spellcaster to have an extended discussion with a spirit, either one of another world or of a scalped character. Upon informing the MM of his intent to cast this spell, the spellcaster must start the ritual by flipping the hourglass. If the spirit does not arrive within the first three minutes, then the casting is not used. If the spirit arrives, let the glass run out and flip it again. The spellcaster and spirit may then speak freely until all the sands have fallen. If the spirit stays longer than 3 minutes, the caster may continue to converse with it. Please note that this spell does not change any behavior on the part of the spirit, and it may choose not to talk.

    Whether a scalped character can answer is entirely up to the discretion of the EH/MM, who must be present for the ritual. This spell in no way grants the knowledge of the circumstances of a scalped character's death. If they are allowed to be contacted, the scalped PC can still refuse to answer, is not compelled to speak, can lie or tell the truth freely, and can end the Séance at any time. A PC contacted with a Séance must leave after 3 minutes.

    The purpose of this spell is to allow characters to do mystical research, without simply asking for the answer with a Fortune Tell or Intervention. This way, characters can interact with a character, and use their wits and role-play to get information.

    Second Scalp (Protection 7)

    Uses: 1 - Verbal: 60 words - Material: An item similar to the spellcaster's scalp, with some sort of indication that it is his second scalp.

    This spell creates a copy of the spellcaster's scalp. It will allow someone to raise the spellcaster as if he still had his scalp if it is placed upon him first. The effect ends when the second scalp is placed upon the spellcaster. The second scalp is not active until the spellcaster is dead and scalped. Also see the Protection Path Caveat.

    Silver Weapon (Blacksmith 6)

    Uses: 1 - Verbal: 25 words - Material: The weapon's weight in silver

    This spell will allow the spellcaster to silver a weapon. Silvered weapons are reputed to be more effective against certain monsters. The spellcaster must write the words "SILVER" and "STEALABLE" on the blade of the weapon. The spellcaster should also write "Silvered by" and the spellcaster’s name on the blade. All of the silver that is collected for the casting of this spell must be handed over to the EH. All silver weapons are stealable, and the spellcaster must explain to anyone having a weapon made silver that it will be stealable, and will be considered property of the Realms, to be passed back and forth within the game as a searchable item, for as long as it is silver. A silver weapon will lose the quality of being silver if the writing on the blade fades to the point of no longer being readable or if the weapon is OOC or IC broken (such as by a boulder). Players may not protect the writing in any way and may not re-write it.

    A silvered weapon broken IC (by any means other than the fading of the writing or the physical destruction of the prop) can be repaired by an expenditure of this spell, without having to provide the necessary silver. Repairing a weapon in this way does not allow you to remake the prop or rewrite the word "Silver" on the weapon. See the Combat Call Caveat.

    Speak (Pool)

    Uses: 2 - Verbal: "Speak, friend ..." - Material: A bribe for the creature to be spoken with. - Active: The spellcaster approaches creature with no weapons and with bribe in plain sight, and hands it to the monster.

    Much like the Pas spell, Speak allows the spellcaster to approach a monster, creature, or person with non-hostile intent. Instead of bribing the monster to pass them freely, the spellcaster bribes them into answering a question. The power of this spell, however, is that it grants the spellcaster the ability to speak with and understand things that do not normally speak the spellcaster's language. No creature approached has to answer the question, nor is there any guarantee that the creature would know the answer anyway.

    Speak with Dead (Pool)

    Uses: 3 - Verbal: An explanation, followed by the 3 questions - Material: Disposable

    This spell allows the spellcaster to ask three "yes or no" questions of a corpse. The corpse may only answer "Yes," "No," or "Abstain," and it may not lie. An abstention means that the spirit cannot or does not want to answer the question. Before asking the questions, the spellcaster must explain to the corpse what the acceptable responses are, and that it may not lie.

    Transformation (Shaman 7)

    Uses: 1

    The shaman releases their inner nature. The effect is a transformation.

    Each individual shaman may have a different form, but that form is consistent to the shaman (i.e. Matt’s altered form is different than Sally's, but Matt’s altered form is always the same any time he shifts to it...).

    A complete description of the altered form must be in the spell description. The shaman must alter his appearance when in the transformed state. He must wear a different tabard, makeup, prosthetics, mask, or some other major signifying indicator that he is "not quite right;" details should also be listed in the spellcaster's spellbook.

    Spellcasters under the effects of the Transformation spell can be enchanted, but the enchantments do not carry over if the spellcaster reverts to his common form. Likewise, if the spellcaster is enchanted and then uses the Transformation spell, the enchantments do not carry over to the altered form, but will resume after the shaman reverts to his common form.

    All altered forms have the following advantages/disadvantages:

  • Has the use of florentine claws, 18" maximum. Cannot use any other weapons. Claws must be of matched length. Cannot use or manipulate anything except with those claws (after all, they're the end of your hands). These claws do not break the casters weapon length restriction.
    The claws are physical representations for the spell, and are not really there until the spell is cast. They cannot be used by anyone other than the spellcaster, and he may only use them when under the effects of the spell. The claws must be clearly labeled with the phrase "Transformation Claws,” and the spellcaster's name,
  • Cannot use any spells while in altered form.
  • The spellcaster may revert back to his common form, ending the spell, at any time.
  • A Shaman has 7 points to construct his altered form:

  • Natural Armor: 1-point per point of body armor. Each point covers every hit location. Up to 2 points of armor may be purchased. Armor may be repaired by casting Repair Item on each section of armor. Cannot be used in conjunction with Regenerating Armor.
  • Regenerating Armor: 3 points per single point of body armor. Up to 2 points of armor may be purchased. The spellcaster must lie on his back without attacking. Once so positioned, the altered form’s armor regenerates 1 point to one hit location damaged for every 10 seconds the spellcaster remains still (repairing every hit location once would take 70 seconds, while repairing 2 points to every location would take 140 seconds). The spellcaster cannot choose to regenerate only one area to full, then go back to combat, but must take the time to repair all the armor damaged before resuming combat. Cannot be used in conjunction with Natural Armor.
  • Extra Lives: 2 points for 1 use. All of the spellcasters limbs regenerate after 30 seconds as an unlimited effect. Cannot be in combat while healing limbs in this fashion. Shaman regenerates from death once in 200 seconds. 1 pt for each additional extra life beyond the first. 
  • 1 point for 2’ florentine claws (increased from 18")
  • 2 points for 2'6" florentine claws (increased from 18")
  • 3 points for 3' florentine claws (increased from 18")
  • 4 points for 3'6" florentine claws (increased from 18")
  • Poison Weapons: 4 points. The caster may call, “poison” each time they swing their claws.
  • Heartiness as per the spell: 1 point
  • Death Watch as the per spell : 2 points
  • Armor-Piercing Weapons: 5 points. The caster may call “Armor-piercing” each time they swing their claws.

    Also see the Regeneration Caveat

    Transmute Self (Shaman 5)

    Uses: 3 - Verbal: 10 word chant, repeated. The verbal must be chanted loudly and clearly.

    This spell provides an immense amount of protection to the spellcaster, but also requires an immense amount of concentration. This spell only takes effect once the spellcaster has completed the verbal component once. While transmuted, the spellcaster is completely immune to all forms of damage, magical or otherwise, regardless as to whether the material into which the spellcaster Transmutes is vulnerable to any form of damage. It does not make the spellcaster invisible or undetectable. The spellcaster must choose what they are capable of attuning to when learning the spell. Choices are: Trees, Stone, or Earth. To transmute, the spellcaster must embrace or lie down on the object they are capable of attuning to (so those who can attune to Trees hug a tree, to Stone lie on or hug a rock, or to earth lie on the ground). While transmuted, the caster is "stuck" and cannot be dragged. The object the spellcaster attunes with MUST be at least as massive as the spellcaster. The spellcaster must keep their eyes closed and remain perfectly still and they must be constantly chanting their verbal while transmuted. The spellcaster must chant loudly and clearly. If anything interrupts the spellcaster's concentration, the spell is broken. As soon as the spellcaster moves, opens their eyes or stops chanting, the spell ends. The spellcaster may not transmute for at least one slow 200 second count after regaining their proper form. The spellcaster should use their common sense when deciding where to transmute. Pick a safe location, not the middle of a trail or a high combat area. In addition, the spellcaster is permitted to lie on their side, curled, covering their stomach with their knees and neck with their hands (a tornado position). See the Chanting Caveat.

    Vision (Seer 6)

    Uses: 1

    This spell allows the spellcaster to ask the EH/MM a question. The EH will then reveal to the spellcaster as complete a description as he can, giving him a vision relating to it.

    Zombie Send (Necromancer 2)

    Uses: 3 uses - Verbal: 10 words, plus an explanation - Material: Disposable

    This spell allows the spellcaster to animate a corpse, making it walk to a given location. It will affect only one corpse with each casting, although he may cast more than one at a time to have several corpses traveling at the same time. The corpse will go to a location known by both the corpse and the spellcaster, walking slowly with his hands above his head. The spellcaster may not tell a corpse to walk off the event site, or into out-of-play areas. If the corpse is attacked, or messed with in any way, the spell ends and the corpse falls to the ground. In order to cast this spell, the spellcaster must give each corpse a disposable component, recite the 10 words, and give the corpse a brief explanation of what they should do, making sure they know when to fall down. Also see the Undead Caveat.

    Zombie Walk (Pool)

    Uses: 5 - Verbal: 3 syllables, plus an explanation - Material: disposable

    This spell allows the spellcaster to animate a corpse, making it follow him for as long as he concentrates on the spell. It will affect only one corpse with each casting, although he may cast more than one at a time to have several corpses following him at the same time. The corpse will follow the spellcaster, walking slowly with his hands above his head. If the spellcaster engages in combat either by attacking or being attacked, the spell ends and the corpses fall to the ground. If the corpse is attacked or messed with in any way, the spell also ends. In order to cast this spell, the spellcaster must give each corpse a disposable component, recite the three syllables, and give the player of the corpse a brief explanation of what they should do, making sure they know when to fall down. Also see the Undead Caveat.

    GRANDFATHERING

    For the 2005 event season only, spellcasters with Converse with Dead or Assassin's Blade may replace them with the appropriate spells due to the changes made to the magic system this year (casters with Converse with Dead HAVE to choose a different spell appropriate for that slot, as it was fully removed from the system).At the first event the player attends in the 2005 season where the Omnibus is available, they must get their spellbook checked in and signed with the changes desired, by the EH or his designated Magic Marshal.

    Part III:
    Being A Realms EH


    What is an Event Holder?

    In this document the term Event Holder, or "EH" is meant to refer to anyone who holds an event advertised in the View from Valehaven, on Realmsnet.net or advertised in a separate mailing to all the other EHs. The term "EH" can also mean a representative of the EH appointed by that person to act in their stead.

    Rules for a Legal Event

    To be a Realms legal event, the following conditions must apply:

    If the event does not qualify as "legal" whether through improper advertising, failure to qualify, or breech of the conditions given above at the event - no magical items can be issued, characters do not receive spell credit, and players are not obligated to honor any permanent changes to their characters (such as scalping) which occur at that event.

    PROPOSALS

    There are two ways to submit an official proposal to the Event Holders' Council.

    Event Holder Proposals

    All Event Holder proposals must be submitted to a person as designated by the host of the Event Holder’s Meeting one week prior to the Event Goers' Meeting. These must be submitted by a current, legal Event Holder. Proposals submitted by a legal Event Holder must include the out-of-character name of the person submitting the proposal and contact information for that person. (an email address is acceptable for this purpose). In addition, proposals submitted by legal Event Holder’s must also list the names of five (5) other current Event Holders who are officially supporting the proposal.

    Event Goer Proposals

    Any player may submit a proposal at the Event Goers' Meeting.  If a simple majority of people attending the meeting support the proposal, it will be included as an official proposal at the Event Holders Meeting.

    All official proposals (generated by either an Event Holder or via the Event Goers meeting) must contain the exact wording to be added to/ removed from/ or modified within the omnibus, and include the section to be modified.

    The EHs' Meeting

    Challenges to the legality of any EH's event must be made during the initial Administrative section of the EHs' Meeting. Voting and attending the annual EHs' Meeting and any other such meetings affecting Realms rules shall be based on the above criteria. Any EH holding a "legal" event between January 1st and December 31st (inclusive) of the previous year and has attended at least 6 events including his own, shall be eligible to vote . All EHs throwing a legal event are allowed to issue magical items as stated below. For multi-day events, one EH per 24 hours of the event will be eligible to vote and to issue items. No proxies will be accepted at the EHs' meeting. Voting at the EH's' Meeting will be by majority rule - a 2/3rds majority of yeses over nods, with abstentions not being counted, equals a majority. Those who attend the Event Goers' Meeting shall be permitted to select one representative (not an EH) to attend the EHs' Meeting. This representative will have the same voting ability at the meeting as an EH. No guests shall be permitted to attend the EHs' Meeting. (The Moderator, Co-Moderator, and Secretary will be considered staff and not guests.)

    Expert witnesses may be allowed if necessary, with an appropriate vote.

    The 2005 Event Goers' and Event Holders' Meetings will both be organized by Bethany Ottman, who can be contacted at aleyhr@hotmail.com.

    Event List Administrator

    The official Event List Administrator is responsible for maintaining an official list of events. The Event List Administrator should be contacted at least two weeks prior to the event that is being thrown so that the event is properly recorded. The Event List Administrator is responsible for keeping the following information: Event Name, EHs (and Co-EHs), Event Date, and Duration.

    The current Event List Administrator is Ian Pushee, who can be reached by e-mail at bright@giantsquid.net. The list will be available online at http://www.realmsnet.net.

    Releasing a Magic Item at Your Event

    An EH is permitted to create one non-event specific magic item (a Realms Magic Item) at each event for which he receives EH credit. Such magic items will retain their powers and abilities at all subsequent events at which they are pre-registered and approved. If an EH has not held an event during a calendar year, any magic items that he or she released will be considered effectively destroyed as of the EHs' Meeting immediately following that year.   All magic items, including weapons, must have the responsible EH's name, the date it was released, and the word "Magic" written on them. Any magic item that is released must appear on the official List of Realms Magic Items within one month of release.

    Transferring Ownership of a Magic Item

    An EH who is no longer holding events can have their Realms Magic Items remain functional in the Realms by passing the responsibility for them on to another EH. They can be legally passed on by the original EH giving written and signed documentation to the EH who is accepting responsibility for the item(s). The existence of this transaction must be made formally known by presenting copies of documentation to the EHs' Council at the annual EHs' Meeting, or by informing every EH in writing (including the official Keeper of the List of Realms Magic Items).

    The current Keeper of the List of Realms Magic Items is Matthew Daviault who can be reached by e-mail at sithlordiam@aol.com, and by regular mail at 3 Derry Way, Apt #19, Derry, NH 03038. The list will be available online at http://www.realmsnet.net.

    Omnibus Editorial Committee

    Each year, the Event Holders' Council nominates and elects a three-person Omnibus committee to format, print, and make the following minor changes to the rulebook:

    Changes made to the document must be made by unanimous decision of the committee, who must notify the EH list of changes not specifically approved. The Editorial Committee for the 2005 Omnibus is Douglas Fisher, Angela Earle Gray, and David Hayden.

    Additional Rules:

    An EH's character may not benefit in any way from his event. His PC may not take possession for more than one day any stealable item released at his event, and he may not receive spell credit as a result of attending his own event.