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0% found this document useful (0 votes)
367 views80 pages

Amtgard Rules of Play V8.4.211010 (Sunny)

Is

Uploaded by

Bob
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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This Rulebook Made Easy

Rulebooks are confusing things. They are often written by people who know what they are
trying to accomplish but written for people who have no idea of the writers’ goals. Understandably,
it is impossible for the writers to foresee and account for every possible situation. With this in
mind, please consider the following when reading through this rulebook, and when applying
the rules on the field:
1. Amtgard requires cooperation, honor, and fair play in order to ensure the most fun for
all participants. Please read these rules thoroughly. The more familiar you are with the
rules, the better equipped you will be to handle situations that are not explicitly covered.
2. On your first few reads through this rulebook, or if you’re just looking to get a quick
overview of the system, you’ll want to pay special attention to the “Made Easy” sections.
They highlight the most important concepts in each section and are easily identifiable by
the presence of our loveable rulebook mascot, Clippy the phoenix.
3. If something is ambiguous, it is important to use common sense in adjudicating the proper
ruling and course of action. Safety should always take precedence in any determination,
followed by fairness, then playability, then thematic considerations. If a course of action goes
against safety or fairness for the benefit of thematic elements, that course of action should
not be taken.
4. Magic and abilities only do explicitly what they say they do, and do not have additional powers
beyond what is explicitly stated within the rules.
5. Read the rules in their entire context. Some rules may give one impression when read in a vacuum, but
make sense when viewed within the larger context of the game.
6. Don’t play in the gray areas of the rules. Gray areas and loopholes will not be considered or accepted
by reeves.
7. If a term is not defined in this rulebook, the commonly accepted definition of the term should be applied. If
multiple definitions exist, the one that makes the most sense in terms of safety, then fairness, then playability
should be applied.
When in doubt, play fair. In a free-form game like Amtgard there are bound to be interactions and situations
that come up that were not imagined or considered by the authors. If those interactions are unclear then
the players should adjudicate the situation in the most fair and equitable way possible until an official ruling
can be made.
Have fun with it! There are a plethora of options and possibilities in the Amtgard rules. Try something new

Flavor Text in this Book


or goofy. Creativity counts for a lot and teamwork is always overpowered.

This rulebook also contains stories and quotes that provide historical tidbits and suggestions for how our
game mechanics might be explained through role-play. These bits of flavor text are not rules and should
not be used to justify rule interpretations.
Table of Contents
Introduction 1

Amtgard the Organization 2

Role-playing in Amtgard 5

Combat Rules 6

Armor 9

Weapons 15

Weapon Types, Shields, and Equipment 16

Equipment Checking 20

Magic Items 21

Battlegames 24

Classes 29

Magic, Abilities, States, and Special Effects 47

Magic and Abilities 53

Rules Revision Process 68

Common Misconceptions 69

Appendix A: Award Standards 71

Appendix B: Kingdom Boundaries and Park Sponsorship 74

Index 75

Annexures: Amtgard Youth Policy & Whistleblower Policy 76-77

The creation of this rulebook was truly a community effort incorporating feedback and suggestions from countless Amtgarders.
The committee in charge of creating the rules and incorporating feedback was comprised of Sir Brennon Viridian, Sir Korderellin
Blackhand, Sir Medryn Harlequin, Sir Phocion, and Sir Roger Shrubstaff. The artwork in this book was provided by Dame Casca
Eruoy and Ebarra Emberclaw, while design and layout was completed by Sir Grix. Revisions after August 2020 were coordinated
by Sir Manama Proster and Gorovan Dramsson, with design and layout maintained by Sir Wunjo Ballo.
Amtgard, Amtgard Rules of Play, Dor Un Avathar, and Clippy the Phoenix are Trademarks of Amtgard International. Any
reproduction or unauthorized use of this material is prohibited without the express written consent of Amtgard International.
This material may be reproduced by: a Licensee of Amtgard International, for distribution to its members, at a cost no greater
than 10% above the price for the reproduction of this material (rounded up to the next dollar).
© 2014-2021 Amtgard International. www.Amtgard.com
Introduction
What is Amtgard? Find a group near you and visit it! That’s it, nothing more
complicated than that. In fact, you’re encouraged to skip
Amtgard is a swords and sorcery styled medieval combat, directly to step 4 and jump in with both feet. The best way to
culture, and sciences organization. Amtgard was founded in learn is from friendly and experienced veterans. Find a park
El Paso, Texas in 1983 and has since spread throughout North near you at amtgard.com.
America and the rest of the world. With over ten thousand
active members representing a diverse swath of humanity
it’s safe to say there is something for everybody in Amtgard.
Whether you’re a teenager in high school or an established Next Steps
adult you will be able to find an inviting peer group that is Once you’ve made contact with your local group there are
excited to welcome you to the game. a few next steps to start thinking about. Don’t worry about
any of these too much, they’re just details that help fill in
What Can your Amtgard experience. Move at your own pace and have
Amtgard Offer Me? fun with it.

Amtgard is an excellent way to encourage interest in medieval 1. Read the flavor text in this rulebook to get a feel for
combat, arts, and sciences. It’s also a fun and exciting way to the backstory and culture of Amtgard. This will help
get exercise while meeting new people. Here are some of the you understand and fit in better with your local groups.
common activities Amtgardians engage in: 2. Pick a character name. This is what people will call
you when you attend the park, so make sure you pick
Medieval team combat using safe foam replicas
something you want to hear frequently and for a long
Leather working time. Good examples of character names would be
Metal working ‘John of Longbridge’, ‘Samuel Ironstone’, or ‘Darius
Elfsblood’. Avoid cliche names, names of famous
Armor making
people, names of literary characters, and names of
Tournament combat using safe foam replicas people that already exist in your local group. For
Sewing example, there are already dozens named “Shadow” in
Amtgard. Try and pick something unique for yourself.
Brewing and cooking
3. Consider having a backstory or character history. This
Singing and performance
isn’t required, but it sometimes helps to drive your
Wood working interactions and experiences with other players.
4. Acquire or make some gear. Eventually you are going to
Getting Started want your own weapons, shields, and garb (Amtgard
Getting started in Amtgard is easy and fun. Here are a few specific clothing). Many people at your local park
simple guidelines a new player can follow to get started in will be willing to help you out making equipment and
the organization. there are numerous online vendors who sell Amtgard
Read the ‘Combat Rules’ section of the rulebook. It’s only a legal equipment if you would rather go that route.
couple of pages and shouldn’t take more than ten minutes 5. Join in with the wider organization. Amtgard has a
or so. Don’t worry if you find some of it confusing, it’s much great online presence on our official forums at www.
easier to do than it looks on paper. electricsamurai.com as well as on Facebook. These can
be great resources to meet new people, learn about
Read the ‘Playing in Battlegames Made Easy’ section in this
what is going on in the world of Amtgard, and get
Amtgard 8 - About Amtgard

rulebook. This will explain the basic concept behind team


ideas about fighting, crafting, and anything else that
games in Amtgard.
might interest you.
Read the ‘Magics, Abilities, States and Special Effects Made
Easy’ section in this rulebook. This will explain the basics of
how the non-combat game mechanics work.

E.P. 32 , 18th of Winter


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The geography of this plane is of particular interest to me; its constantly changing nature is fascinating. New lands
and whole kingdoms can form out of the Boundary Mists almost without warning. They spring out of nothing
complete with history, people, and culture. I have yet to determine if these new provinces are indeed created whole-
cloth, or are transported from elsewhere. - Journal of Makros the Traveler

1
Amtgard the Organization
Amtgard is more than just a game; it’s also an extensive become a Sponsored Park by joining a Kingdom, allowing
organization spread across the globe. Over the more than 30 them to progress in name as their size increases. Your local
years since its inception Amtgard has evolved a very stable Kingdom corpora will provide specific details about the
representative government to help administer the various names and privileges of increasing Park sizes.
activities needed to keep everything running smoothly. Parks typically have the same leadership positions as
Each group has its own culture, behavior, and individual kingdoms do and are elected on the same six month schedule.
set of rules governing how it operates, but there are some Not all Parks need to have all positions filled at all times. Some
common elements. smaller Parks only need a monarch while larger groups need
a full complement of officers.
Circle of Monarchs
The Circle of Monarchs (CoM) is the ruling body of Amtgard Reeves
and is formed by the heads of state for each Amtgard kingdom.
The Circle has a number of powers and duties including (but In order to ensure that the Park is following the rules, and that
not limited to): the game is being run fairly for all participants, members of
the park may also choose to become members of the Reeves
1. Amending the rules on odd-numbered years (requires Guild and take credit in the Reeve class. Reeves are the judges
a 75% vote of all represented kingdoms at a meeting) or referees of the game and will wear or carry a unique
2. Adjudicating disputes between kingdoms identifier to reflect this status. This identifier will be either a
gold sash, a tunic or tabard of alternating stripes of contrasting
3. Approving new kingdoms
high-visibility colors (black and white, neon green and purple,
4. Serving as the court of last resort for player grievances etc.), or a “Reeve’s Staff ” (a padded staff at least 5’ long with
padded ends at least 2” in diameter and covered in alternating
Kingdoms stripes or spiraling contrasting high-visibility colors as above).
Kingdoms in Amtgard are large geographic regions The identifier will be communicated to players before the start
responsible for all of the Amtgard groups (called ‘Parks’) of a game. Reeves should have in-depth knowledge of the
and members within their area of influence. Kingdoms have rules, and are tested by the current Guildmaster of Reeves to
authority over their constituent Parks and are responsible for become members of the guild. When a reeve is in charge of
helping them succeed and grow. Kingdoms typically have the a battlegame, their word is final on disputes involving game
following leadership positions (called 'Officers') which are play. If a player wishes to dispute a reeve’s decision, they may
elected every six months: do so after the game with the reeve in question or with the
Guildmaster of Reeves. However, while the game is occurring,
Monarch: In charge of organizing the group for the the decision may not be disputed. Arguing with a reeve on
duration of their reign in office. They are the highest authority the field may result in being penalized or even ejected from
in the kingdom. the game. Consistent arguing may result in being removed
Regent: Assists the monarch in the organization of the arts from play for an extended period.
and sciences during their reign in office by doing such things
as holding workshops, cultural tournaments, and craft nights.
Companies and
Prime Minister: Assists the monarch by making sure the
kingdom financial records and attendance records are in order Households
during their reign. In addition to the Park structure, groups of people either
Champion: Assists the monarch by running fighting within or between different Parks and/or Kingdoms may
Amtgard 8 - About Amtgard
tournaments, organizing battlegames, and checking weapons choose to band together due to a common interest. There are
and equipment for safety during their reign. two types of social organizations of this nature: Companies,
and Households. Companies are typically groups that focus
Guildmaster of Reeves: The head reeve is in charge on fighting or competition. Traditionally, most companies
of settling any rules disputes, making sure that all reeves are have a leader (e.g. Captain), a second-in-command (e.g.
qualified and doing their job well, and advising the other Lieutenant or Sergeant), and heraldry of some type. Given
elected officers on any rules issues they may have. the normal semi-competitive nature of companies, people
traditionally only belong to a single company at any given time.
Parks Households are typically non-fighting groups that focus on
In order to play Amtgard, one must have other people to play non-competitive aspects of the game, such as arts and sciences,
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with. Parks are groups of people that get together on at least service, etc. Households also traditionally have a leader (e.g.
a bi-weekly basis to play the game and spend time with one House Lord or House Lady) and heraldry. Because of the
another. All Parks start as a Freehold, by signing a Freehold traditional non-competitive nature of households, a person
Contract with Amtgard International. Most Freeholds will may be a member of any number of households.

2
Awards and Symbols
Amtgard has an extensive award system that is used to Masters: Masterhood may be granted in recognition of
recognize and promote excellence in a wide variety of different outstanding skill in a given area, and has a reserved symbol
areas such as service, fighting, arts and sciences, honor, etc. of a gold phoenix on a solid color background. Masterhood
may only be granted at the kingdom level.
Please see Appendix A for a full breakdown of the shared
Battle: Gold phoenix on a tan background.
awards system that all Kingdoms adhere to.
Crown: Gold phoenix on a black background.
Each Park may choose to have additional awards as they deem
necessary with the approval of their Kingdom officers. Some Dragon: Gold phoenix on a green background.
of the more recognized awards are listed here below. Garber: Gold phoenix on a blue background.
Apprentice: Apprentices are individuals who have a formal Lion: Gold phoenix on a purple background.
student-mentor relationship with a Paragon. Apprentices are Owl: Gold phoenix on a brown background.
taught the ways of the Paragon’s class and have a desire to Rose: Gold phoenix on a white background.
improve their abilities within that class. Players are typically
Smith: Gold phoenix on a grey background.
Apprenticed to only a single Paragon at a time. Paragons of
a class may themselves be Apprenticed to a Paragon of a Warrior: Gold phoenix on a red background.
different class. The reserved symbol of an Apprentice is a belt Nobles: Monarchs may award titles of nobility for service
favor in the color of their Paragon’s class trimmed in silver. to Amtgard. The specific titles and symbols will be listed in
At-Arms and Pages: At-Arms or Pages are usually your local Kingdom corpora.
individuals who are sworn to Knights, Squires, or Nobles. Paragon: Sometimes referred to as a ‘Class Masterhood’
In Amtgard, being an At-Arms or Page denotes a special this is an award given to a player for consistently being an
relationship between the individual and their mentor, who is excellent example of their class in full-class battlegames. A
typically a Knight, Noble, or Squire. At-Arms can generally player should look like, role-play, and be highly effective at
be recognized by a black or green belt. Pages can generally be playing their class to be bestowed a Paragon title. A Paragon
recognized by a yellow belt. At-Arms may also go by Man-at- should take the lead in teaching new players how to play their
Arms, Woman-at-Arms, Comrade-at-Arms, Sword-at-Arms, class, assist them with getting the necessary equipment, etc. A
Shieldmaiden, Shield Brother, or other similar terms. player may receive multiple Paragon titles, one for each class.
Color: A catch-all class for members of Amtgard who do The reserved symbol of a Paragon is a sash in the color of their
not participate in the combat portion of the game. These class with silver trim.
players are often very valuable to the organization as they Phoenix: The phoenix is the symbol of Amtgard and
provide logistics, leadership, and support to keep the rest is generally only worn by Knights, Masters, or as part of a
of the game moving smoothly. Examples can include water Kingdom or Park heraldry.
bearers, heralds, event organizers, and Serpent Knights.
Squires: Squires are individuals who have been sworn to a
Knights: Knights are members of Amtgard who have knight. Historically, squires were arms bearers, servants, or
been recognized as exemplars in a given area as well as role- trainees of a Knight. In Amtgard, however, it may be bestowed
models. Knighthood is a recognition of character in addition by a knight for a myriad of reasons and most often takes
to possessing a level of skill beyond that of a Master in their the form of a mentor - student relationship. Their reserved
field. Knights are recognized by a variety of reserved symbols, symbol is a red belt.
such as a white belt, an unadorned chain, spurs, and a white

E.P. 31, 66th of Harvest


or black phoenix. There are five orders of Knighthood in
Amtgard, each of which recognizes a different skill and has
its own belt trim color:
Battle: Awarded for battlegame excellence. Its symbol
Amtgard 8 - About Amtgard

is a white belt trimmed in blue. Time itself seems subject to the elastic nature
Crown: Awarded for excellence in elected office. Its of reality on the plane of Amtgard. While all
symbol is a white belt trimmed in gold. inhabitants (and indeed, even visitors if my own
Flame: Awarded for excellence in service. Its symbol is experience is typical!) can recite the same date
a white belt trimmed in red. without thinking, the actual flow of time itself
Serpent: Awarded for excellence in the arts and sciences. seems inconstant. At some points many days can
Its symbol is a white belt trimmed in green. seem crammed into a single date, while across
Sword: Awarded for martial excellence. Its symbol is a the Arbiters Line in the next kingdom time flows
white belt trimmed in silver. with what I perceive as ‘normal’. Everything from
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monarch’s reigns to massive wars can be condensed


Knighthood may only be bestowed at the Kingdom level.
here, with only a few years separating the present
from ‘Ancient History.’
-Journal of Makros the Traveler

3
Code of Conduct No person who has ever been convicted of a felony level
sexual offense in any jurisdiction of the United States may
Amtgard strives to maintain a fun, friendly, welcoming participate in any Amtgard function at any time.
environment for mature players. As such the following
behaviors are not acceptable and may lead to ban from combat No Person who is currently listed on a sexual offender
or attending: registry for any jurisdiction within the United States based
upon conviction of a crime may participate in any Amtgard
1. Speech that would cause a reasonable person to fear function at any time.
for their property or safety.
2. Physical violence outside of the normal bounds of Age of Combatants
combat conduct. Combat in Amtgard is reserved for players of at least fourteen
3. Sexual harassment or inappropriate sexual contact. years of age. However, a monarch may choose to assume
4. Theft or willful destruction of other peoples' property. responsibility for allowing a child under fourteen to engage
in combat, provided after evaluation, the monarch determines
5. Repeated unwillingness to follow game rules. that the following minimum requirements are met:
6. Creating a hostile environment detrimental to the 1. The child’s legal guardian must agree to assume all
enjoyment of the group as a whole. This includes responsibility for the safety of the child and execute
engaging in online or in person harassment. an additional waiver to that effect, acknowledging
7. Violating the Amtgard Youth Policy, which can be the risks inherent in Amtgard combat, especially
found at www.amtgard.com/documents or in the for children engaging in combat with adults, and
Annexure at the end of this document (p.76). assuming responsibility for those risks.
The Monarch, with the joint agreement of either the Prime 2. The child’s legal guardian must be present and
Minister or the Guildmaster of Reeves, may ban a player within sight of the child during the time combat is
from their group (and subgroups) for any of the reasons taking place.
including, but not limited to, the list above at their discretion 3. The child must be of a sufficient size and health as to
for any amount of time they feel appropriate. Any Monarch, not pose a safety risk to themselves, or others, within
with the joint agreement of either the Prime Minister or the the normal parameters of Amtgard combat.
Guildmaster of Reeves, may end a ban on a player at any time
4. The child must consistently following the rules of
with the exception that a park Monarch may not overturn a
combat and behave in an honorable manner on
ban instituted at the Kingdom level.
the field.
Any Kingdom level ban placed by a player’s Kingdom of
5. The child must be mentally and emotionally capable of
residence or Kingdom of physical residence for items 1
handling the combat environment without becoming
through 5 and 7 is automatically extended to all Kingdoms
upset or agitated.
and their Subgroups. For purposes of this section “Kingdom
of residence” means the Kingdom where a player’s records Children under the age of fourteen may still engage in combat
are maintained and “Kingdom of physical residence” means with children of similar age and size, provided they do so
the Kingdom in which the player has obtained the majority of separately from other players, have a signed waiver, and are
their credits in the past three months. It is the responsibility supervised by their legal guardians.
of the Monarch enacting the ban to notify the Kingdoms
using the Circle of Monarchs communication tools. Any
Kingdom Monarch, with the joint agreement of either the
Prime Minister or the Guildmaster of Reeves, may exempt
their Kingdom from this extension by choosing to assume
responsibility for the banned player and allowing the banned
player to engage in Amtgard activities within their Kingdom
and Subgroups, except that a Monarch may not exempt their Amtgard 8 - About Amtgard
Kingdom from a ban under item 3. In making an exemption,
that Monarch is stating that they believe the following is true:
1. The banned player adds no additional threat to the
safety of the players in this Kingdom or its Subgroups.
2. The presence of the banned player will not create a
hostile or unwelcoming environment for other players
attending functions of this Kingdom or its Subgroups
related to the nature of the ban.
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3. There is a compelling reason that having the banned


player participate in the functions of this Kingdom
and its Subgroups is beneficial to the functioning of
those same groups.

4
Role-playing in Amtgard
Just as with the other aspects of Amtgard, role-play in Amtgard is limited
only by the imagination. The rules of play are intended to provide a
framework and opportunity that allow players to engage in role-play to
whatever level they wish to experience. Each player has a different level of
interest and expectation of role-playing. This is also true of each park and
kingdom. This section provides tips to understanding the role-play culture
of Amtgard, incorporating role-play, and getting the role-play experience
you are looking for.

Role-playing in Amtgard Made Easy


General Tips
Make sure you are having fun: If you aren’t having fun, you’re doing it wrong. Role-play should
contribute positively to the Amtgard experience of everyone involved.
Be realistic: Interest in role-playing differs greatly among Amtgard players. Don’t try to role-play with
people who obviously are not going to join. Move on to those that want to be part of it.
Don’t hide: Don’t hide behind the excuse of role-playing. There is a fair level of treatment that one should
expect when role-playing. It is inexcusable to hide the mistreatment of others behind role-playing or use role-
playing as an opportunity to strike out at someone.
Take responsibility: Don’t expect anyone else to introduce role-play into your games. If you want to role-play, do
so. Other interested players will join in and some won’t.

Character Development
Keep it relevant: Develop a character that supports the medieval-fantasy atmosphere of Amtgard.
Keep it short: Play a character you can sum up in 25 words or less. If people want to hear more, they’ll ask. Better
yet, introduce it through role-play. Role-play is about the experience, not the story telling.
Keep it humble: It’s hard to explain why you are the greatest warrior in the land if you are still learning the rules.
Take time to hone your skills and play the game. You will have stories to share with friends that will be better
than any story you can dream up.
Don’t limit yourself: Ignore the class name. Think of the abilities that you want your character to have and select
that class. You do not have to play Paladin to play a Holy Warrior. Warrior, Barbarian, Scout and Healer all offer
abilities that could support that. Want to be a Pirate? Check out Wizard or Scout. Let your character define the
class; don’t let the class define your character.
Keep it simple: If you role-play some horrifically powerful were-vamp-dragon hybrid, it will send the wrong
Amtgard 8 - About Amtgard

message and likely discourage interest in involving you in role-play. Instead, find a way to tone it down and let
your character’s story develop on its own. Remember you are only a star in your own story. To everyone else,
you are supporting cast.

Group Role-play
Teamwork is the key; Amtgard groups consist of players with a range of interests. Opportunities should be made
for those interested in role-playing and those who aren’t interested. This allows everyone to enjoy their time at
Amtgard. Keeping Amtgard diverse is a key to keeping it strong.
Likewise, selecting someone to play a monster who is not interested in role-playing can give false hope to the
role-players involved and be counter-productive. Get people who are willing to role-play to play non-player
10-10-2021

characters and Monsters in quests.

5
Combat Rules
Combat is at the core of the game of Amtgard and represents the player cannot place their dead knee in contact
a significant portion of the time spent at Parks each week. with the ground, the player must immediately notify
their opponent(s) of this by stating “posting” in order
Hit Locations to avoid dropping to their knees. While posting,
Players have five locations which may be Wounded: Left Arm, the player may not voluntarily move the foot of the
Right Arm, Left Leg, Right Leg, and Torso. wounded leg, although it may be used to pivot. Posting
continues until the player dies, has their leg wound
Arm: From just below the outside point of the shoulder to healed, or is instructed otherwise by a Reeve.
the tips of the fingers.
5. Players with a Wounded leg who are affected by
A hand is not Wounded if struck below the wrist while holding abilities which force movement may choose to ignore
a melee weapon, shield, or bow. Treat hits below the wrist to a the requirement for dead legs to have the knee on
hand holding a melee weapon, shield, or bow as though they the ground (or, if "posting," to not voluntarily move
had hit the weapon, shield, or bow held instead. the foot of the wounded leg) for the purposes of
Leg: From just below the end of the buttocks in the back, the completing the required movement. While moving
hip socket in the front, and an imaginary line between them in this manner, the Wounded player may not attack,
on the sides down to and including the foot. cast magic, or activate abilities, but may defend
themselves. Has no effect on abilities already activated,
A foot on the ground is not Wounded if struck below magic already cast, Chants already in progress, or
the ankle. enchantments activating such as Phoenix Tears. Once
Torso: Everything that isn’t an arm or leg, including the the player has completed the required movement, they
groin, shoulders, and collar bones up to the vertical rise of must re-place their knee in contact with the ground,
the neck. or redeclare "posting" if unable todo so.
6. A Wounded Leg is capable of receiving an additional
Wound (even if “posting”), except when the knee is on
Back Front the ground or during the initial placement of the knee
on the ground after receiving a Wound.

Combat Contact
A broad range of contact is allowed in combat. The rules below
outline what is and is not acceptable. No action is acceptable
if it is performed in an unsafe manner. The responsibility
for the results of an action always rests squarely on the the
actor. Unsafe behavior on the field can result in suspension
from play at the discretion of the Champion, Monarch, or
Guildmaster of Reeves.
Allowed: The following actions are acceptable.
1. Weapon to Weapon contact is allowed.
2. Weapon to body contact is allowed on valid Hit
Locations using Strike-Legal portions.
Notes: 3. Body to Weapon contact: Weapons may be pushed,
1. Players may not be struck in the neck or head. Will swept, and otherwise manipulated with your body so
not count as a hit and is invalid. long as the Weapon is not trapped or grabbed. Pushing
Amtgard 8 - Combat

2. Players may not block shots with their neck or head. or sweeping a Strike-Legal surface results in a valid hit
Intentional head blocking can result in being called to the location used for contact.
dead by a reeve. 4. Weapon to Shield contact is allowed.
3. A Wounded arm may not wield Equipment, cast 5. Shield to Weapon contact: Shields may be used to
magic, carry anything, and must be kept out of deflect, move or pin an opponents Weapon
combat. A Wounded Arm is capable of receiving an 6. Shield to Shield contact: Shields may be used to deflect,
10-10-2021

additional Wound. turn, or pin an opponents Shield so long as the wielder


4. A Wounded leg must have the knee in contact with the of the struck Shield is not moved. Bashing a shield
ground. The knee of the Wounded leg may be lifted is prohibited.
from the ground briefly to enable movement so long
as the unwounded leg has a knee on the ground. If

6
Disallowed: The following actions are unacceptable. Some 4. Dead players may retrieve their own equipment from
amount of incidental contact is expected in a contact sport the field while dead, but may not interfere with play
but repeated or egregious offenses will result in suspension. in any way and must stay at least 10 ft from any living
opposing players while doing so.
1. Body to body contact is prohibited.
5. Dead players that move after dying may only return to
2. Body to Shield contact is prohibited.
play via respawn unless otherwise noted.
3. Active Shield to body contact is prohibited; passively
using a Shield to prevent an opponent’s forward 6. Unless otherwise noted Dead players may not be the
movement is acceptable and does not count as body target of Magic or Abilities.
to Shield contact on the part of the recipient.
4. Active Weapon to body contact using portions of
Combat Notes
a Weapon other than Strike-Legal is prohibited; Miscellaneous rules necessary for the smooth operation
passively planting the shaft of a Great Weapon to block of combat.
an incoming opponent is acceptable. 1. Shots that only strike garb, armor, or unwielded
5. Forcing a player’s Weapons against them with your equipment do not count as a hit unless:
body or Shield is prohibited. a. Said items blocked a blow that would have struck a
combatant (i.e. garb, equipment, sheathed weapons,
Inflicting Wounds etc. are not shields and do not count as armor)
Wounds may be inflicted by contacting a Hit Location with b. The shot is Engulfing. Engulfing effects do trigger
the Strike-Legal portion of a Weapon. Shots from Melee on garb and equipment hits
Weapons fall into two broad categories:
2. If a person is wounded in an arm throwing a shot,
Slash: A valid slash must be percussive (contact with or killed, shots they threw into motion before being
an audible pop) and stop on or deflect off the victim. struck still count as a hit, if they land within a half
Stab: A valid stab must strike with the tip and stop on second of being struck. In the case of a two-handed
or deflect off the victim. weapon, the wielder must remove their wounded
hand from the weapon within a half second for the
These requirements do not apply to projectile weapons. Any shot to count. This should be a clear case of finishing
contact from the Strike-Legal portion of a projectile weapon an already thrown shot, meaning that it requires no
will cause a Wound unless otherwise noted. change of direction and the last action required to
Some contacts which partially fulfill the above criteria are finish the shot has already been started prior to being
listed here as examples of invalid shots. struck. If you have any questions, ask your kingdom/
group level Guildmaster of Reeves. A reeve‘s call is
Examples of Invalid Shots: always final in determining if a shot is in time or late.
Grazes: Slashes that are neither percussive nor 3. A player may hold more than one weapon in a single
stop/deflect. hand, but may not wield more than one weapon in
Draw Cuts: Stabs which fail to strike with the a single hand at the same time. A player may fire
tip. These contacts slide against a victim instead of multiple arrows simultaneously.
impacting cleanly. 4. Unless otherwise noted in the battlegame description
Pushes: These contacts are pushed into or slid against a players may always choose to take a Death. Players
victim after the initial motion was completely blocked who take a Death may not return to play except by
and the initial motion had stopped. respawning, may not activate any ‘on death’ Magic
and Abilities such as Fight After Death, have all
Death Enchantments removed (including Persistent ones),
and do not benefit from any Magic or Abilities that
Any two Wounds, or a Wound to the Torso, results in a Death.
prevent Death such as Undead Minion.
1. Unless otherwise noted a Dead player may not
speak to living players or interact with game play in
any manner.
Amtgard 8 - Combat

2. Unless otherwise noted in the battlegame description


a Dead player may choose to return to their base
or remain where they died but may not otherwise
move about.
3. Dead players may move to avoid mundane danger or
interfering with living players.
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a. This does not count as moving for the purposes of


Magic or Abilities so long as no game advantage
was derived.

7
Combat Etiquette 4. If you hit an opponent with a shot that was late,
immediately let them know not to take it.
Combat is fast-paced and highly competitive. In order to
5. If you strike an opponent in the head or neck and
minimize misunderstandings and confusion on the field it is
derive a combat advantage from it, stop fighting and
important to observe the following rules.
allow them to recover. If necessary back up to the
Handling Equipment point of the shot and resume the fight.
1. Never handle anyone’s personal property without first Safety
having their permission.
1. If you become upset or angry go take a break. Come
Calling Your Shots back when you’re ready to continue.
1. When you are Dead announce it immediately 2. If you believe a weapon on the field is unsafe, or being
and clearly. A player who does not indicate used in an unsafe manner, then immediately address
their Death promptly will likely be struck again. it politely with the wielder. If the issue persists then
address it with the Champion, reeve, or a park official.
2. Communicate early and often with your opponents. If 3. If you become injured on the field immediately inform
you made a close block or feel your opponent’s shot any player engaged with you and remove yourself from
was invalid, communicate it immediately. the field of play. If you need assistance in removing
3. If you are unsure if your opponent’s shot was good yourself from play notify a nearby player or reeve.
enough, it was. Only shots which are clearly invalid 4. If a player becomes injured in your immediate vicinity
should be treated as such. If you have to think about move yourself a short distance away and continue play.
it, take it. If the injured player appears unable to leave the field
4. If an opponent hits you with a shot you think is late, or otherwise requires assistance then remove yourself
ask them if they think it was in time. If they believe from play to offer assistance. Under no circumstances
it was in time or are unsure if it was in time, take should a player attempt to stop the field of play because
the shot. one person has become injured unless it is necessary
to provide for the safety of the injured player.
5. When Dead, immediately move yourself the
minimum distance necessary to avoid interfering with 5. If it is necessary to notify nearby players of a safety
ongoing combat. situation which requires them to stop play, then the
player recognizing the situation should announce
6. If asked you must promptly indicate your current
loudly “safety” to get the attention of nearby players
Wounded status.
and direct them away from the situation. If it is
Delivering Shots necessary to stop play for the entire field a player
1. Do not call shots on other players unless you are should announce loudly “emergency”. All players
reeving or the player in question asks your opinion. must avoid safety incidents while continuing
play. All players must immediately stop play and
2. If you have an issue with a player not taking a shot
cease moving until an emergency incident has
you believe connected, ask them about it politely
been resolved.
and directly in the form of a question. If you are not
satisfied with their response then bring the issue to
a reeve.
3. If an opponent takes a Wound from you which you do
not believe was from a valid shot, tell them not to take
it. If they insist, let it go.

On the Nature of Death in the World of Amtgard


Amtgard 8 - Combat

Perhaps you have merely heard rumor of immortals, and perhaps you have thought it but a myth. Let me assure
you, it is no myth. Immortals walk among us. I suppose it is not for us to know why we were selected, or how many
of us exist, or to what end this gift was laid upon us.
You might think that such a thing would be a blessing; It is not always so. When armies bent on conquest march
through your village and slaughter your families and neighbors, plunder and burn the work of your back... To see
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the sword come crashing down upon your head, or cut open your belly; to know that you will awaken and have
nothing about you but the ashes of your failure... It is a thankless gift for sure.
- Megiddo sel Esdraelon

8
Armor
Armor is period protective gear which grants an advantage again in the same location which now has 3 points.
to the wearer in combat by protecting them from physical The Armor Points at that location are reduced to zero
blows. Armor can be based in history or fantasy, but must use and the wearer is unharmed unless otherwise noted.
approximately period materials and offer similar protection to 3. A hit to armor from a weapon, Magic Ball, etc with the
that granted by historical armor in order to receive full value. Armor Destroying ability reduces the armor to zero
points in the location struck. The wearer is unharmed
Armor Combat Rules unless otherwise noted.
Armor is rated by its ability to stop Wounds and is referred 4. Contacts to armor from objects which do not fall
to as Armor Points. Armor with an Armor Point value not into the above categories have no effect on the armor
allowed to a Player Class may be worn for the highest value and pass through to the location underneath unless
allowed to the Player Class with the permission of the reeve. otherwise noted.
Any hit to armor only affects the location struck unless Armor with no remaining Armor Points no longer interacts
otherwise noted. Example: Hitting the sleeve of a chainmail with hits from weapons, Magic Balls, etc.
shirt will only affect the arm location. There are four possible
Armor only protects the area that it covers. Example: You have
mechanics involved with counting blows to armor:
armor on the front of your leg, but a gap on your thigh, and
1. A hit to armor from any weapon will remove one are struck in the area left open by the gap. You are wounded
Armor Point from the location hit. and the armor itself takes no damage.
2. A hit to armor from a weapon, Magic Ball, etc with Armor present on a wounded hit location will continue to
the Armor Breaking Special Effect will immediately function and stop blows as per normal. This does not exempt
remove all Armor Points from the location struck if wounded arms from the requirement to be kept out of combat.
the location struck currently has three or less Armor
Points. If the armor currently has four or more Armor Hits to armor covering a foot that strike below the ankle while
Points then the armor has one Armor Point removed that foot is on the ground have no effect on the armor and pass
as per normal. Example: Armor with 4 points is struck through to the location underneath unless otherwise noted.
by a weapon with Armor Breaking. The armor loses an Armor worn under garb must be partially visible, and must
Armor Point at the location struck. The armor is struck be announced if asked.

Armor Made Easy


The armor rules can look intimidating at first glance but it can be boiled down to a few simple rules that allow you to
interact with the armor system in combat.
Armor stops hits by losing points in the location it is hit. Once a location is out of points the armor doesn’t stop hits anymore
and the player is hit. All hits remove a single point from the armor in the location struck unless the strike is Armor-Breaking
or Armor-Destroying. The three most common Armor-Breaking strikes are from an arrow, a great weapon swung two-
handed, or a strike from a Barbarian. Armor-Destroying strikes are much rarer.
Armor-Breaking strikes will reduce the armor to zero in the location struck unless the player struck is wearing more than
three points of armor in that location. That can only happen if they are playing Warrior, Paladin, or Anti-Paladin.If the
player struck has more than three points of armor in the location struck, then all hits to their armor remove a single point
until they are at three points or less and then it behaves as stated earlier.
Armor-Destroying strikes will reduce armor to zero in the location struck regardless of how much armor remains.
Amtgard 8 - Equipment

Keeping track of your own armor is simple. If you are playing any class other than Warrior, Paladin, or Anti-Paladin then
each hit removes a single point of armor unless it’s one of the above types of strikes, which reduces your armor to zero. If
you are playing a Warrior, Paladin, or Anti-Paladin and wearing more than three points of armor then all Armor Breaking
strikes do one point in the location struck until you get to three points, and then it behaves as above. An Armor-Destroying
strike gets rid of all of the armor, period.
Determining the approximate amount of armor worn by a player is easy to do at a glance:
Non-metal armors are always three points or less. Non-rigid metal armors are
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four points or less. Only rigid armors can reach more than four points.
There are a few more magical effects and abilities that interact in different ways with
armor, but this covers the vast majority of the situations encountered on the field of
play. If you want more information read the Magic and Abilities sections. If you run into
a situation you are not sure of you can always ask a reeve or the player who affected you.

9
Armor Construction Rules Example: Chainmail may be heavy weave heavy gauge
riveted aluminum and would have modifiers of -1 for lighter
1. The Monarch, Champion and Guildmaster of Reeves materials, -1 for less protective materials, +1 for riveted, +1
rate armor. for heavy gauge, and +1 for heavy weave for a total of 4 points.
2. Armor that is of mixed values across the same area will
be averaged based on the percentage of each type of
General Modifiers: These modifiers may be applied
coverage of the area, rounding fractions to the nearest
to any type armor as appropriate. See the description of the
whole number. Example: An arm with a Plate bracer (5
specific armor types below for specific modifiers.
AP) covering 30% of the arm and a Chainmail sleeve (3
AP) covering 70% of the arm will result in an armor value Inferior Construction: Up to two points can be
of (.3*5) + (.7*3) = 3.6 = 4 AP across the entire location. deducted for armor that is substantially less protective or
durable than standard construction techniques. Example:
3. Armor should weigh close to actual historical standards
shoddy workmanship, larger ring diameter, lighter gauge,
to receive full value.
etc.
4. Straps and other such material that hold your armor on
Non-Standard Metal: One point is deducted for metal
do not count as part of the armor, for either coverage or
armor that is less protective or lighter than steel. Example:
averaging purposes, unless they are specifically built as
titanium, bronze, etc. Metal which is both less protective
such. Example: the leather strap across your back holding
and lighter has one point deducted for each. Example:
on your steel breastplate does not protect you from hits.
Aluminum.
5. A gambeson must be at least equivalent to Cloth armor. A
Inferior Appearance: Up to two points can be deducted
gambeson must be worn under all armor on a hit location
for inferior appearance, unrelated to the construction
in order to give a bonus. A gambeson which extends past
techniques used. Example: obviously unfinished armor,
the area covered by the armor it is supporting may be
visible inauthentic materials, or tarnished/poorly
either treated as garb or averaged as Cloth armor at the
maintained armor. This does not apply if the armor is
discretion of the wearer on a per-location basis.
intentionally made to look shoddy for an in-game purpose,
6. All armor must be safe, with no protruding edges that such as monster/barbarian armor. Armor may receive this
could injure someone. penalty regardless of construction quality.
7. All corners on any armor that will not deform under Superior Construction: Up to one point may be
contact must come to a point no sharper than the radius awarded for armor that substantially exceeds the defensive
of a penny. properties of the standard materials or uses superior
8. Armor that is made from synthetic materials such as construction techniques such as fluting, heavier thickness/
vinyl, plastic, etc may be used but may never be rated gauge materials, hardening, smaller ring diameter, etc.
higher than 2 Armor Points. Foam can not qualify as May not be awarded in combination with the same specific
Synthetic (or any type of) armor on its own. armor type modifier. Example: A +1 cannot be awarded
9. Armor is considered to be of the type it most closely twice for fluting on Articulated Plate.
resembles. Example: leather with small plates or studs Superior Appearance: Up to one point may be awarded
attached at 1” intervals is still leather armor, it is not for exceptional appearance unrelated to the construction
butted plate with a negative modifier. techniques used. Examples include extensive and well-
10. Armor that is initially rated as zero points does not count done tooling of leather, appealing addition of studs and/
as armor. Armor that has been depleted continues to be or rings, etching of metal, gilding, blueing, etc. Armor
considered armor, but does not continue to stop wounds receiving a modifier for Inferior Construction is not
until restored. eligible for this bonus.
Helm: Up to one point may be awarded to the worn torso
Armor Types and Modifiers armor for wearing a helm on the head. The helm must
Armors not listed that are made from authentic materials cover at least 50% of the area from the base of the neck
should be rated as their closest construction analogue in terms upwards. The helm must be of a historical or swords and
sorcery fantasy design. The helm bonus is negated if the
Amtgard 8 - Equipment
of materials and appearance. Obviously modern materials and
obviously modern protective gear such as sports shin pads and helm is removed. Does not apply to Magic Armor.
hockey chest pads may never be considered as armor; such There are two types of helms: Light Helms, and Heavy
materials and items may be used as a base for armor, but the Helms. Light Helms (e.g. leather helmet, coif, etc.) must
final product must have the appearance of actual armor rather meet the requirements of at least Strong Leather or
than modern protective gear. Wholly inappropriate materials Chainmail armor. The torso armor bonus received for a
such as cardboard, tinfoil, and foam may never be considered Light Helm may not exceed the maximum value for the
as armor. armor type. Heavy Helms (e.g. Spangenhelm, Crusader
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Armor listed under Armor Types show the minimum/ Helm) must meet the requirements of Plate armor. The
maximum ranges for which a piece of armor will receive base torso armor bonus received from a Heavy Helm may allow
points. Armor may also receive Armor Point bonuses and the wearer to exceed the maximum value for the armor
penalties. These modifiers may not result in a total net bonus type.
of greater than +1, unless otherwise noted.

10
Armor Types
Synthetic: Material such as vinyl, naugahyde, ABS plastic, etc.
Base Armor Points: 1 Maximum Armor Points: 2
Requirements: Must be a minimum of 1/8” (0.125") thick. Must not be obviously synthetic in appearance.
Armor Specific Modifiers:
Heavy Gauge: +1
Material is at least 1/4” (0.25") thick either as a single piece or through the permanent attachment of several layers.

Cloth: This fabric armor offers minimal protection from penetration


and impact.
Base Armor Points: 1 Maximum Armor Points: 2
Requirements: Must be a minimum of 1/16” (0.06") thick when fully
compressed. Must not be easily mistaken as regular garb.
Armor Specific Modifiers: None

Light Leather: This animal skin or fur armor offers minimal protection
from penetration and impact.
Base Armor Points: 1 Maximum Armor Points: 2
Requirements: Must be a minimum of 1/16” (0.06") thick, or 2mm (0.08")
thick leather alternative (PU leather, Pleather, Faux Fur). Must not be
obviously synthetic in appearance.
Armor Specific Modifiers:
Cuirboilli: +1
The leather has been made rigid through boiling, wax impregnation,
lacquering, or a similar process.
Gambeson: +1
The armor is worn over a Gambeson.

Strong Leather: This thick leather armor provides some amount of


protection from impact and penetration.
Amtgard 8 - Equipment

Base Armor Points: 2 Maximum Armor Points: 3


Requirements: Must be a minimum of 3/16” (0.19") thick.
Armor Specific Modifiers:
Cuirboilli: +1
The leather has been made rigid through boiling, wax impregnation,
lacquering, or a similar process.
Gambeson: +1
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The armor is worn over a Gambeson.


Heavy Gauge: +1
The leather is at least 1/4” (0.25") thick either as a single piece or
through the permanent attachment of several layers.

11
Chainmail: This flexible armor is comprised of a tight weave
of interlocked metal rings that provides good protection against
penetration and some protection from impact.
Base Armor Points: 3 Maximum Armor Points: 4
Requirements: Any weave is permitted, but must not allow a
1/2” diameter dowel to pass through it. Minimum 1.58mm (0.06")
(16 gauge) diameter round steel rings. Flat rings must be at least
1.22mm (0.05")(18 gauge) thick along their thinnest axis. Maximum
ring inner diameter of 3/8” (0.38").
Armor Specific Modifiers:
Heavy Gauge: +1
The rings are at least 1.9mm (0.07")(14 gauge) in diameter. Flat
rings must be at least 1.58mm (0.06")(16 gauge) thick along their
thinnest axis.
Gambeson: +1
This armor is worn over a Gambeson.
Dense Weave: +1
Must not allow a 1/8” (0.125") diameter dowel to pass through it.
Solid Rings: +1
All of the rings are permanently joined so that they may not
separate. Examples are riveting, welding, or solid-cast rings.

Butted Plates: Armor comprised of numerous steel plates


that are attached to a backing, linked by cord or chain, or by some
other method. This armor is flexible with numerous seams and
joints between plates. This armor will deform locally when struck
rather than spreading out impact over a large area. It provides fair
protection against both penetration and impact.
Base Armor Points: 3 Maximum Armor Points: 4
Requirements: Plates must be at least 1.22mm (0.05")(18 gauge)
steel. Plates must be spaced no more than 1/2” apart. Plates must
cover at least 80% of the exposed area of the armor.
Armor Specific Modifiers:
Heavy Gauge: +1
The plates are at least 1.58mm (0.06")(16 gauge).
Heavy Backing: +1
Amtgard 8 - Equipment

The plates are attached to a backing of Strong Leather.


Gambeson: +1
This armor is worn over a Gambeson.
Rigid: +1
The plates are attached to a rigid backing in such a way as to
create armor which does not deform locally on impact.
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No Gaps: +1
The plates are attached in such a fashion as to provide a
continuous layer without gaps between plates.

12
Scale: This armor is created by overlapping many metal plates
which are attached along only one edge. Individual scales are
not held into rigid contact with the others, thus providing less
protection from penetration and impact than other overlapping
metal armors. Scale offers fair penetration and impact resistance.
Base Armor Points: 3 Maximum Armor Points: 4
Requirements: Scales must be at least 1.22mm (0.05")(18
gauge) steel. Scales must overlap by at least 10%. The backing
must not be visible through the scales.
Armor Specific Modifiers:
Fluted: +1
Each plate has been fluted for additional strength
and rigidity.
Heavy Gauge: +1
Each plate is at least 1.58mm (0.06")(16 gauge).
Rigid: +1
Each scale is attached to neighboring scales in such a fashion
as to create a rigid shell rather than individually mobile scales.
Gambeson: +1
This armor is worn over a Gambeson.

Lamellar: This armor is constructed from numerous plates


connected to each other in an overlapping fashion by cord,
chain link, or similar methods. Unlike scales the plates of this
type of armor are firmly connected to each other in such a way
that they resist penetration. Lamellar armor differs from other
rigid metal armors in that it is not shaped to fit the body or
articulated; mobility is instead provided by the small amount of
flex and slack in the attachment between the individual plates.
This armor provides good protection from both impact and
penetration.
Base Armor Points: 4 Maximum Armor Points: 5
(6 with both Superior Overlap and Heavy Gauge modifiers.)
Requirements: Plates must be at least 1.22mm (0.05")(18
gauge) steel. Plates must overlap by at least 10%. No backing
is used for support; plates must connect directly to each other.
Armor Specific Modifiers:
Amtgard 8 - Equipment

Fluted: +1
Each plate has been fluted for additional strength and rigidity.
Heavy Gauge: +1
Each plate is at least 1.58mm (0.06")(16 gauge).
Superior Overlap: +1
75% of plates overlap at least 25% of their surface area.
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Gambeson: +1
This armor is worn over a Gambeson.

13
Brigandine: This armor is constructed from numerous shaped and
fitted overlapping metal plates solidly connected along a supporting shell
of heavy cloth (such as canvas, denim, or velvet) in such a way that when
worn all plates are held together firmly without any gaps between them
and follow the general contours of the body. This armor provides good
protection against both impact and penetration.
Base Armor Points: 4 Maximum Armor Points: 5 (6 if both the
Superior Overlap and Large Plates modifiers are used.)
Requirements: Plates must be at least 1.22mm (0.05")(18 gauge) steel.
At least 75% of plates must overlap by at least 10% of their surface area.
Plates need only be attached along one edge but must be held firmly
against each other when the armor is worn. Plates must be shaped and
fitted so as to follow the general contours of the wearer.
Armor Specific Modifiers:
Heavy Gauge: +1
Each plate is at least 1.58mm (0.06")(16 gauge).
Superior Overlap: +1
75% of plates overlap at least 25% of their surface area.
Gambeson: +1
This armor is worn over a Gambeson.
Large Plates: +1
At least 50% of the surface area of the armor is protected by individual
large plates rather than numerous smaller plates. Each large plate must
be at least 10% of the total size of the hit location.

Plate: Plate armor is the pinnacle of medieval armor and offers excellent
protection against both impact and penetration. Plate armor armor
forms a solid metal shell over the protected areas that spreads impact
over a large surface area to mitigate concussive force. The individual
metal pieces of plate armor are shaped and fitted to articulate together
and follow the contours of the body. Plate armor will not deform locally
when struck, but will instead behave as a single contiguous whole.
Base Armor Points: 5 Maximum Armor Points: 6
Requirements: Metal used must be at least 1.22mm (0.05")(18 gauge)
steel. At least 75% of the protected area must be covered by individual
plates which cover at least 10% of the hit location; Plate is large individual
contiguous pieces of metal connected together to form a whole, not a
large number of smaller plates. Each plate must be firmly attached to all
neighboring plates by strapping or metal-on-metal articulation in such
a way as to form a rigid shell when worn. Armor may still be flexible
where necessary for mobility.
Amtgard 8 - Equipment

Armor Specific Modifiers:


Fluted: +1
The armor has been fluted for additional strength and rigidity.
Heavy Gauge: +1
Metal used is at least 1.58mm (0.06")(16 gauge).
Metal Articulations: +1
At least 60% of articulations and connections between plates are
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metal-on-metal rather than metal-on-leather.


Gambeson: +1
This armor is worn over a Gambeson.

14
Weapons
Gener al Note
Most non-explosive, non-chemical weapon that might have
been in existence before 1650 AD are allowed.

Weapon Safety
A safe weapon is one that will not break bones, teeth, or Stabbing Tip: This refers to the end of a weapon that is
regularly leave bruises when it strikes a person. Every not the pommel, regardless of whether or not it is used to stab.
weapon must be checked for legality by the Champion or Stabbing tips must not protrude more than 1.5” through a
a designated reeve prior to its use on the field each day. The 2.5” ring when uncompressed, nor end in an angle less than
hallmark of weapon legality is player safety, and as such 90 degrees and must be strike legal. You must not be able to
safety will always trump technical compliance with weapon feel core through a stabbing tip.
construction requirements. While a weapon may meet the
technical requirements for legality it may still be unsafe in Padded or Courtesy Padding: This refers to the
its construction or in the manner in which it is used. Some portion of the weapon that is designed to limit injuries
examples of technically legal but unsafe weapons might be: from incidental contact with that part of the weapon and
weapons with cores so flexible as to risk core failure or other is not intended for striking. These portions of a weapon
safety issues during reasonable combat; weapons made with must have at least 1/2” of foam over the weapon’s core. A
overly hard foam; weapons with excessive tape; or weapons weapon is required to have courtesy padding over the entire
with excessive mass. Use of unsafe weapons or safe weapons circumference of its Strike-Legal length.
in an unsafe manner may result in removal from play by the Strike-Legal: This refers to the portions of the weapon
Champion, a reeve, or other group official. that are sufficiently padded to prevent injury when used to
strike an opponent at full force. These portions may not break
Weapon Definitions bones, teeth, or regularly leave bruises when it strikes a person
Core: This refers to the base of the weapon to which padding and must have at least one 2.5” cross section from edge to
is affixed. For melee weapon cores the best things to use are edge. Strike-Legal surfaces must have at least 1” of foam over
carbon/graphite rods (such as from non-metallic golf clubs), the weapon core, measured from the furthest point on the
kite spar, bamboo, PVC tubing or fiberglass. Other materials blade to the surface of the core. Stab-only weapons (other
will be checked for safety on a case-by-case basis. Metal and than projectiles) are still required to have 6” of Strike-Legal
wooden cores are not legal, although metal may be used to surface extending from the end of the weapon down its length
counter-weight weapons provided it is permanently on any stabbing end for safety. Strike-Legal must be covered in
attached, and not in a place that may inadvertently a durable, opaque cloth. Unless otherwise noted, cloth tape is
strike an opponent. The ends of all weapon cores not an acceptable cover. Non-striking padded surfaces within
must be blunted by capping them with a layer of ½” of a striking surface must still be covered with a cloth cover.
foam and tape at a minimum. For throwing weapons Heavy Padding: This refers to portions of the weapon that
acceptable options are denim, loose rubberbands, meet all of the requirements of Strike-Legal, and in addition
sweatshirt material, or similar. have at least a 4” cross section from edge to edge (instead
Handle: Refers to the unpadded part of the weapon of 2.5”) and at least 1” of foam over the weapon core. It is
(where it is often held). considered Strike-Legal for the purposes of scoring hits.

Pommel: This refers to the padded portion of a Total Length: Refers to the distance from the bottom
weapon at the end of the handle, not intended for of the pommel (or one Stabbing Tip of a Double-Ended
striking. The end of the pommel must have at least a Weapon) to the furthest point of the weapon measured from
2” cross-section perpendicular to the handle and must the bottom of the pommel in a straight line parallel to the
Amtgard 8 - Equipment

be padded. core of the weapon. Example: You measure a scimitar from


the bottom of the pommel to the tip of the weapon, not “along
Cross Guard: This refers to an optional piece at the the curve.”
juncture of the blade and handle designed to deflect
blows and protect the hand from injury. Cross guards Swing/Slash: Indicates a weapon intended to be able to
must be padded and all tips must have at least a 2” score a hit by swinging the weapon in such a way that the
cross section parallel to the handle. side (as opposed to the tip) of the weapon strikes an opponent.

Double-Ended: Only Weapon Types with this Thrust/Stab: Indicates a weapon intended to be able
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to score a hit by thrusting the weapon in such a way that


descriptor may have a striking surface at both ends.
the tip (as opposed to the sides) of the weapon strikes an
This may be either a Stabbing Tip or a Slash edge unless
opponent. Thrust only weapons must have at least 6” of
otherwise restricted by the Weapon Type.
Strike-Legal padding.

15
Weapon Types, Shields, and Equipment
Projectiles Javelins
Javelins are a hybrid throwing/melee weapon. They
This category includes thrown weapons (axes, rocks, daggers),
are considered a melee weapon when wielded, but are
javelins, Magic Balls, and arrows. Unless otherwise noted
considered a projectile otherwise. Javelins are only
projectiles may not be used to parry, block, or melee, are
available to those classes explicitly granted Javelins.
indestructible, and affect all targets struck while in motion.
Unless otherwise noted projectiles may be carried in any 1. Between 36” and 72” long.
number. Only projectiles may be thrown (i.e. you may not 2. Must have between 6” and 12” of Strike-Legal.
throw your sword). Unless otherwise noted projectiles may 3. Must be padded along their entire length.
not have rigid or granular cores such as solid rubber balls,
4. May be thrown and used in melee (including blocking
wrapped balls of rubberbands, tennis balls, etc. Suggested
and parrying).
acceptable materials are sweatshirt material, loose rubber
bands, etc. Unless otherwise noted any protrusions or tips on 5. Stab only for both melee and throwing.
a projectile must must meet the requirements for stabbing tips. 6. Must strike point-first to score a hit.
Thrown weapons 7. Must have a rigid core.
Light Thrown 8. Pommel is not required to meet the requirements for
These weapons represent throwing daggers and the like. a stabbing tip.
1. Between 2.5” and 6” in total length. Magic Balls
2. All parts must be Strike-Legal. These are thrown to represent various magical attacks and
a. These weapons are exempt from a minimum foam are not projectile weapons but follow the same construction
depth for Strike-Legal. requirements except as noted below.
3. May be covered in non-abrasive cloth tape instead 1. Must be a spherical object at least 2.5” in diameter.
of cloth. 2. Must have a streamer between 1” and 6” long.
a. Duct tape may not be used as a cover. 3. All parts must be Strike-Legal.
4. Will score a hit from any portion of the weapon. a. These weapons are exempt from a minimum foam
5. May not be of a color and shape which may depth for Strike-Legal.
reasonably be confused with a Magic Ball. 4. Will score a hit from any portion of the object.
Heavy Thrown
These weapons represent throwing axes and the like.
1. Between 9” and 18” in total length.
2. All parts must be Strike-Legal.
a. These weapons are exempt from a minimum foam
depth for Strike-Legal. Ammunition
3. May be covered in non-abrasive cloth tape instead Not explicitly granted to anybody, ammunition is a class of
of cloth. projectiles used in conjunction with other types of weapons.
a. Duct tape may not be used as a cover.
Arrows
4. Will score a hit from any portion of the weapon. Includes bolts and any other similar items.
Rocks NOTE: Improperly constructed or maintained arrows can
1. Must be at least 10” in each dimension. pose a serious safety hazard. Before building your first arrows
Amtgard 8 - Equipment

2. All parts must be Strike-Legal. take the time to study an online construction tutorial or
practice with an experienced player.
a. These weapons are exempt from a minimum foam
depth for Strike-Legal. General
3. May be covered in non-abrasive cloth tape instead 1. May not be drawn beyond 28”.
of cloth. 2. Fletching and nocks, if present, must be in
a. Ducttape may not be used as a cover. good repair.
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4. Will score a hit from any portion of the weapon. 3. Must be clearly labeled with their owner’s name.
5. Hits from Rocks are Armor Breaking and a. Arrows without labels will never be allowed on
Shield Crushing. the field.
6. Items that meet the criteria to be classified as a Rock b. Using arrows without labels can result in
may not also be classified as Heavy Thrown. immediate suspension from the field.

16
4. Broken or poorly mended arrows are not to be used. Bow
5. Like any other equipment arrows may only be used Includes bows and crossbows used to fire arrows or bolts. They
by their owner unless the owner grants specific are not projectile weapons themselves but are used exclusively
permission for another player to use their arrows. with Arrows.
a. The owner of an arrow is responsible for the safety 1. The maximum limit for a bow’s pull is 35 pounds with
of the arrow even if fired by another player. a maximum 28” draw length.
b. Specialty arrows may never be shared. 2. Crossbows are limited to no more than 450
6. Swinging at an arrow in flight is illegal. inch-pounds.
a. Arrows may only be passively blocked by placing 3. No compound bows are allowed.
an object in the flight path. 4. At 20’ or less bows must be no more than half drawn.
Shafts a. Crossbows do not have to be half drawn within 20’.
1. May be fiberglass, aluminum, plastic, or graphite. 5. May only be used to passively block (i.e. may not be
2. Wood shafts are only allowed if covered in a swung towards an incoming strike in order to block).
minimum of 4 mils of plastic tape or equivalent. If hit by the strike-legal portion of any weapon, the
bow is destroyed.
3. Shafts must have any real arrow head or tip removed.
4. The tip of shafts must be built up to at least 0.5” in Melee
diameter in a solid manner such as:
All melee weapons require a rigid core (unless otherwise
a. Wrapping in duct tape and capping with a penny. noted) and may be used to block, parry, or score hits with
b. Affixing a washer into the shaft with a their Strike-Legal portion. Some melee weapons allow for
glued‑in screw. Heavy Padding Substitution for a given length.
c. Other similar methods. Heavy Padding Substitution
Heads All melee weapons require a portion their length to be Strike-
1. Must be 2.5” in diameter. Legal, as noted in the individual weapon descriptions. Heavy
Padding Substitution allows you to replace a portion of Strike-
2. Front and side must be Strike-Legal. Legal with Heavy Padding. For each inch of Heavy Padding
3. Must include a minimum of 2” of foam in front of added you may also replace an additional inch of Strike-Legal
the shaft of the arrow. with Courtesy Padding.
a. The 0.5” of foam immediately after the end of the Heavy Padding added must start within 3” of the stabbing
shaft must be closed-cell. tip and proceed continuously towards the handle. Courtesy
b. Foam must be firm but compressible, and not able Padding added in this manner must begin at the top of the
to deform around the arrow shaft on impact. handle and proceed continuously towards the tip.

c. Very soft foams such as couch cushion do not For example: A 48” Long weapon is typically required to have
count towards the required 2” minimum of foam. 32” of Strike-Legal followed by 16” of Handle. Using Heavy
Padding Substitution you could have 16” of Heavy Padding,
4. Heads should be checked regularly for followed by 16” of Courtesy Padding, and then 16” of Handle.
degrading foam.
Dagger
5. Must have a cloth cover on the head.
1. May stab and slash.
a. Properly colored strips may be used in lieu of
2. Between 10” and 18”.
colored head covers to denote special arrow status.
3. Must have 10” Strike-Legal.
b. Normal arrows may not be covered in any of the
colors reserved for special arrows. Short
1. May stab and slash.
c. Reserved colors are: yellow, red, green, purple,
Amtgard 8 - Equipment

and grey. 2. Between 18” and 36”.


6. Must strike point first to score a hit. 3. At least 2/3 of its length must be Strike-Legal.
7. Affects all targets struck while in motion. 4. Allows for 1/3rd of its length to be substituted for
Heavy Padding.
8. Hits from arrows are Armor Breaking.
Long
9. Hits from arrows are Weapon Destroying.
1. May stab and slash.
2. Over 36” up to a maximum of 48”.
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3. At least 2/3rds of its length must be padded.


Siege Projectiles 4. If used to slash at least 2/3rds of its length must be
See Siege Weapons for more information. Strike‑Legal.
5. Allows for 1/3rd of its length to be substituted for
Heavy Padding.

17
6. May be Double-Ended. Hinged
a. Each end of a Double-Ended long weapon 1. No more than 36” in length.
must be padded 1/3 the total length of the 2. Has a single articulating head which must be entirely
weapon. If an end is used to slash, that end must Strike-Legal and cannot contain a rigid core.
be Strike-Legal for 1/3 the total length of the
weapon. This requirement replaces the standard 3. The chain of a hinged weapon:
requirement for padding on long weapons. a. Is not a legal striking edge.
b. Must be wrapped in foam with less than 0.5” of the
Great rope exposed at any point.
1. May stab and slash. 4. The combined rope and striking edge may not exceed
2. Greater than 48”in length. 18” in length.
3. Must be padded on upper 1/2 of length or at least 3’, 5. The top half of the non-rope and Strike-Legal portion
whichever is less. of the weapon must be padded.
4. If used to slash must have at least 18” of Strike-
Legal surface.
Siege Weapons
5. If the weapon has at least 18” of Heavy Padding it
gains the Shield Crushing and Armor Breaking Special Siege Weapons are extremely powerful engines of destruction
Effects when used in a two-handed manner. that, historically, were used for everything from anti-personnel
to tearing down walls from a great distance. Examples of this
a. Heavy Padding on Great Weapons must start within type of weapon include ballistas, catapults, onagers, and
3” of the tip of the weapon and be continuous down trebuchets. The abilities and limitations of siege weapons are
the core. as follows:
b. If the weapon is Double-Ended only the ends with
1. You may only have one siege weapon per twenty
Heavy Padding take advantage of these abilities.
people on a team.
6. May be Double-Ended.
2. Siege weapons should have a historical or
a. Each end of a Double-Ended great weapon must fantasy counterpart that they mimic in
be padded 1/3 the total length of the weapon, or form and function. Ammunition from
3'. whichever is less. This requirement replaces the siege weapons must conform
standard requirement for padding on great weapons. to the following rules, and
cannot have any additional
MADU powers unless specified by the
A shield joined to a weapon. game designers:
1. Counts as both a shield and a weapon. a. Siege Weapons that fire a single projectile will kill
a Player and Destroy all their carried equipment
2. Only usable if a class can use both a weapon of the if the projectile touches a Player or anything they
madu’s length and a shield. are carrying or wearing while in motion. This is
3. Weapon Destroying will affect the entirety of the madu stopped by the Enchantment Protection from
if it strikes any part of the weapon portion. Projectiles, but cannot be stopped by Missile Block
4. Shield Crushing and Shield Destroying affect the or Song of Deflection.
entirety of the madu if it strikes any part of the b. Siege weapons that fire multiple projectiles
shield portion. simultaneously (such as a grapeshot catapult) count
5. Magic and abilities that affect any part of the madu, as firing Armor Breaking projectiles. Each strike
such as Imbue Shield or Heat Weapon, affect from a separate projectile counts as an individual
its entirety. Armor Breaking strike. Both Protection from
Projectiles and Missile Block may be used against
6. Weapon portion must be non-hinged and melee-only.
Amtgard 8 - Equipment

these type of siege attacks. No effect on shields.


7. Any shield with weapons affixed to it in any form is
c. A siege weapon may not fire at a player within 20’.
considered a madu and must conform to these rules.
d. Siege ammunition must, at minimum, conform to
8. If built to slash.
the standards of one of the following projectiles:
a. At least 1/3rd of its length (excluding the shield light thrown, heavy thrown, rocks, or arrows.
portion) must be Strike-Legal.
e. Siege weapons are considered normal weapons for
b. At least 12” must be Strike-Legal. purposes of being destroyed.
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c. The entirety of the non-Strike-Legal portion must 3. Siege weapons must be approved by the game reeve
be courtesy padded. prior to being used. Safety is of the utmost concern
9. May be Double-Ended. when determining whether a siege weapon should be
allowed on the field.

18
Shields
Shields are used to block shots from weapons and are
impervious to harm except from certain abilities and magics.
All shield measurements are the exterior surface area on a
flat plane.
1. Must not break or bend significantly during the course
of combat. Rigid or easily breakable foam, or low-
density foams, are inappropriate for all-foam shield
construction. Some acceptable materials are:
a. Sturdy high-density foam.
b. Plywood.
c. High impact plastics.
d. Aluminum.
2. Must have an opaque, durable cover such as cloth
or PlastiDip.
3. The rim and face of the shield must be padded by at
least 1” of closed cell foam.
a. All-foam shields do not require any additional
padding so long as the foam itself would be
considered padding.
4. Hard edges may not be exposed on any surface which
can reasonably come into contact with another player
or their equipment. Other Equipment
5. A player may only wield one shield at a time.
Sashes
6. Must be gripped in a hand in order to be Sashes are used to denote certain classes by their color in
considered wielded. games where classes are used. All sashes must be at least
a. A shield that is gripped in a hand may also have a 2” wide and be worn from shoulder to opposite hip across
support strap around the arm. the body.
b. A blow that strikes a non-wielded shield strapped Strips
to a player, such as a shield slung across a back, is Strips are used to denote certain types of Enchantments and
considered to strike the player as if the shield had Special Effects for quick on-field identification. The most
not been there. common use of strips is to denote enchantments or abilities
c. A small shield may be strapped to an arm instead of that function as enchantments.
wielded in a hand. 1. Strips must have at least 6” of visible drape, and cannot
7. A small shield is between 36 square inches (6.8 inch be covered by garb or equipment.
diameter) and three square feet (23.45 inch diameter). 2. Strips on players must be attached in a visible location
8. A medium shield is no larger than five square feet when viewing a player from the front.
(30.28 inch diameter). 3. Strips have a cohesive color-coding system.
9. A large shield is no larger than eight square feet (38.3 a. Offensive Enchantments and Special Effects are
inch diameter). denoted by red strips.
10. Shield shapes may not cause confusion on the field. A b. Defensive Enchantments and Special Effects are
Amtgard 8 - Equipment

shield cannot look like Armor or a Weapon. denoted by white strips.


11. A shield may be tossed in a manner that keeps it c. Miscellaneous Enchantments and Special Effects are
(relatively) perpendicular to the ground. While in the denoted by yellow strips.
air, such a shield is considered a terrain effect, though 4. Enchantments and Special Effects that require
it is still vulnerable to things that would normally enchantment strips do not function if the enchantment
affect a shield (such as Fireball or Destruction Arrow). strips are not present. It is the responsibility of the
A shield may not be tossed into another player or their bearer to ensure their strips are present in order for
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wielded equipment. the enchantment or ability to function.


5. Traits do not require strips unless they require
activation, i.e. Traits that are an always-on part of a
class do not require strips.

19
Equipment Checking
Before any day of combat begins all Combat Equipment Shields
brought to the field must be checked by the Champion or their
1. Opaque, durable cover in good repair.
appointed representative. Equipment which does not pass a
check may not be used on the field. Equipment should be re- 2. No unpadded bolts, zipties, or other solid protrusions
checked as necessary throughout the day. Using unchecked on the shield edge or face.
equipment on the field is grounds for immediate suspension 3. No solid, rigid core may be felt through either the face
from combat for the day at the discretion of the Champion. or the edge of the shield when struck solidly with the
Issues with the performance of Equipment checks may be palm of the hand.
adjudicated by the Monarch and the Guild Master of Reeves.
Armor
Checking Process 1. All corners of rigid armor must be penny-round.
This is an outline for checking Equipment. This is not 2. No spikes, thin ridges, or sharp edges which could
exhaustive, but serves as a short checklist. damage Equipment or players in the normal course
Weapons of combat.
1. Opaque cloth cover in good repair. 3. Chain armor does not have broken or separated links
which could catch on Equipment or players in the
2. Tips at least 2.5” in diameter.
normal course of combat.
3. Pommel at least 2” in diameter.
4. Strike-Legal is in good repair and is the minimum
required length.
5. Core cannot be felt when used to slash in a reasonable
manner by both an average user and the intended user.
6. Core cannot be felt when used to stab in a reasonable
manner by both an average user and the intended user.
7. The weapon does not break bones or teeth, or
consistently leaves marks or bruises, when used in a
reasonable manner by both an average user and the
intended user.

E.P. 33, 41st of Winter


Amtgard 8 - Equipment

Given the fractured nature of reality here, neighboring cultures often lack a cohesive structure for law and
interaction. Instead an independent group of arbiters provide consistency and justice when two groups come
into conflict. They call these freelance judiciaries ‘Reeves’. Reeves are tested and licensed on a regular basis by
their Guild Masters to ensure they provide quality service that reflects well on the Reeves Guild as a whole.
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Essentially, Reeves make sure everybody plays by the rules.


- Journal of Makros the Traveler

20
Magic Items
Items imbued with magic are a common part of Amtgard.
Unlike temporary Enchantments, some Magic Items may be
Battlegaming
reused by their owners in each game. Magic Items may be With Magic Items
acquired in a variety of ways. Some common examples are Here are some basic guidelines for how to use Magic Items
quests, themed battlegames, rewards for doing work for the in battlegames. These guidelines may be changed or adapted
group, or as part of reign-long campaign. by the battlegame reeve. Reeves are always encouraged to
consider game balance when determining what Magic Items
are allowed in the game.
1. Magic Items are typically only used in full-
class battlegames
2. The reeve always has final say over the use or behavior
Magic Item Rules of Magic Items in a battlegame.
1. Magical Items each have a category corresponding 3. The reeve for the game has the final say in what
with their level of power from Trinket to Talisman Magical Items (if any) are allowed in a battlegame in
to Artifact. all situations.
2. Magical Items are awarded at the discretion of the 4. Typically games with less than 14 people are limited to
group officers. Trinkets, 15 to 30 people may use up to Talismans, and
games with more than 30 people may use Artifacts.
3. The officers of the group is responsible for tracking
what Magic Items are owned by whom. 5. A player may use up to one Artifact in a battlegame.
4. Some Magic Items are one-use only. Magic Items 6. A player may use up to two Talismans in a battlegame.
which are used up are no longer available to the player 7. A player may use up to three Trinkets in a battlegame.
and must be reported to the officers of the group.
5. Ownership of Magical Items resets at the beginning Trinkets
of each reign. Trinkets are lesser Magical Items that are not overly powerful
6. Magical Items may only be used by the person to and can safely be used in most battlegames.
whom they are given initially. Magical Items may not
be transferred or traded to another player without the
Potion of Barkskin
Use: One Use
permission of the monarch who awarded them and
Material Component: A bottle measuring at least two
the reeve of the battlegame.
cubic inches
7. All magical items require the player to carry a copy of Incantation: “I drink a potion of barkskin”
the write-up in order to function. Effect: Player receives the Barkskin Enchantment.
8. Unless otherwise noted Enchantments conferred
by Magical Items function exactly as normal Potion of Refreshment
Enchantments; they count towards your Enchantment Use: One Use
limit, may be removed by Dispel Magic, require a strip, Material Component: A bottle measuring at least two
etc. cubic inches
Incantation: “I drink a potion of refreshment”
9. Some Magic Items have a material component Effect: Player may instantly Charge a single Magic
requirement. These components must be present or Ability.
in order for the Magic Item to be used and must be
verified by the reeve prior to the start of the battlegame. Potion of Healing
Amtgard 8 - Magic Items

Identical material component requirements may all be Use: One Use


served by the same physical object, i.e. you do not Material Component: A bottle measuring at least two
need a unique bottle for each potion. cubic inches
10. Magical Items only function at the group level they Incantation: “I drink a potion of healing”
were awarded and are unique to that group. For Effect: Player is affected as per Heal.
instance a player who receives a Magical Item at the Potion of True Death
park level may only use it at that park, but a player Use: One Use
who receives a Magical Item at the kingdom level may Material Component: A bottle measuring at least two
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use it at any park in that kingdom. cubic inches


11. Magical Items may not be used at interkingdom events Incantation: “I drink a potion of true death”
unless allowed by the host kingdom. Effect: Player may not be the target of Undead Minion,
Greater Undead Minion, Vampirism, or Steal Life Essence
for the duration of the game.

21
Scroll of Adaptive Blessing Amulet of Teleport
Use: One Use Use: 1/Game
Material Component: A scroll measuring at least Material Component: Pendant or amulet measuring at
fifteen square inches least one square inch which must be worn around the neck.
Incantation: “I read from a scroll of adaptive blessing” Incantation: “By my amulet” + Teleport Incant
Effect: Player receives the Adaptive Blessing Enchantment. Effect: Player is affected as per Teleport.
Scroll of Ambulant Amulet of Tracking
Use: One Use Use: 1/Game
Material Component: A scroll measuring at least Material Component: Pendant or amulet measuring at
fifteen square inches least one square inch which must be worn around the neck.
Incantation: “I read from a scroll of ambulant” Incantation: “By my amulet” + Tracking Incant
Effect: Player’s next magic is affected as per Ambulant. Effect: As per Tracking (ex).
Limitation: May only be used by Magic Users.
Amulet of Shadows
Use: 1/Game
Material Component: Pendant or amulet measuring at
least one square inch which must be worn around the neck.
Scroll of Blessing Against Wounds Incantation: “By my amulet” + Shadow Step Incant
Use: One Use Effect: As per Shadow Step.
Material Component: A scroll measuring at least Bracelet of Anti-Magic
fifteen square inches Use: 1/Game
Incantation: “I read from a scroll of blessing against wounds” Material Component: Bracelet measuring at least 1”
Effect: Player receives the Blessing Against wide worn around the wrist. Must be made of leather or
Wounds Enchantment. metal and may not be red, yellow, or white.
Scroll of Extension Incantation: “I draw upon the power of my bracelet of
Use: One Use anti-magic”
Material Component: A scroll measuring at least Effect: Player receives the Protection From
fifteen square inches Magic Enchantment.
Incantation: “I read from a scroll of extension” Bracelet of Solidity
Effect: Player’s next magic is affected as per Extension. Use: Always on while worn
Limitation: May only be used by Magic Users. Material Component: Bracelet measuring at least 1”
Scroll of Harden wide worn around the wrist. Must be made of leather or
Use: One Use metal and may not be red, yellow, or white.
Material Component: A scroll measuring at least Effect: Further Effects which make the player
fifteen square inches Insubstantial, including effects initiated by the player or
Incantation: “I read from a scroll of harden” beneficial effects, fail as per Planar Grounding. Bearer
Effect: Player receives the Harden Enchantment. must announce “Immune to insubstantial” when this effect
is triggered.
Scroll of Mend
Use: One Use Bracelet of Stoneskin
Material Component: A scroll measuring at least Use: 1/Game
fifteen square inches Material Component: Bracelet measuring at least one
Incantation: “I read from a scroll of mend” inch wide worn around the wrist. Must be made of leather
Effect: Target item is affected as per mend. or metal and may not be red, yellow, or white.
Incantation: “I draw upon the power of my bracer Amtgard 8 - Magic Items
of stoneskin”
Effect: Player receives the Stoneskin Enchantment.
Talismans
Talismans are Magical Items of meaningful power that
may require consideration before being allowed in some
battlegames.
Wand of Healing
Amulet of Force Use: 2/Game
Use: 1/Game Material Component: Rigid wand measuring at least 6”
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Material Component: Pendant or amulet measuring at long and at least 0.5” in diameter.
least one square inch which must be worn around the neck. Incantation: “My wand heals thee”
Incantation: “By my amulet” + Force Barrier Incant Effect: As per Greater Heal.
Effect: As per Force Barrier.

22
Wand of Mending Nuntius Staff
Use: 2/Game Use: Always on
Material Component: Rigid wand measuring at least 6” Material Component: A double ended great weapon
long and at least 0.5” in diameter. no longer than 6’.
Incantation: “My wand makes this item whole” Effect: May be used by any Magic User at no cost to
Effect: As per Greater Mend. spell points. Grants an additional two spell points at the
users highest level. Magic points gained are not removed
Wand of Release regardless of what happens to the staff. Does not count as
Use: 2/Game an Enchantment.
Material Component: Rigid wand measuring at least 6” Limitation: May only be used by Magic Users.
long and at least 0.5” in diameter.
Incantation: “My wand releases thee” Phase Blade
Effect: As per Greater Release. Use: Always on while carried
Material Component: A Short weapon with a grey
Artifacts cover or force themed decorations. Must have a red and a
yellow Enchantment strip tied to it.
Artifacts are powerful Magical Items which require careful
consideration before being allowed into any battlegame. Effect: This weapon, and any special effect delivered
Artifacts are unique; there may only be one of each Artifact by it, does not interact with ongoing Magic or Abilities.
awarded per kingdom at a time. Example: This weapon is not stopped by Stoneskin,
Blessing Against Wounds, and does not trigger the effects
Ankh of Ran of Troll Blood, Undead Minion, or similar Magic or
Use: Always on while worn Abilities. Still counts as a normal hit from a weapon. Does
Material Component: A white ankh measuring at least not count as an Enchantment.
twenty-five square inches prominently displayed on garb/ N: Does not supercede the Frozen, Insubstantial, or Out
equipment, or worn as an amulet. of Game States.
Effect: Bearer gains Terror Unlimited (ex). Terror may
only be cast on players bearing Undead Minion, Greater
Shield of the Chosen
Use: Always on while worn
Undead Minion, or Vampirism.
Material Component: A medium shield with a
Andalsa’s Lament black cover featuring a white device. Must have a white
Use: Always on while worn Enchantment strip tied to it.
Material Component: A helmet worn upon the head Effect: Shield is completely indestructible, including
which qualifies for the helm armor modifier. Must have a against other Magical Items. Engulfing effects striking
white Enchantment strip tied to it. the shield are nullified and ignored. Does not count as
Effect: Bearer is affected as per Imbue Armor. Does not an Enchantment.
count as an Enchantment.
Sword of Flame
Cloak of Enigmas Use: Always on while carried
Use: Always on while worn Material Component: A Short weapon with an orange
Material Component: A black cloak that covers from cover or flame decorations. Must have a red and a white
the shoulders to the back of the knees. Enchantment strip tied to it.
Effect: Doubles the bearers normal use of Shadow Step, Effect: The bearer and this weapon are Immune to Flame.
Teleport, and Blink. Does not count as an Enchantment. This weapon is Armor Breaking and Shield Crushing.
Limitation: May only be used by Assassin or Scout. Does not count as an Enchantment.

Homestone Creating New Magic Items


Use: Always on while carried
Material Component: A highly polished stone sphere For themed reigns, special battlegames, or just for fun local
group officers may want to create their own Magic Items. Here
Amtgard 8 - Magic Items

at least 1” in diameter.
Incantation: As per Greater Mend are a few guidelines to follow when doing so.
Effect: Bearer gains Greater Mend 1/life Charge x3. Does 1. Keep it simple. It should never take more than a couple
not count as an Enchantment. of sentences to completely describe what an item does.
Michael’s Hammer 2. Re-use existing mechanics. Avoid creating new
Use: Always on while carried mechanics for use in items.
Material Component: A Short weapon with a 3. The item should not be an automatic “I Win” button.
yellow cover or lightning decorations. Must have a red Items should be about giving more options and
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Enchantment strip tied to it. Must have at least 6” of Heavy small advantages to augment a players existing
Padding and be shaped like a hammer. skills. Items should never be more powerful than the
Effect: This weapon is Armor Destroying and Shield players themselves.
Destroying. Does not count as an Enchantment. 4. Non-standard magic items should go away at the
beginning of every reign.

23
Battlegames
Battlegames are competitive matches between two or more Base: Some Magic and Abilities refer to ‘returning to base’
teams using a variety of different possible mechanics. Victory or otherwise reference the location of a base. Bases may also
is determined by any number of pre-set conditions. The be used to repair a broken weapon, bow, or shield after 60
variety and combinations of possible games are limited only seconds at base, though this may be adjusted by the game
by the imagination. This section describes the mechanics and designer. Determine what the bases will be for these abilities
components of battlegames, how to build your own, and lists for each team. This can be a fixed location, a team reeve, or
some example common battlegames. something else.
Game Type: The Game Type refers to the set of rules used
Battlegame Components to play a Battlegame. The common Game Types are:
These are the individual pieces that make up how a game
works. These parts can be mixed and matched to create any Ditch: No classes, no armor, no projectiles, no siege,
number of possible different games. A game essentially has shields are unbreakable.
seven parts: Militia: No classes, armor is used, projectiles are used,
Lives: How many times players can return to life. This can be shields are breakable.
a fixed number per player, a fixed number per team, unlimited, Full-Class No Magic: Classes are used except for
or something else. magic classes.
Respawn: Where and when players return to life. This can be Full-Class: All classes are used.
after a period of time, instantly, in groups of a minimum size, Quest: See ‘Quests’ below.
at base, where they died, in a central location or something Other: See your group leaders for the rules for Jugging,
else. Players who Respawn do so with all of their equipment Orcball, Phoenix League, etc.
intact, Wounds healed, Enchantments removed, and all States
and Ongoing Effects removed unless otherwise noted. When Teams: The number of teams that play in the game. This is
designing a game keep in mind that dying should generally commonly two or three, but may also be:
be the worst thing that can happen on the field. For instance By Size: Players divide into any number of teams with
when designing a Full-Class game your Respawn counts no more than X players per team
should not be shorter than the longest negative field effect (60
seconds because of Magic Balls). Alternatively dying can be Free For All: Every player for themselves
penalized by having a finite life pool for the team as a whole. Objectives: The win condition for the teams. This can be
eliminate the other team, eliminate a specific player, score
points, survive, or something else.

Playing in Battlegames Made Easy


Battlegames are a core part of the Amtgard experience. Two people fighting together is sparring, but three or more people
playing together is typically considered a Battlegame of some sort. In order to play in any given Battlegame you need to
know the following:
“Who is on my team?” Typically teams are static and will be assigned before the game starts. Look around when
your team is together and try to get a feel for who your friends are.
“What is the objective?” Game objectives are generally straight-forward and will be announced before the game Amtgard 8 - Battlegames
starts. Make sure you and your team are working towards the goal.
“Where do I go when I die?” Typically each team has a spawn point and dead players will return to their spawn,
or an out-of-the-way place near it, when they die.
“What is the respawn count?” Respawn counts could be a couple of minutes, a
few seconds, or as soon as you reach your spawn point. The reeve will
let you know before the game starts.
“How are lives handled?” Lives could be an individual
pool (example: each player has four lives), a team pool
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(each team has a total of 40 lives), unlimited, or


something else. The reeve will announce how lives
are handled before the game starts.

24
Refresh: How and when per-Refresh abilities are returned Ring The Bell
to full uses in Class games. This could be none, every 30 Two teams attempt to hit the ‘Bell’ at the other teams base
minutes, when teams rotate, when a point is scored, or first. Bells must be touched by a player, or by a weapon under
something else. Refreshes should be infrequent in order to 36” currently held by a player, to be rung. First team to three
encourage players to use their per-Refresh abilities tactically points wins. This game is fun to play in small, open areas.
and thoughtfully.
Teams: 2
Scenario Rules: Any specific rules that modify the way Lives: Unlimited
the game is played. This could involve monsters, ruling out Respawn: Start of round at base
specific classes, creating off-limit areas, creating special-effect Players: 3+ per team
areas, or anything else. Objective: To strike the opposing teams bell and score a
Combine different components in different ways to create point. Upon a point being scored each team resets to base.
entirely different game types to suit the needs of the group. Refresh: Not applicable, no classes used
A good battlegame is fast-paced and focuses on providing Types Best Supported: Ditch, Militia
constructive conflict for all opposing teams. Combat is a
means of resolving conflict, but should not be a goal in and
of itself. Downtime for players should be minimal, but killing
an opponent should still provide a meaningful advantage to
the killer or their team.

Battlegame Examples
Battlegames can take any form imaginable or desirable by the
group. The best game type for the group will be dictated by
the size of the area, number of players, available time, and
available terrain. The games listed here are just common Very Heavy Object
examples to stir the imagination and can be played as they Two teams attempt to bring the Object to their opponents base
are or customized in any way. to score a point. The Object must be kept at the opponents
base for five seconds in order to score a point. The Object is
Capture the Flag considered a game item and should weigh at least 30lbs. First
Two or more teams compete to secure a flag at their base in team to three points wins. This game is fun to play in medium
order to score points. First team to three points wins. The flag sized areas with interesting terrain.
is considered a game object. This game is fun to play in the
woods or other areas with interesting terrain. Teams: 2
Lives: Unlimited
Teams: 2+ Respawn: Groups of two or more at base
Lives: Unlimited Players: 3+ per team
Respawn: Instant at base Objective: Move the Object to the other teams base and
Players: 5+ per team keep it there for five seconds in order to score a point. After
Objective: Bring the game flag to your base and hold it a point is scored each team returns to base and the Object
there for five seconds in order to score a point. Once a point starts with the team with the lowest score.
is scored all teams reset to their bases. Refresh: Every 30 minutes of play time
Refresh: Every 45 minutes of play time
Types Best Supported: All
Types Best Supported: All
Castle Defense
Ditching One team defends, two teams attack. Rotate teams so each
Two teams line up across from each other just out of melee team has a chance to defend and two chances to attack. The
range and fight until one team is eliminated. New players join team that wins is the team that defends the castle (or any given
the losing team before the next round starts. If no new players location) the longest before being eliminated. This game is
Amtgard 8 - Battlegames

are ready to join then the first dead on the winning team fun to play in any place where you have a defensible location.
switches to the losing team before the next round starts. This
is the simplest of all Battlegames and a good pickup game. Teams: 3
Best played in medium-sized, open areas. Lives: Unlimited for the attackers, life pool for
the defenders
Teams: 2 Respawn: Groups of three or more for the attackers at
Lives: 1 their base. Instant for the defenders at their base. Defender
Respawn: Start of round at base respawns reduce the available life pool.
Players: 2+ per team Players: 5+ per team
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Objective: Eliminate the other team. Once one team is Objective: The defending team with the longest duration
eliminated each team resets to their side. in the castle wins. After the defenders are eliminated the
Refresh: Not applicable, no classes used teams rotate who is in the castle.
Types Best Supported: Ditch, Militia Refresh: Each time the teams rotate
Types Best Supported: All

25
Hold the Location
Three or more teams compete to hold a single central location
for the longest cumulative time. Team bases should be spaced
equidistantly around a central location. Game runs for a set
amount of total time, normally 30 minutes. This game is fun
to play in medium sized, open areas
Teams: 3+
Lives: Unlimited
Respawn: Instant at base
Players: 5+ per team
Objective: The team with the highest cumulative time
controlling the location wins. The location is controlled by Mutual Annihilation
the team of the last player that touched it. Two teams fight until all the players on one team are out
Scenario Rules: A team must control the location for of lives, or ‘shattered’. This game is fun to play in small
at least ten seconds in order to get any credit for their environments with interesting terrain.
possession; this makes it easier to accurately count and
Teams: 2
award time to each team.
Lives: Each player has a set life pool that runs out
Refresh: None
individually. Once out of lives, players must wait for the
Types Best Supported: All next game.
Respawn: Players respawn at base after a 150 second
death count
Players: 3+ per team
Refresh: None
Scenario Rules: If at any time all
players on one team are dead, all players
are set to their bases and all dead players
are advanced to their next life.
Types Best Supported: Militia,
Full-Class

Reeving Made Easy


Reeves are an extremely important part of the Amtgard experience, as they are the individuals who are charged
with attempting to ensure the safety and enjoyment of the game participants. Here are some helpful suggestions to
being an effective reeve.
1. As the reeve, your decision is final. If a snap decision is required, make the call that you believe is correct, and consult
the rulebook after the fact to confirm the decision. If your call was incorrect, make sure to note that for the future.
2. Your responsibility as a reeve is to facilitate the safety and enjoyment of the game participants. This may require you
to make calls that are unpopular with some individuals in order to allow the game to proceed smoothly. You should
attempt to remain fair and impartial in all of your calls, and apply the rules objectively, regardless of individual feelings
on the subject.
Amtgard 8 - Battlegames

3. It is important to adhere to the spirit of the rules in addition to the letter of the rules. It is impossible in a game as varied
as Amtgard for the rulebook to cover all contingencies. If you encounter a situation where a player’s actions negatively
impact safety, playability, or the enjoyment of the participants, you are justified in disallowing that action. Here are a
couple of examples of situations where it is reasonable for a reeve to intervene:
a. A player using a weapon in a manner that provides them with an advantage that their class would not normally
receive (e.g.Monks with unusually large weapons for blocking, or an Assassin claiming that a medium shield is
allowable because it is actually a weapon).
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b. A player wielding otherwise legal equipment in an unsafe manner.


c. A player knowingly attacking someone whom they are unable to affect (e.g. Insubstantial or frozen players).
d. Any situation where the player’s justification is “But the rules don’t say I can’t...”

26
Quests Creating New
Quests are a special type of battlegame that offer a more free- Quest Abilities
form set of objectives than what is normally available. A good
New Quest Abilities can be created as-needed for new
quest should contain multiple objectives and have multiple
Battlegames and Quests at the discretion of the game
methods of achieving those objectives. A good quest allows
organizer. Here are some basic guidelines for creating new
players to achieve success by thinking and role-playing as well
Quest Abilities.
as by fighting. Finally, quests typically make use of the Quest
Abilities available to each class. 1. Should not fundamentally change the nature of
any class.
Example Relic Quest
Individual teams scour the forest to find powerful magic 2. Should not replicate the behavior or feel of any Magic
items protected by various monsters and held in chests spread or Ability.
throughout the forest. The chests are locked and the monsters 3. Should not eliminate the need to overcome a challenge.
have unmarked keys that they hand out when they are 4. Should not be something that players would want to
defeated. Each monster should also have a demand. Demands use in a normal Battlegame.
should be straight-forward tasks the questors can perform to
get a key from the monster. A good example demand might 5. Should not be useful against other players.
be ‘bring me the magic orb hidden in the forest’. Demands 6. Should be easily described in a couple of lines.
should only be stated by the monsters when asked. Questors 7. Should be designed to encourage role-play and
must role-play in order to discover a monsters demand. For creativity without being abusable.
added realism, have real locks on real wooden boxes and have 8. Should be fun.
the monsters hand out actual keys when they are searched
by questors. The questors can choose to either turn in relics
they find to their team reeve when they are found or to start
using them in the quest. If they use them in the quest then the Quest Ability Hooks
relics may be looted from their bodies by other quest teams.
Quest Abilities work best when a battlegame has challenges
Teams: 2+ or obstacles that are designed to work with them. Collectively
Lives: Unlimited. The quest ends after 1 hour. these challenges and obstacles are referred to as Hooks. Here
Respawn: Players respawn at their team reeve in 60 are some basic guidelines for working Hooks into Quests.
seconds once their team is out of combat
Players: 2+ per team, a neutral reeve for every team, a 1. Hooks should never be unsolvable without a Quest
head reeve, and 1 monster for every three players Ability; just more difficult or require a different
Refresh: Abilities Refresh at the 30 minute mark approach.
Types Best Supported: Full Class 2. Hooks should never preclude a player’s natural
abilities, just augment them. For example if a player is
Quest Abilities confronted by town guards they could attempt to fight
their way through or run. The player could also choose
Quest Abilities are designed to give players more tools in role-
to try and name-drop their relationship (real or fake)
play situations that are common in Quest-type battlegames.
with a powerful noble in an attempt to bypass a fight.
These abilities are typically not useful in standard battlegames
A player who invokes Court Knowledge is more likely
as they focus more on interaction with a storyline and
to be believed by the guards than a player without it,
monsters than they do with combat between players. Quest
given the same performance.
Abilities are chosen by, or assigned to, each player before the
a battlegame begins. The reeve in charge of the battlegame 3. Encourage your NPCs, monsters, and reeves to
will announce which Quest Abilities, if any, are available to have fun with Quest Abilities by playing along and
be chosen for a given game and how they are to be selected. acting out the effects of a Quest Ability dramatically
where appropriate.
Reeving Quest Abilities
Amtgard 8 - Battlegames

4. Don’t feel obligated to provide Hooks for every Quest


The use of Quest Abilities should emphasize theatricality and Ability, but do provide Hooks for a variety of different
story-telling over strict adherence to mechanics and rules. It is Quest Abilities that fit with the theme and content
encouraged that each party of players have a reeve designated of your game. Turn Undead might not be useful
to them to help adjudicate the interaction between Quest when raiding an orc village, and that’s okay. Tribal
Abilities and the battlegame challenges. If a player can use a Knowledge probably would be.
Quest Ability in a novel or interesting way that adds to the 5. Hooks should add to the flavor and fun of a battlegame,
storyline without being disruptive for other players, allow it. If not slow it down or detract from it. It’s better to cut
a bad Hook rather than try and cram it when it
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a player uses a Quest Ability in a way that is disruptive to play


or derives an unbalancing gameplay advantage, disallow it. doesn’t belong.

27
Quest Abilities Defined

E.P. 7, 45th of Harvest


Quest Abilities are activated by announcing the name of the
Quest Ability at an appropriate time to the flow of the Quest.
For instance Hallowed Ground would need to be announced
before combat is initiated whereas Menace can be announced
before or after a player attempts to threaten and bully a group
of monsters.
It is the second week since the Emerald Hills has
betrayed us and they have laid siege to Barad
Affinity for Nature Duin. I suspect the Burning Lands is behind this.
Player is in tune with nature, and the beings who live
in harmony with nature. This player will generally be None of our missives for help are getting out,
considered a friend by such monsters and NPCs. They will and I believe our kingdom will fall within a
also have knowledge about animals and natural locations. fortnight.
Calm - Nithanalorn, Pharoh Fean Cala Ra,
Player gives off an aura of calm. This player will have an of Barad Duin.
advantage when negotiating or dealing with non-hostile
monsters and NPCs.
Charm Presence
Player can initiate a performance that entrances a monster
Player may converse safely with a group of players,
or NPC. The monster will not attack anybody for the
monsters, or NPCs so long as the player takes no hostile
duration of the performance or until they feel threatened.
action towards them. Monsters and NPCs that are not
The performance must be either a song, a joke, a dance,
capable of intelligent thought (animals, slimes, mindless
or a story and may last no longer than 2 minutes. 1/game.
undead, etc) are not affected. Players may choose not to
Court Knowledge converse but may still not harm the player. May not last
Player is familiar with the customs and behaviors of the longer than 3 minutes. May not be used for scouting or
royal court. The player will have an advantage when dealing reconnaissance. 1/game.
with politicians and nobles.
Talk to Dead
Disarm Traps Dead players, intelligent monsters, and intelligent NPCs can
Player has an affinity for mechanical traps. If this player be asked one yes or no question, and must answer truthfully
fails to disarm a trap they fare better than other players. to the best of their ability. May only be used once per target.

Hallowed Ground Tracker


Player creates a fixed 20’ radius area where no offensive Player is an experienced tracker in almost any environment.
actions can occur for 2 minutes. Actions that are initiated Player will often be able to determine more information
outside the 20’ radius may still affect individuals in the area. about the kind of monsters and NPCs in the area as well as
1/game. possible locations of game objectives.

Magical Knowledge Tribal Knowledge


Player has experience with reading magical auras. They Player is familiar with the tribal and clan customs of many
can detect and identify magical locks and traps. They cultures. This player will have an edge understanding and
also have background information about magical beings negotiating with monsters and NPCs who live in a clan
and locations. or tribe.

Menace Turn Undead


Player gives off an aura of menace that can be sensed Monster and NPC undead (including monsters and NPCs Amtgard 8 - Battlegames
by hostile monsters and will have an advantage when affected by Undead Minion, Greater Undead Minion,
attempting to intimidate hostile monsters. Vampirisim, etc) must stay 50’ away from the player and
may not initiate any hostile actions towards them. Any
Persuasion undead that is targeted by a hostile action is no longer
Intelligent monsters and NPCs find the players arguments affected by Turn Undead and may act normally. Lasts for
more convincing than they otherwise would and are more 2 minutes. 1/game.
likely to be influenced by the player.
Prepared
Pick Locks Player is an experienced campaigner and is aware before
Player has an affinity for mechanical locks. If this player fails a Quest starts of any special equipment or circumstances
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an attempt to pick a lock they fare better than other players. that may be encountered. The reeve in charge of the Quest
should privately give the player a brief overview of the
monsters and challenges they are likely to encounter.

28
Classes
Playing a class in an Battlegame is a chance to combine physical abilities with tactical and
strategic acumen to achieve victory. Classes in Amtgard are designed so that each one brings a
unique and valuable set of skills to the field which can be used as part of a team.
Often abilities which do not seem useful to you personally may be invaluable when used on
teammates. Before picking a class for a game it is important to understand a few simple concepts.

Classes Made Easy


Classes have levels. Each level unlocks new Traits, Abilities, or Magic you can use. Your level
in a class is determined by the number of times you have played that class before. See ‘Credits
and Levels’ for more information.
Except for Traits, all Abilities and Magic require an Incantation in order to be activated. That’s just a
short audible sentence that announces to everybody what is going on.
All classes also have a list of weapons and armor they can use regardless of level. Available equipment,
along with any additional restrictions or limitations, is listed in the class description.
Classes are grouped into two broad categories:
Magic-Users: Bard, Druid, Healer, and Wizard.
Fighting Classes: Anti-Paladin, Archer, Assassin, Barbarian, Monk, Paladin, Scout, and Warrior
Magic-users have access to a broad array of magic, which is listed along with their class description. Fighting
classes have fewer, but more focused, abilities to go along with their expanded equipment availability.
Abilities for fighting classes are listed like this: Name [Uses] ([Category]) ([Notes])
Name: The name of the Ability.
Uses: How often the Ability can be used. Possible options are:
Unlimited: This Ability may be used any number of times.
‘X’/life: This Ability may be used X number of times each life. Each time you respawn you have a fresh set
of these ‘per life’ Abilities.
‘X’/Refresh: This Ability may be used X number of times per Refresh. You start the game with a full set of
these ‘per refresh’ Abilities, but they are only refilled when a Reeve announces a Refresh.
Charge: May be used in conjunction with per life or per refresh, or on its own. Charge Abilities can be
used any number of times, but must be Charged after the initial uses are expended. See the definition of
Charge under the section ‘Magic, Abilities, States, and Special Effects Defined’ for a full explanation of how
Charge works.
Not listed: This Ability isn’t an activated Ability.
Category: What kind of Ability it is. Possible options are:
(T): for Trait: This is an always-on self-only Ability which cannot be removed in any way and never
requires an Incantation of any sort to start and does not require an Enchantment Strip or count towards the
Amtgard 8 - Battlegames

bearer’s Enchantment limit.


(ex): for Extraordinary: This Ability is not magical in nature. It could represent poison from a vial
or using a piece of twine to fix a broken arrow. An Ability listed as (ex) which is defined as being an
Enchantment in its Ability definition generally behaves as an Enchantment but does not count towards the
limit of Enchantments that may be worn by a player. See the definition of Enchantment under the section
‘Magic, Abilities, States, and Special Effects Defined’ for more information.
(m): for Magical: This Ability is magical in nature. If the Definition of this Ability lists it as an Enchantment
then it follows all the rules for Enchantments and counts towards the limit of Enchantments that may be
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worn by a player.
Notes: Anything non-standard about the Ability. Typical examples might be Ambulant or Persistent.

29
Portr aying A Class Monster
This section contains a few examples of archetypal medieval No sword and sorcery setting is complete without monsters,
and fantasy character types. While the names of the classes those creatures from imagination or legend, both good and
reflects a European centric viewpoint, that does not define evil, that are somehow more (or less) than human. Monsters
how you must portray them. You can easily play the Barbarian in Amtgard can represent the smallest, friendliest sprite, the
or Warrior classes as a samurai or the Healer as a necromancer. largest most fearsome dragon, or anything else in between.
With a little flair and creativity, the Scout class makes an Examples: Centaurs, Dragons, Dwarves, Werewolves,
excellent pirate. Your character and persona are defined Vampires, Deadly Slime.
through your actions and behavior, not the name of the class
that gives you your abilities. The classes exist in a strict form Monster is a special class, playable only in games where the
to maintain game balance on the field; it is up to you to give game designer and local monarch have given their permission
them life, substance, and personality. for the class to be used. A player’s level in the Monster class
determines which Monsters they may portray. For more
Classes are listed in the following manner: information and rules regarding the Monster class please refer
Name: The name of the class. to the Dor Un Avathar.
Role-play Suggestion: This lists historical or fantasy
examples of each class plus a brief overview. Peasant
Players without class sashes or minimum garb must play
Garb: Garb that is required to denote playing the class. You Peasant. The only equipment available for peasants to use
are required to dress in medieval/swords and sorcery looking is either a single short weapon or a single dagger. They
garb in addition to the class specific garb. Failure to do either may not wear armor or use shields and do not have any
will result in playing the Peasant class. class abilities.
Requirement: A few classes list experience requirements.
If you do not meet these requirements you may not play nor
gain credits in that class.
Look The Part: This is an extra Ability that is available
to a player only if they actively role-play or portray their
class. Examples would be acting consistently in character in
battlegames, having good class-specific garb, and meaningfully
contributing to the atmosphere of the game. This ability need
not meet a cookie-cutter definition of the class; any dedicated
behavior consistent with a backstory can work. Barbarian, for Credits and Levels
example, could be played as a refined Samurai rather than If you wish to fight or participate in a battlegame, you must
a raging viking and still qualify for the bonus. Look The conform to one class for each game. A person may advance in
Part abilities are available at first level and are in addition level in a class after having the requisite credits and passing a
to all other class abilities. Example: A player has a Look The class test administered by your class Guildmaster. Only one
Part ability of Scavenge 1/Life and a normal class ability of attendance credit may be given on a single day, although
Scavenge 1/Life would have Scavenge 2/life. Who qualifies Kingdoms may award bonus credits according to their
for Look The Part is game-by-game bonus awarded by the corpora. You must play the class you wish to gain credit in.
group monarch or joint decision of the game reeve and the If no class is played but fighting takes place, you may take a
guildmaster for the class. Warrior credit. Players who reeve may take a Reeve Credit,
Armor: Maximum point value of armor the class may wear. and players who otherwise participate may take a Color Credit
You can wear armor with a point value higher then you are Kingdoms are allowed to award a maximum of 12 total bonus
allowed use of, but in these cases the armor simply gives credits (credits above and beyond attendance credits) to any
you the maximum allowed for your class. Example: a Scout player in a single month and no more than 3 bonus credits
may be issued per 1 attendance credit. All classes gain new
Amtgard 8 - Battlegames
wearing full plate still only gets three points from it.
abilities and levels at the following rate:
Shields: Largest size shield available to a class.
Weapons: Types of weapons the class can use.
All classes gain new levels at the following rate:
Limitations: Some classes have restrictions. For example,
1st Less than 5 credits in that class
Barbarians are restricted from receiving Enchantments from
other classes. 2nd At least 5 and less than 12 credits in that class
Levels and Abilities: Most classes receive Abilities at 3rd At least 12 and less than 21 credits in that class
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each level. Some Abilities are presented as a choice. Ability 4th At least 21 and less than 34 credits in that class
choices may be changed before each new game. Any Ability
choice presented as ‘Choose x of y’ allows you to choose up 5th At least 34 and less than 53 credits in that class
to x of the following y abilities. No duplicates may be chosen 6th 53 or more credits in that class
unless otherwise noted.

30
Archer Archer Abilities By Level
Everyone knows the legend of the Swiss crossbowman
1st Reload 1/Refresh then Charge x3 (ex)
William Tell and historically the Welsh Archers long
Pick two:
resisted English rule before making the longbow famous at
Destruction Arrow - 1 Arrow / Unlimited (ex)
Agincourt. Other outstanding examples include the Kyudo
Pinning Arrow - 1 Arrow / Unlimited (ex)
archers of Shogun-era Japan, and the Sioux Dog Soldiers.
Poison Arrow - 1 Arrow / Unlimited (ex)
Examples: William Tell, Odysseus, Paris of Troy,
Minamoto Tametomo 2nd Mend 1/life (ex)
Garb: Orange sash and medieval/sword and sorcery 3rd Pick two:
looking garb Destruction Arrow - 1 Arrow / Unlimited (ex)
Look The Part: Pick One Ability: Destruction Arrow, Pinning Arrow - 1 Arrow / Unlimited (ex)
Poison Arrow, Pinning Arrow; Unlimited (ex) Poison Arrow - 1 Arrow / Unlimited (ex)
Armor: 2pts
Shields: None 4th Suppression Arrow - 1 Arrow / Unlimited (ex)
Weapons: Dagger, Short, Bow 5th Pick two:
Destruction Arrow - 1 Arrow / Unlimited (ex)
Class Abilities Pinning Arrow - 1 Arrow / Unlimited (ex)
Poison Arrow - 1 Arrow / Unlimited (ex)
Destruction Arrow 6th Phase Arrow - 1 Arrow / Unlimited (ex)
T: Specialty Arrow S: Sorcery Optional: Sniper (ex)
M: Arrow with red head cover labeled ‘Destruction’.
I: “Destruction Arrow”
E: This arrow is Armor Destroying and Shield Destroying.
Armor Destroying and Shield Destroying are applied after
Reminder: All Specialty Arrow Incantations are
treated as Ambulant but do not require the statement
the normal effect of being hit with an arrow is applied.
of "Ambulant" before their incantation. (pg.51)
Pinning Arrow
T: Specialty Arrow S: Sorcery Suppression Arrow
M: Arrow with yellow head cover labeled ‘Pinning’. T: Specialty Arrow S: Sorcery
I: “Pinning Arrow” M: Arrow with purple head cover labeled ‘Suppression’.
E: A player struck by this arrow is Stopped for I: “Suppression Arrow”
30 seconds. E: A player struck by this arrow is Suppressed for
N: Engulfing. 30 seconds.
Poison Arrow N: Engulfing.
T: Specialty Arrow S: Death Phase Arrow
M: Arrow with green head cover labeled T: Specialty Arrow S: Sorcery
‘Poison’. M: Arrow with grey cover labeled ‘Phase’.
I: “Poison Arrow” I: “Phase Arrow”
E: This arrow is Wounds Kill. E: This arrow does not interact with ongoing
Reload Magic or Abilities. Example: This arrow is
T: Verbal S: Sorcery R: Self not stopped by Stoneskin, Protection from
I: “I nocked my arrows to my bow, I let them fly, Projectiles, and does not trigger the effects of
my quiver is low. Now I pause to go reload.” x3 Troll Blood, Undead Minion, Missile Block, or
Amtgard 8 - Fighting Classes

E: Player becomes Out of Game and may move similar Magic or Abilities.
about the field retrieving their arrows. L: This arrow does not supercede the Frozen,
L: Must stay at least 10’ away from other players at Insubstantial, or Out of Game States.
all times. The player may only remove their Out of Sniper
Game state in the location they started by stating, “I T: Neutral S: Sorcery
return with a full quiver” x3. E: Player may physically carry any number of
N: May ask reeve for assistance in retrieving Specialty Arrows of each type. The frequency
arrows that are within 10’ of other players. of each type of Specialty Arrow Ability
Mend becomes 1/Life Charge x3.
T: Verbal S: Sorcery R: Touch L: May not fire normal arrows. Only one
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I: “I make this item whole again” x5 type of Specialty Arrow may be charged at
E: Destroyed item is repaired. One point any given time.
of armor in one location is repaired.

31
Assassin Assassin Abilities By Level
From the Japanese concept of ninja to the classic French
1st Shadow Step 2/life (ex) (Ambulant)
highwayman and everything in between. The Assassin
Assassinate Unlimited (ex) (Ambulant)
represents a wide range of characters relying on speed,
agility, and creativity rather than brute force to accomplish 2nd Poison (self-only) 1/Life Charge x3 (ex)
their goals. 3rd Blink 2/life (ex) (Ambulant)
Examples: The ninja, Ebu Tahir, ronin, Hassan-I-Sabah,
Altaïr ibn-La’Ahad, Naruto Uzumaki 4th Hold Person 1/Life (m)
Garb: Black sash and medieval/sword and sorcery 5th Teleport (self-only) 2/Life (ex)
looking garb
Look The Part: Poison (self-only) 1/Life (ex) 6th Coup de Grace 1/Life (m)
Armor: 2pts
Shields: None Hold Person
Weapons: Dagger, Short, Long, Light Throwing, Heavy T: Ve r b a l S: Command
Throwing, Bow R: 20ft
I: “I command thee to stop” x3
Class Abilities E: Target player becomes Stopped for 30 seconds.
Shadow Step Teleport
T: Verbal S: Sorcery R: Self T: Verbal S: Sorcery R: Self
I: “I Step into the Shadows” x1 I: “I travel through the aether” x5
E: Player becomes Insubstantial. E: Player becomes Insubstantial and moves directly to
a location chosen at the time of casting by the caster.
Assassinate Upon arrival, they must immediately end the effect as
T: Verbal S: Death R: 20’ per Insubstantial.
I: Say the word “Assassinate” immediately N: If the player’s Insubstantial state is removed before they
upon killing a person. have reached their destination, the effects of Teleport end.
E: The victim is Cursed.
Coup de Grace
Poison T: Verbal S: Death R: 20’
T: Enchantment S: Death R: Self I: “Death shall come for thee” x3
M: Red strip E: Target player dies.
I: “I coat these weapons with a deadly poison” x2 L: Target must be Wounded when the caster begins the
E: The next Wound dealt by the bearer in melee is Incantation. Although it still functions even if they are
Wounds Kill. healed by the end of the Incantation.
Blink
T: Verbal S: Sorcery R: Self
I: “I vanish from sight”
E: Player becomes Insubstantial and can move to any
location within 50’ from their starting point.
L: Caster may not end State within 10’ of a
living enemy.

Amtgard 8 - Fighting Classes


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32
Barbarian Barbarian Abilities By Level
The Chinese, from ancient periods onward, have considered
1st Immune to Subdual (T)
everyone else to be barbarians, and oddly enough it is the
Immune to Command (T)
Eastern tradition from India to China that gives us the image
Berserk (T)
of civilization defending itself against the nomadic hordes of
such peoples as the Tartars, White Huns, Seljuk Turks, and 2nd Fight After Death 1/Refresh (ex) (Ambulant)
other steppe tribes. 3rd Adrenaline Unlimited (ex)
Examples: Conan, Yellowbeard, Leif Eriksson, Attila the
Hun, Alaric the Vandal, the Voivode 4th Fight After Death becomes 2/Refresh (ex)
Garb: White sash and medieval/sword and sorcery (Ambulant)
looking garb 5th Brutal Strike 1/Life (ex) (Ambulant)
Look The Part: Blood and Thunder 1/Refresh (ex)
6th Blood and Thunder 2/Refresh (ex)
Armor: 3pts
Shields: Medium
Weapons: All Melee, Javelins, Rocks Brutal Strike
Limitations: May not receive Enchantments from T: Verbal S: Death R: Unlimited
other classes. I: “And stay down!”
E: Victim is Cursed. Victim is also Suppressed for
Class Abilities 30 seconds.
L: Wound Trigger.
Berserk
T: Granted as Trait S: Sorcery R: Self Blood and Thunder
E: All weapons wielded in melee are Armor Breaking. T: Verbal S: Spirit R: Self
I: “Blood and Thunder!”
Fight After Death E: Player gains Blessing Against Wounds.
T: Verbal S: Sorcery R: Self L: Kill Trigger.
I: “Fight after death” immediately after dying N: Player must still wear a white strip to denote Blessing
E: Player continues to fight for seven seconds after being Against Wounds.
killed. Players must Chant this time out loud. As per
Chanting, failure to count immediately ends the effect.
Players ignore further Wounds during Fight After Death.
Player’s melee weapons are Shield Crushing.
L: Players may not activate Abilities or Magic during
Fight After Death. Players may not activate Fight After
Death if they died while Suppressed, Stunned,
Insubstantial, or Frozen. States on the player
(Such as Stopped) persist until Fight After
Death has ended and are then removed as
per the rules for player death. Players may
not achieve game objectives nor carry game
items while affected by Fight After Death, though
they may still kill other players even if that player is a
game objective.
N: Reeves are encouraged to remove this ability from those
Amtgard 8 - Fighting Classes

who use it in an unsafe manner.


Adrenaline
T: Verbal S: Spirit R: Self
I: “Adrenaline”
E: Player heals a wound.
L: Kill Trigger.
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33
Monk Monk Abilities By Level
Shaolin and Buddhist temples manned by fighting
1st Enlightened Soul (T)
monks who learned to fight with their hands and strange
Missile Block (T)
implements when their warlords forbade them to use swords
are the classic image of this class. However, many Asiatic and 2nd May use Heavy Thrown (T)
American tribes had strong traditions of wrestling, and the 3rd Sanctuary 1/Life Charge x5 (ex) (Ambulant)
Shogun-era Japanese had a plethora of armed warrior monks
whose wrath was feared by even the emperor. 4th Heal (self-only) 1/Life Charge x3 (ex)
Examples: Bruce Lee, Qui Chang Kane, Dread Pirate 5th Resurrect 1/Refresh Charge x10 (m)
Roberts, the Bloodguard, Benkei, Pachomius, the Sohe
Garb: Grey sash and medieval/sword and sorcery 6th Magic Ball Block (T)
looking garb
Look The Part: Heal (self-only) 1/Life(ex) Heal
Armor: None T: Verbal S: Spirit R: Self
Shields: None I: “Sword Cut, spear stab, mace smash, arrow jab,
Weapons: All Melee Let the white light of healing descend on thee.
Let the white light of healing stop thy spilling blood.
Class Abilities Let the white light of healing mend thy bones.
Let the white light of healing close thy wounds.
Enlightened Soul Let the white light of healing restore thy vigor.
T: Granted as Trait S: Protection R: Self The white light of healing hath healed thee.”
E: Player is unaffected by Verbal magic used at a Range E: Heal a Wound
greater than Touch.
L: Affects beneficial magic as well as harmful magic. Does Resurrect
not affect (ex) abilities. T: Verbal S: Spirit R: Touch
I: “Sword Cut, spear stab, mace smash,
Missile Block arrow jab,
T: Granted as Trait S: Protection R: Self Let the white light of healing descend on thee.
E: Player is allowed to block arrows and projectiles with Let the white light of healing stop thy
their weapons and hands without penalty. Any arrow or spilling blood.
projectile in motion touched by a weapon wielded or by Let the white light of healing mend
the hand of the player is nullified. thy bones.
N: Engulfing effects from blocked arrows and projectiles Let the white light of healing close
do not activate. thy wounds.
Let the white light of healing restore
Sanctuary thy vigor.
T: Verbal S: Protection R: Self
The white light of healing hath
I: State “Sanctuary” without any weapons in hand.
resurrected thee.”
E: Player and their carried equipment are unaffected
E: Target Dead player is returned to
by hostile actions originating from within 20’.
life. Non-Persistent Enchantments on the player
Must Chant “sanctuary”. Player may normally end
are removed before the player returns to life.
Sanctuary at any time by ceasing to chant, or by
Any Wounds on the player are healed.
picking up a weapon with their hand.
L: Player may not carry any weapons in hand Magic Ball Block
during Sanctuary. Cannot carry nor affect T: Granted as Trait S: Protection R: Self
Amtgard 8 - Fighting Classes
game items or game objectives while in E: Player is allowed to block Magic Balls with
Sanctuary. Players in Sanctuary may not their weapons and hands without penalty.
impede the play of other people in any Any Magic Ball in motion touched by a
manner, and must immediately remove weapon wielded or by the hand of the player
themselves from any such situations is nullified.
they find themselves in. May not come N: Engulfing effects from blocked Magic
within 20’ of a non-friendly base. Balls do not activate.
N: If the player is voluntarily touching (other
than blocking) or carrying weapons in any
fashion (tucked under arms, tied to thongs, etc)
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at any point during Sanctuary then they may only


voluntarily end Sanctuary within 20’ of a friendly
base, and must continue chanting until there. Player is still
susceptible to Phase Bolt and Phase Arrow.

34
Scout Scout Abilities By Level
Anyone who survives for any time in the wilds learns the lay
1st Tracking 2/Life Charge x3 (ex) (Ambulant)
of the land. Many Native Americans are rightly seen as good
May use a bow so long as a shield is not carried
trackers or scouts, as were the mountain men who followed.
Examples: Strider, Hiawatha, George Washington, Little 2nd Heal 1/Life (ex)
John, Baden Powel, Robin Hood, Paul Bunyan Release 1/Life Charge x3 (ex)
Garb: Green sash and medieval/sword and sorcery 3rd Shadow Step 1/Life (ex)
looking garb Dispel Magic 1/Refresh Charge x5 (ex)
Look The Part: Heal 1/Life (ex)
Armor: 3pts 4th Evolution (T)
Shields: Small 5th Hold Person 1/Life (m)
Weapons: Dagger, Short, Long, Heavy Thrown
6th Adaptive Blessing (self-only) 1/Life (ex)

Class Abilities
Evolution
Tracking T: Granted as Trait S: Sorcery R: Self
T: Verbal S: Sorcery R: 20ft E: May wear an additional Enchantment. Evolution does
I: “Tracking” x3 not count towards the bearer’s Enchantment limit.
E: Target Insubstantial player immediately has their N: This ability does work in conjunction with Attuned,
Insubstantial effect ended. Essence Graft, or Phoenix Tears so long as the other
limitations of those Enchantments are followed.
Heal
T: Verbal S: Spirit R: Touch Hold Person
I: “Sword Cut, spear stab, mace smash, arrow jab, T: Verbal S: Command R: 20’
Let the white light of healing descend on thee. I: “I command thee to stop” x3
Let the white light of healing stop thy spilling blood. E: Target player becomes Stopped for 30 seconds.
Let the white light of healing mend thy bones. Adaptive Blessing
Let the white light of healing close thy wounds. T: Enchantment S: Protection R: Self
Let the white light of healing restore thy vigor. I: “I enchant thee with this blessing” x3
The white light of healing hath healed thee.” M: White strip
E: Heal a Wound. E: Bearer becomes Resistant to one of the following
Release Schools: Death, Flame, Subdual, Command, Sorcery.
T: Verbal S: Sorcery R: Touch School is chosen at the time of casting. Does not count
I: “From thy bindings thou art released” x5 towards a players Enchantment
E: A single ongoing effect or State is removed from the limit, may not be worn with any
target. Casters choice. other Enchantments from the
L: Cannot remove Cursed. Protection School.

Shadow Step
T: Verbal S: Sorcery R: Self
I: “I Step Into the Shadows” x1
E: Player becomes Insubstantial.
Dispel Magic
Amtgard 8 - Fighting Classes

T: Verbal S: Sorcery R: 20’


I: “By my power I dispel that magic” x3
E: All Enchantments on target are removed.
N: Will work through Protection from Magic, Enlightened
Soul, Sanctuary, and similar magics and abilities. Will work
on players that are Frozen or Insubstantial.
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35
Warrior Warrior Abilities By Level
Pure warrior traditions also abound. Outstanding examples
1st Scavenge Unlimited (ex)
included the 300 Spartans who opposed the great Persian
king Xerxes and his 10,000 Immortals, the incredibly warlike 2nd Harden (self-only) 1/Life (ex)
five nations of the Iroquois, and the fierce Maori clans native 3rd True Grit (ex) 2/Refresh
to New Zealand.
Examples: William Wallace, Lancelot, Achilles, Spartacus, 4th Insult 1/Life (m) (Ambulant)
Mad Martigan, Miyamoto Musashi, Roman Praetorians, 5th Shake It Off 1/Refresh Charge x3 (ex)
and Julius Caesar
Garb: Purple sash and medieval/sword and sorcery 6th Ancestral Armor (self-only) 3/Refresh (ex) (Swift)
looking garb
Look The Part: Insult 1/Life (m) (Ambulant) Shake It Off
Armor: 6pts T: Verbal S: Spirit R: Self
Shields: Large I: ”I shall overcome”
Weapons: All Melee, Javelins E: Shake It Off may be activated at any time the player is
alive, even while the player would otherwise be prevented
Class Abilities from activating abilities by Stunned, Suppressed, or similar.
10 seconds after activating Shake It Off the player may
Scavenge remove from themselves one State or effect of their choice
T: Verbal S: Sorcery R: Self which was present at the time they activated the ability.
I: “Scavenge”
E: Repair one point of armor in one location, a shield, or Ancestral Armor
a weapon. T: Enchantment S: Protection R: Self
L: Kill Trigger. I: “May this armor protect you from all forms of harm.”
M: White strip
Harden E: The effects of a Magic Ball, projectile, or weapon which
T: Enchantment S: Protection R: Self just struck armor worn by the player are ignored, even if
I: “I enchant thee with Harden” x3 the object would not otherwise affect the armor. The armor
M: White strip loses one point of value in the location struck. This effect
E: Bearers weapons or shield may only be destroyed by will not trigger if the armor has no points left in the location
Magic Balls/Verbals which destroy objects, e.g. Fireball struck. Ancestral Armor is not expended after use and will
or Pyrotechnics. continue to provide protection until removed with Dispel
L: Will only affect either the weapons or the shield of Magic or similar magic or abilities.
the bearer, not both. L: Phase Arrow and Phase Bolt interact with
armor worn by the bearer as though Ancestral
True Grit Armor was not present.
T: Verbal S: Spirit R: Self
N: Abilities that ignore armor do
I: “The wicked flee when I pursue” immediately after
not trigger Ancestral Armor.
dying
E: Player returns to life with their Wounds healed
and is immediately Frozen for 30 seconds. Non-
Persistent Enchantments on the player are removed
before the player returns to life.
Insult
Amtgard 8 - Fighting Classes
T: Verbal S: Command R: 20’
I: “I command thy attention sirrah” x3
E: Victim is unable to attack or cast magic at
anyone other than the caster for 30 seconds.
If the victim of insult is attacked or has
magic cast on them by someone other
than the caster, the victim of
Insult becomes able to choose
to attack the offending party
as well.
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36
Bard
Bardic history is mostly tied in with the early oral tradition
of the druids and Norse skalds. Medieval Europe does give us
a case of actual singing knights, many of them female, from
the independent French province of Aquitaine before it was
crushed by the Papacy.
Examples: Sarafin, William Shakespeare, Alan O’Dale,
Homer, Scheherazade, Circe, Bragi, Snorri Sturluson
Garb: Light blue sash and medieval/sword and sorcery
looking garb
Look The Part: 1 extra point of magic at the Bard’s
highest level.
Armor: None
Shields: None
Weapons: Dagger
Magic-user: Bards may purchase five points of magic
from each level. Unused points from higher levels can be
rolled down to lower levels. A list of all magic purchased
must be carried at all times.

Name Cost Max Frequency Type School Range


1st Level
Cancel 0 1 Unlimited Neutral Neutral Touch
Confidence 1 - 1/Refresh Charge x5 Verbal Sorcery Touch
Equipment: Weapon, Short 2 2 - Neutral Neutral -
Experienced 2 2 - Neutral Neutral -
Insult 1 - 1/Life Verbal Command 20’
Release 1 - 1/Life Verbal Sorcery Touch
Shove 1 - 1/Life Verbal Sorcery 20’
Amtgard 8 - Magic-Users

Song of Determination 1 1 Unlimited Enchantment Protection Self


2nd Level
Empower 1 - 2/Refresh Verbal Sorcery Touch
Equipment: Armor, 1 Point 4 1 - Neutral Neutral -
Greater Release 1 - 1/Refresh Verbal Sorcery 20’
Innate 1 4 1/Refresh Meta-Magic Neutral -
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Mend 1 - 1/Life Verbal Sorcery Touch


Song of Battle 1 1 Unlimited Enchantment Protection Self
Song of Visit 1 1 Unlimited Enchantment Protection Self

37
Name Cost Max Frequency Type School Range
3rd Level
Awe 1 - 1/Life Verbal Command 20’
Battlefield Triage 1 1 1/Refresh Enchantment Spirit Self/Touch: Others
Break Concentration 1 - 1/Refresh Verbal Command 20’
Extension 1 2 1/Life Meta-Magic Neutral -
Equipment: Shield, Small 2 1 - Neutral Neutral -
Song of Freedom 1 1 Unlimited Enchantment Protection Self
4th Level
Amplification 1 - 1/Refresh Verbal Sorcery Touch
Equipment: Weapon, Long 3 1 - Neutral Neutral -
Restoration 1 - 1/Refresh Verbal Sorcery Touch
Sleight of Mind 1 - 1/Refresh Enchantment Sorcery Touch: Others
Song of Deflection 1 1 Unlimited Enchantment Protection Self
Song of Power 1 1 Unlimited Enchantment Protection Self
Suppress Aura 1 - 1/Refresh Verbal Command 50’
Swift 1 2 1/Life Meta-Magic Neutral -
Terror 1 - 1/Refresh Verbal Death 20’
5th Level
Agoraphobia 1 - 1/Refresh Verbal Command 20’
Ambulant 1 2 1/Life Meta-Magic Neutral -
Discordia 1 1 1/Refresh Enchantment Command Self
Equipment: Shield, Medium 3 1 - Neutral Neutral -
Heart of the Swarm 1 - 1/Refresh Enchantment Spirit Self
Lost 1 - 1/Life Verbal Command 20’
Song of Survival 1 1 Unlimited Enchantment Protection Self
6th Level
Combat Caster 2 1 - Neutral Neutral -
Dervish 2 1 - Neutral Neutral -
Equipment: Armor, 1 Point 2 1 - Neutral Neutral -
Legend 1 1 - Neutral Neutral Self
Silver Tongue 1 - 1/Refresh Enchantment Sorcery Self/Touch: Others Amtgard 8 - Magic-Users
Song of Interference 1 1 1/Refresh Charge x5 Enchantment Protection Self
Stun 1 - 1/Refresh Verbal Sorcery 20’

E.P. 1 3, 81st of Sowing


“Look around you,” the old man said, leaning on his staff. “History is important. All you see is a thriving Duchy
10-10-2021

at the end of the rainbow bridge, but this place was built on the ashes of Barad Duin, brought low by their
hubris and the anger of the Lands that Burn. Learn your history, so you don’t share the Black Tower’s fate.”
- Lazarus, scholar of Bifost

38
Druid
Neolithic anthropological evidence indicates a strong
tradition of matriarchy and mother worship in Central
Europe, the origin of the proto-Celtic Beaker and Axe
peoples. It is highly possible that many if not most early
druidic-types were priestesses rather than priests.
Examples: Galadriel, Johnny Appleseed, Lady of the
Lake, Tom Bombadil
Garb: Brown sash and medieval/sword and sorcery
looking garb
Look The Part: 1 extra point of magic at the Druid’s
highest level.
Armor: None
Shields: None
Weapons: Dagger
Magic-user: Druids may purchase five points of magic
from each level. Unused points from higher levels can be
rolled down to lower levels. A list of all magic purchased
must be carried at all times.

Name Cost Max Frequency Type School Range


1st Level
Barkskin 1 2 1/Refresh Enchantment Protection Touch: Others
Cancel 0 1 Unlimited Neutral Neutral Touch
Corrosive Mist 1 1 1/Refresh Enchantment Death Self/Touch: Others
Entangle 1 2 2 Balls / Unlimited Magic Ball Subdual Ball
Equipment: Weapon, Short 2 2 - Neutral Neutral -
Experienced 2 2 - Neutral Neutral -
Heat Weapon 1 - 1/Life Charge x3 Verbal Flame 20’
Imbue Armor 1 - 1/Refresh Enchantment Protection Touch: Others
Mend 1 - 1/Life Verbal Sorcery Touch
Amtgard 8 - Magic-Users

2nd Level
Equipment: Shield, Small 4 1 - Neutral Neutral -
Gift of Earth 1 2 1/Refresh Enchantment Protection Touch: Others
Heal 1 - 1/Life Verbal Spirit Touch
Iceball 1 2 2 Balls / Unlimited Magic Ball Subdual Ball
Innate 1 4 1/Refresh Meta-Magic Neutral -
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Poison 1 - 1/Life Enchantment Death Touch: Others


Release 1 - 1/Life Verbal Sorcery Touch
Stoneform 1 - 1/Refresh Charge x3 Verbal Protection Self

39
Name Cost Max Frequency Type School Range
3rd Level
Attuned 1 2 1/Refresh Enchantment Sorcery Touch: Others
Bear Strength 1 - 1/Refresh Enchantment Sorcery Touch: Others
Dispel Magic 1 - 1/Refresh Verbal Sorcery 20’
Extension 1 2 1/Life Meta-Magic Neutral -
Gift of Fire 1 2 1/Refresh Enchantment Flame Touch: Others
Greater Mend 1 - 1/Refresh Verbal Sorcery Touch
Icy Blast 1 2 1/Life Verbal Sorcery 20’
Regeneration 1 - 1/Refresh Enchantment Spirit Touch: Others
Stoneskin 1 2 1/Refresh Enchantment Protection Touch: Others
4th Level
Equipment: Weapon, Long 4 1 - Neutral Neutral -
Flame Blade 2 2 1/Refresh Enchantment Flame Touch: Others
Force Bolt 1 2 2 Balls / Unlimited Magic Ball Sorcery Ball
Gift of Water 1 2 1/Refresh Enchantment Sorcery Touch: Others
Golem 1 - 1/Refresh Enchantment Sorcery Touch: Others
Lycanthropy 1 2 1/Refresh Enchantment Death Touch: Others
Swift 1 2 1/Life Meta-Magic Neutral -
Teleport 1 2 1/Life Verbal Sorcery Touch
5th Level
Ambulant 1 2 1/Life Meta-Magic Neutral -
Equipment: Weapon, Great 5 1 - Neutral Neutral -
Essence Graft 1 - 1/Refresh Enchantment Sorcery Touch: Others
Gift of Air 1 2 1/Refresh Enchantment Protection Touch: Others
Heart of the Swarm 1 2 1/Refresh Enchantment Spirit Self
Ironskin 1 2 1/Refresh Enchantment Protection Touch: Others
Poison Glands 1 2 1/Refresh Enchantment Death Touch: Others
Resurrect 2 - 1/Refresh Verbal Spirit Touch
Troll Blood 1 2 1/Refresh Enchantment Protection Touch: Others
6th Level
Avatar of Nature 1 1 - Neutral Neutral - Amtgard 8 - Magic-Users

Call Lightning 1 - 1/Refresh Verbal Flame 20’


Grasping Tentacles 1 1 1/Refresh Enchantment Command Self
Imbue Weapon 1 - 1/Refresh Enchantment Death Touch: Others
Naturalize Magic 1 2 1/Refresh Enchantment Sorcery Self
Ranger 2 1 - Neutral Neutral -
Summoner 2 1 - Neutral Neutral -
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Word of Mending 1 - 1/Refresh Verbal Sorcery Touch

40
Healer
This image has been somewhat forged between clerics and
the “hedge mages” that preceded Christianity. Our modern
view of the fighting “Healer” stems from early medieval
clerical use of bludgeoning weapons, so as not to break the
implied biblical prohibition against drawing blood.
Examples: Hippocrates, Chiron, Elrond, Rath, Galenus,
and the Hospitaller
Garb: Red sash and medieval/sword and sorcery
looking garb
Look The Part: 1 extra point of magic at the Healer’s
highest level.
Armor: None
Shields: None
Weapons: Dagger
Magic-user: Healers may purchase five points of magic
from each level. Unused points from higher levels can be
rolled down to lower levels. A list of all magic purchased
must be carried at all times.

Name Cost Max Frequency Type School Range


1st Level
Banish 1 - 1/Life Verbal Spirit 20’
Blessing Against Wounds 1 - 1/Life Enchantment Protection Touch: Others
Cancel 0 1 Unlimited Neutral Neutral Touch
Equipment: Shield, Small 2 1 - Neutral Neutral -
Equipment: Weapon, Short 3 2 - Neutral Neutral -
Experienced 2 2 - Neutral Neutral -
Harden 1 - 1/Refresh Enchantment Protection Touch: Others
Heal 1 1 Unlimited Verbal Spirit Touch
Release 1 - 2/life Charge x3 Verbal Sorcery Touch
2nd Level
Amtgard 8 - Magic-Users

Adaptive Blessing 1 2 1/Life Enchantment Protection Touch: Others


Entangle 1 4 2 balls / Unlimited Magic Ball Subdual Ball
Equipment: Weapon, Hinged 3 1 - Neutral Neutral -
Greater Release 1 - 1/Refresh Verbal Sorcery 20’
Hold Person 1 - 1/Life Charge x3 Verbal Command 20’
Innate 2 2 1/Life Meta-Magic Neutral -
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Sever Spirit 1 - 1/Life Charge x3 Verbal Spirit 20’


Shove 1 - 1/Life Verbal Sorcery 20’
Summon Dead 1 - 1/Life Charge x3 Verbal Spirit 50’

41
Name Cost Max Frequency Type School Range
3rd Level
Adaptive Protection 1 - 1/Refresh Enchantment Protection Touch: Others
Astral Intervention 1 - 1/Life Charge x3 Verbal Command 20’
Equipment: Shield, Medium 2 1 - Neutral Neutral -
Extension 1 2 1/Life Meta-Magic Neutral -
Greater Harden 2 - 1/Refresh Enchantment Protection Touch: Others
Iceball 1 2 2 Balls / Unlimited Magic Ball Subdual Ball
Mend 1 - 1/Life Verbal Sorcery Touch
Resurrect 1 - 1/Refresh Charge x5 Verbal Spirit Touch
Undead Minion 1 - 1/Refresh Enchantment Death Touch: Others
4th Level
Blessing Against Harm 1 - 1/Refresh Enchantment Protection Touch: Others
Circle of Protection 1 1 1/Refresh Charge x10 Enchantment Protection Self
Greater Heal 1 - 1/Life Verbal Spirit Touch
Imbue Shield 1 - 1/Refresh Enchantment Protection Touch: Others
Protection from Projectiles 1 - 1/Refresh Enchantment Protection Touch: Others
Swift 1 2 1/Life Meta-Magic Neutral -
Teleport 1 2 1/Life Verbal Sorcery Touch
5th Level
Abeyance 1 2 1 Ball / Unlimited Magic Ball Subdual Ball
Ambulant 1 - 1/Refresh Meta-Magic Neutral -
Blessed Aura 1 - 1/Refresh Enchantment Protection Touch: Others
Dispel Magic 1 - 1/Refresh Verbal Sorcery 20’
Enlightened Soul 1 - 1/Refresh Enchantment Protection Touch: Others
Greater Resurrect 1 - 1/Refresh Verbal Spirit Touch
Greater Undead Minion 2 - 1/Refresh Enchantment Death Touch: Others
Steal Life Essence 1 2 1/Life Verbal Death Touch
6th Level
Ancestral Armor 2 - 1/Refresh Enchantment Protection Touch: Others
Mass Healing 1 1 1/Refresh Enchantment Spirit Self Amtgard 8 - Magic-Users
Necromancer 1 1 - Neutral Neutral -
Persistent 1 - 1/Life Meta-Magic Neutral -
Phoenix Tears 1 - 1/Refresh Enchantment Spirit Touch: Others
Priest 1 1 - Neutral Neutral -
Protection from Magic 1 - 1/Refresh Enchantment Protection Touch: Others
Stun 1 4 1/Refresh Verbal Sorcery 20’
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Warder 2 1 - Neutral Neutral -

42
Wizard
The alchemists of the Dark Ages can be said to be Wizards,
but 10,000-year old cave paintings in France indicate that the
concept of fusing the spirit and physical worlds has been with
us since the start.
Examples: Alannon, Gandalf, Morgana le Fey, Merlin,
Edward and Alphonse Elric
Garb: Yellow sash and medieval/sword and sorcery
looking garb
Look The Part: 1 extra point of magic at the Wizard’s
highest level.
Armor: None
Shields: None
Weapons: Dagger
Magic-user: Wizards may purchase five points of
magic from each level. Unused points from higher levels
can be rolled down to lower levels. A list of all magic
purchased must be carried at all times.

Name Cost Max Frequency Type School Range


1st Level
Banish 1 - 1/Life Verbal Spirit 20’
Cancel 0 1 Unlimited Neutral Neutral Touch
Equipment: Weapon, Short 2 1 - Neutral Neutral -
Experienced 2 2 - Neutral Neutral -
Force Barrier 1 - 1/Refresh Verbal Sorcery Self
Force Bolt 1 4 3 Balls / Unlimited Magic Ball Sorcery Ball
Heat Weapon 1 - 1/Life Verbal Flame 20’
Mend 1 - 1/Life Verbal Sorcery Touch
Shove 1 - 1/Life Charge x3 Verbal Sorcery 20’
Amtgard 8 - Magic-Users

2nd Level
Astral Intervention 1 - 1/Life Verbal Command 20’
Break Concentration 1 - 1/Life Verbal Command 20’
Entangle 1 3 2 Balls / Unlimited Magic Ball Subdual Ball
Innate 1 - 1/Refresh Meta-Magic Neutral -
Planar Grounding 1 - 1/Refresh Verbal Sorcery 20’
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Release 1 - 1/Life Verbal Sorcery Touch


Suppression Bolt 1 3 1 Ball / Unlimited Magic Ball Subdual Ball
Teleport 1 2 1/Life Verbal Sorcery Touch

43
Name Cost Max Frequency Type School Range
3rd Level
Dispel Magic 1 - 1/Refresh Charge x3 Verbal Sorcery 20’
Dragged Below 1 - 1/Refresh Verbal Death 20’
Extension 1 2 1/Life Meta-Magic Neutral -
Greater Mend 1 - 1/Refresh Verbal Sorcery Touch
Hold Person 1 - 1/Life Verbal Command 20’
Iceball 1 3 2 Balls / Unlimited Magic Ball Subdual Ball
Lightning Bolt 1 4 1 Ball / Unlimited Magic Ball Flame Ball
Ravage 1 - 2/life Verbal Death 20’
Shatter Weapon 1 - 1/Refresh Verbal Sorcery 20’
Throw 1 - 1/Refresh Verbal Sorcery 20’
4th Level
Destroy Armor 1 - 2/Refresh Verbal Death 20’
Dimensional Rift 1 - 1/Refresh Verbal Sorcery 20’
Fireball 1 4 1 Ball / Unlimited Magic-Ball Flame Ball
Icy Blast 1 - 1/Refresh Verbal Sorcery 20’
Shatter 1 - 1/Refresh Verbal Sorcery 20’
Suppress Aura 1 - 1/Refresh Verbal Command 50’
Swift 1 2 1/Life Meta-Magic Neutral -
Vampirism 1 - 1/Refresh Enchantment Death Touch: Others
Wounding 1 - 1/Refresh Charge x3 Verbal Death 20’
5th Level
Ambulant 1 2 1/Life Meta-Magic Neutral -
Contagion 1 - 1/Refresh Enchantment Death Touch: Others
Equipment: Weapon, Long 4 1 - Neutral Neutral -
Phase Bolt 1 4 1 Ball / Unlimited Magic-Ball Sorcery Ball
Pyrotechnics 1 2 1/Refresh Verbal Flame 50’
Steal Life Essence 1 2 1/Life Verbal Death Touch
Void Touched 1 2 1/Refresh Enchantment Sorcery Touch: Others
Ward Self 1 2 1/Refresh Enchantment Protection Self
6th Level
Battlemage 2 1 - Neutral Neutral - Amtgard 8 - Magic-Users
Elemental Barrage 1 2 1/Refresh Verbal Sorcery Self
Evoker 2 1 - Neutral Neutral -
Finger of Death 1 - 1/Refresh Verbal Death 20’
Persistent 2 - 1/Refresh Meta-Magic Neutral -
Protection from Magic 1 - 1/Refresh Enchantment Protection Touch: Others
Sphere of Annihilation 2 1 1 Ball / Unlimited Magic Ball Sorcery Ball
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Warlock 2 1 - Neutral Neutral -


Word of Mending 1 - 1/Refresh Verbal Sorcery Touch

44
Anti-Paladin Anti-Paladin Abilities By Level
These are the standard bad guys of legend. Almost any
adversary in a stock fantasy movie can qualify as an Anti- 1st Immune to Command (T)
Paladin, but historical cases abound – ranging from Vlad Immune to Flame (T)
Dracul’s persecution of Turkish prisoners to Mongol warlords 2nd Poison (self-only) 1/Refresh then Charge x3 (ex)
boiling opposing chieftains alive.
3rd Steal Life Essence 1/life (m)
Examples: The Kurgan, Mordred, the Black Knight,
the Nazgul, Sir Francis Dashwood 4th Brutal Strike 1/Life (ex) (Ambulant)
Garb: Openly displayed black dragon on clothing or armor 5th Awe 1/life (m)
and medieval/sword and sorcery looking garb. Knights may
wear a white belt and black phoenix instead. 6th Undead Minion 2/Refresh (m)
Requirements: Must be 6th level in at least one class.
Look The Part: Awe 1/life (m) Undead Minion
Armor: 4pts T: Enchantment S: Death R: Touch: Others
Shields: Large I: “Flesh rots, bones break, skulls sigh, spirits take
Weapons: All Melee, javelins let the power of my will descend on thee
let the power of my will restore thy spirit
Class Abilities let the power of my will knit thy corpse
let the power of my will give thee direction
Poison let the power of my will cheat thy death
T: Enchantment S: Death R: Self by the power of my will, arise my minion!”
M: Red strip M: Yellow strip
I: “I coat these weapons with a deadly poison” x2 E: 1. Bearer does not die or respawn as normal.
E: The next Wound dealt by the bearer in melee is 2. Bearer is Cursed, Fragile, and Suppressed.
Wounds Kill. 3. When the bearer would normally die, they instead
become Insubstantial, remove all Wounds, and must return
Steal Life Essence to the caster as soon as possible. Insubstantial players may
T: Verbal S: Death R: Touch
not move more than 10’ from the caster and may not speak.
I: “Steal life”
The caster may touch the player and then Incant “Rise and
E: Caster may heal a wound or instantly Charge an ability.
fight again” x10 to end this Insubstantial State so long as no
L: May only be used on a dead player. That player is Cursed.
living enemies are within 10’ of the bearer.
Does not work on Cursed players. The caster does not gain
4. If this Enchantment’s Insubstantial is removed from
the effect if the dead player is unaffected.
the Bearer in any other manner than outlined in item 3
N: In order to charge an ability, the name of the ability
(or prevented entirely) this Enchantment is removed.
being charged must still be stated immediately after the
5. If the caster dies, this Enchantment is removed the
incantation.
next time the bearer returns to the caster.
Brutal Strike 6. If the Enchantment is removed, the bearer dies.
T: Verbal S: Death R: Unlimited 7. For the duration of the Enchantment, the bearer
I: “And stay down!” may treat the caster as a base for the purposes of the
E: Victim is Cursed. Victim is also effects which require the bearer to go to their base.
Suppressed for 30 seconds. 8. Dead players may be targeted by Undead
L: Wound Trigger. Minion and are immediately returned to life with
all Wounds removed and the Insubstantial
Awe State applied.
Amtgard 8 - Reserved Classes

T: Verbal L: 1. The Insubstantial State imposed by


S: Command Undead Minion can be removed or prevented
R: 20’ by any Magic or Ability which would normally
I: “I command thee be capable of removing Insubstantial or
awed” x3 preventing Insubstantial such as Tracking,
E: Target may not Planar Grounding, Release, or similar Magic
attack or cast magic and Abilities.
at the caster. Target 2. This Enchantment is removed by Banish and
must remain at least 20’ Dimensional Rift if used on the player while they
away from the caster unless are Insubstantial.
forced there by another Magic
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3. The caster may not have more than three active


or Ability. Lasts 30 seconds. Greater Undead Minion and Undead Minion
N: If the caster attacks or Enchantments combined.
begins casting another magic
at the target, this spell’s effect
is negated.

45
Paladin Paladin Abilities By Level
The perfect good guy comes to save the day. Paladins exist
1st Immune to Command (T)
in the myths and legends of all cultures. Be it the Geatlander
Immune to Death (T)
Beowulf slaying Grendel or the Norse god Thor battling
the Midgaard Serpent, Paladins have been with us since 2nd Heal 1/Refresh then Charge x3 (m)
prehistory. 3rd Extend Immunities 1/Refresh Charge x5 (ex)
Examples: Joan of Arc, Galahad, King Arthur, Roland,
Percival, Don Quixote, Arcite, Phocion, Dietrich von Bern 4th Resurrect 2/Refresh (m)
Garb: Openly displayed white dragon on clothing or armor 5th Awe 1/Life (m)
and medieval/sword and sorcery looking garb. Knights may
wear a white belt and white phoenix instead. 6th Protection from Magic (self/touch: others)
Requirements: Must be 6th level in at least one class. 2/Refresh (m)
Look The Part: Awe 1/Life (m)
Armor: 4pts Awe
Shields: Large T: Verbal S: Command R: 20’
Weapons: All Melee, Javelins I: “I command thee awed” x3
E: Target may not attack or cast magic at the caster. Target
Class Abilities must remain at least 20’ away from the caster unless forced
there by another Magic or Ability. Lasts 30 seconds.
Heal N: If the caster attacks or begins casting another magic at
T: Verbal S: Spirit R: Touch the target, this spell’s effect is negated.
I: “Sword Cut, spear stab, mace smash, arrow jab,
Let the white light of healing descend on thee. Protection from Magic
Let the white light of healing stop thy spilling blood. T: Enchantment S: Protection R: Self or Touch: Others
Let the white light of healing mend thy bones. I: “I enchant thee with protection from magic” x5
Let the white light of healing close thy wounds. M: White strip
Let the white light of healing restore thy vigor. E: Bearer is unaffected by magic from any school. Upon
The white light of healing hath healed thee.” death the player is Cursed.
E: Heal a Wound. N: This effect does not interact with other
Enchantments worn by the bearer.
Extend Immunities
T: Enchantment S: Protection R: Touch: Others
I: Tie strip on target: “May the blessing of my god protect
thee” x3
M: White strip
E: The target player gains either Resistant to
Command or Resistant to Death.
L: Type of Ability must be chosen at the time of
casting and may not be changed. The caster may
only have one instance of Extend Immunities active
at a time.
Resurrect
T: Verbal S: Spirit R: Touch
I: “Sword Cut, spear stab, mace smash, arrow jab,
Amtgard 8 - Reserved Classes
Let the white light of healing descend on thee.
Let the white light of healing stop thy spilling blood.
Let the white light of healing mend thy bones.
Let the white light of healing close thy wounds.
Let the white light of healing restore thy vigor.
The white light of healing hath resurrected thee.”
E: Target Dead player is returned to life. Non-Persistent
Enchantments on the player are removed before the
player returns to life. Any Wounds on the player
are healed.
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46
Magic, Abilities, States and Special Effects
One of the key concepts of Amtgard is the magic and abilities removed by the duration ending, respawning, or another
that classes have access to in battlagames.These concepts are Magic or Ability. See the States section for more information.
broken into three basic categories that are further defined Special Effects are typically triggered events that have a
individually in this section. specific result. Special Effects are often tied to hits from
Magic and Abilities are typically actions that are performed weapons, Magic Balls, or Verbals. A Special Effect differs from
by a player using an incantation. It might range from hiding a State in that it has an instantaneous result. The result may
in the shadows to picking a lock to throwing a fireball. continue, but the Special Effect is done once it has triggered.
Each Magic and Ability is individually defined later on in For instance if armor is destroyed by the Armor Destroying
this section. Special Effect from a Fireball then the only way to get the
armor back is to repair it using Mend (or a similar Magic
States are normally the result of a Magic or Ability used by
or Ability).
a player. A State is a result that stays on a player until it is

Magic, Abilities, States, and


Special Effects Made Easy
The number and variety of Magic, Abilities, States, and Special Effects can seem overwhelming, but it doesn’t
have to be. Here are a few quick steps to help you learn what you need to know to play on the field with magic
and abilities.
Only three things can adversely affect you: Weapons, Magic Balls, and Verbals.
Weapons and Magic Balls have to physically hit you or your equipment to have an effect. No hit, no effect,
no problem.
Amtgard 8 - Magic, Ability, State and Special Effect Rules

Engulfing Magic Balls (Iceball, etc) and weapons (Pinning Arrow, etc) can affect you by hitting your equipment
or garb. Everything else has to hit your body. Engulfing isn’t terribly common.
Verbal Magic and Abilities all follow the same format: They state your name, point at you, and say an incantation
of three repetitions of a phrase that activates the Verbal.
All offensive Verbals have very descriptive incantations. The incantation typically contains the School and the
State of the Magic or Ability being used. Example: The incantation for Hold Person is “I command thee to stop”
three times; The School is ‘Command’ and the State it inflicts is ‘Stopped’.
No Verbal has a range greater than 50’. If you can get further away from the caster than that you won’t be affected.
There are lots of Magic and Abilities, but only a few results. If you read through and understand the States Defined
and Special Effects Defined sections below you will understand the result of any Magic or Ability used against
you in combat on the field. All offensive combat abilities (with very few exceptions) result in one of those States
or Special Effects. If you don’t know what a magic or ability does by its incantation don’t worry; ask the caster
to explain and they can communicate to you in just a couple of words exactly what happened using States and
Special Effects.
Immunities are also very simple: If the Magic or Ability targeting you is of a given School
(which is always part of the incantation) and you have Immunity to that School, then the
magic or ability has no effect on you. The only exceptions are if they affect your equipment or
your Enchantments instead of you yourself, but there are only a few Magics and Abilities that
do that. If you are unaffected by a Magic or Ability, you must announce it when the Magic
or Ability is complete. You can also let them know before hand if you’re feeling generous.
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47
Magic and Ability 6. You may only have one instance of a given Magic or
Ability Charged at a time. Example: An Ability listed as
Mechanics Defined 2/life Charge x3 may only be Charged once both per-life
uses have been expended, and may only have a single
Ability: Powers or skills that must be activated to be used. instance of the Ability Charged thereafter.
1. Ability Enchantments denoted as Magical (m) in the 7. Only Magic and Abilities which may be Charged can
class description count towards the bearers limit for benefit from Innate, Steal Life Essence, etc.
carried Enchantments. May be removed by Magic that
removes Enchantments, such as Dispel. Charge Incantation: The Incantation that is used to
Charge an ability. A single ‘Charge Incantation’ is repeating
2. Ability Enchantments denoted as Extraordinary (ex) in the following phrase:
the class description do not count towards enchantment
limits or count for the purposes of Attuned, Essence “Out of battle I pause to rest,
Graft, or similar magic and abilities. May be removed I take some time to catch my breath.
by Magic that removes Enchantments, such as Dispel. Return to me my fleeting power
To aid me in my darkest hour.”
3. Unless otherwise specified, Ability enhanced equipment
cannot be used except by the player who enhanced the The Charge Incantation requires an empty hand and must be
equipment. For instance: an Archer cannot loan their audible out to 20’.
Poison Arrow to another player, even another Archer. Enchantments: Enchantments are ongoing magics and
4. Ability Incantations follow all the rules of magical abilities that remain until they are used up or removed.
Incantations unless otherwise noted. Incantations for
1. Enchantments must be denoted by an appropriately
Abilities listed as Extraordinary (ex) do not require a
colored strip attached to the enchanted person.
free hand.
a. Offensive enchantments are denoted by a red strip
5. Abilities granted via an Enchantment retain the original
School of the Ability, not the School of the Enchantment. b. Defensive enchantments are denoted by a white strip
c. Miscellaneous enchantments are denoted by a
Chant: An audible component required by some magics and
yellow strip
abilities that sustains their continuing function. Under normal
circumstances a player may voluntarily end an ability with 2. Enchantments may only be carried one at a time by a
an ongoing chant at any time. The audible components of a player, unless otherwise noted.
Chant must be spaced no further than five seconds apart and 3. Enchantments may only be cast on willing players.
audible to 50’. Unless otherwise noted failure to Chant ends 4. Enchantments are always placed on players.

Amtgard 8 - Magic, Ability, State and Special Effect Rules


the effect. May be spoken while moving. Only one Chant can Some Enchantments carried by players affect
be maintained at a time. the equipment they carry or use as noted in the
Charge: Some Magic and Abilities may continue to be used Enchantments description.
after their per-life or per-refresh uses are consumed. These 5. If a person bearing an Enchantment is killed
Magic and Abilities are denoted with the word “Charge” and the Enchantment remains but becomes inactive.
a number after them. In order to gain an additional per-life Respawning removes any Enchantments from a
or per-refresh use of a Charge Magic or Ability the Charge player and their equipment unless the Enchantments
Incantation must be repeated in full the number of times are Persistent. If the person is returned to the same
indicated by number after Charge. For instance an Ability life, as opposed to respawning, then Enchantments
labeled ‘Charge x3’ requires three full repetitions of the are preserved and will function again, unless
Charge Incantation in order to be usable. otherwise noted.
Unless otherwise noted: a. If a player voluntarily moves after having died then
the Enchantments they carried are removed. Does
1. Once an ability has been Charged, it may then be held
not apply to Persistent Enchantments.
for later use in the same game. Once it is used you may
then Charge it again for another use. b. If a player voluntarily takes a death, all Enchantments
carried are removed.
2. Any Incantation to activate a Charged ability is separate
from the Charge Incantation. 6. Players may not cast Enchantments on themselves with
the exception of Enchantments with a range of ‘Self ’.
3. Charges for per-refresh Magic and Abilities carry
between lives; a per-refresh Ability Charged on a 7. Enchantments may be removed by Dispel Magic, but
previous life and not used can be used on the next life. not by Release or similar magics and abilities.
4. Charged Magic and Abilities that are per life or per 8. Enchantments that have a definite number of uses,
Refresh lose their Charge when they are replenished. such as Blessing Against Harm or Grasping Tentacles,
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Example: A Charged Ability which is ‘1/Life Charge x3’ are removed when their last use is expended (even if
loses its Charge when a player begins a new life, but ineffective against their target. i.e. discharging Poison
may be Charged normally once the standard per-life against a target Immune to the Death School still
uses have been consumed. expends that use of Poison). These Enchantments are
5. The ability being Charged must be designated at the still removed by Dispel Magic, Resurrect, or other
beginning of the Charge. Enchantment removing mechanics.

48
9. States, Abilities, and Special Effects imparted by 4. An interrupted incantation does not result in a magic
Enchantments to their bearer cannot be removed or ability being consumed. Interrupted Incantations
in any way while the Enchantment is active and are must be restarted from the beginning.
removed when the Enchantment is removed, unless 5. Require the caster to have an empty hand with the
otherwise noted. Example One: A player bearing exception of holding Material Components or the
Corrosive Mist is Stopped. When they die the target of a Touch Range magic.
Enchantment becomes inactive and the Stopped State
6. Starting an Incantation renders the player’s active
is removed since all States, except Cursed, are removed
Magic Balls inactive and interrupts any other
by death. If the player is returned to life in a manner
Incantation or Chant the player has in progress.
that preserves their Enchantments then they will again
become Stopped as Corrosive Mist becomes active 7. Require the target to be at least partially visible at the
again and re-applies the State Example Two: A player end of the Incantation to be effective. If the target is
bearing Protection From Magic is killed and becomes not at least partially visible the Ability or Magic is still
Cursed by Protection From Magic. Protection From used up.
Magic becomes inactive after they die but the Cursed Completing an Incantation results in an Ability or Magic
State persists as Cursed is not removed by player death. being used up, regardless of if the target was valid or affected.
Since Protection From Magic is no longer active the
Kill Trigger: Some magics and abilities have special
Cursed State would be removable by Greater Release
circumstances that must be met before they can be activated.
or similar means.
Magics and abilities with the Kill Trigger Limitation can only
10. Special Effects granted to equipment via Enchantments be used within 30 seconds after the caster strikes the final blow
are considered magical and have a School to kill an enemy in melee combat (or causes the activation
corresponding to the School of the Enchantment. of any effects which allow the player struck to avoid death
11. Enchantments worn (or a summary of their effects) such as Undead Minion, Song of Survival, or other similar
must be announced at the beginning of an engagement magic and abilities). The caster must be outside of 10’ of a
if possible. Enchantments worn must always be living enemy, and may only use the ability once per eligible
announced when requested. killing blow.
Engulfing: Engulfing effects affect the victim even if they Magic Armor: Magic Armor is provided by some
hit only garb, worn equipment, or wielded equipment. Other Enchantments. The specific enchantment will denote a
effects only function on items or players they physically touch. number of points of Magic Armor that are granted to each
hit location.
Incantation: The verbal component required by some
magics and abilities that initiates their function. 1. Magic Armor never stacks with other Magic Armor
Amtgard 8 - Magic, Ability, State and Special Effect Rules

and may not be worn with normal armor. If Magic


Magic and Abilities used at a Range greater than Touch
Armor is granted from two different sources only the
require that the target be indicated by name. Example: “Timmy,
highest value present is used and all others are ignored.
I command thee to stop, I command thee to stop, I command thee
Example: A player is wearing both Gift of Earth (2
to stop.” If the name of the target is not known, or if the casting
points of Magic Armor) and Barkskin (1 point of
player prefers, they may instead point at the target with a
Magic Armor). Since Gift of Earth is the highest value
free hand and name their class and a descriptor. Example:
the Magic Armor from Barkskin is ignored. If Gift of
<Point with a free hand> “Warrior in blue, I command thee to
Earth is removed the player will have a new Magic
stop, I command thee to stop, I command thee to stop.” When
Armor maximum of 1 point. All locations greater than
targeting a piece of equipment the caster must explicitly define
1 point will be lowered to 1 point while all locations at
the equipment in addition to the player most recently using
1 point or lower will remain unchanged.
it. Example: “Timmy, blue sword on hip, I call upon flame to
heat that sword, I call upon flame to heat that sword, I call upon 2. Magic Armor may be the target of magic or effects
flame to heat that sword.” that affect armor such as Armor Breaking, Fireball, etc.
3. Magic Armor may be repaired like any other armor.
Unless otherwise noted all Incantations:
4. Magic Armor covers all locations on a player without
1. Must be said loudly and clearly enough to be heard
any gaps in coverage.
within 50’ or by the recipient, whichever is closer.
Incantations for Magic or Abilities which target 5. Unless otherwise noted in the description of the
self must be audible to within 20’. In the event of a Enchantment, Magic Armor can never benefit from
disagreement over audible range, consult a reeve. armor enhancement abilities or magics such as
Ancestral Armor or Imbue Armor. Example: Stoneskin
2. Unless otherwise noted in the Magic/Ability
is naturally considered Ancestral Armor, but Barkskin
description a player may not move their feet when
can not benefit from Ancestral Armor in any way.
incanting. If a player moves their feet the incant
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is interrupted. 6. Players may wear more Magic Armor than their class
maximum allows. A class which cannot wear any
3. Improper wording, mispronunciation, a gap of more
armor can still wear Magic Armor.
than two seconds between words, or omitting words
will all result in an interrupted Incantation. 7. Unless otherwise noted Magic Armor behaves
identically to normal armor.

49
8. The presence of Magic Armor must be announced Range: Targets of Magics and Abilities out of range at the
to any opponents at the beginning of an engagement completion of an Incantation are not valid targets. For Magics
if possible; Magic Armor should not result in a and Abilities used at a range of Touch, any physical contact
‘surprise survival’. between caster and target is sufficient. Magic or Abilities used
Magic Balls: Magic Balls which are thrown and strike a at a range of Touch may only be used on players that are
player or object can have various effects. willing, Dead, Frozen, Stunned, or otherwise unable to move
and unable to engage in combat.
Unless otherwise noted:
Resistant: The player is unaffected by the next effect of a
1. A magic-user may physically carry only the number of given type. Unless otherwise noted, Resistant does not extend
Magic Balls purchased. Pages and other players may beyond the player that has it. Players must announce "resistant"
not carry extra Magic Balls for magic-users. upon triggering.
2. Once a Magic Ball’s Incantation has been said, it is
Melee: Not affected by the next strike from a melee
considered active until thrown or interrupted.
weapon. No effect on projectiles.
3. A player may only have one Magic Ball active at a time.
Wounds: Does not receive the next Wound that would
4. Magic Balls of the Subdual School have no effect on otherwise be inflicted.
equipment that is not being carried. Example: You may
School: Immune to the next Magic or Ability from the
not Iceball a player’s shield if it is not being wielded
given School.
or carried by them.
5. Magic Balls discharge after the first Player, Wielded School: Magic and Abilities are divided into Schools,
Equipment, or Terrain they hit. referred to commonly as the Schools of Magic. Each School
specializes in a certain genre of magic and typically the effects
6. Magic Balls affect only the player or object struck; of the different Magic and Abilities within a School are similar.
Magic Balls are not engulfing unless noted.
Command: Typically makes players stop moving or
7. Barring any Enchantments or magical effects, garb
change their actions in some manner. Frequently makes
strikes count as hitting the player if the Magic Ball
use of the Stopped, Frozen, and Insubstantial States.
would have continued on to hit the player. Example:
All offensive magic and abilities from the Command
You may not block Lightning Bolts with your cloak.
School are Verbals. All offensive magic and abilities
8. Magic Balls do not damage armor unless from the Command School have the word “command”
otherwise noted. in the incantation.
9. Magic Balls are not stopped by Protection from Death: Typically causes injury or death. Frequently

Amtgard 8 - Magic, Ability, State and Special Effect Rules


Projectiles, Missile Block, or similar magic and abilities. makes use of the Cursed and Fragile States. All offensive
Meta-Magic: A type of magic which alters the typical magic and abilities from the Death School are Verbals.
behavior of other magics. Offensive magic and abilities from the Death School
tend to be very explicit about the result as part of the
1. Unless otherwise noted, Meta-Magic follows all the
incantation such as “I call for your death.”
standard rules for Incantations.
Flame: Typically destroys equipment or wounds/
2. Meta-magic must be stated immediately after
kills players. Offensive magic and abilities from the
indicating the target and prior to beginning the
Flame School can be either a Verbal or a Magic Ball.
incantation for the modified magic.
Magic Balls from the Flame School typically destroy
3. Abilities that are labeled with a meta-magic in the class equipment and wound or kill players, while Verbals
description are affected as per that metamagic, but do from the Flame School typically target equipment and
not require the player to state the Incantation for that destroy it, rather than targeting players themselves. All
meta-magic. offensive Verbals from the Flame School have the word
4. Meta-Magics do not affect other Meta-Magics, but may “flame” in the incantation.
be combined in any number so long as all restrictions Neutral: Has effects that alter game play for the user in
are observed. Example: A player may cast a spell using some manner and does not directly affect other players.
Extension and Ambulant, however Extension must
Protection: Typically enchantments that provide
be stated without moving the feet as it is unaffected
magical armor, Immunity to a School, or Resistance
by Ambulant.
to a School or State. There are no offensive magic or
5. Meta-Magics are considered expended as soon as their abilities in the Protection School.
incantation is finished regardless of whether or not the
Sorcery: Typically effects that deal with raw magical
altered magic was completed.
force, manipulating magic itself, or controlling the
6. May not be used to modify the behavior of Magic aether. Offensive magic amd abilities from the Sorcery
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Items or magics and abilities granted by Enchantments School tend to be very explicit about the result as part
such as Heat Weapon from Gift of Flame. of the incantation and frequently includes the word
“power”. Offensive magic and abilities from the Sorcery
School are generally Verbals.

50
Spirit: Typically Verbals that offer healing, resurrection, States Defined
or the removal of harmful States with a few
Enchantments sprinkled in. All abilities and magics (with a few exceptions) make use of a
small set of common terms to explain the result they have on
Subdual: Typically makes a player stop moving or the player. These results are referred to as a ‘State’ or ‘States’. A
limits their actions. Makes use of the Stopped, Frozen, player can have any number of different States simultaneously.
Stunned, and Suppressed States. All offensive magic and A State may have a duration, after which it expires. If a
abilities in the Subdual School are Magic Balls. player would gain a State they are already affected by, the
Specialty Arrows: Specialty Arrows which strike a State’s duration will simply be adjusted to the new duration
player or object can have various effects. if it is longer than the current duration. A State without a
duration continues until it is removed by some outside force
Unless otherwise noted:
or until a condition is met. Unless otherwise noted, all States
1. A player may only physically carry one Specialty are removed when a player dies and cannot apply to dead
Arrow per instance of Ability. Pages and other players players. A State conferred by a class Trait, such as Immunity
may not carry extra Specialty Arrows for players. to Subdual, is always on and may not be removed by respawn,
Specialty arrows may never be shared. death, or any other means. States imparted at the same time
2. Specialty Arrows must be fired alone. as a killing blow are considered to have taken effect prior
to death. If a State which prevented a player from moving
3. Incantations for Specialty Arrows must be said
expires due to its duration ending, the player it affected must
immediately prior to firing, and said loudly and clearly
declare, “No longer [State that ended]”. This must be audible
enough to be heard within 50’.
out to 20 feet.
4. All Specialty Arrow Incantations are treated as
Ambulant but do not require the statement of Cursed: Player becomes Immune to Spirit. Cursed persists
"Ambulant" before their incantation. after death but is removed on Respawn. Has no effect on
magic or abilities already cast or ongoing.
5. Properly activated Specialty Arrows count as a normal
hit from an arrow to the location struck in addition Fragile: Player dies on the next Wound.
to their listed effects. Frozen: Player may not move, speak, or take any action.
6. If a player has Specialty Arrows with a frequency that Can only be affected by mechanics that work on States in
includes Charge, they may have only one Specialty general (such as Release) or Frozen in specific (such as
Arrow of any type Charged at a time. Shatter). Otherwise player and their equipment is not affected
Traits: Class Abilities that function all of the time without by combat, magic, etc.
activation being required. Includes such things as Immunity Immune: The bearing player or object is not affected by
Amtgard 8 - Magic, Ability, State and Special Effect Rules

and the ability to use extra equipment. Traits are denoted Magic or Abilities from a given School. Immunity granted as
with a (T) and are always non-magical in nature. Traits may a Trait does not prevent players from making use of their own
not be removed by any means and persist after respawn. class Abilities. Unless otherwise noted, Immunities do not
Immunities granted by Traits persist after death. Traits are not extend beyond the player or object that has them. Example:
enchantments, and do not count towards enchantment limits A player with Immunity to Flame can still have their armor
or count for the purposes of Attuned, Essence Graft, or similar destroyed by a Fireball. Unless otherwise noted, players with
magic and abilities. Note: Some Traits mimic other Magic or Immunities may still be targeted by Magic and Abilities of the
Abilities, but these Traits are still always on and ignore any given School. Example: A player with Immunity to Flame can
Incantation or Materials requirement listed. still be the target of Pyrotechnics which would still destroy
Verbal: Magics and Abilities that require an incantation their equipment (as Immunities do not extend to equipment
to be activated. Verbals can have an immediate effect or unless noted). Immunities do not interact with Enchantments
impart a State or an Ongoing Effect. Ongoing Effects may worn by the player. Example One: An Anti-paladin may wear
have a duration, after which it expires. If a player would gain the Flameblade Enchantment. Example Two: A player with
an Ongoing Effect they are already affected by, the Ongoing Protection From Magic still gains Stopped if Corrosive Mist
Effect’s duration will simply be adjusted to the new duration is later cast on them. Example Three: A player may still benefit
if it is longer than the current duration. An Ongoing Effect from the Heal from Regeneration, even if they are Cursed.
without a duration continues until it is removed by some Example Four: A player with Greater Undead Minion and
outside force or until a condition is met. Unless otherwise Enlightened Soul would still have their enchantment removed
noted, all Ongoing Effects are removed when a player dies when Banish is cast on them while insubstantial.
and cannot apply to dead players.
Wound Trigger: Some Magics and Abilities have special
circumstances that must be met before they can be activated.
Magics and abilities with the Wound Trigger Limitation can
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only be used immediately after the caster causes a wound to an


enemy in melee combat (even if that wound kills the enemy).

51
Insubstantial: This State has both offensive and defensive Special Effects Defined
purposes. Insubstantial players:
Special Effects are a common language used to define
1. May not move from their starting location unless
battlefield events. Special Effects typically trigger when a
otherwise noted. This is different from Stopped in that
player or object is hit by a weapon, Magic Ball, or targeted
you can still move your feet.
by a completed Verbal. A single event typically only has one
2. Are incapable of physically interacting with game relevant Special Effect. For instance a Destruction Arrow is
items, objectives, or other players in any way unless both Armor Destroying and Shield Destroying, but there is
otherwise noted. This does not prevent you from no situation in which both of those matter simultaneously.
retrieving equipment. Likewise a sword may be both Armor Breaking and Wounds
3. Can only be affected by mechanics that work on States Kill, but players are not affected by Armor Breaking and
in general (such as Release) or Insubstantial in specific armor is not affected by Wounds Kill. When using a weapon
(such as Dimensional Rift). Player and their equipment or magic which causes an Special Effect you must announce
are otherwise unaffected by combat, magic, etc. it to your opponent at the beginning of an engagement
4. Are not affected or stopped by game terrain such as and periodically during the engagement when reasonable.
walls, lava pits, traps, etc unless otherwise indicated Example: a Barbarian moving to engage an unarmored
by the reeve or game designer. Scout need not announce ‘Armor Breaking’; however if an
armored Paladin moves into the engagement the Barbarian
5. May be seen and heard. should announce ‘Armor Breaking’ at their soonest reasonable
6. May see and hear. opportunity. The game flows more smoothly and everybody
7. May Charge abilities. has more fun when Special Effects are stated ahead of time
rather than kept as surprises.
8. May not target others unless otherwise noted. May
only target themselves with magic and abilities that Armor Breaking: A hit to armor from a weapon, Magic
are able to affect insubstantial players. Ball, etc. with the Armor Breaking ability will immediately
9. May remove this State from themselves at any remove all Armor Points from the location struck if the
time by Incanting “I return to the physical world” x2 location struck currently has three or less Armor Points. If
provided they are the cause of the State and entered the armor currently has four or more Armor Points then the
it voluntarily. Otherwise they must end the State as armor has one Armor Point removed as per normal. Example:
per the description of the responsible Magic or Ability. Armor with 4 points is struck by a weapon with Armor
Breaking. The armor loses an Armor Point at the location
10. The ending Incantation for Insubstantial is not
struck. The armor is struck again in the same location which
interrupted by the player moving their feet, and does
now has 3 points. The Armor Points at that location are

Amtgard 8 - Magic, Ability, State and Special Effect Rules


not require a free hand.
reduced to zero and the wearer is unharmed unless otherwise
11. Insubstantial triggered from enchantments worn is not noted. Denoted by announcing “Breaking”.
considered voluntary.
Armor Destroying: A hit to armor from a weapon,
12. Must indicate their Insubstantial State by saying Magic Ball, etc. with the Armor Destroying Special Effect
“Insubstantial” if asked, attacked, or targeted by a Magic reduces the armor to zero points in the location struck. The
or Ability. wearer is unharmed unless otherwise noted. Denoted by
13. May not delay the game excessively. For instance, you announcing “Destroying”.
may not use this State to avoid being killed if you
are the last player alive in a Mutual Annihiliation
Shield Crushing: Three hits to a shield from a weapon,
Magic Ball, etc. with the Shield Crushing Special Effect
battlegame. The reeve's decision is final.
destroys the shield. The wearer is unharmed unless otherwise
Out of Game: The player is not currently participating noted. Hits do not all have to be from the same source; hits
in play. Do not interact with an Out of Game player unless from different sources are cumulative. Denoted by announcing
you are a reeve. A player may become Out of Game if they “Shield Crushing”.
are injured, if they are being addressed by a reeve, or other
similar situation. Rarely, a Magic or Ability may also cause you Shield Destroying: A hit to a shield from a weapon,
to become Out of Game. The Out of Game State may only be Magic Ball, etc. with the Shield Destroying Special Effect
ended by a reeve, unless otherwise noted. destroys the shield. The wearer is unharmed unless otherwise
noted. Denoted by announcing “Shield Destroying”.
Stopped: Player may not move their feet. Unless otherwise
noted Magic and Abilities such as Teleport, Blink, Lost, Banish, Weapon Destroying: A weapon hit by an effect with the
etc. which allow or require movement fail when targeting a Weapon Destroying Special Effect is destroyed.
Stopped player. Wounds Kill: Players Wounded by objects with the
Stunned: Player is unable to act in any manner. May still Wounds Kill Special Effect are killed. Denoted by announcing
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be affected as per normal. “Wounds Kill”.

Suppressed: Player unable to cast magic or activate abilities.


Has no effect on abilities already activated, magic already cast,
Chants already in progress, or enchantments activating such
as Phoenix Tears.

52
Magic and Abilities
Magic and Abilities form the basis for class differentiation. In Amplification Bd 4
this section is a listing of all the different Abilities and Magic T: Verbal S: Sorcery R: Touch
you might use or encounter. Note: Traits are always on, and I: “My power amplifies thine”
thus ignore any Incantation requirement listed in a Magic
E: Target player’s next Verbal magic is affected as
or Ability.
per Extension.
L: May not be used on the caster.
Abilities Format Key Classes and Levels
T: Type S: School R: Range (if any)
I: Incantation and gestures
M: Materials needed
E: Effect
L: Limitations or Restrictions
N: Note
Ambulant Bd 5, Dr 5, He 5, Wi 5
Abeyance He 5 T: Meta-Magic S: Neutral
T: Magic Ball S: Subdual R: Ball I: “Ambulant”
I: “The strength of aether is mine to evoke” x3 E: An incantation may be said while moving. May be cast
M: Green Magic Ball while moving.
E: Target is Stunned for 60 seconds. Ignores armor. L: May not be used on the Charge incantation.

Adaptive Blessing He 2, Sc 6 Ancestral Armor He 6, Wa 6


T: Enchantment S: Protection R: Touch: Others T: Enchantment S: Protection R: Touch: Others
I: “I enchant thee with this blessing” x3 I: “May this armor protect you from all forms of harm.
M: White strip May the flames of the fire not burn you.
E: Bearer becomes Resistant to one of the following Schools: May the bolts from the heavens not strike you.
Death, Flame, Subdual, Command, Sorcery. School is May the arrows of your enemies not pierce you.
chosen at the time of casting. Does not count towards a May this armor protect you from all forms of harm.”
players Enchantment limit, may not be worn with any other M: White strip
Enchantments from the Protection School. E: The effects of a Magic Ball, projectile, or weapon which
just struck armor worn by the player are ignored, even
if the object would not otherwise affect the armor. The
armor loses one point of value in the location struck. This
effect will not trigger if the armor has no points left in the
location struck. Ancestral Armor is not expended after use
and will continue to provide protection until removed with
Adaptive Protection He 3 Dispel Magic or similar magic or abilities.
L: Phase Arrow and Phase Bolt interact with armor worn
T: Enchantment S: Protection R: Touch: Others
by the bearer as though Ancestral Armor was not present.
I: “I enchant thee with this protection” x3
N: Abilities that ignore armor do not trigger
Amtgard 8 - Magic, and Abilities

M: White strip
Ancestral Armor.
E: Bearer becomes Immune to one of the following Schools:
Death, Flame, Subdual, Command, Sorcery. School is Assassinate As 1
chosen at the time of casting.
T: Verbal S: Death R: 20’
Adrenaline Bn 3 I: Say the word “Assassinate” immediately upon killing
a person.
T: Verbal S: Spirit R: Self
E: The victim is Cursed.
I: “Adrenaline”
E: Player heals a wound. Astral Intervention He 3, Wi 2
L: Kill Trigger.
T: Verbal S: Command R: 20’
I: “I command thee to retreat into the aether” x3
Agoraphobia Bd 5
E: Target player becomes Insubstantial for 30 seconds.
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T: Verbal S: Command R: 20’


I: “I command thee to be alone” x3
E: Target must remain at least 20’ away from all other
players unless forced there by another Magic or Ability.
Lasts 30 seconds.

53
Attuned Dr 3 Bear Strength Dr 3
T: Enchantment S: Sorcery R: Touch: Others T: Enchantment S: Sorcery R: Touch: Others
I: “I enchant thee with attune” x3 I: “I enchant thee with the strength of the bear” x3
M: Yellow strip M: Red strip
E: May wear an additional Enchantment. Attuned does not E: Bearer’s melee weapons are Shield Crushing.
count towards the bearer’s Enchantment limit.
L: This ability may not be used in conjunction with any
other similar ability or magic.

Avatar of Nature Dr 6
T: Neutral S: Neutral
E: All the casters Enchantments of level 4 and below are
now range Self instead of their previous range. Does not
apply to Golem.

Awe Ap 1, Bd 3, Pa 1
T: Verbal S: Command R: 20’
I: “I command thee awed” x3
E: Target may not attack or cast magic at the caster. Target
must remain at least 20’ away from the caster unless forced
there by another Magic or Ability. Lasts 30 seconds.
N: If the caster attacks or begins casting another magic at Berserk Bn 1
the target, this spell’s effect is negated.
T: Enchantment S: Sorcery R: Self
Banish He 1, Wi 1 M: Red strip
E: All weapons wielded in melee are Armor Breaking.
T: Verbal S: Spirit R: 20’
I: “The spirits banish thee from this place” x3 Blessed Aura He 5
E: Target Insubstantial player must return to their base
where their Insubstantial State immediately ends. T: Enchantment S: Protection R: Touch: Others
N: A player bearing Undead Minion or Greater Undead I: “I enchant thy person, arms, and armor” x3
Minion who is currently Insubstantial has their M: White strip
Enchantment removed. E: Resistant to all effects from the next source which would
inflict a Wound, Death, State, or negatively affect them or
Barkskin Dr 1 their equipment. Does not trigger against effects cast by
the player.
T: Enchantment S: Protection R: Touch: Others
I: “I enchant thee with barkskin” x3 Blessing Against Harm He 4
M: White strip
E: Bearer gains one point of Magic Armor. T: Enchantment S: Protection R: Touch: Others
I: “I enchant thee against all harm” x3
Battlefield Triage Bd 3 M: White strip
E: Resistant to all effects from the next source which would
T: Enchantment S: Spirit R: Self or Touch: Others
inflict a Wound, Death, State, or other negative effect. Does
I: “Be a bastion of healing” x3 not trigger against effects cast by the player.

Amtgard 8 - Magic and Abilities


M: Four yellow strips
E: Bearer is Stopped. Bearer may cast Greater Heal by Blessing Against Wounds He 1
announcing “<Player> thou art made whole”. Bearer must
remove an Enchantment strip after each use of Greater Heal. T: Enchantment S: Protection R: Touch: Others
N: Battlefield Triage is removed when the last strip I: “I enchant thee against wounds” x3
is removed. M: White strip
E: Resistant to Wounds. Does not count towards a players
Battlemage Wi 6 Enchantment limit.
L: May not be worn with any other Enchantments from the
T: Neutral S: Neutral Protection School.
E: Use of Ambulant becomes unlimited.
L: May not purchase Enchantments or Magic Balls. Blink As 3
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T: Verbal S: Sorcery R: Self


I: “I vanish from sight”
E: Player becomes Insubstantial and can move to any
location within 50’ from their starting point.
L: Caster may not end State within 10’ of a living enemy.

54
Blood and Thunder Bn 1 Contagion Wi 5
T: Verbal S: Spirit R: Self T: Enchantment S: Death R: Touch: Others
I: “Blood and Thunder!” I: “May thou bear this plague to all” x3
E: Player gains Blessing Against Wounds. M: Red strip
L: Kill Trigger. E: All melee weapons wielded by player are Wounds Kill.
N: Player must still wear a white strip to denote Blessing Bearer is Fragile.
Against Wounds.
Corrosive Mist Dr 1
Break Concentration Bd 3, Wi 2 T: Enchantment S: Death R: Self or Touch: Others
T: Verbal S: Command R: 20’ I: “The mists of corrosion surround thee” x3
I: “I command thee suppressed” M: Five red strips
E: Target player is suppressed for 10 seconds. E: Bearer is Stopped. Bearer may cast Destroy Armor by
announcing “<Player> the mists of corrosion destroy your
Brutal Strike Ap 4, Bn 5 <armor location> armor”. Bearer must remove a strip after
T: Verbal S: Death R: Unlimited each use of Destroy Armor.
I: “And stay down!” N: Corrosive Mist is removed when the last strip is removed.
E: Victim is Cursed. Victim is also Suppressed for
30 seconds. Coup de Grace As 6
L: Wound Trigger. T: Verbal S: Death R: 20’
I: “Death shall come for thee” x3
Call Lightning Dr 6 E: Target player dies.
T: Verbal S: Flame R: 20’ L: Target must be Wounded when the caster begins the
I: “I call lightning’s flame to strike thee” x3 Incantation. Although it still functions even if they are
E: Target player dies. healed by the end of the Incantation.

Cancel Bd 1, Dr 1, He 1, Wi 1 Dervish Bd 6
T: Neutral S: Neutral R: Touch T: Neutral S: Neutral
I: “My work shall be undone” x3 E: Equipment costs are doubled. Each Verbal purchased
E: Remove an Enchantment cast by the caster. gives double the uses. Example: 1/Life Charge x3 becomes
2/life Charge x3, 2/life becomes 4/life, 1/Refresh becomes
Circle of Protection He 4 2/Refresh.
T: Enchantment S: Protection R: Self
M: No strip required Destroy Armor Wi 4
I: “Circle of Protection” x3 T: Verbal S: Death R: 20’
E: The caster and up to five willing players in physical I: “Death destroys thy [hit location] armor” x3
contact with the caster become Insubstantial. The caster E: Armor on target hit location is subjected to
may end Circle of Protection at any time by ending Armor Destroying.
their Insubstantial State with the standard Incantation.
If the caster stops being Insubstantial by any means, the Destruction Arrow Ar 1
Enchantment ends. Players under the effect of Circle of
T: Specialty Arrow S: Sorcery
Protection may use magic and abilities on players under
M: Arrow with red head cover labeled ‘Destruction’.
the effect of the same Circle of Protection as though they
I: “Destruction Arrow”
Amtgard 8 - Magic, and Abilities

were not Insubstantial.


E: This arrow is Armor Destroying and Shield Destroying.
N: Effects which would normally remove the Insubstantial
Armor Destroying and Shield Destroying are applied after
State (Tracking, Release, etc) will remove this Enchantment.
the normal effect of being hit with an arrow is applied.
Combat Caster Bd 6
T: Neutral S: Neutral
E: Does not require an empty hand to cast Magic.

Confidence Bd 1
T: Verbal S: Sorcery R: Touch
I: “My power grants thee confidence” Dimensional Rift Wi 4
E: Target player may instantly Charge a single Magic T: Verbal S: Sorcery R: 20’
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or Ability. I: “The power of the aether consumes thee” x3


L: May not be used on self. May not be used within 20’ of E: Target Insubstantial player dies.
a living enemy.

55
Discordia Bd 5 Entangle Dr 1, He 2, Wi 2
T: Enchantment S: Command R: Self T: Magic Ball S: Subdual R: Ball
M: Red strip I: “The strength of earth is mine to evoke” x3
I: “My discordant melodies shall stymie my foes” x3 M: Brown Magic Ball
E: Tie on five enchantment strips. Bearer may cast Break E: Target is Stopped for 60 seconds. Engulfing.
Concentration by announcing “<Player> thou art suppressed”
and removing an enchantment strip. Enchantment is Equipment: Armor, 1 Point Bd 2, Bd 6
removed when the last strip is removed. T: Neutral
E: Your class maximum armor limit increases one
Dispel Magic Dr 3, He 5, Sc 3, Wi 3 additional point.
T: Verbal S: Sorcery R: 20’
I: “By my power I dispel that magic” x3 Equipment: Shield, Medium Bd 5, He 3
E: All Enchantments on target are removed. T: Neutral
N: Will work through Protection from Magic, Enlightened E: May wield up to a medium shield.
Soul, Sanctuary, and similar magics and abilities. Will work
on players that are Frozen or Insubstantial. Equipment: Shield, Small Bd 3, Dr 2, He 1
T: Neutral
E: May wield a small shield.

Equipment: Weapon, Great Dr 5


Dragged Below Wi 3 T: Neutral
T: Verbal S: Death R: 20’ E: May wield one Great weapon at a time for each instance
I: “Death comes for thee from below” x3 purchased (but may carry extras).
E: Target Stopped player dies.

Elemental Barrage Wi 6
T: Verbal S: Sorcery R: Self
I: “I am filled with the power of magic”
E: Caster may use Magic Balls they are currently carrying
Equipment: Weapon, Hinged He 2
by stating the name of the Magic Ball immediately prior to T: Neutral
throwing the ball in place of the incantation. E: May wield one hinged weapon at a time for each instance
L: This magic ends if the caster picks up any additional purchased (but may carry extras).
Magic Balls or begins casting any new magic.
N: The effect is not an incantation, and so is not stopped by Equipment: Weapon, Long Bd 4, Dr 4, Wi 5
suppression, and may be used while moving, etc. T: Neutral
E: May wield one long weapon at a time for each instance
Empower Bd 2 purchased (but may carry extras).
T: Verbal S: Sorcery R: Touch
I: “I empower thee” Equipment: Weapon, Short Bd 1, Dr 1, He 1, Wi 1
E: Target player regains one use of any per-life Ability or T: Neutral
Magic they have expended. E: May wield one short weapon at a time for each instance

Amtgard 8 - Magic and Abilities


N: Does not allow a player to have more than their purchased (but may carry extras).
maximum uses of a Magic or Ability.
L: Does not function on Empower, Confidence, Restoration, Essence Graft Dr 5
or similar Magic and Abilities. May not be used on T: Enchantment S: Sorcery R: Touch: Others
the caster. I: “Open up and receive my power” x3
M: Yellow strip
Enlightened Soul He 5, Mk 1 E: Bearer may wear up to three additional Enchantments.
T: Enchantment S: Protection R: Touch: Others Essence Graft does not count towards the bearer’s
I: “A distant magic has no hold upon thy now enlightened Enchantment limit.
soul” x3 L: Bearer may only wear Enchantments from the caster of
M: White strip Essence Graft. This ability may not be used in conjunction
E: Player is unaffected by Verbal magic used at a Range with any other similar ability or magic.
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greater than Touch.


L: Affects beneficial magic as well as harmful magic. Does Evoker Wi 6
not affect (ex) abilities. T: Neutral S: Neutral
E: Verbals purchased may only be of range Touch or Self.
Elemental Barrage becomes Charge x10.
N: Elemental Barrage must still be purchased.

56
Most Sagely Advice
Fight After Death Bn 2
T: Verbal S: Sorcery R: Self
I: “Fight after death” immediately after dying
E: Player continues to fight for seven seconds after being
killed. Players must Chant this time out loud. As per
Ka cha hewa, Aman k’hul, Wetlands!
Chanting, failure to count immediately ends the effect.
Ora kama, t’che ma hankawaol!” Players ignore further Wounds during Fight After Death.
- His Resplendence, the Highlord, Players melee weapons are Shield Crushing.
Juju Hex Mojo, Jaguar King of the Wetlands. L: Players may not activate Abilities or Magic during Fight
After Death. Players may not activate Fight After Death
if they died while Suppressed, Stunned, Insubstantial, or
Frozen. States on the player (Such as Stopped) persist until
Evolution Sc 4 Fight After Death has ended and are then removed as per
T: Enchantment S: Sorcery R: Self the rules for player death. Players may not achieve game
E: May wear an additional Enchantment. Evolution does objectives nor carry game items while affected by Fight
not count towards the bearer’s Enchantment limit. After Death, though they may still kill other players even if
N: This ability does work in conjunction with Attuned, that player is a game objective.
Essence Graft , or Phoenix Tears so long as the other N: Reeves are encouraged to remove this ability from those
limitations of those Enchantments are followed. who use it in an unsafe manner.

Experienced Bd 1, Dr 1, He 1, Wi 1 Finger of Death Wi 6


T: Neutral S: Neutral T: Verbal S: Death R: 20’
E: A single per-life Verbal purchased becomes Charge x5 in I: “I call upon death to smite thee” x3
addition to the normal frequency OR a single per-refresh E: Target player dies.
Verbal purchased becomes Charge x10 in addition to the
normal frequency. This Verbal must be determined before
the game begins and cannot be changed.
L: Verbal must be 4th level or lower.

Fireball Wi 4
T: Magic Ball S: Flame R: Ball
I: “The flame of fire is mine to evoke” x3
M: Red Magic Ball
E: Fireball will have one of the following effects on the
object first struck:
1. A weapon hit is destroyed
2. A shield hit is subject to Shield Destroying
3. Armor hit with Armor Points remaining is subject to
Amtgard 8 - Magic, and Abilities

Armor Destroying.
Extend Immunities Pa 3 4. A player hit receives a Wounds Kill Wound to that
T: Enchantment S: Protection R: Touch: Others hit location.
I: Tie strip on target: “May the blessing of my god protect
thee” x3 Flame Blade Dr 4
M: White strip T: Enchantment S: Flame R: Touch: Others
E: The target player gains either Resistant to Command or I: “The element of fire shall infuse your weapons” x3
Resistant to Death. M: Red strip and white strip
L: Type of Ability must be chosen at the time of casting and E: Bearer’s melee weapons are Armor Breaking and Shield
may not be changed. The caster may only have one instance Crushing. Bearer and their weapons are Immune to Flame.
of Extend Immunities active at a time.
Force Barrier Wi 1
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Extension Bd 3, Dr 3, He 3, Wi 3 T: Verbal S: Sorcery R: Self


T: Meta-Magic S: Neutral I: “I shall not be harmed”
I: “Extension” E: Player is Frozen for 30 seconds.
E: Verbal becomes 50’. Only works on Verbals with a range
of 20’.

57
Force Bolt Dr 4, Wi 1 Enchantments worn by the Bearer, including Golem, are
T: Magic Ball S: Sorcery R: Ball Persistent while Golem is worn.
I: “Forcebolt” x3 L: A caster may only have a single Golem Enchantment
M: Blue Magic Ball active at a time.
E: Force Bolt will have one of the following effects on the N: Greater Mend and Word of Mending will not remove
object first struck: a wound.
1. A weapon hit is destroyed
2. Armor hit with Armor Points remaining is subject Grasping Tentacles Dr 6
to Armor Breaking. T: Enchantment S: Command R: Self
3. A player hit receives a Wound to that hit location. I: “The hands of the earth rise to your bidding” x3
M: Five red strips
Gift of Air Dr 5 E: Bearer is Stopped. Bearer may cast Hold
T: Enchantment S: Protection R: Touch: Others Person by announcing “<Player> stop at my
I: “I grant thee a gift of the air” x3 command.” Bearer must remove an
M: White strip Enchantment strip after each use of Hold
E: The effects of a melee weapon or projectile which just Person.
struck the bearer are ignored, instead the bearer announces N: Grasping Tentacles is
“Gift of Air” and becomes Insubstantial. If the bearer is removed when the last
wearing armor it is affected as normal in addition to strip is removed.
triggering Gift of Air. Bearer may choose to return directly
to their base immediately after Gift of Air activates. Melee
weapons with the Armor Breaking, Armor Destroying,
Shield Crushing, or Shield Destroying Special Effects will
affect the bearer as normal and do not trigger Gift of Air.
L: Bearer may not wield weapons or shields.
Greater Harden He 3
N: Bearer may end the Insubstantial T: Enchantment S: Protection R: Touch: Others
state caused by Gift of Air at any I: “I enchant thee with Greater Harden” x3
time with the standard Incantation. M: White strip
E: Shields and weapons wielded by the player are affected
Gift of Earth Dr 2 as per Harden. May only be cast on a player.
T: Enchantment S: Protection R: Touch: Others
I: “I grant thee a gift of the earth” x3 Greater Heal He 4
M: White strip T: Verbal S: Spirit R: Touch
E: Bearer gains two points of magic armor and is affected I: “By the grace of the divine thou art healed” x5
as per Greater Harden. Bearer is Suppressed. E: All wounds are healed. Ignores the Cursed State.

Gift of Fire Dr 3 Greater Mend Dr 3, Wi 3


T: Enchantment S: Flame R: Touch: Others T: Verbal S: Sorcery R: Touch
I: “I grant thee a gift of the fire” x3 I: “Return this <object name> to its former glory” x5
M: Red strip and white strip E: Will repair a destroyed item or restore all armor points
E: Bearer is Immune to Flame and gains Heat Weapon in one location.
1/Refresh Charge x3.
Greater Release Bd 2, He 2

Amtgard 8 - Magic and Abilities


Gift of Water Dr 4
T: Verbal S: Sorcery R: 20ft
T: Enchantment S: Sorcery R: Touch: Others I: “From all thine afflictions thou art released” x2
I: “I grant thee a gift of the water” x3 E: All ongoing effects and States are removed from the
M: White strip and yellow strip target. The caster may choose to leave some States or effects
E: Bearer gains one point of magic armor and Heal (self- in place.
only) unlimited. N: Greater Release may target Dead players. When used to
end a State or Ongoing Effect imposed by a magic or ability
Golem Dr 4 with multiple effects, all other States and Ongoing Effects
T: Enchantment S: Sorcery R: Touch: Others from the same source are also ended.
I: “From earth and clay I form thee” x3
M: White strip and red strip Greater Resurrect He 5
E: Bearer is Immune to Death. Bearer is Cursed. Bearer
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T: Verbal S: Spirit R: Touch


can remove a Wound via Mend. Bearer may use the caster I: “By the grace of the divine thou art resurrected” x5
as an alternate respawn point while the caster is alive. E: Target Dead player is returned to life. Enchantments
Bearer may treat the caster as a base for the purposes of on the player are retained. Any wounds on the player are
the effects which require the teammate to go to their base. healed. Works regardless of any States on the target.
Non-magical armor worn affected as per Imbue Armor. All

58
Greater Undead Minion He 5 Harden He 1, Wa 2
T: Enchantment S: Death R: Touch: Others T: Enchantment S: Protection R: Touch: Others
I: “Flesh rots, bones break, skulls sigh, spirits take I: “I enchant thee with Harden” x3
let the power of my will descend on thee M: White strip
let the power of my will restore thy spirit E: Bearers weapons or shield may only be destroyed by
let the power of my will knit thy corpse Magic Balls/Verbals which destroy objects e.g. Fireball
let the power of my will give thee direction or Pyrotechnics.
let the power of my will cheat thy death L: Will only affect either the weapons or the shield of the
by the power of my will, arise my greater minion!” bearer, not both.
M: Yellow strip
E: Heal Dr 2, He 1, Mk 1, Pa 2, Sc 1
1. Bearer does not die or respawn as normal. T: Verbal S: Spirit R: Touch
2. Bearer is Cursed and Suppressed. I: “Sword Cut, spear stab, mace smash, arrow jab,
3. When the bearer would normally die, they instead Let the white light of healing descend on thee.
become Insubstantial, remove all Wounds, and must Let the white light of healing stop thy spilling blood.
return to the caster as soon as possible. Insubstantial Let the white light of healing mend thy bones.
players may not move more than 10’ from the caster Let the white light of healing close thy wounds.
and may not speak. The caster may touch the player Let the white light of healing restore thy vigor.
and then Incant “Rise and fight again” x5 to end this The white light of healing hath healed thee.”
Insubstantial State so long as no living enemies are E: Target player heals a Wound.
within 10’ of the bearer.
4. If this Enchantment’s Insubstantial is removed from Heart of the Swarm Bd 5, Dr 5
the Bearer in any other manner than outlined in
T: Enchantment S: Spirit R: Self
item 3 (or prevented entirely) this Enchantment is
I: “Let all those who oppose the hive feel the wrath of the
removed.
swarm” x3
5. If the caster dies, this Enchantment is removed the
M: Yellow strip
next time the bearer returns to the caster.
6. If the Enchantment is removed, the bearer dies. E: Bearer is Stopped. Any player on the bearer’s team may
7. For the duration of the Enchantment, the bearer use the bearer as their respawn point as per the normal
may treat the caster as a base for the purposes of the game rules. Players respawning at the caster do so by
effects which require the bearer to go to their base. announcing “My life for the swarm.” Players on the bearer’s
8. Dead players may be targeted by Greater Undead team may treat the bearer as a base for the purposes of the
Minion and are immediately returned to life with all effects which require the teammate to go to their base.
Wounds removed and the Insubstantial State applied. L: Players can not respawn at the bearer if there are living
L: enemy players or a game objective within 20’ of the bearer.
1. The Insubstantial State imposed by Greater Undead
Minion can be removed or prevented by any Magic or Heat Weapon Dr 1, Wi 1
Ability which would normally be capable of removing T: Verbal S: Flame R: 20’
Insubstantial or preventing Insubstantial such as I: “I call upon flame to heat that [type of weapon]” x3
Tracking, Planar Grounding, Release, or similar E: Target weapon may not be wielded for 30 seconds.
Magic and Abilities. Players who are Immune to Flame may continue to wield
2. This Enchantment is removed by Banish and the weapon.
Dimensional Rift if used on the player while they
Hold Person
Amtgard 8 - Magic, and Abilities

are Insubstantial. As 4, He 2, Sc 5, Wi 3
3. The caster may not have more than three active T: Verbal S: Command R: 20’
Greater Undead Minion and Undead Minion I: “I command thee to stop” x3
Enchantments combined. E: Target player becomes Stopped for 30 seconds.

E.P. 31, 90th of Marching


A sharp sword and a strong arm? What need do I have of these things? I command the very power of the
planes. With a word I can summon fire and storms, kill you, or send your body to the Aether. I have no
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need of steel for I can take your immortal soul.


- Lotus Brighthawk, Archmage

59
Iceball Dr 2, He 3, Wi 3 Insult Bd 1, Wa 1
T: Magic Ball S: Subdual R: Ball T: Verbal S: Command R: 20’
I: “The strength of ice is mine to evoke” x3 I: “I command thy attention sirrah” x3
M: White Magic Ball E: Victim is unable to attack or cast magic at anyone other
E: Target player becomes Frozen for 60 seconds. Engulfing. than the caster for 30 seconds. If the victim of insult is
attacked or has magic cast on them by someone other than
Icy Blast Dr 3, Wi 4 the caster, the victim of Insult becomes able to choose to
T: Verbal S: Sorcery R: 20’ attack the offending party as well.
I: “My power makes thee frozen” x3
E: Target player becomes Frozen for 30 seconds. Ironskin Dr 5
T: Enchantment S: Protection R: Touch: Others
Imbue Armor Dr 1 I: “I enchant thee with Ironskin” x3
T: Enchantment S: Protection R: Touch: Others M: White strip
I: “I enchant thee with Imbued Armor” x3 E: Bearer is Immune to Flame and gains two points Magic
M: White strip Armor affected as per Ancestral Armor.
E: All armor worn by the bearer gains a +1 modifier. This
modifier may allow the armor to exceed the maximum Legend Bd 6
value for its type, up to the bearer’s class maximum. T: Neutral S: Neutral
N: Does not apply to magic armor. A player may only E: Each Extension purchased gives double the uses.
benefit from one instance of Imbue Armor, or similar magic Example: 1/life becomes 2/life. Swift may not be purchased
and abilities that increase Armor Points, at a time. or used.

Imbue Shield He 4 Lightning Bolt Wi 3


T: Enchantment S: Protection R: Touch: Others T: Magic Ball S: Flame R: Ball
I: “This shield shall neither break or bend” x3 I: “The flame of storms is mine to evoke” x3
M: White strip M: Yellow Magic Ball
E: Shield wielded by the player cannot be destroyed. E: A player struck is subject to an Engulfing Stopped effect
Engulfing effects hitting the shield are ignored. for 60 seconds. In addition Lightning Bolt will have one of
the following effects on the object first struck:
Imbue Weapon Dr 6 1. A weapon hit is destroyed
T: Enchantment S: Death R: Touch: Others 2. Armor hit with Armor Points remaining is subject
I: “I enchant thee to slay all foes” x3 to Armor Breaking.
M: Red strip 3. A player hit receives a Wound in that hit location.
E: Melee weapons wielded by the bearer are Wounds Kill.
Lost Bd 5
Innate Bd 2, Dr 2, He 2, Wi 2 T: Verbal S: Command R: 20’
T: Meta-Magic S: Neutral I: “I command thee to be lost” x3
I: “Innate” E: Player becomes Insubstantial and must move directly to
E: May be used to instantly Charge a single magic by stating their base. Player must end their Insubstantial State as per
the name of the magic. normal once they reach their base.
N: If the Insubstantial State is ended before reaching the
base, the rest of the effect is ended as well.

Amtgard 8 - Magic and Abilities


Lycanthropy Dr 4
T: Enchantment S: Death R: Touch: Others
I: “Stalked in the forest, too close to hide, I’ll be upon thee by
the moonlight side” x3
M: White strip and red strip
E: Bearer gains two points of magic armor. Bearer’s
melee weapons are Shield Crushing. Bearer is Immune
to Command.
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60
Magic Ball Block Mk 6 Phase Arrow Ar 6
T: Enchantment S: Protection R: Self T: Specialty Arrow S: Sorcery
E: Player is allowed to block Magic Balls with their weapons M: Arrow with grey cover labeled ‘Phase’.
and hands without penalty. Any Magic Ball in motion I: “Phase Arrow”
touched by a weapon wielded or by the hand of the player E: This arrow does not interact with ongoing Magic or
is nullified. Abilities. Example: This arrow is not stopped by Stoneskin,
N: Engulfing effects from blocked Magic Balls do Protection from Projectiles, and does not trigger the effects
not activate. of Troll Blood, Undead Minion, Missile Block, or similar
Magic or Abilities.
Mass Healing He 6 N: This arrow does not supercede the Frozen, Insubstantial,
T: Enchantment S: Spirit R: Self or Out of Game States.
I: “Let the powers of healing flow through me” x3
M: Five yellow strips Phase Bolt Wi 5
E: Caster may Heal a player by touching them, stating “I T: Magic Ball S: Sorcery R: Ball
grant thee healing”. Bearer must remove an Enchantment M: Grey Magic Ball
strip after each use of Heal. I: “The power of sorcery is mine to evoke” x3
N: Mass Healing is removed when the last strip is removed. E: This Magic Ball does not interact with other ongoing
The effect is not an incantation, and so is not stopped by Magic or Abilities. Example: This Magic Ball is not stopped
suppression, and may be used while moving, etc. by Stoneskin, Protection from Projectiles, and does not
trigger the effects of Troll Blood, Undead Minion, Magic
Mend Ar 2, Bd 2, Dr 1, He 3, Wi 1 Ball Block, or similar Magic or Abilities. Will have one of
T: Verbal S: Sorcery R: Touch the following effects:
I: “I make this item whole again” x5 1. A weapon hit is destroyed
E: Destroyed item is repaired, or one point of armor in one 2. Armor hit with Armor Points remaining is subject
location is repaired. to Armor Breaking.
3. A player hit receives a Wound in that hit location.
Missile Block Mk 1 N: Does not supercede the Frozen, Insubstantial, or Out
of Game States.
T: Enchantment S: Protection R: Self
E: Player is allowed to block arrows and projectiles with
their weapons and hands without penalty. Any arrow or
projectile in motion touched by a weapon wielded or by
the hand of the player is nullified.
N: Engulfing effects from blocked arrows and projectiles
do not activate.

Naturalize Magic Dr 6
T: Enchantment S: Sorcery R: Self
I: “I shall restore the balance” x3 Phoenix Tears He 6
M: Five red strips T: Enchantment S: Spirit R: Touch: Others
E: Bearer may cast Dispel Magic by announcing “<Player> I: “May the tears of the phoenix wash over thee” x3
thou art dispelled.” Bearer must remove an Enchantment M: Two white strips
Amtgard 8 - Magic, and Abilities

strip after each use of Dispel Magic and the Enchantment E: Enchanted player does not die as normal. When the
is removed when the last strip is removed. player would otherwise die they instead remove a strip and
become Frozen for 30 seconds. When the Frozen State is
Necromancer He 6 ended the bearer has:
T: Neutral S: Neutral 1. All Wounds removed
E: All magic purchased in the Death School becomes 2. All States removed that are removed by Death
Charge x3. You may have a combined total of five active or Respawning.
Greater Undead Minion and Undead Minion Enchantments. 3. All ongoing effects with a timer are expired
4. All of their equipment is fully repaired
L: You may not purchase any Enchantments from the
5. All other enchantments, except those which are
Protection School.
Persistent, are removed.
Persistent He 6, Wi 6 Additionally Phoenix Tears allows you to wear an extra
Enchantment from the Protection School. This extra
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T: Meta-Magic S: Neutral enchantment is considered Persistent as long as Phoenix


I: “Persistent” Tears is present. The additional Enchantment is not
E: Enchantment returns with the user after respawning removed once Phoenix Tears is removed.
until it has been otherwise removed. N: Phoenix Tears is removed when the last strip is removed.

61
Pinning Arrow Ar 1 Protection from Magic He 6, Wi 6
T: Specialty Arrow S: Sorcery T: Enchantment S: Protection R: Touch: Others
M: Arrow with yellow head cover labeled ‘Pinning’. I: “I enchant thee with protection from magic” x3
I: “Pinning Arrow” M: White strip
E: A player struck by this arrow is Stopped for 30 seconds. E: Bearer is unaffected by magic from any school. Upon
N: Engulfing. death the player is Cursed.
N: This effect does not interact with other Enchantments
Planar Grounding Wi 2 worn by the bearer.
T: Verbal S: Sorcery R: 20’
I: “My power closes the aether to you” x3 Protection from Projectiles He 4
E: Target player has their Insubstantial State removed and T: Enchantment S: Protection R: Touch: Others
may not become Insubstantial for 30 seconds. May be cast I: “I enchant thee with Protection from Projectiles” x3
on players who are not currently Insubstantial. M: White strip
N: Planar Grounding causes Enchantments that E: Bearer is unaffected by ammunition, thrown javelins,
automatically render their bearer Insubstantial, such as rocks, and throwing weapons. Engulfing effects from those
Undead Minion, to fail and be removed if they activate objects, such as Pinning Arrow, do not affect the player.
while Planar Grounding is in effect.
Pyrotechnics Wi 5
Poison Ap 2, As 1, Dr 2 T: Verbal S: Flame R: 50ft
T: Enchantment S: Death R: Touch: Others I: “I call upon the element of flame to
M: Red strip destroy thy belongings” x3
I: “I coat these weapons with a deadly poison” x 2 E: All shields and weapons carried
E: The next Wound dealt by the bearer in melee is or worn by the target player
Wounds Kill. are destroyed.
L: Only affects shields and weapons
Poison Arrow Ar 1 carried or worn when the Verbal
T: Specialty Arrow S: Death is completed.
M: Arrow with green head cover labeled ‘Poison’.
I: “Poison Arrow”
E: This arrow is Wounds Kill.
Ranger Dr 6
Poison Glands Dr 5 T: Neutral S: Neutral
E: The cost of all available Equipment is reduced to zero
T: Enchantment S: Death R: Touch: Others
points. May use bows so long as a shield is not carried. The
I: “Thou shalt secrete poison from thy venemous glands” x3
cost of all Enchantments is doubled.
M: Red strip
E: Bearer gains self-only Poison (ex) 1/Refresh Charge x3. Ravage Wi 3
T: Verbal S: Death R: 20’
I: “Death shall ravage thy flesh and make thee fragile” x3
E: Target player is Fragile.

Regeneration Dr 3

Amtgard 8 - Magic and Abilities


T: Enchantment S: Spirit R: Touch: Others
I: “I grant thee the power of regeneration” x3
M: Yellow strip
E: Bearer gains unlimited use of Swift Heal (self-only).
L: The Heal granted by Regeneration may not be used
within 10’ of a living enemy.

Release Bd 1, Dr 2, He 1, Sc 2, Wi 2
T: Verbal S: Sorcery R: Touch
I: “From thy bindings thou art released” x5
E: A single ongoing effect or State is removed from the
Priest He 6
target. Casters choice.
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T: Neutral S: Neutral L: Cannot remove Cursed. When used to end a State or


E: Meta-magic may only be used on Spirit magics. All Ongoing Effect imposed by a magic or ability with multiple
Meta-Magics purchased become 1/Life Charge x3. Heal effects, all other States and Ongoing Effects from the same
costs zero points. source are also ended.

62
Reload Ar 1 Scavenge Wa 1
T: Verbal S: Sorcery R: Self T: Verbal S: Sorcery R: Self
I: “I nocked my arrows to my bow, I let them fly, my quiver is I: “Scavenge”
low. Now I pause to go reload.” x3 E: Repair one point of armor in one location, a shield, or
E: Player becomes Out of Game and may move about the a weapon.
field retrieving their arrows. L: Kill Trigger.
L: Must stay at least 10’ away from other players at all times.
The player may only remove their Out of Game state in Sever Spirit He 2
the location they started by stating, “I return with a full T: Verbal S: Spirit R: 20’
quiver” x3. I: “The spirits lay a curse on thee.” x3
N: May ask reeve for assistance in retrieving arrows that are E: May only target dead players. Player is Cursed. Any
within 10’ of other players. Enchantments on the player are removed.

Restoration Bd 4 Shadow Step As 1, Sc 3


T: Verbal S: Sorcery R: Touch T: Verbal S: Sorcery R: Self
I: “I restore thee to thy full potency” I: “I Step Into the Shadows”
E: Player has all uses of their per-life Magic and E: Player becomes Insubstantial.
Abilities restored.
L: Does not function on Empower, Confidence, Restoration, Shake It Off Wa 5
or similar Magic and Abilities. May not be used on T: Verbal S: Spirit R: Self
the caster. I: “I shall overcome”
E: Shake It Off may be activated at any time the player is
Resurrect Dr 5, He 3, Mk 5, Pa 4
alive, even while the player would otherwise be prevented
T: Verbal S: Spirit R: Touch from activating abilities by Stunned, Suppressed, or similar.
I: “Sword Cut, spear stab, mace smash, arrow jab, 10 seconds after activating Shake It Off the player may
Let the white light of healing descend on thee. remove from themselves one State or effect of their choice
Let the white light of healing stop thy spilling blood. which was present at the time they activated the ability.
Let the white light of healing mend thy bones.
Let the white light of healing close thy wounds. Shatter Wi 4
Let the white light of healing restore thy vigor. T: Verbal S: Sorcery R: 20’
The white light of healing hath resurrected thee.”
I: “My power shatters thy body” x3
E: Target Dead player is returned to life. Non-Persistent
E: Target Frozen player dies.
Enchantments on the player are removed before the player
returns to life. Any Wounds on the player are healed. Shatter Weapon Wi 3
Sanctuary Mk 3 T: Verbal S: Sorcery R: 20’
I: “My power destroys thy [type of weapon]” x3
T: Verbal S: Protection R: Self
E: Target weapon is destroyed.
I: State “Sanctuary” without any weapons in hand
E: Player and their carried equipment are unaffected by
hostile actions originating from within 20’. Must Chant
“sanctuary”. Player may normally end Sanctuary at any
time by ceasing to chant, or by picking up a weapon with
Amtgard 8 - Magic, and Abilities

their hand.
L: Player may not carry any weapons in hand during
Sanctuary. Cannot carry nor affect game items or game
objectives while in Sanctuary. Players in Sanctuary may not
impede the play of other people in any manner, and must
immediately remove themselves from any such situations
they find themselves in. May not come within 20’ of a non-
friendly base. Shove Bd 1, He 2, Wi 1
N: If the player is voluntarily touching (other than blocking) T: Verbal S: Sorcery R: 20’
or carrying weapons in any fashion (tucked under arms, I: “My power shoves thee” x3
tied to thongs, etc) at any point during Sanctuary then they E: Target player is moved back 20’ in a straight line away
may only voluntarily end Sanctuary within 20’ of a friendly from the caster. Works on Stopped players.
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base, and must continue chanting until there. Player is still


susceptible to Phase Bolt and Phase Arrow.

63
Silver Tongue Bd 6 Song of Determination Bd 1
T: Enchantment S: Sorcery R: Self or Touch: Others T: Enchantment S: Protection R: Self
I: “The seething sea ceaseth and thus the seething sea sufficeth I: “I sing of my unwavering determination”
us” x2 M: No strip required
M: Yellow strip E: Bearer is Immune to Command. Bearer must Chant
E: Bearer gains Swift 1/refresh Charge x3. Other sources “Song of Determination” or sing a song regarding their
of Swift may not be utilized while Silver Tongue is worn. determination. Singing in place of the normal Chant is still
N: Does not use up any purchased instances of Swift. a Chant and must follow all Chant rules.

Sleight of Mind Bd 4 Song of Freedom Bd 3


T: Enchantment S: Sorcery R: Touch: Others T: Enchantment S: Protection R: Self
I: “May thy power remain” x3 I: “I sing of my unquenchable wanderlust”
M: Yellow strip M: No strip required
E: Enchantments worn by the bearer, other than Sleight E: Bearer can not receive the States Stopped, Frozen,
of Mind, are not removed by Dispel Magic or similar or Insubstantial unless caused by the bearer or other
Magic and Abilities. Does not count towards the bearer’s enchantments they carry. Bearer must Chant “Song of
Enchantment Limit. Freedom” or sing a song of roving or rambling. Singing in
place of the normal Chant is still a Chant and must follow
Sniper Ar 6 all Chant rules.
T: Neutral S: Sorcery
E: Player may physically carry any number of Specialty Song of Interference Bd 6
Arrows of each type. The frequency of each type of Specialty T: Enchantment S: Protection R: Self
Arrow Ability becomes 1/Life Charge x3. I: “I sing a song of dark magic thwarted”
L: May not fire normal arrows. Only one type of Specialty M: No strip required
Arrow may be charged at any given time. E: As per Enlightened Soul. Bearer must Chant “Song of
Interference” or sing a song about defeating/resisting the
Song of Battle Bd 2 forces of magic. Singing in place of the normal Chant is
T: Enchantment S: Protection R: Self still a Chant and must follow all Chant rules.
I: “I sing of my legendary prowess”
M: No strip required Song of Power Bd 4
E: Bearer’s weapons are Armor Breaking. Bearer must T: Enchantment S: Protection R: Self
Chant “Song of Battle” or sing a song regarding their martial I: “I sing to inspire my brothers-in-arms”
prowess. Singing in place of the normal Chant is still a M: No strip required
Chant and must follow all Chant rules. E: Friendly players within 20’ of the bearer have their
Charging Incantation repetitions divided by 2, rounded
down. Bearer is Stopped. Bearer must Chant “Song of Power”
or sing an inspiring song. Singing in place of the normal
Chant is still a Chant and must follow all Chant rules.

Song of Survival Bd 5
T: Enchantment S: Protection R: Self
I: “I sing of my numerous close calls”

Amtgard 8 - Magic and Abilities


M: No strip required
E: When the bearer would otherwise die, they instead
announce “Song of Survival” and become Insubstantial. The
caster treats the triggering event as though it had no effect
on them other than triggering Song of Survival. Bearer
may choose to return directly to their base immediately
Song of Deflection Bd 4 after Song of Survival activates. Bearer must Chant “Song
of Survival” or sing a song regarding their many escapes
T: Enchantment S: Protection R: Self from certain doom.
I: “I sing of my nimble acrobatics” L: Once Song of Survival has activated to protect the bearer
M: No strip required it may not be cast again on the same life. Singing in place
E: Bearer does not receive Wounds from ammunition, of the normal Chant is still a Chant and must follow all
thrown javelins, rocks, and throwing weapons. Bearer must
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Chant rules.
Chant “Song of Deflection” or sing a song regarding their N: Bearer may end the Insubstantial state caused by Song of
acrobatic prowess. Singing in place of the normal Chant is Survival at any time with the standard Incantation.
still a Chant and must follow all Chant rules.

64
Song of Visit Bd 2 Stun Bd 6, He 6
T: Enchantment S: Protection R: Self T: Verbal S: Sorcery R: 20’
I: “I sing to entertain friend and foe” x3 I: “By the power of white light I stun thee” x3
M: No strip required E: Target player is Stunned for 30 seconds.
E: Bearer cannot be Wounded and is Immune to all
schools. Bearer is Stopped. Bearer must Chant “Song Summon Dead He 2
of Visit” or sing a song regarding their general good T: Verbal S: Spirit R: 50’
nature and friendly disposition. Singing in place of the I: “I summon thy corpse” x5
normal Chant is still a Chant and must follow all Chant E: Target dead player may choose to go to the caster and
rules. When Song of Visit is removed player becomes then counts as though they had not moved from where
Insubstantial and must immediately move directly to they died. May be used on a dead player who has not
their base. Upon arrival, they must immediately end the moved from where they died or who is at their base.
effect as per Insubstantial.
L: Bearer may not wield weapons, interact with game Summoner Dr 6
objects, impede play, gain further Enchantments, or
T: Neutral S: Neutral
target any player.
E: Each Enchantment purchased gives double the uses.
N: This Enchantment can be removed by Dispel Magic
Example: 1/Life Charge x3 becomes 2/life Charge x3, 2/
and similar Magic and Abilities.
life becomes 4/life.
L: May not purchase Verbals with a range other than
Sphere of Annihilation Wi 6
Touch or Self. May not purchase equipment beyond
T: Magic Ball S: Sorcery R: Ball 2nd level.
I: “The power of void is mine to evoke” x3
M: Black Magic Ball
E: Sphere of Annihilation will have one of the following
effects on the object first struck:
1. A weapon hit is destroyed
2. A shield hit is subject to Shield Destroying
3. A player hit dies and is Cursed.
N: Ignores armor. Enchantments which affect equipment,
such as Imbue Shield or Harden, do not function against
Sphere of Annihilation.
Suppress Aura Bd 4, Wi 4
Steal Life Essence Ap 3, He 5, Wi 5
T: Verbal S: Command R: 50ft
T: Verbal S: Death R: Touch I: “I command thee powerless” x3
I: “Steal life” E: Target is Suppressed for 30 seconds.
E: Caster may heal a Wound or instantly Charge an ability.
L: May only be used on a dead player. That player is Suppression Arrow Ar 4
Cursed. Does not work on Cursed players. The caster
T: Specialty Arrow S: Sorcery
does not gain the effect if the dead player is unaffected.
M: Arrow with purple head cover labeled ‘Suppression’.
N: In order to charge an ability, the name of the ability
I: “Suppression Arrow”
being charged must still be stated immediately after the
E: A player struck by this arrow is Suppressed for 30
incantation.
seconds.
Amtgard 8 - Magic, and Abilities

Stoneform Dr 2 N: Engulfing.
T: Verbal S: Protection R: Self Suppression Bolt Wi 2
I: “I take the form of stone”
T: Magic Ball S: Subdual R: Ball
E: Caster is Frozen. May end this
I: “The strength of suppression is mine to evoke” x3
State at any time by saying “the earth
M: Purple Magic Ball
release me.”
E: Target is Suppressed for 60 seconds. Engulfing.

Swift Bd 4, Dr 4, He 4, Wi 4
T: Meta-Magic S: Neutral
I: “Swift”
Stoneskin Dr 3 E: Magic and abilities require only a single iteration of the
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T: Enchantment S: Protection R: Touch: Others incantation. For multi-line Incantations use the last line.
I: “May nature protect thee from all forms of attack” x3 L: May only be used on Magic and Abilities at a
M: White strip range of Ball, Touch, or Self. May not be used on the
E: Bearer gains 2 points of Magic Armor affected as per Charge incantation.
Ancestral Armor.

65
Teleport As 5, Dr 4, He 4, Wi 2 Undead Minion Ap 6, He 3
T: Verbal S: Sorcery R: Touch T: Enchantment S: Death R: Touch: Others
I: “I travel through the aether” x5 I: “Flesh rots, bones break, skulls sigh, spirits take
E: Player becomes Insubstantial and moves directly to let the power of my will descend on thee
a location chosen at the time of casting by the caster. let the power of my will restore thy spirit
Upon arrival, they must immediately end the effect as let the power of my will knit thy corpse
per Insubstantial. let the power of my will give thee direction
N: If the player’s Insubstantial state is removed before they let the power of my will cheat thy death
have reached their destination, the effects of Teleport end. by the power of my will, arise my minion!”
M: Yellow strip
Terror Bd 4 E:
T: Verbal S: Death R: 20’ 1. Bearer does not die or respawn as normal.
I: “Death makes thee terrified” x3 2. Bearer is Cursed, Fragile, and Suppressed.
E: Target may not attack or cast magic at the caster. Target 3. When the bearer would normally die, they instead
must remain at least 50’ away from the caster unless forced become Insubstantial, remove all Wounds, and must
there by another Magic or Ability. Lasts 30 seconds. return to the caster as soon as possible. Insubstantial
N: If the caster attacks or begins casting another magic at players may not move more than 10’ from the caster
the target, this spell’s effect is negated. and may not speak. The caster may touch the player
and then Incant “Rise and fight again” x10 to end this
Insubstantial State so long as no living enemies are
within 10’ of the bearer.
4. If this Enchantment’s Insubstantial is removed from
the Bearer in any other manner than outlined in
item 3 (or prevented entirely) this Enchantment is
removed.
5. If the caster dies, this Enchantment is removed the
Throw Wi 3 next time the bearer returns to the caster.
6. If the Enchantment is removed, the bearer dies.
T: Verbal S: Sorcery R: 20’ 7. For the duration of the Enchantment, the bearer
I: “My power throws thee” x3 may treat the caster as a base for the purposes of the
E: Target player is moved 50’ in a straight line away from effects which require the bearer to go to their base.
the caster. Works on Stopped players. 8. Dead players may be targeted by Undead Minion
and are immediately returned to life with all Wounds
Tracking Sc 1 removed and the Insubstantial State applied.
T: Verbal S: Sorcery R: 20’ L:
I: “Tracking” x3 1. The Insubstantial State imposed by Undead Minion
E: Target Insubstantial player immediately has their can be removed or prevented by any Magic or Ability
Insubstantial effect ended. which would normally be capable of removing
Insubstantial or preventing Insubstantial such as
Troll Blood Dr 5 Tracking, Planar Grounding, Release, or similar
T: Enchantment S: Protection R: Touch: Others Magic and Abilities.
I: “The blood of the trolls sustains thee” x3 2. This Enchantment is removed by Banish and
M: Three white strips Dimensional Rift if used on the player while they

Amtgard 8 - Magic and Abilities


E: Enchanted player does not die as normal. When are Insubstantial.
the player would otherwise die they instead ignore the 3. The caster may not have more than three active
triggering effect as though it had not occurred, remove Greater Undead Minion and Undead Minion
a strip, and become Frozen for 30 seconds. The bearer is Enchantments combined.
treated as though they have the effects of Regeneration in
addition to the above.
N: Troll Blood is removed when the last strip is removed.

True Grit Wa 3
T: Verbal S: Spirit R: Self
I: “The wicked flee when I pursue” immediately after dying
E: Player returns to life with their Wounds healed and
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is immediately Frozen for 30 seconds. Non-Persistent


Enchantments on the player are removed before the player
returns to life.

66
Vampirism Wi 4 Ward Self Wi 5
T: Enchantment S: Death R: Touch: Others T: Enchantment S: Protection R: Self
I: “Thy hunger can never be sated” x3 I: “The power of magic defends me” x3
M: Yellow strip and white strip M: White strip
E: Player gains Adrenaline unlimited (ex), is Immune to E: Resistant to all effects from the next source which would
Death, and is Cursed. Bearer’s Adrenaline ability will work inflict a Wound, Death, or State. Does not trigger against
through their Cursed State. effects cast by the player.

Warder He 6

Did you Know?


T: Neutral S: Neutral
E: Each Enchantment purchased in the Protection School
gives double the uses. Example: 1/Life Charge x3 becomes
2/life Charge x3, 2/life becomes 4/life.
L: Player may not purchase any magic from the Death,
Vampires have been illegal in the Kingdom of the Command, or Subdual Schools.
Burning Lands ever since the infamous Edict of
Warlock Wi 6
Ben’s Living Room was passed over two decades ago.
T: Neutral S: Neutral
The task of hunting down and destroying these E: Each Verbal purchased in the Death and Flame Schools
undead creatures has been the responsibility of the gives double the uses. Example: 1/Life Charge x3 becomes
Royal Amtgard Navy. Fortunately for the undead, 2/life Charge x3, 2/life becomes 4/life.
the RAN is rather lax and easily bribed. L: Player may not purchase Verbals from any School other
than the Death and Flame Schools.

Word of Mending Dr 6, Wi 6
T: Verbal S: Sorcery R: Touch
Void Touched Wi 5 I: “Spedoinkle”
T: Enchantment S: Sorcery R: Touch: Others E: All equipment carried by target player is repaired. All
I: “Embrace the old ones and surrender thyself ” x3 armor worn by target player is restored to full value.
M: Red strip and white strip L: May not be cast within 20’ of a living enemy.
E: Melee weapons wielded by bearer are Armor Breaking.
Bearer may use Shadow Step 1/Refresh Charge x30 (ex), Wounding Wi 4
Steal Life Essence unlimited (ex), and is unaffected by T: Verbal S: Death R: 20’
magic from the Sorcery, Spirit, and Death Schools. May still I: “Death strikes off thy [left/right] [arm/leg]” x3
benefit from their own Steal Life Essence. Player is Cursed. E: Target hit location on target player is Wounded.
N: This effect does not interact with other Enchantments L: Has no effect on players already Wounded.
worn by the bearer.
Amtgard 8 - Magic, and Abilities
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67
Rules Revision Process
I. Each Kingdom must elect or appoint a representative. 5. To issue clarifications based on feedback and
The manner in which this is done is left up to the discussion by the rules reps. Any clarifications are
individual Kingdom. binding unless and until vetoed by the CoM at the
annual meeting.
a. The rep will be the only person allowed to post to
the Rules Revision forum specified by the Rules Rep i. Clarifications that require no adjustments to
Organizer or present rule changes and clarification the Rules of Play shall be issued directly and are in
requests. The forum is open to the public for reading. force unless overturned by the CoM.
b. The representative position is an open-ended ii. Clarifications that require an adjustment
appointment unless removed by the Monarch or the to the wording of the rulebook, but that do not
rep steps down. This is to allow consistency amongst substantively change the Rules of Play, shall have
the reps. a 30-day period for open commentary open to all
Amtgardians. Once the commentary period has
c. The rep can be removed from the position at any time
elapsed, the RRO shall receive approval from the
by the current Monarch of their Kingdom.
Executive Committee on the clarification and shall
d. The rep answers directly to their Kingdom Monarch. make the appropriate updates to the Rules of Play.
e. A rep must be a current member of the Kingdom in 6. The RRO has the discretionary right to discard
which they are to serve. proposals that are obviously inappropriate.
f. The main duties of the reps are as follows: 7. An RRO may be removed at any time by a simple
1. To bring requests for Rules Changes and majority vote of the CoM, at which time, the CoM
Clarifications to the boards for discussion. may install a pro-tem RRO for the remainder of the
term, also by a simple majority vote.
i. Rules Change Proposals are items that require
a substantive adjustment to the Rules of Play. III. Rules Change Proposals that are submitted in the current
year shall be voted on by the CoM in the subsequent year.
ii. Clarifications are items that clarify the
language regarding existing rules, but do not IV. A representative of Amtgard Inc. will compile the
require a substantive adjustment to the Rules of finalized list of Rule Change Proposals and will supply
Play. Clarifications should be clear-cut instances copies for the official vote. Each Kingdom’s rep will post
of ambiguity that are not balance or mechanical the finalized list on their Kingdom’s list for discussion
issues. and feedback.

2. To discuss Rules Change Proposals and Clarification V. The vote will be held at the Gathering of the Clans,
on the boards and suggest revisions as appropriate. during the Monarch’s meeting.

3. The reps have the discretionary right to discard VI. Only Monarchs may cast a vote at the meeting unless
proposals submitted by their Kingdom that are a representative (a representative of the Kingdom
obviously inappropriate. not necessarily the rules representative, although the
rules representative is eligible for this duty.) has been
II. A Rules Rep Organizer (RRO) will be appointed appointed by them, in writing, before the meeting. It is

Amtgard 8 - Rules Revision Process


every other year by the CoM by a majority vote. The in every Kingdom’s best interest to have a representative
responsibilities of the RRO are as follows: of their land with a list of votes at this meeting.
1. To coordinate the rules process and ensure that VII. Only the items on the finalized list will be voted upon.
appropriate timeframes are being maintained. Absolutely no Rules Changes or Clarifications will be
2. To compile the list of Rules Change Proposals for accepted on site for change.
submission to the Executive Committee prior to the VIII. Each item on the finalized list will be voted upon with a
CoM meeting. 75% majority of the assembled Monarchs (or appointed
3. To ensure appropriate editing and publishing of the representatives) required for it to pass.
Rulebook with the changes as decided by the CoM. IX. Passed items are then compiled for entry into the
4. To provide recommendations to the CoM regarding rulebook or errata sheet as appropriate.
the advisability of approving Rules Changes. X. All rule changes and clarifications are effective one
month from the date of the meeting. Errata sheets and
10-10-2021

edits will be posted at www.amtgard.com by this date.

68
Common Misconceptions
1. For Verbals, unless otherwise stated, it doesn’t matter
if your target is in range/in line of sight/able to be
affected by a Verbal at any point other than the end
of the Incantation.
2. If you moved after having died, you must have
Summon Dead cast on you from base in order to
return to play in any way other than respawning. You
can’t just run to the Healer and have them Summon
Dead you in the middle of the field.
3. Ancestral Armor doesn’t block engulfing hits to your
equipment. It will block engulfing hits to your armor.
The reason is because, for example, an Entangle ball
to the weapon doesn’t count as an entangle ball to the
arm holding said weapon; engulfing magic balls just
affect you if they hit your equipment, and ancestral
armor only stops hits to the armor.
4. Light Thrown is generally more powerful than Heavy
Thrown, and purposefully so. They both do the same 10. Shield Crushing/Armor Breaking don’t have to be
amount of damage, but light thrown has smaller announced on every swing. When you first engage
design requirements and you can therefore carry more. with someone, let them know the special effects of
This is meant to be an advantage for Assassins. your weapons, and you’ll be fine. Same goes for any
Enchantment/Special Effect.
5. Release and Greater Release don’t just end States,
they also end Ongoing effects. Fight After Death, 11. It’s commonly known that enchantments can only be
Elemental Barrage, Awe, Heat Weapon, and Terror cast on yourself if they have a range of Self; Touch:
are all examples of effects that can be removed by Others enchantments cannot be cast on yourself. A
Greater Release. common misinterpretation is that this applies to
Verbals too. This is not true. You can cast Touch range
6. Phase Bolt/Arrow only ignores Enchantments and Verbals, such as Heal and Release, on yourself.
Ongoing Effects. It doesn’t ignore anything else. For
example, you can throw a Phase Bolt at a Monk in 12. The range on all Verbals state their maximum range.
Sanctuary from 2' away and they are affected because it This means that all ranged Verbals can be used at a
ignores Sanctuary and Missile Block. It does nothing range of touch. Because Enlightened Soul only makes
to a shield, and it doesn’t ignore regular armor. It will someone immune to Verbal Magic used at a range
ignore pure magic armor (like Stoneskin) and treat greater than touch, it will not protect against a Verbal
Warrior Ancestral Armor like regular armor. It will Magic used at a range of touch.
not ignore the Insubstantial and Frozen effects; even 13. In order for an unwilling player to be affected by a
Amtgard 8 - Common Misconceptions

if those effects are given by an Enchantment. Touch range Magic or Ability, they must be Frozen,
7. When casting a Verbal at 20’ range or greater the caster Stunned, Dead, or unable to otherwise fight and
must begin the incantation with the target’s name. If move away. This, for example, means a Frozen Monk
the target’s name is not known, then the caster must is not immune to Shatter used at a range of touch. A
do three things: Point at the target with a free hand; player who is just Stopped, but has no weapons, is still
state the target’s class; and state a unique descriptor considered able to engage in combat, and so must be
for the target. If the caster doesn’t either state a name willing in order to be affected by touch range Magic
or do all three things, the Verbal is not properly cast. or Abilities.
8. Heat Weapon targets weapons. If the targeted weapon 14. You can wield a shield and a weapon in the same hand.
is dropped mid-incantation, it is still heated because The restriction is that you can’t wield two weapons in
the weapon, not the person, is targeted. This means the same hand. Shields aren’t weapons.
that a weapon lying all by itself in a field can be 15. If you just thought of some obscure combination of
affected by heat weapon. abilities that are able to grant you a huge battlefield
9. Pyrotechnics targets a person but affects their advantage that obviously wasn’t intended, the answer
is probably no.
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equipment. The weapons themselves must be immune


to flame in order to be protected from Pyrotechnics. 16. Declaring Enchantments/game effects or explaining
Monks and Anti-Paladins are immune to Verbal what abilities do to new or inexperienced players
Magics and Flame respectively, but their equipment should not interrupt existing incantations or ongoing
is not. In general, when it comes to immunities what chants. The point of declaring enchantments is to keep
a spell targets doesn’t matter; just what it affects.

69
the game flowing smoothly for all involved. A player of 8in. That bow’s Half Draw is 18 inches.
is not punished for pausing an incantation to aide in 26. If you intentionally cause your own death, it has the
the flow of gameplay. If a Bard, for example, paused same repercussions as taking a death.
their Chant to explain to a new player what the Chant
represents, they may resume the chant when they are 27. Enchantments only check validity when they are first
finished. When in doubt, give leeway to players who cast. For example: If someone has Attuned and two
go out of their way to teach the game to other players Persistent Enchantments and they die, Attuned is
during a game. removed, but the two Persistent Enchantments stay.

17. Sniper made easy: Player may physically carry any 28. Any armor worn under other armor can be treated
number of Specialty Arrows of each type. Player may as a Gambeson (on a per location basis). However, if
shoot one arrow of each specialty type per life; Then that Gambeson extends past the area covered by the
may charge x3 to shoot another arrow of that type. armor it is supporting, it can still only be treated as
(Repeat for any number of further arrows of that type Cloth armor or Garb.
that life) 29. Cross Section refers to the width of a strike legal
18. Armor stops Wounds by losing points in the location portion of a weapon (the distance from one edge to
it is hit. This damage is tracked on a location, as long the other of the flat of a flat blade for instance). The
as there is any armor on that location. Adding another thickness of the striking edge can be any amount that
piece of armor does not affect the damage, although still results in a safe weapon.
it might affect the maximum armor points of that 30. The Amtgard rulebook uses the terms ban and
location. You must remove all armor from a location suspension interchangeably, regardless of duration or
for the damage to stop being tracked. other qualifiers, for purposes of the Code of Conduct.
19. Teleport - you must move *directly* to a fixed location 31. You may only take the number of magic balls you
(One that won’t move during transit, you can’t pick have purchased on to the battlefield. You may use
“10 feet behind that warrior”). If you cast Teleport other player’s magic balls that they take on to the
on yourself you may end the teleport as per normal battlefield with their permission. You may never
for Insubstantial but there’s no wandering around. have more magic balls on your person than what you
Directly means directly, and reeves have final say as have purchased.
to what that means you can do in transit. 32. The maximum amount of strike legal ends on any
20. If a player under the effects of Circle of Protection single piece of equipment is 2.
is affected by Teleport, the duration of Insubstantial 33. A player must make it clear which weapon they are
changes to the duration of Teleport, but the restriction wielding if more than one weapon is in one hand. A
that you cannot move lasts until COP ends. weapon can be wielded in the same hand holding
21. For the purposes of having an empty hand for casting, a shield.
opening the hand gripping a shield handle is all it 34. For Insult, Awe, Terror, or similar abilities: As long as
takes to qualify. You do not have to completely remove a legal target is initially engaged with magic balls and/
your hand from touching the hand-hold in order to or projectiles, unintentional hits to other targets still
not grip a shield, as Gripping means to take a firm count and do not affect the ongoing ability.
hold with your fingers.
35. Spells which target carried or Wielded equipment
22. Lorica segmentata is not Plate Armor. It is equivalent count as "casting at/on the player" for purposes of

Amtgard 8 - Common Misconceptions


to Brigandine, base 4 points, max of 5. (Due to Awe / Insult.
the design it cannot qualify for the higher max via
Large Plates) 36. Spell Balls may use cloth tape as a cover similar to
Heavy and Light Thrown.
23. Neither slingshots nor atlatls appear as a weapon type
in the Rulebook. The only things you could argue they
could be are:
a. Heavy Thrown/Light Thrown
b. An alternative to bow/arrows.
They aren’t legal because:

Famous Last Words


a. Thrown weapons must be thrown.
b. A slingshot/atlatl isn’t a bow.
24. Casting Persistent on an enchantment that provides
a set number of uses only matters if you died with
"Technically..."
8-272021

remaining uses left (through Phase Bolt/Arrow or


some other method that bypassed Phoenix tears - Norbert of the Grey Lands,
for instance). who was smote by a Reeve.
25. Half Draw is half the distance between the brace -
height and 28 inches. If your bow has a brace height

70
Appendix A:

Award Standards
I. The Kingdoms of Amtgard recognize through binding b. Masterhood: Masterhoods are recognition of skill
action by the Circle of Monarchs, that all Ladder Awards in a field of work. Meeting the criteria below does
leading to the bestowal of Knighthood shall be unified not automatically grant the associated Masterhood.
through an agreed framework and that no kingdom Masterhoods are granted when a player has both the
shall add to, remove, or modify the agreed upon recommended requirements set forth herein and
requirements independently nor will any kingdom alter obvious expertise in their field.
their individual corporas to contradict this agreement. 1. Master Rose: A player may be eligible for the title of
The monarch retains the ability to bestow any award or Master Rose upon earning their tenth Order of the Rose.
honor as granted by their respective kingdom corpora. 2. Master Smith: A player may be eligible for the title of
This agreement does not prevent officers from creating Master Smith upon earning their tenth Order of the Smith.
non-Ladder Awards that do not impact the line of
3. Master Lion: A player may be eligible for the title of
Ladder Awards. Master Lion upon earning their tenth Order of the Lion.
II. The Kingdoms of Amtgard resolve to remove definitions 4. Master Crown: A player may be eligible for the title of
of the five orders of Knighthood (Flame, Crown, Master Crown upon earning their tenth Order of the Crown.
Serpent, Sword, Battle) as well as their associated 5. Master Owl: A player may be eligible for the title of
Ladder awards and Masterhoods (Rose, Smith, Lion, Master Owl upon earning their tenth Order of the Owl.
Crown, Owl, Dragon, Garber, Warrior (Warlord), and
6. Master Dragon: A player may be eligible for the title
Battle (Battlemaster)) from their respective corporas. of Master Dragon upon earning their tenth Order of
In addition: the Dragon.
a. Definitions of Ladder Awards, Ladder Masterhoods and 7. Master Garber: A player may be eligible for the title of
Knighthoods shall not fall under the standard Rules Master Garber upon earning their tenth Order of the Garber.
Revision Process. 8. Warlord: A player may be eligible for the Masterhood title
b. Changes to the definitions of Ladder Awards, Ladder of Warlord upon earning their tenth Order of the Warrior.
Masterhoods and Knighthoods can only be made by 9. Battlemaster: A player may be eligible for the
ninety percent (90%) approval of the existing Kingdoms Masterhood title of Battlemaster upon earning their tenth
of Amtgard. Order of Battle.

c. No kingdom may replace or supplement any c. Ladder Awards: Ladder Awards start out at zero and
other award for an existing Ladder Award, Ladder progress to tenth level. Attaining the next rung on the
Masterhood, or Knighthood. ladder should require a demonstrable level of ability
beyond that required for the previous rung. This does
not necessarily require bettering a player’s previous
work so long as the work itself is sufficient to achieve
the next rung. All levels must be earned consecutively.
Monarchs have the discretion to award multiple levels
Amtgard 8 - Appendix A: Award Standards

of award to the same individual but all awards must be


III. Framework given in sequence.
a. Knighthood: Below are the recommended criteria Note: The examples given in each category are meant
for becoming eligible for the five orders of Knighthood. as only guidelines as to what might be the appropriate
Having these awards only grants eligibility and does level of service for those levels.
not require that Knighthood be bestowed. Whereas
Masterhood is recognition of skill, Knighthood is also 1. Rose: Awarded for service to the club not necessarily
recognition of character in addition to having skill related to an elected office. A first level Order of the
beyond that of a Master. It is suggested that orders that Rose indicates a very minor service to the club such
reflect a player’s positive character (Griffin, Walker in as picking up trash, while a tenth level Order of the
the Middle, Jovious, Mask, etc.) be considered when Rose could be comparable to providing consistent,
determining any class of Knighthood. long-term service to the club.

1. Flame: A player may be eligible for Knight of the Flame 2. Smith: Awarded for organizing and running
after obtaining Masterhood in Rose, Smith, or Lion. battlegames, quests, workshops, demonstrations,
and the like while not in office, or for running such
2. Crown: A player may be eligible for Knight of the Crown
events above and beyond the requirements of one’s
after obtaining Masterhood in Crown.
office. A first level Order of the Smith might be
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3. Serpent: A player may be eligible for Knight of the Serpent awarded for running a good battlegame at park level.
after obtaining Masterhood in Owl, Dragon, or Garber.
A tenth level Order of the Smith might be awarded
4. Sword: A player may be eligible for Knight of the Sword for running a series of fun, immersive, and well-
after obtaining the Masterhood title of Warlord. scripted battlegames or quests providing direction
5. Battle: A player may be eligible for Knight of Battle after for an entire reign.
obtaining the Masterhood title of Battlemaster.

71
3. Lion: Awarded for going above and beyond the call 8. Warrior: Awarded for fighting prowess. Orders
of duty in the execution of an office, or for leadership of the Warrior follow a regimented pattern
outside of office while performing a service to for distribution:
Amtgard. A first level Order of the Lion might be i. A 1st Order is granted for winning three
awarded for organizing Fighter practices on off- consecutive matches in any tournament format,
Amtgard days. A tenth Order of the Lion might be for taking at least 3rd overall in a shire-level
awarded for running a series of demonstrations that tournament, or for battlefield prowess.
increase attendance and ingratiates the club with the ii. A 2nd Order is granted for winning five
local community. consecutive matches in any tournament format,
4. Crown: Awarded for serving with excellence in for taking at least 2nd overall in a shire-level
office from the local level to the kingdom level. A tournament, or for battlefield prowess.
first level Order of the Crown might be for serving iii. A 3rd Order is granted for winning seven
as a Shire Prime Minister and keeping all necessary consecutive matches in any tournament format,
records up to date. A tenth Order of the Crown for winning a shire-level tournament, for taking
might be awarded for serving as kingdom monarch at least 3rd overall in a barony-level tournament,
and encourage your kingdom in such a way as to or for battlefield prowess.
promote new player growth. This award may be iv. A 4th level is granted for winning nine
stacked when given for a single term of office and consecutive matches in any tournament format,
groups are encouraged to do so. for taking at least 2nd overall in a barony-level
5. Owl: Awarded for demonstrating ability in tournament, or for battlefield prowess.
the construction sciences of Amtgard. Weapon v. A 5th level is granted for winning eleven
construction, armor construction, furniture, shoes, consecutive matches in any tournament format,
belts, etc. A first level Order of the Owl could be for winning a barony-level tournament, for
awarded for constructing your first legal and taking at least 3rd overall in a duchy-level
functional sword. A tenth level Order of the Owl tournament, or for battlefield prowess.
might be creating a full suit of decorated and vi. A 6th level is granted for winning thirteen
articulated armor, or introducing critical new consecutive matches in any tournament format,
technologies and construction advancements that for placing at least 2nd overall in a duchy-level
affect the group as a whole. tournament, or for placing at least 3rd overall in
a kingdom-level tournament.
6. Dragon: Awarded for demonstrating ability in the
arts of Amtgard. Performance, painting, sculpting, vii. A 7th level is granted for winning fifteen
photography, cooking, banners, artistically focused consecutive matches in any tournament format,
for winning a duchy-level tournament, or
garb, writing, acting, role-playing, etc. A first level
placing at least 2nd overall in a kingdom-
Order of the Dragon might be awarded for doing
level tournament.
a good reading of a non-original poetry piece. A
tenth level Order of the Dragon might be awarded viii. An 8th level is granted for winning seventeen
for writing and directing an excellent play for consecutive matches in any tournament

Amtgard 8 - Appendix A: Award Standards


entertainment at a large event. format or for winning a major kingdom-
level tournament.
7. Garber: Awarded for the creation of garb: Tabards,
ix. A 9th is granted for winning nineteen
pants, cloaks, gloves, sashes, pouches, etc. A first level
consecutive matches in any tournament format
Order of the Garber might be awarded for creating or for winning a second major kingdom-
a simple, well-made pouch. A tenth level Order of level tournament.
the Garber might be awarded for making themed,
elaborate and intricate garb for a group of people. x. A 10th is granted for winning twenty-one
consecutive matches in any tournament format
or for winning a third major kingdom-level
tournament.

Words of Wisdom
Note: Major kingdom-level tournament is defined
as Weaponmaster, Warmaster (Crown Quals
tournament), Olympiad, an inter-kingdom
event tournament, or other events as defined by
the Kingdom Monarch. The level of competition
No one can go back and make a brand and number of entrants in all tournaments
new start, but anyone can start from must be considered before handing out Orders
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now and make a brand new ending. of the Warrior above seven. The difficulty of
the tournament must warrant the level of order
awarded.

72
9. Battle: An Order of Battle is awarded to players who or a major obstacle during defeat in a kingdom or
have an understanding of tactics in class battlegaming duchy battlegame, leading a large unit or multiple
and/or effectiveness as a player in class battlegaming. This small units to successfully win a Kingdom or duchy
order ranges from individual excellence in multiple classes battlegame, victory in a Kingdom or duchy class
in Amtgard to being able to command multiple small battlegaming tournament.
units and/or large teams. Below are examples of a 1st order viii. An 8th Order is granted for showing consistent
through to Battlemaster title for the Order of Battle. These individual or team strategy that has a game-changing
are recommendations, but not requirements. The criteria effect in kingdom or duchy level class battlegaming.
mentioned are not meant to be comprehensive, and they Examples include: Consistent effective use of
are meant to work in conjunction with each other and not individual/team abilities to be a key component to
as individual avenues towards masterhood/knighthood. victory or a major obstacle during defeat in kingdom
i. A 1st Order is granted for showing basic skill in or duchy battlegames, consistently leading a large unit
class battlegaming. or multiple small units to successfully win a Kingdom
or duchy battlegame, a victory in a Kingdom or duchy
Examples Include: Effective use of your abilities, class battlegaming tournament, or earning a Paragon.
or tactics that have a short term impact on games
or class battlefield prowess. Recommended to be ix. A 9th Order is granted for continued consistent
awarded at a shire or higher. individual or team strategy that has a game-changing
effect in kingdom level class battlegaming.
ii. A 2nd Order is granted for showing consistent basic
skills in class battlegaming. Examples include: Consistent effective use of
individual/team abilities to be a key component
Examples Include: Consistent effective use of your to victory or a major obstacle during defeat in a
abilities, or tactics that have a short term impact on kingdom battlegame, consistently leading a large
games or class battlefield prowess. Recommended to team (25+) or multiple small units to successfully
be awarded at a shire or higher. win a Kingdom battlegame, victory in a Kingdom
iii. A 3rd Order is granted for showing intermediate skills class battlegaming tournament, or earning a Paragon.
in class battlegaming. x. A 10th Order is granted for continued consistent
Examples Include: Effective use of your abilities individual or team strategy that has a game-changing
to successfully capture/defend an objective in effect in kingdom level class battlegaming.
class battlegames, leading a small unit effectively Examples include: Consistent effective use of
during a battlegame, or class battlefield prowess. individual/team abilities to be a key component
Recommended to be awarded at a shire or higher. to victory or a major obstacle during defeat in a
iv. A 4th Order is granted for showing consistent kingdom battlegame, consistently leading a large
intermediate skills in class battlegaming. team (25+) or multiple small units to successfully
win a Kingdom battlegame, victory in a Kingdom
Examples Include: Consistent effective use of your
abilities to successfully capture/defend objectives in class battlegaming tournament, or earning a Paragon.
class battlegames, leading a small unit consistently Notes: If Orders of Battle are given for paragons, eligible
during battlegames, or class battlefield prowess. classes include the core 10 classes, Anti-paladin, Paladin,
Recommended to be awarded at barony or higher. and Monster. It is suggested to have at least 1 caster class
as a paragon.
Amtgard 8 - Appendix A: Award Standards

v. A 5th Order is granted for showing advanced skills in


class battlegaming. If Orders of Battle are given for Class Battlegaming
Tournaments, the player must heavily contribute to the
Examples Include: Effective use of individual/team
victory in such a way that requires adequate skill. This does
abilities to sway the momentum of a battle, effective
not necessarily mean 'number of kills' as being a highly
use of individual abilities to successfully capture/
aware, highly effective support role is of equal importance.
defend multiple objectives, leading multiple small
units or a large unit in class battlegames to victory. The suggested symbol for Orders of the Battle is a wand,
Recommended to be awarded at barony or higher. arrow and sword.
vi. A 6th Order is granted for consistently showing
advanced skills in class battlegaming.
Examples Include: Consistent effective use of
individual/team abilities to sway the momentum of
a battle, consistent effective use of individual abilities
to successfully capture/defend multiple objectives,
consistently leading multiple small units or a large
unit in class battlegames to victory. Recommended
to be awarded at barony or higher.
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vii. A 7th Order is granted for showing individual or team


strategy that has a game-changing effect in kingdom
or duchy level class battlegaming.
Examples Include: Effective use of individual/
team abilities to be a key component in victory

73
Appendix B:

Kingdom Boundaries & Park Sponsorship


The united Kingdoms of Amtgard, speaking with the voice III. A kingdom seat is the center of the city in which the
and leadership of the Circle of Monarchs, believing that the kingdom’s first kingdom-level monarch held office,
growth of Amtgard is advanced through the responsible unless otherwise specified by Amtgard, Inc. or the Circle
government of the various kingdoms, and seeking to of Monarchs.
encourage that growth with communication, high standards, IV. A kingdom chapter is any chapter sponsored by
and mindfulness of the future unity of Amtgard, do hereby a kingdom.
endorse and ratify these guidelines regarding the sponsorship
rights of contracted chapters and kingdoms. V. If a chapter is within the same state as and within 75
miles of a kingdom seat, it may petition that kingdom
I. A contracted chapter may petition any kingdom for without seeking permission from any other kingdoms.
sponsorship, but permission will need to be granted by
any kingdoms close to the chapter before the chapter VI. If a chapter is more than 500 miles from any Amtgard
can be sponsored. chapter, it may petition any kingdom without seeking
permission from any other kingdoms.
II. A chapter is considered to be close to the kingdom
that has the nearest kingdom seat, the kingdom that VII. Chapters sponsored by kingdoms at the time of this
has the nearest kingdom chapter, and the kingdom agreement retain their sponsorship, but are subject
with the nearest kingdom seat in the same state as the to the terms of this agreement should they seek to
chapter. This may result in a chapter being close to change sponsorship.
multiple kingdoms. VIII. The Circle of Monarchs shall have authority to hear and
resolve all issues related to this agreement.

Amtgard 8 - Appendix B: Kingdom Boundaries


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74
Index
Abilities 47, 48, 53 Monk 34 Magic Armor 49 Stab 15
Quest Abilities 27, 28 Monster 30 Magic Balls 50 Stabbing Tip 15
Age of Combatants 4 Paladin 46 Construction 16 States 47, 51
Youth Policy 76 Peasant 30 Magic Items 21 Cursed 51
Amtgard 1 Scout 35 Man-at-Arms 3 Fragile 51
Armor 9 Warrior 36 Masterhood 3, 71 Frozen 51
Armor Construction 10 Wizard 43 Melee Weapons 17 Immune 51
Armor Modifiers Code of Conduct 4 Meta-Magic 50 Insubstantial 51, 52
Cuirboilli 11 Combat Contact 6 Monarch 2 Out of Game: 52
Dense Weave 12 Allowed 6 Noble 3 Stopped 52
Fluted 13, 14 Disallowed 7 Objectives 24 Stunned 52
Gambeson 11, 12, 13, 14 Combat Etiquette 8 Padded 15 Suppressed 52
Heavy Backing 12 Calling Your Shots 8 Page 3 Strike-Legal 15
Heavy Gauge 11, 12, 13, 14 Delivering Shots 8 Paragon 3 Strips 19
Helm 10 Common Misconceptions 69 Park 2 Talismans 22
Inferior Appearance 10 Company 2 Phoenix 3 Teams 24
Inferior Construction 10 Courtesy Padding 15 Pommel 15 Thrust 15
Large Plates 14 Credits 30 Prime Minister 2 Total Length 15
Metal Articulations 14 Cross Guard 15 Projectile Weapons 16 Traits 51
No Gaps 12 Death 7 Range 50 Trinkets 21
Rigid 12, 13 Double-Ended 15 Reeves 2, 26 Verbal 51
Solid Rings 12 Enchantments 48 Refresh 25 Wound Trigger 51
Superior Appearance 10 Engulfing 49 Regent 2 Weapons 15
Superior Construction 10 Equipment Checking 20 Resistant 50 Ammunition 16
Superior Overlap 13, 14 Example Battlegames 25 Respawn 24 Arrows 16
Armor Types 10, 11 Game Type Role-playing 5 Heads 17
Brigandine 14 Ditch 24 Rule Revision Process 68 Shafts 17
Butted Plates 12 Full-Class 24 Sashes 19 Bow 17
Chainmail 12 Full-Class No Magic 24 Scenario Rules 25 Crossbows 17
Cloth 11 Militia 24 School 50 Dagger 17
Lamellar 13 Quest 27 Command 50 Heavy Thrown 16
Light Leather 11 Garb 30 Death 50 Hinged 18
Plate 14 Great Weapon 18 Flame 50 Javelins 16
Scale 13 Guildmaster of Reeves: 2 Neutral 50 Light Thrown 16
Strong Leather 11 Handle 15 Protection 50 Long 17
Synthetic 11 Heavy Padding 15, 17 Sorcery 50 Madu 18
Artifacts 23 Hit Locations 6 Spirit 51 Melee 17
Award Standards 71 Arm 6 Subdual 51 Projectiles 16
Base 24 Leg 6 Shields 19 Rocks 16
Battlegames 24 Torso 6 Shots Short 17
Champion 2 Household 2 Invalid Siege 18
Chant 48 Incantation 49 Draw Cut 7 Whistleblower Policy 77
Character Development 5 Kill Trigger 49 Graze 7 Wound 7
Charge 48 Kingdom 2 Push 7 Youth Policy 76
Charge Incantation 48 Boundaries 73 Slash 7
Classes 29 Sponsorship 73 Stab 7
Amtgard 8 - Index

Anti-Paladin 45 Knight 3 Slash 15


Archer 31 Battle 3, 71 Special Effects 47, 52
Assassin 32 Crown 3, 71 Armor Breaking 52
Barbarian 33 Flame 3, 71 Armor Destroying 52
Bard 37 Serpent 3, 71 Shield Crushing 52
Color 3 Sword 3, 71 Shield Destroying 52
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Druid 39 Levels 30 Weapon Destroying 52


Fighting Classes 29 Lives 24 Wounds Kill 52
Healer 41 Look The Part 30 Specialty Arrows 51
Magic-Users 29 Magic 47, 48, 53 Squire 3

75
Annexure:

Amtgard Youth Policy

1. Minors or youth are defined as anyone who has not reached the age of legal majority. This varies between
countries, states and other jurisdictions. Be sure of the age(s) of majority in your area.
2. Amtgard is a member, family, and youth friendly social organization. Amtgard encourages the
participation of minors in its activities, but typically does not hold any youth specific activities. Any
Amtgard group holding youth specific activities shall adopt youth safety protocols including at a
minimum: a “two-deep” leadership policy and a no one-on-one interaction policy regarding adults and
youth involved in youth specific activities.
3. Whether or not youth specific activities are occurring, parents or guardians of minors shall have ultimate
responsibility for the welfare and behavior of their minors at all times. It is the responsibility of the parent
or guardian who is responsible for the minor to ensure that the minor is safe and not in danger. At events
and activities in which minors participate in any way, participating minors must either have a parent or
legal guardian present on site at the event/activity, or a temporary guardian present on site in possession
of a properly executed document authorizing the temporary guardian, at a minimum, to obtain medical
care for the minor. This document must designate an adult present on site at the event or activity as able
to authorize medical treatment in the case of emergency (and for purposes of this policy is considered a
type of temporary guardianship). No policies developed regarding minors relieve parents/guardians of
their primary responsibility for the welfare and behavior of their minors. This policy requires parents/
guardians to ensure that their minors are appropriately supervised at all times.
4. It is generally appropriate for law enforcement authorities to be contacted if a minor is involved in any
crime. If a minor appears to have been the victim of a violent crime, law enforcement authorities MUST
be contacted.
5. No one-on-one interactions: One on one interactions between adults and minor members must be
avoided except for members of the minor’s family, and any person designated as the temporary guardian
of the minor by the minor’s parent or legal guardian, except that one on one interactions between an adult

Amtgard 8 - Annexure: Amtgard Youth Policy


and minor are permitted if they occur at an observable and interruptible distance by another adult. It
shall not be a violation of this policy for an adult to have one-on-one interaction with a minor provided
the adult is no more than three years older than the minor. Interaction means communication or direct
involvement between an adult and a minor. Incidental contact or actions taken to avoid or promptly
terminate one-on-one interactions are not considered interactions within the meaning of this policy.

Editor's Note
The Amtgard Youth Policy is maintainted and updated by Amtgard International and is included
here purely as a reference for Code of Conduct #7 (p.4) . The Amtgard Youth Policy is not a part of
the Amtgard Rules of Play, and as such it cannot be modified by the standard Rules Revision Process.

The most up-to-date version of this policy can be found at https://www.amtgard.com/documents.


10-10-2021

The policy listed here is up-to-date as of October 10, 2021.

76
Annexure:

Amtgard Whistleblower Policy

The Circle of Monarchs encourages the protection of victims, whistleblowers, and officers engaging in good
faith execution of their duties, and condemns retaliation against them all. Retaliation has a chilling effect on
reporting; it creates a hostile environment for these people, and for others considering coming forward or
acting in good faith; and it hurts the very people Amtgard's Code of Conduct is designed to protect. Therefore,
the Circle of Monarchs establishes that retaliation is a violation of the Code of Conduct's prohibition against
creating a hostile environment.
Amtgard 8 - Annexure: Amtgard Policies

Editor's Note
The Amtgard Whistleblower Policy is maintainted and updated by Amtgard International and is
included here purely as a reference for Code of Conduct #6 (p.4) . The Amtgard Whistleblower Policy
is not a part of the Amtgard Rules of Play, and as such it cannot be modified by the standard Rules
Revision Process.

The most up-to-date version of this policy can be found at https://www.amtgard.com/documents.


10-10-2021

The policy listed here up-to-date as of October 10, 2021.

77

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