Difference between revisions of "V9:Magic Items (General Rules)"

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Revision as of 18:00, 23 February 2024

Developer Note: The current V9 Rules can be found here.

The V9 Wiki is currently obsolete. The Project Phoenix Google Doc is the main source of V9 rules going forward.
We will eventually rebuild the wiki as a comprehensive rules reference, but now is not that time.

Thank you for your interest in the project! Join the Discord for more information!

- The Project Phoenix (V9) Development Team

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This page is part of the V9 Development Project.
  • These rules represent a proposed ruleset for the Amtgard LARP. All references to the organization are used from that perspective, and do not represent current organizational policy or procedures. Amtgard is a trademark of Amtgard International.
  • This wiki is the detailed, comprehensive form of the ruleset. You can find the condensed Quick-Play rules here. These are currently still a work in progress.
  • To view the current official Amtgard rules, please see the Amtgard V8 Rulebook.




General Rules

Using Magic Items

  1. The Game Organizer determines which Magic Items, if any, are allowed in their activities. They may also impose additional restrictions as they see fit, such as a limited number of items per player.

  2. The effects of a magic item must be clearly defined when the item is bestowed to a player.
    • If the magic item is not described in this rulebook, the user must carry a copy of their item’s abilities and effects during any activity they wish to use the item.

  3. Abilities and effects granted by magic items behave as they would if the player had those abilities or effects naturally, except where noted below:
    • Item-granted abilities cannot be modified or restored by archetypes. For example, a magic item that grants Shake It Off 2/Refresh cannot be restored by the Guardian or Juggernaut archetypes.
    • If a class already has access to an ability granted by a magic item, the item-granted version does not share any symbols or tags, such as ⬗ or 🛡️. For example, a Warrior using an item that grants Safeguard 2/Refresh would need a free hand to cast it since this version does not have ⬗.

  4. Players must carry a physical representation (aka "Phys-Rep") of their Magic Item(s) in order to benefit from it.
    • The Phys-Rep requirements for an item must be clearly defined when the item is bestowed to a player.
    • Phys-Reps are equipment and must adhere to the Universal Equipment Requirements.
    • Phys-Reps must be a unique item and cannot simultaneously be a weapon, shield, or any other type of equipment unless specifically required by the item itself, such as the Sword of Flame which is a magic sword.
    • The Phys-Rep of a magic item is a Material Component for any abilities or effects it grants. It must be visibly carried in some fashion while casting its abilities or using the effects. If the player has access to the same abilities or effects by another method, the magic item is not required to use those versions.
    • Multiple copies of the same magic item (such as potions) may all be represented by the same Phys-Rep. For example, three Potions of Healing can be represented by a single red potion bottle, but you would need a different bottle to represent a Potion of Mend.
    • Phys-Rep requirements are not reserved visuals. Players may carry or wear non-magical items and accessories that look visually similar to magic items as long as it is not being used to derive a gameplay advantage.


Duration of Ownership

Each Magic Item is only useable for a specified period of time.

  • The duration of ownership for a Magic Item must be clearly defined when the item is bestowed.
  • When the duration has elapsed, the Magic Item can no longer be used. If a Phys-Reps was presented with the item, it should be returned to the authority that bestowed it.
  • Magic Items without a specified ownership duration will automatically expire in six (6) months from when they are bestowed.
  • Ownership of Magic Items may be rescinded by the authority that bestowed them at any time.
  • Magic Items can only be used by their owners and cannot be transferred or traded without permission from specific individuals:
    • A Game Organizer can grant permission for players to temporarily transfer magic items during their games; however, these transfers are reverted at the end of each activity. Permanent transfers require permission from the original authority who bestowed the item.



Acquiring Magic Items

There are three standard methods to acquire/distribute Magic Items:

  1. Garb Bonus Curios: The garb bonus allows eligible players to select a magic item from the list of Garb Bonus Curios.
    • These items do not persist beyond the individual activity where the bonus was awarded.
    • Each player may only carry and use a single Magic Item acquired through the Garb Bonus.

  2. Officers: All Kingdom and Park officers can create and/or distribute Magic Items unless otherwise indicated by their Kingdom’s Corpora or similar document.
    • The ownership duration for items awarded this way cannot be longer than the awarding officer’s reign.
    • The awarding officer and their peers are responsible for tracking which of these magic items are owned by whom.
    • Magic Items bestowed by park officers only function within the park they were awarded. Likewise, magic items awarded by Kingdom officers only function within the parks of that Kingdom.

  3. Game Organizers: Game Organizers may create and/or distribute Magic Items for use during their own activities.
    • These items only function during activities run by the associated organizer.
    • By default, these items do not persist beyond the individual activity where they were bestowed, however an organizer may choose to extend their duration across multiple activities they are organizing. This is commonly used to enable a form of loot/reward system for connected activities such as a roleplay storyline. In these cases, the awarding organizer(s) are responsible for tracking which magic items are owned by whom.



Types of Magic Items

Magic Items are classified into one of three types: Trinkets, Talismans, and Relics.

  1. Trinkets are simple magic items that are not overly powerful and can be safely used in most battlegames.
    • Examples include: a Potion of Healing, a Scroll of Mend, a Wand of Release, etc.
    • Additional examples are presented here as Garb Bonus Curios.

  2. Talismans are mid-power magic items with meaningful effects that may require consideration before being allowed in some activities.
    • Examples include: a Potion of Revitalization, a Scroll of Barkskin, a Wand of Fear, etc.
    • Additional examples are presented here as Talismans of Renown.

  3. Relics are powerful magic items that require careful consideration before being allowed into any activity.
    • Relics are unique unless indicated otherwise. There may only be one of each unique relic awarded per kingdom at a time.
      • If a relic is bestowed with an alternate name (such as in honor of a community member), the item's uniqueness is still tied to the item it was before being renamed.

    • Some examples of traditional relics from Amtgard's past are presented here as Relics of Antiquity.



Creating Magic Items

Check out the Game Organizer Guide to find tips and guidance for creating custom magic items.





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Magic Items
General Rules · Garb Bonus Curios · Talismans of Renown · Relics of Antiquity
Amtgard V9 Rulebook
Playtest Disclaimer · Introduction · Getting Started · Garb · Honor System · Safety · Core Combat Rules · Equipment · Classes · Abilities and Effects · Magic Items · Combat Activities · Rules Authorities
Appendix: Equipment Inspection Guide · Master List of Abilities · Glossary