V9:Wizard

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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.




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Wizard

Description Wizards are offensive spellcasters that use a variety of powerful abilities to destroy or restrict their opponents.
Playstyle Damage, Ranged, Backline, Crowd Control, Evasive
Class Identifier ColorCodeYellow-231129.jpg Yellow Sash
Weapons
Shields None
Armor None
Garb Bonus Choice of Garb Bonus Curio.
+1 use if Superior Garb Bonus.
Level 1 May spend customization points to purchase additional abilities from the list below. Points available are based on level.
Archetype Ability Name Cost Max Frequency Range Type
EXPERT

Points Available
= Your Level

Unspent points may be used at a lower tier.


👟 🔥 🔮 Blessing Against Harm 1 4 1/Refresh ♻60 Self Enchantment
👟 🔮 Coup De Grace 1 4 1/Refresh ♻60 20ft Verbal
👟 🔮 Dragged Below 1 4 1/Refresh ♻60 20ft Verbal
🔮 Firestorm 1 4 1/Life ♻30 Self Verbal
🔥 Iceball 2 2 1 Ball Strike Spellball
👟 Icy Blast 1 4 1/Refresh ♻30 20ft Verbal
🔮 Pestilence 1 4 1/Life ♻30 Self Verbal
🔥 🔮 Phase Bolt 2 2 1 Ball Strike Spellball
🔥 🔮 Sphere of Annihilation 3 1 1 Ball Strike Spellball
👟 🔮 Wounding 1 4 1/Life ♻20 20ft Verbal
ADEPT

Points Available
= Your Level+1

Unspent points may be used at a lower tier.


👟 🔮 Dimensional Rift 1 4 1/Refresh ♻30 20ft Verbal
🔥 🔮 Fireball 1 4 1 Ball Strike Spellball
🔥 🔮 Flight 1 4 1/Refresh ♻20 Self Verbal
👟 Hold Person 1 4 1/Life ♻20 20ft Verbal
🔥 🔮 Lightning Bolt 1 4 1 Ball Strike Spellball
👟 Mend 1 4 1/Life ♻10 5ft (Any) Verbal
👟 🔥 Release 1 4 1/Life ♻10 5ft (Any) Verbal
👟 🔥 🔮 Short Weapon 1 1 - - Equipment
👟 Suppress Aura 1 4 1/Refresh ♻20 20ft Verbal
🔥 🔮 Suppression Bolt 1 4 2 Ball Strike Spellball
👟 🔥 🔮 Teleport 1 4 1/Life ♻20 5ft (Any) Verbal
NOVICE

Points Available
= Your Level+2

Unspent points at this tier are wasted.


🔥 Ambulant 1 - 2/Refresh ♻10 - Meta-Magic
👟 🔮 Banish 1 4 1/Life ♻10 20ft Verbal
👟 Break Concentration 1 4 1/Life ♻10 20ft Verbal
🔥 Entangle 1 2 2 Balls Strike Spellball
👟 🔮 Expose Weakness 1 - 1/Life ♻10 20ft Verbal
👟 🔮 Extension 1 - 2/Refresh ♻10 - Meta-Magic
🔥 Force Bolt 1 - 3 Balls Strike Spellball
🔥 🔮 Ice Barrier 1 4 1/Life ♻10 Self Verbal
👟 🔮 Incinerate Armor 1 - 1/Life ♻10 20ft Verbal
👟 🔥 🔮 Innate 1 4 2/Refresh ♻10 Self Verbal
👟 🔮 Lay Curse 1 - 1/Life ♻10 20ft Verbal
👟 🔥 🔮 Mana Harvest 1 4 2/Life Self Verbal
👟 🔥 🔮 Meditate 1 4 1/Life Self Verbal
🔥 🔮 Poison Bolt 1 4 2 Balls Strike Spellball
👟 Shove 1 4 1/Life ♻10 20ft (Other) Verbal
👟 🔥 🔮 Swift 1 - 2/Refresh ♻10 Self Meta-Magic
Archetypes

If you are level 3 or above, you MAY choose to take an archetype.

If you do, you can only purchase abilities listed with as part of that archetype.
Battlemage 👟

Gain Ambulant (Unlimited).

Can only purchase abilities with the 👟 tag.
Evoker 🔥

Gain Elemental Barrage 1/Life ♻10.

Can only purchase abilities with the 🔥 tag.
Warlock 🔮

Extension and Swift become Per-Life and Max: 4 instead.

Can only purchase abilities with the 🔮 tag.
= Does not require Free Hand = Rest Time = Included with Archetype 🎺👻🛡️etc. = Archetype-relevant 🌶️ = Experimental Rule




Pre-Constructed Builds

Below are a few -pre-constructed builds for this class. Use these to quickly get into the game or to help new players ease their way into the intricacies of class customization.

Newbie Wizard
Shove: Cast with "My power shoves thee" x3. Target must move 20ft further away from you.


Hold Person: Incant "I command thee to stop" x3 to make the target Stopped for 30s.


Fireball: Incant "The power of flame is mine to evoke" x2 to prime a red spellball. It’s Weapon, Shield, and Armor Destroying, and Wounds Kill.

Level 1
Identifier Yellow sash
Weapons Dagger, Magic Staff

Cannot dual wield weapons except alongside Magic Staff.

Shields None
Armor None
Archetype None
Abilities Shove 4/Life ♻10
Fireball (2 Balls)
Hold Person 1/Life ♻20


Level 6 Generalist
Coup De Grace: Incant "Succumb to thy wounds and die" x3 to kill a wounded target.


Fireball: Incant "The power of flame is mine to evoke" x2 to prime a red spellball. It’s Weapon, Shield, and Armor Destroying, and Wounds Kill.


Innate: Incant “Innate” to instantly recover an ability with ♻10. You can use this while Resting or Insubstantial, unlike most incants. If you do it while Resting, you can add 10s towards longer Rest timers.


Lightning Bolt: Incant "The power of storms is mine to evoke" x2 to prime a yellow spellball. It’s Weapon Destroying, Armor Breaking, and applies an engulfing Stopped effect for 30 seconds.


Mana Harvest: Incant "Return to me my fleeting power to aid me in my darkest hour" within 30s of wounding an enemy with a spellball, casting a verbal with ♻20 or more on an enemy, or restoring an ally from an effect caused by an enemy. Restore one ♻10 ability.


Release: Incant "From thy bindings thou art released" x5 to remove any number of status effects from the target other than Severed.


Shove: Cast with "My power shoves thee" x3. Target must move 20ft further away from you.


Wounding: Incant "Death strikes off thy <right/left> <arm/leg>" x3 to Wound the target's named limb

Level 6
Identifier Yellow sash
Weapons Dagger, Magic Staff

Cannot dual wield weapons except alongside Magic Staff.

Shields None
Armor None
Archetype None
Abilities Coup De Grace 2/Refresh ♻60
Fireball (3 Balls)
Innate 4/Refresh ♻10
Lightning Bolt (3 Balls)
Mana Harvest 4/Life
Release 1/Life ♻10
Shove 4/Life ♻10
Wounding 4/Life ♻20




List of Class-Specific Abilities


Ambulant
Simple Summary Ambulant: Incant "Ambulant" before casting another spell, and you can use it while moving.
Available to Bard, Druid, Healer, Scout, Wizard
Type Meta-Magic
Incantation "Ambulant"
Effects Meta-Magic Effect: The modified ability can be cast while moving.
Other Details
  • A spell that is intended to be ambulant may identify the target while moving.
  • 🏃 This ability can be cast while moving.


Banish
Simple Summary Banish: Incant "I banish thy ghostly form" x3 to make an insubstantial target return to base.
Available to Healer, Monk, Wizard, Curios
Type Verbal (Offensive)
Range 20ft
Incantation "I banish thy ghostly form" x3
Effects Status Effect: If the target is not Insubstantial, this effect fails. If the target is Insubstantial, that status effect is replaced with the following:

"Target becomes Insubstantial and is forced to move directly to their base. This effect ends when they reach their base or are at least 100ft away from all living enemies."
Other Details The previous Insubstantial effect is not returned if Banish is released or otherwise removed.
Reminder The victim must declare "No longer insubstantial" when the effect has ended.


Blessing Against Harm
Simple Summary Blessing Against Harm: Incant "I enchant thee against all harm" x3 to grant the target a resistance against any effect or strike. (♻10)
Available to Druid, Healer, Paladin, Wizard
Type Enchantment
Range
  • 5ft (Any) - Healer, Paladin
  • Self - Druid, Wizard
Incantation "I enchant thee against all harm" x3
Effects Enchantment Effect: Bearer and their carried equipment gain resistance to all effects from a single strike or ability (♻10).
Other Details When declaring this enchantment, the bearer must declare whether the resistance is active or not
Reminder Resistances are optional. The bearer does not need to expend them on the first applicable attack.
V8 Transition Note: This enchantment is not removed once the resistance is expended. The resistance can be restored by resting for the indicated time.


Break Concentration
Simple Summary Break Concentration: Incant "I command thee suppressed" to make the target Suppressed for 10 seconds.
Available to Bard, Monk, Wizard, Curios, Monster (Fairy)
Type Verbal (Offensive)
Range 20ft
Incantation "I command thee suppressed."
Effects Status Effect: Target is Suppressed for 10s.


Coup De Grace
Simple Summary Coup De Grace: Incant "Succumb to thy wounds and die" x3 to kill a wounded target.
Available to Assassin, Wizard
Type Verbal (Offensive)
Range 20ft
Incantation "Succumb to thy wounds and die" x3
Effects Immediate Effect: If the target is wounded, they die. Otherwise, no effect.


Dimensional Rift
Simple Summary Dimensional Rift: Incant "Aether consume thy ghostly form" x3. If the target is Insubstantial, they die
Available to Assassin, Wizard
Type Verbal (Offensive)
Range 20ft
Incantation "Aether consume thy ghostly form" x3
Effects Immediate Effect: If the target is Insubstantial, they die. Otherwise, no effect.


Dragged Below
Simple Summary Dragged Below: Incant "Death comes for thee from below" x3 to kill a Stopped target.
Available to Wizard, Monster (Siren)
Type Verbal (Offensive)
Range 20ft
Incantation "Death comes for thee from below" x3
Effects Immediate Effect: If the target is Stopped, they die. Otherwise, no effect.


Elemental Barrage
Simple Summary Elemental Barrage: Incant "I am filled with the power of magic", and you can cast spellballs by saying their name and throwing them until you pick up a ball or cast a non-ball spell.
Available to Druid, Wizard, Monster (Red Drake)
Type Verbal (Non-Offensive)
Range Self
Incantation "I am filled with the power of magic"
Effects Status Effect: Caster may cast Spellballs by saying the name of the spellball immediately before or during the throwing motion instead of priming it with the listed incantation.
  • Casting spellballs this way may be done while moving.
  • This effect ends whenever the caster retrieves a spellball or uses a non-spellball ability.
V8 Transition Note: The alternate method of casting is still casting and can be prevented by suppression and other effects that prevent casting.


Entangle
Simple Summary Entangle: Incant "The power of earth is mine to evoke" x2 to prime a brown spellball. It deals no damage, but applies an engulfing Stopped effect for 30s.
Available to Assassin, Druid, Healer, Wizard, Monster (Entangling Mass)
Type Spellball
Range Strike
Material Components ColorCodeBrown-231130.jpg Brown Spellball
Incantation "The power of earth is mine to evoke" x2
Effects Status Effect: Players struck are Stopped for 30s. Engulfing.
Other Details Strikes from this ball do not deal damage.


Expose Weakness
Simple Summary Expose Weakness: Incant "Deadly flaws make thee fragile" x3 to make the target Fragile until they die.
Available to Healer, Scout, Wizard
Type Verbal (Offensive)
Range 20ft
Incantation "Deadly flaws make thee fragile" x3
Effects Status Effect: Target becomes Fragile until this effect is removed.


Extension
Simple Summary Extension: Incant "Extension" before casting a spell with 20ft range, and the range of that spell becomes 50ft.
Available to Bard, Druid, Healer, Scout, Wizard, Monster (Siren)
Type Meta-Magic
Incantation "Extension"
Prerequisites Can only be used to modify abilities with a range of 20ft.
Effects Meta-Magic Effect: The modified ability can affect targets up to 50ft away.


Fireball
Simple Summary Fireball: Incant "The power of flame is mine to evoke" x2 to prime a red spellball. It’s Weapon, Shield, and Armor Destroying, and Wounds Kill.
Available to Anti-Paladin, Monk, Wizard, Monster (Red Drake)
Type Spellball
Range Strike
Material Components ColorCodeRed-231129.jpg Red Spellball
Incantation "The power of flame is mine to evoke" x2
Effects Immediate Effect: Damage, Armor Destroying, Shield Destroying, Weapon Destroying, Wounds Kill.


Firestorm
Simple Summary Firestorm: Incant "Burning flame I do entreat to summon forth a scorching heat" x3 and chant "Firestorm" to gain Incinerate Armor (unlimited), which you can cast without interrupting the chant. If you take damage or aggress in any way other than casting the granted spell, this effect ends.
Available to Druid, Wizard
Type Verbal (Non-Offensive)
Range Self
Incantation "Burning flame I do entreat to summon forth a scorching heat" x3
Chant "Firestorm"
Effects Chant Effect: Caster gains Incinerate Armor (Unlimited) and may cast it without interrupting this chant. This chant ends if the caster aggresses (other than casting Incinerate Armor), takes damage, or stops chanting.
Other Details
  • Spells cast this way cannot be affected by meta-magic.
  • Casting this way counts towards maintaining the chant, however a proper chant of "Firestorm" must be made between each cast or attempted cast.


Flight
Simple Summary Flight: Incant "I take flight" x3 to become Flying. (Must chant "Flying", become immune to anything within 20ft of you.) Land by saying "I return to Solid Ground" x2 while 10ft away from living enemies.
Available to Druid, Monk, Wizard, Monster (Fairy, Gargoyle, Harpy)
Type Verbal (Non-Offensive)
Range Self
Incantation "I take flight" x3
Chant "Flying"
Effects Chant Effect: Caster becomes Flying. They may end this effect by declaring "I return to solid ground" x2 while at their base or at least 10ft away from living enemies. This does not interrupt the chant.

Secondary Effect (Immediate): If the caster stops chanting willingly or by mistake, they immediately die.

Other Details The death from ending the chant only counts as ‘taking a death’ if it was done intentionally. The caster does not die if the chant is forcibly ended by a state such as Frozen.


Force Bolt
Simple Summary Force Bolt: Incant "The power of magic is mine to evoke" x2 to prime a blue spellball. It’s Weapon Destroying and Armor Breaking.
Available to Druid, Wizard
Type Spellball
Range Strike
Material Components ColorCodeBlue--231129.jpg Blue Spellball
Incantation "The power of magic is mine to evoke" x2
Effects Immediate Effect: Damage, Armor Breaking, Weapon Destroying


Hold Person
Simple Summary Hold Person: Incant "I command thee to stop" x3 to make the target Stopped for 30s.
Available to Assassin, Bard, Druid, Healer, Scout, Wizard, Monster (Siren)
Type Verbal (Offensive)
Range 20ft
Incantation "I command thee to stop" x3
Effects Status Effect: Target becomes Stopped for 30s.


Iceball
Simple Summary Iceball: Incant "The power of ice is mine to evoke" x2 to prime a white spellball. It deals no damage, but applies an engulfing Frozen effect for 30s.
Available to Druid, Healer, Wizard
Type Spellball
Range Strike
Material Components ColorCodeWhite-231115.jpg White Spellball
Incantation "The power of ice is mine to evoke" x2
Effects Status Effect: Players struck are Frozen for 30s. Engulfing.
Other Details Strikes from this ball do not deal damage.


Ice Barrier
Simple Summary Ice Barrier: Incant "I shall not be harmed" to become Frozen for 10s.
Available to Druid, Healer, Wizard, Monster (Gargoyle)
Type Verbal (Non-Offensive)
Range Self
Incantation "I shall not be harmed"
Effects Status Effect: Caster becomes Frozen for 10s.
Reminder Caster must declare "No longer Frozen" at the conclusion of the effect.


Icy Blast
Simple Summary Icy Blast: Incant "My power makes thee frozen" x3 to make the target Frozen for 30s
Available to Druid, Wizard, Monster (Gorgon)
Type Verbal (Offensive)
Range 20ft
Incantation "My power makes thee frozen" x3
Effects Status Effect: Target becomes Frozen for 30s.


Incinerate Armor
Simple Summary Incinerate Armor: Incant "Flame and fire damage thy armor" x3 to remove 1 point of armor from each hit location on the target.
Available to Anti-Paladin, Druid, Wizard
Type Verbal (Offensive)
Range 20ft
Incantation "Flame and fire damage thy armor" x3
Effects Immediate Effect: 🌶️ Target suffers 1 point of damage to their armor in each hit location.”
V8 Transition Note: Immunities and resistances extend to carried equipment. This means immunity/resistance to verbals will protect against this effect.


Innate
Simple Summary Innate: Incant “Innate” to instantly recover an ability with ♻10. You can use this while Resting or Insubstantial, unlike most incants. If you do it while Resting, you can add 10s towards longer Rest timers.
Available to Bard, Druid, Healer, Wizard, Monster (Shroomkin)
Type Verbal (Non-Offensive)
Range Self
Incantation "Innate"
Effects Immediate Effect: Caster restores one use of a single ability with ♻ up to ♻10. If the caster is Resting, they instead add 10 seconds towards the rest timer of a single ability. This cannot be used to restore or contribute rest time towards recovering Confidence.
Other Details
  • Innate can be used while Resting without ending it.
  • Innate can be used while Insubstantial.
  • Innate can only restore or contribute time towards restoring abilities. It cannot affect resistances or other non-ability effects such as the Rest at Base options.
V8 Transition Note: Innate is a verbal, not a meta-magic.


Lay Curse
Simple Summary Lay Curse: Incant "Death lays a curse on thee" x3 to make the target Cursed for 30s
Available to Assassin, Healer, Wizard, Curios, Monster (Gorgon, Harpy)
Type Verbal (Offensive)
Range 20ft
Incantation "Death lays a curse on thee" x3
Effects Status Effect: Target becomes Cursed for 30s.


Lightning Bolt
Simple Summary Lightning Bolt: Incant "The power of storms is mine to evoke" x2 to prime a yellow spellball. It’s Weapon Destroying, Armor Breaking, and applies an engulfing Stopped effect for 30 seconds.
Available to Druid, Wizard
Type Spellball
Range Strike
Material Components ColorCodeYellow-231129.jpg Yellow Spellball
Incantation "The power of storms is mine to evoke" x2
Effects Immediate Effect: Damage, Armor Breaking, Weapon Destroying.

Status Effect: Players struck are Stopped for 30s. Engulfing.


Mana Harvest
Simple Summary Mana Harvest: Incant "Return to me my fleeting power to aid me in my darkest hour" within 30s of wounding an enemy with a spellball, casting a verbal with ♻20 or more on an enemy, or restoring an ally from an effect caused by an enemy. Restore one ♻10 ability.
Available to Druid, Healer, Wizard
Type Verbal (Non-Offensive)
Range Self
Incantation "Return to me my fleeting power, to aid me in my darkest hour"
Prerequisites Can only be used within 30s of doing one of the following:
  • Wounding an enemy with a spellball
  • Successfully casting a verbal with ♻20 or greater on an enemy
  • Using an ability to restore another player from an effect caused by an enemy
Effects Immediate Effect: Caster declares and restores one use of a ♻10 ability.
Reminder
  • This can only be used once per triggering moment.
  • Innate is a ♻10 ability.


Meditate
Simple Summary Meditate: Incant "Out of battle, I pause to meditate" to begin Resting at double-time. (Resting at Base does not benefit)
Available to Druid, Healer, Monk, Wizard
Type Verbal (Non-Offensive)
Range Self
Incantation "Out of battle, I pause to meditate"
Effects Status Effect: Caster is affected as per Rest and may count their rest at double-time.
Other Details
  • 'Double-time' means counting two seconds per second. You can count by twos (2, 4, 6, 8...), or count twice as fast. As long as it's no more than 2 per second, whatever makes it easy for you.
  • Confidence, Meditate, and the 'Rest at Base' options cannot benefit from this increased rate. Players wishing to Rest for either of these options must still wait for the full, unmodified time.
  • The effects of Meditate do not stack with Song of Power.


Mend
Simple Summary Mend: Incant "I make this item whole again" x5 to mend a broken or damaged weapon or shield, or restore one point of armor to a hit location.
Available to Archer, Bard, Druid, Healer, Scout, Wizard, Curios, Monster (Shroomkin)
Type Verbal (Non-Offensive)
Range 5ft (Any)
Incantation "I make this item whole again" x5
Effects Immediate Effect: Choose one at the time of cast:
Other Details Caster may hold the item to be affected without taking up a free hand.
V8 Transition Note: Mend targets the player, not the item being restored.


Pestilence
Simple Summary Pestilence: Incant "Illness seep, sickness creep, a vile plague for death to reap" x3 and chant "Pestilence" to gain Expose Weakness (unlimited), which you can cast without interrupting the chant. If you take damage or aggress in any way other than casting the granted spell, this effect ends.
Available to Wizard, Monster (Harpy)
Type Verbal (Non-Offensive)
Range Self
Incantation "Illness seep, sickness creep, a vile plague for death to reap" x3
Chant "Pestilence"
Effects Chant Effect: Caster gains Expose Weakness (Unlimited) and may cast it without interrupting this chant. This chant ends if the caster aggresses (other than casting Expose Weakness), takes damage, or stops chanting.
Other Details
  • Spells cast this way cannot be affected by meta-magic.
  • Casting this way counts towards maintaining the chant, however a proper chant of "Pestilence" must be made between each cast or attempted cast.


Phase Bolt
Simple Summary Phase Bolt: Incant "The power of sorcery is mine to evoke" x2 to prime a grey spellball. It’s Weapon Destroying and Armor Breaking, and ignores all enchantments and armor.
Available to Wizard
Type Spellball
Range Strike
Material Components ColorCodeGray-231130.jpg Gray Spellball
Incantation "The power of sorcery is mine to evoke" x2
Effects Immediate Effect: Damage, Weapon Destroying, Ignores Armor, Ignores Immunities & Resistances.
Other Details This cannot harm players that are Insubstantial, Frozen, Invulnerable, or any other type of 'cannot be affected' that does not use the term 'immune' or 'resistant'


Poison Bolt
Simple Summary Poison Bolt: Incant "The power of poison is mine to evoke" x2 to prime a green spellball. It’s Weapon Destroying, Armor Breaking, and Wounds Kill.
Available to Assassin, Wizard, Monster (Harpy)
Type Spellball
Range Strike
Material Components ColorCodeGreen-231130.jpg Green Spellball
Incantation "The power of poison is mine to evoke" x2
Effects Immediate Effect: Damage, Armor Breaking, Weapon Destroying, Wounds Kill.


Release
Simple Summary Release: Incant "From thy bindings thou art released" x5 to remove any number of status effects from the target other than Severed.
Available to Bard, Druid, Healer, Paladin, Scout, Wizard, Curios, Monster (Unicorn)
Type Verbal (Non-Offensive)
Range
  • 5ft (Any) - Bard, Druid, Healer, Scout, Wizard, Curio
  • 5ft (Other) - Paladin, Unicorn
Incantation "From thy bindings thou art released" x5
Effects Immediate Effect: The target's status is restored; any number of status effects are removed.
Reminder This cannot remove Severed and does not affect players who are Cursed.


Shove
Simple Summary Shove: Cast with "My power shoves thee" x3. Target must move 20ft further away from you.
Available to Bard, Druid, Healer, Monk, Wizard
Type Verbal (Offensive)
Range 20ft (Other)
Incantation "My power shoves thee" x3
Effects Status Effect: Target is Shoved 20ft directly away from the caster.
Reminder If the target becomes Stopped or otherwise unable to move while in transit, they must still complete the forced movement from Shove.
V8 Transition Note: Shove cannot be cast on oneself.


Sphere of Annihilation
Simple Summary Sphere of Annihilation: Incant "The power of void is mine to evoke" x2 to prime a black spellball. It’s Weapon and Shield Destroying, Wounds Kill, and ignores armor, immunities, and enchantments.
Available to Wizard
Type Spellball
Range Strike
Material Components ColorCodeBlack-231130.jpg Black Spellball
Incantation "The power of void is mine to evoke" x2
Effects Immediate Effect: Damage, Ignores Armor, Ignores Immunities & Resistances, Shield Destroying, Weapon Destroying, Wounds Kill.
Other Details This cannot harm players that are Insubstantial, Frozen, Invulnerable, or any other type of 'cannot be affected' that does not use the term 'immune' or 'resistant'


Suppress Aura
Simple Summary Suppress Aura: Incant "My power suppresses thine" x3 to make the target Suppressed for 30s
Available to Bard, Barbarian, Wizard
Type Verbal (Offensive)
Range 20ft
Incantation "My power suppresses thine" x3
Effects Status Effect: Target is Suppressed for 30s.


Suppression Bolt
Simple Summary Suppression Bolt: Incant "The power of suppression is mine to evoke" x2 to prime a purple spellball. It’s Weapon Destroying and Armor Breaking. It applies an engulfing Suppressed effect for 30s.
Available to Wizard, Monster (Shroomkin)
Type Spellball
Range Strike
Material Components ColorCodePurple-231130.jpg Purple Spellball
Incantation "The power of suppression is mine to evoke" x2
Effects Immediate Effect: Damage, Armor Breaking, Weapon Destroying.

Status Effect: Players struck are Suppressed for 30s. Engulfing.


Swift
Simple Summary Swift: Incant "Swift" before casting a spell to cast it with only one repetition of the incant.
Available to Bard, Druid, Healer, Paladin, Wizard
Type Meta-Magic
Incantation "Swift"
Prerequisites Cannot be used to modify abilities with a range of 20ft.
Effects Meta-Magic Effect: The modified ability can be cast with only a single iteration of the incantation. For multi-line Incantations with no repetition, use the last line only.


Teleport
Simple Summary Teleport: Incant "Travel through the aether" x3 to make the target insubstantial and move directly to a fixed location. They may exit by incanting "I return to the physical world" x2 at the destination. (Or along the path there as long as they are 10ft away from living enemies.)
Available to Archer, Assassin, Druid, Healer, Scout, Wizard
Type Verbal (Non-Offensive)
Range
  • 5ft (Any) - Assassin, Druid, Healer, Scout, Wizard
  • Self - Archer
Incantation "Travel through the aether" x3
Effects Status Effect: Target becomes Insubstantial and is forced to move directly to a destination chosen by the caster at the time of casting. Upon reaching the destination the target must end the effect by declaring "I return to the physical world" x2. The target may end this effect prematurely in the same way anytime they are at least 10ft away from all living enemies.
Other Details The destination must be a static, unmoving location that can be definitively known by the target at the time of casting. For example, if the chosen destination is "Behind that wizard", the target must be able to know exactly what that means before they start moving and the location will not change if the wizard moves away while the target is in transit.


Wounding
Simple Summary Wounding: Incant "Death strikes off thy <right/left> <arm/leg>" x3 to Wound the target's named limb
Available to Anti-Paladin, Wizard
Type Verbal (Offensive)
Range 20ft
Incantation "Death strikes off thy <right/left> <arm/leg>" x3
Effects Immediate Effect: If the target has no other wounds, the designated limb is wounded. If the target is already wounded, this ability has no effect.



Extra Clarifications

Any additional clarifications about this class will be listed below. To request a clarification, please visit the Amtgard V9 Discord server.




Trivia
  • The Wizard class was introduced in the very first edition of Amtgard (1983).





Combat Classes
General Rules · Anti-Paladin · Archer · Assassin · Barbarian · Bard · Druid · Healer · Monk · Paladin · Peasant · Scout · Warrior · Wizard · Monster
Classes
Credits and Levels · Combat Classes · Non-Combat Classes
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