V9:Druid

From V9 Development
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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.

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- 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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Druid

Description Druids are control mages and enchanters that specialize in bolstering their team’s armor and granting offensive boons.
Playstyle Bow User, Crowd Control, Damage, Ranged, Support
Class Identifier ColorCodeBrown-231130.jpg Brown 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.


🗿 Berserk 1 4 1/Refresh ♻30 5ft (Other) Enchantment
🍃 Blessing Against Harm 1 4 1/Refresh ♻60 Self Enchantment
🗿 🍃 Bow or Short Weapon 2 1 - - Equipment
Firestorm 1 4 1/Life ♻30 Self Verbal
Iceball 2 2 1 Ball Strike Spellball
Icy Blast 1 4 1/Refresh ♻30 20ft Verbal
🗿 🍃 Stoneskin 2 2 1/Refresh ♻60 5ft (Other) Enchantment
🗿 🍃 Temper Armor 1 4 1/Refresh ♻60 5ft (Other) Enchantment
🗿 🍃 Word of Mending 1 - 1/Refresh ♻30 5ft (Any) Verbal
ADEPT

Points Available
= Your Level+1

Unspent points may be used at a lower tier.


Flight 1 4 1/Refresh ♻20 Self Verbal
🗿 🍃 Giant Strength 1 4 1/Refresh ♻60 5ft (Other) Enchantment
🗿 Gift of Air 1 4 1/Refresh ♻30 5ft (Other) Enchantment
🗿 🍃 Gift of Earth 1 4 1/Refresh ♻30 5ft (Other) Enchantment
🗿 Gift of Fire 1 4 1/Refresh ♻30 5ft (Other) Enchantment
🍃 Hold Person 1 2 1/Life ♻20 20ft Verbal
🗿 Incinerate Armor 1 4 1/Life ♻10 20ft Verbal
Lightning Bolt 1 2 1 Ball Strike Spellball
🍃 Pass Without Trace 1 4 1/Refresh ♻20 Self Verbal
🗿 🍃 Poison Weapon 1 4 1/Life ♻20 5ft (Other) Enchantment
🗿 Reforge 1 4 1/Life ♻20 5ft (Any) Verbal
🗿 🍃 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
🗿 🍃 Barkskin 1 4 1/Life ♻30 5ft (Other) Enchantment
🗿 🍃 Entangle 1 4 2 Balls Strike Spellball
🗿 🍃 Extension 1 - 2/Refresh ♻10 - Meta-Magic
🗿 🍃 Gift of Water 1 4 1/Life ♻30 5ft (Other) Enchantment
🗿 🍃 Heal 1 - 1/Life ♻10 5ft (Any) Verbal
🗿 Ice Barrier 1 4 1/Life ♻10 Self Verbal
🗿 🍃 Innate 1 4 2/Refresh ♻10 Self Verbal
🗿 🍃 Mana Harvest 1 4 2/Life Self Verbal
🗿 🍃 Meditate 1 4 1/Life Self Verbal
🗿 🍃 Mend 1 - 2/Life ♻10 5ft (Any) Verbal
🗿 Poison Bolt 1 4 1 Ball Strike Spellball
🗿 🍃 Release 1 - 1/Life ♻10 5ft (Any) Verbal
🗿 🍃 Renew 1 - 1/Life ♻10 5ft (Other) Verbal
🗿 🍃 Safeguard 1 4 1/Life ♻10 5ft (Other) Verbal
🍃 Shove 1 4 1/Life ♻10 20ft (Other) Verbal
🗿 🍃 Swift 1 - 2/Refresh ♻10 - 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.
Shaman 🗿

Purchased uses of Mend and Renew are not expended when used on allies bearing your enchantments.

Can only purchase abilities with the 🗿 tag.

Tempest

Gain Elemental Barrage (Unlimited)

May not use a bow.

Can only purchase abilities with the⚡ tag.

Greenwarden 🍃

Gain Mulch (Unlimited).

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 Druid
Barkskin: Incant "May nature protect thee" x3 to grant the target a resistance to wounds. (♻10) Target also gets +1 to worn armor below 6pts. Can't wear alongside Stoneskin.


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.


Renew: Incant "Thy boon and blessing shall be renewed" to restore someone's enchantment-granted Resistance or Ability with ♻20 or less.

Level 1
Identifier Brown sash
Weapons
  • Dagger, Magic Staff
  • Cannot dual wield weapons except alongside Magic Staff.
Shields None
Armor None
Archetype None
Abilities Barkskin 3/Life ♻30
Entangle 2 Balls
Renew 2/Life ♻10

Level 6 Generalist Druid
Barkskin: Incant "May nature protect thee" x3 to grant the target a resistance to wounds. (♻10) Target also gets +1 to worn armor below 6pts. Can't wear alongside Stoneskin.


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.


Ice Barrier: Incant "I shall not be harmed" to become Frozen for 10s.


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.


Meditate: Incant "Out of battle, I pause to meditate" to begin Resting at double-time. (Resting at Base does not benefit)


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.


Reforge: Incant "I return this item to its former glory" x5 to mend a broken or damaged weapon or shield, restore one point of armor to each hit location, or fully repair one hit location.


Renew: Incant "Thy boon and blessing shall be renewed" to restore someone's enchantment-granted Resistance or Ability with ♻20 or less.


Stoneskin: Incant "May nature protect thee from all forms of attack" x3 to grant the target a resistance to any single effect. (♻10) Target also gets +1 to all worn armor below 6pts. Can't wear alongside Barkskin.


Word of Mending: Incant "Spedoinkle" to repair everything the target is holding or wearing

Level 6
Identifier Brown sash
Weapons
  • Dagger, Magic Staff
  • Cannot dual wield weapons except alongside Magic Staff.
Shields None
Armor None
Archetype None
Abilities Barkskin 2/Life ♻30
Entangle 2 Balls
Ice Barrier 1/Life ♻10
Innate 4/Refresh ♻10
Meditate 4/Life
Mend 4/Life ♻10
Reforge 2/Life ♻20
Renew 2/Life ♻10
Stoneskin 2/Refresh ♻60
Word of Mending 1/Refresh ♻30




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.


Barkskin
Simple Summary Barkskin: Incant "May nature protect thee" x3 to grant the target a resistance to wounds. (♻10) Target also gets +1 to worn armor below 6pts. Can't wear alongside Stoneskin.
Available to Druid
Type Enchantment
Range 5ft (Other)
Incantation "May nature protect thee" x3
Prerequisites Cannot be cast on a player already affected by Stoneskin.
Effects Enchantment Effect:
  • Resistance to Wounds (♻10).
  • +1 Armor point to current and maximum armor points in each hit location with physical armor. This does not count as Restoration.
Other Details When declaring this enchantment, the bearer must declare whether the resistance is active or not
Reminder
  • Natural Armor is not Physical Armor and will not benefit from this enchantment.
  • Players cannot have more than 6 points in any one location.
  • Resistances are optional. The bearer does not need to expend them on the first applicable attack.
  • If this enchantment is removed while the bearer is still alive, reduce both the current and maximum armor points by 1. This does not count as damage.
V8 Transition Note: This enchantment is not removed once the resistance is expended. The resistance can be restored by resting for the indicated time.


Berserk
Simple Summary Berserk: Incant "Anger builds within thy veins" x3. Target’s weapons become armor breaking and shield crushing. While within 20ft of an enemy, they can’t move more than 20ft away unless forced by magic or unable to strike or reach that enemy. Bearer does not have to pursue enemies who run away.
Available to Bard, Barbarian, Druid, Monster (Shroomkin, Werewolf)
Type Enchantment
Range
  • 5ft (Other) - Bard, Druid, Shroomkin
  • 5ft (Any) - Barbarian
  • 5ft (Self) - Werewolf
  • As Trait - Berserker Barbarian
Incantation "Anger builds within thy veins" x3
Effects Enchantment Effect:
  • Bearer’s wielded melee weapons are Armor Breaking and Shield Crushing.
  • While within 20ft of a living enemy, the bearer cannot knowingly move more than 20ft away from them. If any of the following are true, then this limitation can be ignored:
    • the bearer is moving to engage another living enemy within 20ft;
    • the bearer is forced by another effect (Fear, Shove, etc.);
    • there is no path the bearer could take to move to the enemy without leaving 20ft or crossing impassable/hazardous terrain (real or in-game);
    • the enemy becomes unable to be affected by melee attacks (Flying, Frozen, Insubstantial, etc.);
Other Details The bearer does not need to follow if the target moves away from the them.


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.


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.


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.


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.


Giant Strength
Simple Summary Giant Strength: Your melee weapons are Armor Breaking. If they were already built to be Armor Breaking, they’re also Shield Crushing.
Available to Barbarian, Druid, Monk, Wizard, Monster (Red Drake)
Type Enchantment
Range
  • 5ft (Other) - Druid, Wizard
  • As Trait - Barbarian, Red Drake
Incantation "I enchant thee with the strength of giants" x3
Effects Enchantment Effect:
Other Details Melee weapons that are already Armor Breaking and Shield Crushing do not receive any additional benefit.


Gift of Air
Simple Summary Gift of Air: Incant "I grant thee a gift of gusting air" x3 to grant the bearer Shove 2/Refresh. (♻10)
Available to Druid
Type Enchantment
Range 5ft (Other)
Incantation "I grant thee a gift of gusting air" x3
Effects Enchantment Effect: Bearer gains Shove 2/Refresh ♻10.


Gift of Earth
Simple Summary Gift of Earth: Incant "I grant thee a gift of enduring earth" x3 to grant the bearer Reforge 2/Refresh. (♻10)
Available to Druid
Type Enchantment
Range 5ft (Other)
Incantation "I grant thee a gift of enduring earth" x3
Effects Enchantment Effect: Bearer gains Reforge 2/Refresh ♻10.


Gift of Fire
Simple Summary Gift of Fire: Incant "I grant thee a gift of searing flame" x3 to grant the bearer Incinerate Armor 2/Refresh. (♻10)
Available to Druid
Type Enchantment
Range 5ft (Other)
Incantation "I grant thee a gift of searing flame" x3
Effects Enchantment Effect: Bearer gains Incinerate Armor 2/Refresh ♻10.


Gift of Water
Simple Summary Gift of Water: Incant "I grant thee a gift of flowing water" x3 to grant the bearer ⬗ Shake it Off 2/Refresh. (♻10)
Available to Druid
Type Enchantment
Range 5ft (Other)
Incantation "I grant thee a gift of flowing water" x3
Effects Enchantment Effect: Bearer gains ⬗Shake It Off 2/Refresh ♻10.


Heal
Simple Summary Heal: Incant "The white light of healing hath healed thee" x5 to remove target's wound
Available to Archer, Druid, Healer, Paladin, Monk, Scout, Curios, Monster (Shroomkin, Unicorn)
Type Verbal (Non-Offensive)
Range
  • 5ft (Any) - Druid, Healer, Paladin, Monk, Scout, Curios
  • 5ft (Other) - Unicorn
  • Self - Archer
Incantation "The white light of healing hath healed thee" x5
Effects Immediate Effect: Target restores a wound.


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.


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.


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.


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.


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.


Pass Without Trace
Simple Summary Pass Without Trace: Incant "I pass without trace" to become Invulnerable - you must return to base.
Available to Archer, Assassin, Druid, Scout, Curios
Type Verbal (Non-Offensive)
Range Self
Incantation "I pass without trace"
Effects Status Effect: Target becomes Invulnerable and is forced to move directly to their Base. They may end this effect any time they are at least 100ft away from living enemies by declaring "I return to the physical world" x2. This effect also ends if they reach their base.
Other Details 🏃This ability can be cast while moving.


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.


Poison Weapon
Simple Summary Poison Weapon: Incant "I coat these weapons with a deadly poison" x2. The next wound you deal is Wounds Kill. This effect can be restored with ♻10
Available to Anti-Paladin, Assassin, Druid, Monster (Shroomkin)
Type Enchantment
Range
  • Self - Anti-Paladin, Assassin
  • 5ft (Other) - Druid, Shroomkin
Incantation "I coat these weapons with a deadly poison" x2
Effects Enchantment Effect: The next wound caused by the bearer in melee is Wounds Kill. This effect can be renewed, and restored with ♻10.
Other Details When declaring this enchantment, the bearer must indicate whether the Wounds Kill effect is active or not.


Reforge
Simple Summary Reforge: Incant "I return this item to its former glory" x5 to mend a broken or damaged weapon or shield, restore one point of armor to each hit location, or fully repair one hit location.
Available to Druid, Warrior
Type Verbal (Non-Offensive)
Range 5ft (Any)
Incantation "I return this item to its former glory" 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: Reforge targets the player, not the item being restored.


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.


Renew
Simple Summary Renew: Incant "Thy boon and blessing shall be renewed" to restore someone's enchantment-granted Resistance or Ability with ♻20 or less.
Available to Bard, Druid, Healer, Paladin, Curios, Monster (Unicorn)
Type Verbal (Non-Offensive)
Range
  • 5ft (Other) - Bard, Druid, Healer, Paladin, Unicorn
  • 5ft (Any) - Curios
Incantation "Thy boon and blessing shall be renewed"
Prerequisites Cannot be used while there are living enemies within 10ft.
Effects Immediate Effect:
  • Target declares and restores an effect or ability granted by an enchantment. That ability or effect must have a ♻ value that is no greater than ♻20.


Safeguard
Simple Summary Safeguard: Incant "Hide in the shadows and I shall protect thee" to make the target Insubstantial and Stopped. They can Incant "I return to the physical world" x2 to end the effect.
Available to Druid, Healer, Paladin, Scout, Warrior, Curios
Type Verbal (Non-Offensive)
Range 5ft (Other)
Incantation "Hide in the shadows and I shall protect thee"
Effects Status Effect: Target becomes Insubstantial and Stopped. Target can end this effect at any time by declaring "I return to the physical world" x2.
Reminder Non-offensive abilities can be rejected by the recipient if they do not wish to take on the effects.


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.


Stoneskin
Simple Summary Stoneskin: Incant "May nature protect thee from all forms of attack" x3 to grant the target a resistance to any single effect. (♻10) Target also gets +1 to all worn armor below 6pts. Can't wear alongside Barkskin.
Available to Druid
Type Enchantment
Range 5ft (Other)
Incantation "May nature protect thee from all forms of attack" x3
Prerequisites Cannot be cast on a player already affected by Barkskin.
Effects Enchantment Effect:
  • Bearer and their carried equipment gain a resistance to all effects from a single strike or ability (♻10).
  • +1 Armor point to current and maximum armor points in each hit location with physical armor. This does not count as Restoration.
Other Details When declaring this enchantment, the bearer must declare whether the resistance is active or not
Reminder
  • Natural Armor is not Physical Armor and will not benefit from this enchantment.
  • Players cannot have more than 6 points in any one location.
  • Resistances are optional. The bearer does not need to expend them on the first applicable attack.
  • Reminder: If this enchantment is removed while the bearer is still alive, reduce both the current and maximum armor points by 1. This does not count as damage.
V8 Transition Note: This enchantment is not removed once the resistance is expended. The resistance can be restored by resting for the indicated time.


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.


Temper Armor
Simple Summary Temper Armor: Incant "I temper this armor to endure all blows" x3 to make the bearer's armor immune to Armor Breaking and Armor Destroying.
Available to Druid, Healer, Warrior
Type Enchantment
Range
  • Self - Warrior
  • 5ft (Other) - Druid, Healer
Incantation "I temper this armor to endure all blows" x3
Effects Enchantment Effect: Bearer's armor is immune to Armor Breaking and Armor Destroying.
Reminder The armor will still receive basic damage from these strikes.


Word of Mending
Simple Summary Word of Mending: Incant "Spedoinkle" to repair everything the target is holding or wearing
Available to Druid
Type Verbal (Non-Offensive)
Range 5ft
Incantation "Spedoinkle"
Prerequisites Cannot be cast while within 10ft of a living enemy.
Effects Immediate Effect: All weapons and shields carried by the target are restored. All armor on the target is restored to full value.


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 Druid class was introduced in Amtgard V5 (1987).





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Amtgard V9 Rulebook
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Appendix: Equipment Inspection Guide · Master List of Abilities · Glossary